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Posted
- [ADDED] When the instrument lights is turned on there is the red indicator points to 12 o'clock in the clock, the red indicator disappears when instrument lights is turned off {https://forum.dcs.world/topic/369472-f-14-clock-with-the-instrument-light-on-and-off/ https://discord.com/channels/1071433028045377637/1337682077801381949}

Confirmed for an art issue.

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Posted (edited)

Is the fact the AI wingman's flaps flicker/flap about included in the 'To Fix' list?  It's a long-standing problem that may require ED's intervention.  

 

Thank you @scommander2, you're doing the Lord's work.

Edited by JupiterJoe
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Posted
21 hours ago, JupiterJoe said:

TO FIX:  The Abort Launch switch has ceased to function.  Perhaps indicates this system is being worked on with Supercarrier/Deck Crew functionality. 

 Did the launch bar seat shuttle already?

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Posted
29 minutes ago, scommander2 said:

 Did the launch bar seat shuttle already?

Yes, launch bar seats okay in shuttle.  About two patches ago the launch bar abort switch ceased to function.

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Posted (edited)

According to the supercarrier manual, page 41, says:

image.png

I have tested F/A-18, and it works as the manual says.  In addition, I could not retract the launch bar even though the launch bar switch was in the retract position. 

Any suggestion?

Edited by scommander2
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Posted
22 minutes ago, scommander2 said:

Any suggestion?

Try to stay with F-14 here.

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Posted
2 minutes ago, draconus said:

Try to stay with F-14 here.

Thanks, and I am waiting for asking about F-14. 

There was the video capture about F-14, and I was able to retract my launch bar:

 

 

So, is it a bug?

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Posted (edited)

This switch (see attached image from the F-14 manual), no longer functions.

Your video is interesting.  The launch bar is flickering, perhaps indicating it's not sure which position it's supposed to be in.  How were you able to achieve this?  Please note: I am not referring to kneeling and extending the nose gear.  That's a different system.  I am just referring to the Emergency Abort Switch depicted below.  It used to function, up until about two patches ago.  Although the manual says it's not currently used in DCS.  They must have removed this functionality.  I swear to you it used to work.

image.png

Edited by JupiterJoe

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Posted
18 minutes ago, JupiterJoe said:

It used to function, up until about two patches ago.  Although the manual says it's not currently functional in DCS.  They must have removed this functionality.  I swear to you it used to work.

image.png

Sorry, never try it since the manual says so. However, we need to check with HB.

Hi @Silhou and @Zabuzard, need help again the launch bar switch according to the @JupiterJoe's report that it used to work in the two releases back.  Now, it is no longer functioning.  Any suggestion for us?  Thanks.

 

 

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Posted (edited)
- [ADDED]launch bar selection switch implementation {https://forum.dcs.world/topic/349953-f-14-ab-feature-follow-up-wish-list-and-beyond/page/9/#findComment-5607249}

Added into the TODO section.

Hi @JupiterJoe, I want to log the entry in our list so that we can track it in future.  The wording is kind of general not specific since no confirmation from HB yet but there is a link to your entered message.  Thanks. 

 

Edited by scommander2
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Posted (edited)

That's great @scommander2.  Thanks.  I hope the Devs are aware of this list.  To get confirmation they've seen each of these items individually (on here and Discord), would be some task at this point.

Edited by JupiterJoe

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Posted

As of the latest patch, my own personal wishlist:

1. That the F-14 module NOT be allowed to require more and more system resources.  Or, if it becomes more complex, there is added a simplified simulation option to reduce load on older PCs.

 

2. Early F-14A models, perhaps even a version without TCS.

 

3. The F-14B upgrade with the new HUD.

 

4. An early F-14A with the IRST system, if enough documentation exists to make it possible. 

 

5. An F-14D, some day.

 

6. Campaigns!  Please look at making some cold war gone hot campaigns.  I want to relive the days of Microprose Fleet Defender.

 

7. Cockpit options.  A way to select or deselect FORGE element randomization and a way to get various levels of wear.

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Posted
1 hour ago, PhantomHans said:

4. An early F-14A with the IRST system, if enough documentation exists to make it possible. 

Definitely not happening. Not only because documentation, but it was immediately discontinued from use and started being removed from jets partway through the first F-14 cruise, and not mounted on any later jets. And the team has elsewhere expressed those early jets are well out of scope.

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Posted
2 hours ago, PhantomHans said:

1. That the F-14 module NOT be allowed to require more and more system resources.  Or, if it becomes more complex, there is added a simplified simulation option to reduce load on older PCs.

Likes Flaming Cliffs in either PFM or SSM?

The terms are referred in the DCS tech:

https://www.digitalcombatsimulator.com/en/support/faq/505/#1512209

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Posted (edited)
2 hours ago, PhantomHans said:

6. Campaigns!  Please look at making some cold war gone hot campaigns.  I want to relive the days of Microprose Fleet Defender.

Hope @Reflected can help us here for F-14 n cold wars .... Thanks.

 

Updated the following:

TODO:

- [ADDED]to select or deselect FORGE element randomization, and to get various levels of wear.
- [ADDED]early F-14A models, an option with/without TCS.

Wish List:

- [ADDED]Cold war campaigns
- [ADDED]F-14D development
- [ADDED]F-14B(U) with the new HUD

 

About FORGE, pros and cons:

 

Edited by scommander2
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Posted (edited)
51 minutes ago, scommander2 said:

Hope @Reflected can help us here for F-14 n cold wars .... Thanks.

 

Updated the following:

TODO:

- [ADDED]to select or deselect FORGE element randomization, and to get various levels of wear.
- [ADDED]early F-14A models, an option with/without TCS.

Wish List:

- [ADDED]Cold war campaigns
- [ADDED]F-14D development
- [ADDED]F-14B(U) with the new HUD

 

About FORGE, pros and cons:

 

About campaigns, I pitched it to Reflected, he seems busy and not interested at the moment. 

For those not familiar with Fleet Defender, it was an early F14 sim focusing 100% on air to air.  It came with six campaigns, each lasting 6 to 16 missions, depending on how the progression branched.

Three set in the "North Cape" map, a larger (more coverage south) version of the DCS Kola map.  Missions were all set during full on war.

"Fighting Withdrawal" was a campaign centered around your CVN with escorts fighting your way south under growing Soviet pressure.  A Soviet fleet (The Kiev and Moskva helicopter carriers with YaK-38s, Kirov, and escorts) are sailing south towards you as your fleet runs, Bear bombers are trying to pinpoint your fleets location for an attack, Badgers will launch a mass missile attack if you do a bad job, etc.  The Soviets invade Norway and take it over.

"Return to Norway" was a campaign about your CVN, having been reinforced by another CVN, protecting an amphibious landing to retake Norway, and attacking the Soviet fleet.

"Kola Strike" was a campaign about attacking Soviet targets on the Kola peninsula, all the way up north.

Fleet Defender did have special missions in those campaigns that would be great ones to script and add voice overs to, like the TARPS escorts, penetrating Soviet fighters to shoot down their AWACS, intercepting a MiG-25RB recon run, etc, and other oddball missions like the Soviets launching SU-17 and SU-25s in an Alpha Strike against your carrier group because you shot down their bombers early on, but then did poorly on following missions.

Reflected did a fantastic job with Fear the Bones.  It's a cinematic experience and I highly recommend it to everyone.  If you don't have it yet, go get it and play it. What I want now is something a bit less scripted, a little random, to let me relive the days of Fleet Defender, where every mission is "Master Arm On!" and all about shoving missiles in faces. 

 

 

About FORGE elements.  I like them but they can break the immersion.  When I'm pretending it's 2005 and I'm on a flight as a bomber to go drop LGBs in Iraq or Afghanistan, a well worn salty cockpit with tape and wires holding stuff together seems really quite fitting.

 

When I'm pretending it's 1984 or 1979, somehow it seems like some of the wear and tear and FORGE elements are a little bit out of place.

 

I don't want them removed, just an ability to set how likely they are to appear, or for example to make tape less common than wire, etc.

 

Edit: Fleet Defender also had many faults.  Garbage flight model, wrong weapons on many enemy jets, no air to ground ability at all, F-14B only, and it's from like 1992 and ran on DOS so, yhea, graphics...  I wouldn't mind having some rare Air to Ground missions added in to a remake to spice it up a little, and TBH we would need AI flown A-6/7 to really do it all up right.

 

It also featured three campaigns in the Mediterranean.  One (El Dorado Canyon) was set during the 1986 bombings of Libya, starting with the bombings that night, and going into a 12-ish mission campaign about Ghaddafi trying to fight back.  Missions ranging from HAVCAP on the E2C to helicopter escorts to rescue hostages, to attacking a giant swarm of MI-8s and MI-24s to eliminate enemy leadership as they try to flee.

"Carrier Duel" started off peaceful and within a mission or two turned into the cold war going hot, with your CVN facing off against the Kuznetsov and its MiG-29K/SU-33 fighters.

The third one was "Powder Keg" and I don't remember it well.  There was also a Pacific Theater expansion I never had.

What I'm missing so far from the F-14 module is a good canpaign set during the heyday of the F-14 where the gloves are off and I get to fight.

Edited by PhantomHans
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Posted
2 hours ago, PhantomHans said:

What I'm missing so far from the F-14 module is a good canpaign set during the heyday of the F-14 where the gloves are off and I get to fight.

We're still waiting for 3rd HB campaign for F-14A in PG but seeing last year updates for the Tomcat it might be a looong time.

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Posted (edited)
7 hours ago, PhantomHans said:

1. That the F-14 module NOT be allowed to require more and more system resources.  Or, if it becomes more complex, there is added a simplified simulation option to reduce load on older PCs.

added into the wish list section:

- [ADDED]A mechanism is to manage F-14 features for not overusing the PC resources, especially the older PCs {refer the 1st item @ https://forum.dcs.world/topic/349953-f-14-ab-feature-follow-up-wish-list-and-beyond/page/10/#findComment-5609738} 

 

Edited by scommander2
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Posted (edited)

[To Fix] At dawn/dusk it's possible to have the red HUD filter in place when spawning into a mission, even though the lever isn't pulled.

Edited by JupiterJoe
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Posted
55 minutes ago, JupiterJoe said:

[To Fix] At dawn/dusk it's possible to have the red HUD filter in place when spawning into a mission, even though the lever isn't pulled.

added.

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Posted
6 minutes ago, Endline said:

Could fixing the issues with the Reforger campaigns be added?

It is a good question, and I am wondering that it is a general case...  Hi @JupiterJoe, any input for us?

Or, I can create my own test dawn mission for testing.

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Posted
46 minutes ago, Endline said:

Could fixing the issues with the Reforger campaigns be added?

Could you give me an example to jog my memory?  I wasn't aware of any current issues.

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Posted
6 minutes ago, JupiterJoe said:

Could you give me an example to jog my memory?  I wasn't aware of any current issues.

I don't have an example. I was looking to fly them, and I checked out the relevant thread.  There are issues reported with Iron Heel M04 and M06 in Reforger 2, if I remember correctly, which as far as I can tell have not been addressed. 

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