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Allgemeiner DCS News- und Newsdiskussionsthread (nur DCS-News, sonst nichts)


QuiGon

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Das stimmt bei mir keine zuversicht bezüglich vulkan und vr. Ausser sie bringen allgemeine vr verbesserungen. Und der Multithread cpu haben sie leider auch nicht angesprochen :/

System

 

Hydro H115i with 8700k @ 4,9 ghz all cores, Asus strix Z370 f, 32gb ddr4 3600Mhz, Asusrog swift 34 gsync ,Vr hp Reverb .Palit gaming pro 2080 ti Thrustmaster Warthog f18grip and th pedal

Steamvr ss 100% and dcs world ss 180%

 

tomcat eats the viper for breakfast :P

Lange lebe die Tomcat": Long live the Cat!

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"The new weather system and clouds are almost done. We should expect them this winter, but no hard promises.

 

* The all-new explosions, fire and smoke effects are also nearly finished and now being fine-tuned. Will be released "soon"."

 

Oh Yeah.

 

Hoffentlich haut die neue Wolkenoptik nicht allzu doll in die Performance rein.

I7 8700K 3.7 GHz 32GB RAM NVIDIA RTX 3080 Rift S

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Falcon BMS löst die Wetterthematik doch recht gut mit dem Tool F4Wx Real Weather Converter. Wäre so etwas in DCS World nicht eine attraktive Möglichkeit?

**************************************

DCS World needs the Panavia Tornado! Really!

**************************************

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Falcon BMS löst die Wetterthematik doch recht gut mit dem Tool F4Wx Real Weather Converter. Wäre so etwas in DCS World nicht eine attraktive Möglichkeit?

Es ist nicht so sehr die Frage, wie die Wetterdaten in die Simulation kommen, sondern was die Simulation damit macht.

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Es ist nicht so sehr die Frage, wie die Wetterdaten in die Simulation kommen, sondern was die Simulation damit macht.

Genau das!

Intel i7-12700K @ 8x5GHz+4x3.8GHz + 32 GB DDR5 RAM + Nvidia Geforce RTX 2080 (8 GB VRAM) + M.2 SSD + Windows 10 64Bit

 

DCS Panavia Tornado (IDS) really needs to be a thing!

 

Tornado3 small.jpg

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  • 3 weeks later...

Tolles Interview, auch wenn es nicht allzuviel Neuigkeiten gab. Schön zu hören, dass ED einen neuen Programmierer einstellt für die Flugplatz ATC. Auf die verbesserte ATC, das taxiing auf dem Carrier mit der Groundcrew und das neue Wetter freue ich mich sehr.

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Ich würde mich freuen wenn sie mal ein Radial Menü einbauen würden ähnlich wie das von Heatblurs F-14. Das würde das Kommunikationsmenü deutlich aufwerten und wesentlich angenehmer auch in VR benutzbar machen.

 

 

Rechner: AMD 2700X, 32GB RAM, 2x SSD (500Gb u. 128Gb), Warthog Joystick, Rift S, GTX 1080, Monstertech Flightstand

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Screenshots von RAZBAMs English Electric Lightning

 

1261730893_fetchid7115458ampd1603518717.thumb.jpg.a7d91bea372c0cacca6682ae4664d329.jpg

image_259656.thumb.jpg.a5e09f23c8630c7a1a82143d913653b8.jpg

 

1299693242_fetchid7115457ampd1603518717.thumb.jpg.6fa1b1611b22ecf8a1355f2a93f8329e.jpg

 

Intel i7-12700K @ 8x5GHz+4x3.8GHz + 32 GB DDR5 RAM + Nvidia Geforce RTX 2080 (8 GB VRAM) + M.2 SSD + Windows 10 64Bit

 

DCS Panavia Tornado (IDS) really needs to be a thing!

 

Tornado3 small.jpg

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An wie vielen Arbeiten die grad schon wieder? Ist da net noch ne F15E etc. angedacht? :D

 

Aber ansonsten muss ich schon sagen, dass die frühen Zeiten des Fliegens echt interessant aussehende Flieger gebracht haben... So 2 Auslässe übereinander kennt man ja sonst nicht.

 

1000 flights, 1000 crashes - perfect record

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Und noch ein Interview, diesmal mit Simon Pearson über die Zukunft von DCSW:

 

 

Auch wenn der Ton manchmal etwas unruhig war, eines der unterhaltsamsten und auch interessantesten (wenn man Mal den Blick übern Tellerrand der sonst üblichen Beta&Bugs Debatten hinaus nehmen will) Interviews zum Thema DCS mit dem ein oder anderen Insight zur realen Militärfliegerei...

Ich hab jedenfalls jede Minute dieser gut 1,5h genossen ... Und warte nun geradezu sehnsüchtig auf neue PC Hardware (v.a. leistungsstarkes CPU/GPU-Upgrade plus VR-Ersatz für Oculus), um mich wieder mit Freude in virtuelle Cockpits schwingen zu können.

Primary for DCS and other flightsims: i9 12900K@default OC on MSI Z790 Tomahawk (MS-7D91) | 64 GB DDR5-5600 | Asus TUF RTX3090 Gaming OC | 1x 38"@3840x1600 | 1x 27"@2560x1440 | Windows10Pro64

Spoiler

Secondary: i7 11700k@5.1GHz on MSI Z590 Gaming Force MB| 64 GB DDR4-3200 | PowerColor RX6900XTU Red Devil | 1x 32"@2560*1440 + 1x24"@1980*1200 | Windows10Pro64

Backup: i7 6700K@4.8GHz | 64 GB DDR4-2400 | PowerColor RX5700XT Red Devil | SSD-500/1000GB | 1x49" 32:9 Asus X49VQ 3840x1080 | Windows10Pro64

Flightsim Input Devices: VPC: ACE2 Rudder / WarBRD Base / T-50CM2 Base with 50mm ext. / Alpha-R, Mongoos T-50CM, WarBRD and VFX Grip / T-50CM3 Throttle | VPC Sharka-50 + #2 Controle Panel | TM Cougar MFD-Frames| Rift S - Secondary: TM HOTAS WARTHOG/Cougar Throttle+Stick, F-18-Grip | TM TPR Rudder | DelanClip/PS3-CAM IR-Tracker

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Simon macht einen sehr symphatischen Eindruck und ja habe auch jede Minute dieses Interviews genossen. Viel Neues gab es auch hier nicht, aber auf die Dynamische Kmapagne freue ich mich riesig. Interessant war für mich noch als Simon im Hinblick auf die verbesserte ATC für die Flugplätze sagte, dass in der Realität oftmals keinen Funkkontakt gibt da alle Bescheid über die Mission Bescheid wissen. Nehme an, die clearance für den Takeoff gibt muss dennoch erteilt werden. Aber anscheinend wird wohl in der Militärfliegerei weniger gefunkt als bei den Zivilis

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RAZBAM News Update:

 

Hello everyone. During this difficult time the world finds itself in, we here at RAZBAM would like to offer our condolences, prayers and thoughts to all those who may be affected or know someone who has been affected by the COVID-19 pandemic. Our team is no exception, yet I’d like to take this moment to thank the team for their hard work over the last few weeks in the re-approach. I would also like to thank the community for their steadfast support, insight and yes criticism in the last few weeks. You have all done an amazing job and the future is already bright because of it.



 

I know most of you are not here for the sappy stuff, so I’ll move right along and let you know what’s happening on the inside. First off you probably already know that a lot of big changes came in the last update from us and the next big one is no exception. Now this is in part due to reassigning some team members from other projects and back onto the ones currently out and flying with you guys. Because of this, a halt was put on serious development of other modules like the Super Tucano and F-15E. The goal is to get all of the modules to a stage where any future issues with bugs or new systems integration can be handled by one person or takes the team a short period of time to deviate in order to correct.

 

 

 

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In the effort to better connect with the community, RAZBAM would like to announce its endorsement of its official display team. Formerly X51, The RAZBAM Harrier Display Team will represent the Harrier module and RAZBAM in virtual airshows beginning with VFAT and into the future. We are excited to see what routines the Display Team is currently cooking up for the new flying season so be sure to check your virtual airshow calendars in the future and show your support.

 

 

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As you may or may not have seen in our social media pages, Progress is developing on the Falklands map. I have those photos here for you to gaze upon.

 

 

 

 

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As always this is WIP and is not indication of the final product. There is no release announcement as of yet or timeline

 

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The MiG-23 work continues. Focus currently is on the external 3D model which is close to completion and entering its final stages with the cockpit internal model entering the early stages of design. Coding for any systems has not begun as work is focused on elsewhere.

 

The RAZBAM MiG23 will be a Soviet VVS MiG-23MLA. In the Mission Editor, there will be a single option to introduce “ Iraqi ML Modifications “. This will include replacing the RWR with the SPO-15 unit and adding the ASO-2 Countermeasure Dispensers. They will not be individually selectable and must be set in the ME.

 

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Some other 3D work has also been progressing on the English Electric Lightning.

 

 

 

 

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Again, like the MiG-23, the external model is in its final stages while initial work to the cockpit model is in its infancy. No release date or schedule added, and all work here is WIP and subject to change in the future.

 

 

 

 

 

 

Just for all of you who may or may not know, I am a member of the Canadian Armed Forces in the Regular Force, with this comes moves and last-minute transfers. Due to this I will be absent for the first few weeks of November. However I will still be on the forums making sure your bug reports for the next update are added to our internal tracker though I might not be able to personally interact with you guys or fly during this time. I appreciate the patience and encourage you all to work together if you encounter problems. We all can learn something new, in the end that person you help with a problem could probably save your butt in a fight somewhere down the line in Multiplayer.

Now because I won’t be able to be at my computer for the update, I’m going to post WHAT WE HAVE CONFIRMED with ED as far as fixes that will be in the next update. Last minute hot fixes may make their way in but this is a pre-emptive list for you all to keep in mind when it drops. This list of CONFIRMED fixes for the next Open Beta Update are as follows:

 

 

 

 

 

AV8B NA

1. GBU-54 are now loaded on DITERs.

2. Removed all TERs with 3 bombs from Stations 3 and 5

3. Improved JDAM Relative targeting procedure. Now it is possible to do multiple JDAM relative releases.

4. Improved: High Drag bombs can now be released as Low Drag

5. Improved: Ghost Velocity Vector on HUD will now flash when at limits of HUD display area.

6. Improved: Long W-inc does not disable JDAM Relative Targeting (TOO mode). To disable you must un-designate.

7. Added flight control system joystick switch abstraction key-binds

8. Fixed: FPM erratic behavior in NAV or AG mode when total velocity close to zero

9. Fixed: TPOD/JDAM CTD when releasing the bombs.

10. Fixed: TPOD erratic behavior when using JDAMs.

11. Fixed GBU-32 not tracking.

12. Fixed Waypoint Icon not visible if designated and NWS is pressed.

13. Fixed Com channel selector key-bind incorrect behavior.

14. Fixed LAR rings not showing on EHSD for GBU-54.

15. Fixed EHSD ground track digits still use TRUE when EHSI set to MAGNETIC.

16. Fixed: No mark-point menu option in AG mode.

17. Fixed: DMT roll stabilization when in A/A mode.

18. Fixed: AGM-65F internal handling inconsistency.

19. Fixed: HUD Velocity Vectors going invisible at some limits of HUD display area.

20. Fixed: Release tone to sound after each release.

21. Fixed: NSW not changing IRMAV FOV when missile is uncaged.

22. Fixed: AAR zone circle out of position when EHSD is decentered.

23. Fixed: Various issues with the caged velocity vector.

24. Updated: TPOD Functionality for G4 integration with aircraft systems:

24.a. TDC button (PB14) has been deleted. TDC modes are now only two: AC TDC and HTS.

24.b. HTS TDC now updates System Designation.

24.c. Super Wide FOV (SWFV) mode has been enabled (PB10).

24.d. LSS/LST Mode has been improved. To enable LSS/LST you must long press PB19 (INR).

24.e. Zoom factor has been incremented from 10x to 16x. Zoom factor increases/decreases by 0.3X.

24.f. Zoom factor now changes when long pressing PB3 or PB4

24.g. New laser modes have been added.

24.h. Tracking has been modified: AR (Area Track) only locks a ground position. PT (Point Track) can lock a moving target. MT (Moving Target) works the same as PT.

24.i. When the TPOD is the SOI, NWS slaves the sensor to the aircraft system designation.



In addition to these added features, we plan on adding more functions to the TGP to better represent a n AV8B NA Mid life Upgrade. The following is a list of intended features which are being added slowly while cross checking its behaviour with the SME.

 

AV-8B N/A Harrier II Midlife Upgrades

Folks, there are important updates/upgrades coming to the AV-8B N/A. With these upgrades we are striving towards increasing the realism of the aircraft system behavior when compared with the real one.

The following systems are affected:

  • AUTO release mode
  • JDAM relative targeting
  • LITENING II pod (TPOD) integration with aircraft systems.

AUTO release mode

The AUTO release mode has been updated so it accurately simulates its behavior on the real aircraft.

The changes are as follows:

  1. AUTO is fully integrated with the INS system via the EHSD page.
  2. To enable AUTO mode, it is necessary that the INS is in DESIGNATION mode. Otherwise AUTO mode will not engage, and no bomb release will be possible. This affects all bomb types: GPs, LGBs and JDAMs.

The procedure to enable and use AUTO release mode is as follows:

  1. On the EHSD page, set the steering mode to WYPT or W/OS.
  2. Click on the DESG button (PB01) and box it. This will designate the current steer-point (waypoint, Mark-point, Target-point or their offsets) as the System Designated (SD) Target.
  3. The EHSD will show DESG STP on PB01. This indicates: DESIGNATION mode is enabled and that the steer-point and the SD are in the same location.
  4. Be aware that the INS will ALWAYS navigate towards the steer-point, not the SD.
  5. At this moment, the AUTO cues will appear (ALS, Release Cue, JDAM NIRD, etc).
  6. Now you can select a new target by using any of the aircraft’s sensors (TPOD, DMT, HUD, etc.).
  7. After the new designation, the EHSD will show DESG TGT on PB01. This indicates that the steer-point and the SD are not in the same location and that the aircraft is navigating towards the steerpoint.
  8. The AUTO cues will recalculate for the new SD.
  9. At this time, it is necessary to do a LONG WINC (pressing the Waypoint Increment HOTAS button for more than 0.8 seconds). This will accomplish the following: The SD location will be stored in Target-point 0 (T0) and T0 will become the new steer-point. It is at this point that the aircraft will start navigating towards the SD. The EHSD will show DESG STP on the PB01.
  10. Follow the AUTO cues for a successful release.
  11. Click on the DESG button to disengage the designation mode.
  12. Navigate towards your home base.

Please be advised of the following:

  1. While DESG is boxed, any change in the steer-point by using the UP/DOWN arrows push buttons (PB12 and PB13) or a SHORT WINC, will cause the new steer-point to become the SD.
  2. It is possible to follow the flight plan route while in DESG. Just change the steer-point as needed. Just remember that the new steer-point will become the SD.
  3. JDAM absolute targeting is NOT affected by the changes in SD, since they use a different target contributor.
  4. JDAM relative targeting is affected since they use T0 as the target contributor.
  5. CCIP to AUTO conversion is not affected by the EHSD not being in DESG mode.
  6. When T0 is the steer-point, you can update it just by slewing the TDC. Do not do a new designation since that will place the system back to DESG TGT and you will need to do a LONG WINC.

JDAM relative targeting

JDAM relative targeting, also known as TOO mode, has become more practical.

Initially you had to designate a target with the TPOD, lase it, and then LONG WINC to pass the target coordinates to the bomb and then release it. If you wanted to drop another bomb to a different target in the same area, you had to LONG WINC to release the previous coordinates and then redo the entire procedure for the new target.

That is NOT how it works on the real aircraft.

The procedure to do a JDAM relative targeting is as follows:

  1. Enable AUTO mode by following the AUTO release mode procedures.
  2. After the EHSD is DESG STP, designate your target with the TPOD. This will become the System Designation (SD).
  3. The EHSD will show DESG TGT.
  4. Use Laser ranging to get an accurate position of the SD in relation to the aircraft.
  5. LONG WINC to pass the SD position to T0.
  6. The EHSD will show DESG STP and T0 will be the new steer-point.
  7. Follow the release cues and drop the bomb when ready.
  8. To select a new target, just slew the TPOD sensor with the TDC. DO NOT DO A NEW DESIGNATION (pressing TDC down). T0 will automatically update itself. The EHSD will remain in DESG STP.
  9. Follow the release cues and drop the next bomb when ready.
  10. Repeat steps 8 and 9 as required.
  11. To leave JDAM relative targeting, just unselect the bomb or un-designate the target.

LITENING II pod (TPOD) integration with aircraft systems

The TPOD as originally simulated was Ver 1, or G1 in USMC parlance. The TPOD is being currently upgraded to the latest version: G4.

There are several important changes:

  1. TDC control has been simplified. There are only two modes: Aircraft HOTAS (AC TDC) and TPOD HOTAS (HTS). The TPOD slew control (underlined TDC) mode has been deleted. To enter HTS you only need to double press the SSS switch as always.
  2. HTS now updates the System Designation, unlike the G1 version.
  3. We have corrected the AREA and POINT tracking modes.

    1. Now if the TPOD is in AR (AREA Tracking), it will only lock the spot on the ground it is aiming, even if a moving vehicle is there.
    2. To track a moving vehicle, the TPOD must be in PT (POINT Tracking), so it will attempt to track the selected vehicle. Please be aware that even on the real sensor, this is a difficult process.
    3. A new mode exists MT (Moving Target). This mode behaves exactly like PT but it has additional features that are not available at this time since they require some updates from ED.

[*]The Laser modes have been increased to 5: TRNL (training), MRKR (Marker), LASER (Laser designator), D+M (Designator and Marker) and EYES (A low power Laser designator used to prevent damage to the eyes of the troops on the ground).

[*]Super Wide FOV has been included. In this mode the screen increases from a 3.5º (CCD Mode)/6º (FLIR Mode) FOV to a 20º FOV. It only works in FLIR mode, if enabled when the TPOD is in CCD mode, the mode will change to FLIR. To enable press the SWFV button (PB10). Please be aware that if you long press SWFV, instead of entering SWFV mode, you will enable NAV mode, which has a 24º FOV but disables the TDC. In both SWFV and NAV modes the laser is disabled.

[*]The Zoom has been increased from 10X to 16X. The Zoom factor changes by 0.3X. You can continuously change the Zoom factor by long pressing the Zoom buttons (PB03 and PB04).

[*]A new mode will be included: MTC, which means Multiple Target Cueing. This mode is not available at this time, but it will be on next release. More info will be provided when the mode is ready. MTC will be enabled/disabled by clicking on the MTC button (PB14).

[*]To enter LSS/LST mode, you must long press the INR (PB19) button.

[*]When the TPOD is the SOI, pressing NWS will do the following:

  1. Stop LSS/LST mode and:
  2. Slave the TPOD to the SD.
  3. If the TPOD is slaved, it will undesignate both the TPOD and the SD.
  4. If no SD exists, it will set the TPOD into SNOWPLOW mode. This mode is not enabled yet, but it will be ready on next release.

ATTENTION

The AUTO mode release update is not certain to be released on the next update, since it was committed nearly the end of the submission cutoff date. In any case, it will be certainly released on the following update.

 

 

 

As for the rest of the modules, because a lot of the focus has been on the Mirage and Harrier, Some fixes for the 19 did not make the cut for this update and only a few were added for the Mirage. They are as follows;

 

 

 

 

Mirage 2000-C

1. Fixed: Missing wheels

2. Fixed: left/right wheel brake combined axis command not working.

3. Fixed: throttle deadzone at high throttle.

4. Fixed: Various issues with the caged velocity vector.



That is your Q4 update from RAZBAM Simulations. I hope you all stay safe and healthy; I wish you all the best of luck in the endeavors you are taking and look forward to seeing you all in the skies!

 

Sincerely,

Zackery “Elmo” Coulombe

RAZBAM Simulations Community Manager

 

 

 

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So, nach langem langem Warten (über 3 Jahre!) ist es nun endlich soweit: Das neue Damage Model ist hier!

Erstmal ist es allerdings nur auf 2 Test-Servern unter der Open Beta verfügbar. Server-Adressen und mehr Infos hier:

 

Hello everyone!

 

 

We are happy to announce the start of open beta tests of our new Damage Model for WWII aircraft on Eagle Dynamics multiplayer servers. We will start today with fighters and then make the new bomber damage model available on November 18th. To participate in these multiplayer tests, please join any of the servers mentioned in the list below.

 

 

The new damage model is based on accurate damage and destruction modelling of aircraft components based on the location of internal elements in each aircraft - oil, air, hydraulic and cooling systems, engine and propellor installation, throttle and CSU controls, flight controls including trim connectors, and airframe main strength longerons, spars and stringers. The new damage model system precisely calculates hits to these internal aircraft systems as the projectile passes through the aircraft. This allows us to accurately simulate the actual damage to the aircraft and the flight model. For example: damage to the wing skin leads to a decrease in lift; damage to the spar leads to strength reduction, and potentially wing snap at specific loads.

 

 

New visual effects have also been added to help interpret aircraft damage. A white, reddish vapour trail indicates that the hydraulic system is damaged, and the size of the trail indicates the size of the leak. A fine, brownish haze indicates that the oil system is damaged, and that the engine will probably soon suffer oil starvation, engine overheating, and potentially fail. A bright white trail of steam indicates that the radiator, or part of the cooling system, is damaged. The instantaneous evaporation of water during the explosion of a water jacket will envelop the plane in a large cloud of steam for several seconds. A fine white vapour trail is the typical sign of a fuel leak.

 

 

Combustion can also help to identify the damage source. A burning fuel leak gives off dense white/grey smoke, and depending on the size and type of leak, it can eventually result in a fire. When the engine/airframe is engulfed in flame, the smoke often turns black as it mixes with oil that burns with a much deeper and darker hue. Structures made of aluminum, wood or fabric-covered surfaces can also combust based on the corresponding type of projectile. Such smaller fires are not immediately visible, but you can identify the smoldering of elements by the thin streams of dense smoke trailing behind the aircraft.

 

 

Additional damage can be gained from visual damage. Despite the fact that current computers can’t dynamically bend construction and tear fuselage and wings, our Visualization System is a good indicator of the level of aircraft damage. The system works as follows:

 

 

- We have 4 levels of ‘damage textures’ for each aircraft: from 0 - no damage to 3 - max damage.

 

- First bullet hits result in the 1st level with small damage visible. This allows players to see some damage from the first hits.

 

- With further damage, the 2nd and 3rd level textures will appear.

 

 

Experienced pilots can check all the damage levels within the Model Viewer for a better understanding of what to expect from the holes in the airframe.

 

 

Please note that the damage system doesn't register any damage for the first 30 seconds from mission start.

 

For this testing we want to concentrate on PvP experience of WW2 fighters.

 

 

We’ve launched test server in two variations:

 

- Team Deathmatch setup which is automatically serving incoming players (check briefing)

 

- Sandbox setup which is basically server where you can take plane slot anytime and fly

 

 

 

Servers list:

 

 

Server name: WW2 Team Deathmatch NEW DAMAGE MODEL

 

 

IP address: 145.239.150.127 Port: 10309

 

 

 

Server name: WW2 NEW DAMAGE MODEL Sandbox

 

 

IP address: 145.239.150.127 Port: 10310

 

Please post all feedback and reports here https://forums.eagle.ru/forum/englis...rope-1944-1945

 

Thank you for your passion and support!

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  • 4 weeks later...

Ok, das sind eigentlich keine News, sondern scheint doch sehr, sehr alt zu sein, aber ich sehe das Unterforum von Mil-Sim Projects gerade zum ersten mal.

Ich wusste nicht, wo ich das fragen kann (kann das sein, dass die Suchfunktion noch nicht so ganz funktioniert?).

Also ich weiss, dass sich Simskunkworks vor vielen Jahren mal an einem F-104 für DCS versucht haben, es dann aber wieder eingestellt wurde.

Aber hab' ich da jetzt was verpasst?

https://forums.eagle.ru/forum/77-mil-sim-projects/

 

War das vorher irgendwie im Unterforum bei den "Mods und Apps" versteckt? Ich meine die Beiträge sind z.T. von 2012, aber wieso ist das jetzt ein Unterforum bei den offiziellen 3rd Parties? Nich, dass ich mich nicht wahnsinnig drüber freuen würde, aber das ist vermutlich ein Fehler, der sich bei der Umstellung der Forensoftware eingeschlichen hat, oder?

Oder darf man jetzt auf die Weekendnews am nächsten Freitag gespannt sein??

 


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10 minutes ago, Gizmo03 said:

Ok, das sind eigentlich keine News, sondern scheint doch sehr, sehr alt zu sein, aber ich sehe das Unterforum von Mil-Sim Projects gerade zum ersten mal.

Ich wusste nicht, wo ich das fragen kann (kann das sein, dass die Suchfunktion noch nicht so ganz funktioniert?).

Also ich weiss, dass sich Simskunkworks vor vielen Jahren mal an einem F-104 für DCS versucht haben, es dann aber wieder eingestellt wurde.

Aber hab' ich da jetzt was verpasst?

https://forums.eagle.ru/forum/77-mil-sim-projects/

 

War das vorher irgendwie im Unterforum bei den "Mods und Apps" versteckt? Ich meine die Beiträge sind z.T. von 2012, aber wieso ist das jetzt ein Unterforum bei den offiziellen 3rd Parties? Nich, dass ich mich nicht wahnsinnig drüber freuen würde, aber das ist vermutlich ein Fehler, der sich bei der Umstellung der Forensoftware eingeschlichen hat, oder?

Oder darf man jetzt auf die Weekendnews am nächsten Freitag gespannt sein??

 

 

Ja das wird durch die Forenumstellung wieder sichtbar geworden sein. Ich glaube das Projekt wurde schon 2013 wieder verworfen. 

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14 minutes ago, Nirvi said:

 

Ja das wird durch die Forenumstellung wieder sichtbar geworden sein. Ich glaube das Projekt wurde schon 2013 wieder verworfen. 

Alles klar. Danke für die Info. Ich war ein bisschen geschockt, als ich was von F-104 gelesen hatte. Aber ich dachte mir schon sowas.

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Quote

... But for real guys, flying around with those new clouds makes an incredible difference (even at this WIP stage).
I don't really just "go flying" as much anymore, in my spare time, but last week I probably clocked in more free-flying hours than i have in many years, just enjoying the new skies (and testing of course).
And yes, synced for multiplayer, volumetric clouds (no more rotating sprites) and no more popping in on the edges of your screen, and hey, even flying around at 14:00 hours in-game (which usually looks really dull and bland) now looks nice as well.

 Hat auf reddit einer der "ED-Tester" gepostet. Oh man, das ist das nächste Core-Feature auf dass ich mich echt am meisten freue. Kanns kaum abwarten, in VR durch die Wolken zu brausen. Hoffe wirklich sehr, dass das nicht so in die Performance reinhaut. Ich befürchte es ja...

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Im Zuge der Forenumstellung ist mir folgendes DevUpdate zur Mirage F1 völlig entgangen und verweiße daher mit etwas Verspätung darauf:

 

(Kurz gesagt: Erste Early Access-Versionen sind in einem halben Jahr denkbar)

  

On 11/23/2020 at 5:02 PM, Vibora said:

MIRAGE F1 BY AERGES ENGINEERING SL

Dear DCS users,

We are happy to announce you the development of Mirage F1 by Aerges Engineering SL.

We can imagine your surprise for such news, but you shouldn’t be concerned, we have decided to work on Mirage F1 with Aerges instead of AvioDev for business reasons. Aerges Engineering is formed, mainly, by the same highly experienced Team components that have been developing the advanced version of the C-101. We are, basically, the same people. Some of the members have left and some are new, though they have already been working on C-101 for some time, but we keep the same core, the same or even more experience, know-how, enthusiasm and general technical knowledge. Furthermore, all the Team members are engineers and/or pilots.

All this means that you can expect to get a Mirage F1 module with same or even higher level of precision, quality, attention to detail and professionalism than our previous module, the C-101.

In this preview, we show you some screenshots of the Mirage F1-CE cockpit, with accurate and detailed 3D model and PBR textures, including some external AI models. And, in the coming weeks or months, we will continue presenting you screenshots and/or videos, as well as development news.

We have been working on advanced flight model, engine and main aircraft systems coding for a year and a half. We can say it is, basically, completed, and we now have to work on systems interaction with cockpit, clickable cockpit, and specific aircraft systems.

Our module is absolutely based on real data, that means that what you will get is the most accurate simulation that can be done of the real Mirage F1, with professional quality. What you will see is the real airplane with real data. Obviously, since what we use is real data, any real performance charts, like time to climb, energy-maneuverability, etc. will be fulfilled.

The versions we are working on are all the Spanish Air Force versions, since those are the ones we have real info for, that is, Mirage F1-CE, Mirage F1-EE, Mirage F1-BE and Mirage F1-M, though the latter will take longer to be finished as it includes new avionics, which require a huge amount of additional work. We estimate to have first version, Mirage F1-CE, ready in Early Access in about half a year. We would think about doing other countries versions if we get real data for them, but it’s not part of our main target right now.

For those of you who are not totally familiarized with this aircraft: The Mirage F1-CE is the basic single cockpit version, the Mirage F1-EE is the refuelling (multi-role) version, the Mirage F1-BE is the two seater and the Mirage F1-M is the modernized version with new avionics.

We hope you enjoy the pictures.

Best regards,

The Aerges Team

(16) Aerges | Facebook

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Edited by QuiGon
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