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Hello, We have been working on a Cheetah C for DCS the past 2-3 months and we have been making good progress on developing some systems in the EFM. We decided to make the Discord server public for anyone wanting to tag along. It is still very far from something enjoyable so it will take a while, like more than a year to my rough estimation. We are developing this for ourselves to enjoy so we want to have it as best as we can and therefore we are going to take it as far as we can, even try to make it a module if we can meet all the requirements for ED. Even though it looks promising so far, we are not there yet, we still have two or three holes to fill in our collection of information before we can consider that. Otherwise it will be a mod without the features the SDK has to offer. About the Cheetah C The Cheetah is a third generation multi-mission combat aircraft developed by Atlas Corporation (now Denel Aviation) for the SAAF (South African Air Force). It was to replace the Mirage F-1AZ and Mirage F-1CZ fighters during the Angolan war in the 80's to be able to take on the MiG-23 with its superior radar and longer range missiles. Sanctions were placed on South Africa at the time so acquisition of any weaponry was not a trivial task and South Africa was forced to be self sufficient. However, with no prior experience in developing aircraft other than modifications to Mirages and local assembly, South Africa looked for more feasible solutions. Israel had a close eye on South Africa and were already prepared when South Africa approached. Other variants were first developed, D - a trainer, and E - an interim variant while the more advanced C variant was being developed. Each variant has its own origins with the E, D and R variants more closely related. The C's were likely to have been made from old low hour Kfir C2 and possibly some C1 frames with technology borrowed from newer aircraft such as the Kfir C10 and Lavi. The engine, Snecma ATAR 09-K50-C11 from Mirages as South Africa already had many and could not get the more powerful American made General Electric engines from Israel. The Cheetah's were retired from the SAAF in 2008, today they are flying with the Ecuadorian Air Force and Draken International. Where we are (2022/07) 3D Model: Basic cockpit layout (very ugly) Basic external model (inaccurate) We have a nice clickable MFD and MFCD. Very nice accelerometer. A few other gauges and switches that aren't good enough to be mentioned. The cockpit is currently being remodeled by someone more capable. External model will also be remodeled by someone that is proficient. Systems: We have a 90% complete electrical system. The other 10% account for things I overlooked that I am not aware of. All buses are implemented, connected with relays and switches, and ready to be used by the avionics and other consumers, the alternators are connected to the engine with logic to simulate real behavior: Battery Two alternators Two transformer rectifiers Inverter There are a total of 5 AC buses and 4 DC buses. Needs proper testing once we have progressed with the cockpit 3D model. About 75% complete fuel system. All fuel tanks internal and external are implemented (including the negative-G accumulator). They have their capacities, fuel quantities and unusable fuel amounts. Refueling procedures for aerial and gravity refueling (the order in which the tanks are filled changes as well as the amount that is refuellable). The Cheetah C has a switch to change the order in which the tanks are depleted to maintain centre of gravity that is within safety parameters as fuel is consumed - this switch is implemented (no switch model though). The fuel system still requires its fuel pumps and we still need to attach the correct external tanks given a specific external fuel amount from DCS - not difficult, just still a todo. And of course **a lot of testing** is still outstanding. Engine is about 5-10% complete. It idles at the correct RPM for any given altitude. It consumes fuel in a seemingly accurate manner but changes to the engine performance will influence this so it is still too soon to say. The calculations may be correct, the values it is using in the calculations are not correct yet. Many systems of the engine still needs to be implemented. In terms of avionics we have: MFD: On/Off switch with "INDEX" display/menu and the entire "LIST" display family (display family -> collection of pages and subpages). The LIST display family consists of a series of "checklist" or "notes" displays that are made by the pilot during mission planning, these are typically mission specific. This information is loaded onto the aircraft via a data cartridge which we simulate with a JSON file that is editable. We include preset data cartridge files for each map as these include approach procedures for airfields relevant to the mission to give one example. A small desktop application is also in the works to create, edit and load preset data cartridges. MFCD: It is currently only showing a work in progress TSD that displays heading, heading circles, current position, radar targets, waypoints and airfields. We still need to add other symbology like railways, roads, rivers and the flight path. HUD: One of the many modes are currently work in progress, the most used mode - TACNAV. Accelerometer. Our immediate focus (2022/07) 3D Model: Good quality basic cockpit shape. Electrical panel - to test the electrical system. Circuit breaker panel - to further test the electrical system. Fuel panel - to test the fuel system. NMS (Navigation Mode Selector) switch - to interact with various modes and continue development on HUD, MFD and MFCD. Engine start panel. Systems: Test and finish the electrical system. "Finish" is short of adding failures to the electrical system when it is getting abused which will definitely be added. In parallel with the above connect MFD, HUD, gauges etc with the electrical system. Finish fuel system and integrate pumps with electrical system. Continue development on the engine's many subsystems. Discord link: https://discord.gg/fRXXvMuxjs
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Back in 2005-2007 (that is 17 years ago... ouch) we were developing a theatre for Falcon 4, that covered the war that lasted for over 25 years between the Cuban led FAPA-DAA and the SAAF... We introduced new flyable aircraft (many a firsts in Falcon) e.g. Mirage IIIC and E Variants Mirage IIIRZ and R2Z Mirage F1AZ and CZ Impala MK2 (MB-326KC) Cheetah E and D/2 Buccaneer SMk50 Canberra yup even an Alouette III, Super Frelon and Puma helicopters and props eg C47, C130B, C160Z, Bosbok SU-22/25/27 MiG-15/17/21bis/23 The South African Air Force gave us incredible support and access to all aircraft (and in most cases performance data, flight manuals etc) including the Hawk and Gripen and it seems so many years later in would be incredible to "port" this shelved project over to DCS.... I will post some thoughts/pics of the old SAAFOPS and information regarding the war/campaign in Angola and see where it goes _ad2.bmp saafops_1.bmp saafops_bg3.bmp
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>Apparently, this was in the wrong place and it should have been posted here, so it's a new poll. Feel free to vote again if you already did before... Okay, so before you vote, just hear me out. I've been advocating this idea to anyone who will listen for years now, but I think it's time I lay out my case a little more succinctly, and hope that one of the dev teams take the proposal a bit more seriously this time around. Especially before they make the decision to start their next project. First off, I am South African, so I'll just leave that conflict of interest along with my obvious bias right here... And that's beside the fact that I'm still a little salty for being born too late/pale to have had any chance joining the SAAF. So I feel like I never got my fix. Not that they ever get to actually fly these days. Now, I know everybody always wants a map that geographically suits them, but I do have alternative reasons that I genuinely think warrant an Angolan theater as an absolute must for DCS World. So go grab a coffee, sit back and let me elaborate... I've been on the ED train since its inception and their initial release of "Su-27 Flanker" in '95. - yes, I know. I'm old af. But as somebody who's already spent far too much of their life in the mission editor, I think its safe to say I have a fair idea of what I'm talking about here. Now, as beautiful as our current selection of theaters are, to me they all have one fundamental problem in common. That is, they are all situated in regions of the world that would, in the event of an actual war, or prior wars for that matter, be large-scale, high-intensity conflicts. Now, that's nothing I would normally criticize, however, as an avid mission builder and realism autist, it creates a rather annoying problem for me. Especially when it comes to multiplayer missions. And that problem is processing power. Trying to populate, for instance, the Syria map with just the SAMs that actually exist in the region, is enough to render a mission unplayable. And that's before you've even factored in any armor or AI aircraft. It's the same story with the WW2 maps. Put in a historically sized bomber element or realistic number of Flak guns, and see what happens when they decide to go active... Liquid silica is what. And I don't care how fast you think your computer is. It's just not possible to recreate plausible battles or wars on the doorsteps of such heavily armed nations, when you're only utilizing a single core. And yes, I realize Vulcan's coming, but it's probably still a ways off and I highly doubt it's going to solve the problem anyhow... I swear, every time I hear somebody schilling for the Fulda Gap, I cringe harder than my poor CPU does at the thought of trying to replicate that scenario in any sort of realistic fashion. This issue basically leaves you with only a small section of the map to use in a populated sense. That's not a huge issue for helos, but for fast jets in an open-world sandbox, it basically negates the point of having such large maps in the first place. The only thing it really adds is transit time. The other issue I have is the sheer amount of airbases to populate. There are few things I find more annoying than flying over airfield after airfield, that would normally be scrambling dozens of interceptors to come and get you, but they're basically all just vacant tarmacs. And even dumping a couple static aircraft on them in an attempt to liven things up a little, all add to frame loss and longer loading times at the end of the day. Not to mention so many airfields in close proximity also complicates mission design and more than you might realize too. I really think in this case, less is more. I can't stand it when AI just decides to divert to a neutral runway, when technically they should have to ditch or eject due to lack of fuel or battle damage. Okay, so now that I've got all my critiques out of the way, let's talk about Southwest Africa... Firstly, Africa as I'm sure you're well aware, is a very unstable region and prone to small-scale gorilla wars breaking out at a moments notice. This is something light fighters and helos are exceptionally well suited for. And DCS has no shortage of these types now, and with the Super Tucano and MB339 on the way, we'll have even more options available to us for the light attack role. Secondly, air defenses in Africa are considerably lighter compared to the rest of the world... If not nonexistent. This alone makes light attack aircraft actually freezable as a weapon of war, and not just sitting ducks for likes of BUKs and Vipers to devour at will. As to terrain, Angola/Namibia offers the lot! From snow capped mountain peaks, jungle, and desert, to huge sways of bushveld and open savannah, as well as an Atlantic coastline, you couldn't really ask for more variety. Just think FarCry 2 on a bigger scale. (I'll add some example pics of terrain). And they're more advantages yet! Being very sparsely populated, it would greatly reduce development time, not having to create large cities and individual landmark buildings, like in the case of Dubai or Israel. Never mind the thousands of miles of highways and byways extending out in every direction. Human settlements in southern Angola / northern Namibia are far and few between and mostly shanty towns or small rural villages. And more often than not, there's only a single dirt road leading to them. And as a byproduct of this lack of infrastructure, you only get performance gains! Faster loading times, less RAM usage, higher frame rates. Seriously, what's not to love? The few airbases that do exist are also situated relatively far from one another, on opposite sides of the Kunene River, creating a clearly defined north-south dived for each team, with a sort of "no mans land" separating them. This may not sound like a big deal, but when it comes to confusion about who's airspace you're in, it quickly becomes one. Having a clearly defined physical border can be the difference between life or death, especially online. The vast majority of the actual landmass, however, would be sparse bushveld, with lone trees dotting the landscape, on a mostly flat escarpment. This sort of terrain offers several advantages when it comes to air to ground sorties. I'm sure you are all well aware by now of what a futile endeavor it can be trying to attack ground units embedded within a city. Especially when they decide to go and hide inside a building! And god forbid you get lit up by AAA over a large city because you can kiss your frame rate goodbye. Likewise, large forests make spotting ground units near impossible and creates endless frustration as your missiles clip the branches of trees and explode before reaching their target. Usually leading to you eating several kilograms of lead, as you overfly your quarry that's supposed to be dead. I mean Vietnam would be cool and all, but it would also be a nightmare scenario at the same time... Because unless we're getting Agent Orange added to the arsenal, it's basically all just jungle and paddy fields, so good luck finding the enemy. The opposite problem occurs when you have ground units in open desert. Sure it runs nicely when you're in the middle of nowhere, but you can spot vehicles from miles away, they have nowhere to run, and unless they have some serious air defenses, killing them in a modern aircraft is like shooting fish in a barrel. Sparse bushveld on the other hand, offers ground vehicles limited cover, but with the majority of that cover being lower than the vehicles themselves. Allowing you to actually spot and hit them, while at the same time giving them options to seek better cover. This sort of terrain also provides ground units with a far greater freedom of movement, not being confined to roads or having to maneuver around large obstacles like towns, mountains, and forests every other mile. As for the Border War... This was a low-intensity conflict, but still saw several epic land battles, as well as some of the last actual close in dogfights involving fast jets and gun kills. It was also the last hot war the Soviet Union was embroiled in, but one that today, has sadly been forgotten by all too many. These sort of small scale proxy/insurgent wars are just far better suited for the performance limitations of DCS and our ever aging rigs, as they were never massive numbers of infantry, armor, RT, SAMs, AAA and aircraft all engaging each other at once, like for instance they were during the invasion of Iraq, Normandy, or the Yom Kippur War. Now, considering the amount of aircraft we have and that are already in the pipeline, this alone should make Southwest Africa a very strong candidate for the next map. Let's list them, shall we: The Mi-8, Mi-24, MiG-15, MiG-21, L-39, Gazelle, Sabre, Spitfire, Su-25, Mustang, and Huey have all patrolled these skies at one point or another, as have the Mirage F-1, MiG-17, MiG-23, and Super Tucano. The MiG-19 never did take part in the Bush War, but it would still make a good candidate anyway, as it was flown by the Cubans and the East Germans who both took part in the conflict. The MB339 is also the best stand-in for the MB326 Impala we're going to get anytime soon, and I'm pretty sure a Mirage III is also planned, if I'm not mistaken... We also have some fantastic mods such as the community Gripen and Anubis' C-130 Hercules, with more on the way, such as the Kfir C-2, which is basically a Cheetah-E (And will be, once I get the paint out!) I'm not too sure what happened to the Buccaneer Mod though? The Bana Project seems to have all but died for now, but I live in the hopes that it will eventually arise from the grave. As to ground assets, we already have practically every Soviet vehicle that took part in the conflict. Say, besides the T-62 anyway. And I don't know about you, but I can't tell the difference between a 55 and 62 from a hundred feet away. What would be needed, however, is a SADF assets pack. For starters, we definitely need more wheeled armor in DCS. They are just far more mobile and can cross much greater distances in a given amount of time, than their tracked counterparts. And with DCS size maps, speed matters! Besides that, South African vehicles are quite unique and interesting in their own right, and were for their time, world-leaders in their respective class'. Some of them, like the Badger and G-6 Rhino still are, and have been steadily making their way onto the international market, having already been purchased by several countries represented in DCS World, such as the UAE and Oman. An AI Oryx or Alouette III would also be a very welcome addition to any assets pack, although I wouldn't hold my breath that they'd consider making those part of one. But I don't think a vehicle pack with a dozen or so units as part of the DLC is an outrageous thing to ask for either. Considering the amount of time and effort that would be saved not developing large cities, etc. But besides that, you can already buy excellent pre-textured 3D models of most of them on online right now, (see links below) which I'm sure would make more financial sense than wasting dev time creating them all over again from scratch. (I'd especially like to see some alternative troops, as well as the G-5 field gun. I've been waiting patiently for modern towed artillery since dinosaurs roamed the earth) As for fictional scenarios, Angola possesses oil and a poaching epidemic, while Namibia has diamonds, as well as a scarcity of water. And on top of the regional instability, with the likes of Boko Harum stirring up trouble wherever they go, there are endless possibilities for US, EU, Russian or even Chinese interventions and peacekeeping missions, be they naval or land-based operations, past or present. Anyway, I hope the devs at least take into consideration what I've been harping on about all this time. I really do feel like they're trying to do too much with the available computing power the vast majority of us currently have at hand. It's noble and all for them to put in the effort, but just not really feasible in the current year. Especially with the outrageous price of GPU's at the moment. I can literally get a pretty decent superbike for less than the price of a new high end card down here. And obviously, I love my sims and all, but I know which one I'd rather have... I also hope they've been paying attention to the amount of hype surrounding the release of the new South African DLC for War Game. It's proved to be very popular, as have the Arma3 Armscor mods. Never mind the fact that I've seen so many DCS Bush War servers over the years, being hosted from every corner of the globe, I've long ago lost count. But, I think if I join another one and end up back in the Caucuses, I might just have to kill myself. I have, however, definitely noticed an uptick in the amount of military-minded people around the world, who have finally begun to see the light and take an interest in the Border conflict, as well as indigenously developed and produced SADF equipment. Now, I'm certain it will be a missed opportunity if ED and the devs decide to carry on their current trajectory and disregard all of my, as far as I'm concerned, quite valid points, in favor of yet another overly dense terrain choice, because I for one am fast running out of space for maps, and am not planning on buying a 4th dedicated SSD for DCS anytime soon. Especially for yet another theater that unnecessarily limits game performance, purely by means of its chosen location. I mean, I've only been doing this for longer than many of them have been alive, but hey, what would I know...? I have high hopes in regards to game performance for Razbam's up and coming South Atlantic map, as like the bushveld, it's a very sparse environment. So I pray it paves the way for similar terrains to come. And although the Falklands is one of my most favored conflict zones, let's be honest. There aren't going to be too many options for different scenarios, and I fear with what Razbam already have on their plate, we won't be seeing that Sea Harrier for quite some time to come. Anyway, well done if you managed to wade through all of this. I didn't quite expect it to turn into a novel, so my humble apologies. But hopefully I've outlined my case well enough by now, that you can see the sanity in it. And who knows, maybe an Angolan map might even lead to greater things one day. Like the development of an Atlas Cheetah or Rooivalk. It's certainly a good fit of the SA330 Puma, but for now though, I think you'd be hard pressed to find a better Cold War playground for, amongst others, the Mirage and MiGs. Thanks for reading... Gee my nou die bos o' pal! https://www.turbosquid.com/3d-models/south-africa-g6-rhino-3d-model/779044 https://www.turbosquid.com/3d-models/south-rooikat-3d-1252095 https://www.turbosquid.com/3d-models/truck-military-sand-casspir-max/1126902 https://www.turbosquid.com/3d-models/3d-main-1248903 https://www.turbosquid.com/3d-models/south-african-eland-90-3d-model/723507 https://www.turbosquid.com/3d-models/buffel-truck-3d-model-1450341 https://www.turbosquid.com/3d-models/3d-kto-patria-rossomak-model-1478458 https://www.turbosquid.com/3d-models/c4d-ratel-vehicles/981649 https://www.turbosquid.com/3d-models/3d-model-alouette-iii-helicopter-aerospatiale/544478 https://www.turbosquid.com/3d-models/3d-utility-helicopter-sa-330-model/866760 https://www.turbosquid.com/3d-models/denel-rooivalk-3d-model-1393512
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