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Novità su Tomcat e Viggen

 

Heatblur Development Update - The Road to Full Release

 

 

Dear All,

 

Half a year has now passed since the release of the F-14! It’s time to give you an update on our current development status, priorities and what the future holds in store for the F-14.

 

First of all, thank you so much for the incredible support! The feedback we got from you was nothing short of overwhelming, from the many praiseful words you’ve bestowed on us to the incredibly committed and detailed feedback and criticism: thank you so much. Being part of this community has been the experience of a lifetime, and all of the hardships of development have been worth it. Let’s go over some of our current priorities and development changes. Recent shipped changes are of course included in the patch log as always, but just to recap, here are the changelogs from the past three patches:

 

 

Overview

Generally, we are currently still prioritizing major bug fixes. This is now slowly changing and we’ve started shifting focus back on the new additions to the module, as well as the introduction of the remaining features and content.

 

Making sure that we’ve corrected most of the major issues and given ourselves a good starting point for the addition of new features has been an integral part of our F-14 post-launch sustainment plan. One critical part to this is to make sure that we never try and keep a game-breaking or immersion breaking bug in the aircraft for too long. Your experience matters to us- and prioritizing this over new features will keep the road forward smooth. Hopefully, we’ve now reached a point where we can begin to introduce new features with confidence and with minimal introduction of new issues, so that the F-14 continues to feel like a stable product.

 

 

Jester LANTIRN

This feature is rapidly nearing completion, and we are now in the final phase of its development. We will make a separate update on this feature before release. This has been a very challenging task, but we believe we’ve found a good way to make JESTER operate the LANTIRN both quite independently, but also at the pilot’s command and disposal. Weaving this functionality together in an immersive and realistic way has been integral to our efforts.

 

One core component to this effort has been to make a new human emulation system for the way JESTER will actually utilize the LANTIRN controls. This includes simulating the way a human would search an area and avoiding any sort of robotic jankiness. This has proven to be a challenging endeavour. Search patterns that make sense and feel authentic have been developed as part of this effort.

 

Certainly, communication with JESTER is key to achieve your goals. The player will be able to tell JESTER to look at either a Waypoint, coordinates or a map marker, and command the area and size of the area to search in. You will be able to instruct JESTER to e.g. prioritize SAMs or armor or ships - and much more. All in all, we hope we’ve found an appropriately immersive and functional way to integrate JESTER Lantirn, and we hope you’ll enjoy this feature once it launches. Currently, the last remaining items are to record the remaining voice lines required for this and run the feature through a few final cycles of testing.

 

TWS Auto

This feature has undergone significant refactoring internally. As some may recall, it was disabled just prior to release as it was not very reliable and there were specific mathematical issues we had difficulty solving. We decided to completely rewrite this feature as part of a partial refactoring of various radar code.

 

Some more work and a lot of testing is still required, however, if all goes well this should be available in open beta by early November. This will add TWS attack steering (steering tee on HUD/VDI/DDD/TID) to the centroid of the targets, as well as aim the TWS radar search pattern in the correct direction to maximise target coverage. Re-developing this feature has been a major development effort and we’ll be pleased to finally get it in your hands.

 

 

JESTER

JESTER has already received a couple updates, like the recently introduced new elevation function. Further updates are in progress, including improved IFF and close combat SA.

 

We’re also working on new energy calls as well as suggestions for the player when to switch to the Pilot Acquisition Modes. This will make him sound less “unable”, and hopefully also teach the player better about the limits of the AWG-9, as these suggestions will come in situations when it is hard for the RIO to keep up with the radar, which is frequently the case at close range.

 

We’re continuing to work closely with the multiplayer PvP and SP community to find new and useful ways to increase Jester’s usability and utility. It goes without mention that many smaller tweaks to functionality, logic and other elements are still ahead of us.

 

AIM-54

We’re pleased to note that we’re finally able to use the new missile API to control the AIM-54 active mode from the F-14!

 

These changes are currently live in our experimental build branches, and we are currently testing to ensure that everything works as it should. Here is a brief summary of what these changes include. We’ll delve into more depth once this feature is ready to ship:

 

 

  • TWS with range >10NM:
    LTE 3s, loft, SARH/DL, missile goes active at 16 seconds time-to-impact

  • PDSTT with range >10NM:
    LTE 3s, loft, SARH/DL, missile does not go active (SARH/DL all the way to target)

  • TWS or PDSTT with range <10NM, or PH ACT selected:
    LTE 3s, no loft, active directly after launch

  • PSTT or BRSIT or (ACM cover up with no track or PSTT or PDSTT):
    LTE 1s (unless STT and angle >15deg then 3s), no loft, active immediately

 

This also means the in-flight missiles with TWS will no longer go active if tracking is lost, the F-14 is destroyed, the radar is disabled (..etc), before 16s TTI. However, the WCS can keep a track file stored for up to 2 minutes (for targets under missile attack) and send an active signal to the Phoenix pointing it into the target’s likely position, if the track has not updated for a certain time.

 

We’ll continue testing the Phoenix and ensuring that it behaves as accurately to the real thing as possible.

 

Art

The art team has been prioritizing the completion of some of the bigger workstreams that currently remain for this part of the product. These include the completion of the Forrestal class carriers (yes- still shipping for free for all!), the F-14A engine nacelles, nozzles and other adjustments, the A-6 (and future KA-6), and much more.

 

Some of the critical elements still outstanding that are due to ship very soon include the digital EGIT, various minor corrections and fixes, correcting the custom cockpit option, new afterburners, and several other high priority items. The Forrestal class carriers will launch later this year. Get ready to land on a real postage stamp!

 

Some of the features that will launch in Q4 include;

 

  • Corrected Custom cockpit options

  • Digital EGIT (-B)

  • Forrestal Class Carrier

  • Various tweaks, adjustments & fixes (holes, smoothing errors, etc.)

  • The dreaded HGU-33 visor knob.

 

Flight Modeling

The F-14B flight model is also nearing its completion. We’ve created an entirely new testing system that supersedes our previous automated testing. This will allow us to more effectively tune and tweak the remaining elements of the model. Our new testing framework has quicker turnaround times and delivers more detailed metrics.. We will release an overview on the flight model tuning once we are done, so everyone can follow the changes that we made and to better understand them.

 

Not only during development, but also over the past half year our SMEs have been extremely active in giving us feedback almost on a daily basis, which at this point requires a massive thank you from us, to them. It is not so common that a person would devote so much free time and passion to a project like ours, and we feel extremely blessed. We believe that getting so much devoted and dedicated pilot feedback is absolutely critical to our development process, and we cannot stress enough how lucky we are to have such incredible SMEs.

 

Multicrew, RIO Inputs & more

We are close to completing a major refactoring of the way inputs are handled between the front and rear cockpits. This is a significant change to our codebase, and will solve a few key issues, as well as allow for a cleaner delineation between pilot and RIO inputs.

 

This refactoring will solve the key and critical issue of Jester not re-activating after a player disconnects. Further, it will disallow any RIO keyboard inputs from the Pilot’s cockpit. For this reason, we’re keeping this feature entirely in our experimental branch until JESTER LANTIRN is fully implemented; so as to not remove the utility of the current SP LANTIRN modification, which will stop working.

 

While we understand that some of you have become reliant on this modification; we are sticking to our design principles of handling all RIO functionality through JESTER or through multicrew.

 

 

Campaign

Work on the -B campaign is underway and it is slated for completion by the end of Q4. It is set in the late 80s, around the fall of the Berlin Wall and tries to recapture a realistic scenario of what could have happened.

 

Though fictional, it will be kept close to missions that were realistic to be flown by Tomcat pilots at the time and is meant to portray the various tasks a real Tomcat pilot and RIO would have found themselves in. The campaign will revolve more heavily around air to air, but if you want to get a feel for what it will be like (approximately), you can try the quickstart mission “Watching the Devildog”.

 

This first campaign will release for the Caucasus theatre, and will eventually include a Co-Op version.

 

 

F-14A

Development on the F-14A is progressing in parallel to the finishing work on the F-14B’s flight model. Current focus is on building a new engine model for the P&W TF-30 engines; which have a number of unique characteristics and piloting considerations. We are closely conferring with our SME’s, who flew -As for many years on getting an appropriate grasp of these engines and the impact they had on the aircraft.

 

Overall, the work on the -A is progressing at an appropriate pace and focused on several key areas, namely:

 

  • New P&W TF-30 engine model

  • Refactoring to split the F-14 into two aircraft

  • Bullet Fairing for TCS

  • New, F-14A specific liveries

  • ALR-45 RWR, sounds and graphics

  • Nozzles, Nacelles, antenna changes

  • Minor Flight Model Adjustments

 

Viggen

We’ll keep the update short and sweet on the Viggen as there’s been
way too much talk, and not enough walk.
It will launch out of EA by the end of Q4. The Campaign is now finished, and is undergoing testing. Other features that will be included in the final (1.0RC) version of the Viggen include;

 

  • New Sounds

  • In-cockpit Pilot body

  • New, overhauled PBR exterior textures

  • Various minor fixes, adjustments and tweaks.

 

Beyond RC1 for the Viggen; we will be focused on backporting features developed for the F-14. These include new afterburners, effects, and other elements currently in development for the F-14.

 

The Viggen is not a second rate citizen for us. Our priorities are now aligned so as to launch these remaining items without question later this year.
Our sincere apologies for it taking longer than expected!

 

 

There is more that we’ve not touched on in this update (e.g. J-35 AI) - but we’ll be sounding off through updates and through another development update throughout Q4. Stay tuned.

 

As always, thank you for all of your support. Your patience, passion, persistence and commitment is what makes us tick. Thank you for letting us be a part of this community and letting us develop your favourite aircraft.

 

Sincerely,

Heatblur Simulations

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Questi di Heatblur sono veramente gente seria.

Appena posso mi compro anche il Viggen non tanto per volarci che già non ho tempo per i moduli che hanno il mio pieno interesse, ma solo per finanziarli!!! Gente del genere va sostenuta!!!

Ci stavo pensando anche io...

 

Inviato dal mio BLA-L09 utilizzando Tapatalk

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Ho entrambi i loro moduli e, qualitativamente, non hanno rivali. Il Viggen onestamente non saprei nemmeno dire cos'abbia per essere ancora early access perché, per me, è semplicemente perfetto, giusto dettagli come non si vede il postbruciatore o cavolate del genere.

Il problema semmai è che è difficile trovare situazioni giuste per utilizzarlo, principalmente per l'RWR che, almeno a me, non "parla" abbastanza, mi manca del tutto l'SA in ambienti affollati.

Nelle missioni ambientate in guerra fredda senza 120 o SA-10 però cambia tutto.

Il 14 è ugualmente perfetto, se riescono a mettermi jester con il lantirn sarò felicissimo, mi manca giusto quello per poterlo usare come effettivamente fu il suo breve periodo "bombcat".

 

 

Il Viggen però non è per tutti i palati.

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Per quanto abbia poco tempo per volare, comperi solo moduli completi, mi stia ristudiando il manuale dell'a-10c in attesa del nuovo cockpit (avevo dimenticato quanto è bello questo modulo!) e sia in trepidante attesa per la fine del 18 a cui vorrei dedicarmi a tempo pieno, se entro l'anno finiscono il viggen lo compero sicuramente, anche se poi alla fine so già che lo userò poco.


Edited by nessuno0505
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Beh magari lo prendo in sconto, e comunque le missioni antinave e il volo supersonico a bassissima quota hanno un loro perché...

 

 

per le missioni d'interdizione a bassa quota...SI

per la parte antinave...NO perché il comparto marittimo di DCS fa abbastanza ridere, specie per quanto riguarda i danni alle navi. Sostanzialmente hanno due stati:

- pienamete efficiente

- affondata

non ci sono vie di mezzo ;)

 

 

io l'avevo preso in sconto e non mi pento per nulla, tra gli attacchi con pop-up e picchiata, i razzi e le BK c'è tanto di cui divertirsi.

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Dunque è un po' lo stesso discorso dei rockets: in dcs ci sono una marea di moduli che possono montare razzi e tubi di decine di tipi diversi, peccato che i razzi siano una classica arma da fuoco di interdizione, data la loro scarsa precisione, e in dcs il nemico sostanzialmente se ne sbatte del fuoco di interdizione: o lo colpisci e smette di sparare, oppure spara con la stessa identica mira e precisione anche se si trova sotto tiro...

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Non ho abbastanza soldi per fare beneficenza di questa portata

 

Concordo e mi associo, ovviamente senza nulla togliere alla terza parte in questione personalmente non sono disposto a spendere dei soldi appunto "per beneficenza" se il modulo non mi interessa così come non sono più disposto a riempirmi l'hangar di velivoli che poi rimangono li inutilizzati, poi ci mancherebbe ognuno la pensa a suo modo e agisce di conseguenza...

 

:thumbup:

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DCS World Open Beta 2.5.5.37626

 

DCS World

  • AI Combat skill changes - See Newsletter for more info.
  • AI better conservation of ammo vs heavily damaged or destroyed aircraft - See Newsletter for more info.
  • WWII AI aircraft. Corrected ground attack pattern.
  • Plane disappears when assign control to AI, after player takes off from the deck - fixed.
  • Added textures with PBR for AGM-84D/H.
  • ME. The ISOLINES option in the map options removed as obsolete.
  • Rearming. GBUs will not appear with unfolded fins.
  • MP. Dedicated Server. Webgui: hardware related local and remote access to dedicated server fixed
  • Wingman collides with player on a cold start from deck - fixed.
  • Wingmen remain on deck in some cases - fixed.
  • VR. Force disabled VR with --norender key.

 

DCS: F-16C Viper

  • Master Caution should be clearable as expected
  • RWR and other sounds now properly installed for Viper (sounds still placeholders)
  • Adjusted HUD visibility over cockpit geometry.
  • Engine control switch animation through guard is fixed .
  • Fixed unlimited weapon rearming.
  • EHSI font corrected, NO DATA page added.
  • CARA indication for high altitude fixed.
  • Oxygen emergency lever clickability and input fixed.
  • Oxygen flow indicator fixed.
  • Audio for radio communications identifying players aircraft fixed.
  • External sound update.
  • Loop in DED TILS ILS freq fixed.
  • AOA indexer lights logic fixed.
  • AOA bracket will appear on HUD after lowering nose landing gear, fixed.
  • Changed PROBE HEAT to spring loaded TEST.
  • Added RU localization for Viper startup.
  • IFF HUD data overlapped / fuzzy - fixed.
  • Inconsistent response from ground crew with canopy closed - fixed.
  • AAR with cold start fixed.
  • Cockpit. Lighting textures tuned. Console panels textures updated (text readability improved).
  • CCIP line will point in TVV sign center point.
  • Default frequency on UHF backup panel fixed.
  • Speedbrake sound dynamics update.
  • UHF backup panel: status function fixed.
  • Radio frequencies increments fixed.
  • Flashlight fixed.
  • Fixed switching between CCRP-CCIP if you use last bomb with CCRP.
  • Waypoints on FCR and HSI misaligned - fixed.
  • ILS CMD STRG disables if ILS power removed, fixed.
  • Added damage of some elements WIP.

 

DCS: F/A-18C Hornet

  • Added RU localization for Hornet SP missions.
  • RWR symbols corrected.

 

DCS C-101 by AvioDev

  • Fixed ADF-60 frequency select knobs for keyboard and joystick binding.
  • Implemented binding to keyboard and joystick of SCAR control panel, SCAR display panel and RGS2 sight knobs.
  • Implemented binding to keyboard and joystick of IFF panel knobs.
  • Implemented binding to keyboard and joystick of AoA indicator knob.
  • Improved cockpit lighting in external view.
  • Fixes in ADF-60 keyboard input: Function selector switch TEST position is spring loaded now. Gain knob is functional now.
  • Fixed HSI digits brightness binding to keyboard and joystick, that got broken with latest updates.
  • Binding to keyboard and joystick of DH (Decision Height) set knob.
  • Implemented binding to keyboard and joystick of FD pitch adjustment knob of ADI.
  • Fixed crash in V/TVU-740 multiplayer sync.
  • Stick pitch trim button is now animated.
  • Airbrake throttle switch is now animated.
  • Added toggle function for airbrake (“B” key).
  • Fixed brightness of ADI/HSI digits in C-101CC rear cockpit - made independent from the forward cockpit ADI/HSI brightness.
  • Altimeter baro setting knob moves now correctly when binding it to keyboard and joystick (Main and Stby altimeters of C-101CC and altimeter of C-101EB).
  • Fixed CC ADI/HSI brightness control by keyboard.
  • Solved some errors (amber color) in inputs, related to UHF and VHF radios.
  • Solved issue with Kneeboard current position mark point not working when using keyboard, and amber color error in control inputs.
  • Solved amber color error of optical sight brightness in control inputs.
  • Fixed typo in ES version affecting amber error in control inputs, regarding an Armament CB.
  • Fixed amber error in control inputs regarding IFR Hood.
  • Fixed an ES localization issue causing an amber color error in some intercom control inputs.
  • Added binding to keyboard and joystick of Optical Sight Brightness (knob animation for now).
  • Added binding of keyboard and joystick to emergency fuel lever.
  • Fixed binding to keyboard and joystick of TACAN volume knob and mode dial.
  • Fixed gyro platform sync button (synchronizer and heading set) behaviour: it now turns correctly left and right and heading synchronizes accordingly.
  • Fixed VHF-20B keyboard control for the radio mode and sound volume.
  • Fixed binging to keyboard and joystick of Gyro Platform knobs.
  • Fixed binding to keyboard and joystick of VHF/NAV equipment VIR 31A knobs (mode and volume).
  • Fixed clock set function and animation - now clock hands and knob can be adjusted and moved smoothly and in a realistic coordinated manner.
  • Map box cover will move properly now (slowly instead of instantly) when using keyboard or joystick commands.

 

DCS Mi-8MTV2

  • Restored missing sound of fire UPK-23-250 when it’s loaded to 5th hardpoint.

 

Campaigns

 

P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations:

  • Revised triggers
  • AI follow tasks fixed
  • Dozens of new voice overs added to help the flow of the missions
  • More ambient effects added
  • More ambient AI flights added
  • Map markers added to aid navigation where needed
  • Stock radio callouts reduced as much as possible

 

Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations:

  • Revised triggers
  • AI follow tasks fixed
  • AI FW altitude fixed in mission 4
  • AI rules of engagement fixed in missions 5, 8 and 9
  • Pre-landing waypoint added to avoid a slow flying home in mission 3
  • New voice overs added
  • More ambient effects added

 

Spitfire IX The Big Show Campaign by Reflected Simulations:

  • Revised triggers & timings
  • AI follow tasks fixed
  • Dozens of new voice overs added to help the flow of the missions
  • More ambient effects added
  • More ambient AI flights added
  • Map markers added to aid navigation where needed
  • Stock radio callouts reduced as much as possible

Link: https://forums.eagle.ru/showpost.php?p=4069801&postcount=70

 

 

:thumbup:

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DCS 2.5.5.38040 Open Beta

 

DCS World

  • MP. Fixed Server Crash at woAIPlane::set_Air_Target_Offset
  • ME. Remade a saving payloads from external mission procedure.

DCS F/A-18C

  • Harpoon will switch back to BOL from R/BL mode when a target point is no longer available
  • Initial release of the AGM-62 Walleye, WIP
  • F/A-18C net phantom ladder will not extended into flight.

DCS F-14B by Heatblur Simulations

  • Fixed Padlock not working
  • Fixed CTD on back to spectator after flight is delayed
  • Possibly fixed CTD when using ACLS/Autothrottle - please give us feedback.
  • Fixed untracked contacts in TWS not timing out
  • Added F-16 to the RWR threat library.
  • Added HQ-7 to the RWR threat library.
  • Slightly reduced drag while maneuvering to improve maneuvering performance above Mach 1
  • Further improvement of internal FM Test Systems
  • Adjusted high drag penalties for fully deployed slats/flaps at high speeds
  • Tweaks to buffet and full flap/slat deployment drag at high speed
  • Small adjustment to AB thrust at mach 1.2

 

DCS AJS-37 by Heatblur Simulations

  • Fix to 80% ground collision-warning always on in HÖJD mode.
  • Fix to ejection not working.
  • Fix to intermittent CTD when using Weapon selector + LD-Bombs.
  • Fixed CTD related to changing cartridges.

 

DCS A-10C

  • Restored the extending boarding ladder.

 

DCS F-16C

 

  • Low and Out Warning now played for both Chaff and Flare
  • Paddle switch change reference pitch and roll attitude in addition to altitude.
  • Fixed KIAS calculation in FLCC, fixed low speed warning tone.
  • Tone sounds update.
  • Low speed warning tone has priority over LG warning horn.
  • UHF backup panel - wrong numbers on frequency window fixed.
  • Default radios to SQL.
  • Implemented basic IFF
  • IFF contacts on FCR page, wip
  • Added current interrogating status to OSB16
  • Added emergency jettison, WIP.

 

DCS Mi-8MTV2

  • Is now possible to assign joystick next commands:
  • Cargo Hatch View
  • Flush taxi data
  • Set Gunner Seat
  • Show Gunners Panel

 

Campaigns

  • A-10C Sturmovik campaign - fixed bug with frequency.

CPU i7 9700K@5ghz | COOLER Corsair H100x | MB Gigabyte Z390 Aorus Elite | RAM 32GB G.Skill Ripjaws V 3200mhz | GPU MSI RTX 3070 Ti Gaming X Trio | SSD OS Samsung M.2 860 EVO 250GB / SSD DCS 860 Evo 500GB| PSU Antec HCG 850W Gold | SO Win 10 pro 64bit | MONITORS LG 27GL850/BENQ GW2780 | PERIFERICHE GAMING TrackIR 5 | Thrustmaster Hotas Warthog | MFG Crosswind + combat pedals + hydraulic damper | TM MFD Cougar | Logitech DFGT

 

"Mai discutere con un idiota, ti trascina al suo livello e ti batte con l'esperienza" cit. Oscar Wilde

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Non serve a nulla!@Pero' mi arrapa tanto :)vedere un bellissimo aereo in visuale esterna con una scaletta aperta,da un pizzico di realismo in più.

 

 

Non avrei saputo dirlo meglio :megalol:

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