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  1. In order not to drag this out too much, as this post is quite lengthy as it is, I'll get straight to the point. The DCS F-16C is not ready for full release. This thread is in response to a post by BIGNEWY saying that the Sniper XR is the last major item before the DCS F-16C is ready for full release. Below I've listed some of the reasons why the DCS F-16C is not ready to leave early access, even with the Sniper XR added, by describing the current state of this product. This post was written with the help and contributions of several community members, who I want to send my deepest thanks to; you know who you are. Lastly, this is not an all-inclusive list, but rather a summary of the major aspects which are currently missing or unfinished in the DCS F-16C (there are A LOT of smaller items remaining in addition to this, including quite a few bugs). It's quite lengthy though, so go get a bag of crisps, crack a beer, and lets get on with it: - Damage model: Practically nonexistent, with no real damage being simulated except fuel leaks and your wings getting blown off. I put this at the top of the list because I cannot see how you can have a digital combat simulator without combat damage being simulated. - Maintainance / Pilot Fault List: Practically nonexistent, still only shows a single message which is the "FLCS BIT FAIL" if the FLCS bit fails. This is the entire error reporting system of the F-16C and is therefore an essential system in order to keep tabs on the status of your aircraft, even when you haven't taken any combat damage. For example, if your L16 time isn't set, you should get a "LK16 TIME REQD" message to tell this to the pilot. At the moment, you will eventually notice that something is wrong with datalink, and then you have to figure out what the issue is on your own through troubleshooting, rather than just checking the PFLD and immediately knowing what's wrong. This is just one example of many where proper MFL and PFL messages would be incredibly helpful, and the reason why those systems exist in real life. - Steerpoints: Exists in a very limited state. Only supports regular steerpoints, markpoints, and a partial implementation of D/L steerpoints. Many types of steerpoints are completely missing, like pre-planned threats, geographical lines, SEAD steerpoints, a plethora of LINK 16 steerpoint types, etc. We're also still missing different CRUS TOS functionality, like having DES TOS reference HACK time instead of SYSTEM time, and also the ability to blank DES TOS times and have the CRUS TOS required velocity be calculated for a steerpoint without a DES TOS, based on the DES TOS of a later steerpoint; an incredibly useful feature for improved timekeeping. - Digital Terrain System: Completely missing including its subsystems like PGCAS, TRN, OW/C, DBTC & PR. An essential system from the earliest tapes of the F-16CM-50 where you load the terrain data of a 480x480 nautical mile area wherein the DTS has features both to avoid CFIT (controlled flight into terrain) which was the biggest cause of death in the USAF at the time, to providing various subsystems to facilitate safer low altitude operations including a kind of digital "terrain following radar" mode, to decreasing INS drift by comparing your radar altitude to the know terrain elevation in different parts of the map, and also to allow more accurate targeting without using active sensors. This is for example what makes high angle JHMCS markpoints accurate, as it can reference the known ground elevation of the location you're looking at. Without the Digital Terrain System implementation, the DCS F-16C has much higher risk of CFIT, much higher risk of flying into terrain/obstacles during low altitude operations, much lower targeting accuracy (especially at longer ranges and in uneven terrain), and higher INS drift over non-flat terrain than a real F-16C of our block and tape would. - ECM: Barely implemented. Currently only barrage jamming is kinda working, and even that is extremely ineffective most of the time. MODE 1 and MODE 2 self-protection jamming is wholly inefficient under all circumstances, as the ALQ-184 currently is seemingly incapable of breaking SAM radar locks. There's also no ability to choose which bands to jam, making it impossible to jam certain surface threats without jamming your own radar for A-A sanitizing. Neither MODE 1, 2 or 3 should inhibit your radar, but rather MODE 2 & 3 should reduce the effectiveness of your radar while actively jamming in the same band as your radar, and not impact the radar at all while jamming in other bands. The AN/ALQ-184 in DCS also has 360 degree coverage, whereas it would have roughly 120 degree cones fore and aft of the pod in real life, with diminshing effect closer to the outer limits of those cones. MODE 1 should only use the aft emitter to jam threats, while MODE 2 & 3 use both fore and aft emitters. It should also have high/low settings to angle the jamming emitters downwards for surface threats and upwards for higher altitude A-A threats, as well as cooperative jamming where multiple F-16C's in close formation boost jamming effectiveness. As an aside to this, chaff is completely useless against certain threats. You can drop 120 chaff in 1 second and you still will never be able to spoof an SA-5. This in combination with an inability to break locks during jamming, means that your only real defense once an SA-5 is locked on to you is to dive towards the ground and break line-of-sight. Other emitters have similar issues. - SEAD: This point encompasses a lot of different systems which are necessary for efficient SEAD, which after all is the primary role of the F-16CM-50 in the USAF. As mentioned, the AN/ALQ-184 is completely useless in self-protect mode (MODE 1 and MODE 2) as it cannot break locks, decreasing survivability, as using barrage mode will constantly transmit your location, and also disable all your active sensors as well as the HTS pod. Most importantly, the AN/ALQ-184 is unable to break locks, meaning it can only be used pre-emptively (not very good when employing wild weasel tactics). The AGM-88 has modes like TI/GS/DL which have not been implemented, limiting the AGM-88's effectiveness in the SEAD role. Also, many different AGM-88 HOTAS commands are completely missing. HAD priority targets are missing. The LINK 16 Special Channel net has a very rudimentary implementation. The ability to target/blank pre-planned threats is completely missing. The ability to store detected emitters as SEAD STPTs is completely absent, greatly decreasing your ability to engage SEAD threats as they will just disappear after going inactive for a while, and the only way currently to target these emitters once they go inactive is if you have a human wingman, because then you can send that emitter to him via L16, and then he can send it back to you. If you've got no human wingman, you're out of luck. The AN/ALR-56M Radar Warning Receiver is still incorrectly implemented, making it useless for any kind of high threat environment (the kinds of environments where SEAD is required) as it conveys no relative lethality of detected emitters but rather displays all threats as equally lethal, being especially useless for pop-up threats and active missile avoidance as you can never tell how much of a threat a detected emitter poses to you. In real life, the late cold war saw multiple datalink capable SAMs which don't give RWR warnings at all, increasing the need for the kind of relative lethality displaying of threats that the AN/ALR-56M does in real life, especially for SEAD operations. Currently, we don't have any datalink capable SAMs in DCS, but if it's ever added, the F-16CM-50 will be completely unable to operate in that kind of environment, unlike its real world counterpart. The AN/ALR-56M should also use data provided by the INS to update detected threat locations during maneuvering when emitters may end up in RWR blind spots, and even flip the symbology when rolling the aircraft upside down, so emitters are displayed in the correct direction under all circumstances. Having a functioning RWR is maybe the most important aspect of being combat effective in the SEAD role, and currently we don't have that. - AN/ALR-56M: Even though I mentioned the issues with the RWR just above, I'm still making this a separate point just to emphasize the importance of this system. If I could only pick a single thing that'd be fixed in the DCS F-16C, it'd be the AN/ALR-56M. Right now, the DCS F-16C is completely handicapped, not merely in SEAD, but in all combat situations, because the current RWR implementation is not merely incorrect, but it makes the RWR close to useless. The AN/ALR-56M was chosen as the new standard RWR for the USAF because of it's incredible capabilities and the added situational awareness it provided to its pilots, and this is also why it was rolled out so early on the F-16CJ/CM-50, the USAF's primary SEAD platform. However, in DCS, the AN/ALR-56M is the single least capable RWR in the whole modern US fighters lineup, and in many ways it's even inferior to the old 1980's SPO-15 mounted on the MiG-29A. If you get an AMRAAM fired at you, the SPO-15 (and the real life AN/ALR-56M) will indicate how quickly the missile is approaching and how close it is to impacting you, allowing you to plan your missile defence and perform last ditch maneuvers. With the DCS AN/ALR-56M, you have no indication of how far away a missile is except when it impacts your aircraft. This really, really, really, really needs to be fixed, especially for a SEAD platform like the F-16CM-50. - Air-to-air: This is also a collection of different things. AIM-120 is still missing many features, including target size options and not least the HPRF mode, greatly reducing the maximum effective range of the AIM-120 and making the bread and butter SKATE tactic non-viable against most threats, as you need to guide it all the way to MPRF mode, a.k.a "pitbull". The Uplook Search (ULS) radar mode is still completely missing. STT mode is extremely ineffective at long range, and even against a high aspect non-maneuvering target which is detectable in RWS/VSR, it will not be able to produce a stable lock. A-A, MRM and NAV master mode are also unable to have different CRM modes selected and retained. COAST mode is still missing, meaning that notching will immediately break your radar lock and the aircraft will not even attempt to reacquire the target. On the topic of notching, the current radar implementation is EXTREMELY suceptible to notching. You can be 5 nautical miles away from an enormous KC-135 in look-up conditions against a clear blue sky, and it will still notch you as it reaches 90 degrees aspect, even if it's only for a split second, which should be physically impossible with a modern radar like the AN/APG-68V(5). Even notching against ground clutter should be extremely ineffective unless the target is very close to the ground or has a big chaff cloud next to it. Auto range scaling in SAM/DTT modes still automatically decreases the range scale, which it shouldn't, making those modes useless for situational awareness as you should still be able to freely sanitize the airspace beyond your bugged tracks in those modes. Also the HAFUs are completely unreliable, making TWS especially useless as the art of upgrading tracks is a complete black box. Blanking LINK 16 symbology will often blank all the correlated bricks as well, meaning you cannot even see the things which you've detected with your own radar. You can lock them up though and launch missiles at them, you just cannot see them on the display. Contacts which start jamming will often get snapped to exactly 99.0 nm distance on your FCR, often forcibly rescaling your FCR and requiring you to reset the FCR range settings in the middle of combat, to be able and reaqcuire that same threat. HAFU identity is also very unreliable, with enemy threats often being displayed as green friendlies for no apparent reason. And when you're in ACM mode, the bore cross in the HUD and bore ellipse in the HMCS still do not show true radar line-of-sight like they do in real life, but are instead completely static paintings giving no information at all regarding where your radar is actually pointing. - Air-to-ground: Ground radar is still extremely janky and cumbersome. Ground maps will regularly instantly blank itself during maneuvering. When entering many different radar modes, rather than the radar moving quickly to it's starting angle and then sweeping to generate a map, it often moves really slowly to it's starting angle and just does nothing for a couple of seconds, and only then does it actually start mapping. GMT mode doesn't actually lock onto the target, but rather just the point on the ground your cursor happens to be over. Gain/Contrast/Level settings for the ground radar are not granular at all, and it is often very difficult/impossible to achieve a good balance between them. Changing these settings should also only apply for what is mapped after changing those settings, so if you raise gain in the middle of a sweep, the first half of the map will be low gain and the second half will be high gain. On some maps, like Persian Gulf, you seemingly cannot ground map terrain, only objects. JDAMs still cannot be programmed properly. JSOWs cannot be programmed properly. GBU-24 is there in spirit, but still hasn't had its guidance modes properly implemented, making it quite useless and unable to even reach the target when dropped at max range and high altitude. IFF interrogations are not possible in A-G mode, which they should be. There are also missing munitions, like the CBU-89/104's, various training munitions, possibly even the JASSM. - Lighting: Some things are completely missing, like the external IR emitters which our tape and block of DCS F-16C should have, being selectable through the COVERT modes to allow external lighting at night which isn't visible to the naked eye, and also to only illuminate the lights on top of your aircraft, to stop ground threats from spotting you. If you look at the the external lights through NVGs, you'll see that the green lights seem to be NVIS compatible, but the red lights will completely fry your retina. Cockpit flood lights have very low intensity even at the max setting, and also little to no light scattering, meaning they don't actually flood the cockpit. They're more like focused spotlights, leaving many parts of the cockpit completely in the dark, even at full intensity, including the new pilot body kneeboard which is completely unreadable at night even with every single internal light source set to maximum. On the topic of spotlights, the actual Cockpit Spotlights under the glareshield are completely inop. The Cockpit Spotlights are also the only light source in the entire aircraft which are usable purely with battery power, and are commonly used in real life to monitor engine instruments during startup at night. They are also used to illuminate the pilot body kneeboard when the pilot don't want to illuminate the entire cockpit with flood lights, in order to be more NVG friendly. In addition to these points, there are also issues with light intensities. Some lights like the left indexer or external formation lights, etc., usually go from slightly dim to quite bright between 0% and 5%, and then every setting above is just almost indistinguishable amounts of extreme brightness. With other lights, most notably the cockpit flood lights, you can barely see them at all between 0% and 50% intensity, and then they go up to kinda bright at 100%. This becomes even more troublesome because of the way light brightness works in the F-16C, because when the flood lights are set to high brightness, every other malfunction and indicator light in the cockpit will go to max brightness too. This means that we can't have a bit of flood lighting without getting completely blinded by every other light source. Some lights also don't seem to be NVIS compatible at all, especially the RWR panel which is extremely bright and will wash out your NVGs. The right indexer lights seem fully NVIS compatible and won't blind you even on max brightness, while the left indexer will wash out your entire NVGs at max brightness, and still be very bright at only a few percents intensity. - Textures: The default DCS F-16C textures (including those available in the texture template) are of incredibly low quality, with not merely bolts and screws missing, but entire panels. Also the textures themselves are just poor in quality compared to what you'll find in the DCS User Files section. ED should honestly just pay Roughmaster to make a new texture template for the DCS F-16C, and remake all the low-quality liveries which are currently available for the DCS F-16C, as Roughmasters liveries are of such incredibly high quality that it's almost incomprehensible. Cockpit textures are also missing textures for multiple things. - Tankers: When refueling at a KC-135, the boom still has no resistance and exerts no force on the aircraft. In real life, the boom will push back against the aircraft when connected, allowing the aircraft to "rest" and stabilize itself against the boom. This currently doesn't happen in DCS, making aerial refueling more difficult as you need to have more accurate thrust management than real pilots do in order to stay in position. Tankers in DCS also will never extend the boom farther than the halfway point when connecting even if the player is close to center and fully stabilized, so the player always has to move closer than the halfway point to connect, rather than like they do it in real life where the boom operator will extend the boom to meet the connecting aircraft. When it comes to tanker external lights, they will not turn on their position lights until the receiving aircraft is less than 1 nautical mile away, making night rejoins extremely difficult unless you want to fry the boom operator with an STT lock. Also, there are no external flood lights on the tankers, making them practically invisible while refueling at night, except for the fore/aft and up/down lights. Also, the background lighting on the fore/aft lights is very bright at night, making your fore/aft position incredibly hard to see. During daytime, the lights are very dim and the glass on the fore/aft and up/down lights is very reflective, with reflections often obscuring what the lights are indicating, especially when the sun is low in the sky. Lastly, tankers still do not transmit TACAN in A/A mode, but you have to use T/R mode instead as if they were a ground based station, meaning you also cannot see the tanker A/A TACAN distance on your DED/HUD. It would also be nice to have some basic boom operator functionality, like giving break-away calls and raising the boom if the player is to close/unstable (including an actual boom collision model), giving heads ups before entering turns, reading off the amount of transferred fuel at regular intervals, maybe even having the player be able to request a certain fuel amount via the radio menu. - DCS F-16C manual: This manual is still not up to date, and new features which are added to the DCS Stable branch still aren't updated in the manual, leading to a lot of unecessary threads on the forum as a lot of information about how systems work are lost to the sands of time in the Viper Mini-Updates thread, and usually have to be conveyed through word-of-mouth. For the things which are correct in the manual, the systems are in many cases bugged and not working according to the manual, leading to further confusion in the community when being referred to the manual. Honestly, everytime a feature is added or changed in the DCS F-16C, this should also be reflected in the manual, including a changelog of added/changed features in the manual itself. If systems are not functioning correctly, this should also be noted in the manual with a small notice in that section. After all, DCS is now a unified stable branch and then it'd make sense for every change to be in the documentation, since this isn't a beta build anymore. - The jealousy: Things which have been implemented in other ED modules, but not the DCS F-16C, even though they should be present for our block and tape. Things like the HSD Expanded Data, whose equivalents are present in the A-10C and F/A-18C, but which for some reason isn't planned to be implemented for the DCS F-16C even though it was present in the simulated block and tape IRL, greatly reducing situational awareness via datalink. Or the decision of ED to not implement the AN/ARC-210 radio which was already in active service for our block, tape and year of F-16 (confirmed by multiple ED active duty SMEs + non-ED active duty SME's + US DoD fiscal reports showing amount of quarterly AN/ARC-210 unit installations for USAF and ANG + the actual real world documentation for our tape of F-16CM-50 describing AN/ARC-210 functionality) because "it was more common later", leaving the DCS F-16C as the only modern US aircraft in DCS without the AN/ARC-210 (A-10C, AV-8B, F-15E, F/A-18C), and therefore it is the only modern US aircraft in DCS without the ability to tune multiple UHF frequencies and use a single radio for the entire UHF/VHF/FM range with HAVE QUICK capability, even though it could do this in real life during our tape and time. The AN/ARC-210 would be a very simple item to implement too as it requires no 3D modelling changes, but merely new DED pages, and seeing as this radio is already implemented in other ED modules like the A-10C and F/A-18C, it should be quite simple to port to the F-16C, making ED's resistance to implementing this radio even more of a question mark, seeing what an enormous improvement it'd be to the F-16's communications suite. There are also other things, like the HAVE QUICK page being available in the A-10C, allowing HQ functionality through SRS (SimpleRadio), however the HAVE QUICK page has not been implemented in the F-16C, making the F-16C unable to use HQ via SRS. The ability to choose Fighter/Mission Channels on LINK 16 is present in the F/A-18C, but not the F-16C forcing them to send D/L points to every F-16C on the server. Or the IFF page which has been implemented in the F/A-18C and allows setting Mode 1, 2, 3 and 4 codes, has not been implemented in the DCS F-16C, meaning we cannot set our squawk codes as you would IRL through the DED/ICP. We can only set Mode 3 via the analogue backup IFF panel. Also, the A-10C even has Mode 1 and Mode 4 timetable support, giving alerts at specific time intervals when the Mode 1 and Mode 4 codes change. The F-16C should have similar functionality where the aircraft will, instead of alerting, automatically disable/enable transponders, as well as change their transponder codes, based on certain time and position requirements. More importantly, none of these features require DTC as they can all be set from the cockpit. And even if DCS does not support HAVE QUICK and IFF functionality at this point in time, these things are supported through other softwares like SRS and LotAtc, and is as mentioned already present in other ED modules, so I don't see why we wouldn't get the same treatment in the F-16C? There are also some amazing features from non-ED modules like the Datalink Mission Assignment API in the M-2000C, which allows external sources (either AI GCI or a human via LotAtc) to send taskings via datalink to the aircraft and have them be viewed on the situational displays in the aircraft. The F-16CM-50 of our tape and year had that same kind of functionality via L16, where C2 assets can send a plethora of mission taskings which get received as a data messages, with the ability to view and accept/reject taskings via the HSD, and also send tasking completed/aborted messages to the C2 station. This would be a huge deal for human GCI/AWACS in DCS, especially with players speaking completely different languages, and it'd also open up a tonne of opportunities for mission creators to access this functionality via scripting. I'm not going to delve into why the DTC and its related functionalities are absolutely essential, as they're already in active development. Other systems like the IDM functionality and towed decoys are at least on the roadmap. For all the other points mentioned above, there seems to be no light at the end of the tunnel. If these kinds of major systems are completely missing at a so-called "full release", that would set a new benchmark for what level of quality we can expect of DCS modules. In addition to all the essential features which are still missing, the amount of bugs which still remain is impossible to overlook, to the point where you cannot even cold start the DCS F-16C according to real life checklists, as there are several inaccuracies which would force you to abort the mission and put the jet into maintainance in real life. In regards to BIGNEWY's recent comment that the DCS F-16C "is complete in regards to what we intend for the module. Our modules are never intended to be a 100% replication of the real aircraft.", I would like to point out that we're not even remotely close to a 100% replication, and people aren't even asking for 100% replication at this point. Making a 100% replication would mean adding things like the need to cycle the flight controls before initiating the FLCS BIT to warm up the hydraulics and get rid of any air bubbles in the lines, as the FLCS BIT will otherwise most likely fail. It would mean adding things like accurately modelled startup sequencies for individual systems like the FCR, MIDS terminal and other systems, where they run their own internal bits and take time to power up before being available for use. Or maybe some realistically modelled magnetic drift of the HMCS, sometimes requiring re-alignment in the air. These types of things are available in other F-16C simulators available on the civilian market, and I think we all would've hoped that the DCS F-16C would reach at least a similar level of depth and, as ED themselves have said, the DCS F-16C would be "the most realistic simulation possible" and offer a "detailed simulation of the Viper’s engines, fuel, electrical, hydraulic, comms, lighting and emergency systems and many more". I don't know how you can claim that the DCS F-16C delivers on any of those promises in its current state. I realize that ED probably wants the DCS F-16C out of early access since it's been there for over four and a half years now, but it would be a huge mistake to do so at this point in time. For ED's own sake, for their own reputation, and the communities faith in their current and future products, they should never allow a module which is in the dire state of the DCS F-16C to be considered "full release". Full release means finished, irregardless of what your post-release plans are. You might add a feature or fix a bug later at your whim, but in the end, the full release is supposed to contain everything we customers paid for, a complete and stable product, and anything which is added to the product free of charge after full release is merely charitable work on the developers behalf. It is not the fulfillment of some obligation to their customers, but rather a completely voluntary act which goes beyond what the customer paid for, in order to increase customer satisfaction. And to say "here it is" and give us what have currently + the Sniper XR would be an incredible betrayal of trust, and I for one would never buy a DCS early access module again, if this is what I can expect from it. I'm happy to support ED and third-parties early in the development process even by purchasing pre-orders as long as they deliver a decent product upon full release, which is what has happened previously in my experience. But if the F-16C is pushed out like this, that'd be a turning point for DCS as a platform. And this is something I say as a long-time DCS customer, who has been flying DCS on a regular basis ever since the A-10C was released over a decade ago, and has spent so much time and money on DCS that I don't even want to attempt to add it all up due to fears of what I'll be faced with. Without mentioning any specifics, I think we can all agree that the current drama in the DCS community is testing the community's faith in ED and DCS as a product. Pushing the DCS F-16C out of early access in its current state would do nothing to improve that situation, but would rather risk pouring fuel on the fire, which I don't think neither ED nor the community wants at this point. DCS isn't a perfect product, but it has the most potential of any combat flight sim on the market, and has been making strides to become the best combat simulator on the market. Please cherish this and do not make any reckless decisions in order to meet internal deadlines, while alienating your own customers. All I ask for is that when the F-16C reaches full release, the level of quality will at least be the same as other ED modules. The DCS A-10C which was released a very, very long time ago when ED was a much smaller company, was an incredible product. It had practically all the systems modelled that it would've had in real life to an incredible depth, only excluding certain systems which couldn't be modelled due to classification and such. It also had very few bugs, making it an absolute joy to fly, which it still is to this day. That level of quality is what I expect of an ED product, based on the benchmark that ED themselves set. Not only would a DCS F-16C release in anything close to its current state be well below this benchmark, but it'd also not even live up to what ED themselves have claimed their goals are for this product on the DCS F-16C product page and in promotional videos and press materials. So my final words in this very long post is simply a plea to ED: Please do not push the DCS F-16C out of early access before it lives up to the level of quality and fidelity which the community has come to expect of ED products.
    216 points
  2. Hello everyone, My name is Krzysztof Sobczak (some of you may know me as “Grover”), I am the Technical Director at Heatblur. Although I haven't been very involved in direct communication with our users because I have been focusing on working hard on our projects, today, I am excited to share some technical insights about our latest release. As some of you may read from me for the first time, I'll start with a short introduction: I am originally a physicist holding a PhD in particle physics. However, most of my professional life has been dedicated to developing flight simulations. I have had the privilege of working with companies like A2A Simulations and Metrea. In 2018, I joined Heatblur Simulations to work on the F-14 Tomcat. During this project, my areas of responsibility included the communication and navigation systems, the LANTIRN targeting pod, and JESTER LANTIRN. In 2021, I became the Technical Director to create a new core system - codename Anvil - a genuinely new-generation simulation platform. Having been involved in creating several flight simulation engines throughout my career, I have gained a deep understanding of the requirements for such engines and the shortcomings of existing solutions. This extensive experience has been invaluable in shaping the form of our new flight simulation platform, which we present today through the release of the Heatblur F-4E Phantom II. Our users may already be familiar with the innovative approach we applied in the F-4E Phantom II, particularly the concept of the components system. For those with programming experience, this might initially sound like a marketing trick, similar to object-oriented programming and using objects through composition in different contexts to build complex structures. However, there is much more depth to the system we created. Our approach goes beyond simple object composition and reuse. What sets our system apart from other solutions and programming techniques is its orientation around data flow. This focus is crucial for creating a system that is both reusable and granular enough to build entire aircraft and reuse components in other aircraft or systems. The challenge in making such a system lies in the uniqueness of many aircraft devices, so to achieve true reusability, we had to reach deep to a level where components can be generalized - the level of individual switches, relays, lamps, amplifiers, actuators, valves, and all other kinds of low-level components. By focusing on the components and the data flow between them through the connections, we managed to move all non-simulation elements outside the components and let Anvil handle them. The first core aspect of our F-4E Phantom II, driven by our engine, is its multi-crew capability. The component connection approach allows our developers to focus entirely on creating the simulation part of each component. At the same time, the system handles the communication between different components and distributes it over the network. From the developer's perspective, there is no difference between developing an aircraft simulated entirely on one computer and an aircraft whose simulation is spread across multiple computers. The second feature unlocked by the component system is multi-threading. By strictly separating components from each other and not allowing them to access other components directly, we ensure that the simulation part of each component can run concurrently. This approach means that developers do not have to worry about the complexities of multi-threaded development and can work as if the simulation of each component were entirely single-threaded. The connection system governs the rest — it de-conflicts multiple simulation threads seamlessly. It is important to note that while our system is designed to support multi-threading, this feature is not enabled in the version that users are receiving today to limit the risks of the adverse effects for the premiere of such a complex aircraft. However, multi-threading will be enabled in future updates, offering a significant boost in performance for everyone. Also, note that this is not the same as using the multi-threaded version of DCS - the multi-threading part of our component system adds another layer of parallelization, effectively offloading the aircraft simulation from the main DCS thread. The component system is oriented toward providing developers with the tools to create new components quickly and efficiently. With those tools, we can focus on recreating components' real-life properties and giving them an organic feel by adding imperfections, individual characteristics and failures that can occur as a natural result based on the treatment of the components. Later, we use those components as bricks to build the aircraft in a fully synthetic way, while Anvil makes each airframe unique and each flight a new adventure while giving virtual pilots an incentive to not mistreat the aircraft. Finally, we plan to use Anvil and the same library of base components in all our future products, retrofitting them to the already published products where applicable. Sharing the same code will ensure that all our future aircraft will be automatically updated with our latest achievements and changes introduced to the system while developing any new product. This means that from now on, our simulation can only get more profound and more realistic. After introducing key features of the component system, let's delve into some statistics about DCS F-4E Phantom II. The total count of components used in our simulation, as in the final build provided to Eagle Dynamics, is 6,389. We used 14,627 component connections. Out of these, 2,297 connections are synchronized in multi-crew. The total number of properties across all components is 34,964, with 25,032 of these properties synchronized in multi-crew. Many of these properties are randomized and depend on the wear and condition of the aircraft. Finally, the total count of all damaged states in the aircraft is 1,562. While this number is already high, we plan to implement many more new failures during the early access period. Some of you might be concerned about the costs of creating detailed products like our F-4E Phantom II, which could negatively impact the entire market. We never intended that, and we are confident this won't happen. First of all, our goal was to make the development of complex modules less expensive by improving the reusability of the code and offloading most of the low-level and repetitive development to Anvil, which will handle it automatically. Furthermore, we are part of the flight-sim community and want the study-level flight simulation to thrive. From the first days of this new platform, we shaped it in the form of SDK, which we want to offer our partners. This includes the entire library of components and JESTER. We believe that cooperation and fostering synergies is more creative and profitable than non-amicable competition. As you will be able to experience the F-4E Phantom II for DCS yourself, I hope you will enjoy every minute spent in our recreation of this magnificent aircraft. On behalf of the entire team, thank you for the support and excitement you express daily through all communication channels. Have fun!
    179 points
  3. First off, there is nothing new to report as of the date of this post, this new thread is simply a clean-up and ease of access for all current official information on the current issues between Eagle Dynamics & RAZBAM. Hopefully, this will make it easier to see the current known information and weed it out from the theories, guesses and suggestions in the other thread. If you want to see that one, the link will be available at the bottom of the post. The first public knowledge of the disagreement happened with an announcement on the RAZBAM Discord here: https://discord.com/channels/536389125276827660/544501300134543380/1225494495458627634 razbam_prowler — 04/04/2024 10:17 AM Dear Customers and Community, You may have noticed that the that the latest RAZBAM announcements does not include a changelog or any updates for our products. We would like to inform you that, until further notice, all support for RAZBAM-developed aircraft modules is on hold. This suspension encompasses, but is not limited to, bug fixes and updates. We want to reaffirm our unwavering commitment to this exceptional community, our current customers, and prospective clients. Unfortunately, due to circumstances completely beyond our control, we are temporarily unable to continue our work at this time. Our team, a group of highly skilled and professional developers, is first and foremost made up of dedicated individuals. They invest not only their expertise but also their personal dedication and sacrifice into crafting our products. For many, this work provides essential supplementary income or even constitutes their primary livelihood. We are hopeful for a swift resolution so that we can resume our normal operations. However, until these issues are resolved, we will not be issuing any updates about our products. We ask for your understanding during this challenging period, a situation that RAZBAM Simulations did not seek and which has previously seriously affected other parties, for example Heatblur Simulations. We have been patient, perhaps too patient, waiting for a resolution from the responsible parties. Now, we find it necessary to take a stand and await a practical solution to this deadlock. I also want to extend my heartfelt thanks to my fellow third-party developers. Their support, once aware of the relevant facts, has been overwhelming. Thank you for elevating DCS to new heights; it truly wouldn't be the remarkable experience it is without your contributions. The suspension will remain in effect until the significant issues between Eagle Dynamics and RAZBAM Simulations LLC are resolved to our mutual satisfaction. Once these issues have been addressed, we will resume our standard practices of bug fixing, updates, and upgrades, just as we have since our inception as developers for DCS. We hope this resolution results in a more stable and optimistic future for DCS and all 3rd Party Developers. Best regards Ron Zambrano CEO RAZBAM Simulations, LLC Eagle Dynamics was compelled to respond shortly after on their Discord found here: https://discord.com/channels/542985647502393346/543013214485610520/1225540029493936219 04/04/2024 1:18 PM Following the message published by Ron Zambrano of Razbam Simulations, we believe that it is necessary to rectify some of the unfounded allegations and to reassure the Community that everything is being done to resolve the current situation promptly and for the benefit of all concerned. Without entering into the details of matters that are confidential to the parties, we firmly reject the allegations that the current disagreement between Eagle Dynamics and Razbam Simulations would be as stated by Razbam “due to circumstances completely beyond our control" and that it is "a situation that Razbam Simulations did not seek". On the contrary, the current disagreement is the result of improper actions that have been taken by Razbam Simulations, in breach of its contractual obligations towards our company and of our legally protected IP rights, and for which we are seeking a reasonable and forward-looking commercial outcome rather than entertaining legal claims. We very much regret that Ron Zambrano has decided, without even pre-advising us, to make these disparaging public statements and, more importantly, to take the customers of the Razbam developed aircraft as leverage in the discussions with us. Please rest assured, we are addressing the situation with the utmost attention and constructiveness. Many thanks and kind regards, Nick Grey RAZBAM followed with this reply: https://discord.com/channels/536389125276827660/544501300134543380/1226492074233434182 razbam_prowler — 04/07/2024 4:21 AM @here Dear customers and community RAZBAM Simulations is actively working with EAGLE DYNAMICS to reach an agreement to resolve our internal dispute and we don't want the discussion that our public declaration has generated to escalate any further. We want to assure you that it has never been nor will it be our intention to abandon our products. We look forward to a prompt and satisfactory resolution, turn the page, and move forward. Best regards Ron Zambrano CEO RAZBAM Simulations, LLC This was the last of the official announcements from both management parties. While both teams have officially been very quiet due to the delicate nature of issues at hand there has been some events that have come up and caused concerns. Some Anti-Virus programs were picking up a false positive on some DCS DLLs. Sadly it seemed to be worse on some of the RAZBAM modules fueling fears of issues with the modules. This can be solved by adding the DCS install folder to the exceptions for your anti-virus software, this happens from time to time so this was nothing new. The M2000 had some issues, including CTDs. This was an accidental merge of some changes one of the developers was working on. Once it was identified the changes were reverted and the issues were solved (although nothing was noted in the changelog at the time). This was not anything related to compatibility with the core game. June 12th at Midnight the F-15E radar stopped working. While we have internally identified the issue no fix has been presented as of yet. once we have solid news on that we will share that ASAP. Again this had nothing to do with core compatibility but rather something in the coding of the F-15E. UPDATE: When version 2.9.6 drops it will contain a fix for the F-15E radar. This fix was created by our team and not given to us by any other party. Refunds While at first, we were maintaining our normal refund rules, we decided to bend a little for those who were frustrated with the issues and how they affected an Early Access Product. We have been giving a store credit for the value of the F-15E when you purchased it. You may open a ticket here: https://www.digitalcombatsimulator.com/en/support/ for a refund, but we ask for patience as it may take up to 7-10 business days to process your refund. Other modules will not be refunded at this time, all of these are out of Early Access and remain working. It is our commitment that no matter what happens we will do our best to make sure these continue to work into the future. We understand those of you who remember losing the Hawk, this is not something we intend to do again. Steam refunds are based on the play time of the core game, not the individual module. It is their policy and they handle the refunds. As we understand it, no refunds have been accepted by Valve. All modules continue to work, aside from the current radar issues with the F-15E which we hope will be addressed sooner than later. South Atlantic continues to be updated and as I stated above, the other older modules we plan to make sure they continue to work into the foreseeable future. Is ED broke? No, Eagle Dynamics is very healthy aside from this dispute currently, all other 3rd Parties and the ED development team continue to work and push new and exciting content out to you. Is ED pushing things out because they are out of money? No, most of these recent products have been scheduled for quite some time now, into early last year. The 3rd Party products are based on when they are ready from their own team, although some delays here and there squished some release dates together, nothing has been out of the ordinary except more goodies in a short amount of time. How can you keep selling the F-15E or other modules? UPDATE 2025-04-07 Right now we are working within the framework of the legal advice moving forward and not wanting to cause any more riffs or issues. It's a complex process at this point and most likely why it seems to be moving so slowly for everyone. Nothing more can be said about that right now. Sorry. After receiving an official request by RAZBAM to remove products from sale we have done so. All products will be fully supported by DCS and will continue to operate. We cannot comment on any more conspiracy theories than this. This was an unfortunate disagreement that had been going on for some time and finally went public. I can only speak for Eagle Dynamics but I believe both teams want to resolve this as fast as possible and get back to making virtual airplanes. The discussion below was the old thread. This new thread may be moderated a little harder, so please be nice to each other, know that all the other customers in here discussing this with you are in the same boat and probably want the same thing. So let's be open to their opinions and concerns and understand they are allowed to have them as much as you are. Anything from any user here without an official tag won't be making any official comments, me and @BIGNEWY will only comment on publically available info as this is a legal matter at the end of the day. I cannot say enough, on behalf of all of us at Eagle Dynamics, how sorry we are that you are being made, in part by us, to go through this. We are committed to getting this sorted as soon as we can. Thanks The ED Team
    145 points
  4. Surviving FAM-1 in the Phantom. Congratulations on your purchase of the F-4E Phantom II. It is a sweet flying beast, with enormous depth and versatility. It’s easy to fly while being tactically challenging. The aircraft is versatile, and the era it dominated was interesting, a combination that produces hours upon hours of engaging fun. First, don’t be intimidated by the hulking beast. The surprising little secret is that it’s easy to fly. The Phantom is honest and uncomplicated procedurally, the engines are responsive and powerful, and the slats make it feel responsive, but also stable and precise. You point it where you want to go, push the throttles up and man, does it go! As you would expect, Heatblur has delved deep into accurate modeling of systems and aerodynamics, and the result is a nuanced, detailed simulation of the F-4E. You will discover small details as you explore the aircraft and systems, they’ve even simulated the influence of engine exhaust flow on the stabilator due to its anhedral. How cool is that? From broad testing experience and SME feedback, I recommend starting with a pitch curve of at least 10 for the F-4. The simulator is faithful to the real F4E, which is sensitive in pitch. Experiment and refine your axis tuning for your controller from there. I am currently using a non-FFB stick with a 4 inch extension and heavy spring tension, 12 works for me. Map your controls. You only need pitch, roll, rudders, brakes, gear, flaps, nose wheel steering, speed brakes, trim in all axis and drag chute for this hop. Keyboard and clicking will be fine for the rest. We won’t be killing MiGs just yet. This guide is meant to be a quick and dirty “FAM-1” guide to get you in the air and safely back to earth. We’ll also have some fun in between. I know you’re eager to give it a try, so skip startup and begin on the runway, ready to launch. Fly a clean jet today, or throw on a centerline drop tank for starters. The trim will already be set (understand that due to the way the bellows/trim system interacts, until airspeed increases, the stabilator will be positioned full leading edge down on the ground), engines running, check that the flaps are down, let’s go. Normal Takeoff and Climb. Apply full afterburner, position stick full aft when Jester calls 80 knots and hold it there. Nose-wheel steering until the rudder becomes effective ~70KIAS (the NWS button must be held during operation). If you drift and need nose-wheel steering to correct, then center the rudder pedals before re-engaging. With full aft stick, the aircraft will rotate on its own when it’s ready to fly, ease off back stick to hold it at 10-12º nose up pitch attitude. Our intrepid F-4 SME’s and and recommended this technique, it works beautifully. Gear and flaps up immediately to avoid overspeed. Both have limit speeds of 250 KIAS. Min flap retract is 180 KIAS, which is only a consideration during military power takeoffs. Jester will let you know when they’re up. Terminate burner at 300 KIAS. You’re in the air, easy peasy, nothing to it. Climb at 350 to intercept .9 Mach. Mil power climbs at 350 KIAS initially require just over 20º of pitch. In Max afterburner, it will climb into the mid twenties at .9 Mach at over 30º nose high. Beast mode. Setting 3000 pph per engine results in a cruise Mach between .84 at FL 250 and .90 at FL350. That’s a fuel burn of 100 pounds per minute. Fuel planning couldn’t be simpler. Mil power at FL350 tops out just below Mach, around .97 IMN. Ease the nose down and it will go supersonic without afterburner. There is a little Mach Tuck going through transonic. Overall, the pitch changes are mild, trim is sensitive. Be quick with your thumb. Operationally, the F-4E is a Mach 2 aircraft. In level flight, it’s fastest at 35,000, and can achieve the dash one charted speed of just over Mach 2. Unload in a dive, and if you sport an adequate moustache, you can hit 2.2 plus. You can have fun figuring out the profile for that for yourself. At sea level, a low drag configuration tops out at 1.12-1.15 IMN. Adding external stores will reduce max Mach proportionately. Maneuvering Flight ROLL AUG off for maneuvering. Always roll using coordinated rudder and aileron. The higher the AOA, feed in more rudder as ailerons are less effective. Rudder only rolls are smooth and predictable. Reducing AOA increases roll rate. Experiment at different AOA’s and speeds, it will come to you quickly. Best sustained turns with typical Air to Air load outs at medium combat altitudes (SL to 15,000) range from 520-480 KIAS. Even with light pitch forces, flying a consistent, sustained turn is relatively easy. Smooth corrections pay big dividends. Control bank angle primarily with your feet. I checked the sustained turn G capability today from SL to 15,000 MSL, and it’s on the money. Gross weight affects performance of course, but if you’re doing your part, you’ll be able to hold 7.0 G on the deck, and 5.1 G while turning level at 15,000 MSL. I’m quite impressed with how stable the Phantom is at high G loads. You can already sense that the F-4E needs and loves airspeed. Use a 500 KIAS entry speed for a mil power loop, 450 with burner. A 4-5G pull up to 19.2 units will result in 200-230 knots or so over the top. It takes a lot of intentional baffoonery at very low speeds to depart controlled flight, which commonly shows up as a nose slice opposite to the direction of aileron input. The recovery controls are neutralize ailerons and rudder, unload with stick well forward (5 degrees AOA is a good target), and pull the throttles back to idle power. If the engines compressor stall, no big deal, go to idle, they recover quickly. Continue to hold up to full forward stick and let the aircraft do what it wants to do during post stall gyrations. As nose falls below horizon, and speed increases to 200 knots, you are flying again, so it’s safe to carefully roll with rudder and aileron to wings level, then pull up in light buffet, approximately 17 units, don’t exceed 19.2 units in the pullout. Spin recovery controls are rudder opposite the yaw/turn needle and lateral stick into (the primary recovery control is aileron), but perhaps the biggest shock having heard all of the lore, it is difficult to get the slatted F-4E to spin, even intentionally. That said, if the aircraft doesn’t recover, pull the drag chute. The aircraft will pitch nose down and accelerate. Either jettison the chute or let it fail when airspeed exceeds ~250knots. If you see a nose slice, it’s probably the ailerons causing it. Center the stick, reduce the angle of attack. The AJB-7 attitude indicator is so well designed that it can be used to fly precise aerobatic maneuvers, including rolling out on a specific heading, without looking outside the cockpit. The indicator is surrounded by the primary flight instruments, so in addition to the heading marks on the AJB-7 itself, you can see airspeed, AOA, altitude and the VSI in your peripheral vision, without shifting your scan. It’s all right there. Try this. Referencing the attitude indicator, pull up wings level and peg the nose exactly in the middle of the black dot that depicts 90º up, then pull the throttles to idle and do a lovely tail slide. If you get it right, the aircraft will back down, and full aft stick will make it flop forward, full forward stick will make it flop on to its back. Hold controls neutral, and it will pendulum past vertical at the bottom, where inertial dominates aerodynamics, just as a real fighter does. The AJB-7 clearly indicates where the closest horizon is to roll and pull out with minimal altitude loss. You can use it to pull out of a hairy maneuver on a specific heading, bugging out directly at home plate, where you can change out your underwear. Landing Max landing weight is 46,000 pounds. We aren’t too concerned with limitations for our hop today, but you don’t want to get into bad habits either. That’s about 12,000lbs of fuel for our configuration today, shouldn’t be a problem. At max landing weight, a stable on-speed landing AOA of 19.2 works out to 168 KIAS. If we were down to 3000 lbs of fuel using today’s configuration, on-speed would be 151 KIAS. Overhead breaks at 350-400 KIAS work well. 4000 pph will result in 400 KIAS on the run in. In this speed range, idle power in the break is fine, speed brakes are not necessary. If you do use the boards during a faster break entry, they should be manually retracted on downwind. If you are struggling to hold altitude when dirty, then you forgot to retract the speed brakes. Seat full up for landing. It’s difficult to see over the nose, so you may need to use RCTL+RSHFT+8 to raise cockpit camera. Extend gear and flaps at 250 KIAS, get the power back up as the aircraft decelerates towards 180 knots. That’s minimum speed on downwind, but slow to the “on-speed” AOA of 19.2 units (the big white square) before or during the first part of the final turn. Jester will talk you through the simple Landing Checklist. For reference, when level downwind, pitch will be 10-11º, and ballpark fuel flow with be ~4000 pph per engine. The aural tone and indexers give plenty of feedback. Gear and flap extension both cause a very mild pitch down. Flaps extend when decelerating through around 210 KIAS. Flaps will retract in the air if over-sped. Like most fighters, you’ll need to add power around the approach turn to control rate of descent. It doesn’t take much. Perform all rolling in the pattern with coordinated rudder and aileron. Trim and pitch are sensitive in the landing configuration, faithful to the aircraft, so smooth inputs are required. Fly with your fingertips. Due to the -5.25 degree thrust line of the J79 engines, adding power causes the nose to pitch down, reducing it causes a pitch up. It’s exactly opposite of the F-14. When you push with your left hand, you will need a slight pull with your right and vice versa. It’s also a happy little airplane during approach, with the AOA tone beeping and chirping. In fact, it’s quite easy to get on the runway in one piece. All of that cheerful noise should be a clue that the Phantom is flown while referencing AOA in the landing pattern. If you are struggling, try flying a little fast, with the AOA needle at the bottom of the white, “on-speed” index mark, around 17-18 units. We aren’t landing on the ship, so a little fast is fine as you get familiar, you have plenty of runway to work with. Use the “bug on the windshield” for glide path reference. Just like landing a Cessna. If you are addicted, you’ll quickly wean yourself off of HUDs. If you get behind the power curve, above 19.2 units or more, understand that excessive AOA causes enormous drag that if unchecked, will dramatically increase descent rate. To recover, forward stick to reduce AOA immediately is critical, while adding lots of power. You need both, don’t try to power out, reduce AOA with pitch. Danger of stall buffet and nose slice lurks above 25 units. In the flare, you may need to look to the left or right through the windshield side panel to see the runway, like Lindbergh did flying the Spirit of St Louis. It’s where you look when landing tail draggers or even fat nosed single engined Cessnas. Some instructors call it “The Lindbergh Reference”. I find that carrying power into the flare makes for a smoother landing. Arrest the rate of descent before you ease the power and let it settle. If you are fast, then pulling more power in the flare is fine. When you try a carrier landing, and we all know that you will, keep in mind that you will need a significantly wider abeam distance. The F-4E lacks the BLC flaps of the Navy versions, so you’ll be flying a much faster approach turn with a wider turn radius. The LSO’s will be nervously eyeing the net. Good luck. Single engine approaches are simple. Only real change is you a little faster, at 17 units, the yaw due to asymmetric thrust is easily controlled with rudder, even in burner. Fly a straight in approach using gentle bank angles and you’ll be fine. It helps to get rid of most of your fuel before landing with an engine that is “uninterested in further toil”. The F-4E also has a nifty flight director on it’s remarkable AJB-7 attitude indicator that makes ILS approaches a piece of cake. ILS freq is set on the pilot’s left console. The controls for what drives the needles are on the lower right side of the instrument panel. Give it a whirl, flight directors are amazing. After touchdown, lower the nose, pop the chute, hold the stick aft, and enjoy Jester’s compliments on your landing as you roll out. I bet that you land it on the first try. When clear of the runway, there is nothing like opening the canopies and enjoying the sound of two J-79’s while enjoying some fresh Phantom Air. Soak up the satisfaction of a flight well-flown as you taxi back to the ramp. You just experienced what it is like to fly an iconic fighter that continues to menace the skies even today. Damn, that was fun. Maybe that's why Jester loves to say, “We have the best job in the world.”
    115 points
  5. Why the F-35A? The F-35 is rapidly becoming the backbone of tactical combat aviation of many countries. Its combination of low observability, sensor fusion, and advanced sensors has brought 5th generation combat aviation to today’s battlefield. We chose to simulate this aircraft based on its fame and the large number of both combat aviation enthusiasts and more casual virtual pilots that are eager to experience its capabilities on the modern, virtual battlefield that only DCS can offer. What version of the F-35A? We will first release the F-35A. We may later also offer the F-35B Vertical Takeoff and Landing (VTOL) and F-35C aircraft carrier catapult versions, but this has yet to be determined. How will you simulate it given the lack of reference documents? Starting around 2010, hands-on F-35 demonstrations became commonplace at defense tradeshows. These featured detailed system demonstrations that covered a broad range of operations and capabilities that provided great insight into the operation of the aircraft across different mission types. Our goal is to create an F-35A simulation that combines this wealth of data with academic papers, public sub-systems data, and common Pilot Vehicle Interface (PVI) to fill in only a few areas lacking any information (like other existing DCS aircraft). Compared to other modern aircraft, we’ve discovered a great deal more information about its operation than most 4 and 4+ generation aircraft. Our F-35A will not be based on guesswork, watching air shows, Wikipedia or anything like that. Rather it is being designed in relation to credible data that we feel very confident will provide a good representation of what it is to operate this aircraft in the context of a study-level flight simulation game for the entertainment market. When will it be available? Development will start in earnest in 2025, with a release goal in 2026. This is subject to change. When we have a more specific date, we will update this FAQ. How much will it cost? The specific cost has yet to be determined for the F-35A, but it will be in-line with pricing of other full-fidelity, complex, modern aircraft in DCS. What weapons will be included?The complete weapons suite of a US F-35A in the 2015-time frame is planned. This includes the internal 25mm cannon, AIM-9X, AIM-120, GBU-31, GBU-32, and GBU-12. This list is subject to change during development. What countries will be included? The F-35A as operated by the US Air Force simulated but will have liveries for several countries including Australia, Norway, The Netherlands, Italy, Denmark, Belgium, Japan, South Korea, and Israel. More may be added later. How will you model its low observable characteristics? This will be based on open-source data and account for radar angle, range, and external stores, and open bays. How will you simulate the flight model given the lack of flight performance data? This would be derived from a combination of open-source performance charts, public F-35A pilot accounts of unique handling characteristics to test against, and Computational Fluid Dynamic (CFD) studies. Would this not unbalance DCS? Larger numbers of hostile aircraft can outweigh the F-35A's advantages in single-player missions (player versus environment). It will also lend itself well to cooperative multiplayer missions that are created to challenge F-35A pilots. Whilst in multiplayer player-versus-player, the F-35A will initially be the 800-pound gorilla in the room, its advantages can be offset with limited slots, creative mission building, and the later introduction of more comparable aircraft like the Eurofighter and others.
    105 points
  6. Been wanting to cover this for a while to clear some things up. I am 47Driver on YouTube, some of you have been watching my videos on the DCS CH-47F, (I really appreciate that), and everybody wants to know about all these weird acronyms that I mention, along with many others. First of all I want to point out something in regards to the flight model. I see a ton of complaints about how unrealistic it is, etc. Yes, the FM is very WIP and that is what it is. Tandem Rotor physics are straight up wizardry. This is far and away the most complex flight model that ED has ever tried to replicate, and I can say that confidently as an actual Pilot of this aircraft and someone who understands a fair bit about aerodynamics. Tandem rotor helicopters are very weird, and what I'm seeing in the flight model so far indicates that the devs have done their research on how these helicopters behave when none of the things that are built in to help you fly are working, which is true in the module's current state. Please keep that in mind as you fly this thing. AFCS: Automated/Advanced Flight Control System. This alone is what makes the Chinook so easy to fly. Put your feet flat on the floor, don't touch the pedals, and fly all day long. Thanks Turn Coordination. She's very smooth, steady, coordinated, and controllable when this system is on. When the AFCS in DCS is fully fleshed out, it's gonna make a huge difference. DAFCS: Digital Advanced Flight Control System. Super cool autopilot(ish) functionality. Basically allows us to capture current Inertial Altitude or Radar Altitude, maintain low speed over the ground via TRC or Translational Rate Command, or capture current position over the ground via P-Hold. P-Hold + Altitude mode = perfect hands off hovering. We also have a full 4 axis autopilot via Flight Director for cruise/instrument flight. DASH: Differential Air Speed Hold. As you increase speed, the DASH, (a long tube in the flight controls with an actuator on each end) will decrease in length. You'll notice eventually when this is modeled that as you increase speed, you'll actually start moving cyclic backwards towards center and the aircraft will keep the speed. Pretty nice and allows us to fly with a more neutral cyclic position. LCT: Longitudinal Cyclic Trim (Actuators). As speed increases, the LCTs will extend, this will increase forward tilt in both the fwd and aft heads. Allows a more level fuselage at cruise and reduces stress on rotor system. You'll be flying at 140kts and the fuselage will be completely level with the horizon. No more staring at the ground 10deg nose low anymore. When you land, the LCTs drive to the GND position, allowing easier ground taxi. When you hover, they drive to the RET position to facilitate a level hover attitude. DCP: Differential Collective Pitch. This is mostly why the Thrust Lever is called the Thrust Lever and not a collective. DCP comes from longitudinal cyclic input. Forward cyclic increases collective pitch on the aft rotor system while decreasing collective pitch on the fwd, and vice versa. So basically, the cyclic is also a collective... Hope this clears some things up and helps you folks understand why the flight model feels so weird right now. With most of these things not being implemented yet, because I'd imagine they're all very hard to simulate, the Chinook is gonna fly a little weird. I'm still having a great time with the module and I'm very excited for more systems depth to be added, so I can continue to share with you guys. Thanks! 47Driver
    99 points
  7. You cannot expect us to buy that "open source" documentation and looking over a dude's shoulder at a trade show constitutes enough to make a FF module of one of the newest frontline jets. This is absurd. Credibility shattering even. We moaned about the paper plane J8, but this...... 10 years of flying DCS and this is what it's becoming. Okay then.
    93 points
  8. 05 July 2024 Dear Fighter Pilots, Partners and Friends, The next DCS update, version 2.9.6, has been delayed and is currently in heavy testing and bug fixing. We sincerely apologise for any inconvenience this may have caused. It is very important for us to release updates with as few issues as possible and this extra time is genuinely required to deliver a quality product. Our initial aim was to release this massive update on 26 June 2024 and the announcement was made in our 29 March 2024 Newsletter and 19 April 2024 Newsletter. Despite the short timeframe for such a large release, we were confident we could do it based on past development experience. Indeed, we reached our internal goal and completed the roadmap that we set for ourselves and even added additional functionality to both the DCS: CH-47F and the DCS: Afghanistan map. However, some unforeseen events prevented us from meeting the schedule and we would like to share with you what caused the current delay. As you may know, we generally release one new aircraft module or map per DCS update, rarely more. In general, it takes about a month between releases to prepare for the next one. Starting in May, we released products twice a month: DCS: Kola, DCS: F-4E Phantom II, and the DCS: OH-58D Kiowa Warrior. These were planned to be topped with DCS: Afghanistan, DCS: CH-47F, and Flaming Cliffs 2024 with each product having their own specific features requiring careful integration into DCS. This is on top of the new Air Boss station for DCS: Supercarrier, many new module features and bug fixes, as well as substantial improvements to the DCS core. We overestimated our capacity to meet the challenge we had set upon ourselves but we are hopeful that you will understand our decision. Here is the event timeline for the delayed DCS 2.9.6 update: We announced the delay in the 21 June 2024 Newsletter. The decision to postpone the release was made based on 19 critical issues (stoppers) related to the DCS Core, Supercarrier, CH-47F, F-16C, F/A-18C, and F-4E. Normally, we have 5-8 stoppers a week prior to a release. By 26 June 2024 the list of stoppers had increased to 25 related to the above products, in addition to DCS: AJS-37 Viggen, DCS: F-5E Tiger II, Flaming Cliffs 2024, and the new Launcher. By Tuesday, 2 July, a tremendous job had been accomplished by the team and most of the issues were resolved. Nevertheless, the decision was made that the DCS: CH-47F should have additional time for content preparation and more detailed testing. Everything was moving smoothly when a new set of issues reared their heads. These were subsequently resolved on 3 July 2024 and we were poised to deliver the update together with the full list of fixes, improvements, and new products. However, by the morning of 4 July 2024 our QA team reported new stoppers related to AI aircraft in addition to a broken campaign and so the decision to further delay had to be made. We know that this is a very eagerly awaited update and that it will provide a lot of new and great stuff for you, including a fix to the DCS: F-15E Strike Eagle radar. However, in good conscience we simply could not let the it go out as is. A new date will soon be announced on our Discord and other social media channels once we have very high confidence in it. We would like to thank you and the Community, our third party developers and especially Heatblur for their cooperation, rapid feedback, and updates on their aircraft. The whole team at Eagle Dynamics apologise for the inconvenience and undertake to do their very best. Thank you again for your passion and support, Yours sincerely,
    90 points
  9. Hallo! Wie geht's? We are pleased to present our new project — the Cold War map, which will take you to Central Europe during the confrontation between NATO and the Warsaw Pact. Expect historical accuracy, unique locations, and the atmosphere of the era! Central Europe was the epicenter of the Cold War. We recreated the key locations of this period and tried to convey the atmosphere of that time, and we have big plans for this territory. Take a look at the first screenshots of the Cold War map. On this map, you will find historically accurate locations, including Berlin — a symbol of the Cold War, divided by a wall, dense forests of the Fulda Gap, key airfields and military bases. Immerse yourself in the atmosphere of the era when the world was balancing on the brink of a global conflict. Stay tuned — there is still a lot of interesting things ahead! We are just getting started. Tomorrow we will tell you about some airfields and opportunities for you. Let's start, of course, with Berlin — a symbol of the Cold War The Berlin Wall (Checkpoint Charlie). The wall that divided families, the nation and the world Barbed wire "decorated" the border area of Berlin Berlin at night. Look at the color of the street lighting in the western and eastern parts weiter... Fulda (here begins the Fulda Gap - the probable place of movement of the ground forces of the opposing sides) There are many military facilities located on the map. Military training areas Port of Hamburg Automobilwerk und natürlich Ramstein Air Base - the main NATO air base. You will be a frequent guest here ... or will this be your target The Brocken Transmitter on the Brocken, the highest mountain in Northern Germany Nun, tschüss!
    85 points
  10. https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.6.57650/ Introduced a new terrain module: DCS: Afghanistan Map by Eagle Dynamics Introduced a new terrain module: DCS: Southwest Afghanistan Map by Eagle Dynamics Presenting Flaming Cliffs 2024 that contains: Eight existing Flaming Cliffs 3 aircraft: F-15C A-10A Su-27 J-11 Su-33 Su-25 MiG-29 MiG-29S Three new Flaming Cliffs aircraft: F-5E FC F-86F FC MiG-15bis FC New campaigns: DCS: F-16C The Gamblers Campaign by Baltic Dragon DCS: UH-1H Worlds Apart Stormfront Campaign by Low-Level-Heaven Mission Development DCS: AH-64D The Four Horsemen Campaign by Fight's On Simulations DCS World New Launcher that allows you to configure and manage DCS prior to starting the program. New Multiplayer “Select Role” interface added to enhance respawn functionality with additional information and the ability to see exact respawn locations on the map and interact with them. Note that spawn locations icons are aggregated based on the map zoom level. A “Server” tab has been added in the briefing images panel in the Mission Editor. This allows you to add an image as a header to the first screen that the connected player sees before joining a coalition. We will monitor feedback for future adjustments and additional features. New Dynamic Respawn slots system has been added that allows mission designers to set up airfields serving any aircraft respawn its associated warehouse without the need of specific placement in the editor. Airfields with active dynamic spawns are specifically marked on the map with a hexagon icon. Parking spots are assigned automatically on a respawn request. We are coordinating with MOOSE, MIST and CTLD developers for supporting these new spawn methods in their scripts (Thank you Pikey, funkyfranky, Grimes, and Ciribob). Additionally, a specific dynamic spawns template system was added to customise dynamic slots properties and restrictions. Detailed description here AI Ground. Added the ability for SAM to evade ARM (enabled by default, but can be disabled in Set Options - Evasion of ARM). Units that detect the missile will turn off their radar(s) and displace. Units that cannot move quickly will simply turn off their radar(s). The higher the skill level, the higher the likelihood that the air defence unit will react to the incoming ARM AI. Performance-demanding logic of target detection and line of sight checks have been moved to a parallel thread. This gives more headroom for the performance, especially on AI-populated dedicated servers with large scale battles. This applies to ground, sea and airborne AI units. AI Ground. Added a new air targets detection system for ground AI. Updated 3D model of M1A2 Abrams. Added M1A2C SEP v3 Abrams unit model. Added MRAP MaxxPro unit model. MBT T72B3 is available for the player control AI Aircraft. Added a new “Combat Landing” option for AI helicopters. This allows for much faster approaches and landing in combat conditions. It also controls the heading to take when taking off again. AI Aircraft. Helicopter terrain collision checks needed for low-altitude flight have been moved to parallel thread. AI Aircraft. AI aircraft set to RTB on bingo with no airbase in their flight plan would endlessly orbit at their last waypoint. The AI is able to find a divert airbase and land. AI Aircraft. AI helicopters will now correctly fly their route after an embarking task. AI Aircraft. AI would sometimes orbit the aircraft carrier after takeoff, endlessly, in some circumstances - fixed. AI Aircraft. Changed old ED's F-4E AI 3D model to new one by HB. AI Aircraft. Crash AI Helicopter during ATGM attack - fixed. AI Aircraft. Fixed some issues with helicopter cargo transportation. AI Aircraft. Possible helicopter collisions during disembarking task - fixed. AI Aircraft. Helicopter wingman can't land during the task Land in some cases - fixed. AI Aircraft. Plane stops gaining speed during takeoff after refuelling - fixed. AI Ground. Crash during infantry disembarking from helicopter - fixed. AI Ground. CTD when a unit reaches a point with a script in a task - fixed. AI Ground. Infantry with RPG units perform only one shot at helicopters - fixed. AI Ground. JTAC not working with some callsigns - fixed. AI Ground. Artillery “Shoot and Scoot” option added. Currently, it is linked to the “Fire at Point” task in ME. After completing the fire task, the artillery group will immediately relocate within a given radius to avoid enemy counter-battery fire. AI Ground. S-60 AAA engaging missiles - fixed. AI Ground. Incorrect “Ural-375” name changed to “Ural-4320”. AI Ground. Added a feature that allows units requiring longer deployment times (e.g., (SA-11) “Buk”) to be positioned in a combat-ready state if placed in the editor without route points. AI Ships. Possible ATC crash during takeoff from ship - fixed. AI Ships. Submarines do not follow the assigned route - fixed. F10 map. Threat and detection rings of ground units are always visible on the F10 map and cannot be toggled off - fixed. Input. Modifier prevents execution of “Command Menu Next/Preivous/Select/Return” inputs - fixed. Graphic. Shadows on the surface have artefacts when SSS is enabled - fixed. Graphic Effects. Ship wakes moving in reverse have been adjusted. Graphic Effects. Dynamic weather causes water to “follow” client aircraft in multiplayer - fixed. GUI. Options. Graphic Presets. Fixed GUI Error when selecting preset in some cases. IR Render. Added IR signature of ship wake effects. ME. Fixed error when click button Clear in resource payload window. ME. Fixed GUI Error when click button Fill Col in resource payload window. ME. Fixed GUI Error when clicking on a supplier group in some cases. ME. GUI Error if you double-click on the trigger zone window - fixed. ME. Incorrect placement of panels after moving units in some cases - fixed. ME. Map twitches when a unit is selected - fixed. ME. Open/Save mission panel size increased. ME. Switching waypoints through prev and next buttons changes the altitude - fixed. ME. Added a warning, when appropriate, about placing a unit on a sloped surface. A notification will appear on a red background indicating the current value and affordable limit (in parentheses). Mission Planner lets users move static objects - fixed. Mission Planner shows threat and detection rings of hidden units - fixed. MP. Clients can see only their own routes and can't see routes assigned by another client - fixed. MP. DS. Command line options no longer conflict with dcs_start_options.lua settings. MP. Copilot of a multi crew helicopter sees a sling load jumping around - fixed. Rearm Panel. Fixed weapon settings not being applied after rearming using a loadout preset. Static objects. Added handling hit and kill events for static objects Terrain Engine: Improved clipmap technology: more detailed rendering of terrain ground textures. NEW: field and town material for a more realistic experience. Weapons. Added S-5KP and S-5M rockets with corresponding loadout options. Weapons. AGM-45 after launch falls into the water - fixed. Weapons. AIM-7E/E2 mass decreased. Weapons. AIM-9X lift/drag ratio tweak. Weapons. Corrected delay-fuzed bombs’ deceleration in buildings and ships. Weapons. Corrected thrust and drag values for S-8 rocket family. Weapons. Delay-fuzed weapons wedged within ships will now move with them. Weapons. Fixed appearance mismatch between owner and network observers Weapons. Fixed erratic behaviour of parachute illumination flares. Weapons. Fixed mass inconsistencies for several rocket launchers and racks: LAU-68D/A, LAU-131, B-8M1, LAU-3, LAU-10, TER-9A, UB-32A. Weapons. Fixed MIM-104 oscillations just after launch. Missiles switched to PN guidance. Weapons. LS-6 autopilot settings fixed new range tables. Weapons. Mk 20/CBU-99 inaccuracy and premature airburst when equipped with FMU-140 - fixed. Weapons. R-24 missiles. Corrected motor plume position. Weapons. R-24 missiles. Ejector launcher changed to a rail. Weapons. Rocket motors' smokiness now depends on ambient air temperature. Introduced three basic types of contrail (smoky, reduced smoke, minimum smoke) with different temperature-related properties. Weapons. RPG-16 rockets speed is too high - fixed. Weapons. S-75 (SA-2). Added delay of control after launch. Controlled flight begins 2.5 seconds after the booster is separated. Weapons. SM missiles. Adjusted SM family lift/drag ratio. Weapon settings panel. Added descriptions for fuzes. Weapon settings panel. Corrected AGM-45 seeker descriptions. Weapon settings panel. Removed M904 and M905 from fuze options for PGMs. WWII Assets Pack. Wurzburg radar angles fixed DCS: F-15E Suite 4+ by RAZBAM Simulations Radar inoperative problem fixed by Eagle Dynamics. DCS: F-16C Viper by Eagle Dynamics Radar: Introduced false targets. They are caused mainly by internal receiver noise and ambient noises at receiver input. The radar internal circuits maintain false target rate constant with an average frequency of one false alarm per minute. Fixed: Сrash when switching weapons when using unlimited weapons. Fixed: Crash when receiving SEAD Target into steerpoint 127. Fixed: Crash using GBU-24. Fixed: ACM modes stop working if you lose lock. Fixed: Laggy HUD TD box. Fixed: Level 5 gun piper. Fixed: ACM lock lagging/lost. Fixed: Bomb mode selection not updating dynamically. Fixed: Unable to bug MSI tracks that are correlated to radar memory tracks. Fixed: Non-selected AGM-65 seekers that are not in TRACK mode are not resetting to SLAVE or BORE modes. Fixed: Search target hot lines don't work. Fixed: AGM-65 can become non-space stabilised after launching. Fixed: Elevation bar scan values are wrong in certain circumstances. Fixed: Texture artefacts and geometry errors. Fixed: Maverick seeker LOS slave to FPM at TMS Down Ignores SPI. Fixed: TGP cannot change level setting in MGC mode. Fixed: FCR "NONE" hides everything, including your own FCR tracks. Fixed: FLCS TO/LDG Gains affected by weight-on-wheels. Fixed: In external view, pilot helmet clips canopy when looking back. Fixed: Inconsistencies with the JDAM AD CNTL settings. Fixed: CBU-87/97 inconsistencies with CCIP/CCRP calculations. Fixed: Impact Distance setup in SMS ripple is halved on impact. Fixed: Need to reverse left arm patch orientation. Fixed: TNDL Power resetting to HIGH in ME. Fixed: HARM in POS missing leading zeros on bearing in HUD. Fixed: AGM-65 in EO-VIS mode removes range scale after first launch. Fixed: Switching AG Weapon on SMS page keeps delivery mode of previous selected AG weapon. Fixed: Able to move A-G radar cursor without SOI. Fixed: Rename option on HSD CNTL page 2 to "A SMDL". Note: Although not ready for this update, the Sniper Advanced Targeting Pods is in advanced development and planned for release later this year. DCS: F/A-18C by Eagle Dynamics Radar: Introduced false targets. They are caused mainly by internal receiver noise and ambient noises at receiver input.The radar internal circuits maintain false alarm rate constant with an average frequency of one false alarm per minute. Added ACM Bump function. Added: Joint Programmable Fuze (JPF) page. Fixed: TWS filed targets removal logic. Fixed: Sparrow active tracking in Flood mode. Fixed: AIM-9X cannot get seeker to lock on target with HMD if you have a L&S target. Fixed: Selecting different nose fuses will produce dud bombs. Fixed: GBU-24 is not ready and without fuse options. Fixed: GBU-24 - Wrong modes. Fixed: Controls lock after 2nd takeoff with SC disabled- MP Only (In a multiplayer server with just the Stennis, and supercarrier uninstalled. Controls lock on second takeoff). Fixed: Spin Recovery Mode is not working. Fixed: Radar stuck in acquisition or track pattern. Fixed: SA page does not show Mach + Altitude info for SURV trackfiles. Fixed: DL-13 Datalink page UFC option invisible. Fixed: RWS incorrect HAFU display logic. Fixed: TWS elevation bar selection with TDC is broken. Fixed: Radar enters wrong scan patterns in TWS after exiting STT. Fixed: Update RU manual with new sections based on EN version. Fixed: STT switches to MED PRF incorrectly and causes the lock to drop. Fixed: Laggy HUD TD box. Fixed: SA page missing ground speed indication. Fixed: Ground designation HAFU from Link 16 capable aircraft is visible on the AZEL page. Fixed: FLOOD mode after STT launch is reverting back to TWS. Fixed: Incorrect FLAPS operation while FCS GAIN switch is in NORM. Fixed: Cannot use “Undesignate” function(s) if sensor control is on the SA page. Fixed: AIM-9X, Seeker doesn't "truly" lock on target with HMD. Fixed: All ACM modes reverting to previous non-ACM search mode after breaking lock. Fixed: SA page TDC much slower than in RDR ATTK and AZ/EL. Fixed: SA page Mach and Altitude info not the same colour as trackfile. Fixed: SA page does not show the DT2 target. Fixed: MFUZ options for dumb bombs and PWII type weapons. Fixed: Cage/Uncage short press does not enter FACQ. Fixed: Yaw damping inaccuracy. Fixed: GBU-24s and AGM-154Cs do not release if you drop fuel tanks first. Fixed: HARM H-Off Hud symbology stays visible without any HARM left. Fixed: TOT is calculated based on MSL Slant Range, offset at higher altitudes. Fixed: JDAM loaded with FMU-139 and DSU-33 has duplicated VT1 EFUZing options in SMS. Fixed: JSOW AGM-154C does not have working fuze. Fixed: FMU-143 setup is incorrect. Fixed: Target diamond has different location on HUD when guided weapons are used. DCS: A-10C II Tank Killer by Eagle Dynamics Night vision goggles turn HMCS green - fixed. Now in Hot target elevation mode the dual CM pipers are not overridden by dual pipers from Variable Target Elevation in case when Variable Target Elevation is not set (i.e. is set to 0 in IFFCC menus). DCS: MiG-15bis by Eagle Dynamics Fixed:Multiple RSI-6K radio input errors. DCS: AH-64D by Eagle Dynamics Fixed: Burst limit inoperative - multicrew (Burst limit appears to be inoperative/bugged when set by CPG in multicrew setting. CPG reports the gun fires a maximum of 5 rounds per pull of trigger, regardless of burst limit setting. Pilot only hears one shot for each pull of trigger). Fixed: Some desync when CPG joins after start. Fixed: If the WCA sub-page is entered from the ENG page, it should return to the ENG page if de-selected. Fixed: Client/CPG weapon usage in multicrew not synced with Pilot crewstation. Fixed: CTR TANK EMPTY is being removed from EUFD without the FUEL page displayed. Fixed: Multicrew client in CPG seat receives ECS DEGRADED AFT advisory on EUFD. Fixed: Pilot models twitch in a multicrew when viewed from the CPG seat. Fixed: Synchronisation of IDM advisories on EUFD. Fixed: CMWS desync in multicrew. Fixed: ME data fields won't accept compatible Keyboard Unit characters. Fixed: Squelch desync in multicrew. Fixed: Chaff CONTINUOUS salvo count option. Fixed: Synchronisation of TGT by IDM. Fixed: Power Lever in CPG cockpit jittering. Fixed: Need to set NAV system precision threshold so DL won't break. Fixed: Payloads should be updated with MMA. Fixed: Cannot start APU after shutdown and repair. Note: Much of the AH-64D work is focused on the ATA and RMAP modes of the Fire Control Radar. This will be available later this year. In parallel, we continue to work on the flight model and flight control system. DCS: Supercarrier by Eagle Dynamics Added Air Boss (Primary Flight) deck. Press Right Alt + F9 to enter the PRI FLY deck. Toggle movement and mouse interactive control by pressing Right Alt + C. From the PRI FLY deck you can: Move around the deck using the W, A, S, and D keys. Adjust ship lights through the ship light interface panel. Steer and adjust ship speed using the ship control panel. View recovery cue using the recovery panel. View recoveries using the PLAT camera screens. View airspace around the carrier with the map panel. Use the mouse wheel to zoom in and out and the left mouse button click and hold to pan. Added LSO station as slot. Press Left Alt + F9 to enter. Fixed: Arresting cable in PLAT appearing too thin. DCS: F-4E Phantom II by Heatblur Simulations Performance: More Performance optimization for various systems, subsystems and calculations. CTD: Fixed CTD when entering bad Bombing Table values. CTD: Fixed CTD when ejecting shortly before Jester dies. MULTICREW: Fixed multicrew (continuous) desyncs with the WSO and the Pilot, when having different options selected for 'Use Radar Antenna Hand Control also for Radar Cursor Control Panel'. This would also cause major performance issues in multicrew. CORE/ANVIL: Reworked and improved the performance of tick distribution for all systems. CORE/ANVIL: Significantly improved performance of event handling. CORE/ANVIL: Reduced CPU cost of all pneudraulic calculations. HBUI: Fixed HBUI rendering in external view (F2) and similar. HBUI: Added Special Option: HBUI Offset (vertical) - existing Horizontal Offset has to be set again. HBUI: Made CEF not ping google.updatapis.com anymore. HBUI: Moved "comms check" in the CC menu so that other items have a fixed position. HBUI: Wheel chock options now close the CC menu instead of keeping it open. HBUI: Renamed "Light"/"Dark" Theme Special Options to prevent l10n clash. HBUI: Improved Special Options Page: Fixed special options sliders. Improved special options descriptions. Increased default values for AFCS breakout dead zones (CAUTION: might reset your values). JESTER AI: Added JESTER TAS callouts during bombing: supports TGT FIND, L, OFFSET, LOFT, OS, TLAD and TL. JESTER AI: Massively improved JESTER’S Antenna Elevation accuracy from 1.5° to 0.005°: JESTER now also follows targets with the antenna much faster. Also improves target spotting capabilities at co-alt because JESTER is now better at putting the antenna at 0°. JESTER AI: Fixed JESTER ejecting after high altitude tail slide. JESTER AI: Fixed Jester not setting the mode knob in HDG MEM causing BATH alignment problems. JESTER AI: Taught JESTER how to use the pullup tone and light. JESTER AI: Moved Jester phrase "Contacts" to "contacts_iff" folder. JESTER AI: Added a 3 nm exclusion zone around friendly airfields for JESTER fuel state QnA. JESTER AI: Fixed bug where JESTER radar doesn't work in dogfight anymore. JESTER AI: Fixed Jester automatically saying "Ready Pre Contact" for AAR: Make sure you are within 100m of the tanker. Have the UHF panel set up to talk to the tanker. Already called "Intent to Refuel" yourself (also has a bind). Then open the AAR door and Jester should say "Ready Pre Contact" automatically. You can cycle the door and he will say it again. Radar: Increase radar search angle to include main lobe and first 3 sidelobes. Weapons: Added Smokewinders (smoke generators for airshows). Weapons: Added RoR slant range output and WRCS AGM-45 mode for the bombing calculator. Weapons: Removed obsolete and non-functional Bullpup-C loadouts. Weapons: Updated F-4E unit payloads. Weapons: BombCalc: Small adjustments to default values and steps for input fields (thanks Hawkeye_UK!). Weapons: Added NaN protection for the ToF in the bombing calc. Weapons: Added weight correction for mils in DL, L and Direct mode in the bombing calc. Weapons: Added support for new DCS Laser Code Fuze options. RWR: Adjusted the RWR BIT (added different PRFs for bands and added launch warning audio test). RWR: Updated handoff sounds (For example: Made aircraft radars that used HPRF for track use MPRF instead). RWR: Improved the audios used in case of unknown radar and during BIT. Systems: Fixed tanker not disconnecting when ext tanks full. Systems: Connected AAR door to power (5A No2, D1, ESS 28VDC) and Utility Hydraulic. Systems: Fixed countermeasures being dispensable with speedbrakes out. Systems: Reduced threshold for AFCS disengagement with rapid stabilator movements: Fixed AFCS sometimes not disengaging during rapid stick movement during AFCS ground check. Systems: HUD shutter now uses rotation instead of pull. Changed arg for hud shutter to 1200. Engines: Fixed incorrect engine spool time. Engines: Adjusted cartridge engine start time. Engines: Improved refuel rate for AAR. Navigation: Fixed an issue with the WSO turn needle and some other potential HSI issues. Navigation: Fixed reversed WSO magnetic compass animation. Navigation: Fixed VOR and ILS when flying away from the selected heading. Navigation: Fixed a bug where VOR<->ILS was not always switching correctly at some frequencies. Navigation: Changed HDG MEM alignment to be on by default in the Mission Editor. Damage Model: Temp fix to damaged rudder being usable. Damage Model: Slightly raised Nav Comp over-G damage threshold Inputs: Added temporary Pilot AFCS binds to WSO inputs Inputs: Renamed mouse hint for "Show/Hide Radar Boot" to "Screen Glare Shield" Inputs: Added Target FREEZE/INSERT lamps (on button) Inputs: Improved bind names for Mirrors and Dispense Countermeasures Inputs: Made IFF switches spring loaded where necessary Inputs: Fixed keybinds for Screen Glare Shield Inputs: Fixed Radar Antenna Elevation inputs and clickable Inputs: Removed sound for antenna elevation wheel "switch" Inputs: Added slow/fast binds for Antenna Slew and Weapon Slew Inputs: Made INS Lamps press-to-test (rotate-to-dim) Inputs: Added "[WSO]" prefix for Pilot’s antenna up/down bind. Inputs: Fixed the last radio digits knob not working properly in easycomm Inputs: Following keybinds have been fixed that required rebinding: Fixed reversed 9-VIS/12-VIS ACQ mode binds Added slow/fast binds to Radar Gain (fine) Inputs: Added reversed binds for 2-way switches (128 new binds): Useful when wanting to map a 2-way switch for example as ON/OFF instead of OFF/ON. Inputs: Fixed Mirrors being clickable by other crew member Inputs: Added temp WSO binds for FREEZE/INSERT/RESET WRCS target: enables OFFSET bombing without hopping back and other useful techniques, especially with the Pave Spike Inputs: Fixed bind clash with Brake and Pinky (LShift+D) Missions: Added Shrike Caucasus Instant Action Mission Missions: Added missing option to disable pictures in training missions 5-8. Missions: Updated several missions by Sedlo. Missions: Updated Chinese localization for training missions 1-3. Visual: Fixed TGT FRZ button lamp Visual: Changed TGT FRZ lamp texture Visual: Improved external LoDs Visual: Fixed 1 wing poly smooth-group Visual: Bombing Tables visual and performance update (thanks to Amadeus!) Manual: Updated the in game manual Manual: Updated Chinese Localization and Manual Localization: Deleted obsolete l10n folder in Mods (duplicate of CoreMods) DCS F-14 Tomcat by Heatblur Simulations NEW: Complete re-work of all F-14 engine sounds (cockpit and external): Replaced previous audio samples and added several completely new pieces of audio. Re-done sdef and sound configuration files. New code to make sound more dynamic. Updated flap damage model: Flap actuators are more sensitive to G loading. Flaps have more drag at higher speeds and AOAs. Flaps can now blow backwards if actuators have been severely damaged due to overspeed or over G (asymmetric flap limiter does not prevent flap movement with damaged actuators). NEW: AB detent position and deadzone now configurable in F-14 Special Options. DLC and speedbrake now wait 1.5s to retract while throttle is in MIL or higher. Boosted F110 mid-range RPM thrust. NEW: F-14 now may explode if engine fires are allowed to linger or propagate. NEW: Added and updated visual effects for engine damage: New oil leak animation. Improved engine smoke animation. Improved engine fire animation. New compressor stall flame animation. Fixed bugs in fire detection and suppression system. Increased pitch effect from thrust in landing config. Slightly decreased roll power of ailerons and stabs. Slightly increased dihedral effect in landing config (aircraft will return to wings level at very small sideslips/bank angles). Fixed main wheel IDs that prevented anti-skid from working properly. Added Night Filter bind for VDI and DDD. Fixed BINGO knob animating mirrors instead of knob. Fixed RIO Master Caution lamp/button not clickable. Fixed a bug in Operation Reforger II Mission 3 not allowing the player to progress (thank you Rokkett!) DCS AJS-37 Viggen by Heatblur Simulations Updated the Manual Inputs: Fixed non-bindable mouse buttons Avionics: Changed “radio names” - compatibility with VaicomPro Avionics: Moved HUD elements around to their correct positions +-5 markers have their signs General placement Compass, distance/timeline and marker move with the outer 3 degree poles Avionics: Corrected radar colour Avionics: Corrected CI commanded height and reference line positions slightly Avionics: Increased X-axis resolution of A2 picture a bit Avionics: Added accurate low alt. warnings for “low/med/large” safety altitudes when using high drags Avionics: Added comma to HUD (digital altitude’s km indication) Avionics: Fade in for CI after 30s in NAV (anything but FK/BER really) Avionics: Corrected math for Lysbomb pull up command - now shows 4g correctly Avionics: Added the backup mode for Lysbomb Avionics: Removed CI “Symbol” elements to not change brightness with the LJUS SI knob Avionics: Matched the color of CI symbols to one another Avionics: Made the Circle marker move with Video marker with A1/T1 Avionics: Fixed Video marker starting at the left edge of the screen Known issue: Only fixed within 0-180 & 270-360 deg Avionics: Fixed Datapanel display not showing correct data in SPA/A1/T1 Avionics: If < 25% of current leg, make fix on previous WP Avionics: Placed the event markers at +- 2 deg in the “take off” mode Avionics: Made timeline’s rotate command in “take off” mode functional Avionics: Made circle marker render “outside” the radar image on the CI. To an extent.. Avionics: Removed automatic waypoint switching in ANF and SPA Avionics: Changed following annunciation panel fields to blink: Known issue: Blinking does not stop after pressing master caution button CK BRÄ<24 TANKPUMP RESERV EFF TIPPVÄXEL HYRD-TR1 HYRD-TR2 SYRGAS KABINHÖJD HUV o STOL HÅLLFUNK RHM OLJETRYCK BRÄ UPPF TÄNDSYST Avionics: Added the two missing annunciation panel fields to panel test “Blank” OLJETEMP Avionics: Made it possible to use one more LYSBOMB “loadout”: All pylons (S7 & V7) S7 pylons - Center of group will be about 0.4 km long of the target V7 pylons - Center of group will be about 1 km short of the target Avionics: Made TERNAV status value be “1” with weight on nose wheel Also sets confidence to 0 Avionics: Disabled master caution during engine start up sequence Avionics: RAT deploys and retracts in 4 seconds instead of 7 Avionics: Added all real “NAV” reference points for Kola (91xx - 94xx) Avionics: Added all real airfield codes for Kola (9001 - 9069) Avionics: Added multi-runway airfield support TILS on main runway only (one direction) Avionics: Made data display show airfield coords on startup, not the aircraft’s Avionics: Nav system initialization on rotation - Make sure to have LS and runway set correctly Avionics: Fixed “Beredskaps varning” Known issue: Flashes at 5 Hz, instead of 2.5 Avionics: Fixed altitude warning light to flash at the correct 5 Hz Avionics: Added “runway search” if A/C heading is > 15 deg from the stored runway Avionics: Added a filter to not add FARPs that are within a certain distance from an airfield to the “airfield codes” Avionics: FARPs and manually entered runways will have an assumed runway length of 800m (±400m from the FARP/coords) Avionics: P4 (steak mode) for KB pod is started with only the rotary switches on the panel, the “KB switch” is not needed Avionics: Set default frequency on the manual FR22 freq selector to 251.000 MHz, instead of the illegal 123.456 MHz Art: Corrected UVs for ATT button light - Should look like the SPAK and HÖJD lights Art: Changed light bulb for the CI heading bug - should be brighter at low settings Art: Added “reflected” light from ALLMÄN-BEL lights Art: Greatly reduced lights shining through the glareshield onto the windshield Art: Fixed ugly UV error on a panel Art: Changed color on front part of EP13 Art: Normal fixes for EP13 Art: Brought back FLI ball ambient occlusion Rebaked the ambient occlusion for better seam Art: Added ambient occlusion to FLI37 director arms Art: Removed rotation of FLI “illumination” Art: Corrected spelling of “HYDR-TR1/2” Art: Made a new model of the FLI37 aircraft reference Art: Added a simple mesh around canopy frame so correct shadows are cast Art: Brightened up the taxi light Art: Angled the landing light slightly differently Weapons: Removed ability to change CM count: Fixed to 1080 C. and 72 F. (540 and 36 per pod) Weapons: Chaff and flare programs corrected, and chaff amount changed P1: Release chaff every 0.166 sec P2: Release chaff every 0.166 sec for 2 sec, then pause for 2.5 sec, then repeat P3: Release chaff every 0.833 sec P4: Release chaff every 0.833 sec from left pod until empty, then the same for the right one Flares: Release every 3 sec Weapons: SB 71 HD Added fuze arm delay - 4.6s Increased weight slightly Weapons: SB 71 LD Added fuze arm delay - 3.8s Increased weight slightly Weapons: Lysbomb Increased bomb rack weight Fixed fall pattern, to a large extent (DCS limited) Increased “weapon” drag Decreased “total” drag Weapons: ARAK - AP/HE Increased weight slightly Increased ISP of motor - now reaches ~600 m/s + aircraft speed Weapons: Added proxy fused AP ARAK Weapons: BK90 Changed flightmodel to better match CFD Autopilot start delay decreased from 2.0s to 0.5s Decreased drag on aircraft Changed battery time from 1000s to 70s Tuned PID for yaw axis and reduced max deflection of fins - matches real turn performance more closely Decreased approach altitude from 120m to 60m (as mentioned in the manuals) Submunition release timers changed for accurate pattern size with new FM Weapons: AKAN Increased total shell weight - 0.242 to 0,44 kg Increased casing weight - 0.04 to 0.174 kg Added back recoil Weapons: RB-15 NOTE: Will break old weapon presets. Will break old mission that use them Increased drag First digit of address 83 functional Address 85 now functional First digit of address 86 functional (the other two are not applicable in DCS) Bearing search now respects adddress 84 setting They now fly more accurate height profiles They now climb to their “search altitude” and scan for targets. They popup for the search at the correct distances from Bx8. The distances depend on the selected search area size Fix for hitting the water during large turns Place Bx points in a straight line when first placing Bx8 - Avoids them being placed such that launch is inhibited Bx6 dist = Bx8 / 4 Bx7 dist = Bx8 / 2 Bx9 dist = Bx8 + 10 km Weapons: RB-04 NOTE: Will break old weapon presets. Will break old mission that use them Increased drag Changed the descent program be be more realistic: -7.1 deg pitch - ~8 s faster to cruise alt. from max alt Added yaw command to cause separation New guidance logic Will now search for new target if they miss the initial one, or if their initial target is sunk GRUPP now works with two ships detected Changed model used to “RB04AI” for correct RoughMet DCS: Mi-24P Hind by Eagle Dynamics Improved input profiles sorting and translations. Added some informational voiceovers for Petrovich AI. Added more key binds for startup related controls like converters, shutoff valves, fire extinguisher, altimeter, gyros and of course the fan. Fixed: Petrovich reports "Out of missiles" even when a human operator is present. Known issue: While in multicrew in some conditions the main gun can have response lag. It is under investigation. DCS: UH-1H Huey by Eagle Dynamics Added: new Minigun & M60 weapon sounds. Minigun sounds updated. Fixed: Simplified radio odd re tuning can be noted every time a player contacts ATC. Combined Arms by Eagle Dynamics Fixed. IR homing tone does not go away in multiplayer. Fixed. BMP-3 guns audio swapped. Now Drivable: M1A2C SEP v3 Abrams, MRAP MaxxPro, T72B3, MBT Chieftain DCS: Mosquito FB VI by Eagle Dynamics FIXED: Tail wheel too sensitive DCS: P-47D Thunderbolt by Eagle Dynamics FIXED: Tail wheel too sensitive DCS: P-51D Mustang by Eagle Dynamics FIXED: Tail wheel too sensitive DCS: TF-51D by Eagle Dynamics IA mission. Caucasus flight over town. Livery corrected. Added clouds. Changed time to morning. DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Fixed: TACAN shows true course instead of magnetic Fixed: Altimeter does not work properly regardless of ME baro settings Fixed: ADI ball not moving Fixed: Canopy Lock handle shakes when(after) used Fixed: Incorrect briefing pictures Added Paintkit to Docs\Paintkit folder DCS: JF-17 by Deka Ironwork Simulations Fixed: broken AA TCN feature (A/A-B and A/A-S both work as A/A TCN) Fixed: bugged waypoint steering cue Fixed: several dual-mount bombs loadout no fuze settings DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed: Sideways flight bug (subject to further testing) Fixed: “Bump” of lift when coming to a hover Fixed: CTD when trying to render empty route line Fixed: CTD when trying to add/create an out of bounds route point or direct point Fixed: MFK not properly synchronised in multi crew Fixed: Editing of manual radio channel frequency not updating SRS Fixed: Logbook recording Fixed: OSET ACQ and ACQOM modes not slewing when accessed from PREPT/SRCH Fixed: AI / F2 view sound not playing DCS: SA-342 Gazelle by Polychop Simulations Fixed: CTD on minigun player joining aircraft Fixed: Rotor RPM not synchronised in multicrew Fixed: Broken ADF DCS Mirage F1 by Aerges General: Added new external model textures. Now the appearance of the textures is much more realistic. Improved aspects like roughmet, weathering, color, rivets, service doors, etc. Overhauled external 3D model to improve accuracy and realism. Added AUF-2 dual bomb rack for fuselage and inner pylons. VR hands are now positioned properly on stick and throttle. Adjusted landing/taxi light visual appearance. 'F1BE intercom hot mic always enabled in Voice Chat' module option was removed as Voice Chat 'Intercom forced PTT' checkbox now implements this capability instead. Animated PTT button in single-seater and at forward seat of two-seater (WIP). F1BE rear cockpit lights are functional now in external views. Minor fix in Mirage F1 EE single missions (instructions after takeoff are now to proceed to INS waypoint 2 instead of VORTAC polar coordinates). Fixed brightness control of the following Optical Sight symbols: "Missile within range" light "Limitations exceeded" light "Missile ready" light "Missile locked on" light Target symbol Moving reticle central dot Added Kola Single and Quick Start missions. Added/fixed external 3D model LOD’s (level of detail). Declared correct service life times for historical Mission Editor mode for all countries and airplane versions. FM and flight controls: Adjusted elevator authority at different Mach numbers. Adjusted roll dampening at different Mach numbers. Increased sideslip induced roll (increased rudder rolling authority). Increased AMEDEE pitch curve. Added control stick lag to model the speed movement limitations in the real aircraft. Adjusted NWS control curves to improve ground controllability. Corrected main landing gear being too soft causing excessive roll on the ground. Increased threshold for yaw servo disconnection so they don’t disengage so easily. Added trim hat sound. Added option to pull the stick fully backwards when the aircraft is trimmed down. Radar: Implemented BZ radar auto acquisition mode. Radar contacts that are outside of TL/BZ modes maximum lock on range (7 km) can now be detected. Radar lock is not broken now at transition to/from and between TL/BZ modes. Implemented radar scope erase for A/A search mode. Radar now always transfers to IC (Short Pulse) search mode, once (C+M or SW)R mode is activated. Radar now keeps its parameters (range and pulse width) when enabling/disabling TL/BZ modes while a target is being tracked. Other systems: Small adjustment to EGT calculation, now transient situations won’t cause the temperature to overshoot the maximum value. Corrected time passed for Oil warning light to turn on in negative Gs. Added option in special options menu to have a 5s delay on the warning. Corrected antifire valve immediately causing an engine stop when closed. Now it will take from some seconds to a minute for the pipes to fully drain. Fixed engine and AB fire warning lights problems: Both lights pushbuttons are now independent in F1EE and fire damage to the circuits makes it impossible to test the lights if the fire burns for long enough. Engine fire can now eventually cause an aircraft explosion. Fixed repair retracting gear with Simplified Gear option on. Adjusted behavior of air conditioning cabin temperature regulation valve. Now all gunpods have burst cutoff disabled. Corrected hydraulic accumulators being pressurized at cold mission start. Inputs and clickables: Renamed Hot/Cold selector switch to Hot/Cold equipment selector switch and Hot/Cold cabin selector switch in front and rear cockpits respectively. Demist switch inputs for BE variant are now functional. Input of Hot/Cold cabin selector switch in front and rear cockpits now functions correctly. Corrected warning horn switch input order. TEL/BZ left wall switch entry in input was moved to the "Radar" category. AI related fixes: AI now correctly controls cockpit night lighting. AI now handles landing and taxi lights correctly. Fixed afterburner effect still being on, disregarding its actual state according to engine, when jumped into an AI aircraft with AB being engaged. DCS: C-101 Aviojet by AvioDev Declared correct service life times for historical Mission Editor mode for all countries and both C-101EB and C-101CC versions. Flaming Cliffs by Eagle Dynamics Su-27. Replaced old liveries with new ones with PBR Su-27. Smoke from the wing smoke-generator continues after the wing is destroyed - fixed A-10A. Сockpit in-panel view MAV TV flicker. Fix DLSS jitter with MFD, added render sorting queues hints. DCS: South Atlantic map by RAZBAM Simulations New - Majorly improved visual fidelity for the whole map which reacts with the lighting perfectly Updated - Majorly improved the look and feel of the towns and villages across the whole map Updated - Upgraded all of the blocks to the latest technology from ED which allows us to add more detail Updated - Expanded some of the Housing areas in and around Rio Grande Known Issues: some blending around some fixed assets such as Stanley Airfield DCS: Kola map by Orbx New - Added Winter Season with Winter Textures New - Port of Kirkness Updated - Optimization pass on surface mesh Updated - updated all blocks with EDs latest technology Updated - Added more infrastructure around the map Updated - Added ports and villages in Finland and Norway Fixed - Corrected wind turbines Z placement Fixed - Increased depth at Polyarny harbour Fixed - Orange trees removed from fields block Campaigns DCS: P-51D Debden Eagles Campaign by Reflected Simulations M10 taxi bug fixed DCS: UH-1H Paradise Lost Campaign by Reflected Simulations Complete revamp with Massun's asset pack Performance optimization Old F-4 model replaced with the new Heatblur model AI pathfinding issue fixes DCS: F-14A Zone 5 Campaign by Reflected Simulations M3 - Added the option to choose a gameplan Old F-4 model replaced with the new Heatblur model already g-warm selected for airstart missions DCS: F-14 Speed & Angels Campaign by Reflected Simulations Already g-warm selected for airstart missions F-86F Hunters over the Yalu Campaign by Reflected Simulations Air bases reworked with Massun's asset pack DCS: MiG-21bis Battle of Krasnodar Campaign by SorelRo Removed custom SnapViews.lua which override user saved cockpit snapview. DCS: Ka-50 2 Pandemic Campaign by Armen Murazyan Mission 10. RPG soldiers no longer fall from the roof Mission 11. After the destruction of Grad, the mission did not continue Mission 12. After the landing of special forces, the mission did not continue DCS: F-14 Speed & Angels Campaign by Reflected Simulations Mission 12. Trigger safeguard added for players that don't follow procedures Mission 15. AI MIG-21s tuned down a bit Removed next events to prevent AI collisions DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations M2 Intro. Wrong date - fixed M3. Some adjustments for AI behavior M6. Enemy skill level adjusted. Enemy ship sometimes hit himself - fixed DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations All missions. Adjusted scoring so that Player does not get penalized for exiting the mission prior to completion but will be able to replay or skip via the Campaign menu interface. Thank you connos. Entering Practice Sortie was interfering with the consecutive loading of the rest of the Primary Missions. Fixed. Mission 11. Completely reworked attack scenarios for wingmen and scoring. Mission 12. Completely reworked attack scenarios for wingmen and scoring. Thanks Animal66. DCS: MAD AH-64D Campaign by Stone Sky Mission 11. A bug was fixed that prevented the mission from continuing All missions. FCR has been added to all missions
    82 points
  11. Dear all, we are proud to announce the release date of the DCS: F-4E Phantom II. May 21st 2024. We thank you all for your very kind patience and tremendous support you have shown us over the past couple years. We hope to see you all soon, in the Phantom skies, come May 21st. From all of us at Heatblur: Thank you!
    80 points
  12. Why the F-15C? The F-15C has been a pillar of United States, and other nations, air superiority for decades. While the F-15C has featured in Lock On and then the Flaming Cliffs series, it’s now time for a full-fidelity simulation of this legendary fighter. A full-fidelity F-15C will join the F-14, F-16C, and F/A-18C to round out US 4th generation fighters in DCS. It will also serve as a great counterpart to the upcoming MiG-29A. What version of the F-15C? As with the Flaming Cliffs version, it will be an F-15C Multi-Stage Improvement Program (MISP) II as operated by the US Air Force in the early 2000s. This will feature either the AN/APG-63(V)1 or AN/APG-70 radars (TBD which one), Programable Armaments Control System (PACS), the JTIDS datalink with Situational (SIT) Display, and Joint Helmet Mounted Cuing System (JHMCS) with AIM-9X. It will be powered by two F100-PW-220 engines. Will it just be an updated Flaming Cliffs F-15C? Not at all. The entire external model and cockpit will be rebuilt to meet 2025 graphical standards. The avionics, sensor, and weapon systems will be at the highest level of fidelity with a fully interactive cockpit. While the flight model will be based on the Flaming Cliffs version, it will be further improved. Please note the Flaming Cliffs version will remain unchanged. When will it be available? Development will start in earnest in 2025, with a release goal in 2026. This is subject to change. When we have a more specific date, we will update this FAQ. How much will it cost? The specific cost has yet to be determined for the F-15C, but it will be in line with the pricing of other full-fidelity, complex, modern aircraft in DCS. What weapons will be included? The complete weapons suite of a US F-15C in the mid-2000s time frame is planned. This includes the internal M61A2 20mm cannon, AIM-9L/M/P3/X, AIM-7F/M/MH, and AIM-120B/C. As this is based on the US F-15C, it solely carries air-to-air weapons. What countries will be included? There will be a single F-15C version as operated by the US Air Force, but it will have liveries for several countries' liveries including Japan, Israel, and Saudi Arabia.
    75 points
  13. https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.8.1107/ DCS World DCS application. Single Thread version of DCS removed, bin folder now contains MT DCS and is duplicated in mt-bin for backward compatibility with shortcuts and will be removed soon. Improved Spotting dots. Adjusted appearance of spotting dots in VR to be close to their previous state. We are looking at feedback. Currently we are working on the advanced functionality for spotting dots rendering which will depend on VR hardware type and its properties which we hope to deliver in future patches to address difference in dots sizes between different VR devices and monitors. Several performance improvements were activated after profiling of certain missions and concepts of usage. Intense battles will be affected the most: targets and shooting detection by AI units as well as launchers' line-of-sight routines are revised, major parts of the performance-consuming code moved to a parallel thread. 3D models. Fixed animation of deploying of SA-10 “Big Bird” radar antenna. 3D Models. EWR55G6 shows as red in mirrors - Fixed. Aircraft AI. China Asset Pack. Added Falcon assault gyrocopter. Aircraft AI. Cargo doors on the AI Mi-8 helicopter remain open during task Cargo transportation - fixed. Aircraft AI. Carpet bombing task not working - fixed. Aircraft AI. Especially for the F/A-18C, aircraft can get stuck in a high-alpha angle flight profile and are unable to accelerate while losing altitude. In some cases it can eventually crash into the ground. Fixed. Aircraft AI. In some cases Helicopters can't land correctly. They take too long to land and sometimes collide. Fixed. Aircraft AI. MiG-31 can’t provide guidance to all R-33 missiles when launched in a four-missile salvo - fixed. Aircraft AI. When an AI flight has an ROE set to “priority designated” or “weapons free”, the flight will incorrectly execute a carpet bombing task. The AI will make numerous passes and only drop a single bomb each time - fixed. Aircraft AI. The old F-14A model has been hidden in ME. However, in old missions where this aircraft is present, it will work. Aircraft AI. Fighter logic of attacking a group of cruise missiles has been changed. The fighter will perform attack maneuvers based on the assumption that the target is not maneuvering. The effectiveness of firing at cruise missiles has been increased. Aircraft AI. UH-1H. Sound. AI UH-1H had an incorrect minigun sound. It sounded more like a conventional machine gun, and is different from the sound effect in the player's cockpit view. Aircraft AI. AH-64. When landing on a single pad, the tail wheel is outside the pad and hangs in the air - fixed Aircraft AI. Uncontrolled AI aircrafts can cause major FPS drop in certain situations - fixed Aircraft AI. Sometime aircraft ignores the task Attack group - fixed Aircraft AI. When AI aircraft taking off from the airfield, the aircraft does not respond to the received task(from wp or triggered actions) to attack the target - fixed Aircraft AI. WWII AI planes doesn’t engage - fixed DCS Core. FPS drops and issues related to mouse activity and polling rate - fixed. DCS Core. RAM is not being released in some cases - fixed. DCS Core. Ground EWR not responding on client side - fixed. DCS Core. F10 map view adjustments to stop seeing enemy static objects and FARPs and neutrals if relevant settings forbid it. CTD. Dynamic Slots, track replay crash - fixed. Debriefing. Information takes too long to load after track with multiple planes crashes - fixed Cargo. Added ability to carry cargo internally for Mi-8, Mi-24P and UH-1H. WIP (known issue cargo may clip into gunner model) added in error, will be in future update Cargo don't break anymore when they fall to the ground - fixed. Cargo items register as a unit not a static object - Fixed. Cargo icons clutter the carrying aircraft icon of F10 map when cargo is carried internally - fixed. Cargo. Dynamic Cargo resource screen remains open after leaving mission - fixed. Cargo. Unhooking sling loaded static cargo will now add contents to warehouse same way as unloading from internal cargo FX. Fixed effect of leaked oil and water on a damaged pistons engine of WWII. Ground AI. Adjusted the armor values of some units. Details here: https://forum.dcs.world/topic/358237-patch-discussion-september-2024/?do=findComment&comment=5526093 Ground AI. Fixed problem with crossing bridges. Ground AI. SA-2 launcher. Implemented launchers turning to intercept point azimuth before launch. Ground AI. URAL 4320T and URAL APA trucks lost their textures - fixed. Ground AI. URAL 4320T chassis animation bug - fixed Ground AI. When executing a rather small route loop (80 m x 80 m square), AI ground vehicles stop at WP0 instead of resuming the loop - fixed. Ground AI. 2S19 SPG. At distant LODs the gun barrel was separated from the hull - fixed. Ground AI. Flak won’t engage - fixed. Ground AI. Patriot not engaging if there are more than 11 targets - fixed. Ground AI. Added opening of the bow-wave shield when BTR 80 and 82 enter water. Ground AI. When ground AI units expend all of their ammo, the unit does not rearm - fixed GUI. Clients do not see all drawing objects in certain cases on the F10 map in MP - fixed. GUI. Change in MP coalition choice screen to list available aircraft instead of available seats GUI. Dynamic slots. Added routine for accommodating Datalink STN numbers and AH-64 IDM parameters. Launcher. Added. Files icon can show the operation in progress sign now MP. When the aircraft host disconnects client players do not leave those aircraft slots - fixed. ME. After having set up a unit with a set of AI tasks to 'Transmit Message', and making a copy of that unit, when the new one is pasted in and the Audio files linked to the "Transmit Message' tasks are changed, they change for both the original unit and the copied unit. The same is true if changes are made to the original unit. Fixed. ME. GUI Error when using a dropdown list in some cases - fixed. ME. The removed helicopter from the map still displayed in the list of aircraft - fixed ME. GUI. Warehouse panel improvement, added ability to sort the list by name and count. Added filter to show ALL contents, added filter to show entries which have specific more than X quantity (Thank you Grimes for suggestion). ME. AI cargo loading task. Visible cargo loading zone added. MP. Unable to spawn helicopters on “pad single” using dynamic spawn. Fixed. MP: Datalink STN duplicated when using dynamic spawn template. Fixed. Map objects. Caucasus. DM restored at fuel reservoirs and tanks. Ship AI. Arresting cable is attached to the wrong carrier when the player calls his tower first - fixed. Ship AI. DDG Arleigh Burke does not use CIWS against approaching missiles - fixed. Server. Adjusted retry for server registration in MP master server list if having connectivity problems Server. Logout when exiting the process (solves the problem of new dedicated server sessions terminating oldest ones) Terrain engine. New terrain scenery models VRAM management system: optimized VRAM usage optimized streaming from storage disk optimized CPU utilization in scenery models rendering Terrain engine. Fixed rare hang or crash at first mission start in Afghanistan, Kola, Sinai due to unusual default season. Terrain engine. Fixed map layers artifacts when zooming or panning in Mission Editor, F10, and MFDs. VR. OpenXR. WMR. Fix force_cross_eye_recovery_tool VR. Added options for Quad View to VR settings Weapons. AGM-88 in F/A-18 TOO mode does not hit SAM radar - fixed. Weapons. AIM-54C does not reacquire lock to target if lost while active - fixed. Weapons. AIs do not use APKWS rockets - fixed Weapons. Change default M904E4 nose fuze options: from AD: 2 s to AD: 4 s. Weapons. R-27R/ERs do not homing to cruise missiles - fixed. Weapons. SA10 5V55 missile has folded fins in flight - fixed. Weapons. China Asset Pack. Added HJ-12 ATGM missile. Weapons. APKWS. Added laser code settings field in the payload editor. Weapons. Sea Eagle anti-ship missile doesn't have a collision model and can't be destroyed by shells - fixed. Weapons. New FIM-92 Stinger 3D model added DCS: F-16C Viper by Eagle Dynamics Added radar shadows for ground radar. Added special settings to adjust the dead zone and gradient of the roll and pitch channel in FCS. Fixed TWS can't step or target second bugged aircraft. Fixed FCR RWS, TWS, VS, losing radar contact returns. Fixed Cannot interact with false targets. Fixed RWS Hot lines do not work consistently. Fixed CCRP CCIP Ripple - Delayed Release of Remaining Weapons After First Weapon drops. Fixed Able to exceed maximum bars on FCR by switching from TWS -> VSR with 3 bar scan selected. Fixed Radar very low Pd at any range. Fixed RWS False targets do not have altitude indication if hovering cursor over them. Fixed FLCS Pitch oscillations at high altitude. Fixed CRUS TOS does not work if TOS is on next day zulu time. Improved. FLCS Pitch overshoot/creep when releasing stick. Fixed Bugging false target causes a zero to permanently appear in the middle of the FCR screen. Fixed AG radar ground sticking to the cross. DCS: F/A-18C by Eagle Dynamics Added radio shadows for ground radars. Fixed able to enter TWS in AG master mode. Fixed TWS BIAS does not exit with RAID. Fixed BIAS is not deselected when a trackfile no longer exists. Fixed JDAM with FMU-139 DLY1 EFUZ is missing. Fixed Lesson 20 - Canister Munitions Bombing - Will have the instruction to select VT and cycle to HT for 1500ft but the new settings only allow for PRI or OPT, making it impossible to select the desired H. Fixed Missing or wrong DUD cue, not respecting MFUZ, EFUZ or fuze settings. Fixed SLAM/SLAM-ER format bugged. Fixed Fuel dump vapour now Purple/Pink. DCS: AH-64D by Eagle Dynamics Added radar shadows for ground radar. Fixed Gun mount spring model is badly textured. Fixed Laser beam-rider warning not present when engaged by 9M119 missile from T-72/T-80/T-90. Fixed R-MAP has difficulties to draw ground in flight, not hover. Fixed FCR Moving target velocity is zero for gun and rocket solutions. Fixed RFHO selection menu not closing properly when RFHO transmitted or aborted. Fixed George AI CPG - Slave/De-slave delay/bug. Fixed FCR declutter when TSD >25 KM scale. Fixed REMOVE MESSAGE should be removed when pressed or IHADSS is boresighted. Fixed Actioning Gun on TEDAC grip while CPG sight is HMD is not changing CPG range source to Manual. Fixed Infinite ammunition setting makes George ignore burst count. Fixed FCR XMIT should take priority over FIXED in High Action Display if FCR is transmitting. Fixed Either elevation arrow should be hidden if FCR is at a max/min elevation setting. Fixed George is unable to land in the Tarawa. Fixed TSD paging corrections: Implemented missing 3rd level TSD paging for certain combinations of TSD sub-pages, which allows some TSD sub-pages to be entered and exited from an existing TSD sub-page without returning to the "top-level" TSD page. Example: If interacting with routes, points, or fire zones on the RTE, POINT, or BAM sub-pages respectively, the PAN or MAP sub-pages may be selected to pan the TSD, change the orientation of the TSD, or change the TSD map type, then de-select PAN or MAP to return directly back to the RTE, POINT, or BAM sub-pages to resume interacting with routes, points, or fire zones. Fixed Hazards (Hxx) are displayed as Waypoints (Wxx) on TSD PAN page when Route Panning. Fixed CROSSFEED should remain in NORM when Engine 2 is commanded to START. Fixed Alternate Sensor Bearing and TADS video Command Heading in Pilot crewstation follow CPG helmet azimuth when CPG's selected sight is TADS. Fixed VID page on left MPD shows wrong FOR Box format for opposite crewmember. Fixed TADS sensor indication removed from left MPD if right MPD set to different video source and VSEL (T6) selected. Fixed VR only - Wiper blades do not clear rain. Fixed Preset data not synced in multicrew when COM Preset entered into STBY slot. Fixed AIRCRAFT pages (ENG, FLT, FUEL, PERF, UTIL) cannot be de-selected by MPD cursor. Fixed Incorrect rendering on TEDAC of priority target in RMAP. Fixed FCR Moving target symbol regression. DCS: CH-47F by Eagle Dynamics 3D models Fixed. Stick handle base rotation angle. Fixed. Missed elements in the rotor Improved. Glass reflections on MFDs. Improved. Thrust control lever animation. Improved. Reworked digital numbers on the cockpit Radar Altimeter. Added. New pilot models for the first-person view mode. Added. New pilot models for the third-person view mode. Added. Skins for Japan and Turkey. Added. Fake mirror reflection (when mirror is turned off). Added. Broken glasses from inside the helicopter. Gunners Fixed. AI gunners don't fire from the human controlled helicopter. Added. Gunners control window. Added. Ramp (aft) gunner. Added. M240H gun for all gunners. Added. NVG support for gunners Systems and Avionics Fixed. Long press on the CLR button on CDUs doesn't delete the whole string. Fixed. MFD INST and VSD pages engine/rotor parameters values are correctly rounded now. Fixed. Fuel quantities on MFD FUEL pages are now rounded to the nearest 10 pounds. Fixed. MFD VSD Radar Altimeter drag line color is changed from green to red. It is displayed only when below the low altitude setting. Fixed. Power issues that may trigger failure during start-up Fixed. Fuel level can show negative numbers Fixed. MFD NVG dimmers Fixed. Aux. tank fuel pump fail to transfer fuel Fixed. Simplified radio usage Fixed. The total fuel bar doesn't show correct levels Fixed. CMWS calls out wrong side for missile launch Fixed. Work of the flood light rheostat Fixed. Crash when frequently switching the BATT to on/off position Fixed. RWR using sounds from AH-64D module Fixed. RWR symbols are black when signal is lost instead of dashed Improved. Total fuel quantity and bar will be of yellow color, when any tank low quantity sensor was triggered. Improved. MFD bezel labels positions were adjusted. Improved. Adjusted sizes and positions of most MFD VSD symbols. Improved. Changed Modified Flight Plan lines to dashed Improved. PLT and CPLT camera positions in VR Added. HSD North-UP (NRT UP) orientation. Added. Automatic map orientation changes from HDG UP to TRK UP when ground speed exceeds 44 KCAS, and from TRK UP to HDG UP when speed drops below 40 KCAS. Added. Track Angle indicator, which displays the current track angle on the HSD in HDG UP and NRT UP modes. Added. Heading Angle indicator, which displays the current heading angle on the HSD in TRK UP and HDG UP modes. Added. Wind Arrow and Wind Speed indicators, displaying wind direction and speed on the HSD. Added. Heading Reference Bug and Speed field on the HSD. Added. Navaid symbols to the HSD - DME, VOR, TACAN, VORTAC, VOR/DME. Added. Synchronization of HSD/MAP parameters. Added. The new list of available RANGE settings for MAP OFF mode, with updated RANGE indications (e.g., 250K -> 10NM). Added. When the map is turned off the HSD display format settings and zoom are now configured separately for each MFD. Added. ARC-164 radio. Added. Unacknowledged Caution/Advisory fields to the bottom of MFD. Added. Active Communication Frequency Field to the bottom of MFD. Added. Fuel display to HSD page Added. COMM page now available via SYST menu Added. Proper default MFD pages setup on start-up Added. Proper reaction of MFDs on circuit breakers Disabled. EAPS Fail warnings Others Fixed. Freeze on the server because of the wrong information from the CH-47F module. Improved. Steering wheel animations and behavior Added. Support for FFB joysticks. DCS: A-10C II by Eagle Dynamics Fixed. HMCS Display Malfunctions caused by DLSS Fixed. ENG OPER IGN Keybinds Not Working Fixed. RWR shows Viggen and F-4E as Unknown Fixed. HMCS brightness is too dim. DCS: Mi-24P by Eagle Dynamics Radio Presets added to the kneeboard Quick Start missions: "Kodori Storm" and "Weapons range" fixes Sight reflector glass lock and unlock binds inverted - fixed. DCS: UH-1H by Eagle Dynamics Fixed. XM158 rockets fire north. DCS: Supercarrier by Eagle Dynamics Fixed Arresting cable attached to wrong carrier when player calls his tower first. DCS: Flaming Cliffs 2024 by Eagle Dynamics J-11. Incockpit mirrors not working - fixed. DCS: Fw 190D-9 Dora by Eagle Dynamics Fixed: Random engine failures (adjustments to oil system) DCS: Combined Arms by Eagle Dynamics Player controlled ground unit does not reach maximum speed - fixed. Fixed the speed of floating units on water. Driver Role displayed with interface gunner role in some cases - fixed. Radar scope does not show targets - fixed. DCS: F-4E Phantom II by Heatblur Simulations NEW: Added Frog-7 Mini-Campaign (Requirement: Syria. Optional: Combined Arms) NEW: Added basic instant action missions for Afghanistan NEW: Added new missions by Activity (thank you!) NEW: Added static object assets IP Navigation Tower and GHQ Building HBUI: Fixed crashes related to HBUI HBUI: Improved Special Options Afterburner Detent description HBUI: Added default values to Special Options descriptions CTD: Fixed crashes for users who have DCS on Unicode paths (e.g. C:/Users/张伟) CTD: Fixed some crashes related to homebase TACAN JESTER AI: NEW: Jester Navigation Update (WIP), support for special waypoint types can either be setup through the Jester Wheel or via Mission Editor IP, TGT, VIP (nav fix), CAP, F-IN, F-OUT, HB, ALT this especially also allows for in-flight INS updates (NAV FIX) details in the manual JESTER AI: Jester now supports "improving" existing alignment (Jester Wheel > Nav > Improve INS) allows to execute a fine alignment on the current/entered coordinates this does not allow to reset a broken alignment (will be added soon) JESTER AI: Fixed CAGE/Boresight not properly filtering recent targets from old JESTER AI: Added voice feedback for aspect knob selection. Radar: Fixed a bug with the radar antenna range gate acquisition in some cases RWR: Added RWR detection of active radar homing missiles RWR: Updated RWR database: Fixed SA-3 command guidance warning, and added it to Type 903 (Seacat). Added custom Tornado radar. Added Phalanx to "...Condell" and "...Lynch" RWR: Added RWR handoff sounds for new emitters: AIM-120, AIM-54, R-77 and Tornado Weapons: Added BDU-33 to inner wing pylons Weapons: GBU-24B/B (Navy Variant) replaced with GBU-24A/B (Air Force Variant) Weapons: Added BL755 and SAMP-250KG LD Bombs on TERs to represent German F-4F specific weapons Weapons: Added ACMI/TACTS pod (visual only, no function) Weapons: Changed mechanical limit of sight depression from -225 mils to -250 mils Weapons: Fixed incorrect logic for Sight Reticle Range Bar especially during DT it never really indicated anything but the max range. now, with a ground lock, it correctly indicates either 1000 to 6667 ft with GUNS selected or 3000 to 20000 ft without (make sure the HUD is in AG mode, not in AA) Systems and Avionics: Added individual backlighting for WRCS ALT/RANGE placards based on Delivery Mode to indicate which is used Systems and Avionics: Skip F-4 ECM warmup for hot starts Systems and Avionics: Fixed Pave Spike STOW, WRCS/INS OUT lamps in BIT1 being lit before the pod was turned on Sound: Overhauled and improved engine sounds Sound: Improved canopy sounds Art/Visual: Added Brightness Control logic for the UHF repeaters Art/Visual: Added backlighting for WSO ECM and KY-28 panels Art/Visual: WRCS lamps are not dimmable Art/Visual: Fixed External Engine Blades LoD00-LoD01 Art/Visual: Improved visibility of the Fuel Tape Art/Visual: Fixed Formation Lights disappearing when zooming out Art/Visual: Changed throttle animation to include AB detent sideways movement (WIP) Art/Visual: Reworked FRZ and TGT INS lamps on cursor control panel Art/Visual: Fixed Pave Spike LOS Indicator flags having wrong colors Art/Visual: Fixed WSO Altimeter always showing the red STBY flag with night-lighting Art/Visual: Fixed Pilot hand glitches when hiding the stick Art/Visual: Changed the HUD Shutter animation Art/Visual: Improved HSI/BDHI animations Art/Visual: Adjusted IFF panel switch and roller animations Art/Visual: Fixed IFF lamp glass color Art/Visual: Changed TACAN panel animations Art/Visual: Corrected IFF light color to green Art/Visual: Fixed WSO right rudder pedal animation colliding with some cables when pressing brake Art/Visual: Fixed alignment of the engine rotor blades Art/Visual: Fixed animation issue when moving the Antenna Hand Control Art/Visual: Fixed clipping of MER Durandal models Art/Visual: Small lamp texture adjustments Inputs: Added Jester Wheel 4/8-way hat steering binds Inputs: Fixed some broken binds Inputs: Added Slow/Fast variants for Target Latitude/Longitude knobs (WSO Nav) Inputs: Added Self-accelerating knob binds (to get rid of having to bind slow/normal/fast binds) Range Indicator Desired Release Range Sight Depression HSI Heading HSI Course Target Latitude Target Longitude Drag Coefficient Target Altitude/Range Release Range Target Distance EW Target Distance NS Release Advance Bombing Pull-Up Timer Bombing Release Timer LABS Low Angle LABS High Angle Radar Receiver Gain (fine) Radar Receiver Gain (coarse) Inputs: Added VR Touch Support (WIP), known issues: no stick & throttle handling Altimeter Reset switch DSCG Source (Radar/TV) switch Flaps/Slats switch Console Flood light switch (Pilot and WSO) Exterior Lighting switches WSO Navigation Source switch Nuclear Consent switch some knobs might rotate in the wrong direction Inputs: Added some missing TOGGLE and AXIS binds Antenna Switch Anti-Skid Pilot & WSO Emergency Gear Pilot Hook Handle Pilot & WSO Emergency Flaps/Slats Inputs: Fixed Jester Scan Elevation (relative) binds reversed Inputs: Fixed Radar Half/Full ("button binds") only working sometimes Inputs: Fixed Antenna Stab bind UP/DOWN skipping center NOR (requires rebinding) Inputs: Fixed IFF Panel default switch positions Inputs: Fixed clickable spot of the PITCH STAB AUG switch not moving with the switch animation Manual: Updated in-game Manual Manual: Added JESTER Navigation Special Waypoints and more Missions: Updated missions by Reflected and Sedlo (thank you!) Missions: Various fixes for training missions Mission Editor: Added "Historical Mode" support in the Mission Editor Mission Editor: Support absolute pitch trim command (iCommandPlaneTrimPitchAbs) mostly meant for mission makers send values -1 to +1 for -5 to +5 units nose trim, i.e. -0.4 to -0.6 for takeoff trim but can in theory also be used for user made custom binds Liveries: Updated IRIAF & IAAF liveries (thank you ISAAC!) Liveries: Added IAF Kurnass 303 Toad 1967 Livery (thank you Fish!) DCS: F-14 Tomcat by Heatblur Simulations NEW: Added basic instant action missions for Afghanistan Fixed NAVGRID mode displaying true bearing instead of magnetic Changed the TID repeater on pilot HSD to also work when RIO selected TV mode Removed laser code options from Kneeboard and Mission Editor aircraft properties, use the new Fuze Menu instead Fixed LAU-10 Zuni pod mass (was overweight by 150kg) Removed fuze settings from BDU-33 Allow TARPS pod to be used with Mk 82, Mk 83, GBU-12 and GBU-16 Fixed corrupted weapon names in Jester Ordnance Menu Aligned default payloads between both Tomcat variants Fixed all issues with controls being clickable from wrong cockpit Fixed some 3-position switches moving in the wrong direction when Left/Right-clicked Adjusted tooltips for IFF panel Updated Cage the Bear campaign by Kaba, unified into one campaign, removed variants for better maintenance (thank you, Kaba!) Fixed Afghanistan BFM instant action mission by Activity not showing Updated Chinese localization for all missions DCS: AJS37 Viggen by Heatblur Simulations NEW: Added basic instant action missions for Afghanistan Updated airfield database for Kola map Increased max number of airfield reference codes to 98 Enabled "Beredskapsvarning" in LANDN P/O Added Special Option to select how REF codes are generated Fixed RB15 not locking targets when released in NAV mode Fixed issue when saving runway direction and TILS to runway data when set manually Fixed BAS selector being stuck in a loop if spawning at base with ID > 72 Corrected the flash rate for ground collision and "beredskapsvarning" warnings 5 and 2.5 Hz respectively Removed obsolete warning from kneeboard Added toggle binds for ATT and HÖJD Small fixes to the Kola map missions Added ability for mission makers to filter out FARPs (will not be added to REF code list) Add "-REF-" anywhere in "unit name" Updated the manual DCS Mirage F1 by Aerges Radar: Radar APS (Autorisation de présélection, TWS) mode implemented. Added 'Telemeter/zone scanning switch - UP/DOWN' commands. Radar antenna elevation now is left at its last value when a target track was lost (previously it was returning to the manually commanded elevation). Marker beacons: Marker Beacon Light on the Spherical Indicator is now functional. Implemented Marker Beacon Light test via the Spherical Indicator Pole selector push action. Implemented the Marker Beacon receiver test during VOR/ILS manual test: three marker beacon signals (outer, middle, and inner) will be heard in sequence, as well as the Marker Beacon Light will be flashing. External lights: Adjusted the visual look of the Police Light cone. The Police Light is now on only while the stick button is held pressed. F1EE: The Air Refueling Light brightness can now be adjusted from the cockpit. F1EE: Adjusted (reduced) the Air Refueling Light maximum brightness. F1EE: Adjusted the Air Refueling Light damage logic. F1EE: The AI Refueling Light works now the same as in a human-controlled aircraft: the light goes to 'ON' state only after the light is fully extended. Various systems: Added 'pole' selector logic for spherical indicator (when selected, the spherical indicator is caged). F1BE: Fixed the inability to perform the VOR/ILS manual test from the rear cockpit. F1BE: Fixed incorrect TACAN operation, when TACAN priority was switched to the rear seat. Flight Controls: Reduced trim actuation times. Significantly increased control stick maximum displacement speed. Increased FFB responses to joystick displacement to better match the real flight stick. General: Added wheel chocks command to comms menu. ('Wheel chocks place/remove' radio command). Added corresponding wheel chocks physics (force and moments). Mirage F1AZ and F1AD versions were added as AI. Arguments transfer in multiplayer improved (minor). Adjusted S530F missile position on rail. View settings are correctly read now from Server.lua in the 'Saved Games' folder. Fixed syntax errors in liveries lua files (minor). Updated Flight Manual ES version (fixed headings, bookmark and format). Fixed startup training mission (IFF mode 4 forced not installed, to let the mission run). Added ME cockpit trigger parameters for radios frequencies: TRAP 136 - "VUHF_FREQ", and TRAP 137B - "UHF_FREQ". Updated Flight Manual: Added scripting trigger parameter names for radio frequencies for mission creators (see item above). Fixed landing gear animation, according to the changes previously made to the tyres compression. DCS: C-101 Aviojet by AvioDev Added wheel chocks command to comms menu. ('Wheel chocks place/remove' radio command). Removed wheel chocks 'auto display' logic (visible when the aircraft was in cold state). C-101CC: Added ME cockpit trigger parameter for VHF-20B radio frequency: "VHF_FREQ". Updated Flight Manual: Added scripting trigger parameter names for radio frequencies for mission creators (see item above). Added pdf bookmarks. Updated C-101 "landing hard" and "extremely hard" quickstart mission. Modified weather settings, after DCS weather (clouds) setting changes, it should now be possible to see the runway when reaching minimums. Improved wheels 3D model, texture and animation. DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Fixed: Missing Tank slimers (formation lights) on MLU variant Fixed: GPS shows true course instead of magnetic DCS: JF-17 by Deka Ironwork Simulations Added. F10 label to add FPA/FPB waypoints Label name: “FPA*”/”FPB*”, where * denotes the channel index (1-29) FPA has higher priority than FPB, thus processed ahead of FPB labels If there’s FPA12 label, then all FPB labels with index smaller than 13 will be ignored Existing flight plan has higher priority than newly placed F10 labels If nav system already has FPB with channel starting from 15, any F10 FPA label with index greater than 14 will be ignored. Added. ETF SATAC 2021 champion skin Fixed. Cannot edit DST channel 59 if no DTC load or after channel 59 data is cleaned. Fixed. Missing U1 OSB function of each MFCD DATA subpage to return to DATA page Fixed. No MFCD TCN OSB button if joined datalink. Fixed. Broken AG radar map render image due to camera position set inside fuselage. DCS Black Shark 3 by Eagle Dynamics No rain drops on cockpit glass - fixed DCS: South Atlantic by RAZBAM Simulations New: Redone the following airfields Puerto Williams Gobernador Gregores Improved: refined the transition between blocks removed global normal artifacts from all towns and block areas DCS: Kola map by Orbx New: Added new airfields: EFKS Kuusamo EFIV Ivalo New Summer Ground Textures Added infrastructure around new airfields and various other places in Sweden Added enhanced imagery around new airfields Updated: Reworked ESNJ Jokkmokk Replaced hangers at ESNJ Adjusted Colours at XLMV, UMOE, ULAK DCS: Syria Map by Ugra Media The scenes of 51 airfields have been improved. Improved scenes of 50 military bases: Syria 30 Israel 8 Lebanon 3 (UN bases) Turkey 2 Cyprus 7 61 new military bases have been added: Syria 24 Israel 17 Jordan 5 Lebanon 15 Helicopter pads have been added to 93 military bases Helicopter pads have been added to standard hospitals, stadiums, and oil fields New facilities have been added: a typical hospital, T-55, BTR-60, a gas torch, large flags, liveries for the a300, airfield radars, a weather site The territory of the central part of Israel has been added Missing parts of the aeronautical charts have been added The models were optimized Scenes have been optimized Fixed: increased parking size for F-4E aircraft at Sayqal Air Base lighting in the hangar of the Incirlik Air Base taxiways at Muwaffaq Salti Air Base the size of parking lots for C-130 and Il-76 aircraft at the Amman airfield has been increased changed the Amman airfield icon in the mission editor part of the fence has been moved away from RUNWAY 26 at Gazipasa airfield added an air traffic control tower at the King Hussein Air College added an air traffic control tower at the King Abdullah II Air Base objects on Patriot launch pads at Muwaffaq Salti Air Base have been removed added runway and taxiway signs at Prince Hassan Air Base TACAN upgraded to VORTAC at Prince Hassan Air Base ILS identifier and frequency at Prince Hassan Air Base relief of the monument to the unknown soldier in Damascus relief Sanctuary of Notre Dame du Lebanon in Beirut broken road and bridge near Latakia many visible joints of earth textures a lot of minor flaws in the relief of the map the size of parking lots at Dumayr, King_Abdullah_II_Air_Base, Shayrat, H3 Southwest, Damascus, Adana, Abu_Ad_Duhur, Al_Qusayr, Aleppo, Herzliya airfields has been increased DCS: Sinai Map by OnReTech Fixed: Bilbeis Air Base: Fixed wrong ILS frequency Bir Hasanah: Fixed lod for mound model Borj El Arab: Fixed missing ILS and wrong name Borj El Arab: Fixed missing ILS and wrong name Hatzerim: Fixed 28R missing parking and taxiway Hatzerim: Fixed F-16 hangars missing taxiways and moved too far to one side Hatzerim: Fixed hangars 145, 146 and 147 placed in the wrong direction Hatzerim: Fixed hangars near 28L Hatzerim: Fixed Runway 15-33 not modeled Hatzerim: Fixed Runway 28L F-15 hangars wrongly modeled Hatzerim: Fixed runway 28L holding line placed too far forward Hatzerim: Fixed runway 28L holding zone not modeled Hatzerim: Runway 10L holding zone not modeled correctly Hurghada: Fixed wrong ILS frequency Hurghada: Fixed wrong ILS frequency Inshas: Fixed RWY22 wrong ILS frequency Nevatim: Fixed aircraft spawn in air Nevatim: Fixed Parking slots 8-22 cannot accommodate large aircraft Ramon Airbase: Added missing marking for taxiways and parking spots Ramon Airbase: Fixed inaccurate taxiway A Ramon Airbase: Fixed taxiway lines too thin Ramon Airbase: Fixed taxiway slope Ramon Airbase: Fixed wrong building at upper heliport Ramon International Airport: Fixed incorrect ground markings Ramon International Airport: Fixed wrong ILS frequency and missing ILS Wadi Abu Rish: Fixed broken ILS Fixed Broken surface near Israel border Fixed Coastline bug Fixed surface bug - viaduct across surface mesh Added beams for some viaducts in Egypt Fixed ILS icons locations in ME Fixed random helipads in the middle of the desert below Mitspe Ramon Fixed SAM Sites blocked by map objects Campaigns DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking Mission 04. Fixed non-functional mission complete trigger. Added additional fallback trigger for insurgent boats. Corrected spelling errors. Mission 05. Added missing F10 map marker for the refugee ship. Set the VHF radio to off for hotstart - no more annoying beep beep during briefing. Added new savegame file in case of mission fail for airstart. Mission 06. Corrected spelling errors. Mission 07. Cutscene added (was previously missing) -> If you already reached mission 8 it may cause a reset of your campaign progress, sorry. Mission 09. Updated kneeboard, wrong freq. for Badger. Mission 11. Updated kneeboard, wrong picture for LZ. Added additional fallback trigger for the truck stop scene. Mission 14.1 & 14.2. Corrected automatic mission load at the end (->End Credits). DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations Missions 8-15. Recovery tanker airspeed too slow - fixed Mission 10. DEVIL 5 flight turning home - fixed Mission 13. Target coordinate presentation clarified Mission 15. SEAD flight not engaging SAM – fixed Mission 15. Jaguar 2-1 plugging in with wrong tanker - fixed DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations Stage 4 missions. INS alignment messed up – fixed All missions. Static aircraft side numbers fixed DCS: AH-64D The Four Horsemen Campaign by Fight's On Simulations All missions. Ensured correct gun load out. Elevated EPLRS task to hopefully fix Datalink issues. M7. Fixed typo in Dim line. Fixed issue with engagement timings. M8. Fixed initial engagement issues with AI. M12. Fixed incorrect JTAC freq set by Foghorn. DCS: Mi-24P The Border - Prequel Campaign by Armen Murazyan Landing parameters have been clarified in all missions. Minor bugs have been fixed. P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations All ground unit positions revised due to new terrain sensitivity Spitfire IX The Big Show Campaign by Reflected Simulations All ground unit positions revised due to new terrain sensitivity DCS: P-51D Debden Eagles Campaign by Reflected Simulations All ground unit positions revised due to new terrain sensitivity DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations All ground unit positions revised due to new terrain sensitivity Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations All ground unit positions revised due to new terrain sensitivity DCS: P-47D Wolfpack Campaign by Reflected Simulations All ground unit positions revised due to new terrain sensitivity DCS: UH-1H Paradise Lost Campaign by Reflected Simulations Windsock added to the hospital helipad DCS: F-14A Zone 5 Campaign by Reflected Simulations Kissoff signal added Sun shades removed from Nellis for historical accuracy Fine tuned weather Time acceleration auto reset when INS alignment is complete DCS: F-14A Fear the Bones Campaign by Reflected Simulations New CVN-71 skin Updated practice scenario DCS: F-14 Speed & Angels Campaign by Reflected Simulations Kissoff signal added Time acceleration auto reset when INS alignment is complete DCS: F-4 MIG Killers Campaign by Reflected Simulations Minor trigger tunings Mission 2 lag roll reload bug fixed Fixed loadouts in some missions Typo fixes DCS: Spitfire Beware! Beware! Campaign by Reflected Simulations All ground unit positions revised due to new terrain sensitivity DCS: F-86F Hunters over the Yalu Campaign by Reflected Simulations All ground unit positions revised due to new terrain sensitivity DCS: Mosquito FB VI - V for Victory Campaign by Reflected Simulations All ground unit positions revised due to new terrain sensitivity DCS: AV-8B Kerman Campaign by Ground Pounder Sims Mission 9 - Updates to aim of AI gunners. Mission 10 - Stopped AI dying by falling through scenery and causing mission failure. DCS: A-10C Operation Persian Freedom Campaign by Ground Pounder Sims Mission 3 - Moved Whiplash closer to player location to reduce comms static. Mission 15 - Removed now redundant script. Mission 16 - Campaign Epilogue not audible - fixed. DCS: F/A-18C Operation Cerberus North Campaign by Ground Pounder Sims Mission 5 - Amended Newt behaviour in SAR task. Mission 11 - Added unlimited fuel and allows afterburner to prevent AI getting too slow. DCS: F/A-18C Operation Green Line Campaign by Badger 633 Mission 4: Voice conflict resolved. Early success fixed. Matrix crash fixed in Ace. Mission 9: Voice conflict fixed. Fail sense improved. Route and timings improved, engagement with Migs fixed Mission 12: Brief updated. Printable mission brief updated for mission 12. DCS: F/A-18C Operation Green Line Campaign by Badger 633 Printable mission brief updated for missions 12. Missions12: Brief updated, SEAD fail fixed Mission 8: Voice conflict fixed. DCS: F/A-18C Rise of the Persian Lion Campaign by Badger 633 Missions 8 all variants: 410 unreliable landing fixed. Old F18 models replaced. All other missions: Old F18 models replaced. DCS: F/A-18C Rise of the Persian Lion II Campaign by Badger 633 Missions 8 all variants: 420 missing his target fixed. 420 adjusted for A2A bug fix. Timings adjusted and AAA adjusted. Missions 4 & 6 all variants: 420 adjusted for A2A bug fix. Missions 2: Unexpected attack new AI behavior fixed DCS: F/A-18C Serpent’s Head 2 by Badger633 All Missions: Old F18 models replaced DCS: UH-1H Worlds Apart - Spring 2025 Campaign by Low-Level-Heaven Mission Development Mission 4: Static Objects added in LZ Bridge. Triggerzone adopted for missing radio-calls. Mission 5-1. Visibility in Fog increased. Triggerzone adopted and optimized. Smoke markers moved to avoid blocking of the approach path. DCS: UH-1H Worlds Apart Stormfront Campaign by Low-Level-Heaven Mission Development Mission 1 - Mission 1-B. More objects added to the scenery (HQ – X-Field – BATUMI Airport) EASY PATHFINDING can now be deactivated. More guidance around Berlin HQ / additional Radio calls added. Mission 2 - Mission 2-A - Mission 2-BL. More objects added to the scenery (X-Field). EASY PATHFINDING can now be deactivated. Mission 3 - Mission 3-A - Mission 3-B. More objects added to the scenery (X-Field). Trigger Problems at Task one identified and solved. Dialing in radio Frequency to Tower at the end of the mission now stops. Mission 4. More objects added to the scenery (BATUMI Airport). Mission 5 - Mission 5-A - Mission 5-B. The convoy is not moving/fixed. Radio calls are not in order / fixed. More objects added to the scenery (HQ – X-Field – BATUMI Airport). EASY PATHFINDING can now be deactivated. Mission 6. More objects added to the scenery (X-Field – IRON HORSE). LZ Smoke marker color changed. EASY PATHFINDING can now be deactivated. Mission 7. Time of day adjusted to move Sunset (day mission). More objects added to the scenery (Batumi airport- harbor – Berlin HQ - X-Field – IRON HORSE). LZ Smoke marker color changed. EASY PATHFINDING can now be deactivated. Trigger adjusted and added. Radio calls added. Mission 8. More objects added to the scenery (Batumi airport). Mission 9. More objects added to the scenery (Batumi airport- harbor – Berlin HQ - X-Field – IRON HORSE – Government Complex). EASY PATHFINDING can now be deactivated. Mission 10. More objects added to the scenery (X-Field – IRON HORSE). EASY PATHFINDING can now be deactivated. Mission 11. More objects added to the scenery (X-Field – IRON HORSE). EASY PATHFINDING can now be deactivated. Trigger adjusted and added. Radio call corrected to “red smoke down in LZ 2”. Mission 12. More objects added to the scenery (IRON HORSE). EASY PATHFINDING can now be deactivated. DCS: F-16C The Gamblers Campaign by Baltic Dragon Mission 02. Increased tanker speed and pushed Menace to right side of the tanker after AAR Mission 03. Addressed rare issue where mission would not progressed after destroying the convoy and contacting Ghost Mission 04. Mission should nor register properly when player hits the mortars with the CBU Mission 08. Updated briefing to instruct player to take off before his wingman Mission 09. Fixed problem with central SA-6 not activating DCS: F/A-18C Raven One Campaign by Baltic Dragon Mission 02. Smoke correctly rejoins player after takeoff. Smoke correctly refuels and rejoins the player afterwards. Mission 03 (thanks to Gumidek for the fixes!). SMOKE is now not just pretending AAR, but he is actually refueling. SMOKE refuel callouts are now better timed. They are based on tanker moving zones. Total refuel fail safeguard timer remain there. Clouds now set to Scattered 2 - better suit the briefing weather report. Fixed "zero" higher altitude winds - new more realistic values. Guarding SH-60R taking off from the deck. Switch GBU12/38 to NAVY grey color (not USAF green paint). Fixed low number of 30 Flares, now IR threat load of 40 Chaff + 80 Flares. Fixed Raven flight, Cutlass flight and DUTCH weapon loadout (with text in ATO). SMOKE after takeoff departs to WP1 at speed of roughly 300IAS, so Plyer can easily catch him. Tuned some TEXT notes during the mission to better describe what player should do. Texaco was assigned as "RECOVERY TANKER" (flying racetrack along carrier). Fixed bug when Exxon refused to refuel if Plyer joined tanker when Cutlass still refueling. Immortality set immediately when IGLA fired, not 1 second after – being shot down was still possible. Adjusted Texaco altitude 24k and speed of 300 IAS to match values on Raven One book. (mission briefings, kneeboards adjusted). Removed deactivation of carrier deck statics after takeoff. Updated laser code for the GBU-12. Mission 11. Updated Iranian F4s to new model Mission 14. Updated laser code of the bombs to match the kneeboard. Updated Iranian F4s to new model. Mission 15. Updated Iranian F4s to new model. Reduced AI skill for shorter versions of M15. DCS: F/A-18C Dominant Fury Campaign by Baltic Dragon M05 - Marauder now lands correctly Comms static issues resolved. Blade rejoin issues and fuel usage fixed. Mission 08. Updated laser code for the GBUs. Updated bombs skins to Navy Mission 14. Added safeguards to make sure the mission continues after Spartans drop their bombs. Fixed problem with shorter version of the mission not loading. 14 does not block CAT 1 anymore. Tanking issues resolved CSAR working correctly now Known Issues 1) There is no "Use standard Carrier comms pop up, so flew all the way to Mother and eventually just used stock comms and it worked. 2) There is a "I/R" pop up when over Mother that says report on station, I hit "I" and Olive just Kissed Off. Mission can still be completed just by using standard carrier comms. Mission 15. Fixed problem with AI flights not refueling. Fixed problem with shorter versions of missions not loading. Tanking issue fixed
    74 points
  14. Dear all, With the next DCS: AH-64D update, we will be releasing the RMAP mode for the Fire Control Radar (FCR). Due to illness and time limitations, I was unable to create an instruction video for it. My apologies, as it's a very interesting features that a lot of time has gone into. In the meantime, please find attached a section of the DCS: AH-64D Guide pertaining to this new feature. Kind regards, Wags DCS AH-64D FCR RMAP Mode.pdf
    73 points
  15. DCS 2.9.11.4686 https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.11.4686/ Added free pack of high fidelity 3D models. Assets free of charge: B-1B, B-52H, S-3B (and tanker), SA-10 (S-300 SAM), M1A2, M1A2C SEP v3, MRAP MaxxPro, Centurion C-RAM. DCS-core Added a new Spotting Dots option which is replacing the “improved spotting dots” option. Improved spotting dots functionality which makes spotting dots independent from zoom FOV will be active all the time now. With new “Spotting Dot” setting you will be able to set: OFF - to switch spotting dots off completely AUTO - automatic spotting dot size calculation based on monitor or VR hardware parameters (how it worked before) 1 pixel size spotting dots 2 pixel size spotting dots Also this setting is added to the mission editor and can be enforced through mission. Spotting dots. Quad views peripheral render target spotting dot size forced to size 1 if dots are on Sound. New mortar and cannon sounds and shells sonic boom sound added AI Aircraft. if an AI AV-8B is set to takeoff from ground or takes off from a FARP, they will vertically climb to ~1000ft and then stop, immediately nose over, and crash - fixed AI Aircraft. AI incorrect half loop maneuver calculation for the attack ending in ground collision - fixed AI Aircraft. MQ-1A/RQ-1A Predator. Corrupt damage model - fixed AI Aircraft. Aircraft AI can spot ground and air units through dense fog - fixed AI Aircraft. Adjusted KC135 to maintain 25 degrees angle of bank for every turn AI Aircraft. Helicopter AI calculate evasive maneuvers above water using sea floor and not water level altitude which ends up in crashes into water sometime - fixed AI Aircraft. When AI helicopter has "Ground Escort" task set, it stops using flares for IR missile defense - fixed AI Aircraft. Caucasus. Adler airfield. The AI wingman stands in line behind the parked lead aircraft and stops - fixed AI Aircraft. AI pilots look left when taking off from Supercarrier - fixed. AI Ships. Submarine water trail visible when submerged - fixed. AI Ground. Sounds from some vehicles fade over time - fixed Weapons. SA-2. V-750 missile. Decreased G-limit from 17 to 6. Weapons. SA-3, 5V27 missile. Decreased G-limit from 16 to 6. Decreased counter-countermeasures level. Change liquid motor smoke tail to solid fuel. Decreased size of motor smoke plume. Weapons. SA-5, 5V28 missile. Slightly decreased G-limit from 12 to 10. Slightly decreased counter-countermeasures level. Decreased second stage smoke transparency. Weapons. Kh-25 and Kh-29 missile family. Total autopilot and seeker upgrade. Weapons. AGM-88. Adjusted motor smoke. Added param of transparency of motor smoke depends on temperature (altitude). Weapons. AIM-9 family. Smoke transparency tuning. Weapons. Sea Dart SAM. Fuze parameters adjusted. Weapons. AIs interceptors will be able to intercept cruise missiles. Weapons. SM SAM. First SM missile goes to zenit without guidance to target - fixed. Weapons. Improved BLG-66 Belouga bomblets release sequence Weapons. Added new loadout definitions for AUF2 double point pylons with different bombs (Mirage F1 usage) Weapons. Now Air-to-Air IR missiles take into account the transparency and density of fog when calculating the visibility range of a target. Weapons. AIM-120. Changed coefficient of guidance system to increase agility to counter of the high-G roll maneuver. Graphics. IR marker beam visible in daytime TV display - fixed. ME. Added trigger "Smoke Marker Stop" and "Smoke Marker on Unit Stop” for the coloured target marking smoke. ME. Added trigger functionality to allow individual drawings to be shown or hidden ME. Improved advanced waypoint action for unload more than one cargo ability ME. Cargo without the flag OBJECT CANNOT BE CARGO is still in the ALL CARGO radio menu - Fixed. () ME. Multi-select tool. impossible to rotate any units when loading into a mission with units already placed, or loading in templates - fixed Scripting API. Experimental fix for server crash after world.removeJunk being used (hosters please test, we are looking for feedback) DCS: F-16C Viper by Eagle Dynamics Improved HUD Limited Refresh Rate (made airspeed, altitude and acceleration update rates fixed at a set refresh rate. As such, faster rates of change will result in skipped values. The acceleration updates are slightly faster than velocity and acceleration). Improvement - Specific excess power. Based on user feedback, the difference in energy loss in the FM and E-M diagrams of instantaneous turn rates was noted. On the left edge (high angles of attack AoA >15 and low speeds below M<0.7), excessive energy loss (airspeed loss) was confirmed. On the right edge of the E-M diagram (M>0.7 and angles of attack AoA<15), there was noticeably insufficient energy loss. The left edge has been corrected, and energy loss has been reduced (closer to the reference points). Work on the right edge continues and will be resolved in a later update. Fixed: Impossible to enter a deep stall. Fixed: Excessive YAW With Roll Inputs in Landing Config. Fixed: FCR entering STT deletes all trackfiles. Fixed: RWS STT returns to search after TMS aft instead of SAM. Fixed: ACM Bore does not lock targets beyond 10nm even with longer range selected. Fixed: FCR TWS target altitude differently rounded between bugged and system targets. Fixed: FCR trackfile information (aspect/speed/etc) are shown as all zeroes when first designating a track file. Fixed: FCR Has a chance to drop track completely when commanding STT on TWS Bugged target. Fixed: Aiming marks recalculate position way too fast. Results in CCIP mark flicker. Fixed: External fuel transfer when AIR SOURCE in RAM. Fixed: A-G Radar image goes sideways when the scanning zone limit is reached. Fixed: AGM-65 VIS next maverick after firing no longer space stabilized/slaved to SPI. Fixed: When radar antenna comes to maximum angle of deflection ground surface render starts its movement within MFD screen. Fixed: FCR does not remember submode after emergency jettison or master mode change Revised/Updated F-16C Early Access Guide New Navigation chapter New Tactical Employment chapter Revised Radio Communications chapter Revised Datalink chapter (work-in-progess) Revised Appendix A - Added more checklists, added checklist index, and added hyperlinks on all checklist pages to return back to main index. Other updates/revisions: Hands-On Controls functions/commands DED pages Autopilot RWR and CMDS Modes DCS: F/A-18C by Eagle Dynamics Fixed crash on weapons avionics. Added Gray Scale on MAP Ground Radar. Fixed: Texture FPU_8A_VMFA251 not found. Fixed: When user creates waypoint names in the editor blank waypoint will use another waypoints name. Fixed: Hot start aircraft sets INS to NAV instead of IFA. DCS: AH-64D by Eagle Dynamics Improvement of the flight model and SCAS. Improvement. The characteristic of the increase in the thrust of the main rotor has been refined in the speed range of 0-10 m/s (the helicopter's behavior at the moment of nose tilt to accelerate and when hovering after deceleration will become more realistic). Improvement. There was overly sensitive yaw control. The sensitivity of the control in the heading channel has been significantly reduced. Now the increase in angular velocity with a 1-inch pedal movement has been reduced by about 25%, which is beneficial for improving the comfort of control. Improvement. There was overly sensitive pitch control. The main rotor rotation characteristics in roll and pitch have been adjusted, which has slightly reduced the control sensitivity in the roll and pitch channels. The VRS (vortex-ring state) phenomenon of the Main rotor. Additional game notification about the VRS phenomenon. The player has been given the option to turn on sound and visual notifications about the onset of the phenomenon and its progress. Enabling/disabling is carried out in the SPECIAL tab in the module settings. The conditions for the occurrence of the VRS phenomenon on the Main rotor have been reworked. Now the Main rotor "entry" into the VRS phenomenon takes a little longer than before. In addition, the critical vertical descent speed that leads to the appearance of VRS is no longer a "strict" value, which increases the realism of “entering” in VRS mode. During an autorotation landing with the engines running, the helicopter could previously have been in the VRS phenomenon. Fixed Animation of the Main rotor cone tilt disappeared. There was no reaction of the rotor cone to the deflection of the helicopter cyclic stick - Fixed Helicopter SCAS. When hovering with Position Hold enabled, a slight drift would sometimes occur - Fixed Independent deactivation of roll and pitch channel in ATT-hold mode. For ATT-Hold mode, separate disabling has been added in the roll and pitch channels if the disabling conditions have occurred only in one of the channels (previously, both channels were disabled if the disabling conditions occurred only for roll, for example). Displayed on the controls indicator. The efficiency of the SCAS response has been increased when controlling the pilot and in the ATT-Hold (Position, Velocity, Attitude) mode family: When controlling the pilot the SCAS "blurs" the increase in angular velocity from the cyclic stick and pedals, thereby giving the pilot a little more time for piloting accuracy, which increases piloting comfort; In the ATT-Hold mode family the SCAS reacts more sensitively to changes, trying to compensate for the deviation from the specified mode/parameter in the "bud". Helicopter SCAS - known issues When turning ON or OFF the Position-Hold mode, several damped oscillations in roll and/or pitch may occur Added AI George interface enhancements for color-blind players. May be selected in the SPECIAL tab in the module settings. Modify the George-as-CPG interface. Fixed: Graphic glitch with cockpit displays when George finds targets during new Area search. Fixed: Enroute "Distance to Point" value calculated very wrong. Fixed: FIRE MSLS and LASE # TRGT message errors. Fixed: TADS camera clips through model. Fixed; George AI sees the target through the fog. DCS: Mi-24P Hind by Eagle Dynamics Petrovich AI. Added support for new fog system so Petrovich AI wouldn’t see through it. Rockets can be fired when the fire control switch is off - Fixed. ASP-17 Pilot sight brightness adjustment done. DCS: UH-1H Huey by Eagle Dynamics Created and implemented distant engine and main and tail rotors sounds. Adjusted sound radius. DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics Added information about radio channels and frequencies to the kneeboard DCS: CH-47F by Eagle Dynamics Added. Trimmer options Added. Trimming with HAT on stick Added. Windshield wipers Fixed. Wipers knob park position isn’t spring loaded Fixed. Cyclic position for air start Fixed. LCT indicator scale Fixed. Ground crew fail to repair engines Fixed. LCT schedule corrected Fixed. IR strobe pattern for MP Fixed. Ramp visualisation Improved. DASH tweaks Improved. Crew animation become faster when switching seats Improved. Further work on CDU pages DCS: P-47D Thunderbolt by Eagle Dynamics Fixed. Engine degraded with WEP usage DCS: FW-190A-8 by Eagle Dynamics Fixed. Cockpit glass DCS: Supercarrier by Eagle Dynamics Fixed: Dynamic Spawn - Spawn on other players. Fixed: Animation sticking after client exits. Fixed: "Waiting for ATC Status" Message displayed in campaigns. Fixed: IFLOS Lights showing backwards. Fixed: Client doesn't get taxiing permission ("Awaiting requested crew member"). Fixed: No directors - Cat crew only launch 1st aircraft. Fixed: AI carrier taxiing decreased dt, smooth break and pilot view correction. Fixed: Taxi crew stuck in multiplayer with Awaiting crew 1 idle message. Fixed: Wheel chock wont be placed when teleport to hangar (F/A-18C, F-14A/B). Fixed: Velocity limit option works if turned OFF. Fixed: Deck Crew Problems AI F-14s. Fixed: AI on sixpack can't taxi. Fixed: Yellow shirt director repeats 'stop' gesture. Fixed: The director teleports after assigning a player to the next one, apparently teleporting to his initial point. Fixed: Frequent change of commands by the director (Stop - Come forward) when taxi on the deck. Known issues: Forced option 'disable deck crew' don't work - in order to create a mission with the deck crew disabled, you need to disable it in the general options. DCS: F-5E3 Remastered Added animation of shaking elements in the cockpit. Added wingtip shake at high AOA. Added LERX vapor trails. Fixed: RWR Button Dimmer doesn't work as expected. Fixed: Cannot open and close the service hatch panels. Fixed: Incorrect theme loading picture if another theme is applied. Fixed: Static aircraft parking lot. DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed CTD when using VOIP PTT Fixed: Inputs for: Joystick inputs for Autostart / Autoshutdown Radio hats and animations Floodlight, position lights and blower switches WPN/ASE, LMC, ACK/REC switches Fixed: Multicrew flares Fixed: Multicrew target points DCS: SA-342 Gazelle by Polychop Simulations Fixed: Minigun axis limits Fixed: Duplicate HOT and Mistral missile definitions removed DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Missing missing update of the previous DCS patch: Fixed: Stand-by ADI not caged when mission starts cold & dark Fixed: hundreds rotary of GunSight mills needs 9 clicks to go from 0 to 1 Improved: Flight Director bars visibility DCS: JF-17 by Deka Ironwork Simulations Fixed: some tiny bugs of radar/datalink contact fusion DCS Mirage F1 by Aerges Systems: Automatic firing of radar guided missiles is fixed. Fixed 'Nose wheel steering high sensitivity button' not popping out after nose wheel gear lift off, when autostart was performed before. Changed F1CE/BE IDN logic in TE mode - the wide needle will stay at the last valid position instead of going to 0, when a TACAN station is not received. Corrected bug in which, with additional vector selected and no TACAN signal, the wide needle always pointed to the West. Radio: Fixed an issue with radios that were not tuning to Easy Comms frequency, if attempted to do this while being in AR (OFF) mode (but with electric bus power being available). A radio will not be attempted to be autotuned in Easy Comms if it is not currently provided with electric bus power. F1BE: Only TRAP-136 can be used now for Easy Comms frequency autotune from the rear seat. F1BE: With Easy Comms option enabled, TRAP-136 priority is automatically switched to the seat from which the radio dialog was activated. F1BE: Now the other seat radio panel is not affected by Easy Comms autotune. I.e., when TRAP-136 communication is activated from the rear seat, the forward seat panel frequency/mode is not changed, and vice versa. General: Added several Single and Quick Start Afghanistan map missions (Mirage F1 CE, EE and BE). Added Iraq Quick Start and Single missions. Fixed texture of Mirage F1EE weapons panel integral light. Fixed the issue with several weapons appearing rotated 90º on their pylons. DCS: C-101 Aviojet by AvioDev A radio will not be attempted to be autotuned in Easy Comms if it is not currently provided with electric power. Now, in Easy Comms, always a radio of the current seat is used for frequency autotune. Accordingly, the radio priority is automatically switched to that seat. Custom (defined in the module) Belouga BLG66 bombs were replaced by DCS standard ones. Improved textures of CBL200, as well as of AN-M3 and DEFA-553 gun pods. Fixed the issue with several weapons appearing rotated 90º on their pylons. DCS: South Atlantic by RAZBAM Simulations New: Introduction of Winter Textures with emphasis on providing Ultra-High detail around the Falklands Island High-detail custom normal maps for the entire Falkland Islands New Normal maps across Argentina / Chile Improved: Further enhancements to ground vegetation, delivering a more realistic look and feel across the entire map NOTE: June is the summer hemispheres winter and as the default date for the South Atlantic map is June the default will be winter DCS: Kola map by Orbx New: Added Bardufoss Airfield Added Kattila Airfield Improved: Added TACAN at Andoya airfield Added towns next to new airfields Enhancement to the terrain visual quality from lowish level First pass optimization for some blocks Campaigns DCS: F/A-18C Rise of the Persian Lion Campaign by Badger 633 Missions 10 all variants: Dodge not carrying out SEAD, fixed. Missions 8 and 13 all variants: Targets not visible new dust, fixed. DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Changes: Removed ‘hot start’ versions. Unfortunately created too much work to support/test. This will mean campaign is restarted, however mission are skippable. Over 100 improvements made to two missions below. Rebuilt missions to override bugs in previous DCS updates. Updated skins for F-16 and bort numbers. Mission 7 - Oil Business Part 1. Wingman would not taxi due to changes on Syria map, causing mission to be unplayable - fixed. Added IMMORTAL MODE for training purposes. Moved SAMs. Moved tankers closer and fixed error. Improved mission ending and flypast flow better. Mission 8 - The Oil Business - Part 2. Fixed bug from ED forums - no mission progression after destroying S-60 artillery sites. Fixed bug as map changed, ground vehicles now route correctly. Dozens of mission tweaks to improve gameplay. Improved attack options for bunker strike, player options, wingman push, audio. Improved ambush location and timings, player options, wingman push, audio. Overall flow of mission after destroying targets. Various cosmetic and naming changes. Strike package now hit more oil derricks. Added smoke effects. Added more infantry and ground units to target area. Saddle fixed. Updated Kneeboard and Mission BRIEF docs. Mission 9 - The Oil Business - Part 3 (Oil Convoys). Fixed bug - no mission progression after arrival raqqa. Over 47 tweaks to improve gameplay implemented/tested. Added Hard Mode with Red Air. Tweaked convoy sizes/lethality. Tweaked timings. Adjusted and added new AAA fire for FX. Tested Air support and improved for F-15E, F-16C escorts. Improved Tanker locations. Updated Kneeboard and Mission BRIEF docs. DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Missions 2 & 3: Player reports not able to "see" other aircraft in the flight via datalink. Confirmed. All missions reviewed and all Link16 settings updated. All missions verified and updated Advanced Waypoint Actions. DCS: P-47D Wolfpack Campaign by Reflected Simulations More accurate formations Larger scale takeoff sequences Miller's Mayhem 2 has a Mk.8 gunsight now for historical accuracy Skin update - kill markings added, correct bort number font Consistent parking spots per squadron Doc updates DCS: P-51D Debden Eagles Campaign by Reflected Simulations Bonus mission fixes More accurate formations DCS: F-16C Arctic Thunder Campaign by Reflected Simulations Typo fixes Finnair skin not showing fixed Mission 1 - ICP buttons remain stuck after auto setup fixed Unlimited fuel option accidentally disabled - fixed Mission 3 - first strikers deactivated just in case the player doesn't pay attention to the AWACS F-5E Aggressors Basic Fighter Maneuvers Campaign by Maple Flag Missions Updated F-5E skins to new Aggressor skins. F-5E Aggressors Air Combat Maneuver Campaign by Maple Flag Missions Updated F-5E skins to new Aggressor skins. DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations Mission 2 – Tutorial fixed for the taxi director update DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations M14 – GBU laser code fixed DCS: F-14B Operation Sandworm Campaign by Sandman Simulations M5 & 7 – Deck rearrangements to enable the taxi director to work correctly DCS: P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations More accurate formations DCS: F/A-18C: Serpent’s Head 2 by Badger633 Missions 8 Super: Carrier variants: Tacan fixed DCS: F-16C First In Weasels Over Syria Campaign All missions - Fixed static object locations following updates to H4 airbase. Mission 10 - Added failsafes to prevent AI mid air collision triggering a mission fail. DCS: F/A-18C Operation Cerberus North by Ground Pounder Sims All missions - Minor adjustment to campaign ATC Mission 1 - Revisited mission for various minor updates and fixes. DCS: A-10CII Iron Flag Campaign by Baltic Dragon All missions: Added new DATALINK capabilities (there are some small issues in some missions that will be polished). Improved quality of communications on FM radio. M01: Updated subtitles for Nellis Departure. Added invulnerability for player and IP during takeoff in case the latter decides to ram into player while holding short of the active. Fixed missing comms with taxi instructions after landing. M02: Updated document with frequencies. Fixed issue with missing approach comms. M03: Fixed missing check-in on mission start. Updated kneeboard with correct frequencies. M04: Fixed missing radio check on mission start. M06: Fixed problems with contacting tanker during AAR part. Updated short versions of the mission. M07: Added TGP for player's flight. Swapped Buzzard flight with newer model of F-16s. Removed stock AI comms blocking VOs M09: Fixed wrong radio presets. Fixed comms with VANDAL flight. M10: Fixed wrong frequency for Darkstar. DCS: F/A-18C Raven One Campaign by Baltic Dragon M03: updated dust / visibility settings; fixed overlapping comms during the attack; player is now invulnerable during IGLA attack. DCS: F/A-18C Raven One Dominant Fury Campaign by Baltic Dragon M10: fixed problems with Tomcats blocking the launch
    71 points
  16. Phase 1 Military and Civilian airfields: Allstedt Alt Daber Altes Lager Barth Bindersleben Bitburg Bremen Briest Buchel Celle Cochstedt Damgarten Dessau Fassberg Finow Frankfurt Fritzlar Garza Gatow Giebelstadt Gross Dolln Gross Mohrdorf Gutersloh Hahn Haina Hamburg Hamburg Finkenwerder Hannover Hildesheim Holzdorf Kothen Laage Larz Leipzig Halle Leipzig Mockau Lubeck Mendig Merseburg Neubrandenburg Neuruppin Obermehler Schlotheim Parchim Peenemunde Pferdsfeld Rammstein Schonefeld Sembach Spangdahlem Sperenberg Stendal Tegel Tempelhof Tutor Werneuchen Wiesbaden Wolfsburg Wunstorf Zerbst Zweibrucken Helicopter bases: Fulda Schweinfurt Bückeburg Malwinkel Airfields for small aircraft: Bad Durkheim Bienenfarm Dedelow Gardelegen Gelnhausen Glindbruchkippe Grosse Wiese Hasselfelde Herrenteich Hockenheim Kammermark Langenselbold Luneburg Northeim Ober-Morlen Pinnow Pottschutthohe Rintein Uelzen Uetersen Ummern Verden-Scharnhorst Waldorf Waren Vielist Weser Wumme Wismar Worms Bases: There are 12 military tank ranges with helicopter pads on the map. Of these, four are unique: Bergen-Hohne, Baumholder, Magdeburg, and Ordurf.. There are 55 military personnel with helicopter pads on the map, including GSVG Headquarters. There are 10 radar stations with helicopter pads on the map. Of these, two are unique Grober Feldberg and Brocken Station. Once Phase 1 is complete, a list of airfields, helicopter bases, and other POIs for Phase 2 will be provided.
    70 points
  17. Please find this white paper describing the new advances we are making in Volumetric Weather, as well the video below highlighting what it looks like for fog and dust. https://www.digitalcombatsimulator.com/upload/medialibrary/4be/i4yclzs5ict5bkd1pe4bxrz0zqz1dffz/Volumetric_Weather_White_Paper.pdf Thanks! The ED Team!
    68 points
  18. Hey! Thank you for your support and interest in the Currenthill Assets Pack. In this post I will keep an updated FAQ, where I try to answer the questions already asked or things I want to explain more in depth. FAQ Q1: Will Currenthill Asset Pack be part of core DCS? A1: Yes. The new assets will be added to the DCS core engine free for all of you to enjoy. Q2: Will all the assets from the Currenthill mod packs be added to DCS? A2: No. The library of new core assets are based off of the inventory of the Currenthill mod packs, but each asset are carefully chosen to be added to DCS. Each new core asset are implemented mostly from scratch to uphold a specific consistent standard of things like mesh and textures quality, animations, FLIR textures, LODs, destroyed models etc. Q3: Will the new core assets conflict with the Currenthill mod pack assets? A3: No. All new core assets have unique names and will therefore not conflict with the Currenthill mod pack assets. Q4: Will there be more batches of new core assets? A4: Yes. The first announcement letter describes the first batch of new core assets, but there will be more to come. Q5: Which assets will the next batch contain? A5: For maximum suspense, the content of the next batch won't be announced until it's announced. Q6: Are the new core assets the same assets as in the Currenthill mod packs? A6: No. The library of new core assets are based off of the inventory of the Currenthill mod packs, but each asset are carefully chosen to be added to DCS. Each new core asset are implemented mostly from scratch to uphold a specific consistent standard of things like mesh and textures quality, animations, FLIR textures, LODs, destroyed models etc. Q7: Will the new core assets take up a lot of storage space? A7: No. They will be better optimized than the Currenthill mod packs. The average size per asset is around 500 megabyte. Q8: Will the new core assets have FLIR textures? A8: Yes. All the new core assets will come with FLIR textures. Q9: Will the new core assets have LODs? A9: Yes. All the new core assets will come with multiple level-of-details (LODs). This means less detailed models will be displayed at longer viewing distances. There are LODs for both the models and the destroyed models. Q10: Will the new core assets have advanced weapons? A10: Yes. The collaboration with ED makes it possible to implement more advanced weaponry like the 9K723K1 short range ballistic missile and the dual seeker IRIS-T SLM missile. Q11: Will I continue to develop the Currenthill mod packs? A11: No. The new core assets will take up most of my DCS developing time. Q12: Will I continue to support the Currenthill mod packs? A12: Yes. I will implement a best-effort approach to keeping the Currenthill mod packs working with DCS updates. Q13: Will I remove the duplicate assets from the Currenthill mod packs? A13: Yes. I will most likely remove duplicate assets to avoid any kind of unnecessary confusion. Q14: Will the core assets support Combined Arms? A14: Yes. The new core assets will support Combined Arms cockpits where it's possible with the current limitations. For example, guns of all kinds are more likely to be player-controlled than advanced missile systems. Q15: When will the first batch of core assets release? A15: SoonTM. Q16: Will the new core assets come with different liveries? A16: Yes. The new core assets will come with summer, winter and desert liveries. There may be a few exceptions, for example aircraft assets. Q17: Will the new core assets have the CH prefix in the mission editor? A17: No. For consistency and ease-of-use the new core assets will be integrated with other DCS core assets. Q18: Will the new core assets have improved collision and damage models? A18: Yes. The new core assets will have improved collision and damage models with more damage zones on par with the latest ED core assets.
    66 points
  19. Dear all, We've reached a milestone developing the new ATC system for DCS, and we now require a small group of miliary ATC to consult with and help provide voice over support. If you are an active or retired military ATC controller and wish to assist, please message me. Best wishes, Wags
    65 points
  20. Introduced new aircraft module - DCS: F-4E Phantom II by Heatblur New campaign - DCS: F/A-18C Operation Green Line by BADGER633 New bomb fuze options for several modern aircraft. Added the ability to adjust various settings to a range of US air-to-ground armament - GP LD and HD bombs, Paveway II and III, JDAM and CBUs. Adjustable settings include, where applicable, fuze types, arming and functioning delays, airburst altitude, laser seeker PRF code, bomblet release RPM and various external weapon features. Please see: DCS: Bomb Fuze Update DCS World Added: Massun Asset Pack - numerous buildings, vehicles and fortifications. Voice chat. Added warning message when the master volume is set to zero. Improved propeller and jet wash effect on nearby vegetation. Effects. Jet wash effect does not show for own aircraft - fixed. Weapons. Corrected Mk-80 series of bombs models fuse animation. VR. OpenXR. Controller/ Input. Change keypressed logic. Cargo transportation. The cargo is teleported from any point on map task - fixed. ATC. After take off comms stuck at abort take off - fixed. AI Aircraft. AWACS. Option SILENCE does not work - fixed. ME. Country field is empty when the user selects a ship in some cases - fixed. MP. Eliminated bug that caused FPS drop on the server with many data link clients. VR. Leap Motion Gemini 5.17.1 drivers updated. Added "G Warm Up" option in Gameplay Settings. If enabled, this will set the aircraft to having already performed a G warm up IF the missions start in the air. If the mission starts on the ground (ramp, hot, or runway), the player will still have to perform a G warm up. Weapons. S-25L doesn't guided on laser spot - fixed 3D models. Fixed Land Rovers lods. 3D models. Fixed KS-19 geometry. Ships AI. Fixed CIWS on Molniya-corvettes. DCS: F-16C Viper by Eagle Dynamics Added new model pilot - work in progress. Added improved movements of the pilot head and torso - work in progress. Added Maverick and HMCS Auto-Boresight, automatic for hot starts. Cold starts require manual boresight. Fixed: Increased G-warmup effect time. Added Bomb Fuze Options and Settings from ME - work in progress - missions where laser code is set to anything but default (1688) will need the code edited in Mission Editor using the new method. Fixed: Tuning the IFA alignment and further FIXes. Fixed: Missing scale on the standby attitude indicator. Fixed: GPS time starts at 00:00 when entering a mission. Fixed: FCR Air to Air Header fix. Fixed: Wheel friction imbalance. Fixed: FCR target Min/Max altitudes inverted in negative antenna elevation. Fixed: Handoff from TGP to TV-guided AGM-65's is partially functional using TMS Right. Fixed: RWR displays radars in "Track" mode in the inner "Missile Launch" ring. Fixed: CCRP lateral drop limit too small. Fixed: Scan volume twitching around when bugged target near or beyond gimbal limit. Fixed: RWR SYS Test no longer functions. Fixed: True heading on ICP stuck at 00. Fixed: Boresighting Mavericks is aligning with point mid air. Fixed: HSD zoom glitch. Fixed: Spotlight scan volume and EXP reference box snap from centre of display instead of appearing directly at cursor location. Fixed: Entering OVRD while in spotlight search can cause radar to stop working. Fixed: TGP does not take INS drift into account well (coordinates and height of the point changes). Fixed: Rolls left under positive G. Fixed: Search target hotlines don't work. Fixed: RWS SAM cannot change radar range scale is designated inside an auto-range zone. Fixed: Maverick seeker LOS Slave to FPM at TMS Down ignores SPI. Fixed; Right MFD rocker switch labels incorrectly refer to Left MFD. Fixed: JDAM with nose plugs fitted show 0 second AD in SMS by default. Fixed: Exhaust "turkey feathers" graphical clipping/misaligned. NOTE: The Sniper Advanced Targeting Pod is in active development for release later this year. DCS: F/A-18C by Eagle Dynamics Added improved movements of the pilot head and torso - work in progress. Added Button to disable the pilot moving/looking in the direction of the camera. Added Bomb Fuze Options and Settings from ME - work in progress - missions where laser code is set to anything but default (1688) will need the code edited in Mission Editor using the new method. Also please note that changing the laser code of GBU via the aircraft avionics no longer functions. Code must be set in mission editor, or refuel/rearm. Fixed: AGM-84E/SLAM-ER does not guide to target in TOO. Fixed: No info showing for track files from MIDS if you don't have trackfiles with radar contribution. Fixed: IFF Sensor Depress no longer working and very long delay to IFF. Fixed: AIM-7 Sparrow not guiding when target is at bottom or low half of 12° FLOOD circle. Fixed: SA page MIDS symbols misaligned. Fixed: Unable to enter STT mini-raster on brick in TWS, with sensor control towards the radar. Fixed: SA page TDC acts differently from RDR ATTK and AZ/EL TDC, should work the same way. Fixed: Not designated track files disappear in RWS, if brick trail fades out. Fixed: RSET in TWS should not deselect the HITS option. Fixed: Cannot enter Waypoint Offset minutes and Seconds - getting ERROR message. Fixed: Over bank in PA mode. Fixed: ACQ Point Cue not showing if more than 1 radar track files present. Fixed: ACQ Point Cue stuck on display after its trace file is deleted. Fixed: Gun firing rate is always Low in (and after) A-G mode. Check FCS schedule for errors based on user feedback Fixed: AIM-9X seeker becomes stuck. Fixed: AGM-84D RBL mode explodes after launch. Fixed: Pressing cage/uncage for >0.8 seconds toggles AIM-7 LOFT. DCS: AH-64D by Eagle Dynamics Added modelling and animation of equipment behind “service hatches”. Keybind to open and close are unbound to “service hatches”. Added FCR C-Scope and FCR Zoom. DCS: AH-64D | FCR ZOOM and C-SCOPE Added FCR/TADS LINK function. DCS: AH-64 | FCR/TADS LINK Added C-Scope, Zoom, and LINK descriptions to FCR chapter in Early Access Guide EN. Added FCR multicrew sync (Work-In-Progress). Fixed: Client CPG instals FCR but FCR page for host in pilot seat indicates FCR is not installed. Fixed: FCR installation and power-on indications on FCR-UTIL and WPN-UTIL pages. Fixed: FCR NTS/ANTS are not sequencing for opposite crew members in multicrew. Fixed: FCR NTS/ANTS are sequencing when rockets are fired at FCR targets. Fixed: FCR NTS should not be cursor-selectable if FCR is not the selected sight in the crewstation. Fixed: A single ghost target is appearing in the centre of the FCR page. Fixed: FCR should not autopage on CPG MPD if TDU displays FCR page. Fixed: FCR moving target symbol errors. Fixed: Cannot exit TGT format on FCR page by de-selecting TGT (L4) button. Fixed: Cursor-selecting a target on the TGT format of the FCR page is setting it as an NTS target. Fixed: Missile Constraints Box not displayed on Pilot's FCR page if video underlay from CPG is displayed. Fixed: Firing AGM-114L missile at FCR target causes a crash. Fixed: Additional X symbol is appearing in HMD symbology when a missile is fired at an FCR target. Fixed: Client/CPG weapon usage in multi-crew not synced with Pilot crewstation. Fixed: Auto start sequence doesn't work. Fixed: Engine starters are non-functional above 3500 feet / 1070 metres or low air densities. Fixed: CPG TADS control still possible when using PNVS as NVS sensor. Fixed: TADS FOV and Sensor Select settings when NVS switched off. Fixed: PNVS and TADS video underlay in helmet display should not be roll-stabilised to horizon. Fixed: Edge of HDU combiner lens is not limiting IHADSS video. Fixed: Syncing missing entity. Fixed: Training missions are missing from the game menu. Fixed: Pilot and CPG views are out of place and are limited in movement. Fixed: NAV Fly-To Cue symbol is displayed on TDU when symbology mode is in Hover or Bob-Up. Fixed: If the CPG's TDU knob is set to OFF, "TEDAC Unavailable" is displayed when George is commanded to search George will use HDU if enabled, otherwise will turn on TDU to employ TADS If NVS Mode switch in CPG crewstation is set to NORM or FIXED, George will set it to OFF to employ TADS Fixed: During Cold Start in day time, George should set up the cockpit for day time use. Fixed: PP coordinates are slightly off in the TSD. Fixed: TSD threat rings are not displayed when enabled on the THRT SHOW page. Fixed: TSD FRZ (R4) is becoming de-selected if CAQ is used after PAN. Fixed: User's Guide. Incorrect list numbering on page 336-337. Known issues AH-64D. Will fix ASAP. CPG WPN page and TSD page desync in multicrew. DCS: A-10C II Tank Killer by Eagle Dynamics Fixed. ARC-210 presets names get erased and modulation mixed. DCS: Bf-109K-4 by Eagle Dynamics Updated: Free Challenge Campaign Missions #11 & #12 (WIP) DCS: F-86F Sabre by Eagle Dynamics Fixed: Gun Overheat seems overdone, and recovery too long Fixed: AIM-9B should not have the uncage function DCS: F-5E Tiger II by Eagle Dynamics Fixed: Radar clutter issues increased the randomness of the range distribution, increased clutter max range Note: if the track antenna is declined almost maximum, it reduces scan traces on the surface. If you move antenna up, you'll see a lot more ground clutter Fixed: RWR not showing locked radars in Search mode Added: AIM-9J Fixed: TACAN stops working after takeoff Fixed: should not be able to uncage AIM-9B pre-launch Fixed: FFB X axis trim is inverted Fixed: Oxygen Diluter controls incorrect behaviour when assigned to key or button Updated: Laser code setting is removed from aircraft options and kneeboard DCS: MiG-15bis by Eagle Dynamics Fixed: If strong wind is present in the mission, the controls movement becomes incorrect Fixed: Marker beacon light and sound is active when it should not be Fixed: Target Wingspan action error Increase/Decrease actions are swapped on the non-axis commands Fixed: Gunsight ranging is incorrect Fixed: Human plane wheels are not touching the ground Fixed: Repaired gear won't retract (after damaged at high speed) DCS: Supercarrier by Eagle Dynamics Fixed: Platcam showing a Tomcat as Hornet Flaming Cliffs by Eagle Dynamics F-15C. Nose wheel steering held wheel castor is very unstable - fixed DCS: SA-342 Gazelle by Polychop Simulations Added: New rotor blur system Fixed: NADIR needle deviation on SA-342L Fixed: Landing light not visible on SA-342L Updated: Completely new multi crew system with join in progress (Work in progress) Updated: Refined external textures Updated: IR deflector model and textures Added liveries: UK Royal Air Force NO.2 FTS UK Royal Navy Air 705 Squadron LEB Air Force Grey / Green GER Army Green / Black SE Air Force FOA Generic Navy Grey Generic Black Low Visibility DCS: JF-17 by Deka Ironwork Simulations New: Navigation Flight Plan B (FP-B) FP-A and FP-B share DST channels 1-29 FP-B waypoints must be after FP-A waypoints In ME, a waypoint with the name ‘FPB’ will be marked as the first waypoint of FP-B and all following waypoints will be assigned to FP-B. In MFCD->DST page, FP-A/FP-B channels are exclusive for selection/edit. You can switch FP-A and FP-B navigation plans in UFCP. Fixed: C701TV image too bright issue DCS Mirage F1 by Aerges General: Hands are correctly positioned now on the stick and throttle in VR. Landing gear is now lowered during repair. At repair, the throttle is always moved to the cut position. Repair now deselects engine emergency regulation mode. Fixed engine fire not repaired in certain cases. Changes to make our interface compatible with the new implementation of ED’s GBU laser code setting. Corrected external lights logic (pending a fix to the formation light of the BE). Exchanged navigation and formation lights labels, to correctly reflect the logic of the aircraft. Fixed minor typo in clickability and input (MRK-->MKR). Systems: Made the Sight Repeater in F1BE a true collimating display. Adjusted visual look of Sight Repeater image border, plus other minor improvements. Removed fuel transfer sequence selector (“LISSE, BIDONS”) switch in Mirage F1 BE. Fixed AI police light logic: The light will not be set on anymore at taxi/takeoff. Fixed AI landing/taxi light logic: it will be switched between ‘landing’ and ‘taxi’ modes correctly now. There are still minor issues, which will be addressed in the next update. Implemented engine destruction due to engine overspeed. Engine overspeed warning removed. Adjusted engine oil consumption. Armament system: Fixed bug that precluded jettison of certain stores in certain situations and configurations. Fixed Sidewinder missile growl not coming on until a heat source is detected. Fixed weapons not firing after reload in unlimited weapons mode. Fixed erroneous launch order for mixed IR and radar guided R530 missiles loadout - with both selected and locked, the IR one will always have launch priority. Flight Model: Adjusted fuselage pylon strength. Miscellaneous: Updated flight manual: added engine emergency regulation system content. DCS: C-101 Aviojet by AvioDev IR missile audio will stop now once electric power becomes unavailable. "Throttle Idle Detent - Idle" and "Throttle Idle Detent - Stop" input commands are not toggle commands anymore. Each command now performs the action according to its description. Fixed startup training mission - it was not advancing when moving the throttle from idle to stop. Fixed autostart/autostop sequence macro: throttle will move to idle or stop as needed independently of the current throttle position (idle or stop). In other words, it won't work as a toggle. DCS: South Atlantic map by RAZBAM Simulations Updated - revamped tree maps across the map using 40% less trees. Updated - Tree mix adjusted to include additional variations. Updated - Falklands Island Bluff Cove area created dredged channel to allow ship movement Removed - Removed the automated shipping for the oil tankers (just didn't work) DCS: Kola map by Orbx updated - Tree maps (should give more performance in densely tree populated areas) fixed - removed grass from inside Hangers at Bodo new - various small villages added in various locations Updated: Changed the following airfield names Lakselv to Banak Olengorsk to Olenya Severomorsk1 to Severomorsk-1 Severomorsk3 to Severomorsk-3 fixed - Laselv approach Lighting RW 16 fixed - Kemi ILS RW18 not aligned correctly fixed - some train route height adjustment fixed - Bodo some AI collisions resolved updated - Bodo Parking slot names fixed - Bodo AI taxi jams fixed - Bodo all Military hanger height placement fixed - Monchegorsk AI traffic corrections fixed - Monchegorsk Incorrect parking boxes fixed - Murmansk fix taxiway obstructions fixed - Murmansk - various model placement issues fixed - multiple breaks in roads Campaigns P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations BBC is available on channel C DCS: F-14A Zone 5 Campaign by Reflected Simulations New interactive checklists DCS: F-14A Fear the Bones Campaign by Reflected Simulations New interactive checklists Comms issue possible workaround (C-17 voice transmitter shouldn't rtb) DCS: F-14 Speed & Angels Campaign by Reflected Simulations New interactive checklists Skippable briefings DCS: Mi-24P Outpost Campaign by Stone Sky More information about setting up ICS in the campaign description DCS: MAD AH-64D Campaign by Stone Sky All missions. The relay station has been changed Mission 8. Fixed a bug with the moving zone Mission 1. Minor changes DCS: F-14B Operation Sandworm Campaign by Sandman Simulations All missions: Charts and briefing materials and kneeboards updated All missions: Hornet side numbers fixed to realistic Mission 5: Ai behaviour changed to make sure Enfield 1 gets launched Mission 6: Hornets attacking against ground targets - fixed. Mission sometimes fail even if goals are met - fixed. DCS: P-51D Debden Eagles Campaign by Reflected Simulations Fixed game breaking bug DCS: F/A-18C Serpent’s Head 2 by Badger633 All missions except 2: As requested, enforced turbulence removed, add in your settings if required. DCS: F/A-18C Rise of the Persian Lion by Badger633 Missions 6 & 7: EZ refuel version reducing fuel fixed. Missions 8 & 9: EZ refuel versions Fords fuel mass fixed. All Missions: As requested, enforced turbulence removed, add in your settings if required. DCS: F/A-18C Rise of the Persian Lion 2 by Badger633 Missions 1,2,3,5,7,10,11 & 13: Speed stop added so if time accelerated sim will automatically stop next communication. Mission 4,6,8,9a,9b and 12: Ford fuel mass fixed. Speed stop added so if time accelerated sim will automatically stop next communication. All Missions: As requested, enforced turbulence removed, add in your settings if required. EZ Refuel Version: This was not using the ‘EZ Refuel’ version of Mission 12. This is now fixed. On start you will get a notification that the campaign has been rebuilt and your position lost. Just skip to your current mission and proceed. DCS: F/A-18C Raven One Campaign by Baltic Dragon Mission 02: Fixed issue happening to some players with Smoke not breaking away from player's wing. Fixed issues with RTB tanker not giving fuel / erratic behaviour. Fixed issue happening to some players with Smoke not following Flip after launch. Mission 03: Added safeguard for MANPAD, reducing mission difficulty and thus diminishing possible frustration. Fixed problems with tanker on RTB. Fixed problems with no comms after leaving AO.
    65 points
  21. https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.9.2280/ DCS 2.9.9.2280 Presented new campaigns: DCS: AH-64D Outpost Campaign by Stone Sky. DCS: F-16C Dragon's Fury Campaign by SorelRo. DCS - Core Game Spotting dots size in VR adjusted to be smaller in certain cases based on feedback. We are still working on different preset logic for VR. (Please be advised that setting “Improved spotting dots” does not affect presence of spotting dots in VR, please read the setting tooltip). Fixed: Memory leak connected to a ship water trail effect accumulating over the time in mission. Fixed: AI SAM track targets without line of sight in some cases. This will improve air defense units engaging aircraft behind cover. Fixed: In some cases, AI EWR is not responding on the client side in MP. Fixed: AI wingmen collisions during landing on the ship in some cases. Fixed. AI aircraft “Horizontal AAA Evade” advanced waypoint reaction to threat action not working. Fixed: AI aircraft sometimes ignore bombing waypoint action. Fixed: AI wingman starts taxiing before leading Player moves. Fixed: AI delay in initial ground units column start moving. Fixed. AI Vehicles will not go to the first WP when Go To Waypoint is used. Fixed: AI Ground unit deviation from route if route is looped. Fixed: AI Wingman collision when executing a command Go Pincer Right. AI Improvement: Aircraft AI attack logic with Anti-Radiation missiles changed to use the appropriate number of missiles per target depending on missile gen. AI Improvement: Aircraft AI added loft attack maneuver (example is case with F-4E lofting Shrike missiles) Fixed: AI F-4E is able to independently guide multiple AGM-12s simultaneously. Fixed: AI F-4E will not engage with AGM-65 in some cases. Weapons: AIM-120 constant lead angle guidance added to avoid missile twitching when it has not enough velocity to retain target within gimbal limits. Weapons: Legacy schema missiles were tweaked with more adequate speedgate bandpass, radial velocity calculation and probability of target change. Weapons: Adjusted AIM-7 reaction to ECM+ chaff exploit. Weapons: R-24 and RGM-84D missiles control surface animation correction. Weapons: Fixed AGM-84H sometimes fails to guide without DL13 pod. Weapons: Added the ability to restrict proximity fuze functioning to negative closure rates only. Weapons: SM missiles guidance and aerodynamics tweaked, decreased random distance error, adjusted DLZ. Weapons: FFG Oliver Hazard Perry class changed SAM SM-2MR missile with SM-1MR RIM-66. Weapons: SAM SM-1 cannot effectively engage KH-22. Weapons: Added new 3D models for SM family and booster jet effect. Weapons: HARM boost and sustain duration tweak. Weapons: Fix for SA-19 - 9M311 missile wild oscillations. Weapons: Added GBU-8 HOBOS bomb (F-4E pending switch to it). Fixed: First data link transmission causing short (10ms) stutter. Fixed: AWACS line of sight check for datalink does not work over long distances (approx. >100 nm). Fixed: Wind makes aircraft AI make erratic turns to waypoints. Fixed. F-117A and Ka-27 new collisions added to fix corrupted, olderer damage model. Fixed: Several other aircraft models are fixed to address “Corrupt damage model” errors in logs. Fixed: 1135M Rezky frigates disappear when viewing from a great distance, before other ship types. Fixed: TZ-22(Kraz-258B1) and S-75(ZIL-131) take no damage, new collisions added. Fixed. ChinaAssetPack. Gyrocopter no weapon hit collision. Fixed: “Group Alive Less Than” trigger not working. Fixed: Transport.dll crash related to BTR-80, BTR-82 destruction. Fixed: Excessive static noise on all FM radio transmissions. Fixed: Contrails visible in IR view. Fixed: Set “F4” view camera usage distance restriction as for “F2” view camera. Fixed: Effects initialized on inactive aircrafts. Fixed: API: onPlayerDisconnect() and onGameEvent('disconnect') do not provide the correct error code. Fixed: Not showing VR mask at certain graphical settings. Fixed: AI MQ-9. Removed unrealistic four points AGM-114 payload. Fixed: Uncontrolled helicopter trying to fulfill trigger tasks. Fixed: Performance drop when looking at exhaust smoke effect. Fixed: NASAMS launch pad legs lowered. Fixed: B-52H gear tires have very little contact with ground. Fixed: User can't connect to server with direct IP and password if incorrect server IP was previously entered. Fixed: AI S-3B after parking dismount crew with wrong skins. Fixed: Graphical glitches on destroyed parked “uncontrolled” aircraft. Fixed: Trigger.action.markupToAll only shades in freeform shapes if drawn clockwise. Thanks to the Closed Beta Team! Fixed: ME. Zone radius is displayed incorrectly after moving the mark. Fixed: Next icon selection under cursor in the map units layer. Fixed: Freeze when use unhook near cargo on the ship in MP. Fixed: “S_EVENT_LAND” is not triggered for player aircraft landing for carriers in some cases. Fixed: Radio messages not playing audio files from mission. Fixed: All airfield icons are aligned in the same direction in the select role MP screen. Added. ChinaAssetPack. 3 PLANAF J-15 Skin for Su-33 (Made by Wyvern). Added: AI SH-60B added to list of units for Brazil. Added: New Zealand country added. Improvement: Effects. Optimization of the cluster munitions effects: fixed stuck effects in some cases and added LOD's technique for clustered emitters. Improvement: ME. Static units auto link to the ship if they are placed over the ship deck. Improvement: ME. DDG Arleigh Burke class weapon selection panel added. Improvement: Unpacking trigger sounds to the dedicated server is removed, it does not need to play them like a client. Improvement: Added 'Restart Later' option instead of an automatic restart after major menu settings change. Launcher: Fixed. DCS button on the Social media page Fixed. Links to changelog Fixed. Login data saved in local log files (not saving anymore) Fixed. Updater silently loops, preventing update when out of disk space. Known Issue: At the moment of spawn in cockpit initial camera position may rotate slightly (minor) Thank you to all Closed Beta Test members and community members for your time and effort to identify and create reports that helped make this update possible. DCS: F-16C Viper by Eagle Dynamics Fixed: MFD Brightness setting independent between pages. Fixed: Missile Override will now save master modes. Fixed: TMS Up flow with FCR and WPN error. Fixed: Missing WPT number on some pages on DED. Fixed: CCIP post designate steering line does not work. Fixed: TMS with FCR as SOI is not operating correctly. Fixed: FLCS Pitch commands cap out at ~65% - Pitch has ~35% dead zone at the end of the axis. Fixed: Lessons. Improve spelling of RU texting. Fixed: Automatic steerpoint sequencing not disabled in A-G, FIX, or manual A-CAL. Fixed: FCR is not breaking FTT or MTT when steerpoint or sighting point is changed. Fixed: TNDL Track altitude rounds differ between HSD and HAD. Fixed: Viper -152nd livery has typo on title. Fixed: TWS hands-on cursor scan option is not working correctly. NOTE: Work continues on the Sniper ATP, Flight Model and FLCS tuning, and DTC. DCS: F/A-18C by Eagle Dynamics Added carriage of 2x GBU-32 on BRU-55. Fixed: Track memory timer issue. Fixed: HACQ and LACQ stop working. Fixed: STT lock takes longer and can't be achieved if maneuvering. Fixed: Unable to TDC depress on a jamming target symbol. Fixed: Radar very low Pd at any range. Fixed: NCTR data seems to be retained after aircraft unlock. Fixed: All ACM modes reverting to previous non-ACM search mode after breaking lock. Fixed: Bump Acquisition deletes the original trackfile. Fixed: ACM modes inconsistency - "Ghost Locks”. Fixed: Cannot interact with false targets. Fixed: AACQ and Spotlight don't work correctly together. Fixed: Hot start aircraft set default waypoint units to meters. Fixed: Range-resolved trackfiles and bricks go through the AOT dugout. Fixed: Rockeye and CBU-99 Mk339 MFUZ shows VT2 instead of OFF. Fixed: STT from VS no target information is displayed. NOTE: Most of the current F/A-18 work revolves around the DTC, flight performance, radar tuning, and Multi-Sensor Integration (MSI). DCS: AH-64D by Eagle Dynamics Added Air Targeting Mode. DCS: AH-64D | Radar Air Targeting Mode (COMING SOON) Updated AH-64D Early Access Guide. Please refer to the two most recent entries on the Latest Changes page (which can be found after the Table of Contents) for updates that have been included in the latest version of the guide. Fixed: Crash in avionics Hellfire. Fixed: AGM-114L cannot lock onto static units placed via ME. Fixed: Instant Action mission: SA-5 Elimination. Fixed: SCUD Busters Mission Kneeboard coord. Fixed: IAFS fuel incorrect on rearm. When installed, the IAFS will be correctly refueled along with the main fuel tanks. Fixed: C-Scope symbols not displayed for FCR data received via datalink. Fixed: Model glitches in the FCR items. NOTE: Work continues on the Flight Model and SCAS with focus on stability and yaw control. DCS: A-10C II Tank Killer by Eagle Dynamics Fixed. Position of the air refueling connector. Fixed. Flaps behavior in the Autostop sequence. DCS: CH-47F by Eagle Dynamics Added. Longitudinal Cyclic Trim (LCT) functionality in automatic and manual modes. LCT reduces fuselage nose down attitude as speed increases by tilting the rotors according to airspeed between 60 and 150 knots. This allows the fuselage to remain level for cargo and troops. Added. Differential Air Speed Hold (DASH) functionality (WIP). As you increase speed, the DASH, (a long tube in the flight controls with an actuator on each end) will increase in length. If you move the cyclic back to center, the aircraft will still maintain airspeed. This allows you to keep the cyclic in a more natural, centered position when flying at higher airspeeds. Added. ARC-201D and ARC-220 radios (WIP). Fixed. Picture on the refuel/rearming screen. Fixed. Thrust control lever animations. Fixed. 3D model. Some elements of the thrust control lever are not connected to the lever itself. Fixed. Radalt dimmer not working. Fixed. RWR symbols are black when signal is lost instead of dashed. Fixed. White marks on the RWR screen become black in some situations. Fixed. Gunners desync in multicrew. Fixed. Master caution light is not synchronized in multicrew. Fixed. The Trimmer Reset function is no longer working. Fixed V3 has incorrect correct freq range. Fixed. Local and Zulu time are equal on CDU. Fixed. Incorrect active radio shows in the Voice Chat panel. Fixed. Flare firing barely audible in external view. Fixed. Engines do not start without boost pumps on. Fixed. Ball moves in the incorrect direction when flying the ball. Fixed. No force feedback option. Fixed. Logbook not registering any data. Fixed. Rotor blade and fuselage physics corrected. Pitch angle at different speeds. Improvements to many MFD and CDU pages. Continue working on synchronization (WIP). NOTE: Great progress has been made on the Advanced Flight Control System (AFCS) and is undergoing testing and tuning. Among other things, it will provide automatic turn coordination and several auto-pilot modes. DCS: Mi-24P Hind by Eagle Dynamics Added: Mi-24P Afghanistan Weapons practice mission. Fixed: Rearming causes the side door to be visually closed if it was open before that but logically it stays open and triggers cabin seal warning if not closed. Fixed: Radio source selector tooltip: R-828 and JADRO positions in wrong order. Improved: Refactor of hit detection logic for Petrovich AI to more correctly report target miss. Known Issue: we are aware about sporadic gun shooting lag if the pilot is trying to shoot a gun while there are two human crew members present. We are working on isolating the issue and fixing the issue. NOTE: Progress made on the full manual and its English translation is in its proofreading and editing phase. RI-65 audio warning system has new audio phrases recorded for the English version and we are working on their integration. DCS: Supercarrier by Eagle Dynamics Fixed: Airboss: player can't return to Boss view after Select Role window. Fixed: S-3B - incorrect AoA indexer repeater lights logic. NOTE: Programming of the new deck crew logic and animations is complete and undergoing final tests. While not quite ready for this update, it is around the corner. DCS: WWII Asset Pack by Eagle Dynamics Fixed. EWR FuSe-65 Würzburg-Riese has no DM Fixed. Ju88 A-4 flap intersects with LTF5b during landing Fixed. Infantry walking and running animations Added. WW2 British Soldier for Canada and Australia DCS: Fw 190 A-8 by Eagle Dynamics Fixed: Adjustable Stabilizer can be seen through Fixed: Double application of brakes DCS: Fw 190 D-9 by Eagle Dynamics Fixed: Range Scale wrong on the EZ 42 Gun Sight Fixed: Double application of brakes Fixed. High RPM engine’s sound DCS: Bf 109 K-4 by Eagle Dynamics Fixed: Double application of brakes Fixed. Broken texture on the damaged wing Fixed. Wrong broken wing part DCS: P-47D by Eagle Dynamics Fixed: Double application of brakes DCS: P-51D by Eagle Dynamics Brakes Tuned (too weak) DCS: TF-51D by Eagle Dynamics Fixed. Exhaust flames Fixed: Double application of brakes DCS: Yak-52 by Eagle Dynamics Added. AChS-1 clock glows at night FIxed. Bort numbers DCS Mirage F1 by Aerges Systems: Fixed NWS high sensitivity being not enabled at first start of a mission. Fixed NWS having excessive effect on steering. F1BE: Rear seat NWS high sensitivity button is initialized now in the pressed position at hot ground start (same like at the forward seat). Fixed the wheel brakes light randomly flashing at the first launch of a mission with cold ground start. Fixed oscillating behavior in FFB introduced in the previous patch for some FFB configurations. Increased lower limit for FFB force to 20%. Radar: Now, when APS (TWS) mode is entered, the radar automatically switches to 60 degrees, one line scan. Previously it was not entering APS until those scan parameters were selected in the cockpit. Fixed the inability to automatically lock a target in auto acquisition modes - TEL/BZ. Transitions between 30 and 60 degrees areas, and between 1 line and 4 lines scans now don't cause the radar screen to be cleared. Input: Added "Telemeter/zone scanning switch - BPZ (BZ)" default assignment to inputs. Added missing input command for 'Fuel quantity reset thumbwheel' decrease action. F1BE: rear seat TACAN channel selectors and VOR/ILS frequency selectors now work with axis input. F1BE: fuel system and VOR/ILS now correctly handle keyboard and axes input - previously when an action was activated from the rear seat, it also went to the forward seat. F1BE: Fuel Quantity Reset Thumbwheel now can be controlled by keys input at the rear seat. Fuel Quantity Reset Thumbwheel is now accelerated with time when controlled by keys. 'VOR/ILS-OFF-TACAN' and 'Omnibearing' keyboard/joystick inputs will work only when the player is at the front seat. Fixed TACAN and VOR/ILS channel/frequency knobs animation, when those are controlled by a joystick axis. The 'Fuel quantity reset thumbwheel' is now correctly animated when keys are used to increase/decrease fuel amount. F1BE: The following switches can't be activated from the rear seat anymore with keyboard/joystick: 'Radar BZ/OFF/TL' switch, 'Fuel dipper' switch. Sound: Added canopy fracturing sound. F1BE: Fuel counter 'click' sound will now not be constantly heard anymore, when forward and rear seat readings are different. F1BE: Added missing fuel counter 'click' sound in the rear seat. Textures and liveries: Added mipmaps to all liveries textures to gain refresh rate at different distances (LODs). Fixed Jordan Air Force (DDA) livery. Improved gear textures (WIP). General: Minor edits in Special Options visual layout. DCS: C-101 Aviojet by AvioDev Fixed wingspan value. It affects the ability to set the aircraft at some start positions on some airdromes. Fixed self-oriented nose wheel yaw animation. Fix in first training mission. Detailed description of step 36 (audio panel setting). HM knob on the Audio Control Panel is now initialized in 'ON' (pulled) position. HOT MIKE (Hot Mic) and CALL functions in Voice Chat have been reworked: When CALL is selected at another seat, it will override INT and HM volumes of the current seat. Master Volume knob will be used for crewmember voice volume control. When PTT is pressed with INT mode selected at another seat, it will override HM volume of the current seat. INT volume knob will be used for crewmember voice volume control. Otherwise when HM is selected at another seat, it will enable HM volume knob for crewmember voice. DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Fixed. LOD issue: MB339 cockpit disappears if you are a certain distance/zoomed out enough Fixed. CTD during mission loading Fixed. Gunsight Depression Settings Fixed. Rear pilot not visible in external view Fixed. IFR hood not visible in external view Fixed. Rear canopy glass not broken after a rear pilot eject Added. Flight Director System Removed. gunsight depression tables from kneeboard (no longer applicable) Updated Flight manual: Fixed. Missing translations Added. Special Option description Added. Flight Director System description Improved suspension behavior Improved coloured smokes (red and green) DCS: JF-17 by Deka Ironwork Simulations Fixed. HSD radar TWS/RWS contact should not show heading without trackfile Fixed. HSD radar contact without IFF identification should appear as yellow square Fixed. A-G radar SPI placement bug when in narrow (30 or 60 deg) FOV Fixed. Remove DST page debug info Fixed. Training 02 subtitles for brake pressure Fixed. Training 03 take-off runway direction Fixed. Training 04 story no longer continues after too-quick landing Updated. HSD can show radar contact without joining datalink We will further update HSD page and its OSB functions later Updated. MFCD DATA-NAV page info Add L5 to toggle baro-alt reference source (QNH/QFE) Baro knob will adjust the value for selected source (QNH or QFE) Baro knob clickable type changed (need rebind for your control device) QNH will be automatically set to match mission brief only if born in air. DCS: F-4E Phantom II by Heatblur Simulations NEW: Added WSO Startup Procedure Training Lesson NEW: Added depression tables for cannon and rockets to the kneeboard NEW: JESTER-AI: Jester Nav Improvements Part 2: Added VIP_SILENT waypoint for ME (like VIP but without distance callouts) Fixed a bug where JESTER would switch flyover waypoints assigned as HOLD (now holding properly) You can now assign any WPT type as a holding waypoint in the ME by typing HOLD in the waypoint name field JESTER will now report the new steering after it's physically in on the Nav Comp (previously he was saying it in the meantime) When applicable, the waypoint name will appear instead of coordinates in the Jester Nav Menu Waypoint coordinates latitide and longitude precision limited to 3 digits after comma (implementation change not to make strings unnecessarily long, no gameplay impact) INS alignment state is now shown in the JESTER Nav menu wheel info NEW: JESTER-AI: Added 20 new set commands for the JESTER-AI: PROXY_Jester_tune_ARC_164_channel = 20015 PROXY_Jester_tune_TACAN_channel = 20016 PROXY_Jester_deviate_to_tgt_zone = 20017 PROXY_Jester_add_wpt_after = 20018 PROXY_Jester_resume_flightplan = 20020 PROXY_Jester_designate_wpt = 20021 PROXY_Jester_set_cap_time = 20022 PROXY_Jester_eject_WSO = 20023 PROXY_last_command_sentinel = 20099 PROXY_Jester_radar_power = 20098 PROXY_Jester_radar_polar = 20097 PROXY_Jester_radar_range = 20096 PROXY_Jester_radar_maneuver = 20095 PROXY_Jester_radar_scan = 20094 PROXY_Jester_radar_aspect = 20093 PROXY_Jester_radar_rcvr_fine = 20092 PROXY_Jester_radar_rcvr_coarse = 20091 PROXY_Jester_radar_track = 20090 PROXY_Jester_radar_display = 20089 PROXY_Jester_radar_man_vc = 20088 PROXY_Jester_radar_pulse = 20087 PROXY_Jester_radar_mode = 20086 PROXY_Jester_dispense = 20085 PROXY_Jester_air_to_air = 20084 PROXY_Jester_video_select = 20083 PROXY_Jester_laser_code = 20082 PROXY_Jester_context_short = 20081 PROXY_Jester_context_long = 20080 PROXY_Jester_context_double = 20079 PROXY_Jester_unlock_tgt = 20078 PROXY_Jester_set_laser_code = 20024 PROXY_Jester_set_wrcs_drag = 20025 PROXY_Jester_set_wrcs_alt_range = 20026 PROXY_Jester_set_wrcs_ew_dist = 20027 PROXY_Jester_set_wrcs_ns_dist = 20028 PROXY_Jester_set_wrcs_advance = 20029 PROXY_Jester_set_wrcs_range = 20030 We will pin an in depth guide on the ED F-4 Forums within the next couple days JESTER-AI: Fixed JESTER asking for alignment type on hotstart JESTER-AI: Fixed JESTER asking for alignment type too often Systems: Fixed an issue with the RWR TGT SEP function Systems: Tuned INS errors Systems: Changed default position of ext-fuel switch, now prefers OUTBOARD over CENTER Systems: Adjusted autostart to incorporate the new alignment types Weapons: Corrected CL Interlock for Gunpod and 1xMk-84 (lit but launch allowed) BRU-5/A with single store allows launch, despite light on (applies to "1xMk-84" and gunpod) Weapons: Fixed SUU-23 Gunpod having 639 instead of 1234 rounds Visual: Adjusted WRCS lamp range Visual: Made WRCS lamps dimmable Visual: Fixed UHF repeater brightness dropping too low Visual: Improved HUD shutter animation Visual: Improved TGT INSERT/FREEZE lamp art Visual: Reverted previous attempt for a better throttle AB detent animation, will be reattempted later Sound: Reverted the J-79 and canopies sound updates due to a severe bug - will be re-added as soon as possible. AI: Mitigating Pave Spike issues by giving the plane a Laser Designator: (this allows the AI to also lase bombs without Pave Spike equipped, but that is better than not being able to lase at all) AI: F-4 AI learned how to use the trigger. Fixes most weapon issues. Remaining: CBU-1/2 "pods" (AI thinks its a normal CBU, not a dispenser) If the AI goes for a DIVE attack it tends to overshoot slightly AI: Fixed incorrect definition of Pave Spike Sensor Missions: Updated several training missions: Lesson 05: Removed 2x external tanks from aircraft (according to lesson plan) Set internal fuel to 80% (according to lesson plan) Lesson 06: Re-armed the 4x AIM-9L to the aircraft, which became missing after a previous DCS Update Missions: Updated Red Flag mission 1, and 2 by Sedlo Missions: Updated Afghanistan IA BFM mission by Sedlo Missions: Updated Afghanistan IA missions by Activity Missions: Updated missions by Reflected Missions: Updated Frog-7 mini campaign mission 1 and 2: Fixed AI issues with takeoff runway and target attack (M1) Removed single unit which required High Digit Sams (M2) Inputs: Added hardware micro-interruption protection for Jester Context Command Inputs: Added direct binds for Jester Context Action (SHORT, HOLD, DOUBLE) Workaround for those who experience issues with the “smart bind” Manual: Updated in game manual Localization: Updated Chinese localization Liveries: IAF Toad Livery updated to use better Camo Colors - Thank you Fish! DCS: F-14 Tomcat by Heatblur Simulations NEW: Added IA Caucasus Speed & Angels Practice mission by Reflected (thank you!) Fixed a potential CTD with JESTER-AI Fixed the STT TWS track extrapolation issue Updated ECM to work with the new ECM API from DCS Removed VR-specific bindings, as requested by ED ALQ-167 is now mounted on BRU-32 adapter Fixed not allowing Mk-82, Mk-83, GBU-12, GBU-16 with TARPS Add CBU-99 to the available weapons arsenal Added support for launching chaff from Expanded Chaff Adapter Uses pilot bomb release button in A/G mode with interval timer Replaced the Hand Drawn TARPS Icon Updated the AN/APQ-167 Textures (removed Airforce Stencils, added Navy Stencil and painted it in Medium Gray) Converted the MAK79 Textures to be “.dds” instead of “.png” Updated “Watching the Devildog” mission Updated IA Caucasus Fear the Bones by Reflected Updated IA NTTR Zone 5 - 1v1 DACT vs F-5 mission by Reflected Updated Chinese Localization (thank you, Alphabet Ghost!) DCS: AJS37 Viggen by Heatblur Simulations Fix for AI dropping BK90s out of parameters Fix for dynamic TacNo showing on liveries that should not have them Update the Manual RC2.1 DCS: Combined Arms by Eagle Dynamics Fixed gearbox Leopard 1A3 (added second reverse gear, gear ratios adjusted). Terrains DCS: South Atlantic Map by RAZBAM New: New custom Helo Pads around main cities and in popular areas (a lot more to come) Added extra low detail grass for improved low level visuals Fixed: Normals not showing correctly in tree'd areas (error from last update) Optimisations across road networks Corrected FLIR on some traffic vehicles Corrected texture mismatch on different road merging junctions Various models Z-fighting fixed Removed model errors from logs South West side fields at Punta Arenas have been adjusted DCS: South Atlantic Assets Pack New: Added L118_Unit Field Artillery Gun Default Green and Desert Livery Available Added Atlantic Conveyor (Known Issue with AI Spawns) San Carlos fortification Updated: All Frigates now have decreased turn radius Frigates now Roll in the turn. Frigates Now use ship smoke particle system Fixed: Seacat returns to home position to reload all missiles simultaneously reload period set to 5 minutes. Frigates Increased Distance of finding Obstacles Larc-V Naming on F10 Map Castle Class Main Gun sound Castle Class SAM RWR Santafe LOD 1 set to 20Km DCS: Kola Map by orbx New: Added ENAN Andoya Airfield Added RU59 Alakourtti Airfield Added new towns and villages around each airfield Added some missing rivers and lakes Added missing islands East of Kallax Airfield Fixed: Vector data cleanup Kemi Tornio: AI updated to prevent planes blocking passage by moving towards each other Smoothed forest borders Artifact clean up under the bridge in Severomorsk DCS: Syria Map by Ugra Media New: New airfields: Ben Gurion, Hatzor, Palmashim, Tel Nof. New models for airport terminals, notably Ben Gurion tower. Added Airbus A300 and An-26 airplanes in the airfield scenes of Deir ez-Zor, Latakia, Marj Ruhayyil, Nejrab, Beirut, Damascus, Tabqa, Ben Gurion. Added destruction models for original objects: Bank of Cyprus, Beirut SkyGate, Limasol KEAN Factory, Paphos Terminal, Sheraton Adana Hotel, Dam Ataturk, Dam Tishrin, Ben Gurion terminal. Improved: Optimized models of small objects. Improved models of Airbus A300 and An-26 airplanes. Improved min textures on the texture of the ground and objects. Improved two military bases with helipads. Improved refinery scene south of Palmashim. Fixed: Fixed bugs in Akrotiri and Paphos airfields Fixed bugs in terrain and vector data. Fixed bugs in common scenes and scenes of military bases. Fixed a bug with the collision of helipads on the roofs of the Bank of Cyprus and Sheraton Adana Hotel. Fixed license plates on cars and inscriptions on buildings. DCS: Normandy Map by Ugra Media New: New airfields: Eastchurch, Headcorn and Hawkinge Added three original sites: Basilica Sacré Coeur, Palace of Versailles and Hampton Court Palace. Added high flags at forts and major cities. Improved: Optimization of models and scenes. Improved the scene of the bridge near the Palace of Westminster. Improved Notre-Dame de Paris model. Fixed: Fixed bugs in airfields with the same call signs. Fixed bugs in terrain, vector data and common scenes. Campaigns DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking Added bonus mission "Operation Redeemer," available as Mission 16 in the campaign menu. Added "Operation Redeemer" coop version - fly it with your friends! (UH-1, CH-47, and AH-64 client slots available) - You can find the mission in the campaign folder, subfolder "coop." Moved UN Camp Tyre to a new location due to the Syria map update (applies to all missions). Adjusted "Quest" message format for better appearance with GUI scaling and on lower resolutions. Mission 01. Updated location and trigger zones for Camp Tyre in accordance with the latest map update. Mission 02.Repaired Checkpoint Foxtrot VHF beacon. Mission 03. Updated hospital landing location and trigger zones to reflect the latest Syria map update. Mission 04. Removed debug message. Mission 07. Adjusted cutscene to fit the new layout of Naqoura following the latest Syria map update. Mission 09. Made all weapon loadouts available at the FARP. Mission 13. Adjusted cutscene to fit the new layout of Naqoura after the latest Syria map update. DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Multiple versions of Agile Spear showing in the Campaign menu of DCS World. - Fixed. My bad. Thank you Nineline. Mission 7 - Unable to score 100 points. Scoring fixed. Mission 8 - Unable to complete the entire mission. Fixed. Thanks PheonixFC3. Mission 10 - Pig Flight not starting and following. Fixed. Thank you CptJocco Mission 11 - JTAC not lasing, Pigs not attacking when ordered. Fixed. Thank you ornitus. DCS: P-51D Debden Eagles Campaign by Reflected Simulations Mission 3 scripting error workaround Frequencies and coalitions updated due to map update DCS: P-47D Wolfpack Campaign by Reflected Simulations Mission 3 added a few safeguard triggers DCS: Spitfire IX The Big Show Campaign by Reflected Simulations Frequencies and coalitions updated due to map update DCS: Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations Frequencies and coalitions updated due to UGRA's map update
    62 points
  22. https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.12.5336/ DCS Core Aircraft AI. B-52. Incorrect connection during refueling - fixed Aircraft AI. Helicopters cannot retrieve cargo from moving ship - fixed Aircraft AI. Ka-50. Rotor tip lights do not match blade tips - fixed Aircraft AI. AI BF-109 still benefiting from MW50 even if the MW50 tank is set to empty- fixed Aircraft AI. AI aircraft do not consider obstacles after landing and ram other planes on taxiways - fixed Aircraft AI. S-3B refueling lights adjustment Aircraft AI. WW2 Vic formation No.4 can't keep up - fixed Aircraft AI. KC-135MPRS Losing altitude when called up as tanker - fixed Ship AI. Fixed 054A CIWS Ship AI. Fixed 071 livery Ship AI. LS Ropucha damaged LOD missing - fixed Countries. Mi-8MTV2 added to Iraq Dedicated Server. Server completely breaks down when the mission stops in Web GUI - fixed Dedicated Server. Missions list shuffle function do not work - fixed Graphics. Fix artifacts on clouds Graphics. Fix for artifacts at intersection with fog when camera is placed directly on top layer of the fog Ground AI. JTAC is capable off to continue use lase and use IR pointer after his destruction - fixed Ground AI. JTAC. IR pointer is not shifted to other target - fixed Ground AI. KS-19 sounder fixed Ground AI. New sounds for Flak 38 Ground AI. New sounds for Flak M42 37mm and Twin Bofors 40mm, autocannon settings sound update Ground AI. New sounds for Oerlikon 20mm Gun Ground AI. New sounds for S-60 57mm gun + minor fixes Ground AI. New sounds for twin and quad 20mm Flak gun Ground AI. S75 ZIL truck model issue with windshield fixed Ground AI. Added desert camo and updated other liveries for T-72B3 Ground AI. Sound Update for cannons Ground AI. Added civilian Ural trucks models and updated liveries GUI. Radio messages clipped by F10 map bar - fixed GUI. Message history window won't close after exiting track - fixed GUI. Most logbook A-10 patches are not usable - fixed Scripting API. onPlayerTryChangeSlot() not called for dynamic spawns - fixed MP. Events of user draw visibility control doesn't applied to client connected after trigger was fired - fixed MP. FARP warehouses not synchronized on player join - fixed Weapons. Active Maverick camera starts to shake at certain camera angles - fixed Weapons. AGM-114L. In the case where not the entire target is visible in the AH-64 sighting system, the missile will hit the designated target, and not the neighboring ones. Weapons. BLG-66 animation corrected Weapons. Buk SA-11. 9M38 missile guidance method changed to proportional navigation Weapons. FFAR Mk 5 engine fire is detached far from exhaust nozzle - fixed Weapons. IR missiles began to ignore flares more often - fixed. Flare efficiency has been returned to previous values. Weapons. Kh-29T. Eliminate erratic maneuvers to the loft trajectory transition Weapons. SA-2, V-755 missile. Liquid engine smoke of second stage tuned. Added inversion contrail at low temperature. Weapons. Оnce LS-6-500 bomb it is released from the pylon, it transforms into an LS-6-250 bomb - fixed Weapons. Rail launcher disappear after helicopter fires last missile against air targets - fixed NS430 memory leak - fixed DCS: F-16C Viper by Eagle Dynamics Fixed Crash when click OVRD on MFD. Fixed: Radar elevation control freeze after fail to track in VSR. Fixed: RWS DTT attempting to drop single track drops both and resets radar back to search. Fixed: While in STT the radar footprint freezes in HSD in the last azimuth setting and does not follow the target. Fixed: HMCS Boresight locking - No rad but locking anyway. Fixed: A-A radar false targets appear with radar not emitting. Fixed: AGM-154A fired off angle but in-zone has a chance of not guiding. Fixed: FCR TWS Can reset/drop track even if radar maintains trackfile/trackfile is not dropped. DCS: F/A-18C by Eagle Dynamics Fixed: EXP radar scanning speed and aperture seems tied to aircraft's speed. Fixed: If Auto CPL is used with TOT it does not account for the waypoints in the sequence. Fixed: DL13 display no longer shows the video feed from the AGM-62 Walleye before launch. DCS: AH-64D by Eagle Dynamics Added default value of the VRS audio notification in the Special Options to disabled/un-checked. Fixed crash when George AI try detect targets. Fixed crash when trying to display all targets (left long) in the George target list. (Crash in DLC Mission). Fixed: George AI detects unactivated units and fires at them. Fixed: George AI does not see the targets when fog is in Auto mod. Fixed: When the aircraft is at a sufficient bank angle (estimating >20 degrees perhaps) and slew inputs are applied to the TADS with LMC enabled, the LMC slew behavior becomes bizarre. Fixed: FCR RF Handover does not work with the front seater. Fixed: TSD Cursor show option should be independent between phases. Fixed: Closing AI Interface while player is in CPG seat is disabling C-Scope in CPG crewstation. Fixed: Wheel сhocks miss texture. DCS: Supercarrier by Eagle Dynamics Fixed: Starting cold & dark the crew will not direct planes (multiplayer). Forced option 'disable deck crew' don't work. Fixed: Switching to Airboss view shows incomplete player aircraft. Fixed: Wheel chocks are placed permanently in some cases. Fixed: Stuck at Awaiting requested crew member. Fixed: MT IFLOS lights are difficult to see. DCS: F-5E by Eagle Dynamics Fixed errors in liveries: Added tie-down hooks (under the fuselage and under the wings) to the Aggressors. Changed the side numbers. Removed the extra antenna on the Swiss and Austrian aircraft, under the fuselage in the nose. Made a version of the antenna set for the 70s on the MiG-28, as well as on the Vietnamese and Iranian liveries. Removed the RWR antennas and installed a Skyspot antenna. Partially painted over the steel plates on the engine nacelles. Returned the formation lights to some liveries. Added protective brushes to the gaps under the flap rod on the fuselage. Removed and corrected several minor errors and inaccuracies in the liveries. Added template. Added livery: Aggressor VFC-13 11 Aggressor VFC-13 21 Sundowners VFC-111 01 USAF "Southeast Asia" IRIAF F-5E Standard IRIAF - 43rd TFS IRIAF - 41rd TFS Fixed: Some activities take up to 5 times longer. Fixed: Attitude Indicator rotation is backwards. Fixed: Flight Manual - Errors and typos in Hydraulic Systems diagram. Fixed: The antenna crashes into the hatch. Fixed: Fix the profile shape of the front of the suspension tank. Fixed: The texture of the cross under the screwdriver has shifted from the screw cap and dirt. Fixed: The RWR antenna is missing, on the rear, on the right. DCS: Mi-24P Hind by Eagle Dynamics Fixed: “Launcher arm” usage leads to rockets being fired in some cases DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics Fixed: Helicopter weight is different from the one that was set in ME in certain cases DCS: Flaming Cliffs 2024 by Eagle Dynamics А-10A. Added new IA missions for Marianas and Caucasus Su-25. Added new IA missions for Caucasus MiG-29. Added new IA missions for Afghanistan F-15C. Added new IA combat missions for Marianas DCS Mirage F1 by Aerges Input and clickability: Clickability of F1BE rear canopy left handle (“Canopy open/close”) is now operative. F1BE ejection handles clickspots tooltips were updated (the word “Alternative” was removed). Fixed some 'Wrong connector name' messages in dcs.log. Removed 'Fuel transfer sequence selector switch' from F1BE input as being not applicable to that version. Both TRAP 136 (“Green”) and TRAP 137B (“Red”) radio panels frequency, channel and function selectors can now be controlled by both left/right mouse buttons and by mouse wheel. IFF Mode 1 and Mode 3A code selectors now work with both left/right mouse buttons, as well as with mouse wheel. F1EE IDN "Additional vector bearing/distance adjustment switch" values of acceleration with time were reviewed to make fine adjustments possible. Systems and general: Pylon loadout configuration standardized with modern DCS standards: Now the default setup is empty pylons but pylons can be removed to have a 'clean' aircraft. Fixed engine fire lights that stayed lit after all electrics were turned off. The F1BE rear seat safety pin doesn't block the front seat ejection anymore. F1BE rear seat VOR/ILS control panel is now properly initialized to 'ON' state at hot start. Fixed pre-programmed radio frequencies of F1BE and F1EE Iraq quickstart missions. F1BE rear seat cockpit lighting is off, and rear seat safety pin is installed now when the 'Solo Flight' option is enabled. DCS: C-101 Aviojet by AvioDev CLB-200, BIN-200, BR-250 and BR-500 models improved. Jettisoned canopy is restored now at aircraft repair. Batteries’ temperature and capacity are now restored to initial values at aircraft repair. Rear seat cockpit lighting is off, and rear seat safety pin is installed now when 'Solo Flight' option is enabled. DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Fixed: ADI does not move when mission starts in cold & dark DCS: MiG-21bis by Magnitude 3 Increased radar return signature brightness Added missing pointers for VR controls DCS: Christen Eagle II by Magnitude 3 Fixed floating radio and fuel gauge displays Fixed propeller blur effect Campaigns DCS: P-47D Wolfpack Campaign by Reflected Simulations Formation updates P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations Fixed some spawn error bugs DCS: F-14B Operation Sandworm Campaign by Sandman Simulations All missions – More adjustments to get the taxi director work as it should Mission 1 – Taxi director forced off to enable player to taxi right back to catapult after recovery Mission 4 – trigger zones adjusted Mission 4 – tanker holding area adjusted Mission 4 – fixes to prevent landing aircraft to stuck on the deck Mission 4 – Fixed missing kneeboard in briefing images Mission 5 – Fixed Enfield 2 returning after launch Mission 8 – Fixed CAS flight not following orders and enemy helo missing DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Mission 6 - VBIEDS. Adjusted mission fail triggers as reported in ED Forums. Spaced out events to allow better gameplay and SA. Added immortal mode. Made first wave of VBIEDS easier to destroy. Adjusted weather to hot and dusty settings for desert scenario. Mission 7 - Oil Business Part 1. Wingman would not taxi due to changes on Syria map, causing mission to be unplayable - fixed. Added IMMORTAL MODE for training purposes. Moved SAMS. Moved tankers closer and fixed error. Improved mission ending and flypast. Mission 9 - The Oil Business - Part 3. Adjusted bomb fusing for CBU-99. P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations Mission 11 spawn issue fixed Kill markings added to skins Spitfire IX The Big Show Campaign by Reflected Simulations Mission 6 - heading typo corrected on briefing map DCS: P-47D Wolfpack Campaign by Reflected Simulations Performance optimization Mission 11 48 ship formation fix Correct markings for the actual squadron COs Updated the order of battle slides with names Clear prop callouts from other pilots Crew chief image added Optional radio news broadcasts added to most missions Pilots notes included for the correct version of P-47D New UI Background and loading screen Kill markings and further skin fixes Campaign end cutscene added DCS: F-14A Fear the Bones Campaign by Reflected Simulations Mission 7 missile defense improved Mission 13 - Mayday parade smokes rearranged for better visibility DCS: F-16C Arctic Thunder Campaign by Reflected Simulations Typo fixes M3 Comms tower added for consistency with the Hornet campaign DCS; F/A-18C Serpent’s Head 2 by Badger633 Missions 1,4 to 6, 8 to10: Super Carrier variants: Carrier taxi and parking order fixed DCS: F/A-18C Rise of the Persian Lion 1by Badger633 Missions 2,3,6 to 9, 12 to 15 all variants: Carrier taxi and parking order fixed DCS: F/A-18C Rise of the Persian Lion 2 by Badger633 Missions 9 Part B all variants: Mig attack adjusted. Missions 3 to 8 and 10 to 13 all variants: Carrier taxi and parking order fixed DCS: F/A-18C Operation Green Line by Badger633 Missions 3: Radio call corrected, Carrier taxi and parking order fixed. Missions 1,4,6,9,10 to 12: Carrier taxi and parking order fixed. Mission 2: Red’s formations eased to stop crashes due to AI changes. Mission 5: Matrix not following Ford fixed, Typo in brief corrected, Carrier taxi and parking order fixed.Brief Mission 5: Typo corrected. DCS: F/A-18C Arctic Thunder Campaign by Baltic Dragon Horizontal: added document with scoring to campaign docs M01: added safeguard to encounter with Backfire; added clearer instructions for the player during intercept phase; M02: fixed a bug with mission stalling when Rovaniemi air defences take out enemy missiles; fixed several floating statics at Vuojarvi airstrip; fixed missing tower call. M03: updated placement of some statics at Vuojarvi; fixed Bullseye waypoint number on the kneeboard. M04: fixed placement of some statics at Vuojarvi; removed debug message; updated placement of objects at the hill (last part of mission) DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking Mission 1: Adjusted ADF Almirante Lynch Frequency to 380Khz to Avoid overlap with Gecitkale overlap. Adjusted Kneeboard with new frequency. Adjusted Voice Overs with ADF Frequency. Rework of approaching ship VO, taken out the black smoke advice. Smoke is white now. Subtitle correction. Mission 5: Further Hover Trigger adjustment. Switched off Nav Radio by Default in Hot Start Version to avoid annoying beep beep tone. Mission 6: Checked Camp Marjayoun rearm function and resaved Mission due to some players seem to have problems with rearming at the camp. Cannot reproduce. Mission 10: Adjustments of Briefing text.
    58 points
  23. Hey guys! No worries, I'm still here! And don't worry, there will definitely be a reveal of what I'm currently working on.
    58 points
  24. https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.13.6818/ Introduced a new terrain module: DCS: East Afghanistan Map by Eagle Dynamics DCS Core Added method for IR missiles seekers to react on flares before missile launch (from cockpit). Each module needs to add usage of this functionality separately. AI Aircraft. Aircraft without RWR will be able to detect incoming missiles only visually at close distance, not BVR. AI Aircraft. AI rejoin lead pursuit rules and timings were adjusted for better experience. AI Aircraft. AIs anti-ship aircraft with Kh-35 missiles do not attack - fixed. AI Aircraft. AIs can't launch AGM-84E in some cases - fixed. AI Aircraft. B-52H has random landing gear failure on runway 21L NTTR for both air start and ground start aircraft - fixed. AI Aircraft. Mi-28 explodes during start from a small little helipad - fixed. AI Aircraft. MiG-31 cannot be destroyed if shot from directly behind - fixed. AI Aircraft. Parked AIs switch from normal position to upside down (dedicated server only) - fixed. AI Aircraft. S-3B refuelling pod lights texture correction was done. AI Aircraft. S-3B tanker has issues refuelling some AI aircraft in certain conditions - fixed. AI Aircraft. Sometimes AI aircraft park into space of not fitting size after landing - fixed. AI Aircraft - Added Tactical Turns. When flying as a 2 ship, with human lead AI is now able to perform on command tactical turn, Use radio menu to command. AI Ground. Artillery doesn't shoot at the second target - fixed. AI Ground. China Asset Pack: HQ-7B radar and launcher units revised (Thanks to currenthill). AI Ground. CIWS shoots above the target- fixed. AI Ground. Scout HL with DShK gun traversal angles adjusted. AI Navy. "Moscow" cruiser can't fire all 16 P-500 missiles - fixed. AI Navy. China Asset Pack: 052B, 052C, and 054A revised (Thanks to currenthill). AI Navy. Fixed the lack of smoke on the Kuznetsov 2017 aircraft carrier. Graphics. Added two options for SSAO effect - "Low" and "High". Graphics. Adjusted IR appearance of clouds; reduced cloud temperature for FLIR devices. Graphics. Raindrops functionality changes when different aircraft cockpits entered in MP - fixed. Graphics. Several shaders compilation errors - fixed. ME. A fog/haze can appear in a new unsaved mission - fixed. Fog setting will not be inherited from a previously launched mission. ME. Anti air ground units can’t be set to attack specific air units - fixed. ME. Briefing pictures change issues - fixed. ME. GUI Error when deleting a waypoint with a task - fixed. ME. Sometimes unit heading value can become "-1" - fixed. ME. Static units could not be rotated via widget buttons - fixed. MP. Dedicated server can start from random mission in shuffle mode now. MP. Dedicated server keeps fog setting from previous mission - fixed. MP. On dedicated server AI helicopters sling load rope glitching and extending - fixed. MP. Random camera rotation at spawn on client - fixed. MP. Server crash when cargo destroy() whilst hooked - fixed. Radio transmission leaves constant static noise - fixed. Scripting API. Added possibility to pass args and return values from mission scripting a_do_script() and a_do_file() APIs. Triggers. 'Missile In Zone' Trigger doesn't work for Kh-41 missile - fixed. Weapon. AIM-9P3, AIM-9P5, AIM-9JULI. The low-smoke motors of these missiles will produce denser smoke as altitude increases and temperatures decrease. AIM-9M and AIM-9X already do so. Weapon. BGM-109 Tomahawk will no longer perform cruise fly at high altitude, only at low altitude. Weapon. China Asset Pack: HQ-7B, HQ-16, and HHQ-9 missiles revised (Thanks to currenthill). Weapon. China Asset Pack: YJ-12 missile switch to ED’s edition. Weapon. SA-3 5V27 missile will not guide during booster stage. Weapon. SA-5, 5М28 missile. Engine smoke of second stage tuned. Added inversion contrail at low temperatures. Weapon. SAM SA-2/3. Added realistic missile trajectory fluctuations due to older generation radar angular inaccuracy. Weapon. Several negative drag errors in logs - fixed. World. AI Helicopter cannot land if in the range to 400 m placed Comm Tower due to oversize of bounding box - corrected. World. US National Geospatial-Intelligence Agency released the WMM update, 2025-2030 data. Its data has been integrated into the DCS magnetic variation interface. 3D models. Fixed season textures for HEMTT tanker trucks. 3D models. Fixed the disappearance of TLC fragments in some camera positions. DCS: F-16C Viper by Eagle Dynamics Added AIM-9 seekers tracking flares prior to the missile being launched. Added Throttle OFF/IDLE Mouse Click on the throttle (key command/binding no longer required). Fixed: PDLT cycle with EXP causes freeze/crash. Fixed: Using GMT causes a game crash. Fixed: Special key bind for parking brake / antiskid not working. Fixed: Damage model - Pilot cannot survive any explosive hit. Fixed: Dogfight mode gets stuck in NO RAD. DCS: F/A-18C by Eagle Dynamics Added AIM-9 seekers tracking flares prior to the missile being launched. Fixed: AIM-9X doesn't track at the edge of seeker gimbal. Fixed: EXP modes slew range. Fixed: Datalink AWW-13 got stuck after firing AGM-84. Fixed: AUTO release cues don't obey OAP's. Fixed: Wrong IFF Code rejection behaviour. Fixed: Damage model - Pilot cannot survive any explosive hit. DCS: AH-64D by Eagle Dynamics Fixed: Freeze when player crashes. DCS: Mi-24P Hind by Eagle Dynamics Fixed: After 3rd shot of S-24 missile, aiming sight moving mark raise on its own Fixed: Cargo Door not opened when loading side gunners DCS: Supercarrier by Eagle Dynamics Fixed: Collision when parking F/A-18C on Supercarrier Deck Population mission. Fixed: Client is ignored by taxi director when trying to move from a parking slot. Fixed: Carrier deck crew rejects helicopter payload change. Fixed: AI aircraft's launch bar cannot catch catapult shooter correctly. Fixed: "Waiting for ATC Status" Message displayed in campaigns. DCS: F-5E by Eagle Dynamics Added AIM-9 seekers tracking flares prior to the missile being launched. Adjusted: M-39 guns mounted on F-5E dispersion adjustment, other aircraft with the same gun can have different dispersion due to other factors like mounting points etc. Fixed: Radar grid is displayed after complete power off - some fixes for radar scale brightness. Fixed IRIAF skins for F-5E Remastered being not localized correctly. Fixed: Damage model - Pilot cannot survive any explosive hit - Pilot hitbox FAR too large. DCS: L-39 by Eagle Dynamics Fixed: Gunsight Target Distance buttons don't work. Fixed: Some errors in the cockpit clickable. DCS: Yak-52 by Eagle Dynamics Fixed. Engine Start Button Cover bindings don't work. Fixed. Chronometer stopwatch minute hand show number of passed hours instead of minutes. Fixed. Smoke apparatus toggle control fails to cycle. Fixed. Cockpit visual recon not functioning. Fixed. Trim Tabs in the Special Menu doesn't affect the plane. Added. Moving throttle now updates the throttle position in the exterior model. Improved. Automatic start-up procedures. DCS: P-47D Thunderbolt by Eagle Dynamics Fixed. 'Engine Degraded' with WEP usage. DCS: P-51 Mustang by Eagle Dynamics Fixed. Landing lamp is covered with non-transparent material. DCS: WWII Assets pack by Eagle Dynamics Ju-88A-4 Fixed. Wrong damage visualisation on distanced LODs. DCS:Black Shark 3 by Eagle Dynamics Fixed ATGM suspension in 2011 version Added Afghanistan instant action missions DCS: Flaming Cliffs 2024 by Eagle Dynamics Su-27. Added Afghanistan instant action missions Su-33. Added Afghanistan instant action missions DCS: Afghanistan by Eagle Dynamics Improved ground noise and vegetation distribution textures for the entire Afghanistan map Improved mid- and far-range ground noise quality for the entire Afghanistan map Improved Normal Map surface textures for the entire Afghanistan map Improved surface textures of settlements and fields Fixed visual errors on small vegetation with SSS shadows enabled Fixed many bugs in incorrect build of geometry of roads, rivers and lakes Improved road network - multiple gaps in major highways removed Improved road network - roads in the terrain are more consistent with the roads on the map in ME Ground vehicles no longer fall through bitumen slab bridges Cars and small objects in static scenes are now aligned with the slopes of the ground Improved unique scenes of the city of Herat Optimized unique airfield scenes Added FLIR textures for civilian traffic models Tarinkot airfield: the size of ground mounds along the runway has been reduced Tarinkot airfield: fixed a bug where the airfield heading and the airfield heading name did not match Tarinkot airfield: fixed helicopter explosion when entering the runway Camp Bastion airfield: the road network, settlements and fields in the vicinity of the airfield have been improved Camp Bastion airfield: ground mounds along the runway no longer obscure the PAPI view Camp Bastion airfield: added night lighting of the airfield Camp Bastion heliport: added night lighting of the airfield Kandahar airfield: added night lighting of the airfield Kandahar airfield: fixed errors in taxiing Kandahar heliport: added night lighting of the airfield Qala i Naw airfield: sharp changes in runway altitude have been corrected DCS Mirage F1 by Aerges General: Fixed the low fps problem in intensive missions with triggers. Systems: AP disconnect/disengage in F1 BE now occurs if pilot's stick 'Autopilot disconnect trigger' or 'Autopilot disengage lever' are activated at any seat. Previously the same switches at different seats were conflicting with each other. Restored INS drift in F1 EE. Fixed small control stick oscillations in pitch with autopilot engaged. Fixed autopilot unable to intercept radials and ILS localizers when in close proximity, but flying with low relative angles. Fixed F1 BE standby horizon roll jitter at forward seat. The F1 BE TO-FROM indicator is functional now at the rear seat. Modified F1 EE IDN logic when no Tacan signal is received and RNAV modes are selected. Input: 'Request AWACS Declare' quick access radio command was added to input. Restored missing trim hat sounds of rear seat pilot's stick in F1 BE. Fixed mixed up animation of 'Autopilot disconnect trigger' and 'Autopilot disengage lever' switches of the pilot's stick. F1 BE rear cockpit stick PTT button is animated now. Fixed stick PTT button animation not releasing with comms menu in certain cases. 'Stick Push-to-talk button' command now moves the stick Push-to-talk button. The command activates Voice Chat communication. 'Alternative Push-to-talk button' clickable control doesn't affect the pilot's stick PTT button animation anymore. Stick and alternative push-to-talk buttons input commands now include 'Voice Chat' in their names for clarity. Pilot's stick 'Search light' (Police light) button is animated now. 'Search light' (Police light) button can't be activated from the rear cockpit of F1 BE anymore. 'Combat flap retract lever' ('Palette volets de combat') is now purely mechanical. I.e. it can be moved without electric power available. Added 'Cycle combat flaps' input command. 'Cannon 300-600m and missile lock/unlock button' input command (forward seat throttle button) can't be activated from F1 BE rear seat anymore. 'Heading selection knob - Clockwise/Counterclockwise' input commands can't be activated from F1 BE rear seat anymore. Heading selector and Omnibearing selector knobs now can be controlled by joystick axes. Fixed Air Conditioning System 'Master valve control switch' keybindings being reverted. All control stick buttons and levers are now under the same category ('Control stick') in DCS Controls Options. Misc: Modified refuelling instant action mission after latest AI changes. The tanker now enters directly into the racetrack pattern, without performing a re-entering maneuver. DCS: C-101 Aviojet by AvioDev Minor changes in input commands naming: 'VOIP' -> 'Voice Chat'. DCS: MiG-21bis by Magnitude 3 Fixed SPO-10’s light operation DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Added: Generator 1 and 2 Reset (clickable and keybindings) Fixed: ADI does not move when mission starts in cold & dark Fixed: Gunsight 100mls wrong setting Fixed: Gunsight brightness Fixed: Background luminosity at night too high Update: Collision model DCS: JF-17 by Deka Ironwork Simulations Update. Now use ME loadout panel to edit GBU and BRM-1 laser code (not applied for LS-6-100) Update. Control indicator Fixed. ME freeze caused by changing laser code of dual GBU loadout on right wing Fixed. Abnormal TACAN program behavior after quit APR TCN mode Fixed. Datalink pod text overlay DCS: F-4E Phantom II by Heatblur Simulations JESTER: Fixed Jester Wheel Radar Target Lock/Focus not using proper icons JESTER: Tweaked Jester to allow locking targets that are not quite dead yet (life <10% instead of 20%) Systems: Updated RWR database (Mirage F-1AX, F-1CX, Aegis search radar, Atlantic Conveyor ship) Systems: Fixed internal wing tanks not feeding when selecting an inexistent external tank Systems: Fixed Pave Spike continuing to rotate with a target after commanding STOW Flight Model: Fixed a bug causing incorrect changes to the total moment of inertia from fuel Inputs: Added self-accelerating INC/DEC binds for Bomb Interval Knob Missions: Frog-7 campaign: Fixed AI taxi crashes and some other AI issues Missions: Training Lesson 1a Startup: Added text to remind to not move the landing gear lever Bugfix with cockpit highlights sometimes not disappearing Missions: Training Lesson 1b Startup: Updated instructions Bugfix with cockpit highlights sometimes not disappearing Re-recorded voiceover for improved quality Missions: Training Lesson 2 Taxi: Updated instructions Bugfix with cockpit highlights sometimes not disappearing Improved trigger conditions for roll checks Missions: Training Lesson 3 Normal Takeoff: Bugfix with cockpit highlights sometimes not disappearing Bugfix to allow users to enable/disable cockpit highlights Missions: Training Lesson 4 Visual Landing: Updated instructions Added Kobuleti landing clearance triggers Ground crew now waits with shutdown request until previous task is done Bugfix with cockpit highlights sometimes not disappearing Missions: Fixed HOBOS missing in related Instant Action Missions Missions: Several Fixes to Instant Action Missions Updated Chinese localization DCS: F-14 Tomcat by Heatblur Simulations Updated Chinese localization and encyclopaedia entries Livery: VF-33 Starfighters AB201 updated - Thanks Yae Sakura! DCS: AJS37 Viggen by Heatblur Simulations Fixed CTD on third spawn in certain missions Fixed a bug with no shadows when mirrors were on Updated the manual Campaigns DCS: AH-64D The Four Horsemen Campaign by Fight's On Simulations M2. Possible loss of LOS on ground troops, causing trigger to not fire - FIXED M6. Gunslinger landing spot too close to Ugly 5-1, preventing take off - FIXED DCS: F/A-18C Rising Squall Campaign by INVERTED Custom Liveries - Due to the previous version's modification of the priority rules for liveries files, there should no longer be a situation where the ranking of campaign liveries files is superior to the default liveries files. If you find that this situation still exists, please manually remove the excess files in the 'liveries' folder. The correct liveries files will be named with the prefix [RS1]. M00 - This mission will disable the latest "Super Carrier Deck Taxi Guidance" to avoid any issues. M04 - This mission will disable the latest "Super Carrier Deck Taxi Guidance" to avoid any issues. M10 - This mission will disable the latest "Super Carrier Deck Taxi Guidance" to avoid any issues. M11 - Fixed audio and BGM loss and confusion caused by string stream errors. DCS: P-51D High Stakes Campaign by Dmitry Koshelev All missions received some additional static units for key air bases. All missions have updated weather. DCS: Mi-8MTV2 Oilfield Campaign by Dmitry Koshelev Updated subbase and Maykop airfield objects. Updated weather (added haze for more realistic visibility). Added client CH-47F in to MP mission DCS: Mi-8MTV2 Spring Tension Bug with Mi-28 AI in mission 12 - fixed. DCS: F-5E Aggressors Air Combat Maneuver Campaign by Maple Flag Missions Added an F-5E FC version of the campaign to the package. DCS: F-5E Aggressors Basic Fighter Maneuvers Campaign by Maple Flag Missions Added an F-5E FC version of the campaign to the package. DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations All missions with AAR – a safeguard added to prevent AI stuck with the tanker DCS: F-16C Last Out Weasels Over Syria 2 Campaign by Ground Pounder Sims Mission 9 - Incorrect takeoff time in briefing - fixed. Mission 10 - Rotor TACAN not working - fixed. Mission 12 - Boomer TACAN not working - fixed. Adjusted altitude check trigger during departure phase. Mission 13 - Adjusted altitude check trigger during departure phase. DCS: F-16C First In Weasels Over Syria Campaign by Ground Pounder Sims Mission 1 - Adjusted altitude check trigger at H4 to allow more tolerance. Mission 12 - Minor alteration to campaign complete text. DCS: F/A-18C Operation Cerberus North Campaign by Ground Pounder Sims Mission 4 - Various minor updates and fixes. DCS: F-5E Black Sea Resolve '79 Campaign by SorelRo Voices redone and more voices added Triggers reworked Navigation aids added, guidance from Overlord when going off-course on long legs. Easier ways to finish a mission Ability of players to select to be Immortal at any time during the missions Ability to report Winchester and Bingo fuel state, this will trigger a win to live and fight another day. Mig-21 and Mig-23 AI flights were tweaked to be more manageable. Pilots fatten up to 1000 kilos in some cases. AI F-4 updated to use the Heatblur F-4E
    58 points
  25. Dear friends and pilots. Thank you for your patience and support !!! Phase 3 is going through all stages of testing and we hope that it will be released soon and available for updating. Phase 3 will include: Fixing bugs from users and beta testers (more than 100) Airfields: 15 pcs and unique scenes for there: Quwaysina Birma/Tanta Air Base Al Rahmaniyah Borg-el-Arab/Intl Jiyanklis New Gebel el Basur Al Khatatbah Kom Awshim Beni Suef Wadi Abu Rish El Minya Hurghada Wadi Abu Shihat Ramon International airport Sharm El Sheikh Unique objects and architectural monuments, industrial facilities - more than 100 pieces (link below) Added more typical scene objects like yacht, ndb tower etc.. Vector data - zones of new airfields, places under unique objects. City textures and assets - improvement, garbage cleaning 2 types of acacia bushes for the south of Israel New more realistic seabed texture Parking for f35 and hangar for Israel airfields Improved scenes for helipads Night illumination of unique objects Upgrading the Pyramids of Giza and the tombs around the pyramids Trees on mountains in Israel Added of military installations of Egypt (northern and southern camp) and military bases on Israel Improving ground textures (adding more color variety) Added Oil Platforms We continue to work on the 4th final phase of the Sinai project (release), which will include: Airfields for Jordan and UAE, 1 for each country Working with rocks for unique places, Ramon, Petra, etc.. (Development of a utility in TDK is required) Bugs and improvements that constantly come from users
    58 points
  26. DCS 2.9.10.3948 New fog technology with both automatic and manual generation. Read about this advanced technology in our Volumetric Weather White Paper, check this DCS Mission Editor Improvements video and enjoy a cinematic demonstration in the DCS Ascending video. This update also adds DCS: F-5E Remastered optional update. New campaigns: DCS: F-16C Arctic Thunder Campaign by Reflected Simulations DCS: F/A-18C Arctic Thunder Campaign by Baltic Dragon DCS: F-16C Last Out: Weasels over Syria II Campaign by Ground Pounder Simulations DCS - Core Game Graphics. Added new fog and dust effects compatible with volumetric clouds. Currently fog affects AI ground vehicles and AI aircraft detection logic - they won't detect targets if fog thickness doesn't allow that. Weapon seekers, sensors and helicopters George AI and Petrovich AI detection fog support are in progress and will come in next updates. Graphics. Improve Ambient Occlusion effect. Graphics. Increased rendering distance of contrails Graphics. New “Volumetric Lights” setting added ME. Added multi-selection tool that allows to group together units, objects, trigger zones, and drawings into a larger group that can be controlled as a whole using ‘click and drag’. ME. GUI Error when trying to open a Naval group window for a country that does not have a ship available for a certain year - Fixed. Weapons. YJ-83 switched to Harpoon scheme (to fix terminal guidance) - Fixed. Weapons. YJ-62 updated scheme for booster drop animation - Fixed. Weapons. AIM-120 defeat with a barrel roll maneuver - mostly fixed. Tweak of glint filter. Weapons. Corrected Harpoon launch from La Combattante corvette. ATC not approving takeoff the first time - Fixed. View. Draw distance of dead static helicopter objects too low - Fixed. AI aircraft. A-10A refuses to use AIM-9 - Fixed. AI aircraft. A-50 can't be refueled by Il-78 tanker - Fixed. AI aircraft. AI formation settings do not adhere to when AI is part of “Player” group - Fixed. AI aircraft. AI target detection tuning after reports of AI not seeing obvious targets - Fixed. AI aircraft. AI being less aggressive in dogfights and hitting the ground in some cases (additional tuning for WW2 planes dogfight). Tuning for behavior was done, maneuver kill is still possible against AI though. GUI. The "Airfield" filter does not take into account coalition ownership when listing available airfields - Fixed. GUI. Some weapons in the resource list on the F10 map have exclamation marks instead of title - Fixed. GUI. Connect by domain name or IPV6 in multiplayer results in slot menu bug - Fixed. GUI. “trigger.action.markupToAll” graphical errors with polygons. AI ground. Trees not blocking Line of Sight in some cases - Fixed. AI ground. Player controlled vehicles can reach excessive speeds on slopes - Fixed. AI ground. JTAC is not active after first designated target destruction - Fixed. Missions. Replaced old F-14 AI with new ones in old missions and campaigns. Warehouse updates. Send create and update messages one by one to overcome message size limits. Fix for warehouse updates desync. Manual. DCS manual edits and additions: Added more triggers information Updated historical mode section Use of the new Deck Personnel DCS: F-16C Viper by Eagle Dynamics Fixed. EXP FOV command on HSD will cause a silent crash. Fixed. Maverick Boresight using an aircraft causes drifts/offset. Fixed. CCIP Time Delay Cue - premature release. Fixed. HAD sometimes requires TMS up twice to designate emitters. Fixed. TMS Right Long rotates through radar modes incorrectly. Fixed. RWS targets can start flickering with a large amount of targets on display. Fixed. RWS Attempting Dual-Target-Track while trying to target false track causes Auto RWS to not work and centers scan volume erroneously. Fixed. RWS false target altitude indication can become stuck on screen when changing master mode while hovering over target. Fixed. FLCS Pure roll inputs cause abnormal pitch up and G. Fixed. HTS is unable to lock emitters when HAD and WPN POS pages are both open. Fixed. High drag bombs released in CCIP Ripple have an incorrect interval. Fixed. FCR mode saving still needs refining. Fixed. RWS DTT has overlapping and differently rounded altitude indications for the currently bugged target. DCS: F/A-18C by Eagle Dynamics Fixed. GS REQ breaks when TOT is set for the next day. Fixed. AGR with radar off bug. Fixed. Trackfile HAFUs not showing at the top border of the radar region when outside of current range scale. Fixed. Track files generated in SCAN RAID are not designatable. Fixed. Markpoint altitude is being saved in meters. Fixed. Radar has trouble establishing STT from AACQ/TWS lock during high G turns. DCS: AH-64D by Eagle Dynamics Fixed. SKR LIMIT message appearing when missile not in track mode. Fixed. Acceleration Cue format logic regression. Fixed. Alternate Sensor Bearing on Pilot's FLT page is not following CPG TADS. Fixed. Performance page is not updating data after jettisoning. Fixed. Some MPD pages lack a solid black text background with video underlay. Fixed. Alternate Sensor Bearing symbol correction on FLT page. DCS: Supercarrier by Eagle Dynamics Added New Deck Crew DCS: Supercarrier Deck Crew Update (COMING SOON) Known issues that we will try to fix in the next update: The new deck crew and dynamic slots are under development and may not work correctly in some cases. Some deck crew functionality may work incorrectly in case of changing slot while crew operations are in progress. DCS: F-5E by Eagle Dynamics Added GBU-12 to centerline, GBU-16 to inner and centerline, and GBU-10 to centerline loading options. Fixed. Holding dogfight/resume or ACQ switch does not minimize range gate. Fixed. Sight cage does not align the radar antenna to ARL. Fixed. Mk-82 Snakeye should not have high-drag surfaces when safed. Fixed. Gunsmoke does not follow the airframe/canopy. Fixed. ADI adjustment./corrections. Fixed. Gunsight Depression Axis. Fixed. Mirrors display a distorted picture (fish eye). Fixed. Wingtip launcher rails are fragile when exposed to rapid G-onset. Fixed. F-5E Air-to-Air Missile Employment in MSL mode training mission. Fixed. Rapid aft control input caution. Fixed. Issues with the FAST ERECT button in the cockpit and the overall performance of artificial horizon. Fixed. Pitch/Roll gyro issues. DCS: CH-47F by Eagle Dynamics Fixed. ETA to point calculated by half. Fixed. Copilot’s animations on AI controlled helicopters. Fixed. Incorrect behavior of “MARK”, “SP” and “-” buttons on CDU. Fixed. Rotor artefact in certain blade pitch angles Improved. Synchronisation of MFD screens and buttons. Implemented loading, display and addition of Fix Points to the flight plan Implemented display of FPP based on airfields/navaids with corresponding symbols DCS: Mi-24P Hind by Eagle Dynamics Fixed. Rocket burst length incorrect behaviour when using 4 rocket pods Fixed. Multicrew gun shooting delay Improved. Petrovich AI algorithm to determine dangerous pilot maneuvers for the ATGM aim sight was improved. Algorithm parameters depth was improved and new conditions added (especially for the case when maneuvers are done while Petrovich AI guiding ATGM). Petrovich is still humanized though and won’t be ideal, so remember to give command “observe off” after you are done with ATGM attack and starting quick maneuvering. DCS: Fw-190 D9 by Eagle Dynamics Fixed. Altimeter stops measuring above 10 km. DCS: Mosquito FB VI by Eagle Dynamics Added. The radiomenu command “Bomb after me” forces the player's AI wingman to drop bombs right after the player. DCS: Yak-52 by Eagle Dynamics Fixed. Plexiglass separation wall missing in external view. Fixed. Missing nose wheel tyre texture. DCS: Su-25T free module by Eagle Dynamics Updated EN, RU manuals: Added aircraft NAV database list for Caucasus’ and Marianas’ airfields with additional info about the RWYs equipped with PRMG type of ILS supported by this aircraft. Improved and refined texting Removed Easy Flight Mode section Updated navigation lesson with new run-time pictures and highlights. Tweaked others. DCS: JF-17 by Deka Ironwork Simulations Fixed. AA Radar page should show HPT’s aspect angle not bearing Fixed. QNH can only be set by DTC. Knob used to tune QFE. Fixed. HSD didn’t show jamming target even it’s burned through by allies and shared from datalink Updated. HSD shows navigation information under all master modes (declutter to remove) Updated. HSD rolls back to older version contact filter to match version of other MFCD pages (see below OSB R3) Updated. HSD OSB functionalities. R3: cycle between [A, A+G, A+S] for air, air+ground and air+sea contact filters D5: declutter button DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed: IDM not displaying wingmen as recipients Fixed: Can no longer store positions from IDM messages when no positions selected to be stored Fixed: CTD on receiving BDA with Air Mission EOM Fixed: LMC trying to stabilise with 0 range Fixed: Vox (used for SRS intercom volume in game) now starts at 75% Fixed: Airbag circuit breaker now starts OUT Fixed: Issues with 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 Fixed: Collective clickables no longer accessible when collective is hidden Fixed: CI state now syncs correctly on join Fixed: Various issues for MMS, LMC, Laser and MFD states on join in progress Fixed: Disabled MMS resolution changes until render issue can be resolved by ED Fixed: Hellfire VSD page now displays manual laser codes correctly Fixed: Radios correctly named in ME Fixed: airbags not synced for the rest of clients Fixed: CPG Sparse VSD L1 laser readout behaviour Fixed: Armour doors in multicrew Fixed: Input behaviour for radio frequencies Fixed: Heading hold/force trim conflict Fixed: CTD on drawing name malform Fixed: Collective up / down behaviour Fixed: Radio input frequency behaviour Fixed: Flares popping twice in multicrew Fixed: MMS slew speed Fixed: Over 30 inputs Optimised: L2MUM system Optimised: HSD Updated: RTE SEQ now default on for cold start Updated: Implemented fixed MIL-2525 symbol (thanks ED!) Updated: AI now has some hover instability Updated: Added editor option for allowing PDU show/hide when installed (defaults to ON) Updated: Adjusted hover attitude and fixed roll reference indicator offset Updated: MMS diagonal slewing improvements for both axis and button inputs Updated: Updates to Echo 19 sound overhaul Updated: Training missions: fixes, voiceovers for all the missions, new missions (MMS in SEARCH mode) Updated: "Once Again, Closer" missions: added battle graph for border patrol tasks Added: Afghanistan instant action missions Added: ECHO 19 sound overhaul DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Fixed: Stand-by ADI not caged when mission starts cold & dark Fixed: hundreds rotary of GunSight mills needs 9 clicks to go from 0 to 1 Improved: Flight Director bars visibility DCS: F-4E Phantom II by Heatblur Simulations Systems: Fixed some general multicrew syncing issues Fixes radar and radar guided weapons to be broken since the previous update Systems: Fixed multiple RWR multicrew desync issues JESTER-AI: Fixed bugs with Jester on subsequent takeoffs (mostly Radar Context Action not working correctly) JESTER-AI: Fixed Jester asking multiple times for "which alignment do you want?" JESTER-AI: Fixed Jester Audio being partially cut off during startup when just receiving power JESTER-AI: Fixed Jester Wheel showing Helipads as Airfields JESTER-AI: Fixed Jester unstowing Pave Spike during cold-start taxi Weapons: Fixed Shrikes broken tone and cockpit indications since previous update Weapons: Updated GBU-8 HOBOS weapon definition Fixes GBU-8 being broken since the previous update Enables AI to use it Weapons: Fixed Pave Spike and Jammer not having a rack anymore Weapons: Fixed Walleye I not working for chinese users Weapons: Fixed AIM-7E(2) to use the correct 3D model Missions: Updated Training Missions Lesson 01 Tweaked some text to avoid confusion and improve the experience Improved some audio to avoid time delays when playing them Added multiple on-screen hints, especially how to work with the Jester UI Tweaked when Jester is enabled or deactivated to prevent issues with Jester UI popping up at the wrong moment Added some “Roger” confirmations to certain actions Tweaked some power settings during the climb for a better experience Fixed issue with WSO not starting the alignment properly Added hints and explanation during the alignment Inputs: Added bind category "Essentials" to make it easier to find important binds DCS: F-14 Tomcat by Heatblur Simulations NEW: Supercarrier update compatibility New salute command New commands for movement on the deck Link 4C address is now configurable via kneeboard next to ground crew Fixed bugs with broken laser codes, especially in old missions DCS: AJS37 Viggen by Heatblur Simulations Updated the manual DCS Mirage F1 by Aerges Systems: Fixed vertical gyroscope autoerect function not working. Radio and navigation: F1BE: Green radio function selector is now switched only at the forward seat panel during startup/shut down macros execution, disregarding the currently occupied seat. Input: F1BE Radio Selector Unit MIS, TAC, and VOR potentiometers now work with the corresponding axes input. Textures and 3D models: Improved nose and main gear texture. Improved Alkan Corail Pod texture. Updated Cambrai Livery for F1C and F1C-200. Some weapons textures were updated. Terrains Added terrain lightmap for improved clouds and new fog shading. It highlights clouds and new fog with city lights at night. Fixed instant disappearance (culling) of small vegetation at screen border. Campaigns DCS: F-16C Dragon's Fury Campaign by SorelRo Sound missing missions 4 and 5 AI wingmen fuel consumption adjusted missions 4 and 5 DCS: F-16C First In Weasels Over Syria by Ground Pounder Sims Updated all missions to fix AI taxi issues caused by changes to the Syria map. DCS: A-10C II Operation Persian Freedom Campaign by Ground Pounder Sims Adjusted kill conditions for mortar team during on-call tasking. DCS: F-16C Dragon's Fury Campaign by SorelRo Missions 9. Sound files adjusted DCS: F/A-18C Operation Green Line Campaign by Badger 633 All Missions: Updated for deck crew. F-5E 2024 compatibility DCS: F/A-18C Rise of the Persian Lion Campaign by Badger 633 All Missions: Updated for deck crew. Missions 13 Increased Difficulty: F18’s not taking of fixed. F-5E 2024 compatibility DCS: F/A-18C Rise of the Persian Lion II Campaign by Badger 633 All Missions: Updated for deck crew. F-5E 2024 compatibility F/A-18C - The Serpent's Head 2 Campaign by Badger 633 ll Super Carrier Missions: Update for new deck crew. Truman used in place of Stennis until Stennis deck crew is resolved. Mission 2: Timings adjusted. Mission 8 all variations: JTAC fixed. DCS: F-16C The Gamblers Campaign by Baltic Dragon Missions 1 to 7: fixed bug with AI aircraft not taxiing from shelters repositioned Patriot system at H4 and rearranged the vehicles according to Patriot handbook tuned the route of the safety patrol around the base fixed flares amount in one mission changed Lau adapter for single-carried AGM-65D from triple rail version into single rail version with less drag. updated loadout in several missions added windsocks at the same spot in all missions updated assigned shelter number for every F-16 as shelters numbering changed with the update Mission 2. W31 properly follows B1 on egress. Updated AAR part for W31 (it will refuel correctly every time) DCS: AH-64D Outpost Campaign by Stone Sky Minor changes in all missions to adapt to the new Syria map update. In mission 7, the Black Hawk explodes during launch - Fixed. Zulu time typo fixed in all missions and documentation. DCS: Mi-24P Outpost Campaign by Stone Sky Minor changes to mission 1 DCS: MAD AH-64D Campaign by Stone Sky Datalink has been adjusted in all missions Chinook and Kiowa have been updated in all missions IR marker has been adjusted in mission 10 DCS: Mi-8MTV2 Crew Part 1 Campaign by Stone Sky Mission 3. Ka-50 was removed from the aircraft carrier, which could have prevented the Su-33 from landing A-10C / A-10C II Basic Flight Training Qualification Campaigns by Maple Flag Missions Removed code that was causing altitude warning issue in BFT05 for both A-10C and A-10C II missions P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects Spitfire IX The Big Show Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects. DCS: P-51D Debden Eagles Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects Removed the trees blocking the runway DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects DCS: P-47D Wolfpack Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects DCS: UH-1H Paradise Lost Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Mission 2 safety trigger added to make sure the Gamblers engage DCS: F-14A Zone 5 Campaign by Reflected Simulations Weather updated with the new dynamic fog engine DCS: F-14A Fear the Bones Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Campaign updated for the new carrier directors Rearranged flight deck Salute command incorporated in mission triggers DCS: F-14 Speed & Angels Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Campaign updated for the new carrier directors Rearranged flight deck Salute command incorporated in mission triggers DCS: F-4 MIG Killers Campaign by Reflected Simulations Weather updated with the new dynamic fog engine DCS: Spitfire Beware! Beware! Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects Mission 3 rogue soldier bug workaround Mission 4 AI taxi bug workaround F-86F Hunters over the Yalu Campaign by Reflected Simulations Weather updated with the new dynamic fog engine DCS: Mosquito FB VI - V for Victory Campaign by Reflected Simulations Weather updated with the new dynamic fog engine Airfields updated with Massun's assets. No more non-period correct objects FIDO will now actually disperse fog DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations All missions – Taxi director update DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations All missions – Taxi director update DCS: F-14B Operation Sandworm Campaign by Sandman Simulations All missions – Deck crew forced disabled for compatibility with F-14 DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking Mission 06 "Heavy Load". Adjusted the convoy LZ landing trigger with additional checks to prevent early activation Mission 05 "Refugees". Refined the landing/hover trigger for the refugee boat Mission 07 "New Rules". Added the missing "Mission Complete" trigger for the cutscene Mission 09 "Sheeba Farms". Corrected the mission briefing text in both the in-game version and the PDF file Mission 14.1 "The Date". Adjusted the hospital landing trigger to match the new Syria map layout. Fixed the radio menu entry for "Landing at the hospital" or "Continue the tour." Mission 14.2 "The Final". Corrected the date and location graphic at the beginning of the mission DCS: AH-64D The Four Horsemen Campaign by Fight's On Simulations All missions – Changed initial start up freqs to allow setting of mission specific frequencies easier. All mission startup freqs placed in PRESET 2 for all radios. Tactical freqs moved to PRESET 3 M2 – Reworked post mission scoring triggers to hopefully cure logbook issues M6 – Fixed Foghorn running to cab issue. Added Infantry clear up trigger. Delayed crew chat post frequency change. M10 – Fixed mission briefing start time error. Added SMOKE OUT to mark Hellfire target. Fixed Fencing trunks showing in George targeting menu. Added HOLD to infantry during attacks. M12 – Fixed possible Immortal issue
    57 points
  27. Video 12/09/2024 = Talking a little about the project. Hello community, I present to you the first test of the UH-1H Huey cockpit. In this particular case, it is for you to observe and help me correct proportions and general shapes. Much of the work is based on photographs, and while I try to be as precise as possible, perhaps someone with real experience with the aircraft might notice things that need correction. Don't expect anything usable, just a white structure of the larger components of the cockpit. In the file, you will find a .jpg image with the steps to follow for installation (it may break the integrity check, meaning multiplayer mode might not work). Please remember to back up your files, and I am not responsible if you need to clean up the installation after use. You can leave comments here on the forum (but please quote me so that I get notifications). Thank you very much for your time. Best regards! ###################################################################################################### Hello community! Today, I want to introduce you to a project I started a few days ago. I'd love to hear your opinions and perspectives on it. About the Project: The main idea of the project is to update our beloved but somewhat outdated UH-1H Huey. As a 3D artist, my primary focus will be on updating the module's graphical aspects with new 3D models and textures (we’ll discuss the scope of these changes and their implications later). However, I don't rule out the possibility that, with the community's help, the changes could be more comprehensive. Considering that the Huey's flight model is excellent, and its systems are quite complete, any improvements beyond aesthetics would likely involve adding new weapons or features. Images (WIP): Progress So Far: Currently, I have partially modeled the Huey's cockpit. There’s still a lot of work to be done, but so far, I think it's looking pretty good. I've attached images of the work in progress. I managed to run some tests in the simulator with the new cockpit added to the old model, and it looks quite promising. I still need to figure out how to make the file changes through the "saved games" folder to avoid breaking the Integrity Check (IC), which I currently have no idea how to do. If anyone is willing to help in this area, your contribution would be more than welcome. -- We need to replace the file located at: "C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\Uh-1H\Cockpit\Shape" named "Cockpit_UH-1H.edm" with a new file of the same name placed in the "saved games" folder. Project Scope: Regarding the project's scope, I envision several possible options. Over the past few days, I've conducted a series of surveys to gauge the community's reaction to the project. For now, the goal is the following: A completely free mod for the community that updates the cockpit with new 3D models, textures, and animations. There would be no new functionalities. We would need to find a way to include it as a mod that doesn’t break the Integrity Check. If that’s not possible, based on the survey responses, there would be little community interest in the mod (and therefore, not much reason to continue its development). For those who have installed the mod, the helicopter will function as usual, but with a significantly enhanced level of detail in the cockpit. For the moment, both the exterior model and the interior cargo area of the helicopter would remain as they are currently. Improves on those parts would cost lots of time for a free proyect. The Reason for the Project: Essentially, I usually do things out of pure enjoyment or whim. The Huey is one of my favorite modules; it’s easy to use, fun to fly, not too complex, yet you can spend quite a bit of time mastering it. Despite this, its graphics, especially the interior, are quite outdated. Therefore, a few months ago, I started thinking about updating its textures to the PBR format. This led to multiple challenges due to the way its UVs were created, preventing the proper use of an AO pass. So, I decided to start modeling the interior in 3D from scratch. Estimated Timeframe: There’s no ETA; this is a project I’ll be working on in my spare time. Other Possible Versions: For now, I would focus on the version we currently have. I’d love to be able to choose whether to add or remove the radar altimeter and the flare dispenser at will, to make it closer to versions used in earlier periods of the Huey’s history. I’d also love to add the option for side-mounted M60s without the external hardpoints, as used by Hueys in Vietnam. If I were to develop other versions, I would be interested in a "C" version with various weapon systems used during Vietnam. I’m not a big fan of glass cockpits, so I’m not interested in modeling more modern versions of the Huey. However, these ideas are more like "dreams" rather than concrete goals, and they would largely depend on community support (since beyond 3D art, aspects that require programming are not my strong suit). Conclusion: For now, this is all. I hope the project interests you, and that together we can build this improvement. I look forward to your feedback! Best regards!
    55 points
  28. The reason for this "panic" will be clarified once you have the time to read the post. I'm also saddened to see my post be merged and buried into another thread which is already solved in what seems like a backhanded moderation move, presumably to make it harder for the community to find my post. I put a lot of effort into this post and think it deserves its own thread, so I would appreciate if it was unmerged back into its original thread. And if you or any other ED employee wants to discuss any of these points, I'd happy to converse with you.
    54 points
  29. Dear all, gathering your questions and most pressing concerns and feedback from yesterday, we want to present you with a list of issues you may run into, when trying the F-4E for the first time, and ways on how to avoid them. We hope the below list helps you get started faster and smoother. Please spread the word! Your Heatblur Team Issue: I am experiencing bad performance with the F-4E. Fix: Make sure you are using the multithreaded version of DCS, not the singlethreaded. This will significantly improve your performance. We do not recommend running the F-4 in the singlethreaded version. You already have both versions installed, always. To run the multithreaded version simply run the DCS.exe in your Eagle Dynamics\DCS World\bin-mt folder. Issue: My F-4E keeps pitching up violently although my controls are bound correctly. Fix: This happens to non-FFB users who have FFB enabled in their MISC options. Simply go to MISC options and disable FFB and the issue will go away. Issue: I am using VR and the JESTER Menu, Manual and/or Bombing Calculator are cut off. Fix 1: It is an issue with the DCS VR implementation and an unfortunate combination of graphic settings. You can fix it either by selecting "use dcs internal resolution" in your VR settings or using our special options if you don’t want to do that. It is described further in this section of our manual: https://f4.manuals.heatblur.se/dcs/special_options.html#hb-ui Fix 2: As stated in the manual, setting the VR render window to LEFT or RIGHT eye without checking the "Use DCS resolution" box makes the Jester menu cut off. However if "Use DCS resolution" (fix 1) alone does not solve it for you, you can try to use the "BOTH" setting for the redering option. Jester menu should then be back in full, normal size and centered. Fix 3: Found by Des 2-2 (thank you!): "an (easy) solution to the HBUI cut off at the bottom in VR issue: change the resolution of the VR mirror to at least 1920x1080. Many people set it below that in the hope that it frees up a little GPU resources." Note: We are currently trying to find a solution together with ED. In the meantime, if neither fix 1 nor fix 2 work for you, the best is to experiment with the resolution settings offered in the special options. Our apologies. Issue: I downloaded and installed via the DCS module manager, but when I spawn in the mission, it goes to the F10 map and only AI spawns. Fix + EDIT: Going through the reports of the past few days and fixes that were found, most likely this issues is because your antivir program is either blocking HBUI.exe or one of our DLLs. We kindly ask you to add exceptions to these in your antivir program. This should fix your issue. If the issue persists, please make a report. Issue: When I go to the mission editor, I do not see the F-4E. Fix: You need to turn off the “historical setting” in the Mission Editor. It is at the bottom center, represented by a clock symbol. Click the clock symbol to turn it off. Issue: My JESTER menu gets stuck. Fix: If using head tracking and mouse at the same time, they can conflict. You can disable either in the special options settings for the F-4E. Moving the mouse pointer out of the menu fixes it, too. To close the menu you can hold the Jester menu button long. Issue: My force feedback pitch and roll force seems very light or weak. Fix: You have gain settings for force feedback in the special menu options. Note that you can increase them to 500%. Note that if both roll and pitch axis are set to the same value, the roll axis will have less force feedback force. This is intentional and true to the real aircraft, where the roll axis requires less input force than the pitch axis. Please adjust to your personal preferences. Issue: It looks like the stick in my cockpit is lagging in comparison to my real stick. Fix: The movement of the 3d model of the stick in the cockpit goes through a type of low-pass-like filter. Otherwise, it might look erratic and actually even less realistic. However, it doesn't represent the actual physical simulation of the entire stick simulation, and that means that the change of your input is instantaneously transferred to the controls system. Yet, that system runs a complex simulation that adds realistic inertia to the mechanisms that transfer your input to the power actuators. To summarise, the lag you may see when observing the 3D controls doesn't represent the system's delay; there might be some realistic inertia reducing the controls' responsiveness. Issue: I want to close the manual or bomb calculator, but it does not work. Fix: You need to click with the mouse out of the manual or bomb calc window. If clicked into it, keyboard input is enabled and will prevent the close/open commands. Issue: My cockpit appears to be very dark. Fix: Please make sure that you have “Cockpit Global Illumination” turned ON. If this alone does not help, our recommended Gamma setting is 2.2, so you may want to increase your Gamma. Note: there is currently a bug that will load the cockpit darker on the second spawn. A third spawn should fix that. Issue: My trim is not working on the ground, the stick is either full forward or full back and when I trim it does not change position. Fix: This is correct as is on the ground. The bellows system pulls at the stick with increasing airspeed, while the bobweight system pushes the stick forward with increasing G. In flight and when you are trimmed out well, these forces roughly balance each other out naturally. On ground however, the bellows measure airspeed 0 and hence do not add any force that would counter the bobweight system pushing the stick forward. You also will not see trim doing anything in that situation, since the trimming merely changes the length of the lever to which the bellows can apply force to the stick and do not move the stick around directly. Issue: I cannot make sense of the controls indicator. Fix: The big green diamond is your joystick input. The small green diamond is the neutral in-cockpit stick position - this is where the cockpit stick will reset if you re-centre your joystick. The orange/red diamond represents the actual cockpit stick position after taking into account all effects, including your joystick input, the feel trim system, force limiting, and blending. This position is transferred to the power actuators moving the control surfaces. Issue: I have trouble getting used to JESTER 2.0 and the new menu. Fix: We recommend giving it a few days to get used to it. Jester 2.0 is designed more proactive than JESTER 1.0, he scans the sky himself for example, he will turn radar on and off himself if landing or refueling, etc., and overall requires less use of the menu through the JESTER context action. With context action you can direct him to switch targets, lock them, unlock them in air to air, to lock ground returns for dive toss, and more. We recommend to familiarize yourselves with the JESTER section in our manual in general, here: https://f4.manuals.heatblur.se/jester/overview.html And with the JESTER combat section in regards to context action, here: https://f4.manuals.heatblur.se/jester/combat/overview.html Issue: Jester has trouble finding targets. Fix: While Jester searches the sky in a forward, primarily head-on, co-alt aspect of your radar, one still needs to consider the limitations of the AN/APQ-120 radar. It is not a search radar, and the detection ranges are very short. This means that with 2 bandits racing at each other, from detection to merge, your BVR timeline can be less than 45 seconds. IRL Phantoms were guided to their target’s general position with the help of GCI and AWACS units. The F-4E’s radar is also a radar that needs to be “flown” pro-actively. This means helping it through your maneuvering - or non-maneuvering - as much as you can. Look-up aspect is in general preferable, so positioning yourself slightly below the bandit helps. Some bandits with a smaller cross section, like the MiG-19 may be picked up by the radar at less than 20 nm. In short: try to use the radar more as an intercept radar than a search radar. Try to estimate where you targets will be, either through conventional SA building or through the aid of GCI and AWACS, and then position yourself for a successful intercept. If you want to dive deeper into the topic, we recommend Karon’s tutorials on youtube, from FlyAndWire. Issue: I am encountering weird behavior, like some weapons not working, or even get a CTD when trying to host a server, etc. Fix: This is likely owed to the presence of mods. As of now, the only mod we know that works together with the DCS: F-4E Phantom II for certain is the Community A-4 mod. Any other mod can potentially cause issues of various kinds. This is why we strongly recommend to disable all your mods, should you be running into such issues. ED is aware of the potential conflicts between modules and mods and will be looking into it. Please be so kind and understand that full functionality of the module cannot be guaranteed when running it with mods. Thank you! A tip from user “Mederlock” to improve performance, if running into issues: “A little tip that might help some people's performance: in the task manager details page, dcs.exe->set affinity->de-select the first core. If you check the DCS log file you can even see which of your cores perform the worst and de-select those specifically. You'll have to re-do this every time you launch the game or use a tool like process lasso to automate it on startup. I've heard a few reasons why this can help, [...], I don't really know the theory but it certainly helped my performance a lot, as well as several other people in the group I play with. Worth a shot if you're having stuttery or poor performance.” Check out these beginner tipps and tricks from Tricker: Here is also a nice cheat sheet for WH key binds, made by Blackbird (as a proposal). You can also check out the control bindings guide in our manual here: https://f4.manuals.heatblur.se/dcs/controls.html#binding-guide
    54 points
  30. MASSUN92´s Animated ground crew and lights MOD -- DOWNLOAD IT FROM: HERE! What a journey, right? As mentioned in today's newsletter (May 17, 2024), the asset pack will become part of the DCS core, allowing everyone to use the assets in their missions without needing to download anything. This does NOT include the animated ground crew and lights, which will still be available for download from the link above. ------------------------------------------------------------------------------------------------------------------------------------------------------ Before addressing some questions, I would like to thank all of you, the community, for your support and positive vibes. This achievement is also partly yours. On one hand, your support for the asset pack pushed me to make it better and bigger. On the other hand, I'm sure ED wouldn't have noticed the asset pack if so many people weren't using it and creating wonderful bases with it. So feel proud, we've achieved something fantastic! ------------------------------------------------------------------------------------------------------------------------------------------------------ - What's going to happen with the mod? I will continue developing content because I enjoy doing it. I love seeing what I create come to "life" within the simulator. According to my discussions with the people at ED, there's a possibility of adding more objects in the future, so feel free to leave suggestions below. - What will happen to the missions created with the latest version of the mod? As far as I understand, and I could be wrong, they should work fine WITHOUT the mod installed. - Will there be improvements? We have an agreement where I will make some minor future corrections to the models. Beyond that, I don't know what the future holds. ------------------------------------------------------------------------------------------------------------------------------------------------------ - Who I am? Hi to all! My name is Patricio Massun, I'm a 3D artist and architect from Argentina. My job is mostly related to arch visualization and asset creation for renders. I use this mod to practice some lowpoly, game-ready, real time rendering technics. I use Blender for all my work. All the models of the mod are created entirely by myself and the textures are from ambientcg (old cc0textures.com). All the export process is based on the EDM exported made by Tobi and use the tutorials from Grajo (Without them the mod would not have been possible). - About the mod:
    52 points
  31. New campaign - DCS: F-4 MIG Killers Campaign by Reflected Simulations DCS World Rearm Refuel weights do not update correctly in the interface window - fixed Weapons. incorrect bomb fuze visuals being displayed in some cases - fixed Weapons. AGM-86D almost indestructible - fixed Launcher. Modules card, non-format screenshots- fixed Launcher. Files page refactoring GUI. Lag and Performance issues in certain cases at “Select Role” screen - optimizations are added we expect it to mitigate the issue and we are working on more fixes for it Cargo. If player despawn while carrying cargo, cargo then do not drop on the ground - fixed Cargo. Dynamic cargo can be created when in flight - fixed SP. Loading Debriefing Error “Can not open debriefing file” if player name has single quote in it - fixed Aircraft qty is not returned to warehouse if taken through dynamic slot and user closed DCS without releasing slot - fixed Player score in SP Missions not being registered - fixed EVENT_KILL and onGameEvent('kill') are doubling - fixed Controls input being active while user work with text field in Select Role screen or Route Tool resulting in controls input bindings being registered - fixed MP. Regular slot not being released on server side if user switched from it straight to dynamic slot - fixed MP network protocol changed Known issues: DCS window can blink in simulation when GUI scale 1.25 is used (also for example ESC menu or Input assignment window) DCS: F-16C Viper by Eagle Dynamics Fixed: RWS target symbols no longer show altitude when cursor is hovering over it DCS: UH-1H Huey by Belsimtek Corrected rockets placement in XM158 launcher DCS: CH-47F by Eagle Dynamics CH-47 Crash while entering ICAO code in DIR mode CDU - fixed IA missions update DCS: Sinai Map by OnReTech Northern Israel returned Fixed airfield model LOD Fixed viaduct near Cairo
    52 points
  32. Dear friends and pilots. On behalf of our company, we apologize for this error. The removal of this part of the map was an internal error and misunderstanding. We will soon return everything to its place before the early access version (Northern part of the map). Having checked everything again beforehand. Thank you for your understanding, we really value the opinion of users, and have done everything possible to solve this problem. Thanks again for your understanding.
    52 points
  33. Dear all, Summer has come to an end and autumn is upon us. We hope you all had a great time during summer and of course, plenty of vacation to hit the beaches, enjoy cool drinks and fly some DCS. After the F-4E release we gave the team some air to breathe and to recharge, as mentioned before, however we have long since returned to advance our roadmap. We apologize for being a bit more quiet with updates the past few months, as we collected and prepared ourselves for a productive rest of the year 2024. Hence we felt it was time to bring you a comprehensive development update for our modules again, and we are delighted to do so. The team has been hard at work introducing new features, refining systems, and addressing numerous bugs to enhance your simulation experience. In this update, we will be diving into the latest developments across the DCS: F-4E Phantom II, DCS: F-14 Tomcat, and DCS: AJS37 Viggen modules. Each aircraft has received dedicated attention to ensure you enjoy the highest levels of authenticity and performance. Let's explore the exciting new features and fixes in detail. DCS: F-4E Phantom II - NEW Mini-Campaign - FROG-7 As you all know, our commitment to content in Heatblur modules is unparalleled and a plethora of new missions are planned for all our modules, including a new and free campaign for the F-4E Phantom II. Enjoy this little mini-campaign, which sets the mood for the larger, free campaign coming a bit later - Days of Atonement, following events of the Yom Kippur War. FROG-7: On the night of October 9 1973, Syria escalated the Yom Kippur War further by launching FROG-7 rockets at Israel's northern airbase, Ramat David. At 03:35, the missiles struck, killing one Israeli pilot and wounding several soldiers. Additional rockets landed in civilian areas, including Migdal HaEmek and Kibbutz Gvat, spreading fear and destruction among the population. The Israeli government decided to retaliate decisively. The very same morning the IAF launched strikes deep into Syria, hitting core military installations and infrastructure to cripple the Syrian war-making efforts and to prove that Israel was both still capable and willing to attack its enemies deep in their territory. These attacks were also intended as a deterrent to Jordan to enter the war. Relive some of the events following the October 9 FROG-7 attacks, including the famous Raid on the Syrian General Staff Headquarters in Damascus. The missions have been meticulously recreated based on a plethora of historical data and SME input from IAF veterans who flew during the Yom Kippur War, including the real life routes that have been used and events occurred during these missions - with as few liberties taken as possible within the limits of DCS. DISCLAIMER: This campaign is semi-historical, and while it tries to depict historical events as accurately as possible within the limits of DCS, it is in no way motivated by any political, or religious ideologies, and is not connected to any recent events. Rather, it is meant to let the player experience one of the most intensive periods of aerial combat for the F-4E Phantom II. Requirements: DCS: F-4E Phantom II | DCS: Syria | Optional: DCS: Combined Arms DCS: F-4E Phantom II - Systems, Improvements and Features We prepared a long list of bug fixes, systems improvements and new features for this update. As many of you requested, we finally added brightness control logic for the UHF repeaters. This improves the visibility across various lighting conditions, enhancing pilot experience in different operational environments. Furthermore, individual backlighting has been added for the WRCS ALT/RANGE placards. Based on the selected Delivery Mode, this backlighting will now indicate which of these is actively in use, bringing more situational awareness during flight. Night operations have also received attention with the addition of backlighting for the WSO ECM and KY-28 panels, improving usability in low-light scenarios. DCS: F-4E Phantom II - RWR Significant updates have been made to the RWR (Radar Warning Receiver). The RWR now detects active radar homing missiles, providing pilots with earlier and more accurate warnings of inbound threats. The RWR database itself has been updated to include new and previously undetected threats, making it a more reliable tool during combat operations. In addition, we've introduced new handoff sounds for emitters, which include the AIM-120, AIM-54, R-77, and Tornado platforms, allowing pilots to better manage their responses to multiple threats. Finally, ALR-46 RWR target separation (TGT SEP) button is now working, it lets you adjust the way the contacts are displayed to avoid symbols overlapping in environments that are highly saturated with emitters. DCS: F-4E Phantom II - New Weapons Weapon systems for the F-4E have also seen several updates. The BDU-33 practice bombs have been added to the inner wing pylons, offering pilots the opportunity to practice their bombing runs with increased realism. We've replaced the GBU-24B/B Navy Variant with the more accurate GBU-24A/B Air Force Variant, ensuring that the correct ordnance is modeled. For those flying the German F-4F, we have introduced the BL755 and SAMP-250KG LD Bombs mounted on TERs, accurately representing the specific loadouts used by the German air force. We've also included a visual-only ACMI/TACTS pod, adding to the authenticity of the aircraft’s visual representation without functional implementation. Furthermore, we have fine-tuned the sight depression limit, adjusting the mechanical range from -225 mils to -250 mils, offering more flexibility in targeting. Along with these changes, we have fixed issues with the Sight Reticle Range Bar, ensuring that it correctly indicates ranges in different modes. DCS: F-4E Phantom II - JESTER AI Navigation Update JESTER has received significant updates in this release, most importantly improving his navigation capabilities. Support for special waypoint types has been introduced, which can now be set up through either the Jester Wheel or the Mission Editor. These waypoint types include Identification Point (IP), Target (TGT), Visual Identification Point/ Nav Fix (VIP), CAP station between two subsequent CAP points and according QnA to set the desired vul-time (CAP), FENCE-IN (F-IN), FENCE-OUT (F-OUT), Homebase (HB), and Alternate (ALT), allowing for more sophisticated mission planning and execution. Jester also now supports in-flight INS updates through the NAV FIX function, which can be initiated via overflight of a VIP special waypoint, ensuring that navigation data can be refined and improved mid-flight. Details of these new functionalities can be found in the manual, which has also been updated. These new special waypoints will already receive more updates in the subsequent patch, such as a “silent VIP”, which allows for more low-key nav fixes on else regular waypoints, as was done for instance by the IAF during the Yom Kippur War, when flying their routes from IP Tower to IP Tower over the else featureless desert terrain of the Sinai. Additionally we want to tie checklists to waypoints such as Fence In and Fence Out in the future, and also allow for a more autonomous attack planning by JESTER based on your IP-TGT relation and mode selection. We are also currently working to implement a comprehensive list of set commands, such as you already know from the F-14, to allow for further mission scripting. DCS: F-4E Phantom II - INS Alignment First, we’ve reworked the entire alignment procedure. This new system is designed to streamline the alignment process, making it smoother and more efficient, ensuring your navigation systems are even more precise and dependable. Additionally, we’re introducing new dialogue options with Jester. These will provide greater flexibility in communication, giving you more control and interaction during crucial operations. Whether it's alignment or troubleshooting, you’ll have clearer, more dynamic exchanges with Jester. To further assist pilots, we’re adding more detailed information about the alignment process. This will give you a deeper understanding of each phase of the procedure, helping you anticipate and manage the alignment more effectively. With this added clarity, you’ll be able to ensure everything is properly set up for the most accurate flights possible. In cases where an alignment fails, we’re introducing new options to handle these situations. Instead of leaving you without clear guidance, the updated system will offer corrective actions, providing a path to recovery and reducing downtime. DCS: F-4E Phantom II Bugs In terms of bug fixes, several critical issues have been squashed. We’ve addressed crashes related to homebase TACAN and some problems with the Heatblur UI. Radar antenna range gate acquisition issues that affected certain scenarios have also been fixed. Additionally, we have resolved crashes experienced by users with DCS installed on Unicode directory paths, such as those containing non-Latin characters. Another fix includes correcting the logic that was preventing ECM warm-up from skipping during hot starts. Lastly, we’ve resolved an issue with the Pave Spike STOW and WRCS/INS OUT lamps incorrectly illuminating during BIT 1 tests, ensuring these systems function as intended. Improvements have also been made to the control inputs. New 4/8-way hat steering binds have been introduced for the Jester Wheel, providing greater control over AI management. Self-accelerating knob binds have been added for various cockpit controls, such as the Sight Depression, HSI Course, Target Latitude/Longitude, and Bombing Pull-Up Timer, simplifying input management for these functions. You may want to remap some of your slow/normal/fast keybinds, though we kept these to offer you more choice. Several issues with broken bindings have also been addressed, and missing toggle and axis binds have been added for systems like the Antenna Switch, Anti-Skid, and Emergency Gear handles. Audio improvements for the F-4E are another highlight of this update. The engine sounds have been overhauled, offering a more immersive and authentic auditory experience that enhances the sensation of flying the Phantom. Canopy sounds have also been improved, adding further depth to the aircraft’s interaction with its environment. Visually, we’ve made several important updates. We fixed the external engine blades LoD00 - LoD01. The fuel tape visibility has been improved for better readability during flight. A previous issue where formation lights disappeared when zooming out has been resolved, ensuring consistent lighting visibility. The throttle animation has been updated to include afterburner detent sideways movement, bringing more realism to throttle operations. Various cockpit indicators and animations, including those for the HUD and other critical systems, have been reworked to enhance both visual fidelity and functional accuracy, and much more. Beyond these updates, we’ve refreshed the in-game manual to reflect all the latest changes and features, ensuring pilots have the information they need at their fingertips. Missions have also been updated to take advantage of these new capabilities, and new ones have been added for greater variety, introducing the first set of basic instant action missions for the new Afghanistan map, with more to follow. Additionally, we’ve introduced support for Historical Mode in the Mission Editor, allowing for more authentic mission setups. For mission creation, we’ve added new models, including an IP Tower and a GHQ Building, expanding the possibilities for mission design. Lastly, new liveries have been added, such as the Israel Kurnass 303 Toad 1967 livery with thanks Fish. DCS: F-14 Tomcat For the F-14 Tomcat, we’ve made several important updates to systems, weapons, controls, and more. One significant fix addresses an issue in NAVGRID mode, where true bearing was incorrectly displayed instead of magnetic bearing. We’ve also updated the TID repeater on the pilot's HSD, which now functions properly when the RIO selects TV mode. Laser code settings have been removed from the Kneeboard and Mission Editor aircraft properties, and you should now use the new fuze settings for configuring these codes in the DCS rearm menu. Weapon adjustments for the F-14 include correcting the LAU-10 Zuni pod mass, reducing its weight by 150kg to reflect the correct loadout specifications. Unnecessary fuze settings for the BDU-33 practice bombs have been removed. We’ve also made the TARPS pod compatible with a wider range of munitions, including the Mk 82, Mk 83, GBU-12, and GBU-16, offering more flexibility for mission planning. Several fixes have been made to resolve corrupted weapon names in the Jester Ordnance Menu, and we’ve aligned the default payloads between the two Tomcat variants to ensure consistency. We’ve also made several fixes to the cockpit controls. Issues where controls were clickable from the wrong cockpit have been addressed. Three-position switches now move in the correct direction when left or right-clicked, and tooltips for the IFF panel have been adjusted to provide clearer and more accurate information. In addition to these updates, we’ve also added a first new set of basic instant action missions for Afghanistan with more to follow. Big thanks also to Kaba for an overhaul of the Cage the Bear campaign. Please note that older, obsolete versions have been removed, to keep the maintenance slim. DCS: AJS-37 Viggen The AJS-37 Viggen has received updates and bug fixes to improve both realism and gameplay. We’ve updated the airfield database to include support for the new Kola map and increased the maximum number of airfield reference codes to 98. The "Beredskapsvarning" warning is now enabled in LANDN P/O mode, adding more accuracy to emergency operations. Pilots can now select how REF codes are generated through a newly added Special Option, allowing for more customized mission setups. Several critical bug fixes have been implemented. An issue preventing the RB15 missile from locking onto targets when released in NAV mode has been resolved, ensuring more reliable missile targeting. We’ve also fixed problems with saving manually set runway direction and TILS data, providing better operational consistency. The BAS selector loop issue, which occurred when spawning at bases with IDs greater than 72, has also been addressed. Additionally, we’ve adjusted the flash rates for ground collision and "beredskapsvarning" warnings to 5 Hz and 2.5 Hz, respectively, bringing them in line with real-world operations. In terms of input controls, we’ve added toggle bindings for the ATT and HÖJD autopilot controls, offering more flexibility and ease of use. As with the other modules, new instant action missions have been added for the Afghanistan map, and existing ones updated to reflect the latest changes. Mission makers now have the option to filter out FARPs from the REF code list by adding "-REF-" to the unit name, allowing for more refined mission design. The manual has also been updated to provide comprehensive guidance on these new features. Q3 2024 and what the future holds The rest of the year is already packed full with tasks for the team, as we continue our efforts on the side of the release for the Viggen and the F-14, (our upcoming MSFS modules, as a side note,) the Eurofighter, of course and more. We are currently wrapping up the A-6 AI development, which we hope to bring to you in one of the next updates. And we hope that we can bring the early F-14A to you before end of the year as well. Beyond that, we will of course have more in depth updates for you on the development of our various modules as the year keeps moving along. We want to extend our heartfelt gratitude to our dedicated community for your ongoing support and invaluable feedback. Your passion and engagement continue to inspire us to extend our efforts in delivering the highest quality simulation experience possible. Thank you for being part of our journey to push the boundaries of flight simulation. Fly safe, and see you in the skies! The Heatblur Team
    51 points
  34. Hi! We continue working on Normandy 2.0. The main goal of the current update is optimization. Adhering to the strategy "Never stop improving" along with optimization, we made local improvements to objects and something new. We added three airfields: Eastchurch, Headcorn and Hawkinge. And three original objects: Basilica of the Sacre Coeur, Palace of Versailles and Hampton Court Palace. Now there will be places where you can start your career in the training center or complete a mission as part of a squadron. Fly, explore and conquer List of changes in Normandy: - Optimization of building and structure models. - Optimization of scenes. - Improved scene of the bridge near the Palace of Westminster. - Improved model of Notre-Dame de Paris. - Added airfields Eastchurch, Headcorn and Hawkinge. - Added three original objects: Basilica Sacré Coeur, Palace of Versailles and Hampton Court Palace. - Added tall flags at forts and major cities. - Fixed errors in airfields with the same callsign. - Fixed errors in terrain, vectordata and scenes. Headcorn Hawkinge Palace of Versailles Hampton Court Palace
    51 points
  35. 1. What are the system requirements - We recommend 32 GB of system RAM and 8 GB of VRAM 2. How much disk space is required? - 205Gb (Phase 1 - 110 Gb) 3. How much does DCS: Cold War Germany cost? - $55.99 USD at early access release and then later $69.99 USD at final release with all three phases. 4. How will the map be sold, as a whole or in parts? - The Cold War map will be released in phases, with each phase adding more terrain, airfields, cities and other features. Three phases in total are planned. The map will only be sold as the entire map. 5. What are the dimensions of the map? - 980 x 800 km 6. Will assets be released and when? - We have received many such requests. Ugra-Media will do everything possible to release a Cold War Germany assets pack with objects and equipment following the release of Phase 3. 7. Why are there static objects on the map if I can place them myself? - We were guided by the interests of the users. First, we did it for the sake of performance and FPS, and this is the best solution. You immediately get a polished product that allows you to fly without additional work in the Mission Editor. The world is already filled with life and details, but at the same time, free spaces are left open for your creativity; you can add your own objects without interfering with the rest of the map. 8. When will the seasons be released? - Autumn and Spring will be released with Phase 2. and Winter will come with Phase 3 9. Will there be destructible buildings? - Yes, most buildings have destruction models. Traditionally, this does not apply to original objects. 10. Will there be RSBN beacons on the maps? - Yes, East German airbases are already equipped with RSBN beacons. 11. Will you make SAM sites? - 40 SAM sites have been placed on the map, and some air bases include prepared SAM sites. 12. What airfields will be on the map? Full details on Phase 1 here (Cold War Germany Phase 1 Airfields and Bases) Phase 1 (59 airfields) @Hidden list@ Helicopter bases 4 and a lot of helipads: Airfields for small aircraft (27) : Phase 2 (10 airfields): Phase 3 (51 airfields): 13. Where can I see the progress of development? Here is our topic where we post information about the map, screenshots and videos:
    50 points
  36. https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.14.8222/ Introducing Mission State Save feature that will allow you to save mission states between mission play sessions. It is working with custom unprotected missions that you can make in mission editor to make any story for yourself and play it over several sessions and save meaningful mission parameters and events like destroyed units, date/time and current location of all aircraft and their waypoints etc. Mission state save generates a new .miz file which you can edit in the mission editor before continuing your story if needed. Dedicated server has a new .sav file type to support automatic mission state save and be less demanding on server administrator. This feature is WIP and initially aimed at the average user with no advanced mission scripting knowledge. We want to form its future updates based on your feedback and also add some support if possible that will be requested by community advanced content creators. For more details about this feature, please see the Mission State Save guide (Mission State Save - ED Team - ED Forums) and quick guide video from SUNTSAG: https://youtu.be/O-Hd8K-x8AA New campaigns: DCS: F/A-18C The Rampagers Campaign by Baltic Dragon DCS: Mosquito FBMkVI Freeman's Folly Campaign by Sunts Simulations DCS Core 3D models. Fixed recoil effect on BTR 80/82. 3D models. Fixed seasonal textures for SA-10 (S-300) site. 3D models. Fixed visibility of some model elements through dust for most ground units. 3D models. Fixed missing collision model for the Buk C2 SAM. Added liveries for some Egyptian aviation AI aircraft. Tuning of the AI helicopters attack patterns for better use of standoff capabilities AI aircraft. AH-64s spin 360 degrees at the airfield in the presence of wind - fixed AI aircraft. Deck operations. When starting from six-pack with a wingman, crew can direct a player into a dead end - fixed AI aircraft. F/A-18C will now not turn off its radar if it is locked onto by an enemy aircraft AI aircraft. F-117 cannot reach service ceiling - fixed AI aircraft. Fixed issues with helicopter landing on uneven surfaces AI aircraft. Flight of four ship Tu-22M3 can't climb to assigned altitude - fixed AI aircraft. IL-76MD weight corrected AI aircraft. Incorrect wingman trajectory for Orbit task in line abreast formation - fixed AI aircraft. MiG-25PD countermeasures dispensers are removed AI aircraft. MiG-29 uses speedbrake and clips runway on landing - fixed AI aircraft. The aerobatics task will be performed every time the aerobatics start point is passed. AI aircraft. When assigned the Orbit task to helicopters, they fly to nowhere - fixed AI aircraft. Wingman crosses the leader's trajectory twice on left turn in line abreast formation - fixed AI aircraft. Wingmen do not follow the leader when performing a task Orbit - fixed AI aircraft. TF-51D. Fixed bug on rudder on all liveries AI aircraft. B-52 loadout and onboard sensor changes. Added TGP section in loadout with Litening option for TGP. Added more currently available in DCS world laser bombs in loadout. (B-52 loadout missing or not propper modeled. - Aircraft AI Bugs (Non-Combined Arms) - ED Forums) AI aircraft. APK-9 datalink pod added for Su-24M for Kh-59 usage AI aircraft. New option “Allow Formation Swap Side” - When enabled this allows tactical formation turns, and disabled the AI will follow regular turn behaviour. This option will be off by default in missions created before this update, and enabled by default in new missions. The mission maker can decide which option suits the scenario. AI aircraft. Added new “Anchored” orbit for tankers. This allows custom leg length and width for orbit. AI ground. HY-2 Silkworm anti ship missile. The calculation of the target visibility range to the horizon has been corrected. The missile will be launched at a greater range if it is located on a hill. AI ground. Added "gray smoke" effect when unit HP reaches 50-25% (25-0% range has "black smoke"). AI ground. Target lock is not reset when quickly moving the crosshair IR SAM to another target - fixed. AI ground. Shoot and Scoot - No Scoot if task pushed after another fire at point - fixed. AI ground. The size of the MG cartridges on pickups has been reduced. AI ground. Fixed firing effect for BMP-3. AI ground. IR SAM target acquisition timer and sound delay - fixed. AI ground. Improved DM of Gun 15cm SK C/28 Naval in Bunker (possible to destroy by hitting the gun.). AI ground. Several vehicles' model aiming points were shifted up by 1.7m. Aim points used by AI do determine if they can attack a vehicle and hit it. AI ground. Added RPN S-300 to ARM recognition list for symbology fix AI sea. Fixed missing missile model on missile launcher at Oliver Perry. AI sea. Missing of a 3D model of the Bazalt missile in the launch container and the early closing of the container lid of the cruiser Moskva - fixed. AI sea. Harpoon explodes in launcher La Combattante 2 - fixed. Briefing. Added QNH in hPa/mbar Core. Loading process adjusted which will help in sporadic situations when user may have experience longer mission load times and longer MP slot occupation response Core. Observer-side jettisoned bombs being left indefinitely alive in some cases - fixed. Core. Set AI Life trigger action used with sea platform causes DCS crash - fixed. Debriefing. No bullet/shell counts in debriefing when A/C shooting - fixed. Encyclopedia. Added SA-5 (S-200) site. Encyclopedia. Added field artillery leFH 18/40. Encyclopedia. Added/updated info about Sidewinder AIM-9 missiles family in encyclopedia Graphics. HUD Symbology affected by engines heat blur effect - fixed Graphics. Manual fog settings cause a black screen in some case - fixed (DCS Graphic Bug with Heatblur and Landing light in the F14A Zone 5 campaign Event 5 - General Bugs - ED Forums) Graphics. Helper gates size change feature fix for MT GUI. ESC menu does not work due to hidden active chat window -fixed (Esc key not working - Controller & Assignment Bugs - General - ED Forums) GUI. Dynamic spawn does not use normal default gun ammo type but uses first ammo type in the list instead - fixed GUI. Dynamic Spawn. FARP Dynamic Slots report occupied after a "blocked" spawn attempt - fixed (FARP Dynamic Slots report occupied after a "blocked" spawn attempt - Multiplayer Bugs - ED Forums) GUI. Score Window does not record kills in Multiplayer - fixed. (Score Window does not record in Multiplayer - Multiplayer Bugs - ED Forums) GUI. Zoomed-out F10 map cannot be zoomed-in using mouse scroll wheel in ascertain cases - fixed. (F10 Map Stuck on zoom out/Multiplayer - General Bugs - ED Forums) Historical mode. ZSU-57-2 added to 15 countries. Historical mode. Added field artillery leFH 18/40. ME. Better management of sound files. Saving the sound file when changing the trigger type to one that also uses the sound file. ME. Difference of helicopter and payload elements camouflage - fixed ME. Ships 'All' category cannot be selected - fixed (Change Ship Category in ME - Mission Editor Bugs - ED Forums) ME. Unit selection in Unit List is bugged when group is HIDDEN ON MAP - fixed ("Set Invisible" command does not work in multiplayer - Multiplayer Bugs - ED Forums) ME. More icons added to the Draw Tool ME. Copying helicopter with hardpoints disabled, then changing it to another helicopter type results in being unable to rearm - fixed. MP. AI Task Push does not work for multiplayer client - fixed ("Set Invisible" command does not work in multiplayer - Multiplayer Bugs - ED Forums) MP. Scenery Destruction Zone is not synced for clients on dedicated server - fixed (Object Destruction Zone (works on host, but does not work on dedicated server) - Multiplayer Bugs - ED Forums) Scripting API. net.lua2json(t): Crashes game if t contains cycles (SEGFAULT) - fixed (net.lua2json(t): Crashes game if t contains cycles (SEGFAULT) - General Bugs - ED Forums) Scripting API. Smoke markers generate a ghost icon of ZIL-135 P1 neutral unit - fixed (Smoke markers generate a ghost ZIL-135 P1 neutral unit - Ground AI Bugs (Non-Combined Arms) - ED Forums) Scripting API. Static PAD Single gives wrong external category (Ship) - fixed (Static PAD Single gives wrong external category (Ship) - Object Bugs - ED Forums) Scripting API. net.lua2json : array[0] - index 0 incompatibility - fixed (net.lua2json : another bug detected (array[0] - index 0 incompatibility) - General Bugs - ED Forums) Su-25T. IR Jammer. IR jammer suppresses missiles from all directions. Fixed. Jammer will suppress missiles only in the tail sector. Weapons. AGM-45A Shrike fins instantly snap to actuated position - added actuator model Weapons. AIM-120. Added late arming of the missile fuse at 150 meters before the target. This will avoid detonation on the flight path when flying close to another aircraft or missile. This only works when the range to the target is known. Weapons. AIM-120. Implemented 30 degree conical side directional pattern of proximity fuse sensor - “Wagon Wheel” Weapons. BetAB-500ShP. Animations corrected Weapons. BGM-109 start sequence settings updated. Booster trail updated Weapons. Corrected flight dynamics and motor of SAM Hawk MIM-23 missile Weapons. Corrected some missile engine smoke effects. Missile turbojet engine smoke effect updated. Weapons. Eliminated glossy finishing of Kh-25 missile skin Weapons. Illuminating bombs now can be locked as target by IR missiles Weapons. Improved synchronization of the time of missile detonation for clients in MP Weapons. Kh-25MPU missile retargeting to other target that placed quite far from primary one - fixed Weapons. Kh-58 missile aiming error for moving target. Missiles always arrive at the stern of the ship. Fixed. Weapons. Fixed an issue with shell disappearing when firing at long range. Weapons. MIM-72G Chaparral. Renew the model of the motor block. Added variable smoke opacity. Added more gain in the guidance loop. Weapons. R-24 missile overhaul. Updated aerodynamics, motor, warhead, guidance Weapons. RGM-84 booster trail updated Weapons. S-5 rocket rotation animation is missing under some circumstances - fixed Weapons. SA-13 and SA-9 missiles. Reduced arming time from 5 sec to 2 sec after launch Weapons. Kh-22 antiship missile. Corrected aerodynamics data, increased drag CTD. Dedicated server crash when changing missions with webgui - fixed Known Issues: We are aware about bug with oversized explosion craters appearing in some cases, it is very sporadic bug and we are working on debugging it Automatic Mission State save for .sav missions on dedicated server when you stop or restart mission does not take into account clients/players current positions at the moment of save and just returns them at their starting points. Other manual save methods does account positions and save them. While you are inside simulation there are some hotkeys combinations still active even when you are typing file name in dialogue window for the Mission Save file. Avoid using SHIFT+R to write capital R as it will also be read by simulation as a command that by default mapped to mission restart action. Best workaround is to not use capital letters for typing while in the dialogue window during the game. DCS: F-16C Viper by Eagle Dynamics Fixed: TGP tracking target has jitter. Fixed: Player IR missiles can see through player aircraft prior to launch. Fixed: CCIP bombs consistently fall short from target. DCS: F/A-18C by Eagle Dynamics Fixed: FCS compensation for speedbrake deployment is tied to the Airbrake EXTEND button, instead of the speedbrake position itself. Fixed: Antenna elevation carat and B-sweep "swapped" in 1LOOK RAID. Fixed: BRU-41 with 6 BDU-33 appears to create excessive drag. DCS: AH-64D by Eagle Dynamics Improved FСR synchronization. Known synchronization bugs that we are working on: FCR animation for all users (currently only displayed for helicopter host). RMAP background (missing) on first client login if HOST scanned and stopped. With subsequent scan packets, everything is displayed for everyone. Fixed: Position Hold oscillation: When initially engaged, Position Hold can cause some large oscillations in attitude and lateral velocity. At times, the Position Hold can generate a ground speed in the opposite direction well beyond the initial position and velocity when initially engaged. When disengaged, Position Hold seems to generate an erroneous input through the SCAS. For example, if the helicopter was in a stable and trimmed hover and the Force Trim/Hold Mode switch is pressed to the aft position to disengage Position Hold, the green SCAS indicator may jump aft, incurring a nose up attitude when such a movement was neither commanded nor necessary. Fixed: RWR displays AI AH-64D FCR as "U" Unknown Fixed-Wing, even when AI AH-64D does not have FCR installed. AH-64D FCR removed from AH-64D RWR classification library. Fixed: HAI - The left wheel sinks into the ground upon landing. Fixed: No fire zone NFZ desync in multicrew. Fixed: RFHO target data erased when FCR selected as sight on FCR-equipped AH-64D. Fixed: Firing RF missile using TADS is advancing FCR Next-To-Shoot (NTS) target. Fixed: NTS is not sequencing when firing RF missile while FCR is selected sight. Fixed: Cued LOS Reticle displaced downward in CPG HDU when FCR slaved to FXD. Fixed: Displaying COM page on right MPD causes C/S> error on left MPD. Fixed: De-selecting G/S on VIS page is enabling VSEL (T6) if a CPG underlay is selected. Fixed: George CPG unit IFF label errors. Labels updated in the following manner: Inappropriate characters removed. Prevent overflow of characters outside of Target List. Revised confusing nomenclature of some unit types. Fixed: George CPG ranging behavior when employing gun. When tracking a target with the gun actioned, George will continuously lase to ensure accurate ballistics calculations prior to firing. George will only engage target within 2500 meters when in ROE FREE FIRE. May be overridden to engage out to full range of gun using Consent To Fire command. Fixed: George CPG gun burst interval when firing gun in ROE FREE FIRE. George will pause between bursts to wait for rounds to impact target before firing another burst. May be ordered to fire another burst early using Consent To Fire command. DCS: Mi-24P Hind by Eagle Dynamics Added: SYNC mode functionality for ASP-17 sight Added: functionality for R-60 missiles to react to flares before launch Fixed: Gear not lowered after repair DCS: F-5E by Eagle Dynamics Improved the appearance of the afterburner. Improved shaking effect of cockpit element under G load. DCS: F-86F by Eagle Dynamics Fixed: VOIP controls cannot be assigned to joystick. DCS: Yak-52 by Eagle Dynamics Fixed. Wheel brakes can not be disengaged after a hot start. Improved. Pneumatic starter parameters DCS: Mirage F1 by Aerges Default load out setup is now empty pylons and pylons can be removed to have a 'clean' aircraft. Fixed the inability to click the right canopy handle when the canopy is open. Ejection handles click spots positions are updated now correctly. Fixed all weapons released at once with 'Single' release mode selected. Weapon release sequence is interrupted now when 'Bombs, rockets, missiles..' button is released in 'Salvo' mode. IDN 'Additional target selector switch' now stops when it is in 'Dist' mode, and min/max distance limit was reached. Mach/Airspeed indicator reference airspeed bug (and the corresponding knob) animation was made unlimited. The F1BE rear seat ‘IDN TACAN distance failure bar’ is functional now. Fixed F1BE rear seat 'IDN VOR failure' flag - it was mixed up with the 'TACAN distance failure' bar. Fixed F1BE rear seat 'IDN general failure' flag - it was mixed up with the 'IDN VOR failure' flag. Standby horizon indicator A/C symbol movement was adjusted with the cage knob pulled. Fixed broken standby horizon indicators cage function in F1BE. Fixed standby horizon jitter when it is caged. DCS: C-101 Aviojet by AvioDev Standby horizon cage operation was fixed. Previously the displayed pitch/roll were changing even with the gyro being caged. Standby horizon cage knob operation was adjusted. Now the gyro is caged when the knob is pulled at more than 90% of its total movement. The knob now stays pulled in the caged position. The standby horizon failure flag is visible now when the gyro is caged. Fixed standby horizon jitter when it is caged. DCS: Flaming Cliffs 2024 Su-25T. Added Afghanistan instant action missions Su-27/33. Added an overwing vapor effects DCS: L-39 Albatros by Eagle Dynamics Added Instant Action missions for Afghanistan map DCS: Black Shark 3 by Eagle Dynamics ABRIS. Map does not show Airport points label - fixed ABRIS. Pre-recorded refpoint label is suffixed "REFPOINT" (Prepare Mission) - fixed Missing mirrors reflection in the rain - fixed The Shkval always lock on the lower part of the object - fixed Windshield wipers can swipe raindrops now DCS: Mosquito FB VI by Eagle Dynamics Added RU localization for lessons. (It’s been done earlier, but not mentioned) Campaigns DCS: AV-8B Hormuz Freedom Campaign by SorelRo AV8_C1_M1 mission. Weather updated to remove the old sand storm and add the fog. Voices updated for the main character. Triggers revised and additional dialogue added. DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Mission 6 - VBIEDS. FIXED bugs causing mission failure. Made various changes to gameplay for improvements, timings, friendly troops. DCS: Outpost AH-64D Campaign by Stone Sky Mission 2. Fixed problem with landing on Arleigh Burke. DCS: MAD AH-64D Campaign by Stone Sky M02. Restored corrected mission. A-10C / A-10C II Basic Flight Training Qualification Campaigns by Maple Flag Missions Mission A-10C - BFT05 - Basic Maneuvers. Updated triggers to match practice mission. Mission A-10C II - BFT05 - Basic Maneuvers. Updated triggers to match practice mission. DCS: P-51D Blue Nose Bastards of Bodney Campaign by Reflected Simulations All missions: AI lead restricted from using WEP during climb DCS: Spitfire IX The Big Show Campaign by Reflected Simulations All missions: AI lead restricted from using WEP during climb DCS: P-51D Debden Eagles Campaign by Reflected Simulations All missions: AI lead restricted from using WEP during climb DCS: P-47D Wolfpack Campaign by Reflected Simulations All missions: AI lead restricted from using WEP during climb DCS: Spitfire IX Beware! Beware! Campaign by Reflected Simulations All missions: AI lead restricted from using WEP during climb DCS: F-16C Arctic Thunder Campaign by Reflected Simulations Mission 7 kneeboard typo fix DCS: F/A-18C Operation Green Line by Badger633 Missions 4: Carrier parking at end of mission fixed DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations Mission 6: Fixed Syrian ships killing each other
    50 points
  37. Hi fighters! Congratulations on the map update. Let's see what's new. The update was conceived as a minor one: we first collected your wishes on the forum and worked on them, while simultaneously conducting optimization. But in the end, we decided to add new objects and expand the functionality for pilots and mission creators: Attack aircraft, new targets have been prepared for you: many military bases have been added. Helicopter pilots, many opportunities are open to you, your flight geography has been increased. Check out the map: you need to deliver personnel and cargo to military bases, pick up a general from a new training ground, or make a difficult landing at a stadium. What we have in the release: The scenes of 51 airfields have been improved. Improved scenes of 50 military bases: - Syria 30 - Israel 8 - Lebanon 3 (UN bases) - Turkey 2 - Cyprus 7 61 new military bases have been added: - Syria 24 - Israel 17 - Jordan 5 - Lebanon 15 Helicopter pads have been added to 93 military bases. Helicopter pads have been added to standard hospitals, stadiums, and oil fields. New facilities have been added: a typical hospital, T-55, BTR-60, a gas torch, large flags, liveries for the a300, airfield radars, a weather site. The territory of the central part of Israel has been added. Missing parts of the aeronautical charts have been added. The models were optimized. Scenes have been optimized. Fixed: - increased parking size for F-4E aircraft at Sayqal Air Base; - lighting in the hangar of the Incirlik Air Base; - taxiways at Muwaffak Salti airfield; - the size of parking lots for C-130 and Il-76 aircraft at the Amman airfield has been increased; - changed the Amman airfield icon in the mission editor; - part of the fence has been moved away from RUNWAY 26 at Gazipasa airfield; - Added an air traffic control tower at the King Hussein Air College; - added an air traffic control tower at the King Abdullah II Air Base; - objects on Patriot launch pads at Muwaffaq Salti Air Base have been removed; - added runway and taxiway signs at Prince Hassan Air Base; - TACAN upgraded to VORTAC at Prince Hassan Air Base; - ILS identifier and frequency at Prince Hassan Air Base; - relief of the monument to the unknown soldier in Damascus; - relief Sanctuary of Notre Dame du Lebanon in Beirut; - broken road and bridge near Latakia; - many visible joints of earth textures; - a lot of minor flaws in the relief of the map. - the size of parking lots at Dumayr, King_Abdullah_II_Air_Base, Shayrat, H3 Southwest, Damascus, Adana, Abu_Ad_Duhur, Al_Qusayr, Aleppo, Herzliya airfields has been increased. 1. Military bases. More than 100 bases across the map. 2. Tank training grounds. In addition to the training ground, they include a military town, warehouses and garages for equipment, and helipads. 3. Hospitals with helipads. Try yourself in the difficult conditions of the city. Watch your altitude! 4. Torches and helipads at oil and gas fields. "It's not personal. It's just business" - fuel is always needed. You will have to transport a team of workers or guard these objects. 5. New objects. Surely you have seen such flags, now you will have no doubts over which territory you are. Added civilian airfield equipment and diversified static liveries. 6. Night. It's just beautiful Fly, have fun, leave reviews - we read everything, but do not relax: we hope that in October we will be able to please map users with news about another update.
    50 points
  38. Hey all -- I'm a fan of ED's products, and a DCS nut. I love flying, I love creating missions, I host two public dedicated servers (at >100 USD/month), I adore most of the modules for DCS - and own them all (yeah, that includes the Hawk). As the year is drawing to an end I looked at my hangar, and thought "well, there now sure seem to be a *lot* of unfinished 'Early Access' titles in here". A full 18 of them are slowly leaking an ever-increasing bit of frustration onto the well-lit floor. To me, each and every Early Access title that ED sell to me comes with a promise: that they will work diligently to finish as quickly as possible. Why do I think that? [source: Eagle Dynamics Home Page] Being an Engineer by trade (even though I'm a management goon for the past 30 years) I took stock of my EA module stable, fired up Excel (don't judge) -- and these are the cold hard numbers: Top Sheet Results: I currently own 18 EA modules that have accumulated 49 Years of EA Time. That is a lot, and my tiny mind immediately spat out another number: Assuming (educated guess) that the EA models on average require an effort of 18 person months to complete, ED's total Early Access Debt (to complete all modules) are 27 person years. So please hear my plea: Dear ED, please remember the promises you made to me and all your customers. I understand that you must sell modules to survive. And please understand that I also measure your efforts on how well you keep your promises. In that regard I think you can and should improve; the numbers currently are not in your favor, I know that you can do better. Please strive to be better in 2025 and the years that follow. I think it would befit a company of your status and reputation to reduce the Early Access Debt at the end of 2025 by 10 years, to 17, and I think it realistic that you can get under 10 years by the end of 2026. Here are the numbers, lest you want to check them yourself Module Released EA Time (Years) Remarks F-16 2019 5 F4E 2024 0.5 F-15E 2023 1 Assumed discontinued Mirage F-1 2022 2 Mosquito 2021 3 JF-17 2019 5 F-14 2019 5 YAK-52 2018 6 AJS Viggen 2017 7 CH-47 Chinook 2024 0.5 AH-64 Apache 2022 2 Mi-24 HIND 2021 3 Afghanistan 2024 0.5 Kola 2024 0.5 Sinai 2023 1 Normandy 2 2023 1 South Atlantic 2022 2 Assumed discontinued Super Carrier 2020 4 Total EA Modules 18 Products Total EA Time 49 Years Est'd Backlog 27 FTE (1 FTE ~ 1 Person Year) Data Source: Eagle Dynamics Web Site, as of November 2024 Yes, it's a simplistic world view (I am a manager after all). I hold ED accountable for everything that they sold me. I do not care if some subcontractor acted up. IMHO, ED are run by adults, and they know what accountability means: no excuses, no finger-pointing. They took my money, they made the promises, and I think they are good for the trust that I placed in them to keep them. And occasionally, they may need a soft push to remember that we believe in them and have not forgotten their promises.
    49 points
  39. Yes, sorry, no updates right now. I am sad that we are in a place where you guys have to ask and we can't give anymore. I know that the two teams working on it, and as soon as we have anything we will share it. I like all of you am eager to put this behind us. It wasn't on my bingo card for this year with all the exciting stuff we had lined up. And I can't say enough how sorry I am you all are going through this, for whatever it might be worth if anything. Thanks.
    49 points
  40. A patch is never early or late, it arrives precisely when it means to . . Gandalf
    48 points
  41. I think this situation will help create some conditions and rules, including testing and communication between third-party developers and ED. I believe that any errors and their corrections make the product better! While we will return everything to its place, please evaluate the new objects and locations, new airfields, etc. Our team tried to make the module more interesting and useful in creating missions and free flights. PS: since the return of data will take a little time, we will also fix some bugs that have already been noticed. We are doing this immediately. Thank you for your understanding again!
    48 points
  42. @BIGNEWY I am going to write this up one more time, especially since it looks like my message from March 2023 was partially lost. The following trace is captured today with DCS MT and quad views enabled on a Varjo. But it doesn't matter, it's the same issue with Pimax, Quest Pro, etc. The trace shows 2 consecutive OpenXR frames (xrBeginFrame -> xrEndFrame). As reminder, with quad views, per OpenXR 1.0 spec section 12.143.1 > The first two views (XrViewConfigurationView) will be for the left and right eyes for the outer viewport. The views 2 and 3 are for the left and right eyes for the inner viewport. This means in the trace below, when you are seeing 4 consecutive "xrEndFrame_View", the bottom two are for the inner viewport (the region that moves with your eye gaze). This trace clearly exhibits the bug in DCS frame submission code. The order of operation might look confusing at first: this is because in MT mode, the processing (on CPU) of frame N+1 begins before the processing (on both CPU and GPU) of frame N ends. 1) The top of the trace corresponds to frame N's pre-processing. Frame N has a predicted display time of 1000084542856849400, and the tracking data needed in order to render that frame is queried through the xrLocateViews() API call. This call returns the data necessary to compute projection matrices for all 4 viewports that need to be rendered. We observe, circled in green, the values for the FOV of the inner viewports. 2) Meanwhile, DCS performs rendering and submission of frame N-1, with a "display time" of 1000084542846147700. This is the xrEndFrame() call that we see in between the green and red annotations. We sort of don't care about frame N-1 here, so let's just move on to frame N and N+1 to understand the problem. 3) The engine is now going to perform two things in quick succession: it will begin pre-processing of frame N+1, through a call to xrLocateViews() similar to what we've already described, and it will render and submit frame N. Remember frame N: the one we pre-processed earlier, at the very top of the trace in 1). a) We see the call to xrLocateViews() for frame N+1, annotated in red, with a predicted time of 1000084542868214700, and that returns a new set of FOV values for the inner viewport: this is because the eye gaze moved between frame N and N+1. b) Right after that, the succession of xrBeginFrame+xrEndFrame() corresponds to frame N being rendered and submitted. You can see a jump in time of about 8ms... that's our frame time. We can tell this is the submission for frame N because we look at the value of "displayTime" circled in green, and it is the same value 1000084542856849400 that we saw being used in step 1). 4) Now here is the bug: when you look at the FOV values that DCS was returned in step 1) and computed its projection matrices with, and you compare them to the "UnpatchedFov" values that DCS is submitting in step 3)b), they are not the same. DCS is telling OpenXR: "you know the inner viewport you gave me earlier to render into? well I didn't use that! I used other values instead, so you will have to perform reprojection from the viewport I used into the viewport you need to display on screen". This reprojection causes the freaky glitches we are seeing. You can also observe next to these "UnpatchedFov" values, the "Fov" values that are the correct ones: this is the workaround that Varjo-Foveated and Quad-Views-Foveated implement to mask this bug. It keeps track of the displayTime used in 1), then it stores the FOV value and retrieve them in step 3)b) based on that same displayTime. This is the workaround that today is only enabled when XrInstanceCreateInfo.applicationInfo.applicationName is set to "DCS World" - the value you were passing for 1.5yr, and that today you changed to "DCS", which causes the workaround to not turn itself on. But what we need really, is DCS to submit the correct values here. Now to go even further into it, and to tell you exactly what line of code you need to look into, here the other observation: in step 3)b), instead of submitting the FOV values acquired for frame N in step 1), you are instead submitting the FOV values acquired in step 3)a) for frame N+1. This is the result of a very simple bug. As you can see looking at the Thread column, there are two threads working here: thread 32252 which is doing the pre-processing (xrLocateViews) and thread 27000 which is doing the rendering and submission. My guess is that your code is using a single set of a shared variable between the two threads to "carry" the XrPosef/XrFovf values from the calls to xrLocateViews() into the calls to xrEndFrame(). This approach is fine when you are doing single-threaded, sequential frame processing. But since here you get started on frame N+1 before frame N is submitted, you overwrite the content of the XrPosef/XrFovf that you have stashed between your two threads. Note that you do not have this problem for the value of the displayTime: you are correctly retrieving this value from xrWaitFrame(), passing it to xrLocateViews() on your pre-processing thread, and eventually carrying it into xrEndFrame(). So whatever logic you are doing today for the predictedDisplayTime/displayTime between your two threads, you want to replicate that logic for the XrPosef/XrFovf values as well. You need a latching mechanism for these values between the moment you use them for computing your projection matrices and to carry them along with your rendering into your submission thread, WITHOUT overwriting these values with the "most recent" values when you start pre-processing frame N+1.
    48 points
  43. 25 April 2025 Dear Fighter Pilots, Partners and Friends, The Cold War sale is in full swing and brings you great savings up to 50% across most modules including our most sought-after modules such as the DCS: F-16C Viper and DCS: F/A-18C at 40% off. Please check out the deals and detailed discounts below. We are collaborating with Currenthill to offer an exciting collection of air, land and sea AI assets. Each asset comes with high-resolution textures and 3D geometry, animations, and realistic weapon implementations. These assets will be added at no charge to the DCS core! Please check out the Contention PVP servers that feature large sandbox campaigns. Strike Package Studios has recently launched their new Cold War server that aims to focus on aircraft of the Cold War era. Join the Strike Package Discord. Thank you for your passion and support. Yours sincerely, Eagle Dynamics Cold War Sale Up to half price off Following the highly successful early access launch of Cold War Germany we have launched a DCS Cold War Sale to match the exciting mood. The sale is in full swing and offers you the opportunity of landing some fantastic deals across our wide range of aircraft, terrains, campaigns, and packs! These deals are available from our E-Shop until the 12th of May 2025, and on Steam until the 5th of May, 2025 at 15:00 GMT. Please do take advantage of these great bargains: Modules with 50% discount Fixed wing DCS: A-10A Warthog DCS: A-10C II Tank Killer DCS: Bf 109 K-4 Kurfurst DCS: C-101 Aviojet DCS: Christen Eagle II DCS: F-86F Sabre DCS: Fw 190 A-8 DCS: Fw 190 D-9 Dora DCS: I-16 DCS: L-39 Albatros DCS: MB-339 DCS: MiG-15bis DCS: MiG-21bis DCS: Mosquito DCS: P-47D Thunderbolt DCS: P-51D Mustang DCS: Spitfire LF Mk. IX DCS: Yak-52 F-15C for DCS World MiG-29 for DCS World Su-25 for DCS World Su-27 for DCS World Su-33 for DCS World Helicopters DCS: AH-64D DCS: Black Shark 3 DCS: Mi-24P Hind DCS: Mi-8MTV2 Magnificent Eight DCS: SA342 Gazelle DCS: UH-1H Huey Other DCS: Combined Arms DCS: NS 430 Navigation System DCS: NS 430 Navigation System for C-101EB DCS: NS 430 Navigation System for C-101СС DCS: NS 430 Navigation System for L-39С Cockpit DCS: NS 430 Navigation System for Mi-8MTV2 Cockpit DCS: NS 430 Navigation System for SA432 Cockpit DCS: WWII Assets Pack Terrains DCS: Nevada DCS: Persian Gulf DCS: The Channel Upgrades A-10C II Upgrade Black Shark 3 Upgrade Campaigns DCS: A-10C 16-2 Red Flag Campaign DCS: A-10C Advanced Aircraft Training Qualification Campaign DCS: A-10C Basic Flight Training Campaign DCS: A-10C Stone Shield Campaign DCS: A-10C Tactical Training Qualification Campaign DCS: AH-64D MAD Campaign DCS: Black Shark 2 Republic Campaign DCS: Combined Arms: Frontlines Georgia Campaign DCS: F-15C 16-2 Red Flag Campaign DCS: F-15C Aggressors Air Combat Maneuvering Campaign DCS: F-15C Aggressors BFM Campaign DCS: F-16C Red Flag 21-1 Campaign DCS: F-16C First In Weasels Over Syria Campaign DCS: F-5E Aggressors Air Combat Maneuver Campaign DCS: F-5E Aggressors Basic Fighter Maneuvers Campaign DCS: F/A-18C Aggressors BFM Campaign DCS: F/A-18C Operation Pontus Campaign DCS: JF-17 MAD campaign DCS: Ka-50 2 Pandemic Campaign DCS: L-39 Albatros: Kursant Campaign DCS: MAD Black Shark Campaign DCS: MAD Campaign DCS: Mi-8MTV2 and Ka-50: Memory of a Hero Campaign DCS: Mi-8MTV2 Crew Part 1 Campaign DCS: Mi-8MTV2 Oilfield Campaign DCS: Mi-8MTV2 The Border Campaign DCS: Mig-21 bis Constant Peg DCS: P-51D Charnwood Campaign DCS: P-51D High Stakes Campaign DCS: Spitfire LF Mk. IX Operation Epsom Campaign DCS: Su-27 The Ultimate Argument Campaign DCS: The Museum Relic Campaign DCS: UH-1H Argo Campaign DCS: UH-1H Worlds Apart - Spring 2025 Campaign Modules with a 40% discount Fixed Wing DCS: F-16C Viper DCS: F/A-18C Hornet Other DCS: Supercarrier Modules with a 30% discount Fixed Wing DCS: JF-17 Thunder DCS: F-86F FC DCS: Mig-15bis FC Terrains DCS: Kola DCS: Syria DCS: Normandy 2.0 Campaigns DCS: A-10C Operation Persian Freedom Campaign DCS: AH-64D Outpost Campaign DCS: AV-8B Hormuz Freedom Campaign DCS: AV-8B Kerman Campaign DCS: AV-8B Sky Warrior Campaign DCS: F-16C Dragon's Fury Campaign DCS: F-16C Last Out Weasels over Syria II Campaign DCS: F-5E Black Sea Resolve '79 Campaign DCS: F/A-18C Hornet Inherent Resolve Campaign DCS: F/A-18C Operation Cerberus North Campaign DCS: Mi-24P Outpost Campaign DCS: Mi-24P The Border Prequel Campaign DCS: Mig-21 bis Battle of Krasnodar Campaign DCS: UH-1H The Last Show Modules with a 25% discount Campaigns DCS: A-10C Iron Flag Part 1 Campaign DCS: A-10C Operation Agile Spear DCS: F-14A Fear the Bones Campaign DCS: F-14A Zone 5 Campaign DCS: F-14B Operation Sandworm DCS: F-15C The Georgian War Сampaign DCS: F-16C The Gamblers Campaign by Baltic Dragon DCS: F-86F Hunters over the Yalu Campaign DCS: F/A-18C Arctic Thunder Campaign by Baltic Dragon DCS: F/A-18C Flaming Sunrise DCS: F/A-18C Hornet - The Serpent's Head 2 Campaign DCS: F/A-18C Operation Green Line by BADGER633 DCS: F/A-18C Operation Mountain Breeze DCS: F/A-18C Persian Lion Campaign DCS: F/A-18C Persian Lion II Campaign DCS: F/A-18C Raven One Сampaign DCS: F/A-18C Raven One: Dominant Fury Campaign DCS: M-2000C Red Flag Campaign DCS: The Enemy Within 3.0 Campaign DCS: UH-1 Paradise Lost Modules with a 20% discount Campaigns DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking Modules with a 10% discount Campaigns DCS: UH-1H Worlds Apart Stormfront Campaign by Low Level Heaven Modules not on sale Fixed Wing DCS: AJS-37 Viggen DCS: AV-8B Night Attack V/STOL DCS: F-14 Tomcat DCS: F-15E DCS: F-4E Phantom II DCS: F-5E FC DCS: F-5E Remastered DCS: M-2000C DCS: MiG-19P Farmer DCS: Mirage F1 Flaming Cliffs 2024 Helicopter DCS: CH-47F DCS: OH-58D Kiowa Warrior Terrains DCS: Afghanistan DCS: Afghanistan Southwest DCS: Cold War Germany DCS: Iraq DCS: Iraq North DCS: Sinai DCS: South Atlantic Upgrades DCS: F-5E Upgrade Campaigns DCS: AH-64D The Four Horsemen Campaign by Fight's On Simulations DCS: Bf 109 K-4 Jagdflieger Campaign DCS: F-14 Speed & Angels Campaign DCS: F-16C Arctic Thunder Campaign by Reflected Simulations DCS: F-4 MIG Killers Campaign by Reflected Simulations DCS: F/A-18C The Rampagers DCS: Fw 190 A-8 Horrido! Campaign DCS: Mosquito FB VI Freeman's Folly DCS: Mosquito FB VI - V for Victory DCS: P-47D Wolfpack Campaign DCS: P-51D Debden Eagles Campaign DCS: P-51D: The Blue Nosed Bastards of Bodney Campaign DCS: Spitfire Beware! Beware! DCS: Spitfire IX The Big Show Campaign Currenthill Assets Pack Announcement We are excited to announce a new partnership with Currenthill, which will bring many of his outstanding ground vehicles, aircraft, and ship AI assets to DCS. Currenthill is well known in the DCS community for his excellent mod packs and these AI assets will be added to the Core engine free for all of you to enjoy. A huge amount of work has gone into integrating the assets; creating Levels of Detail; generating IR textures; adding desert, woodland and winter textures; creating damaged and destroyed models, and more. In parallel, we are creating new weapons like the Iskander, ATACMS, and IRIS-T SLM missiles to support these new assets. Some assets will also add new capabilities such as the IRIS-T surface to air missile system that features active radar-guidance paired with infrared-guidance; this makes it a deadly adversary. This first set of Currenthill assets will include the FV101 and the lightweight FV107 armoured vehicle for your South Atlantic missions; the Tor M2 and Pantsir S1 for short range and air defense systems; and enhanced Russian Main Battle Tanks (MBT) like the T-90A and T-90M. The M-ATV, M1083 tactical truck, and M1130 command vehicle will also be included for your Mid-East missions. For your European theatre missions, you’ll have a diverse range of new assets such as the Project 22160 Patrol Ship and air assets including the Mi-28N attack helicopter and the Tu-95MS bomber equipped with Kh-101 cruise missiles. For ground operations, you'll gain access to the BMPT Terminator IFV, the TOS-1A multiple rocket launcher, the 9K720 Iskander short range ballistic missile, the T-84 Oplot-M, and the T-64BV MBTs. Additionally, the modern IRIS-T SLM medium-range SAM and the M142 High Mobility Artillery Rocket System (HIMARS) that features both Guided Multiple Launch Rocket System (GMLRS) and Army Tactical Missile System (ATACMS) will also be at your disposal. We look forward to adding additional Currenthill assets in the future. The first iteration of the Currenthill Assets Pack will contain: FV101 Scorpion LT FV107 Scimitar CRV T-90A MBT T-90M MBT T-84 Oplot-M MBT T-64 Bv 2017 MBT M1130 Stryker ICV M-ATV MRAP BMPT Terminator IFV 9K720 Iskander SRBM (with 9M723K1) M142 GMLRS MRL (with M30A1/M31 GMLRS) M142 ATACMS MRL (with M39A1 ATACMS) Pantsir S1 SPAAGM (with 57E6) Tor M2 SHORAD (with 9M338) TOS-1A MRL (with MO.1.01.04M) M1083 MTV Truck IRIS-T SLM LN SAM (with IRIS-T SLM) IRIS-T SLM STR SAM IRIS-T SLM CP SAM Tu-95MS Bomber (with Kh-101 and Kh-555) Mi-28N Attack Helicopter (with Ataka and Igla) Project 22160 Patrol Ship with SA-15 (Tor-M2) Project 22160 Patrol Ship Each Asset comes with: High resolution textures LODs for both model and destroyed model Custom sounds Animations Summer, desert and winter liveries FLIR textures Encyclopedia entries We continue working on the integration of the assets into the DCS Core, and we look forward to sharing more details soon. A special thanks to Currenthill for bringing you all these tanks, infantry fighting vehicles, ships, and AI aircraft that will provide even more interesting and engaging missions to DCS. Contention PVP Servers by Strike Package Studios In Contention, you are given the tools to conquer the map and achieve victory using a wide variety of tactics including: Logistics, Forward Air Control (FAC), Drones, Bombers, Recon, Industrial Strikes, Naval Strikes, AWACS & Tanker Support, Airlifts, Convoys, and much more. Players can take advantage of many unique mechanics to make almost any aircraft viable. Helicopter logistics are the backbone of the campaign. Contention now has two servers online: Their very popular 80's/90's/Modern server and their new Contention Cold War server! The new Cold War server is designed around placing all the older aircraft in DCS in the spotlight. Live out your dreams of Vietnam-era dogfights on Contention Cold War! Please join their Discord and check out the Server Guide for more info! Thank you again for your passion and support, Yours sincerely,
    45 points
  44. v 1.2 (actual) DOWNLOAD LINK https://www.mediafire.com/file/0jfmq1akxec3q4x/Cold+War+Assets+mod+v+1.2.rar/file 24.06.2024 Tu-126 AWACS aircraft with Liana radar (predecessor of A-50 Shmel). Detects ships and aircraft at a distance of 200-300 km Tu-128M Long-range interceptor, works in pair with Tu-126 R-4TM and R-4RM AA missles, IR and SARH, 25-30 km range. Added simple collision shell for Tu-95K and Tu-126 so they could be shot down with a gun. KSR-2D decoy missle by Beldin for Tu-16. Readme in Doc folder. KSR-5 speed corrected B-58 wing tips position fixed No new liveries and numbers BANO and landing lights for Tu-126, landing lights for Tu-128 Material names are now unique for Tu-95K, Tu-126, Tu-128 18.06.2024 Tu-95K Kh-20 (AS-3 Kangaroo) long range AShM/Pinpoint attack missile B-58 Hustler Bombing and recon tasks. Mk-83, B-43, B-53. Yak-28 Interceptor and bomber role AA missiles, unguided rockets Various FABs and tactical non-conventional weapon No gun for now Tu-16, Tu-22KD, Tu-22D Shaders/Normals 3D issue fixed (thanks uJeka forum user) RDS-37 H-Bomb added B-47 Bomb bay with Mk-84 and Mk.53 H-Bomb added Textures improved slightly recon task added v 1.0 11.06.2024 Tu-4K KS-1 Comet (AS-1 Kennel) missile Tu-16 KS-1 Comet (AS-1 Kennel) late KSR-2 (AS-5 Kelt) Antiship and anti-radar missile KSR-5 (AS-6 Kingfish) Antiship and anti-radar missile FABs from 250 to 9000 kg Tu-22KD Kh-22 Antiship, antiradar and anti-surface missile FABs from 250 to 9000 kg Tu-22D FABs from 250 to 9000 kg RN-24 and RN-28 munitions B-47 work in progress GAM-63 AS missile Note: for antiship tasks use both antiship and anti-radar missiles. Credits Tu-4K based on DOL's B-29 and Stonehouse Tu-4 Scripts based on Currenthill's, Hawkeye60's, JSN64 mods. FAB-9000 model and texture by Marco1985_IT.
    44 points
  45. 14 March 2025 Dear Fighter Pilots, Partners and Friends, The Cold War is officially coming with the DCS: Cold War Germany map from Ugra-Media. Set in the 1980s and spanning 980x800 km, this superb new terrain covers West Germany, East Germany, Poland, Czechoslovakia, and the Low Countries. It also highlights the Fulda Gap and numerous major cities such as Berlin, Frankfurt, Hamburg, Magdeburg, Leipzig, and Hannover. Over 100 detailed airfields and heliports are included, plus extensive military bases and the militarized frontier between East and West. Developed by the team that brought you DCS: Syria and DCS: Normandy, this important map reproduces the roads and rail networks, the extensive power grids, industrial sites, and cultural landmarks offering exceptional detail for immersive missions and campaigns. Summer textures will be available at launch to facilitate potential War scenarios, with later updates extending coverage north, south, and west to include most of the Netherlands, Belgium, Denmark, and beyond with multiple seasons and historical authenticity. Please read the details below. Our DCS Spring Sale 2025 is ongoing on our e-shop and is now live on Steam until the 20th of March, 2025 at 17:00 GMT. If you’ve been eyeing a new aircraft, helicopter, or terrain, this is your chance to expand your DCS collection at a discounted price. Head over to Steam or our E-Shop and grab your favourite modules before the sale ends. We truly hope you will enjoy these special springtime offers! Thank you for your passion and support. Yours sincerely, Eagle Dynamics Germany Cold War Announcement The DCS: Cold War Germany map, long requested by our customers, recreates central Europe at the height of the Cold War in the 1980s. This map of West Germany, East Germany, parts of Poland, Czechoslovakia, and the Low Countries centres on the strategically important Fulda Gap and also includes areas of the Baltic Sea for naval operations. The map measures 980x800 km and accurately reproduces the cities of Berlin, Frankfurt am Main, Hamburg, Magdeburg, Leipzig, Hannover, Lübeck and others. The map features over 100 highly detailed military airfields and heliports such as Ramstein, Spangdahlem, Hahn, Bitburg, Sembach and large civil airfields like Tegel, Schönefeld, Tempelhof, Frankfurt, Hamburg, and Hannover. Numerous army bases, listening posts, naval bases, training grounds, weapon storage facilities, and the militarized frontier between East and West Germany. Ugra-Media has invested in detail, providing users a rich environment for endless complex missions and campaigns with accurate reproduction of the road and rail network, along with the power plants and electricity grid, industrial sites, mines, tunnels, stadiums, rail yards and stations, as well as cultural landmarks. The initial release of the map will focus on the central portion of East and West Germany with summer textures that will allow the creation of unlimited "what if" scenarios in Europe. Later updates will add additional detail, airfields, and other features to the north and south, as well as west to include parts of the Netherlands, Belgium, and Denmark with Spring, Autumn, and Winter textures. Check out the development screenshots and stay tuned for more information! DCS Spring Sale Up to half price savings The DCS Spring Sale 2025 is full of amazing deals that are bound to keep you on the edge of your seat! Below you can find a full list of everything that is on sale: Modules with a -50% discount Fixed Wing DCS: A-10A Warthog DCS: A-10C II Tank Killer DCS: AJS-37 Viggen DCS: Bf 109 K-4 Kurfurst DCS: C-101 Aviojet DCS: Christen Eagle II DCS: F-86F Sabre DCS: Fw 190 A-8 DCS: Fw 190 D-9 Dora DCS: I-16 DCS: L-39 Albatros DCS: MB-339 DCS: MiG-15bis DCS: MiG-21bis DCS: Mosquito DCS: P-47D Thunderbolt DCS: P-51D Mustang DCS: Spitfire LF Mk. IX DCS: Yak-52 F-15C Flaming Cliffs MiG-29 Flaming Cliffs Su-25 Flaming Cliffs Su-27 Flaming Cliffs Su-33 for DCS World Helicopters DCS: AH-64D DCS: Black Shark 3 DCS: Mi-24P Hind DCS: Mi-8MTV2 Magnificent Eight DCS: SA342 Gazelle DCS: UH-1H Huey Other DCS: Combined Arms DCS: NS 430 Navigation System DCS: NS 430 Navigation System for C-101EB DCS: NS 430 Navigation System for C-101СС DCS: NS 430 Navigation System for L-39С Cockpit DCS: NS 430 Navigation System for Mi-8MTV2 Cockpit DCS: NS 430 Navigation System for SA432 Cockpit DCS: WWII Assets Pack Terrains DCS: Nevada DCS: Persian Gulf DCS: The Channel Campaigns DCS: A-10C 16-2 Red Flag Campaign DCS: A-10C Advanced Aircraft Training Qualification Campaign DCS: A-10C Basic Flight Training Campaign DCS: A-10C Operation Persian Freedom Campaign DCS: A-10C Stone Shield Campaign DCS: A-10C Tactical Training Qualification Campaign DCS: AH-64D MAD campaign DCS: AV-8B Hormuz Freedom Campaign DCS: Black Shark 2 Republic Campaign DCS: Combined Arms: Frontlines Georgia Campaign DCS: F-15C 16-2 Red Flag Campaign DCS: F-15C Aggressors Air Combat Maneuvering Campaign DCS: F-15C Aggressors BFM Campaign DCS: F-16C Red Flag 21-1 Campaign DCS: F-5E Aggressors Air Combat Maneuver Campaign DCS: F-5E Aggressors Basic Fighter Maneuvers Campaign DCS: F/A-18C Aggressors BFM Campaign DCS: F/A-18C Operation Pontus Campaign DCS: F/A-18C Rising Squall Campaign DCS: JF-17 MAD campaign DCS: Ka-50 2 Pandemic Campaign DCS: L-39 Albatros: Kursant Campaign DCS: MAD Black Shark Campaign DCS: MAD Campaign DCS: Mi-8MTV2 and Ka-50: Memory of a Hero Campaign DCS: Mi-8MTV2 Crew Part 1 Campaign DCS: Mi-8MTV2 Oilfield Campaign DCS: Mi-8MTV2 The Border Campaign DCS: Mig-21bis Battle of Krasnodar Campaign DCS: Mig-21bis Constant Peg DCS: P-51D Charnwood Campaign DCS: P-51D High Stakes Campaign DCS: Spitfire LF Mk. IX Operation Epsom Campaign DCS: Su-27 The Ultimate Argument Campaign DCS: The Museum Relic Campaign DCS: UH-1H Argo Campaign DCS: UH-1H The Last Show DCS: UH-1H Worlds Apart - Spring 2025 Campaign Modules with a -40% discount Fixed Wing DCS: F-16C Viper DCS: F/A-18C Hornet Other DCS: Supercarrier Modules with a -30% discount Fixed Wing DCS: F-14 Tomcat DCS: F-86F Flaming Cliffs DCS: JF-17 Thunder DCS: Mig-15bis Flaming Cliffs Terrains DCS: Kola DCS: Normandy 2.0 DCS: Syria Campaigns DCS: A-10C Operation Agile Spear DCS: AH-64D Outpost Campaign DCS: AV-8B Kerman Campaign DCS: AV-8B Sky Warrior Campaign DCS: F-16C Dragon's Fury Campaign DCS: F-16C Last Out Weasels over Syria II Campaign DCS: F-16C First in Weasels Over Syria Campaign DCS: F-5E Black Sea Resolve '79 Campaign DCS: F/A-18C Hornet Inherent Resolve Campaign DCS: F/A-18C Operation Cerberus North Campaign DCS: Mi-24P Outpost Campaign DCS: Mi-24P The Border Prequel Campaign Modules with a -25% discount Campaigns DCS: A-10C Iron Flag Part 1 Campaign DCS: Bf 109 K-4 Jagdflieger Campaign DCS: F-14 Speed & Angels Campaign DCS: F-14A Fear the Bones Campaign DCS: F-14A Zone 5 Campaign DCS: F-14B Operation Sandworm DCS: F-15C The Georgian War Сampaign DCS: F-16C The Gamblers Campaign DCS: F-4 MIG Killers Campaign DCS: F-86F Hunters over the Yalu Campaign DCS: F/A-18C Artic Thunder Campaign DCS: F/A-18C Flaming Sunrise DCS: F/A-18C Hornet - The Serpent's Head 2 Campaign DCS: F/A-18C Operation Green Line DCS: F/A-18C Operation Mountain Breeze DCS: F/A-18C Rise of the Persian Lion Campaign DCS: F/A-18C Rise of the Persian Lion II Campaign DCS: F/A-18C Raven One Сampaign DCS: F/A-18C Raven One: Dominant Fury Campaign DCS: Fw 190 A-8 Horrido! Campaign DCS: M-2000C Red Flag Campaign DCS: Mosquito FB VI - V for Victory DCS: P-47D Wolfpack Campaign DCS: P-51D Debden Eagles Campaign DCS: P-51D: The Blue Nosed Bastards of Bodney Campaign DCS: Spitfire Beware! Beware! DCS: Spitfire IX The Big Show Campaign DCS: The Enemy Within 3.0 Campaign DCS: UH-1 Paradise Lost Modules with a -15% discount Fixed Wing DCS: F-4E Phantom II Modules with a -10% discount Terrains DCS: Sinai Modules not on sale Fixed Wing DCS: AV-8B Night Attack V/STOL DCS: F-15E DCS: F-5E Flaming Cliffs DCS: F-5E Remastered DCS: M-2000C DCS: MiG-19P Farmer DCS: Mirage F1 Flaming Cliffs 2024 Helicopter DCS: CH-47F DCS: OH-58D Kiowa Warrior Terrains DCS: Afghanistan DCS: Afghanistan Southwest DCS: Iraq DCS: Iraq North DCS: South Atlantic Campaigns DCS: AH-64D The Four Horsemen Campaign DCS: F-16C Arctic Thunder Campaign DCS: UH-1H Peacekeeper Lebanon Campaign DCS: UH-1H Worlds Apart Stormfront Campaign Please note that the DCS Spring Sale 2025 is running until the 23rd of March, 2025 at 23:59 GMT. Hurry, head over to our E-Shop and get your deals in! Steam Spring Sale Don’t miss some amazing deals We are pleased to inform you that the DCS Spring Saving are now available on Steam too! From today until the 20th of March, 2025 at 17:00 GMT you can enjoy all the same discounts across our aircraft, terrains, campaigns and important add-ons. Enjoy! Thank you again for your passion and support, Yours sincerely,
    44 points
  46. Here is what you can expect: Two new airports: Bardufoss (ENDU) and Kittila (EFKT). Additional towns and villages surrounding the new airfields. Enhanced low-level terrain visuals. Optimization pass of several urban and industrial blocks. TACAN placed at Andoya, as requested.
    44 points
  47. When testing, I found that ground units which are activated/spawned are never detected by other ground units (least the data is not coming via the API). Also, dead units are never forgotten. Demo code: function seewhatwesee(one,time) local unit = Unit.getByName("Recce Unit #001") local contr = unit:getController() local detectedunits = Controller.getDetectedTargets(contr,1,2,4,8,16,32) for _,_unit in pairs(detectedunits or {}) do env.info("Detected: "..Object.getName(_unit.object)) end return time+10 end timer.scheduleFunction(seewhatwesee, 1, timer.getTime() + 10) Demo mission - units of the group Enemy-1 are never reported in the log. Dead units (as in killed in CA by a tank) continue to be reported. ground not detecting ground demo.miz
    44 points
  48. 15 November 2024 Dear Fighter Pilots, Partners and Friends, Our new fog system will at last be coming to DCS in the next update! For the past three years we have worked hard on delivering a radically new fog solution that will dramatically change your level of immersion in DCS. Please read the Volumetric Weather White Paper. It’s with great pleasure that we also announce the deck crew director system for DCS Supercarrier also coming in the next update. This long awaited feature will direct player and AI aircraft from parking locations to catapults and from the landing area to a parking location. Please read the details below. We’ve also included an update from Aerges on their Mirage F1 and upcoming F-104. Aerges are making impressive progress and we can’t wait to see what you think! The F-16C Arctic Thunder Campaign by Reflected Simulations will also be available in the next update. This intense F-16C Viper campaign over the Kola map will include 10 missions and over 2,000 voice lines. Check it out below. Thank you for your passion and support. Yours sincerely, Eagle Dynamics New Fog Effects Enhancements The next update will feature substantial enhancements to DCS weather in particular a new state-of-the art fog and dust rendering system. This highly immersive solution, which took more than 8’500 man hours to develop, allows both automatic and manual fog generation and accounts for sensor and AI line-of-sight blocking. It is calculated with our future spherical Earth in mind and can be highly variable based on density and altitude. It supports self-shadowing, blends with clouds, and is fully animated with moving cloud banks. Scenes from the early morning and evening hours are particularly convincing and offer a surprisingly realistic atmosphere. Please do read our detailed white paper here: Volumetric Weather White Paper. New Supercarrier Plane Directors Development Report When DCS: Supercarrier was originally released, it included a rich set of deck crew and animations that mimicked the process of taxiing on to the catapult and launching. In the next update, we are delighted to announce the added feature of plane ‘directors’ (yellow shirts) who precisely marshall aircraft from their parking space to the catapult. This usually involves multiple plane directors passing control from one key position to the next ensuring precise hazard free taxiing of the aircraft to their designated catapult. After landing, the same new director system will marshall players and AI aircraft back to their designated parking location. While the process of creating this for single player was a challenging task given the myriads of ways the process can be interrupted, the multiplayer aspect was far more complex than ever contemplated given the numerous ways multiple human players on the carrier deck could “break” the system. This led to more than four times the development initially budgeted for this feature and we apologise for the delay and hope you will enjoy the experience. Regarding the CVN-74 John C. Stennis, it is available as both a free aircraft carrier and as part of the Supercarrier module. This allows the Stennis to be used by pilots that own and do not own the Supercarrier module. For now and to maintain this compatibility, deck crew will not be supported for this particular aircraft carrier. We are working on a solution to resolve this in the future. F-104 Starfighter Development Report Aerges is pleased to update you on improvements to their Mirage F1 and C-101 and progress of their F-104. Mirage F1M MFD and HUD symbology, as well as their respective avionics logic, are in an advanced state of development. Much work is being done to polish the F1 systems in addition to fixing bugs reported by our community. Attention has also been made to the C-101 in order to keep it up to date and bug free. There has been an overhaul of the code structure to allow more effective coding and feature-sharing between the F1 and the upcoming F-104. Research continues on radar picture rendering and physics improvements. The resulting technology is also expected to be used for the F-104. Coding of the F-104 flight model and general aircraft systems is complete, as well as initial flight model validation. This includes engine, hydraulics, electrics, fuel, controls, armament, and miscellaneous systems. Avionic systems and integration with the cockpit animations and inputs is currently in-progress. The F-104 external model and cockpit textures are the result of a thorough research that included laser scanning. The next step will be the creation of the set of liveries. Please check out the F1 and F-104 development progress video. F-16 Arctic Thunder Campaign by Reflected Simulations February, 2024. Finland is on the verge of joining NATO when the unthinkable happens: Russian armed forces cross the frontier into Finland accompanied with massive air strikes. Its NATO allies immediately join the conflict to push the bear back across the border. Reflected Simulations’ F-16C campaign over the Kola map is based on real life events and tactics. Strap into a US Air Force F-16C Viper against a formidable threat. Take part in study level, highly realistic missions such as CAP, CAS, SEAD and precision strikes. Follow real life procedures in unprecedented detail. Launching simultaneously, a companion F/A-18C campaign by Baltic Dragon will be available that is woven into the same storyline. Now is an excellent time to purchase the Kola map! Experience what it would be like to fly as a fighter pilot in a large-scale air war today. Key Features: 10 immersive missions with a variety of different tasks: CAS, X-CAS, CAP, escort, pre-planned strikes, and more. An interactive intro mission that guides the player through the most important aspects of the campaign. Operations from road bases in Finland. Over 2,200 lines of dialogue with voice-overs. Custom ATC interaction for all the missions. Optional use of air-to-air refuelling or the choice to skip it. Detailed documentation, flight plans, maps, and target information available in both PDF format and from within each mission as part of the kneeboard. Thank you again for your passion and support, Yours sincerely,
    43 points
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