Jump to content

Recommended Posts

Posted

This sim just keep getting better, looking forward to this patch, and the updated manuals. Maybe the printed manual is around the corner!

 

 

Spoiler:

MSI Z790 Carbon WIFI, i9 14900KF, 64GB DDR4, MSI RTX 4090, VKB STECS Mk ll throttle, VKB Gunfighter Ultimate MCG Pro w/200mm Extension, Winwing Orion Rudder Pedals W/damper, Wingwin Monitors/MFD's, UTC MK II Pro, Virpil TCS Plus Collective, MSI 34" QD-OLED @240Hz monitor, Samsung 970 Pro M2 2TB (for DCS), Playseat Air Force Seat, KW-980 Jetseat, Vaicom Pro, Tek Creations panels and controllers.

 

  • Replies 142
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Loving this changelog, a lot of good stuff... Looking forward to it.

Runi. "IceCat"

Printable A5 F/A-18C Checklist

Win 10 Pro 64bit, ASUS Maximus XI Hero, Intel Core I7 9700K @4.7 - 4.9 GHz,

Nvidia Asus GeForce GTX 1080TI 11Gb, G.Skill TridentZ RGB DDR4-3200 C16 DC - 32GB (2x(2x8Gb)), Samsung 870 NVME + Multiple Samsung 850 & 860 EVO SSDs, Dell P2414H & U2414H Monitors.

Posted (edited)

Wow, lots if changes I am really impressed. Great to see alot of the previously not modeled switches/handles being implemented.

 

I am especially excited about this:

- Now all waypoints in the current Fly-To DB are displayed on the TAD. With MSN selected, only points 0-50 are displayed. Additionally, the last markpoint is made visible disregarding of the current Fly-To DB.

- Mark Z symbol (white triangle) was added on TAD.

 

That is absolutely fantastic news. This will be awesome and will increase SA immensely. I was going to post something like this is features wish list last night but ran out of time. No need now!!

 

Fingers crossed MP gets a bit more love in the next patch.

Edited by Kaiza
[url=http://www.aef-hq.com.au/aef4/forumdisplay.php?262-Digital-Combat-Simulator][SIGPIC]http://img856.imageshack.us/img856/2500/a10161sqnsignitureedite.png[/SIGPIC][/url]
Posted

Apologies for re-asking, but in regards to these:

 

- APU and Left Engine do not require fuel pumps to be active.

 

Nate, can you explain this change? I'm really curious :joystick:

 

 

- Laser code on TGP was made always visible.

 

Is this per reality?

 

 

Again, apologies for the repeat :pilotfly:

Someday we'll look back on all this and plow into a parked car.

 

 

i7-930 @ 3.8ghz, 6GB Corsair Dominator 1600, EVGA GTX470, OCZ 60GB SSD, TrackIR 5 Pro, Win7 64

And a 46" LCD at 1920x1080 to enjoy the goodness :joystick: :pilotfly:

Posted
It has been fixed but I doubt it will make 1.1.0.9

 

Nate

 

These are wonderful news Nate. Happy to see this fixed in future releases.

 

Thx for your help!

Posted
Apologies for re-asking, but in regards to these:

 

- APU and Left Engine do not require fuel pumps to be active.

 

Nate, can you explain this change? I'm really curious :joystick:

 

 

- Laser code on TGP was made always visible.

 

Is this per reality?

 

 

Again, apologies for the repeat :pilotfly:

 

1) I don't think the Fuel pumps were ever needed for the APU and Left Engine - as to why I'll leave that to someone who knows for sure.

 

2) Again I can't be sure it is like that in the real thing, but I'd be surprised if it wasn't.

 

Nate

Posted
1) I don't think the Fuel pumps were ever needed for the APU and Left Engine - as to why I'll leave that to someone who knows for sure.

 

2) Again I can't be sure it is like that in the real thing, but I'd be surprised if it wasn't.

 

Nate

 

1) The APU uses a dedicated DC Start Pump to supply fuel pressure for starting, since AC power isn't available to power the Boost Pumps. The DC pump is located in the left side of the fuel system, which supplies the APU and left engine. If the Fuel Crossfeed valve is open, then it can supply fuel pressure to the right engine as well.

 

The DC pump starts automatically when either the APU switch is moved to START, or when starting an engine, provided low fuel pressure is sensed in the left fuel manifold system (indicating an inoperative AC pump).

 

2) The laser code display and associated WCN's changed in later software suites, so the answer is: "it depends" on which suite you're talking about. DCS makes a few exceptions and uses a few of the "nice to have" features of the latest suites.

  • Like 1

"They've got us surrounded again - those poor bastards!" - Lt. Col. Creighton Abrams

Posted

Nice list of changes there. I haven't been flying much recently, got the itch to take my telescope out and so some astrophotography and has cut into my stick time. That will have to change sometime soon though :).

 

From what I can gather they were done by a 3rd party and will now be available from the ED File Exchange. From what I've seen, if you download them again after the update your logs will be untouched.

 

any reason?

 

I would suspect that if they are included in an "official release" then end users would expect that ED would have to support bugs and problems with the 3rd party campaigns. Remove them from the "official in game" campaigns and put them on the website for download, then it would be on the onus of the 3rd party to fix and update their missions instead of ED. Also it may lead some of the end users to hep fix bugs in the campaign themselves and post them to the site if it didn't seem it was an official part of the sim. Some people (me included) might have felt they were stepping on toes by uploading fixes.

 

Also, frees up more time for ED to quash bugs and release more features in the sim :)

Posted (edited)
How many "My MFCDs are broken!" threads will we get with the knobs starting off? :)

 

Funny story about this - in the F-15E we recently began upgrading our UFCs to NVIS-modified ones.

 

F-15e_cockpit.jpg

 

^ ^ ^ Old style

 

v v v New style

 

F-15E_cockpit.jpg

 

One change made to the UFC is that the screen now has a three-position switch that sets NIGHT, DAY, and OFF. For several weeks we had multiple pilots coming down Code-2 and maybe even Code-3 for their UFCs being inop, because they didn't realize they now had to turn them on.

 

 

 

 

 

 

Pilots are dumb.

 

------------------------------------------------------------------------------------

 

On another note, I wonder if whenever we get DCS: F-15E we'll get back-patches to implement functional IFF systems... are they even functional now? I turn it on because it *should* be on, and I once turned on a HUD mode that showed 'reply' all the time, though the game crashed horribly when I tried to turn it off so I haven't played with it since.

Edited by Frostiken

[sIGPIC][/sIGPIC]

Posted
- Spawn of inactive aircrafts on parking ramps added and "Start" triggered task too. This makes it possible to use aircrafts as a static objects or delay takeoff.

 

I love you, ED! I've spent ages messing around with parked vehicles to try to block AI aircraft from taking off, and never been able to get it to work quite right. I'm so happy I could cry!

 

- Designation method and data link usage parameters added to "FAC-AttackGroup" and "FAC-Attack Unit" tasks.

I'm also unreasonably excited about trying this out, too.

 

- GAU-8 Clearing Cycle was modeled. If GUN ARM switch is set to OFF less than 2.5 seconds after gun trigger was released, GUN UNSAFE will be lit on Caution Light Panel. Gun will jam on the next fire attempt.
Just thought I'd quote this one ... I'm pretty sure I'm going to get caught out by this on occassion.
Posted
I hope not....at least until everything (MP especially) is working as it should I hope ED keeps on patching!!!

 

For sure. Fix everything possible before moving on. It is just that it will be hard get perfection in such an advanced sim. Even FC2 and Ka-50 still have bugs. You fix somethings with a patch and then maybe break others. Stuff that may only be found after the patch is released to the public. There may be a point where I guess ED should move on. If 99% of things are working then I think we should all be happy.

Posted

My only gripe with this new patch is how big will it be to download? I fly from Iraq and a 1gb download takes f....o....r....e....v....e....r. Ah well, it's worth it.

[sIGPIC][/sIGPIC]

Posted

Good stuff to see the CDU input update has been addressed, no word on the keyboard input for the radio and the funky dial flips

Hornet, Super Carrier, Warthog & (II), Mustang, Spitfire, Albatross, Sabre, Combined Arms, FC3, Nevada, Gulf, Normandy, Syria AH-6J

i9 10900K @ 5.0GHz, Gigabyte Z490 Vision G, Cooler Master ML120L, Gigabyte RTX3080 OC Gaming 10Gb, 64GB RAM, Reverb G2 @ 2480x2428, TM Warthog, Saitek pedals & throttle, DIY collective, TrackIR4, Cougar MFDs, vx3276-2k

Combat Wombat's Airfield & Enroute Maps and Planning Tools

 

cw1.png

Posted

I'm probably way off here, but isn't DVADR the hud video camera? Does that mean this patch implements HUD recording?

I don't test for bugs, but when I do I do it in production.

Posted

Nice to see they removed fuel pump sounds no longer heard in cockpit.

i7-4820k @ 3.7, Windows 7 64-bit, 16GB 1866mhz EVGA GTX 970 2GB, 256GB SSD, 500GB WD, TM Warthog, TM Cougar MFD's, Saitek Combat Pedals, TrackIR 5, G15 keyboard, 55" 4K LED

 

Posted

Hmmm... I might be wrong... but wasn't the Black Shark integration patch supposed to come out with this update as well? :pilotfly:

Posted
I'm probably way off here, but isn't DVADR the hud video camera? Does that mean this patch implements HUD recording?

 

Yeah sure is. I would like to know more about this also.

[url=http://www.aef-hq.com.au/aef4/forumdisplay.php?262-Digital-Combat-Simulator][SIGPIC]http://img856.imageshack.us/img856/2500/a10161sqnsignitureedite.png[/SIGPIC][/url]
Posted

Is there any chance at all that they will make AI voice comms audible to anyone but the host in MP? I cannot fathom how JTAC in MP can ever be considered properly implemented as long as client players (i.e. those not hosting the mission) tuned to the correct frequency cannot hear and copy JTAC comms in MP. And what's the point of using extensive AI (like SEAD or CAP flights) in MP mission design when only one player (the host) can hear the voice comms?

 

I'd rather be told that this large and obvious problem cannot be fixed than be greeted by a wall of silence whenever I bring it up.

  • Like 1
Posted
- Spawn of inactive aircrafts on parking ramps added and "Start" triggered task too. This makes it possible to use aircrafts as a static objects or delay takeoff.

 

AWESOME!!! :thumbup:

Posted
Is there any chance at all that they will make AI voice comms audible to anyone but the host in MP? I cannot fathom how JTAC in MP can ever be considered properly implemented as long as client players (i.e. those not hosting the mission) tuned to the correct frequency cannot hear and copy JTAC comms in MP. And what's the point of using extensive AI (like SEAD or CAP flights) in MP mission design when only one player (the host) can hear the voice comms?

 

I'd rather be told that this large and obvious problem cannot be fixed than be greeted by a wall of silence whenever I bring it up.

Given the amount of changes in this changelog & if it doesnt break too much then maybe they will have a little time to look at MP Comms, i.e. JTAC,AI, F10 Menu. Whilst also working on BS intergration. At least .. I hope so.

i7-7700K : 16Gb DDR4 2800 Mhz : Asus Mobo : 2TB HDD : Intel 520 SSD 240gb : RTX 2080ti: Win10 64pro : Dx10 : TrackiR4 : TM Warthog : ASUS ROG SWIFT PG348Q

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...