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Everything posted by Polychop Simulations
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**Upcoming Patch for DCS: OH-58D Kiowa Warrior - Sound Overhaul & More!** Dear Kiowa Warrior community, We’re excited to share details about our next update for the OH-58D Kiowa Warrior module, addressing key feedback from our dedicated users. Since the module’s release in June, we’ve been hard at work on a comprehensive patch that includes an overhaul of our input system, extensive bug fixes, and a sound update you won’t want to miss! ***Unfortunately, this patch won’t be in the immediate DCS World update due to the timing of our final testing. We’re targeting the next update to ensure a smooth release.*** **Echo 19 Sound Overhaul** We’ve partnered with Echo 19 Audio Production to bring a complete sound overhaul to the Kiowa Warrior. This update introduces meticulously captured audio from Bell 407GXP flights, enhancing rotor, turbine, blade slap, M3P weapon sounds, and even intricate cockpit switch and linkage sounds. Echo 19’s industry expertise ensures a more immersive auditory experience, capturing the authentic atmosphere of this iconic helicopter. Echo 19 supplied a first "look" of the overhaul earlier this month, check out the YouTube video here if you haven't already: https://youtu.be/uum3534IcD0 **Why the Delay?** Our new input system required significant engineering time. The update not only simplifies keybinds for both pilot and co-pilot positions, but it also adds many more keybindings to cater to various hardware setups, including those for pit builders. This reduction in repetitive code allows for more intuitive control mappings. However, given that input updates often affect all current keybinds, we’re taking extra care to test each change. By refining this input system now, we hope to avoid future disruptions. **What’s Included?** - **Feature-level changes:** - Improved damage modeling - Performance improvements - Input fixes and additions - Echo 19 Sound Overhaul - **Bug fixes:** - Fixed IDM not displaying wingmen as recipients - Can no longer store positions from IDM messages when no positions selected to be stored (CTD fix) - Fixed CTD on receiving BDA with Air Mission EOM - Fixed LMC trying to stabilize with 0 range - Vox (used for SRS intercom volume in game) now starts at 75% - Airbag circuit breaker now starts OUT - Fixes for DTC loading waypoints/control points/target points - Fixed L2MUM page bug when using WPN/ASE switch - Fixed SA symbology being visible in HSD - Fixed ODA display to Direct Point - Fixed display conditions for NVGs, Visor and Mask - Collective clickables no longer accessible when collective is hidden - CI state now syncs correctly on join - Various fixes for MMS, LMC, Laser and MFD states on join in progress - Disabled MMS resolution changes until render issue can be resolved by ED - Hellfire VSD page displays manual laser codes correctly - Radios correctly named in ME - Fixed airbags not synced for the rest of clients - Implemented fixed MIL-2525 symbol (thanks ED!) - CPG Sparse VSD L1 laser readout behaviour fixed - RTE SEQ now default on for cold start - AI now has some hover instability - Added editor option for allowing PDU show/hide when installed (defaults to ON) - Adjusted hover attitude and fixed roll reference indicator offset - Fixed armour doors in multicrew - MMS diagonal slewing improvements for both axis and button inputs - Fixed input behaviour for radio frequencies - Fixed incorrect DTC loading behaviour - Fixed heading hold/force trim conflict Thank you for your patience and continued support. We’re thrilled to bring these improvements to the Kiowa Warrior, and we look forward to delivering a refined experience in the coming DCS update. **Polychop Simulations**
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The dispenser is capable of dispensing both flares and chaff. Chaff was never really used in real life as the dispenser was only fielded in the COIN years to counter manpads (IR) while there was no threat from radar guided SAM systems.
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**DCS: OH-58D Kiowa Warrior - Echo 19 partnership** Dear Kiowa pilots, It's been 3 days since the release of the OH-58D Kiowa Warrior module and we've been closely monitoring community feedback. Thanks to everyone who is actively reporting bugs, we're already in the process of fixing any reported issues. We value your honest feedback. In response to our community's feedback on the sound quality of the DCS: OH-58D Kiowa Warrior module, we are excited to announce a new partnership between Polychop Simulations and Echo 19 Audio Production. This collaboration aims to elevate your simulation experience by integrating Echo 19's renowned audio expertise. Stay tuned for further updates on the progress of our collaboration with Echo 19 Audio Production. Thank you for being a valued part of our journey. Polychop Simulations
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Early Release of the OH-58D Kiowa Warrior Manual Dear DCS World Pilots, We are excited to anullnnounce the early release of the manual for our upcoming OH-58D Kiowa Warrior module. This comprehensive manual is now available to help you familiarize yourself with the systems and operational procedures of the OH-58D Kiowa Warrior for DCS World before its official release. Please note that this is the initial version of the manual and our team is continuously working on improvements and updates. By studying the manual in advance, you will be better prepared to fully immerse yourself in the capabilities of the OH-58D Kiowa Warrior from day one. Key Features of the User Guide: Detailed Systems Overview: Explore the intricacies of the OH-58D's avionics, weaponry, and sensor systems with clear, step-by-step explanations. Operational Procedures: Learn the standard operating procedures, including startup, navigation and communication. Visual Aids: Benefit from a rich array of diagrams, screenshots, and checklists designed to enhance comprehension and usability. Updates and Improvements: Stay current with the evolving capabilities of the OH-58D Kiowa Warrior as the guide will be continuously updated to reflect the latest module enhancements and community feedback. Ongoing Updates: As the DCS OH-58D Kiowa Warrior module evolves, so will our User Guide. We are committed to providing you with the most up-to-date information, ensuring you have access to the latest features and best practices. Keep an eye out for regular updates, which will include new content, corrections, and improvements based on user feedback and module advancements. Fly safe and see you soon™! Sincerely, Polychop Simulations OH58D_User_Guide.pdf
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The real machine does have an auto hover. It's not a made up game feature. The auto hover itself will take over your cyclic input, it will still require you to apply collective and anti-torque input. You can switch to the (also real) line of sight mode, which will take over control of the anti-torque to steer the aircraft in the direction where the sight is pointed at. In that mode, you still have control over the collective input though.
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Any plans for opening your own webstore ?
Polychop Simulations replied to HC_Official's topic in Polychop-Simulations
Never say no, but right now we're not actively looking in to this. -
Hi guys, I just tested this in multiplayer and the solution is in Ramsay's post above. When you start (in multiplayer or single player) with either HOT missiles or no weapons at all, the gun sight will be hidden by default. When you load up with rockets or guns later on, youn will still have to make it visible again by clicking in the spot where it attaches to the roof structure as shown in said post.
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**State of multicrew in the Gazelle** Dear Gazelle pilots, For the upcoming May 2024 update we’ve implemented a completely new multicrew method that will be a huge improvement over the method we’ve been using before. However, I’m writing this to tell you we’ve royally screwed the pooch by prioritizing the release of this feature over proper quality control and testing as well as putting most of our time and assets in to the upcoming OH-58D Kiowa Warrior release. Even though most of the multicrew elements will see a big improvement with this release, with a much more stable and robust functionality, the rotor RPM synchronization in multicrew broke at a point of no return right before the final submission date. This poses an issue only in multicrew, as single player and regular multiplayer are not affected. In multicrew it means that the left seater will not see changes to the rotor RPM, which is especially noticeable in a cold start where the rotors will not start spinning as well as in a hot started aircraft where the rotors will not come to a halt on shut down. There is no way around it, we made a mistake in trying to push this out as soon as possible while we should have taken our time to thoroughly test it instead. We will be working on rectifying this issue as soon as possible and hope to find a way to get this fix out at the first opportunity, whether this will be a hot-fix or planned patch date. With this we offer our sincere apologies, Dan Polychop Simulations
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This has been fixed internally, waiting for the next patch opportunity.
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Thanks for the report, we'll check it out.
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Press Rshift+P, it toggles between displaying the co-pilot model, co-pilot and pilot model and no pilots at all.
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Hi there, thanks for reporting. This is a known issue. Especially the NADIR needs a total overhaul to be truly multicrew compatible and that will happen at some point but is a rather large project. In the mean time what you can do is press and hold the nadir buttons slightly longer. We've just started a complete multicrew overhaul involving all systems and devices, again a very complex and time consuming project that will need some development time.
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What you see on the rails are not missiles, they are tubes that contain the missiles. The rubber protectors at the tips open up when launching the missile. Granted this has not yet been animated on the new mistral tube models. You can see the rocket motors from the rear on full tubes.
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[Official] SimShaker for Aviators
Polychop Simulations replied to f4l0's topic in PC Hardware and Related Software
@f4l0If there is anything we can do to mitigate this, please let me know. -
Rudder pedals move in autostart...
Polychop Simulations replied to greyseal494's topic in SA-342M Gazelle
Make sure they are not bound for the co-pilot position either. -
SA-342 Gazelle February 2024 update
Polychop Simulations replied to Polychop Simulations's topic in SA-342M Gazelle
Ugh good question, I should have phrased that better. It's for the M134 minigun. -
**DCS: SA-342 Gazelle February 2024 update** *Facelift* The upcoming update for the SA-342 Gazelle will introduce new features, fixes, quality of life improvements as well as a facelift to the external models and textures. We're gradually replacing the original liveries that stem from the release back in 2016 with highly detailed renditions that make full use of physically based rendering techniques (PBR), many of which are included in this update. The SA-342 Gazelle minigun variant not only received an update on the M134 and gunner models, it now features the first iteration of our gunner AI capable of making short work of any soft target it can get within its sights. *Community Contributors* Over the past few months Polychop Simulations has been working closely together with a number of very dedicated and exceptionally skilled community members who have shown an interest in contributing to the module by putting in their time, effort and expertise resulting in what is essentially a graphical overhaul for the SA-342 Gazelle as well as an extensive set of kneeboard pages and documentation on the all new French liveries that can be found in the module's Doc folder, or more continently, attached to this post. *Input system overhaul* With the upcoming update of the Gazelle we have overhauled the inputs system. This means that it is likely that you will have to rebind all of your controls for the Gazelle module. The inputs for the Gazelle are now split into separate categories for the three positions - Pilot, Copilot and Gunner (the latter for the Minigun variant only). The inputs system works differently depending on whether you are flying with other players in your aircraft ("multicrew"). When in "multicrew" mode, each player will only have access to the inputs according to their position. However, when flying the Gazelle in a singleplayer mission, or flying on a multiplayer server but without other players in the aircraft, the player will have access to multiple input categories depending on the position they are in. In short, this allows a single player Pilot to also use the Copilot inputs, and vice versa. The priority (in the event of two inputs being bound to the same switch) is determined by the currently occupied position. For example, if you have the 'Fire Laser' input from the Copilot bound to "Button 1", and the "Force Trim" from the Pilot inputs also bound to "Button 1", then pressing "Button 1" will action different behaviours depending on whether you are sitting in the Pilot or Copilot seat. However if you bind them to different buttons, you can use both from either seat. The available inputs are as follows: - Pilot position - access to Pilot and Copilot inputs (Pilot priority) - Copilot position - access to Copilot and Pilot inputs (Copilot priority) - Gunner position - access to Gunner and Pilot inputs (Gunner priority) Please note that we expect further disruption to the inputs system as we continue to bring improvements and add various missing inputs to the Gazelle. We thank you for your patience and understanding. *The future* While we have come to a point at which it is now all hands on deck for the OH-58D Kiowa Warrior module's final stretch, Polychop is determined to keep updating the SA-342 Gazelle module on all levels including but not limited to major features such as an English (Empirial units) cockpit, a George like AI pilot/gunner and the transition to the new rotor blur system seen in more recent rotary wing modules. We'd like to be transparent on the fact that the aforementioned final stretch of the OH-58D Kiowa Warrior module development will have a certain impact on the development of new features for the SA-342 Gazelle for the next few updates. https://youtu.be/mjk64Y3mXdE DCS: SA-342 Gazelle by Polychop Simulations Exterior model art updates Added: New PBR material for glass surfaces. Added: 3D model detail additions Added: Reworked damaged and destroyed 3D models Fixed: General PBR material improvements Fixed: 3D model shape and smoothing Overhauled and replaced all external textures and liveries in full PBR Added livery: FR ALAT HRI 1981 Added livery: FR ALAT HRI Daguet 1990 Added livery: FR ALAT HRI KFOR 1999 Added livery: FR ALAT Sable 1990 Added livery: FR ALAT Sable 2003 Added livery: FR ALAT CE Daguet 1990 Added livery: FR ALAT CE OPEX Added livery: FR ALAT CE Barkhane 2014 Added livery: FR ALAT CE EALAT Added livery: CYP Air Force Sand Added livery: SRB Air Force Green Added livery: SYR Air Force Sand Teal Added livery: US Marines Grey Added livery: YUG Green / Brown Added livery: UK Army Air Corps BATUS Added livery: UK Army Air Corps BATUS Orange Added livery: UK Army Air Corps Green / Black Added livery: UK Army Air Corps Green / Black UN Added livery: UK Army Air Corps Green / Grey Added livery: UK Desert Army Air Corps - Operation Granby Added livery: UK Royal Marines Green / Black Added livery: UK Royal Marines Green / Grey Fixed: Athos / GOA sight now only updates when not stowed (fps gain) Fixed: Athos / GOA sight symbology disappearing when changing zoom levels Added: Opacity added to Athos / GOA symbology Fixed: Magnetic variation not displaying correctly Added: Document explaining the new French liveries in the module’s Doc folder Added: Kneeboard pages Added: Minigun tracer ratio selection (Fewer tracers for NVG operations) Fixed: M134 fire logic Updated: M134 weapon model Updated: M134 gunner model Updated: M134 sight now collimated Added: First iteration of AI M134 gunner (limited to player controlled Gazelle) Known issues: External weapon sounds not matching correct type of weapon
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Seems like you are using a mod. Try it without mods and see if it's the English cockpit causing your issue.
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Is there something wrong with my gazelle installation?
Polychop Simulations replied to Moxica's topic in Bugs and Problems
It's because all our weapons are gradually being replaced by ED's equivalents. It will show that message in the log when there are duplicates (our own and ED's). We will get rid of our own weapon declarations. This error does not effect the user in any way. -
Seems like autohover is much better now?
Polychop Simulations replied to Ian Boys UK's topic in SA-342M Gazelle
We're getting there. As it's not completely done yet and especially ALV (line of sight mode) still has some quirks, it wasn't mentioned in the change logs. Still working on it and it has a very high priority for us. -
Dear DCS community, The Polychop Simulations team wishes you a merry Christmas and a happy New Year! With the year coming to an end it seems like a good time to reflect on the past and look at the future. Let’s address the big elephant in the room first. While this year has not been the year of the OH-58D Kiowa Warrior release, we’re thrilled to finally see a light at the end of the tunnel. In fact, we’re approaching the end of the tunnel fast. While the development of the module hasn’t been exactly a smooth ride, the progress made in the past year has been immense. As the new coders took over the project from our parting engineer, they saw the need to either rewrite or refactor most of the code that drives the module to ensure the desired internal quality threshold in systems and the flight model as well as make it more efficient, dynamic and future proof. Artwork has been touched up and finalized. On top of that new features have been added which include but are not limited to Level 2 Manned-Unmanned System (L2MUMS), an overhauled Control Display Subsystem, Optical Display Assembly, Pilot Display Unit and the Improved Data Modem. Last but not least, the module has been sent to Eagle Dynamics and passed the flight model tests. All this would not have been possible without the continued efforts put in by our subject matter experts and testers who have stuck with us for many years now. We’re confident it will soon™ be time to lift the veil and break the radio silence surrounding the development of the OH-58D Kiowa Module. The past year has not been all about the OH-58D Kiowa Warrior though. While the original plan was to work on an overhaul of the SA-342 Gazelle after the release of the OH-58D Kiowa Warrior module, a decision based on the original planned development timeline, the newly formed team revised that plan and started to develop the SA-342 Gazelle overhaul in tandem instead. With the first few updates for the SA-342 released in 2023 we’re off to a good start but we’re not even close to being done. The SA-342 Gazelle will see intermittent updates, including but not limited to the flight model, A.I. gunners, a graphical facelift and English cockpit. We’d like to express our sincere gratitude to a number of contributors from the community who have dedicated their time and spared no efforts in providing the most excellent liveries that are now part of the module.
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Best practice for now is to use the laser range finder to determine whether you are in range for the HOT missiles and just place the crosshairs over the target. The ranging reference marks are mil lines which should allow you to estimate the range of a target without the use of a laser range finder.
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SA-342 Gazelle 2023 "FM" Update
Polychop Simulations replied to Polychop Simulations's topic in SA-342M Gazelle
Hi there. I could write a lot about this but nothing I say will explain it as well as this wiki article: https://en.m.wikipedia.org/wiki/Transverse_flow_effect Transverse flow, and anticipating the effect is key in countering it -
Livery Greece Cyprus fictional desert. Why fictional?
Polychop Simulations replied to kotor633's topic in SA-342M Gazelle
That could very well be the case. But truth be told.. the current team doesn't know for sure -
Livery Greece Cyprus fictional desert. Why fictional?
Polychop Simulations replied to kotor633's topic in SA-342M Gazelle
Hi @kotor633, the reasons are unknown to me. Design decisions made back when the Gazelle module was first developed sometimes remain a mystery to the new Polychop team. That said, one of our community contributors, Mispunt, just finished this magnificent livery that will replace the fictional Cyprus livery in an upcoming patch.