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DCS: Roadmap (unofficial - NO DISCUSSION HERE)


Silver_Dragon
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GS interview to Nick Grey list, thanks to Eldur.

https://forums.eagle.ru/showpost.php?p=4447558&postcount=1

 

DCS Future Nick Grey 20-08-2020

 

- Biggest impact: New engine, multi-threading, vulcan & high priority - VR very important

- Sales number grew by x4 on past 2 years, hopping to double on the next 2 years.

- Whole world engine as MSF highly unlikely.

- Render perfomance will be sustancial enhanced

- Dynamic campaign engine will be diferent to F4/BMS

. Real time engine

. posible to jump to other module within

. strategy layer + economic layer

-- production and transfer of ressources / assets

. multiplayer capable

. AI will react to events by itself, example given:

-- Side A attack a port

-- Side B pick them up on EWR and scrambles an interceptor squad from a AFB nerby.

. node systems for ports, bases, roads, RR, etc arround witch mission evolved

. Stage of develop today (after 2 years of develop):

-- Base RTS logic and connection prety much ready

-- Base economic mode engine ready

-- Create / Save / Load campaign via Mission Editor bassicaly ready except for visuals / interface to be finalized

-- Combat operation logic in progress

-- Win / Win situation logic to do

-- Use conection to do

-- Bubble restriction to Single Player (area of operations) still to do

-- Client / server architecture for very large campaigns in continuous online sessions = holly grail!

-- Selection of missions depend on your modules on their capabilities like:

. Ship Strike

. CAS

. Interdiction

-- Triying of make them automated and as AI friendly as possible

-- Quite sustancial rewamp of general AI:

. Pilot AI

. Ground AI

 

- Pilot AI on substancial overhauld:

. Eliminate stupid decisions like triying of climb when the opponent has better

-- Opponent watching argorism

. Fundamental AI decisions based on the situation / assets like not going suicidal againts a totally superior force (e.g Thypoon II with meteors)

- Decided 2 years ago "not to do play balance thing so much... anymore"

- Reverse enginnering all modern missiles starting with the AMRAAM

- Updates in development cycle of 4 weeks on Open Beta.

. Consist of:

-- 2 weeks adding features

-- 2 weeks for testing (and fixing)

- MAC (Modern Air Combat) to be a stepping stone between WT/AC type "aerial shoot-em ups" to DCS, people getting hokked need a easter and more confortable entry, like Flamming Clifft

- Also WWII package with 8-10 simplified "on flying leyends" planned for a future.

- MAC going to be a independient product [simon was wrong on this on the last [GR] interview

- Battle of Britain planned in a future

- ED currenly 150 PPL, some being there more of 20+ years

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DCS 2.5.6.53756 Open Beta changelog

https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.5.6.53756/

Introduced the new DCS: Syria Map by Ugra Media.

 

Introduced two new campaigns:

 

DCS: F/A-18C Raven One Сampaign by Baltic Dragon

DCS: Mi-8MTV2 Crew Part 1 Campaign by Stone Sky

DCS World

R-27 missiles family. Reduced the value of the induced drag, increased lift. Lift to drag ratio now is more accurate and provides better performance against maneuvering targets, compared to AIM-7 performance level.

R-77 missile. Reduced the value of the induced drag, reduced transonic zero-lift drag, increased the lift. Missile will better save energy, slightly increased range at low altitude.

AIM-7 missile. Adjusted autopilot to fix guidance inaccuracy.

DCS Scripting Engine. Shooting start/end events lack information on weapons - fixed.

DCS Scripting Engine. Most weapon class functions fail on torpedoes - fixed.

SA-6 Kub. Search-track radar still emits after the alarm state set to green - fixed.

Runway still damaged after repair for bombs craters just off the edge of the runway - fixed.

Dedicated Server. "Engage Air Weapons" has reduced functionality on dedicated (norender) server - fixed.

MP. [LCtrl + F10] command allows the player to get position on map even in 'Map only' mode - fixed.

The Schnellboot will evade a collision in a torpedo attack.

ME. Neutral static objects are not in the targets list, but can be selected by clicking on the object on the map - fixed.

Aircraft AI. Lead aircraft in tight turns can create physics problems for wingmen - fixed.

MiG-25. When a plane loses a wing, missiles stay in the air - fixed.

Air tankers with unsuitable refueling connectors for the player's AC will not react to the player's requests.

Projected runway lights turn off as soon as the nose wheel is down - fixed.

Implementing compressibility for pitot tube for Mach > 1 and turning it on for all planes.

Tail wheel tuned for all taildraggers.

GDR (East Germany) added as a country.

MP. Now when server creation, the first (not last) mission in the list will be selected.

Ships start a mission in motion even if they have set speed 0 in the mission - fixed.

ME. AI aircraft. Added checkbox “AI off” for ground start.

ME. It's possible to set a task for aircraft AIs to attack friendlies - fixed.

ME. Improved auto naming of groups.

When choosing a missile on the F10 map and switching to the F6 view to this missile, another missile is shown - fixed.

MP. Cargo not synced correctly hangs in the sky after release, and can obstruct other helicopters in drop zones - fixed.

Sling loaded Cargo phantom not destroyed by destroy() function - fixed.

AI not using high drag MK 82 Snakeye below 1000ft - fixed.

Helicopter wingmen fall through the deck when landing on the ship - fixed.

Briefing window. Moving and scaling of large illustrations is adjusted.

F10 map units coordinates are out of panel - fixed.

ME. In advanced trigger options, if add an item by CLONE, then the content of the newly cloned item will not be saved - fixed.

ME. Added View menu item with ability to switch between Imperial and Metric units.

Added removing of precompiled shaders from previous version of dcs on Update.

Ground AI. The vehicles do not turn smoothly, but along a broken line - fixed.

DCS F-14B by Heatblur Simulations

NEW - Added 11 Quickstart missions for the Syria map.

Included Supercarrier versions for Syria Quickstart missions.

Added Quickstart Free Flight mission for the Channel map.

Fixed scripting error in Time Trial missions.

Updated AIM-54 countermeasure resistance probabilities.

Fixed MLC Auto not using actual antenna elevation above horizon.

Fixed keybindings not incrementing panel and gauge lights appropriately.

Fixed RIO annunciator light intensities.

Increased intensity of slime lights (= formation lights).

Corrected roughness of intake ramps.

Fixed broken normals on intake areas.

Fixed unwelded vertices on engine nacelle.

Fixed mismatch intake ramp color on default livery.

Fixed incorrectly assigned textures on exterior gear doors and right wing.

Fixed missing fuselage in cockpit view.

Re-added normal map on TCS pod.

Rudders will now detach with heavy damage.

Increased size of fuel tank hitboxes to more closely match real life sizes.

Adjusted damage model to be less “tanky” with direct missile hits.

Improved aerodynamic damage effects.

DCS AV-8B by RAZBAM

Sound missing for AI aircraft once airborne bug fix.

DCS MiG-19P by RAZBAM

Fixed several typos in Russian cockpit.

Fixed the frontal glass canopy mesh so it does not look like it is raining inside it.

Small cockpit textures corrections.

China Asset Pack by Deka Ironwork Simulations

Added WingLoong-1 UAV AI for China, Pakistan, Egypt, Kazakhstan, Saudi Arabia, Serbia, United Arab Emirates, Algeria.

Added AKD-10 missile for WingLoong-1, more weapons will be added later.

Fixed HQ-7 LN no radar warning issue.

DCS JF-17 by Deka Ironwork Simulations

Re-made 6 training missions (more will come later)

Added new ground crew voiceover

Added abs axis binding for:

UFCP and HUD Brt knobs

ACP COM1/2, TCN/ILS and MSL Vol knobs

Сockpit illumination and AAR light knobs

Note: dcs provides only 10 customized axis commands

Fixed: SMS page: max bomb quantity for selection (determined by load setting)

If more than 4 bombs mounted (i.e. 6), additional quantity 6 at OSB R5

If less or equal than 4 bombs, only show quantity 1, 2, 4 as before

Fixed: player must turn off all power supply to (un)install AAR probe.

Fixed: player must open canopy to update DTC.

Fixed thrust and wheel brakes axis command id (need to rebind your joystick!!!)

Fixed UFCP_1 fallback viewport name.

Added g-suit tube operation in auto start/stop script.

Known issues:

ED just changed AG radar render code, we need time to figure out how to make our AG radar EXP modes work again.

DCS SA-342 by Polychop Simulations

Linked brightness of gun and mistral sight to weapons panel brightness rotator dial.

Added support for NS430 Module implementation.

DCS C-101 Aviojet by AvioDev

Video ON/STB/OFF switch in clickable cockpit is now conforming to DCS standards

Fixed EB FD glideslope commands. It now commands correctly to follow ILS GS, independently of the speed of the aircraft

Fixed voice-over of Sea Eagle missile training mission

Fixed Sea Eagle missile training mission. Modified wingman task to be able to launch two missiles

Enabled engine fire in failures list

All failures repair works now. See extensive list below

Fixed damage and failures repair issues:

Now all EB engine-related failures are applied to C-101 (it was not the case previously)

All failures related to engine are now correctly repaired. Engine start is now possible after repair

Added repair of the following previously implemented avionics failures and unrecoverable states: landing lights burnout, landing gear lock override safety wire, cockpit depressurization, reset of landing gear emergency extension handles, gear/flaps stuck state due to overspeed, canopy fracturing (C-101CC only)

Landing gear lever is forced now to extend position at repair

Improved ITT indication (both needle and digits) when electrical power is cycled on/off

Adjusted engine N1 and N2 pointers movement speed when electrical power is switched on/off

Adjusted movement speed of voltmeter needle

Fixed brightness of rear cockpit AOA indexer

Fixed C-101EB takeoff mission. F-18 does not crash now

Added SCAR Light Test Button functionality

Fixed ERR light on SCAR Display Unit. It now blinks correctly and on both cockpits

Added RAAF Roulettes livery

Added “PITOT HEAT” caution light function

Added pitot heat failure in Mission Editor

Pitot heat korry light is now off when Mission Editor “pitot heat fail” occurs

Added “pitot heat fail” repair

Fixed logic of “pitot/static port blocked” failures in Mission Editor. Now those follow the same logic as the one of “pitot/static port blocked by ice” systems failure, i.e., it uses last known values of pressures, etc.

Implemented pitot heat equation. Now it affects only the ability to reengage pitot heat on ground after about 17-15 minutes (depending on TAT) since enabled. To reengage pitot heat, wait for a couple of minutes until it cools down. Such electrical condition is very rare though

Updated cockpit textures, including lighting

Adjusted effect of alpha and beta on the computed indicated airspeed

Fixed cockpit lighting of external model

Added input_profiles_repairer.exe and corresponding readme.txt. This exe allows to recover old C-101 input mapping saved previously to Open Beta update 2.5.6.52196. Already correct profiles are kept untouched. Disregard the repairer output file

Adjusted g-suit effectiveness factor (a wrong scale was being used)

Modified "crash" button tooltip, added its activation condition for clarity

Updated brightness control for the following lights:

All cockpits: emergency pitch trim light, markers lights, ENG IGN light, CAWS panel lights, IFF test light, IFF reply light

EB: ARN-127 freq digits, ARC-134 freq digits, ARC-164 freq digits, HSI digits

CC: MPR light, telebriefing light, HSI/ADI digits

Korry buttons and other signal lights without integrated brightness control change now their brightness with instrument and consoles lights dimmers

Implemented landing gear red status lights (gear in transit)

Fixed ILS frequency typo in Persian Gulf instant action hard landing mission

Gear handle light brightness depends now on the instrument knob (dimmer) position

Fuel lights are set to off (white bars) when fuel measurement CB is pulled

CC HSI annunciator lights brightness is changed now with instrument knob (dimmer)

Adjusted initial instrument/consoles knobs (dimmers) settings

DCS P-47D Thunderbolt by ED

Cylinder temperature fixed

Gas temperature for turbine is constant regardless of magneto off or fuel cut-off - fixed

Aftercooler update

Changed position and cover's texture of the guns. Fixed collision model

Oil system update

Fixed missing FFB shake

Added landing light driven shak

Reduced propellor disbalance effect magnitude

DCS Spitfire LF Mk.IX by ED

Fixed interconnected left and central wheels damage

DCS FW 190 A-8 by ED

Tuned the adjustable iron sight

DCS FW 190 D-9 by ED

Replaced sagged valve springs

DCS Bf 109 K-4 by ED

Added net sync for gun sight

Tune up of hydro hoses damages

Adjusted negative g oil cut out

DCS P-51D Mustang by ED

Oil pressure fixed

DCS A-10C Warthog by ED

Adjusted minimum value and curve for HUD-only and exported displays views brightness after bug: MFD's are dark on view Alt+F1

CDU display brightness adjustment don't work - fixed

DCS F-18C Hornet by ED

Added Doppler Beam Sharpened (DBS) EXP -1/2/3 modes

Radar locks air target in AG mode, but HUD target box stays in default or last known position - Fixed

ICLS is not stabilized. If ship rolls on waves ICLS bar swings together with deck - fixed

TACAN Data not showing on SA page top left - Fixed

Launch bar switch is down for player spawned on catapult - Fixed

JDAM indication is crossed out on the HUD when the JDAM is not aligned - Fixed

F-18C separate RWR indication is barely visible - Fixed

RWR screen is now rendered to a texture

RWR brightness is initialized according to the night/day condition (Sun angle at mission start)

Adjusted RWR symbology material alpha, as well as the visual appearance of the font (thickness)

Gun smoke is far too dense - Fixed

Forced "Unrestricted SATNAV" option doesn't work - Fixed

Laser CODE on SMS main page with Guns selected creating a conflict - Fixed

GBU-31(V)3/B Fuze Error - Fixed

AMRAAM midcourse guidance stops when the L&S is swapped with DT2 in LTWS - Fixed

Designation in NAV or AG modes stops AIR Attack Radar range and elevation changes - Fixed

Standby ADI turn rate indicator (adjusted turn rate needle) - Fixed

AIM-120 Quantity on HUD Incorrect with Mixed Types Onboard - Fixed

Autostart macros fixed with INS STD HDG Alignment - Fixed

INS GND alignment never finishes if GPS is not available - Fixed

INS alignment status display in HSI indicates 0.5 OK but INS alignment is not ready - Fixed

Aided INS (AINS) position mode - Fixed

Missing MPCD Display Controls

Contrast control was added to AMPCD

Also contrast control was implemented for L/R MDIs

Added yardstick to FLIR page

Added coordinate display for FLIR page

Added north arrow to FLIR

INS align display horizontal bar aligned - Fixed

Hot start IFA not aligned properly - Fixed

Hot start should have INS selector knob in IFA - Fixed

FCS page glitch (Appear only on first page activation) - Fixed

POS/ADC Caution Message is Missing - Fixed

INS DEGD Caution Message is Missing

Fuel overwrites WP name - Fixed

Comm 1 switches from AM to FM on its own - Fixed

Engine sound update (wip)

Major external sound update

Air-to-Air Target Range on Air-to-Ground HUD - Fixed

AG radar. Infantry can be detected - Fixed

AG radar. FRZ and SIL don't function properly - Fixed

Maverick slaving after step- Fixed

AG radar. EXP render issues - Fixed

Toggle HUD Time Off with Landing Gear Down - Fixed

DCS F-16C Viper by ED

TGP Litening:

Added HOTAS Commands

Added Cursor Zero (CZ) Mode

Added Steerpoint Indication

Added HSD Steerpoint

Added Laser Range Indication

Added Laser Code Indication

Added Camera Pointing Azimuth

Added DCLT option

Added Time to Steerpoint Indication

Added AA mode

Added North Arrow

Added Coordinate Display

Added NAV Mode Slave

Added Meter Stick Value

Added Gray Scale

HUD CCRP indication doesn't sync with on TGP selected target - Fixed

LASER guided bombs Time to impact on HUD & TGP - Fixed

TGP Slew changes Waypoint locations IN HSD - Fixed

TGP can show -10ft of altitude - Fixed

TGP CCRP selection drops empty waypoint coordinates to (X = 0, Z = 0)

HUD AOA Bracket top and bottom to wide - Fixed

Adjusted dim lights logic

CMDS "CHAFF FLARE" message after takeoff - Fixed

FLIR crazy brightness parameters at night - Fixed

HSI Very dimmed at night - Fixed

Master light switch is not illuminated - Fixed

Countermeasures released below aircraft - Fixed

Add NOT SOI label to formats that can be assigned SOI: FCR/TGP Pages

Add Weapon Time To Impact (TTI)

Add Time to Steerpoint Needed

Add Israeli, Turkish Skins

DCS F-86F Sabre by ED

F-86F Direction indicator knob animation corrected

DCS Flaming Cliffs by ED

Su-25T Cockpit. Restored coloured glass. Corrected glass material. Added scratch texture on the canopy. Added rain drops on glass.

MiG-29 Cockpit. Restored countermeasures counter. Corrected the speed indicator. Added scratch texture on the canopy. Added some textures.

Su-25 Cockpit. Added scratch texture on the canopy. Added rain drops on glass. Corrected mirrors animation.

A-10A Cockpit. Added scratch texture on the canopy. Added rain drops on glass. Eliminated gaps on the back side of the cockpit.

MiG-29. The engine nozzle will open if the throttle is pulled back independently from the airspeed.

Su-25T. The TV screen is transparent in HUD only view - fixed.

DCS Mi-8MTV2 by ED

Eliminated gaps on some details of the cockpit

DCS UH-1H Huey by ED

Fix of left side gunner sound

DCS L-39 Albatros by ED

Gear indicator lamps don't work after a cold start - fixed

DCS Supercarrier by ED

Super carrier figures only render in one eye in VR and the encyclopedia - fixed

DCS: The Channel Map by ED

When the AI takes off from runway 3 of High Halden, they fail to see any units on the runway and crash into them - fixed

DCS WWII and Assets Pack

Schnellboot sometimes incorrectly attacks the target - fixed

Bofors 40mm erratic behaviour - tuned

Flak 41 ignore buildings/scenery and continue to fire without LOS - fixed

Tail wheel behavior tuned for all taildraggers

Voice chat

Users can create their own rooms

Crew intercom rooms autocreated now

Mission makers can create additional coalition rooms via scripts system

Campaigns

UH-1H Argo Campaign by 373vFS Greg:

 

Mission 1: Adjusted landing trigger conditions.

Mission 3: UH-60 Follow conditions adjusted.

Mission 4: Mission time/ Weather conditions adjusted.

Mission 6: Mortar group trigger conditions adjusted.

Mission 15: Apache start position adjusted/ Apaches shooting conditions adjusted.

The Museum Relic Campaign by Apache600:

 

Updated skins of F-86F and MiG-15bis

Mission 13 (F-86) P-51 takes off into back of CH-47 Chinook : Fixed

Mission 6 (F-86) Typo in Situation Briefing: Fixed

Mission 8.3 (Both) Wingman doesn't follow player : Fixed

Mission 15 (F-86) Triggers for enemy escort and IL-76 tripping out of order: Fixed

F-15C The Georgian War campaign by Baltic Dragon:

 

M11: Adjusted AI pathing to prevent issues causing some flights to crash before the player is aware of them

F/A-18C Hornet - The Serpent's Head 2 Campaign by Badger 633:

 

Mission 01: AI aircraft actions adjusted, now guns only, earlier loss of immunity, triggers more forgiving.

Mission 03: Fail state adjusted for unusual pilot routes, certain targets made more vulnerable, label enforcement removed.

Mission 05: Fuel correction made to easy A2A option; info added to brief regarding min SAM standoff distance.

Mission 06: Minor voice correction. Mission 07: Removed chocks note. Mission 08: Unusual responses JTAC corrected.

Mission 09: Aerial photo in brief corrected. Mission 10 Simple A2A version: Correction to an important vehicle late activation.

Bf 109 K-4 Jagdflieger Campaign, F-86F Hunters over the Yalu Campaign, P-51D The Blue Nosed Bastards of Bodney Campaign, Spitfire IX The Big Show Campaign by Reflected Simulations:

 

Fine tuned triggers

Introduced interactive triggers

Added better user guidance

Campaign progression logic revised

UH-1H Worlds Apart - Spring 2025 Campaign by Low-Level-Heaven

 

Fixed path finding issues in Mission 7 and 8

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Nineline has expanded the new IADS system in plans:

 

Added Feedback from the Team today August 28th:

 

We will have an internal discussion about this topic next week but for now, some things I can tell right away:

 

· There would have to be some DCS Core functionality to integrate our module seamlessly. My idea was to go the same way as the Supercarrier module.

 

o IADS network could be auto-generated by just pressing the button in the Mission Editor (pre-defined or user-defined rules) – this would be available to everybody.

 

o The ability to build the network would be part of the DCS, as well as necessary functional links.

 

o Everybody would be able to build and fight the IADS, but only the module owners could run the Command & Control Interface and interact with it. In other words:

 

§ everybody will be able to generate or build it

 

§ everybody will be able to see it

 

§ everybody will be able to suppress or destroy it

 

§ only the module owner will be able to issue commands and control the network and the units.

 

· Basics of Electronic Warfare – different types of jamming and its effects (simulation). Given the overwhelming complexity of the topic, we are considering to do it as a separate module. More info will follow.

 

· We will not simulate the individual SAM systems or units – not enough publicly available information (besides, it would be incredibly boring, by our opinion). Our idea is to simulate an Air Defense system as a whole.

 

Features considered right now would be the following:

Real-world limits: delays in communications, ambiguous radar contacts, level of training, fatigue

Build the IADS network in the Mission Editor

Automatic or pre-set reactions to threats and air attacks

Rules of Engagement, No-Fire sectors

Logistic component (ammunition replenishment) management

Ability to fight against the IADS or command it (like the Combined Arms)

Monitor the network and Issue commands in real-time via a dedicated interface

Act as a General commanding the Air Defence in whole or commander of a specific military unit (platoon, battery, battalion, regiment)

 

Other point, build advanced electronic warfare can require a aditional module.


Edited by Silver_Dragon
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Thanks to Misky. T.72b3 develop update.

 

The AI pathfinding problem (reported by another user) has been partially resolved internally, but there's still a lot of work to do. The vacation season is almost over, so the rate of bug-fixing should increase.

 

P.S. Believe me, as an avid Combined Arms player I would like to see the correct vehicle movement more than anyone.

 

We are adding the new 3BM59 "Svinets-1" shells for the T-72B3 tank, so now the Bluefor should watch out. It will also have the new 1130hp B-92 engine with faster acceleration (better than Merkava IV, but worse than Leopard 2).

 

For now it will be added only as AI unit. New gun-sights (including "Sosna-U") are also in the works.

 

As you can see in the video, we're making the new turn animation for track vehicles. It will be introduced for AI first, and added to Combined Arms later.

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  • 2 weeks later...

From

with Tactical Pascale:

 

* The biggest challenge for ED right now is the legacy code

 

* The new clouds will be released prior to the new weather system (which is already finished internally) for users to test

 

* You will be able to change weather conditions in specific areas (as opposed to the whole map)

 

* No deck crew for the new Kuznetsov for now

 

* Mavericks and HARMs will come to the Viper in the next OB update

Dima | My DCS uploads

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From
with Tactical Pascale:

 

* The biggest challenge for ED right now is the legacy code

 

* The new clouds will be released prior to the new weather system (which is already finished internally) for users to test

 

* You will be able to change weather conditions in specific areas (as opposed to the whole map)

 

* No deck crew for the new Kuznetsov for now

 

* Mavericks and HARMs will come to the Viper in the next OB update

Thanks!

 

Sent from my ANE-LX1 using Tapatalk

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AV-8B Status

 

https://forums.eagle.ru/showpost.php?p=4487019&postcount=1

 

AV-8B Ready for Release This Week (Expected Patch 9/16)

 

 

- Added vertical tail damage parts and fragments

- Added INS course set keybinds

- Added DMT now slaved to AIM-9 seeker

- Fixed erratic control functionality with altimeter adjustments

- Fixed erratic control functionality with CRS knob adjustments

- Fixed Comm channel selector not sequencing correctly

- Fixed TPOD still in power-up mode when starting initial conditions to in-air or engines on

- Fixed HUD reject logic behavior inverted

- Fixed AGM-122 Sidearm seeker not aligning with RWR source signal

- Fixed AIM-9 Sidewinder incorrectly firing when cycling from AG to AA then back to AG

- Fixed damage model issue where parts would not fragment off

- Fixed damage model issue where weapons would sometimes remain on destroyed wings

 

AV-8B Pending Updates:

- Added ADI cage toggle keybind

- Added ADI pitch adjust keybinds

- Added GBU-32 JDAM

- Added GBU-54 Laser JDAM

- Fixed removed incorrect HUD limitations for AGM-122 Sidearm ready-for-release

- Fixed rudder trim in-cockpit switch not operating

- Fixed rudder trim indication in cockpit and in controls indicator

- Fixed SSS Left should now sequentially cycle between EHSD centered, EHSD decentered, and ECM pages

- Fixed ECM page not returning to the original MPCD format

- Fixed missing seat height adjustment control. Seat model animation work-in-progress

- Fixed EHSD course over ground incorrect in Mag heading mode

- Fixed EHSD decenter display overlay getting mis-placed

- Fixed default rocket range profile values inverted

- Fixed EHSD moving map on MPCD too bright

- Fixed Left MPCD brightness control not operating correctly

- Fixed Right MPCD brightness control not operating correctly

- Fixed EHSD resulting in symbology misplaced when zoom set to AUTO

- Fixed RWR still partially functioning when turned off

- Fixed RWR minimum volume too loud

- Fixed missing RWR power/volume knob adjustment increments

- Fixed pull-up cue not occurring when selected

- Fixed dual rack bombs not releasing in the correct order

- Fixed top-right rocker switch on left MPCD bleeding into bezel

- Fixed scaling of HUD repeater on MPCD to be correct size

- Fixed font for EHSD to be correct size

- Fixed engine efficiency table error at extremely high altitudes that was resulting in higher than expected thrust loss

- Fixed SAAHS paddle disable incorrectly resetting stick trim position and not resetting rudder trim and will now correctly restore rudder trim when released

- Fixed Speedbrake logic based on SME information to extend as long as OUT is pressed and will fully retract when IN is pressed (Allows for partial extension but will always fully retract)

- Fixed aircraft diverting in some cases prior to maneuvering tone envelope

- Fixed infinite coefficient values in some conditions of large body angular rates (out of control)

- Modified structural load damage to no longer be instantaneous, now require sustained over-tolerance for structural (wing) failure

- Modified TPOD axis dead-zone to be slightly reduced

 

 

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Asus Prime Z-370-A

Intel core I7-8700K 3.70Ghz

Ram g.skill f4-3200c16d 32gb

Evga rtx 2070

Ssd samgung 960 evo m.2 500gb

 

Syria, Nevada, Persian Gulf, Normandy 1944

Combined Arms

A-10C, Mirage-2000C, F-16C, FC3

Spitfire LF Mk. IX

UH-1H, Gazelle

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Kate inverview data by Hoggit

 

 

Harrier:

 

Razbam takes responsibility and decision when it's in EA or out of EA. ED helps and support Razbam. Harrier is considered feature complete, and updates and bug fixes will continue to be delivered to the module.

 

AI non combat aircrafts?

 

Maybe one day. Lots of stuff needs to be completed first, and ED is focused on combat aircrafts.

 

MFS 2020 influence on ED and DCS?

 

Kate is pretty happy with the success of MFS 2020 because it brings more people in the flight community. It also inspires ED to bring new technologies into DCS, and also means potentially more 3rd parties will be interested to make modules.

 

Dynamic campaign:

 

Huge piece of work, specific tools and interface to set up the campaign and make it alive. No "cheating" once the campaign is running, but it will be possible to controle it. Many tasks to be done and lots of new features.

 

Weather and clouds:

 

New weather is ready, and waiting for clouds to be implemented. Weather will allow to both create defined weather zones, and a weather condition across the whole map. They want to create a specific tool to help creating and changing weather conditions in specific areas (I didn't understand if they wanted to allow to change the weather during the operations or just in the mission editor). Why not even storms destroying some ressources during the dynamic campaign.

 

Covid:

 

Covid and lockdown was tough and slowed down some processes, but now that hollidays are over ED team is now in good shape.

 

Free modules event:

 

It was a good event for community during the Covid situation. It was for community, not for sales. Why not a similar event one day.

 

Biggest development challenge right now:

 

Legacy code. ED understands that they need to change the whole engine. They don't know yet if they will change it with iterations or at once. Creating the new architecture has started, the new graphics engine is a part of this whole project. Progress is there, but the legacy code is tough.

 

Others challenges that ED has overcome, but the community is not really aware of?

 

The Channel map. Interesting and new project for ED in terms of size, colors, details, buildings, historical areas. For the team developping the terrains it was a challenge. ED is proud of the map and achieved a lot from a technological point of view.

 

Supercarrier is another project ED is proud of. ED really wanted to make it. They wanted to deliver it earlier, but they realized how much they needed to developp, with the deck animations notably.

ED works as a democracy, and they ask everyone if they feel proud of the products.

 

A part of the community feels the Admiral Kuznetsof and WW2 assets pack should be part of the core.

 

ED wanted to have the assets pack, and the Kuznetsov in Supercarrier. A lot of work is being done for both of those modules. The WW2 assets pack is a work of art, and each asset takes about 6 months to be made by one person, because of the amount of details. It is constantly updated. They would like to do everything for free, but developpers also need to eat and pay the bills.

 

Is it beneficial to developp applications and modules for the military to improve and revisit some DCS modules?

 

It helps, but not as much as it could because of the restrictions. ED aims to deliver to the public. In ED, 2 people are dedicated to military applications. Militaries are not as demanding as you :)

 

Anything you would want to share with the community?

 

Sometimes there are some wrong conclusions that are made by the community, with quite offensive comments about ED and 3rd parties, and sometimes personnally I feel that we're not in a good shape, but on the other hand we have people who are totally together with us and the products we deliver. They hope that one day the community will feel that ED is a part of the community, and not think that ED is only interested by money.

 

ED works with Varjo, and all the others VR developpers.

 

Appache: one day. It's a long way to achieve. Both ED and the community want it. Right now ED is focused on MI 24 and F18. Maverick and HARM will come in next OB update for F16. It's being tested and seems in good shape. Mosquito is underneath.

 

Maybe one day ED will make a video to show the new office in Moscow, but not now, it's a mess. Maybe next year.

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Edited by Northstar98

Modules I own: F-14A/B, Mi-24P, AV-8B N/A, AJS 37, F-5E-3, MiG-21bis, F-16CM, F/A-18C, Supercarrier, Mi-8MTV2, UH-1H, Mirage 2000C, FC3, MiG-15bis, Ka-50, A-10C (+ A-10C II), P-47D, P-51D, C-101, Yak-52, WWII Assets, CA, NS430, Hawk.

Terrains I own: South Atlantic, Syria, The Channel, SoH/PG, Marianas.

System:

GIGABYTE B650 AORUS ELITE AX, AMD Ryzen 5 7600, Corsair Vengeance DDR5-5200 32 GB, Western Digital Black SN850X 1 TB (DCS dedicated) & 2 TB NVMe SSDs, Corsair RM850X 850 W, NZXT H7 Flow, MSI G274CV.

Peripherals: VKB Gunfighter Mk.II w. MCG Pro, MFG Crosswind V3 Graphite, Logitech Extreme 3D Pro.

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A-7E Corsair II by FlyingIron

 

https://forums.eagle.ru/showpost.php?p=4487947&postcount=258

 

From Dan

Developer

 

"We should have our next mini update post for the A7 coming in the next few days :) Pleased to say that we've almost completed 'Phase 1' of development

 

Il outline some more details but Phase 1 is largely R&D, learning SDK and developing code structures & placeholder systems/FM. Essentially laying the groundwork & structures for phase 2, where we begin modelling in the detail.

One of our goals was to have a working, flying A7 with an EFM, basic core systems (fuel, electrical etc) and other code structures in place. This is almost complete now, and with the hardest/most painful part of the learning curve over work is progressing ahead exponentially faster :) "

 

a7-wip-04.jpg

Asus Prime Z-370-A

Intel core I7-8700K 3.70Ghz

Ram g.skill f4-3200c16d 32gb

Evga rtx 2070

Ssd samgung 960 evo m.2 500gb

 

Syria, Nevada, Persian Gulf, Normandy 1944

Combined Arms

A-10C, Mirage-2000C, F-16C, FC3

Spitfire LF Mk. IX

UH-1H, Gazelle

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