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Der F-14 Tomcat Diskussionsthread


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Uhh, gute Herausforderung...   RWS = Du scannst den Scanbereich vor dir ab. Ganz einfach. Du kannst (üblicherweise, es gibt Ausnahmen) keine Missiles auf Tracks (d.h. Kontakte) abschiessen,

Das mit STT wird in DCS gerne etwas übertrieben. Wenn du mit nem Tanker ein Rendevouz hast, weiß er, dass du ihn aufschalten wirst. Da wird er nicht nervös, das ist einfach normales Procedere. Vor all

Ah, kein Problem. Rechtes Rudder = yaw right, d.h. die Nase will nach rechts. Linkes Rudder = yaw left. Die Intensität musst du je nach deinem Setup selbst wählen, aber es ist eine gute Idee auf dem B

Aber mal was anderes.... gibts zu dem Modul kein Handbuch? Hab jetzt quasi den gesamten Ordner der F-14 heisst durchkämmt und nix gefunden.... kann doch nedd sein oder bin ich zu blind?

 

Heatblur ist bei der F-14 in Sachen Handbuch einen anderen Weg gegangen und hat ein Online-Handbuch erstellt: https://www.heatblur.se/F-14Manual/

Davon findet man aber auch eine PDF-Version im üblichen DCS-Verzeichnis, die aber nicht so oft aktualisiert wird wie die Online-Version.

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Das PDF sollte unter DCS World/Mods/Aircraft/F-14/Docs zu finden sein.

Shagrat

 

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In den Userfiles gibt es ein deutsches Handbuch für die F-14!

DCS OpenBeta

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DCS OpenBeta

A10C, F18, F14, F5, F86, AJS37, UH-1, Gazelle, KA-50, CA, FC3, P51, M2000, Harrier, SC, A-10C II

 

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  • 2 weeks later...

F-14A

 

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DCS: F-14 Development Update

 

Dear All,

 

We’re super excited here at Heatblur: we’re about to finally launch the F-14A, arguably the biggest feature update to the F-14 since launch day, and a massive chunk of work in flight and systems modeling.

Together with several other new features, we’re starting to solidify our goals in pulling the F-14 across the finish line by the 2 year release anniversary!

 

The F-14A will go live on November 18th, together with a complete sound overhaul, full campaign for the -B Tomcat, and plenty of other new features, improvements and QoL changes.

 

Sincere apologies to all of you hoping to fly the -A tomorrow! Due to October’s patch schedule, we decided to introduce additional changes and features in this major update, but in doing so, we did introduce just enough serious issues to miss the cutoff for the 4th. We’re working hard with our SMEs, testing team and everyone involved to ensure a smooth first launch of the F-14A-135-GR. The 18th patch is an interim patch, and one which Eagle Dynamics has graciously worked into their roadmap in order to accommodate our rollout. Thank you to our partners at ED for the assistance and working to pen this release in, especially outside of their planned schedule.

 

Let’s jump in-depth and elaborate on what we’re actually including in this major update and what to expect on November 18th.

We’ve been very focused on the execution and completion of major features still missing from the Tomcat, and this update will be the first in a series of major updates that will bring us to a full release status next year.

If our initial launch was a version 0.8; this is very much a 0.85, with 0.9, 0.95 and 1.0 to follow through March 2021. A lot of development threads are finally converging, and that means an exciting time ahead.

 

F-14A Tomcat

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The F-14 has been a huge undertaking for the team and a challenging experience. That’s the tldr; and simultaneously, the understatement of the year. :)

 

In case you missed our previous post about the F-14A’s TF-30 engine, you can read it
.

It’s well worth a read to understand the complexity behind the -A, even on a basic FM and simulation level.

 

Since that time, the TF-30’s performance and compressor stall models have been undergoing constant improvement and tuning based on pilot SME feedback.

This process is on-going, and will continue through the next few months. The pace of SME feedback and change turnaround has started to increase as we near nailing the feel, response and performance of the TF-30, and we expect this tuning to be done by the end of the year.

 

This engine tuning has been conducted in parallel with more airframe performance and handling tuning now that our primary SME (who exclusively flew the F-14A) has had enough stick time in our F-14A to be able to give us more precise feedback at a fine level of detail. We keep repeating this; but our SMEs are an invaluable part of our development process, and we are continually in awe of their commitment and passion in helping us.

In addition to model tuning, several new features have been added to assist in flying the F-14A specifically:

  • Optional Afterburner Gate Keybinds will allow pilots to keep their throttles right at the MIL stop to help avoid compressor stalls - this will hopefully alleviate some of the “feel” lost virtually!
  • TF-30 Mid Compression Bypass Circuit Breaker will allow pilots to disable the TF30’s MCB circuit, which may give extra thrust in some conditions, but at the cost of stability. The real life viability of this tactic is in question, however we’re providing it as-is and in accordance with technical specifications. Use with care!
  • External engine fire and compressor stall animations (synced over network) - All progressive fire, damage and other effects are now properly synchronized across the network and you can see your wingmen struggling with their engine issues as they happen.
  • Fire Shutoff Handles + Fire Suppression System - shut down an engine fire before it becomes a problem (this will not always be successful!) This system is a one-time use system, not once-per-engine!

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As we’ve continued along our journey in building the most common and certainly the most iconic variant of the Tomcat around; we’ve continually re-evaluated what our goals are with shipping the -A and what we want to achieve. Based on this process, we’ve ended up at expanding our original scope, and we’ll be shipping the following F-14A variants in the coming months:

  • F-14A-95-GR: Early F-14A for IRIAF. These jets will have certain limitations and modifications, such as the lack of TCS and fuel pylons.
  • F-14A-135-GR (Early): This will be an earlier representation of the F-14A, equipped with the ALR-45 RWR and will also come with a number of minor variations such as early gun vents, alternate de-fog systems, and other minor differences between late and early ALR-45 equipped F-14A’s.
  • F-14A-135-GR (Late): This version represents a later, ALR-67 equipped F-14A.

November 18th will see the release of ALR-67 equipped F-14A-135-GR. While this represents a closer analogue to the current F-14B, it also allows us to roll out the F-14A in a controlled, stepwise process. The ALR-45 equipped F-14A will not be far behind, which will not only introduce more significant changes in cockpit avionics, but also implement the full overhaul of RWR and EM spectrum emissions upgrades planned for both the ALR-67 and ALR-45. See more details on that here. Investment into core technologies such as robust RWR simulation pays dividends in future products, and getting it just right the first time around is critical to modularity and reusability.

 

With these three distinct eras of the F-14A, we hope to accurately represent a wide cross-section of the F-14A’s operational life. Some of these additions, changes and limitations will be implemented through mission editor or special options menus. We hope to provide a substantial level of customizability to account for many of the differences found, on even a jet to jet basis. Some of these include, across the three variants:

  • Removal of fuel pylons
  • Bullet fairing for TCS
  • ALQ instead of TCS (IRIAF 95-GR)
  • Early Gun vent / plate
  • Fuselage RIO step strengthener panel (optional)
  • Alternate front windscreen defogger array
  • Early duck-tail
  • ALQ-/ECM bulges
  • MBU-7/p Mask
  • MS22001 Mask
  • HGU-55 Pilots (in lieu of HGU-33)

We genuinely hope you’ll enjoy flying the F-14A come the 18th, and we greatly look forward to your feedback, stories and impressions!

 

 

PdwnWcK.jpg

 

 

 

 

 

 

Sound Overhaul

 

We’ve performed a full overhaul of the F-14’s exterior soundset, both for the F-14B and in preparation for the F-14A. Hopefully you’ve all seen (and enjoyed!) the video above. Primarily, we’ve focused on both making the sound much more authentic, but alleviating some of the common and severe issues caused by mismatched sound samples and gain levels. We’ve also expanded the interior soundscape, especially for the F-14A through the addition of new compressor stall sounds, afterburner zone thumps and additional sound cues for throttle positioning.

 

In summary, these are some of the main changes and improvements we’ve made:

  • Added new rear aspect exhaust sounds for both low and high power levels, with transition zones in between
  • New intake sounds, based on real F-14B and F-14A sound samples, refined and positioned correctly for each engine. Additional new intake sounds are now blended in at high power settings
  • New afterburner sounds at medium and long distances, for appropriate thunderous crackle and roar
  • New fly-by oriented sounds, especially in the front quadrant.
  • New engine fan blade rattle sound (slow windmilling speeds) - you’ll now hear the engines windmilling and clattering if wind conditions are appropriate.
  • AB Zone lighting thumps (internal) - especially audible for each zone in the F-14A.
  • New compressor stall sounds, both externally and internally. Especially important for the F-14A!
  • Tuned all engine sounds throughout RPM ranges, especially startup and shutdown.
  • Adjusted all sdef files to improve directional sound and audible distances. This should solve issues such as the aircraft being heard from much too far away, especially at low RPMs.
  • Complete overhaul of audio driver logic - across all RPM ranges, speeds, and more.

Enjoy this startup video to get a better idea of the soundscape of an F-14B starting up on the ramp!

 

 

 

 

 

F-14B Campaign: Operation Reforger – The Iron Heel

This update will introduce one of our two main campaigns shipping with the F-14; namely the F-14B campaign set in the Caucasus theatre!

We’ve been hopefully tiding you over through single player content in the form of missions and over 50 instant action scenarios, and it’s now going to be time to put your skills to the test.

 

The F-14B campaign consists of 10 missions, including:

  • 10 fully-voiced missions testing the player’s skills, from Carrier Quals, to CAP, Air-to-Air refueling, MiGCAP and fighter sweep, intercepts, navigation, endurance flights, emergency handling and the hunt for an invisible enemy.
  • Carrier based operations from USS Stennis (replaced by the USS Forrestal in the next major patch)
  • A story following a close “what could have happened scenario” - fully voice acted
  • Realistic warfare that is focused on containing conflict escalation.
  • A supercarrier compatible version that will be published shortly after its initial release.
  • A Co-Op version, playable together as pilot-rio or as a two-ship!

The year is 1990. Russia is struggling during a time of severe grain shortage and economic crisis, Gorbachev’s policies of “glasnost” and “perestrojka” seem to be failing, while support for the president is wavering. When elections go wrong and leave Russia’s leader weaker than ever before, more and more Soviet succession states in the East Bloc are accepting Western help to overcome their economic woes, in return for a reduced influence of Soviet power. This leads to members of the Central Committee and the Politburo pointing their focus towards Gennady Yanayev, so far Gorbachev’s Vice president, but with very opposing views to him: he advocates a strong centralized government to deal with the crisis, which eventually will see him replacing Gorbachev as the new president by May 1st, 1990.

 

His first objective after obtaining power is to immediately secure the Soviet succession particularly in the former Soviet Satellite states, also endangering the German Unification process: unless all four occupying forces give their consent, Germany cannot re-unify. Yanayev refuses to let East Germany go and in fact he orders Russian troops from the center of the Soviet Union (Odessa and Transcaucasus military districts) to Western Europe and borders with the recently fallen Iron curtain. When tensions rise and an East German protest marching on the Headquarters of Western Group Forces (WGF - Soviet military in East Germany) is put down by brutal force, leaving several hundred dead, West Germany strikes Russian positions in East Germany, notifying their closest allies, Great Britain and the US.

 

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With Turkey having declared Russia as a threat under the Montreux convention and denying them access through the Bosporus, the US moves their Mediterranean Battlegroup including the USS Stennis into the Black Sea for a freedom of movement exercise to show US strength and resolve in the matter. The purpose is to enforce a Black Sea embargo on Russia and increase the pressure of failing grain resupplies through the Bosporus, in order to bring the German Unification process back on track. With Russia having consolidated most of its troops around the West German border and its western borders in general, and worldwide support for Russia failing in light of its recent stance against Germany, the US moves to strike crucial targets such as Air Defenses, Oil installations, Military Bases and Headquarters in the Caucasus. The prime concern remains Russia’s force of Tu-22M Backfires in the region. While the airwing is being readied for the first wave of night strikes, the Battle Group kicks off their offensive by launching Tomahawk cruise missiles from their cruisers, striking centers of communication and airbases including Sevastapol, Gudauta, and Kutaisi. In the early morning of November 4th the CVG launches successive alpha strikes that head overland to destroy radar installations, air defenses, and coastal air bases. Of course, MiGCAPs and fighter sweeps support every strike to destroy every fighter that can be found.

 

You are the Iron Heel of Operation Reforger, which will conduct primary strikes against Russian targets in East Germany in order to regain sovereignity by the German people. While the main group attacks Russia head on, your job is to weaken the enemy in its own backyard enough to force him back to the negotiation table.

 

 

 

Yaw String

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Not much to say. We love this. Hope you will too! Coming for both F-14A and -B.

 

 

 

Other Changes & Full Preliminary Changelog

While the major features above are the core focus for this F-14 patch and development update, we’ve also made significant improvements, QoL changes and other fixes across the product as a whole.

The online manual is currently being revised to include the F-14A in the variants listed above as we ship them, and each update will go live with each variant of the aircraft.

 

In the past couple of weeks, we’ve also continued to interface with Eagle Dynamics on missile guidance and the associated API issues. ED has implemented a number of fixes which should hopefully lead to the solution required for the -54 to work appropriately. We are currently in the process of evaluating these DCS side changes but we believe there’s strong potential of including these AIM-54 guidance updates in the patch on the 18th!

 

Check out the full preliminary changelog for the 18th below:

  • NEW Added 10 mission F-14B Campaign (“Operation Reforger - The Iron Heel”)
  • NEW Added -A Model Tomcat (Late USN, ALR-67 Equipped Variant). New Systems and Changes include:
  • TF30 engine model, including:
    • Mid Compression Bypass Circuit
    • Mach Lever
    • Expanded compressor stall model
    • Hydromechanical fuel control
    • New thrust model
    • New engine spool dynamics
    • New afterburner model
    • Updated nozzle logic
    • New audio

    [*]Reshaped engine nacelles and added new nozzles

    [*]New Liveries for late F-14A-135-GR

    [*]NEW: Complete external sound overhaul (TF30 & F110). We’ve entirely overhauled the F-14’s exterior soundset, including the following changes:

    • New rear aspect exhaust sounds
    • New intake sounds
    • New afterburner sounds
    • New fly-by sounds
    • New engine fan blade rattle sound (slow windmilling speeds)
    • AB Zone lighting thump (internal)
    • Fixed stall warning tone + new audio sample (internal)
    • New compressor stall sounds
    • Tuned engine start and idle sounds
    • Adjusted all sdef files to improve directional sound and audible distance
    • Complete overhaul of audio driver logic on code side
    • Various other common sound fixes:
      • Sounds now load quicker
      • Tomcat is no longer unbearably loud at idle and at distance
      • Reduced total number of sound samples being played in external view

    [*]NEW Added simulated yaw string (A and B models)

    [*]NEW Fire Suppression System + keybinds

    [*]NEW Mid Compression Bypass Circuit Breaker keybind (F-14A only)

    [*]NEW Afterburner Gate option + keybind

    [*]NEW Jester Features:

    • JOKER callout
    • BINGO fuel callout

    [*]Fixed fuel shutoff handles not shutting down engines

    [*]Fixed engine stall/over temperature warning light logic

    [*]Added F-14A versions of Caucasus, PG and Syria Quickstart missions

    [*]Adjusted F-14B fuselage nacelle area for more roundness and visual fidelity

    [*]Adjusted afterburners to not show black streaks

    [*]Engine windmill speed now affected by relative wind direction

    [*]Adjusted F110 AB thrust below mach 0.7

    [*]Fixed crashes caused by visual effects during compressor stalls

    [*]Adjusted engine fire and compressor stall visual effects.

    [*]Engine fire and compressor stall effects now synced over the network

    [*]Adjusted pitch damping and pitch with power effects per SME comments

    [*]Adjusted inlet aerodynamic performance per SME comments

    [*]Adjusted subsonic airframe drag per SME comments

    [*]Fixed TF-30 oil overheating

    [*]Misc potential crash fixes in engine code

    [*]Updated F-14B Syria Take-Off Instant Action mission

    [*]Painted air brake pistons white

    [*]Allow AIM-7MH to loft, except when fired in ACM or boresight modes

    [*]Add CVN-75 to the data link capable carriers

    [*]Flood antenna identifies as missile lock instead of STT to targets now, for consistency with other DCS modules

    [*]Enable sparrow flood antenna if STT is lost while sparrow is in flight

    [*]Update RWR threat library version

    [*]Fix RWR symbols for HQ-7

    [*]Fix ARC-159 (pilot radio) keybinds for OFF/MAIN/BOTH/ADF

    [*]Fixed VF-11 Red Rippers (1997)/description.lua to remove problematic Spec Map

    [*]Adjust AIM-54 chaff resistance after latest ED changes

    [*]Add bindable input for pilot hydraulic hand pump

    [*]Use the DCS global gameplay option for hiding control stick

    [*]Fix typo in options dialog (butons->buttons)

    [*]Converted Bone Strike, Colorado River Time Trial, Debridging the River Ingur, Heatblurring the Lines, Kish Kat Attack, Protect the Viksburg, Rioni River Run, Seine River Endurance Run to F-14A compatible versions

    [*]Adjusted AIM-54 countermeasure resistance to revert to old ED System

    [*]Fixed TID STT strobe angle error when not flying level

    [*]Potentially fixed a case where TWS AIM-54 could erroneously track a target not receiving recent radar returns

    [*]Prevent RIO from using Pilot Controls from backseat.

    [*]Fixed steering tee not displayed in weapon off mode.

    [*]Fixed detached wing not disappearing in LoD1+

    [*]Fixed Pilots not disappearing (due to various causes) in LoD1+

    [*]Shifted pilot stick neutral position slightly aft

    [*]Adjusted flap jamming logic per SME feedback

Yx5wnqf.jpg

wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==

 

Next Updates

Continuing past the 18th of November, we will continue to focus our efforts on implementing SME feedback across the F-14A launch and beyond, while concurrently executing on the next major features on our roadmap to 1.0. We’ve repeated these ad nauseum, so we’ll spare you the entire bulleted list; but things like JESTER Lantirn, Forrestal and A-6 remain top priorities, and we greatly look forward to sharing more.

 

That said, however, we’ll be focusing on the following items for the next major patch later this winter:

  • Forrestal Class initial release
  • USN F-14A-135-GR (early) with ALR-45
  • IRIAF F-14A-95-GR with ALR-45, no TCS, no tanks
  • Refinement of F-14A based on release feedback
  • In-cockpit VR pilots

In summary, we’ll continue the F-14A rollout with the expanded variants listed above through shipping the ALR-45 equipped F-14A, and capping things off with the early IRIAF F-14A for RedFor in a final update.

We’ll continue to ship medium-tier improvements such as the sound overhaul and yaw string in parallel to the major milestone features.

 

 

 

 

 

As always, thanks for your support - enjoy the F-14A and please share your thoughts with us once you’ve stalled out a few times! We can’t wait to hear what you think!

 

Overall, we look forward to ending this year on a high note, with a clear path to full release come early 2021 and the journey towards excellent product sustainment and the next generation of Heatblur titles, based on all of our combined experience and robust technological foundation.

 

Sincerely,

HB

 

 

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Da geht ja ordentlich was, dann haben wir endlich die A Version. Und das noch in drei Versionen finde ich super. Da hat hoffentlich jeder was davon.

Ist was bekannt ob die Bewaffnung zur Iran A Version noch kommen soll?

 

 

Hoffte eigentlich das Jester mal das Lighting bedienen kann. Aber Dan wohl spätestens im März.

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German Guides zu: Mirage 2000C, MiG-21bis, F5 Tiger II, Mi-8MTV2, F-14B Tomcat und Fulgabwehrsysteme

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Da geht ja ordentlich was, dann haben wir endlich die A Version. Und das noch in drei Versionen finde ich super. Da hat hoffentlich jeder was davon.

Ist was bekannt ob die Bewaffnung zur Iran A Version noch kommen soll?

 

Zur Bewaffnung der Iran-Version ist mir leider nichts konkretes bekannt.

Zur Bewaffnung der US-A-Version hatte sich Heatblur nochmal geäußert, dass sie schauen müssen was in DCS verfügbar ist und was sie evtl. hinzufügen können. Das betrifft dann die AIM-7E und ältere Rear Aspect Only-Sidewinder-Varianten (AIM-9G, AIM-9H).

 

 

Hier noch ein paar nachträgliche Infos von Heatblur:

 

Hey guys, first of all: sorry for my absence lately, crunching hard on the campaign to get it ready, so I am avoiding the forums a bit on purpose atm. Once I am finally done, I will give you guys more attention again, suffice to say your comments and wishes are being still registered just as before, even if there is no immediate reply atm.

 

That out of the way, let me answer some of your questions:

  • The digital EIG for the F-110s is of course still on the list and will follow the general instrument swapping that will be needed for the older A variant. It has neither been scratched nor forgotten.
  • TARPS is equally still on the list, just didnt fit in this update, mind you this update only concerns the next patch. We try not to paddle back on promises, so consider everything else still planned as announced in case any other item you were looking for was not on the list either.
  • We will see about swappable helmets and whether or not we can make this an option.
  • The 95-GR will not have any USN liveries, just IRIAF. Additionally there will be a USAF Minor livery selectable for the 135-GR (early). It should be a 95-GR, but to not create a fifth module just to showcase one livery, it will be available on the 135-GR instead.
  • Jester is still being worked on as we speak, our apologies that his features take so much longer than planned, the complexity is simply immense. ATM we are focusing on getting this patch ready, although it also includes 2 new Jester features: callouts for bingo and joker fuel states. Additionally we already implemented the ground work for energy state callouts during BFM, which atm are waiting for me to have time again to record new voice files for him. This will have to wait till after the campaign, my apologies. IFF is next on that list, then hopefully we can finally wrap up the lantirn.
  • we plan for Iceman to be able to orbit and - maybe - the ability to fly to a steerpoint selected by the player, maybe also with map markers, etc... we will see. for the time being a lot of other things will have priority, approaching the lantirn update this will become of course a higher priority. we will see where we can fit it in.
  • As for the 135-GR (early) getting older weapons: possibly. We need to see what is available in DCS, and if we can add it, for example like the aim-7E. However, unlike the 95-GR it will not have weapon restrictions, as older versions flew at later dates, too, thus it will be up to mission designers to define its range of weapons.
  • We do not consider any lighting issues remaining at this point. If you notice a specific item that seems bugged, please make a report. However, lighting intensity, reflection in the sun etc is at a state where we are happy with it as is, even if this is not shared by everyone, we believe it is as close to reality as we can get it within the limits of DCS lighting. This also counts for external lighting: we have no plans to increase it further, as the external lights turn into huge orbs already.
  • We would love to do all 4 Forrestal class carriers, however please expect only the Forrestal for the time being. As you can see, a lot of the burden we put on ourselves with additional content turns out far bigger than expected or takes far longer than expected as is. In that sense we want to focus on the core features that are necessary for the release. Changing the island a bit or smaller such rather "unnecessary nice-to-have" items, say on a pure eye-candy level, etc., will have to take a back step for the moment. We will simply have to see if we find time for them.
  • Ensamvarg or Cobra will have to correct me if I am wrong, but the skins will be exchangable, I haven't tried it yet. However to avoid an immense amount of additional module size, you will have to copy them from one folder to the other yourself, means: A skins wont be selectable for the B from within the editor or rearming menu and vice versa, unless you copy paste them over manually.
     
     
    Looking forward to the A release!

 

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Damit nicht genug. ED hat wohl mit dem heutigen Patch auch endlich die missile API gefixt, so dass die Phoenix-Guidance jetzt so funktionieren soll wie gedacht:

 

Dear all,

 

for a while now we had our side of the code needed for the new API to work in the release version of the F-14, however we did not inform you until now as these changes were not working at all or not as intended, and practically showed no difference - hence it was no change that warranted a changelog entry so far.

 

Now Eagle Dynamics helped fix some of the remaining issues on their side, which means that the new API might be working as of today's patch, but it is not well tested yet. Equally it is not in the patch notes, as we did not commit anything really, however the changelog entry is planned for Nov 18th.

 

In light of these API changes now being active, we would like to ask for your feedback. It would help us greatly finalize the item before the next patch, if possible, as our main testing focus at the moment lies on the A.

 

To recap the changes and how it should work:

 

1. TWS with range >10NM: LTE (launch to eject) 3s, loft, SARH/DL, missile goes active at 16 seconds TTI (time-to-impact)

 

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

 

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

 

4. 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

 

5. 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

 

6. If working as intended, you will not see the terminal phase maneuver the missile does at 7nm to the target (or 15km). Instead you should observe it going active when 16 seconds away from impact. This is best tested with a 2nd player in MP, by taking the time between the RWR warning and being hit.

 

Please note: the 16 seconds TTI will not always be exact, as DCS doesn't have a simulated missile flyout, etc. Loft, relative velocities and whether the target maneuvers or not can impact the timer being right or wrong as well. So it should be taken with a grain of salt and as a general guide line, rather than a solid value to always be 100% correct. This means: it will go active at 16 seconds TTI as indicated on the TID, just that it may not be quite 16s in reality at that stage. How big this margin might be, we cannot really say, due to the numerous factors it depends on. Please keep that in mind. The TTI is a WCS calculated TTI and not a real TTI.

 

ATM we are suspecting that SARH guidance might not work as intended in PDSTT yet: it reportedly keeps tracking when lock is lost, and we need to investigate this further.

 

 

 

Any kind of feedback you have is greatly appreciated. We will use this thread for it. We hope that we are now very close to finalizing the phoenixes. Thank you!

 

 

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

 

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Sehr geile Sache. Leider haben sie das TARPS nicht erwähnt.

Wish list: late DCS: GR.1 (with GR.1B) Tornado, Improved Combined Arms (like OFP/ArmA I/ArmA II), Improved Logistics

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Sehr geile Sache. Leider haben sie das TARPS nicht erwähnt.

 

Ich versteh ja immernoch nicht, was man damit in DCS anfangen will :dunno:

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

 

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Ich versteh ja immernoch nicht, was man damit in DCS anfangen will :dunno:

Realistische Missionen fliegen. Im ersten Golfkrieg hat die F-14 mit Masse Aufklärungsmissionen geflogen, mit dem TARP. Bei sowas wie Blue Flag oder so, könnte eine Seite exakte Stellungen aufklären, dann geht ne halbe Stunde später ein Strike package rein mit JDAM/JSOW, oder Mk-82 und präzisen Target Wegpunkten und/oder Bildern von den Stellungen/Zielen, statt "auf gut Glück" zu altbekannten Flughäfen und FARPS zu fliegen... So als Beispiel.

Shagrat

 

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Für kreative Missiondesigner ist das sicher etwas feines. Erst ausspähen und dann als Folgeeinsatz die Ziele zerstören.

Realistische Missionen fliegen. Im ersten Golfkrieg hat die F-14 mit Masse Aufklärungsmissionen geflogen, mit dem TARP. Bei sowas wie Blue Flag oder so, könnte eine Seite exakte Stellungen aufklären, dann geht ne halbe Stunde später ein Strike package rein mit JDAM/JSOW, oder Mk-82 und präzisen Target Wegpunkten und/oder Bildern von den Stellungen/Zielen, statt "auf gut Glück" zu altbekannten Flughäfen und FARPS zu fliegen... So als Beispiel.

 

Klar, klingt schön in der Theorie, nur leider bietet DCS überhaupt nicht das notwendige Framework um solche optischen Aufklärungsdaten auszuwerten...

Da schaut man lieber aus der Distanz und in Echtzeit mit dem TGP drauf...

 

Versteht mich nicht falsch, ich würde mich sehr freuen, wenn solche Aufklärungsbehälter in DCS ordentlich umgesetzt werden würden. Das sehe ich aber noch nicht, dass das kommen soll...

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

 

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Nun ja, solche Missionen haben wir vor Jahren schon geflogen, als ich noch bei den 66ern war. Aufklärung mit einer Gazelle, und die A10 sind dann zum aufräumen rein und die Hueys haben Taxi für die Boots gemacht.

 

Es braucht halt nur etwas manuelle Arbeit um eine gute Missionsbeschreibung/Kneeboard zu erstellen. Aber das macht in RL ja auch irgendwer per Hand.

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Nun ja, solche Missionen haben wir vor Jahren schon geflogen, als ich noch bei den 66ern war. Aufklärung mit einer Gazelle, und die A10 sind dann zum aufräumen rein und die Hueys haben Taxi für die Boots gemacht.

 

Es braucht halt nur etwas manuelle Arbeit um eine gute Missionsbeschreibung/Kneeboard zu erstellen. Aber das macht in RL ja auch irgendwer per Hand.

 

Das ist ja genau das Szenario mit dem TGP, was ich vorhin meinte. Aufklärung in Echtzeit. TARPS hingegen liefert kein Echtzeitbild ins Cockpit.

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TARPS ist etwas völlig anderes als ein TGP. Du fliegst schnell(!) über einen aufzuklärenden Bereich, sagen wir eine vermutete Stellung oder nehmen wir mal einen Flughafen. Die Bilder wertest du hinterher aus, nicht während dein Strike Package Zielscheibe für SAM und CAP spielt. Mit dem Ergebnis der Auswertung planst du deinen Angriff im Tiefflug mit Pre-Planned JDAM, oder programmierten Wegpunkten.

Was Sofapilot als Beispiel gegeben hat, war ein Aufklärungsflug mit einer Gazelle, die aus sicherer Entfernung Screenshots vom Zielgebiet gemacht hat. Damit ist sie zurück geflogen und es gab ein Debriefing der Bilder und mit Karte und Position/Entfernung etc. wurde eingeschätzt was an Feinden so rumsteht, welche Primärziele die A-10C als erstes ausschalten, welchen Weg die Hueys nehmen um ans Ziel zu kommen ohne direkt vor ein AAA zu fliegen etc. Aufklärung und (geplante) Mission waren da an zwei aufeinanderfolgenden Tagen. Bei Blueflag müsste man das evtl. komprimieren, aber ich gehe davon aus , dass der TARPS nicht einfach nur ein Deko-Objekt ist und richtige Bilder liefert.

Letztlich muss jeder selber wissen ob er sowas machen möchte. In DCS sind mangels Todesfolge viele Angriffe auf MP Servern eh mehr Suicide Missions wo man "Ahnungslos" ins Feindgebiet rauscht und mal mit dem TGP schaut, was einem so vor die Flinte kommt und wenn man abgeschossen wird kommt man eben nach 30 min wieder oder der Nächste macht weiter... Man könnte aber auch wesentlich geplanter vorgehen. Insbesondere in co-op PvE Missionen m kann das ein echter Mehrwert sein...

Shagrat

 

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Das ist ja genau das Szenario mit dem TGP, was ich vorhin meinte. Aufklärung in Echtzeit. TARPS hingegen liefert kein Echtzeitbild ins Cockpit.

Nehmen wir mal das LANTIRN der F-14B mit seinen "Echtzeit-Pixelblobs" und kreisen wir in 15-20 NM Entfernung hoch genug um etwas zu sehen von der aktiven S-300 Stellung... dann die Option mit dem hochauflösenden TARPS mit Tempo einmal "dranvorbei" zu knallen mit decoys werfen und nix wie weg und dann die Bilder auswerten und den Angriff planen mit exakten Infos zu Nahverteidigung und evtl. exakter Position des Feuerleitradars.

Denke schon das ist ein Unterschied.

Shagrat

 

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Wie ein Aufklärungspod real funktioniert weiß ich sehr wohl, nur sehe ich immer noch nicht wie die Auswertung der Bilder in DCS funktionieren soll :dunno:

Warscheinlich läuft das darauf hinaus, dass das in DCS einfach nicht funktioniert und der POD einfach paar Screenshots macht die in irgendeinem Windows-Ordner abgelegt werden und man sie sich dann außerhalb von DCS unter Windows anschauen kann, anstatt dass die Aufklärungsergebnisse direkt ins Spiel integriert werden...

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

 

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Die Auswertung muss doch garnicht in DCS stattfinden. Wenn man sich rein auf DCS funktionen verlassen würde, wären viele Missionen die wir im SP und MP fliegen nicht möglich.

Nur ein Beispiel: für die ELINT der Viggen gibt es ja auch eine Option die Daten in CombatFlite für die nächste Mission mit einfließen zu lassen.

 

Zusätzlich: Noch vor 4-5 Jahren konnten wir uns auch nicht vorstellen wie eine Jester-KI oder Multicrew genau umgesetzt werden soll in DCS.

Also nur weil ein Framework noch nicht da ist, heißt das ja nichts. HB hat auch einfach mal angefangen ein A-G-Radar für die Viggen zu machen damals.

Wish list: late DCS: GR.1 (with GR.1B) Tornado, Improved Combined Arms (like OFP/ArmA I/ArmA II), Improved Logistics

Build: Ryzen 3800X on X570, GTX 980 Ti, 32GB DDR4-3200 | Virpil T-50CM Stick & Throttle, MFG Crosswind Pedals, TrackIR 5

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Die Auswertung muss doch garnicht in DCS stattfinden. Wenn man sich rein auf DCS funktionen verlassen würde, wären viele Missionen die wir im SP und MP fliegen nicht möglich.

Das sehe ich anders. Wenn man für inherente Gameplayelemente das Spiel verlassen muss um mit Dateien unter Windows zu arbeiten ist das extrem schlechtes Gamedesign!

 

Nur ein Beispiel: für die ELINT der Viggen gibt es ja auch eine Option die Daten in CombatFlite für die nächste Mission mit einfließen zu lassen.

Das geht immerhin auch ingame, da die ELINT-Aufklärungsdaten nach der Landung auch im Kniebrett angezeigt werden.

 

Zusätzlich: Noch vor 4-5 Jahren konnten wir uns auch nicht vorstellen wie eine Jester-KI oder Multicrew genau umgesetzt werden soll in DCS.

Also nur weil ein Framework noch nicht da ist, heißt das ja nichts. HB hat auch einfach mal angefangen ein A-G-Radar für die Viggen zu machen damals.

Ich lasse mich natürlich gerne überraschen, aber anders als ein Radial Menu für den RIO, was durchaus schon vor 4-5 Jahren in der Diskussion war, sehe ich hier noch keine ingame-Lösung.

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

 

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Ok, da kann man nichts machen. Das DCS in vielerleih hinsicht limitiert ist wissen wir ja alle.

Davon lass ich mich bei Missionsdesign und -umsetzung allerdings nicht ausbremsen.

 

Fotos lassen sich im Kniebrett ja schon anzeigen...

Wish list: late DCS: GR.1 (with GR.1B) Tornado, Improved Combined Arms (like OFP/ArmA I/ArmA II), Improved Logistics

Build: Ryzen 3800X on X570, GTX 980 Ti, 32GB DDR4-3200 | Virpil T-50CM Stick & Throttle, MFG Crosswind Pedals, TrackIR 5

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Wie ein Aufklärungspod real funktioniert weiß ich sehr wohl, nur sehe ich immer noch nicht wie die Auswertung der Bilder in DCS funktionieren soll :dunno:

Warscheinlich läuft das darauf hinaus, dass das in DCS einfach nicht funktioniert und der POD einfach paar Screenshots macht die in irgendeinem Windows-Ordner abgelegt werden und man sie sich dann außerhalb von DCS unter Windows anschauen kann, anstatt dass die Aufklärungsergebnisse direkt ins Spiel integriert werden...

Nehmen wir mal an, die Bilder des TARP, werden dir in deiner F-14B im Kniebrett angezeigt (was total unrealistisch ist, weil sie erstmal von den Spooks ausgewertet werden müssten), was ist der Sinn? Du benötigst die Bilder für eine Missionsplanung. Ein kleiner Teil davon sind Bilder der Ziele. Wichtiger ist mit den Piloten den Anflug zu planen, die Flights und DMPIs zu koordinieren und das alles zu briefen.

Niemand den ich kenne tut diese Vorbereitung in DCS, weil es auch keinen Sinn macht. ( Piloten planen und briefen ihre Strikes ja auch nicht im Cockpit).

Du fliegst an einem Tag morgens eine Aufklärung, dann wertest du die Ergebnisse des TARP aus, planst und briefst deine Mission und dann fliegt ein Strike Package am Nachmittag, nachts oder nächsten Morgen den geplanten Angriff.

Magische Briefingbilder in Echtzeit auf dein Kneeboard haben wenig mit einer Aufklärungsmission zu tun.

Auch würde das ja nur begrenzt helfen, mit einem TARP hast du in der Regel keine Bomben mehr...

 

Ach ja, ein weiteres Einsatzgebiet des TARP war BDA um festzustellen ob die gewünschten Ziele tatsächlich ausgeschaltet wurden... nicht ganz so spannend.

 

Ich kann mir wie gesagt Missionen für Virtuelle DCS Staffeln PvE übers Wochenende super damit vorstellen. Freitag Abend zwei F-14B fliegen eine TARP Mission über einem vermuteten Aufmarschgebiet des Gegners/über einem Dorf in dem ein HVT per Snatch&Grab extrahiert werden soll/über einem Airfield das ausgeschaltet werden soll, etc.

Mit den Bildern und ELINT Messungen des TARPS plant man Samstag nach dem Frühstück die Mission und erstellt z.B. mit CombatFlite das Briefing und am Samstag Abend oder Sonntag fliegen dann alle die gebriefte Mission.

Jetzt hängt es tatsächlich von der Aufklärungsmission / Auswertung ab, ob man die SA-15 hinter den eingegrabenen T-72 erkannt hat, oder die 3 Zu-23 und die SA-11 im Norden des Dorfes, oder welche Luftverteidigung am Airfield steht und wo die Tankflugzeuge oder AWACS parken.

Wie man das halt so macht wenn man die Möglichkeit zur Aufklärung hat.

Shagrat

 

- Flying Sims since 1984 -:pilotfly:

Win 10 | i5 10600K@4.1GHz | 32GB | GeForce RTX 2080S - Acer XB280HK 28" 4k | TrackIR5 | Simshaker & Jetseat | VIRPIL CM 50 Stick & Throttle | MFG Crosswind Rudder Pedals | TM Cougar MFDs | a hand made UFC | AHCP | 2x Elgato StreamDeck (Buttons galore)

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Realistische Missionen fliegen. Im ersten Golfkrieg hat die F-14 mit Masse Aufklärungsmissionen geflogen, mit dem TARP. Bei sowas wie Blue Flag oder so, könnte eine Seite exakte Stellungen aufklären, dann geht ne halbe Stunde später ein Strike package rein mit JDAM/JSOW, oder Mk-82 und präzisen Target Wegpunkten und/oder Bildern von den Stellungen/Zielen, statt "auf gut Glück" zu altbekannten Flughäfen und FARPS zu fliegen... So als Beispiel.

 

Nehmen wir mal an, die Bilder des TARP, werden dir in deiner F-14B im Kniebrett angezeigt (was total unrealistisch ist, weil sie erstmal von den Spooks ausgewertet werden müssten), was ist der Sinn? Du benötigst die Bilder für eine Missionsplanung. Ein kleiner Teil davon sind Bilder der Ziele. Wichtiger ist mit den Piloten den Anflug zu planen, die Flights und DMPIs zu koordinieren und das alles zu briefen.

Niemand den ich kenne tut diese Vorbereitung in DCS, weil es auch keinen Sinn macht. ( Piloten planen und briefen ihre Strikes ja auch nicht im Cockpit).

Du fliegst an einem Tag morgens eine Aufklärung, dann wertest du die Ergebnisse des TARP aus, planst und briefst deine Mission und dann fliegt ein Strike Package am Nachmittag, nachts oder nächsten Morgen den geplanten Angriff.

Magische Briefingbilder in Echtzeit auf dein Kneeboard haben wenig mit einer Aufklärungsmission zu tun.

Auch würde das ja nur begrenzt helfen, mit einem TARP hast du in der Regel keine Bomben mehr...

 

Wie passen diese beiden Aussagen zusammen? Was nutzen Bilder auf der Festplatte des Aufklärungsfluges, wenn man auf Blue Flag Missionen planen möchte? Liest du Posts auf die du Antwortest oder machst du nur willkürliche Walls of Text die am Rande mit dem Thema aber nicht mit den Posts auf die du antwortest zu tun haben?

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