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Everything posted by Wags
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How will deck crew night launch operations be supported? We are working on the addition of glow sticks and aircraft light flash signals. Vests also have reflective patches. This will probably come after the initial Early Access release. What is include at Early Access launch? • Highly detailed polygon model • High resolution textures that include realistic weathering and markings • Animated arresting wires and lifts (AI controlled at first) • Animated radar antennas • Animated aircraft elevators • Animated catapult bubble between catapults 1 and 2 • Steam from catapults • Deck lighting • Risers (guard rails) around aircraft elevators when lowered • Populated island crew • Long range line up lights • Animated “rabbit lights” along landing area center line • IFLOLS • Damage model • Functional air defense weapon systems: o Sea Sparrow o CWIS o RAM • Option for all Nimitz-class aircraft carriers of the Roosevelt sub-class: o CVN-71 Theodore Roosevelt o CVN-72 Abraham Lincoln o CVN-73 George Washington • Deck parking. Allow up to 14 aircraft to be spawned on deck for multiplayer missions • Carrier radio communications for Case I, Case II, and Case III • Static deck crew that can be placed by mission designer • Animated deck crew for bow and waist catapults launches • Static deck vehicles (mule, fire truck, and crane) that can be placed by mission designer • New Kuznetsov Russian aircraft carrier • Arleigh Burke-class guided missile destroyer What are the items planned for after Early Access release? • Ready Room • Air Boss Station • Interactive LSO Controls like manual control of hook touch down location, hook to ramp height, wave off lights, and cut lights • Plane directors to guide aircraft to catapults and off the landing area • Three additional ships of the sub-class o CVN-75 Harry S. Truman • Rendered hangar deck • Emergency barrier net (controlled for Air Boss station) • Deck crew (not static deck crew) that move to avoid collisions with aircraft • Deck crew glow sticks for night operations • Pilot animations like the salute and right hand on grab bar How will I take part in carrier operations if I do not own this module? The CVN-74 John C. Stennis that was released at the same time as the Hornet will remain in DCS World as a free carrier. We will remedy all takeoff issues, but it will retain the existing model and not have deck crew, radio communications, Ready Room, LSO station, and other features included in Supercarrier. How will it work in multiplayer if a player does not own Supercarrier”? Anyone can join a server that includes the Supercarrier module. Owners of the module can takeoff and land on the Supercarrier, as well as use the Case 1, 2, and 3 radio communications, Ready Room, LSO station, Air Boss station, and more. Non-owners of the module will: • See the Supercarriers and aircraft on the deck in missions. This will allow them to join a multiplayer mission with Supercarrier. • Create missions with the Supercarriers using the Mission Editor. However, if you do not own the Supercarrier module, you will not be able to spawn on the deck to takeoff or catch an arresting wire to land. You would also not be able to take advantage of the new radio communications, the Ready Room, LSO, Station, and Air Boss Station. How will the new Kuznetsov aircraft carrier and Arleigh Burke destroyer be included? We will keep the exiting Kuznetsov aircraft carrier as a free version, but under a different name than the new one as part of the Supercarrier module. The new Kuznestov is an entirely new model with new geometry, textures, animations, and AI taxi behaviors. In single player, ownership of the Supercarrier module is required to use the new Kuznetsov and Arleigh Burke. In multiplayer though, they will be visible to all players and can be attacked and attacked by them. This will allow players that do not own the module to still join a server that includes the module. However, in order to takeoff or land on the Kuznetsov or Burke (helos) in multiplayer, ownership is required. What aircraft carrier communications will be included? At Early Access launch, Case 1, Case 2, and Case 3 will be supported. After Early Access will we do additional work to include spins, pattern re-entry after a wave off or bolter, and Automatic Carrier Landing (ACL) support. You can find a preliminary version of the guide here: https://forums.eagle.ru/showpost.php?p=4265269&postcount=2
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Dear all, Regarding the Viper targeting pod, our engineer assigned to targeting pods (also flight models) is currently focused on the Hornet targeting pod in order to add other elements like laser range, freeze, gray scale, adjust declutter, enable reticle toggle, attitude indicator, automatic level and gain controls, correct some of the reticles, INR tracking, offset cursor, new HOTAS functions, and the air-to-air mode. Once that is done, then he can return to the Viper targeting pod and add such features as new HOTAS commands, NAV mode functions, offset designations, snowplow mode, cursor zero, steering cue, auto focus, gray scale, azimuth angle, laser range, and laser code. Kind regards, Wags
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Dear bkaposta, They are certainly coming. We have an engineer that is primarily focused on the weapon systems of the Hornet and Viper, and his current weapons work is currently regarding first correcting some Maverick, Walleye, IAM, and rocket issues. He is also working on the SLAM/SLAM-ER and JDAM/JSOW dynamic launch zones. One those tasks are wrapped (and we have a more solid weapons base), items like the Maverick, HARM, and other Viper weapons will come. Kind regards, Wags
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Hey everyone, While a lot of effort is currently on the Hornet, the Viper is also still getting a lot of love. Here are the items currently being worked on: Added HACK time Adjusted strobe light Updated engine and throttle audio CNI adjustments External skins Improve performance Damage modeling phase 2 AIM-120 Active and TTI indication adjustments Adjusted IFF HOTAS commands Tuning NWS authority Thanks, Wags
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Hey everyone, We currently have a heavy focus on the Hornet, with a couple of very complex and time-intensive features like the TGP and AG radar. Here are the Hornet items that the team is currently working on: Further targeting pod features AG radar AA radar display fixes and additions Datalink fixes AIM-120 behavior AGM-65 corrections Improvements to gun funnel Thanks, Wags
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Hey everyone, To give you a head start learning operations around the boat, we have attached a preliminary copy of the DCS: Supercarrier Guide, created by Bunyap. Please note that this is work-in-progress and we'll be adding a chapter on using the LSO station, some adjustments to the radio messages, and some tuning of the deck crew hand signals. However, this should get you started. Thanks, Wags DCS Supercarrier Operations Guide (29 Mar Draft).pdf
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Yes, they do. I'll try to make a video later. Thanks
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Dear all, We have been reading all your great feedback and questions on DCS: Supercarrier, and we wanted to create a FAQ to consolidate all of our answers. We will continue to read all of your questions, and we will update this FAQ. Please keep 'em coming. --- Will Supercarrier support the F-14 Tomcat at Early Access release? We are working with Heatblur to make this happen and we are making progress. While we cannot promise 100% that it will be ready for the Early Access launch, it will certainly be ready in short order thereafter. Will plane directors marshal players and the AI to catapults? Yes this is in the design specification of the module but will come after the initial Early Access release. We also plan to have a plane director guide aircraft out of their parking location and hand off the aircraft to another plane director to guide the aircraft to the catapult. Once the aircraft is close behind the jet blast deflector, the aircraft is then passed off to the plane director on the catapult. Once an aircraft lands, we will also include a plane director to guide them off the landing area. Will you include a salute animation for the Hornet pilot? Yes, we are currently updating the pilot models for the Hornet and the Viper, and we plan to include some animations. This will come after the initial Early Access release. Is there also a key command for the Salute? Yes, it’s Left Shift+Left Ctrl+S. Can you collide with the deck crew? No, at the initial Early Access release they have no collision model. Later, we hope to add a form of self-preservation logic to avoid collisions. Will the elevators work? Yes, they will work automatically for the AI to move aircraft off the deck to prevent over-crowding. Later with the inclusion of the Air Boss station, we will also allow players to manually raise and lower them. Will the hangar be included? Yes, and modeling is already underway. However, given that pilots never get into or out of their aircraft in the hangars, this is a lower priority and is scheduled for a later date. Will red shirt ordnance animations be included? We have no such plans at this time due to the unrealistically large investment required to support all weapon types and the huge permutations of placement on the aircraft. How will aircraft be moved around the deck for cyclic operations? Actual movement is not possible for static aircraft and deck crew given their nature as static. However, using the Mission Editor, adding a simple static despawn event for such units is planned. How is the performance? A lot will depend on your computer, how the deck is populated, and level of detail of the models used to populate the deck. However, given that the carrier is at sea, there is no terrain or ground objects to render like an airbase. It goes without saying that the larger the number of high poly count aircraft on deck the bigger the hit. Why is Supercarrier not free or included with the Hornet? A tremendous amount of time, effort, and capital has gone into this sophisticated module, and more is still do come. The development cost of Supercarrier rivals many of our aircraft modules. To include it with the Hornet would drive up the cost of the Hornet well over a $100. Please also note that we provided an all new carrier with the release of the Hornet at no extra cost. How will deck crew night launch operations be supported? We are working on the addition of glow sticks and aircraft light flash signals. Vests also have reflective patches. This will probably come after the initial Early Access release.
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To kick off the first Supercarrier mini-updates, I bring you launch ops! Thanks, Wags
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Yes, please select NONE. Thanks
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Unique Carriers For DCS: Supercarrier, we will be providing all Nimitz-class aircraft carriers of the Theodore Roosevelt subclass. These include: CVN-71 USS Theodore Roosevelt CVN-72 USS Abraham Lincoln CVN-73 USS George Washington These will be the first three carriers released at Early Access. After the Early Access release, we will provide: CVN-74 USS John C. Stennis CVN-75 USS Harry S. Truman In addition to unique naming and numbering of the carriers, they will also have unique geometry. This is most evident in the islands (towers and antennas). Please see attached and note that they are work in progress. Each ship will also have unique carrier communication callsigns. Thanks, Wags
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Hi Boot, Options ALL, FTR+, and TGTS are on a rotary with the selection stepped by depressing the COMM switch inboard for less than 0.5 second. With the current display option ALL, FTR+, or TGTS, depressing the COMM switch outboard for less than 0.5 second results in the display option NONE. With the current display option NONE, depressing the COMM switch either inboard or outboard for less than 0.5 second returns the display option to its last-left option. The display option initializes to ALL at power up. ALL - all symbols FTR+ - all beside surveillance tracks TGTS - only Fighter tracks displayed (no PPLI and surveillance tracks) NONE - none This will all be updated to the Viper Guide. Thanks
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Hey everyone, The first half of the Steam sale is now live. Please see: https://forums.eagle.ru/showpost.php?p=4249819&postcount=244 Thanks, Matt
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The F-14B was only added to our development trunk rather recently, so we and HB have had much less time to integrate it. This has nothing to do with "priorities". Thanks
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To be clear, we are not saying that the Tomcat will not be compatible at Super Carrier EA launch, we will do our very best with HB to have at least limited functionality. Thanks, Matt
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Dear valued clients, We earlier stated that DCS: Supercarrier would be available to play in early access by Q1 2020. However, we will need to postpone the early access release to 15 April 2020 in order to complete the “Stay at Home” Sale. We do not launch large products during an ongoing sale event. This also gives us more time to complete some needed tasks before the early access release. To be as transparent as possible, we are sharing the DCS: Supercarrier task list to complete before its release: Issue Type Summary Priority Status Due Date (if applicable) End date (if applicable) Task Implement network deck crew behavior between players Stopper In Progress Bug Optimize performance Stopper Backlog 13/Mar/20 Bug Correct aircraft and deck static object collision behavior Stopper To Do 09/Apr/20 13/Mar/20 Bug Correct track replays when aircraft taxi on the deck Stopper In Progress 09/Apr/20 Improvement Non-Carrier Aircraft or non-owner Interaction Stopper In Progress Bug Long Range Line Up Light tuning Stopper In Progress 20/Mar/20 13/Mar/20 Task Tune PLAT camera video Stopper In Review 29/Mar/19 Bug Synchronize deck crew in MP Stopper In Progress 20/Mar/20 13/Mar/20 Task Synchronization deck crew at player connect Stopper In Progress 20/Mar/20 Bug Tune carrier and aircraft interaction physics Stopper In Review 09/Apr/20 Task Correct hold back bar installation on E-2C Hawkeye High priority Backlog Task Tune the high-detail LSO Station High priority To Do Improvement Improve the LSO human model quality High priority In Review Bug Reset human player to catapult if player fails alignment to catapult shuttle High priority To Do 27/Mar/20 13/Mar/20 Bug Hold back bar position adjustment after aircraft launch High priority To Do 20/Mar/20 Task Animation and connectors for CVN-72/73/74/75 High priority In Progress 24/Mar/20 Bug Correct hangar door texture of the Kuznetsov High priority In Progress 20/Mar/20 16/Mar/20 Bug Static objects placed near the island can snap to highest point on mesh if mistakenly placed on part of the island structure. Medium priority Backlog Bug Fix ejected pilot falling through deck Medium priority To Do 20/Mar/20 Bug Synchronize server and client jet blast deflector animation Medium priority Backlog 13/Mar/20 Bug Correct Supercarrier unknown indication on RWR Medium priority In Review 13/Mar/20 Bug Add carrier pained deck lines in ME Medium priority To Do 20/Mar/20 25/Mar/20 Bug Correct damaged PAI on catapult Medium priority In Review Task Smoother deck crew transition between sitting and standing poses Medium priority In Review Bug Tune visible carrier damaged model Medium priority Backlog 09/Apr/20 Bug Remove possible desync on first load of multiplayer Medium priority Backlog 13/Mar/20 Task Include Supercarrier in the encyclopedia Low priority Backlog Integration of DCS: F-14 Tomcat is planned to be delivered with Release State version. However, we will try our best to add some Supercarrier functionality to Early Access version too. Many thanks for your support and patience, The Eagle Dynamics Team
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Dear all, We are working with Steam to bring the sales to that platform as fast as we can. The biggest issues are that Steam can run a maximum of 14 days for a product sale (our sale is 30 days) and after a DLC price change, it cannot be on sale for 30 days. We've run into an issue with both of these. We are working hand-in-hand with Steam, and we think we have a solution. Once it is live, we promise to let you know and discuss the details of how it will work. Thank you for your patience and support, Matt
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Hi Oceandar, With a one month trail period and two days per module, we could not include all of the modules. Thanks for understanding. Matt
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Targeting Pod Update for 17 March 2020 In the next DCS World Open Beta, we will be introducing two new pointing modes for the Hornet Litening targeting pod. The Velocity Vector Slave (VVSL) mode aligns the TGP line of sight with the Velocity Velocity symbol on the HUD. To use, ensure that the TDC is assigned to the FLIR page, select VVLS on the FLIR page, and depress the TDC switch when the Velocity Vector is over the desired location. Once designed, you can continue to slew the TDC on the FLIR page and designate a new location. Waypoint Slave mode aligns the TGP line of sight with a selected waypoint. To use, select WYPT on the HSI, select the desired waypoint, and then press the WPDSG option select button. Also, when in bombing CCIP mode, the TGP will be slaved to the pipper of the CCIP bombing reticle. When not designated, the TGP will be in Snowplow mode. Thanks, Wags
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Thank you for the report. We will take a look.
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Thank you for the report. I ran the mission and I'm unable to reproduce this. Can you please provide a track file using the current Open Beta? Thanks
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Thank you for the report, but this something we are having a hard time reproducing. Can you please provide a track file from the current Open Beta? Thanks
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[UNABLE TO REPRODUCE] F18 OB right MFD Tpod Zoom not working
Wags replied to Cueball's topic in Bugs and Problems
Hi guys, I just tested this, and I cannot reproduce it. With TDC assigned to the TGP, zoom is working okay here, even with weapon selected or unselected. Please make sure the TDC is assigned and that your controls are not conflicting. As always, a video or track file would help. Thanks -
Hi guys, Thanks for the feedback. This is something we intend to address soon. Thanks
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This. With wings folded, NWS HI is a toggle. With wings unfolded, you must hold down NWS to enable NWS HI. Thanks