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  1. DCS 2.9.3.51704 New campaign: DCS: F-15C Aggressors Air Combat Maneuvering Campaign by Maple Flag DCS World Terrain scenery performance: optimized instancing and improved and optimized streaming. ChinaAssetPack. Missiles KD-20, KD-63 and C-701T switched to ED’s declaration. ChinaAssetPack. Bomb Type-200A switched to ED’s declaration. ChinaAssetPack. LS-6/GB-6 updated range table. ChinaAssetPack. HHQ-9 cold launch effect added. Input. When a single Controller Axis is bound twice (ex. with and without a modifier) on a single Game Axis, the "Axis Tune" modal fails to save its settings. Fixed. IR render. Fixed the square surface texture under the destroyed vehicle in FLIR. Weapons. APKWS RCS decreased from 0.04 -> 0.01 sq m. Fixed crash when one of two groups is destroyed while embarking a helicopter. Fixed crash when one of two groups is destroyed while embarking a vehicle. Fixed crash when infantry destroyed during a task Embarking. Fixed crash when one of two groups is destroyed while embarking a ship. Task Embarking, distribution doesn't work correctly for boat - corrected. Fixed crash while performing a task Embarking in some cases. Fixed exploit - aircraft can be equipped with weapons from other aircraft in some cases. AI aircraft. AI S-3B tanker parks on a place already occupied with static - fixed. Triggers. Part of group in zone - activates when it should not - corrected Triggers. Trigger Zone. Checking inside the attached zone. Effects. Rain effect is not cleared when it is turned off without restarting the DCS - fixed. Fixed bug when camera can attach to dead object. AI ground. When a SAM launcher has no LOS with its tracking radar, it still fires missiles, but they explode one second later - fixed. AI helicopters. Fixed IAS speed vs. wind bug. AI helicopters. Wheeled helicopters allow take off & landing from a parking position. "Normal" weight value was corrected. Control hover added Ah-64 taxi improved. AI helicopters. AIs collide with each other on vertical take off - fixed. AI wingman with data links remain on after shutdown - fixed. SSE. MT. Any looped outText message flashes at different intervals in Multithreading - fixed. AI surface. Infantry does not move after switching green state - fixed. AI surface. Radar SON-9 alarm state cannot be set to GREEN - fixed. AI surface. Ships may behave incorrectly when using the checkbox 'on land' - fixed. AI surface. The second group can't execute command Embarking to ship - fixed. AI surface. Deactivation function works only on part of units from the group - fixed. AI aircraft. SA342 using ATGM HOT3 missile in Hellfire style - fixed. Weapons. Negative weight of ATGM HOT3 payload - fixed. Effects. Moonlight reflection over the sea produces a blinding halo - corrected. Weapons. Kh-65 missiles turn around, and most don't hit their target - fixed. AI aircraft. The likelihood of the aircraft colliding with trees when going around mountain tops has been reduced. AI aircraft. AAR. AI struggles to keep the probe into the right drogue when the tanker orbits in a left turn - fixed. VR In cockpit cursors have become oversized and blurred - fixed. Effects. Flickering shadows in mirrors at night at some camera angles - fixed. AI aircraft. Drones were unable to launch ATGM Hellfire from high altitudes due to a missile guidance issue. Now the altitude is limited to 3600 meters. AI surface. S-75 (SA-2) tracking targets through mountains. LOS check restored. ME. Triggers. Added expanded window in trigger actions for script. Weapons. ATGM AT-6 and AT-9 will be lost if the launcher is destroyed. AI aircraft. Incorrect behavior of the helicopter during landing in some cases was fixed. AI aircraft. AI helicopters fail to engage ground targets in some cases - fixed. Crash when deactivating a ship during a helicopter task cargo transportation fixed. AI surface. NASAMS attacks helicopters from short distances only - fixed. Weapons. Corrected aiming data for GBU-10, KAB-1500-LG-Pr, KAB-1500LG, GBU-24, KAB-500L, GBU-54, GBU-12. DCS MT. Vehicle guns shaking during rotation - fixed. AI surface. Turned off exaggerated recoil when launching missiles. ME. GUI Error when changing ship type if AMMO tab open - fixed. Weapons. Increased APKWS M282 warhead power. AI aircraft. S-3B tanker. Mechanics of releasing the refueling basket and the refueling process have been adjusted. Voice chat Added transparency to the VC widget window. change colors in widgets Fixed. MiG-15 VC radio mode does not work Fixed. Active radio is not highlighted in the widget AI surface. Freeze when performing Embarking task for ship in some cases - fixed DCS: AH-64D by Eagle Dynamics Adding the FCR Mast-Mounted Assembly as a loadout option in the Rearm/Refuel menu. Fixed: Dedicated server doesn't start mission with AH-64D. Fixed: Crash on PLT when CPG activates AutoTrack in multicrew. Fixed: Setting the NVS to FIXED and pressing SLAVE crashes the game. Fixed: Crash while using FCR and alternate cursor trigger on FCR page. George AI tuning. Fixed: Gun - bullets go missing 3000m. Fixed: FCR will not operate after repair. Fixed: AI AH-64D gun position. Fixed: Missile RATE LIMIT and ROLL LIMIT are only occurring when rolling right. Fixed: ECS temperature errors. Fixed: RLWR and ADF audio channels are not synced in multicrew. Fixed: Inner cockpit element intersects with pilot wiper blade. Fixed: Renamed the rocker label on the EUFD to "DL". Fixed: IHADSS symbology text size is too small. Fixed: CPG range source is not repeated in Pilot symbology when in COOP rocket mode. Fixed: Switching distance from KM to NM will freeze TSD scale. Fixed: FCR symbology elements are not affected by the Symbology (SYM) brightness setting. Fixed: Command Heading chevron is not referenced to aircraft heading when Bob-Up mode is entered. Fixed: AGM-114L will not launch below 38 feet on Sinai map. Fixed: HSI Ownship reference errors. Fixed: AGM-114L is tracking a target but ACQ is displayed as "?SKR" in white. Fixed: HDG> on PAN page should be referenced to Magnetic North. Fixed: Leading zeros in Lat/Long Minutes are not displayed in Point Review status windows. Fixed: ENDR status window on TSD should be hidden when fuel flow is 0 LB/HR. Fixed: AUTOPAGE - OFF cannot be chosen on ASE page. Fixed: Activation/deactivation logic for C AUX, L AUX, and R AUX on FUEL pages. Fixed: Power interruption is triggering ENTR INU 1 BRST and ENTR INU 2 BRST advisories. Fixed: POINT ADD/EDIT is using MPD cursor position on TSD instead of coordinates on KU. Fixed: Nav range is not being entered when the SLAVE button is pressed if Laser range is present. Fixed: RFHO message should not have a LOCATION option on COM>MSG-REC page. Fixed: IAT messages are appearing in Pilot symbology. Fixed: CPG's Target STORE message not displayed on VID page in Pilot crewstation. Fixed: Target data from FCR TGT Report is used by FCR aircraft as its own if a scan was already performed. Fixed: AZ LIMIT is appearing in place of EL LIMIT when the gun turret is near the aircraft centerline. Fixed: AZ LIMIT, EL LIMIT, and COINCIDENCE are not interrupting the gun from firing. Fixed: AZ LIMIT from an inboard missile launch is being removed before the missile actually launches. Fixed: TEDAC "CAGE" and "LMC" lettering switched. Fixed: Hold mode indicator behavior when enabled/disabled. DCS: F/A-18C by Eagle Dynamics Fixed: Cold Start Datalink not working. Fixed: Crash when launching HARM. Updated flight model and FLCS (details in newsletter) Added new pilot helmets HGU-68/P and HGU-68/P with NWG. Fixed: MFD image in some sun light exposure positions is corrupted. Fixed: Incorrect Bingo Caution. Fixed: On the ground with both engines running only FUEL tank 2 depletes. Fixed: Fuel temperature 1000°C on the ENG page causing the FUEL HOT caution after repair. Fixed: Brake check holding at Mil power. Fixed: RADAR ALT does not always give a warning when set on the UFC. Fixed: Some knobs glow when turned off. Fixed: Check TK PRES LO Warning with center fuel tank when climbing above 20k. Fixed: Harpoons sometimes self-destruct too early when using HTP. Fixed: Radar target heading oscillating in both STT and TWS (and LTWS) for closely spaced targets. Fixed: Some knobs are lit in a cold and dark cockpit. Fixed: ATT Switch to STBY doesn't trigger "X" on FCS. Fixed: Keybind for Bleed Air not working. Fixed: Selecting TWS from a RWS STT will recenter scan line. Fixed: AACQ and Bullseye information overlapping. Fixed: 1 Look RAID adds a "0" next to the targets. Fixed: TDC on the RDR ATTK and AZ/EL pages does not show info for targets other than the L&S, when in STT. Fixed: STT could lock the wrong target. Fixed: JDAM indication is crossed out on the HUD when the JDAM is not aligned. Fixed: SHOOT and IN LAR cues not showing on the Left DDI. Fixed: Jamming targets are locked in ACM regardless of distance. Fixed: INS alignment on CV starts as RF but then switches to CBL. Fixed: PPLI doesn't work on Marianas terrain. Fixed: WARN ALT values do not fit on the A/C page. Fixed: SLAM indication is crossed out on the HUD and MFD when the SLAM is not aligned. Fixed: Light bleeds into the cockpit around the brake pressure gauge. Fixed: Cannot move scan center in VS. Fixed: AI nozzle and nozzle covers after shutdown are incorrect. DCS: F-16C Viper by Eagle Dynamics Fixed: Datalink doesn't work after cold start. When starting or restarting the aircraft, the MIDS switch must first be set to OFF. Only set to ON after the GPS switch has been set to ON for 60 seconds and the DED TIME page displays GPS SYSTEM. Fixed: Elevators remain in the position when control is released. Fixed: Crash may occur when exiting FCR OVRD. Fixed: Possible DCS crash upon release of GBU-24. Fixed: Possible crash when launching an IAM. Fixed: Markpoint created after VIP designation is offset. Fixed: Dogfight mode lock freezes mid-air. Fixed: Incorrect heading and distance to steerpoint with GBU-24. Fixed: Cursor Zero/SPI system not working in A-G. Fixed: Datalink doesn't work for maps in the Western hemisphere. Fixed: Holding MPO switch in OVRD commands a nose down pitch rate. Fixed: Training. JDAM mission wrong coords given to verify. Fixed: Differential stabilizer and rudder behavior in a Deep Stall with MPO engaged. Fixed: FLCS oscillations. Fixed: Maverick VIZ and TGP SPI not Working. Fixed: RWR BIT logic improvements. Fixed: AGM-65 EO sub-modes corrections. Fixed: Offset Aimpoint positioned incorrectly on HUD depending on previous steerpoint. Fixed: AGM-154A ETA and TTI incorrect. Fixed: DTOS/VIS/EO-VIS should not incur a slew to the Navigation cursor. Fixed: Cat 1 pitch oscillations at AOA limit. Fixed: A-G FCR mode invalid state. Fixed: AGR OVRD flashes GM radar return when pressed. Fixed: TGP mask cue erroneously flashes if TGP is placed into standby while TGP is masked. Fixed: 3-way switch for ANTI-SKID/PB doesn't engage Parking Brake. Fixed: HAD HARM target handover blanks out A-G radar. Fixed: Moving TDC with TGP in STBY moves SPI to present position. Fixed: Adverse small oscillations in TO\landing gains when banked. Fixed: AIM-120 SLAVE/BORE option not available. Fixed: Defog Lever movement. Fixed: HSD "FR/FL" filter function issues. Fixed: Changing Master Mode while TGP OVRD is enabled is causing erroneous TGP mode entry. Fixed: AGM-65 VIS can get locked onto steerpoint. Fixed: AGM-88 POS launch zone overlaps. Fixed: WCMD Impact timer inaccurate. Fixed: AGM-65 MLE scale only appearing in EO-VIS when WPN is SOI. Fixed: HSD FZ can cause some symbology to disappear. Fixed: HARM WPN TMS logic is incorrect. Fixed: Idle nozzle position too wide. Fixed: ARM L remains in HUD after R hard point disabled, and Laser arm is disabled. Fixed: AGM-65 VIS TMS forward on post designate can flash DLZ on HUD when no Mavericks remain. Fixed: Designating HAD symbol while in CCIP/STRF sub-modes causes TGP to slew away from CCIP pipper. DCS: Mi-24P by Eagle Dynamics Some voice overs added for pilot response on sliding and turns commands Course set sync fix Added course set keybinds ATGM sight orientation shift bug fix (Sight orientation permanently shifts due to rotation limits - Bugs and Problems - ED Forums (dcs.world)) Blurred rotor hub tilt animation fix Radio VoIP PTT button error message fix Potential fix for doors desync and gun delay in multi-crew DCS:L-39C/ZA by Eagle Dynamics Fixed:FKP circle is oval in MT build. DCS:A-10C II Tank Killer by Eagle Dynamics Added. Serpents head mission Fixed. Jammer functions will not become unavailable if Jammer is removed Fixed. Engines appear to randomly cut-off when performing dives Fixed. IFF M4 Code Knob starts at A position Updated how ARC-186 control head controls and dials work. Added missed lines in the HSI instrument Fixed. Air Conditioner HOT/COLD clickable connectors are missing Fixed. Radio placard number does not change when setting a different number in rearming menu Fixed. Paveway II, GBU-54 and APKWS do not guide to TGP laser designation DCS:FW 190D-9 Dora by Eagle Dynamics Updated whole sounds DCS: F-15E Suite 4+ by RAZBAM Simulations. Version 1.8.7.232 Fixed : RBM azimuth sector not following cursor if latched on SP Fixed : Cursor not synced when latched on SP Fixed : HRM patch video and symbology scaling slightly off causing designation errors Fixed : WSO MRM/SRM radar presets programming Fixed : Missing OBST (TFR) warning light on front cockpit Fixed : STT not triggering RWR alerts between F-15Es Fixed : AN/APG70 and AN/AAQ13 having mutual interferences Fixed : Swapped SRM/MRM radar presets Fixed : Small glitch on RBM scope refresh sides with crosswinds Fixed : IFF Mode 4 returning hostiles as friendlies Fixed : RWR Threat icons does not show true distance from aircraft Fixed : AG Gunsight accuracy. Note: Range to Ground is still WiP Fixed : LANTIRN AAQ-14 TGP still functional if pod is removed from the aircraft due to enemy action. Fixed : LANTIRN AAQ-13 NVP still functional if pod is removed from the aircraft due to enemy action. Fixed : LANTIRN TGP when RET cued is locked to the Velocity Vector Marker instead of the AG reticle Fixed : PACS release program keeps station boxed despite it being empty. Fixed : PACS release program not cleared during rearming Fixed : Smart Weapons PACS not updating correctly during rearm Fixed : CDS NOT LOADED warning message being displayed when Smart Weapons are loaded. Fixed : Smart Wpns sync problems during TGT XFER when both pilot and WSO push the MPDs buttons at the same time. Fixed : Smart Wpns PAC not sync'ing after bomb release. Fixed : Smart WPns XFER of a SEQ PNT always displays SEQ 1.1. Added : AGR radar mode Added : Radar elevation reset upon entering GUNS mode Added : Radar GUNS mode quickstep/bump Added : MGRS programming Added : AUTO AGR Improved : Mutual interference accuracy Improved : Front Cockpit Auto Acquire Switch HOTAS logic. Updated : AA RDR contact sticks now show Releative Heading (RH) instead of aspect Updated : RWR Behavior to radar lock and weapons launch. Updated : RWR Audio Warnings. Updated : Bomb fuze delay for penetration set to 0.005 seconds Updated : AUTO Release consent for LGBs Updated : Aircraft Models. Updated : HUD coating on combiner glass. DCS: AV-8B NA by RAZBAM Fixed: ICS Volume control inverted Fixed: Aileron DROOP light logic Fixed: NRAS box logic Fixed: navigation error when INS is in NAV mode (WIP). Note: Drift error is disabled until logic is fixed. Fixed: Rocket slant range indicator using gun range values Fixed: EHSD waypoint icon displaces when selecting W/OS steering Added: ICS volume control keybinds. DCS: MiG19P Farmer by RAZBAM Fixed: Taxi light not illuminating the runway Fixed: Landing light not working Fixed: Radio/ADF switch keybind not working DCS: M-2000C by RAZBAM Added : Red radio config panel Added : Sec CALC rearm bind DCS: Mirage F1 by Aerges Systems: Added full IFF transponder simulation compatible with M-2000 and F-15E. Added the option to equip BE, CE and EE with mode 4 IFF (new cryptographic unit, IFF panel and warning light, only installed in a few aircraft) in the module options. The F1M will be equipped with it by default. The AP light test now needs AC power to take place. Flight control system test now needs AC power to start. Fixed wheel brakes control in F1BE - right brake command was also moving the left brake, while left brake command was doing nothing. F1BE pitch/roll/rudder trim positions are synchronised in multicrew now. Added PBL 201 2300 l fuel tank to flyable versions of F1. Weight, balance and aerodynamics are accounted for. Fixed bug in which, when central and right external fuel tanks were mounted, no fuel was consumed. Brake warning light no longer turns on when actuating the brakes if the gear is deployed without weight on wheels. Several Hydraulic System fixes were made: Circuit 1 and 2 accumulators were not working correctly, now fixed. Combat flaps and brake lights logic was incorrect with engine off, now fixed. Added AC electric (400 Hz) cockpit sound. The seat height is now initialised before the simulation is unpaused at mission start. It eliminates a sudden pilot head position move once the simulation has started. F1BE: Fixed not moving rear seat rudder trim switch, when using keyboard. The seat height adjustment switches clickspots are correctly initialised now to eliminate clickspot position misalignments before the seat is moved for the first time. F1BE: Added keybinds for rear seat height adjustment. F1BE: Forward canopy now cannot be lowered and closed before the rear canopy is closed and locked. Added separate input commands for stages 1 and 2 of the radar elevation increase/decrease buttons. Added 'Disable force feedback effects' option to the module options. Pilot flight controls are set to neutral now when the pilot has lost consciousness. Added two input commands: 'Move throttle from Idle to Stop' and 'Move throttle from Stop to Idle'. Added 'button-like' input entry for the throttle idle cut function. It moves throttle to ‘Stop’ when pressed, and then back to ‘Idle’ once it is released. The movement speed for pilot stick and rudder by keyboard was increased by a factor of two. Now it is possible to click the throttle out from ‘Stop’ position, disregarding the actual throttle axis input. Then, the throttle will be animated in the cockpit to the actual axis input position. Communications: Added "Radio Selector Box defaults" section in the module options with default volume potentiometers positions. Now any of the default Voice Chat 'cockpit VoIP PTT' commands ('r.1', 'r.2', etc) can be used to activate transmission. It is made to reduce player effort to config (or deconflict between modules) Voice Chat input settings. Pressing any of those commands will activate Voice Chat transmission via the currently selected radio. Now both default Voice Chat 'cockpit int VoIP PTT' input commands can be used to activate crew communication in F1BE (given that "F1BE intercom hot mic always enabled" option is unchecked in the module options). Fixed radio status being incorrectly displayed as grey box (i.e. 'is turned off') in Voice Chat at hot start. Added "F1BE intercom hot mic always enabled" option to the module options, though Hot Mic itself is not operating correctly yet. Please use a default Voice Chat key command to talk to the crewmember (with this option unchecked). Pilot flight controls: Throttle will not make an abrupt jump to the actual position anymore when the joystick is moved for the first time after the mission was started. F1B: Stick, rudder and throttle are now always at the same position at both seats. F1BE: Now another seat afterburner detent position is correctly taken into account, if it was modified in module options. F1BE: Fixed resulting stick position when Force Feedback is enabled only in one of the two seats. F1BE: Throttle will not jump anymore when the second crew member joins. F1BE: Throttle transition between own and other seat input axis positions is now smoothly animated, when the FM control is transferred between seats. Controls Indicator: F1BE: With Combined Controls Mode disabled, and when another crewmember is present, the Controls Indicator now displays: a) other seat control input (grey index) when our seat has FM control, or b) own seat control input (white index) when other seat has FM control. In Combined Controls Mode white/grey symbols work as before. The throttle control input (white index) is additionally displayed in all F1 versions. It can be observed, with another crewmember being absent, when the input axis is moved with the throttle being at ‘Stop’. Stick/rudder positions now account for trim settings. Same applies to other seat controls positions in F1BE. F1BE. Controls Indicator now displays 'C' symbol before 'F' and 'R' symbols, when the Combined Controls Mode is enabled. Miscellaneous: Default 6DOF view restrictions are now available again for user modifications (now can be edited in ViewsF1Cmn.lua). Throttle handle and pilot hand got animation in the external 3D model. Module options dialog was updated - Force Feedback related options were arranged as a visually separate group. Cockpit tooltip and the corresponding command name in inputs for 'Air conditioning auto/manual switch' are now the same. Fixed IFF Mode C clickable switch tooltip. Added ‘Anti-ship Strike’ task to all F1 versions. Minor flight manual updates were made. DCS: C-101 Aviojet by AvioDev General: Added 'Disable force feedback effects' option to module options. Pilot flight controls are set to neutral now when the pilot has lost consciousness. Fixed batteries being constantly overheated when flying at high altitudes for quite a long time. Changed the module options tab name from 'C-101EB' to 'C-101'. The idle cutoff clickspot on the throttle handle is hidden now when the throttle is advanced forward from its idle position. Now it is possible to click the throttle out from ‘Stop’ position, disregarding the actual throttle axis input. Then, the throttle will be animated in the cockpit to the actual axis input position. Communications: Added 'Audio Control Panel defaults' options group to module options with default volume potentiometers positions. Now any of the default Voice Chat 'cockpit VoIP PTT' input commands ('r.1', 'r.2', etc) as well as both 'cockpit int VoIP PTT' commands can be used to activate transmission. It is made to reduce payer effort to config (or deconflict between modules) Voice Chat input settings. Pressing any of those commands will activate Voice Chat transmission via the currently selected radio. Pilot flight controls: Stick, rudder and throttle are now always at the same position at both seats. With Combined Controls Mode disabled, stick, rudder, and throttle will be animated to the new positions according to the other seat controls input, when FM control is transferred between seats. I.e. there will be no immediate jump to the new positions. FM will take this into account, thus avoiding abrupt aircraft trajectory changes, or engine stress in the case of throttle input. Controls Indicator: With Combined Controls Mode disabled, and when another crewmember is present, the Controls Indicator now displays: a) other seat control input (grey index) when our seat has FM control, or b) own seat control input (white index) when other seat has FM control. In Combined Controls Mode white/grey symbols work as before. The throttle control input (white index) can be observed now, with another crewmember being absent, when the input axis is moved with the throttle being at ‘Stop’. Controls Indicator now displays 'C' symbol before 'F' and 'R' symbols, when the Combined Controls Mode is enabled. DCS: JF-17 by Deka Ironwork Simulations New: refill external fuel tank via radio menu Fixed: fighter-to-fighter datalink Fixed: GB-6 open altitude setting (now is 800-3200ft) Fixed: GB-6 (Cluster Bomb/SFW) dispenser accuracy Fixed: Type-200A cannot CCRP release over 1000 feet Fixed: PF12 pylon weight Fixed: GB-6 indicated launch range too short issue Adjusted: oxygen volume and consumption rate Prepare to switch to ED’s LS-6/GB-6 DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Fixed: HSI course setting does not take into account the magnetic declination Fixed: Pitch Trim insufficient Improved: Flight model - Lateral stability Improved: Flight model - Rudder efficiency at low speed (better control in crosswind conditions) Improved: Collision model Added: MB-339 T-Bird II (Lockheed T-Bird II) livery. Version for 1989 U.S. JPATS competition. Added: Keybindings for the following categories (see the MB-339 forum section for the complete list): MASTER CAUTION AHR/GPS System HSI Nav Modes DCS: MiG-21bis by Magnitude 3 LLC Deleted 2 double inputs conflicted with default screenshot and active pause inputs. Special options: changed default ASP reticle state from GAMING to REALISTIC (unchecked). For GAMING state, the user needs to check this option. Added clickable polarization filter for the radar screen (controls the radar screen illumination). All missions checked and re-saved. DCS: Christen Eagle II Magnitude 3 LLC All missions checked and re-saved. DCS: SA-342 Gazelle by Polychop Simulations Exterior model art updates Added: New PBR material for glass surfaces. Added: 3D model detail additions Added: Reworked damaged and destroyed 3D models Fixed: General PBR material improvements Fixed: 3D model shape and smoothing Overhauled and replaced all external textures and liveries in full PBR Full list of added liveries Fixed: Athos / GOA sight now only updates when not stowed (fps gain) Fixed: Athos / GOA sight symbology disappearing when changing zoom levels Added: Opacity added to Athos / GOA symbology Fixed: Magnetic variation not displaying correctly Added: Document explaining the new French liveries in the module’s Doc folder Added: Kneeboard pages Added: Minigun tracer ratio selection (Fewer tracers for NVG operations) Fixed: M134 fire logic Updated: M134 weapon model Updated: M134 gunner model Updated: M134 sight now collimated Added: First iteration of AI gunner (limited to player controlled Gazelle) Known issues: External weapon sounds not matching correct type of weapon DCS: Flaming Cliffs 3 by Eagle Dynamics Updated external and cockpit 3D models of next aircraft: A-10A, F-15C, Su-27, Su-33, J-11. Su-33 repair on a carrier's deck ends up with aircraft in water - fixed. DCS: Black Shark 3 by Eagle Dynamics Fixed Crash CockpitKa50.dll ST. ABRIS Map screen flickers constantly if Display Resolution setting if set to "1024 every frame" - fixed DCS: Combined Arms by Eagle Dynamics Synchronization of S-300 launchers on slopes in MP - fixed. Infantry does not move after switching green state - fixed. Fixed lock-on state of SON-9. Deactivation works only on part of units from the group - fixed Fixed Liveries-name FFG Oliver Perry Fixed issue with ground units that in some cases allowed them to track targets without clear LOS (AAA and SAM tracking target behind mountain). Fixed problem with short launch range of NASAMS. Added lock-on and launch sounds for Strela and Igla. Fixed position of static units. Fixed recoil from missile launches. Fixed weather in CA missions. Increased sight magnification of ATGM TOW launcher DCS: South Atlantic by RAZBAM Simulations Updated MR maps for noise textures Updated Ground clutter, improved foliage blending and density to improve seamless transition Fixed log entry bug for Azalea-SD bush missing Fixed - Rio Turbio NDB map display Relocated Cullen Airfield to the right Geo location Fixed Cullen F10 map bug Introduced a 40m dredged channel for ships to use at San Carlos water and Ajax bay within the Falklands Islands Reworked MPA, Ushuaia, Ushuaia Helo Port to be more in keeping with the surrounding area. Reworked blocks within Stanley to increase performance DCS: Syria Map by Ugra Media Optimization of scenes and models: the number of bushes in scenes of airfields and forest areas was reduced; the number of damage models was reduced; reduced the number of damages textures; simplified damages and car models. Updated vector data renderer on ground textures The territories of southern Israel and Jordan have been worked out in more detail Added Amman, King Abdullah II, Prince Hassan, Muwaffaq Salti and Herzliya airfields Fixed the GRM of runway 03 in Beirut airfield Fixed relays in Ramat David airfield Fixed ILS in Ramat David airfield Fixed errors in objects Fixed the depth of the sea near the shore Changed tower frequency from emergency 121.5 to normal 120.5 at Wujah Al Hajar airfield Increased the length of the runway at Ein Shemer airfield Added parking lots at Ein Shemer, Megiddo, Ramat David airfields DCS: Normandy 2.0 Map by Ugra Media Fixed bugs on the Thames Embankment in London Fixed an error in the terrain at Bernay St. Martin airfield Fixed errors in taxiways of Biggin Hill and Lympne airfields Removed duplicated ATC towers Reduced the number of objects in the scenes of airfields Detling, Lympne, Manston Improved scenes of airfields Biggin Hill, Detling, Lympne, Manston Improved backing scenes of airfields Detling, Lympne, Manston, Abbeville Drucat, Merville Calonne Added traffic at Biggin Hill, Detling, Lympne, Manston airfields Added the High Halden and Dunkirk airfields DCS F-14 Tomcat by Heatblur Simulations Added AN/ALQ-167 ECM pod as a visual loadout model for TARPS missions. Added ECA countermeasure pod visual models for TARPS missions. Fixed AI Wingman 2 and Wingman 4 issues in the Comms menu. DCS AJS-37 Viggen by Heatblur Simulations Major art revision and refinements for better accuracy and useability. Special thanks to Viggen maestro MYSE. Added missing lights to the upper airbrake. Corrected landing lights mounting angle and properties. Changed taxi light properties for more accurate angle and intensity. Remade the Distance indicator to show the distance more accurately. Range accuracy is now within +- 100m (1000m), average accuracy is +-40m (400m). NEW: Added optional Imperial altimeter and distance indicator. NEW: Implemented major art corrections and refinement pass for entire DCS: Viggen cockpit, non exhaustive list including: Modified model of pitch trim indicator, break pressure gauge, oxygen gauge, nozzle position indicator. Rotated EP13 glass, and changed HUD and radar screen. Evened out lighting strength on instruments Fixed broken lighting on some instruments Fixed some degenerate normals across the entire cockpit mesh. Removed the black paint on panels being illuminated Added "LJUS RADAR" symbols to illuminate radar brightness and BELYSNING to illuminate cockpit illumination. Added arrow illumination on FR22 panel, and MIL flag on distance indicator. Fixed white lines in the radar display moving with the sweep Removed lens flare from lights. Added night lighting to warning flag on CI. Changed FLI needles and wings to be lit more realistically Added dots on panels to see what position the rotary switches are in Added STD cover lighting effect Clearer and more accurate warning panels. Also dotted a few Å,Ä and Ö, and added some missing lines. Redder altitude warning light, brighter AP light and ALT warning light, and clearer radar range numbers. Thickened altimeter 0.5 lines and added text on weapon jettison and X-tank jettison covers. Added emissiveness to the α 15,5 button for nighttime visibility. Updated placement of selected CI scale (15,30,60,120 lights): Moved toward the bottom of the scope Updated CI compass bug size: Made wider and slightly thicker, and updated 12 o'clock marker size and shape. Added missing lights to Fälld last, Trans/Rev, AP buttons, Reverser handle, CI bearing bug. Changed colour of FÄLLD LAST and TRANS/REV rights, to orange and yellow respectively Changed cartridge reader model and texture to fit new DTC Animated throttle linkage to move with the throttle more accurately and attached rear half of throttle linkage for linked movement. Animated canopy lever linkage to move more accurately Made FLI ball horizon fixed in rotation per real device. Increased “SNURK” button size and Fixed duplicated VFR/IFR chart. Fixed clipping on the left ejection rope and added the right side ejection rope. Updated KB panel model/texture Updated placement of FLI parts to align with each other, recentered FLI ball and remastered FLI ball texture entirely. Added Dzus fasteners to the right annunciation panel, made the oxygen switch larger, and added separate white startup marks on the right annunciator panel. Put emergency instruction illumination switches to TILL Added Illumination to FR22 “GRUPP” and “BAS” text, and updated rollers for both. Added illumination dimming to the annunciation panels. Added mounting screws for the AOA indicator, made altimeter knob larger, changed textures on altimeter settings controls. Made the arrows on FR22 change with Instr. lighting knob Made the instruments on the left panels change with Instr. lighting knob “Radar light” changes colour with pol filter changes Added glass “windows” to FR22 “GRUPP” and “BAS” selectors Made the “MKR” knob girthier, and updated its textures. Changed size of waypoint buttons and changed WP panel textures slightly. New Data panel model Added 6 o’clock marker on CI compass, glass to ADI slipp ball, and missing glass to CI. Added “PK/FK” button on left wall panel Adde missing text to INSTR Belysning and FLI Bel and changed colour of several lamps. Added text on “ALLMÄNBEL” knob, changed NÖDFRIGÖRNING decals and added FK on master mode. Changed “LJUS RADAR” knob model, added several decals on emergency trim panel. Added numbers to temperature control and text to radio test knob. Changed AFK light colour to orange Made “α15,5”’s button “on” light larger Changed model around the RWR lights and changed RWR light textures. Added screws to CI modelled compass Made FR22 selector panel’s “AM” and “FM” lights to illuminate individually to show which is selected Changed altimeter “STD” select animation to move the knob out, instead of in. It also moves more Changed distance indicator model and centered hands on clock. Added text on HUD brightness knob: “LJUS SI” Slightly changed orientation of reverser handle. Increased size of speed indicator knob. Added animation for correct start pos for speed indicator hand Campaigns DCS: AV-8B Sky Warrior Campaign by Eagle86 All missions: Ship routes have been changed. Fixed the erroneous triggering of the "part of the group in the zone" trigger when the group is dead. Mission 3: fixed a bug with the takeoff of the wingmen. DCS: F-14B Operation Sandworm Campaign by Sandman Simulations All missions – Some adjustments made to prevent premature landing list activation DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Campaign file has been completely rebuilt Users now have option to select hot start or cold start versions of the missions in the campaign menu (see screenshot) Mission file names and briefing names have been changed to accommodate campaign changes Also includes all fixes from previous updates DCS: P-51D Debden Eagles Campaign by Reflected Simulations Mission 7 takeoff bug workaround Mission 7 Dry pass on armored car workaround Mission 8 Caboose Red 4 Engine failure simulated better Mission 10 Blue 3 and 4 won't take off - fixed DCS: F-14A Fear the Bones Campaign by Reflected Simulations Mission 11 tanking progression bug fix DCS: F-14 Speed & Angels Campaign by Reflected Simulations Mission 9 safety trigger added for qual conditions DCS: MAD Black Shark Campaign by Stone Sky Edited the text of the radio dialogue in mission 4 Removed static JF-17s that sometimes caused an error in mission 4 Search beacon in mission 8 has been redesigned DCS: MAD Campaign by Stone Sky Fixed takeoff weight for the Gazelle in mission 7 DCS: MAD AH-64D Campaign by Stone Sky Fixed bug UH-60 in mission 11 Added FCR to all missions Infantry fall into inside the Tarawa landing ship - fixed DCS: UH-1H The Huey Last Show Campaign by SorelRo Mission 10: LZ Latigo tweaks and fail safe triggers added for the user not to be destroyed by the opposing forces Mission 15: AI units tweaked to prevent crashes on takeoff. Time acceleration stops when voiceovers are triggered. DCS: F-16C Red Flag 21-1 Campaign by Eagle DynamicsBunyap Campaigns Updated missions to include critical mission times in the Briefing and added datalink assignments for Team and Donors DCS: P-51D Debden Eagles Campaign by Reflected Simulations Mission 7 takeoff bug workaround Mission 7 Dry pass on armored car workaround Mission 8 Caboose Red 4 Engine failure simulated better Mission 10 Blue 3 and 4 won't take off - fixed DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations More damage fail safes added to mission 12. Fine tuning. DCS: F-14A Fear the Bones Campaign by Reflected Simulations Mission 11 tanking progression bug fix DCS: F-14 Speed & Angels Campaign by Reflected Simulations Mission 9 safety trigger added for qual conditions Mission 9-10 front radio channels updated Mission 7-8 bandit engagement safety triggers added Mission 12 PDF update Mi-8MTV2 and Ka-50: Memory of a Hero Campaign by Stone Sky Ka-50-2 was unavailable in mission 5 - fixed DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Updated skins for PLAYER and WINGMAN Ai aircraft due to incorrect bort number display issue PLAYER now wears VMFA-232 Red Devils liveries (Squadron actually deployed to Inherent Resolve) Updated Missions 10 - Rail yards - fixed target 3 smoke FX error, Added SEAD success notification A-10C / A-10C II Tactical Training Qualification Campaigns by Maple Flag Missions Corrected AI Taxi issues for TAC 11, 12, 13, 14, 15, 16 and 17 for both A-10C and A-10C II campaigns. UH-1H Worlds Apart - Spring 2025 Campaign by Low-Level-Heaven Mission Development Mission 1: AI does not trigger when landing at station 1. The trigger has been adjusted and the take-off can be forced as a solution via the F10 radio menu.
    72 points
  2. Dear all, with our sincere apologies for both the late update and delay: Unfortunately, and with a heavy heart, we had to decide for a delay for the DCS: F-4E Phantom II release. We prepared a detailed update for you, if you would like you can read up on it here: https://store.heatblur.com/blogs/news/of-delays-and-silence Furthermore we prepared an in depth, regular development update for you all, to bring you up to speed about the state of the module, as is, on what remains to be done, and what is already complete: https://store.heatblur.com/blogs/news/of-delays-and-progress-part-ii Finally, we would like to share the long awaited EPISODE III of our Phantom video introductions, regarding Navigation in the F-4E Phantom II this time. Thank you all for your amazing support and extermely kind patience in these past few weeks. Your Team Heatblur
    46 points
  3. Part Three – Conclusion: Here I will editorialize a bit. Without seeing the lift, drag, and thrust models used inside the flight model, it’s hard to tell if the incorrect CL curve and the incorrect turn-time curve are related. Either way, they both need to be fixed. In absolute terms the maximum lift is a bit too high, but that is not the problem I’m concerned about. The virtual pilot does not ‘feel’ it. What is immersion-breaking once you notice it is a jet with a small, low-aspect ratio wing generating peak lift at 15 degrees of AoA or less. Those are straight-wing propeller plane angles. Additionally, the way CL increases at low speed reduces the normal variation of AoA with speed. Practically speaking that will degrade the responsiveness of the aircraft when the pilot tries to control airspeed correctly with AoA, especially on landing approach. I think there is a reason so many DCS players struggle to make stabilized landing approaches in the -21. Likewise the steady turn rate being slightly too high is not the main problem. The main problem is the shape of the curve. On the real MiG-21, slowing down below M0.5 decreases performance. On the simulated MiG-21 right now it does not lose any performance, and experienced players know to hold AoA in the red and slow down to stall speed for maximum turn rate. This becomes almost a complete inversion of reality when thinking of tactics and flying technique. I don’t want to beat a dead horse much longer, but it’s worth saying again that there is not even one supersonic jet known to behave this way. There are too many diagrams to show here and many of them I am probably not allowed to post. Instead I will just list the fighters that we either see in DCS or know from public data do not turn faster at minimum speed, and leave finding the charts I am looking at as an exercise to the interested reader: MiG-19 MiG-23 MiG-29 Su-27 F-4 F-5 F-8 F-14 F-15 F-16 F-18 F-20 F-100 F-104 Mirage III Mirage F1, Mirage 2000 JF-17 Draken Viggen That is a long list, but alone does not mean the MiG-21 cannot have a second turn rate peak at its stall speed. What is does mean is that this behavior is only believable if specific data backs that up. The specific data we do have does not. Lift_uua_28_clean_2.trk Fishbed_sustained_7511_r3s.trk
    36 points
  4. 08 March 2024 Dear Fighter Pilots, Partners and Friends,
    32 points
  5. Part Two – DCS: With a basic grasp of the real-world data, it is time to look at the behavior of the MiG-21bis module in DCS World. Let’s start again with coefficient of lift. This is straightforward enough to measure. Perform a decelerating turn at constant AoA, record the altitude, TAS, and G-force at a few different speeds, then calculate CL at each point. My result is not as clean as it could be, but it says all that needs to be said. I’m confident this is accurate because it matches what several other forum members have measured in the past. In very simple terms, the lift at 28 units indicated AoA is swapped with the line of maximum lift, just like the chart in the Russian language tech manual. According to all the evidence from part one, this is not correct. 28 units is not even the maximum lift in-game. There are two possible explanations: The ratio of indicated AoA units to true AoA degrees on UAA-1 in the DCS MiG-21bis simulation is not constant and increases rapidly at low speed. The parameter of lift vs mach in the DCS MiG-21bis simulation is not correct. The first possibility can be quickly eliminated because the ratio of AoA units to degrees in-game currently decreases slightly at lower Mach numbers. Here is my measurement at 28 units. Other forum members have measured this in more detail. At low speeds, this is about 13 degrees of true AoA generating CL of at least 1.15 --- an extremely steep lift curve for a wing with an aspect ratio of about 2.2. How steep is 1.15/13 exactly? There is no wind tunnel data easily available for the MiG-21, but we can sanity check this against abstract literature, or other delta wing designs. Fortunately NASA makes this easy. They reported on a scale model test in the 1970s comparing the F-5A wing with some other planforms (https://ntrs.nasa.gov/citations/19740018330). More specifically, they tested an un-cambered tailed delta wing with AR=2.1, and a swept wing with AR=2.8. While the report does not say “Fishbed” or “Phantom”, just take a look and judge for yourself what they were thinking of (in 1974 America): The real MiG will vary slightly from this proxy, but not by much. Here is the CL NASA measured for each wing: Remember what I said about drafting errors? Fortunately NASA only connected two dots incorrectly, and the legend is correct as confirmed by other pages of the report. Here is the page for the delta specifically. I have added where the DCS MiG-21 lands. It is over 60% steeper, even assuming the chart in the MiG-21 manual represents tail installed but without deflection. Notice also that the test CL at 13 degrees is 0.72, just about equal to what the manuals claim for 28 units. Coincidence? Maybe. This is only one data point, so it’s also good to sanity check with the expectations of abstract literature. Fortunately delta wings are very well studied, and at this point almost a standard teaching aid for wind tunnel tests. Using the Polhamus model for vortex lift (https://ntrs.nasa.gov/citations/19670003842), I get CL(15deg) = 0.76 for AR=2.1. That matches perfectly to the line for δh = “off” in the chart above. The lift curve of the DCS MiG-21 is simply not plausible. CL/deg of 0.09 belongs to a completely different category of wing. One might reasonably assume that an implausible lift curve slope will result in other implausible behavior. In other words, it’s now time to look at sustained turn rate. This module is quite famous in the multiplayer PvP community for sustaining its best turn rate at minimum speed, but proponents often point out that the real sustained G charts do not go down below 0.5 Mach. True enough, but really beside the point. We can look at the turn time chart and see the problem without extrapolating anything. To illustrate, I’m going to borrow data from the extremely useful compilation of automated testing by @totmacher at dcs.silver.ru. I hand-flew some tests before my two week trial ran out to sanity check that the extreme low speed performance is not an artifact of the automated testing. A .trk is included, but the precision of the automated test is simply far better than what hand flying can achieve. If more data is really needed to illustrate the problem, I know some other community members have been collecting extensive hand-flown data recently. Now here is an overlay of that automated test against the tech manual turn-time chart for standard afterburner at 1000m altitude: Turn rate at higher speeds matches OK (probably this is where it was validated in development). To see the real problem, just look at the slope of the curve at M0.5: The turn rate of the real aircraft is slowing down The simulation is not We also know that the turn rate even gets faster (turn time goes down) below that speed in the simulator, but it’s not necessary to look there when the problem is already evident. Showing data from in-game below the minimum speed of the IRL plots seems to generate a lot of controversy for some reason, so I am avoiding that.
    32 points
  6. 29 points
  7. **DCS: SA-342 Gazelle February 2024 update** *Facelift* The upcoming update for the SA-342 Gazelle will introduce new features, fixes, quality of life improvements as well as a facelift to the external models and textures. We're gradually replacing the original liveries that stem from the release back in 2016 with highly detailed renditions that make full use of physically based rendering techniques (PBR), many of which are included in this update. The SA-342 Gazelle minigun variant not only received an update on the M134 and gunner models, it now features the first iteration of our gunner AI capable of making short work of any soft target it can get within its sights. *Community Contributors* Over the past few months Polychop Simulations has been working closely together with a number of very dedicated and exceptionally skilled community members who have shown an interest in contributing to the module by putting in their time, effort and expertise resulting in what is essentially a graphical overhaul for the SA-342 Gazelle as well as an extensive set of kneeboard pages and documentation on the all new French liveries that can be found in the module's Doc folder, or more continently, attached to this post. *Input system overhaul* With the upcoming update of the Gazelle we have overhauled the inputs system. This means that it is likely that you will have to rebind all of your controls for the Gazelle module. The inputs for the Gazelle are now split into separate categories for the three positions - Pilot, Copilot and Gunner (the latter for the Minigun variant only). The inputs system works differently depending on whether you are flying with other players in your aircraft ("multicrew"). When in "multicrew" mode, each player will only have access to the inputs according to their position. However, when flying the Gazelle in a singleplayer mission, or flying on a multiplayer server but without other players in the aircraft, the player will have access to multiple input categories depending on the position they are in. In short, this allows a single player Pilot to also use the Copilot inputs, and vice versa. The priority (in the event of two inputs being bound to the same switch) is determined by the currently occupied position. For example, if you have the 'Fire Laser' input from the Copilot bound to "Button 1", and the "Force Trim" from the Pilot inputs also bound to "Button 1", then pressing "Button 1" will action different behaviours depending on whether you are sitting in the Pilot or Copilot seat. However if you bind them to different buttons, you can use both from either seat. The available inputs are as follows: - Pilot position - access to Pilot and Copilot inputs (Pilot priority) - Copilot position - access to Copilot and Pilot inputs (Copilot priority) - Gunner position - access to Gunner and Pilot inputs (Gunner priority) Please note that we expect further disruption to the inputs system as we continue to bring improvements and add various missing inputs to the Gazelle. We thank you for your patience and understanding. *The future* While we have come to a point at which it is now all hands on deck for the OH-58D Kiowa Warrior module's final stretch, Polychop is determined to keep updating the SA-342 Gazelle module on all levels including but not limited to major features such as an English (Empirial units) cockpit, a George like AI pilot/gunner and the transition to the new rotor blur system seen in more recent rotary wing modules. We'd like to be transparent on the fact that the aforementioned final stretch of the OH-58D Kiowa Warrior module development will have a certain impact on the development of new features for the SA-342 Gazelle for the next few updates. https://youtu.be/mjk64Y3mXdE DCS: SA-342 Gazelle by Polychop Simulations Exterior model art updates Added: New PBR material for glass surfaces. Added: 3D model detail additions Added: Reworked damaged and destroyed 3D models Fixed: General PBR material improvements Fixed: 3D model shape and smoothing Overhauled and replaced all external textures and liveries in full PBR Added livery: FR ALAT HRI 1981 Added livery: FR ALAT HRI Daguet 1990 Added livery: FR ALAT HRI KFOR 1999 Added livery: FR ALAT Sable 1990 Added livery: FR ALAT Sable 2003 Added livery: FR ALAT CE Daguet 1990 Added livery: FR ALAT CE OPEX Added livery: FR ALAT CE Barkhane 2014 Added livery: FR ALAT CE EALAT Added livery: CYP Air Force Sand Added livery: SRB Air Force Green Added livery: SYR Air Force Sand Teal Added livery: US Marines Grey Added livery: YUG Green / Brown Added livery: UK Army Air Corps BATUS Added livery: UK Army Air Corps BATUS Orange Added livery: UK Army Air Corps Green / Black Added livery: UK Army Air Corps Green / Black UN Added livery: UK Army Air Corps Green / Grey Added livery: UK Desert Army Air Corps - Operation Granby Added livery: UK Royal Marines Green / Black Added livery: UK Royal Marines Green / Grey Fixed: Athos / GOA sight now only updates when not stowed (fps gain) Fixed: Athos / GOA sight symbology disappearing when changing zoom levels Added: Opacity added to Athos / GOA symbology Fixed: Magnetic variation not displaying correctly Added: Document explaining the new French liveries in the module’s Doc folder Added: Kneeboard pages Added: Minigun tracer ratio selection (Fewer tracers for NVG operations) Fixed: M134 fire logic Updated: M134 weapon model Updated: M134 gunner model Updated: M134 sight now collimated Added: First iteration of AI M134 gunner (limited to player controlled Gazelle) Known issues: External weapon sounds not matching correct type of weapon
    28 points
  8. I finally got around to trialing the MiG-21 recently and was not surprised to find some issues with the flight performance model; they have been discussed before many times and various data has been shared. With that in mind, it was odd to hear through the Discord grapevine that Magnitude 3 does not believe there is enough evidence to show anything wrong. Maybe that was a miscommunication, or maybe the good data has been lost in years of noise on the topic. Therefore I have made an attempt to summarize the key points in one place. This will take some time to explain, because the data available in the public domain is confusing and sometimes appears contradictory. It takes careful comparison along with some calculation and context to sort out what is real. For that reason this manifesto report will be split into three parts: What real world data is available in the public domain, and what is useful. What in-game data can be easily measured, and how it compares to those real world sources. My opinions on what it means for the game (I will try to keep this last part short) Part One – the manuals: Unlike some other contemporary fighters, there do not seem to be any flight test reports or “practical aerodynamics” textbooks in the public domain for the MiG-21. Fortunately many operational manuals contain some level of useful aerodynamic information. The ones already available on the internet for the -21bis include: Soviet technical description manual Polish technical description manual Pilot’s flight manual in Serbian (for Yugoslavia), English (for Arab states), and Polish Throughout these manuals there are four key charts repeated which are relevant to a discussion of turn performance. Coefficient of Lift, Available G Sustained G Sustained turn time Unfortunately the same chart does not always agree between manuals. However by cross-examining the various documents we can rule out some obvious miss-prints, and establish which charts are useful. To enable this cross examination, it is important to realize that these four charts are really only two sets of data, with each pair of parameters related by well-known equations: Normal acceleration ‘Ny’ = (CL * Aref * .5 * ρ * v2)/(m*g) Turn Time = 2π / (sqrt(Ny2 – 1)*g/v) Let's start with CL, because is the most basic property of the four. Fortunately the different MiG-21 manuals all basically agree on this one. The relevant graph gives non-dimensional lift coefficient versus angle of attack in arbitrary units. These units are not really degrees, but some function proportional to the true angle of attack. The flight manuals do not specify exactly what that function is. Tech manual version: Pilot’s flight manual version: The hand-drawn lines are slightly different between versions, but they show the same two expected trends: Coefficient of lift is almost constant for constant AoA, until compressible flow effects become significant around M0.7 This is expected by definition of CL as a non-dimensional coefficient valid for incompressible flow. Maximum lift increases at low speed with increasing AoA of stall. For fast jets (unlike "normal" aircraft) 'stall' is often a function of loss of stability, sometimes combined with a limit of horizontal tail effectiveness. Loss of stability does not normally correspond to a fixed AoA. In other words, both of these trends are the expected behavior for a supersonic fighter with a low aspect ratio wing. To emphasize that this is the expected behavior, here is a similar plot for a similar jet (Mirage F1) with AoA on the vertical axis. Note that just as the MiG-21 manual quotes 33 units as the stall AoA, the Mirage manual quotes 17 units. On both aircraft the true stall AoA is higher than the quoted limit over most of the envelope. Now also the same plot for the MiG-23. With wings swept (45 and 72 positions) the coefficient of lift increases slightly as Mach increases for a fixed AoA. The line of maximum lift is not tied to a fixed angle, and instead increases with decreasing speed. All this is just like the MiG-21. Charts for other aircraft are obviously not directly relevant to the performance of the MiG-21, but I include them because it is important to have context for what is normal and plausible. Next it’s time to compare graphs of available G, which should all agree with the Cl figures. Unfortunately this is not quite the case. Pilot’s flight manuals show only 28 units AoA: Polish tech manual shows two unknown lines. The chart legend mentions 28 units and maximum lift, but they are unhelpfully both dashed lines, while the chart uses one solid and one dashed line. Helpfully enough the dashed lines do match the solid lines for 28 units in the pilot’s manuals seen above, which suggests that “CZmaks” was intended to be the solid line in this drawing. It would be nice if the Russian language tech manual clarified this for certain, but sadly it does not. The lines are clearly the same as the other versions, but the legend is reversed with 28 units now shown above the ‘maximum’! Something is wrong, but how to tell for sure which version is correct? The next step is to convert CL to G and see which version the CL plots match. I will use the tech manual chart mostly because it is linear which makes things easier. Red line at maximum lift CL = 1.32 – (0.4*M) Green line at 28 units is a constant CL = 0.7 Lift calculated from those CL at sea level standard conditions and 23m2 reference area overlays perfectly with the lines in the manuals, only the labels for “28 units” and “maximum” are reversed in the Russian-language print. The green line also matches the one labeled “28 units” in the pilot’s flight manuals. Considering that the CL plot agrees between all manuals, that it agrees with the plausible expectation set by other jets, and that the pilot’s flight manuals all show lift at 28 units matching the CL plots at 28 units, there is not much ambiguity left. Whoever drew this legend by hand in the 70s flipped the label of the lines by accident, just like the draftsman of the Polish manual accidentally drew different lines on the plot and the legend. Drafting errors are common in old technical documents, and context clues are the key to resolving contradiction. Keeping the possibility of mistakes and contradiction in mind, it’s time to look at sustained turn performance. All the manuals provide sustained G charts for both standard afterburner and emergency afterburner at 7500kg with 2x R13 series AAM. Pilot’s flight manuals: Tech manuals: This new discrepancy is obvious right away. The tech manual shows around 6.5G peak for standard afterburner, while the flight manual shows 6.5G peak for emergency afterburner. The other lines are all similarly offset. To get more context we can try to cross-examine against the sustained turn time plots, although they only exist in the tech manuals. Here are military (dry) thrust and standard afterburner: And emergency afterburner: For comparison I digitized the 1km line for standard afterburner, converted from turn time to turn rate, and then turn rate to sustained G force in the flight path axis using the equations mentioned above. It matches quite well. For the pilot’s manual charts, there is no turn time to overlay against, but we can compare the shape at least. To enable that I digitized the sustained G chart in the pilot’s flight manual, and converted that into turn time. There’s no point overlaying this with the tech manual because we already know the best turn time will be different. However it does show the same trend versus speed, shared with all other supersonic jets. The best sustained turn performance occurs at a relatively high Mach number, degrades gradually below that, and then more quickly at low speed. It’s unfortunate that the sustained turn graphs disagree in absolute value, but to some extent I don’t really care because the purpose of this analysis is only to establish what is plausible, not what the exact values should be. What really matters is the shape of the curve, or in other words which speed the aircraft performs best at.
    28 points
  9. Military Asset Pack Ukraine 1.1.0 released! Changelog Version 1.1.0 Added AASM-250 PGM to MiG-29MU2 Added AASM-250 PGM to Su-24MU Added BRDM-2L1 ARV Added Kozak-5 APC Added KrAZ Spartan APC Added KrAZ-6322 Truck Added MiG-29MU2 removable pylons Added Su-27P1M (JDAM-ER/AGM-88/ADM-160B/AASM-250) Changed BTR-4 damage model Changed BTR-4 model to reduce size Changed BTR-4 textures Changed T-64BV model to reduce size Changed T-64BV textures Changed T-84 Oplot-M textures Changed weapons reflection and countermeasures parameters Fixed JDAM-ER flight issue Fixed MiG-29MU2 damage model error messages Fixed MiG-29MU2 intake animations Fixed MiG-29MU2 missing lights Fixed T-64BV transparent wheels issue Fixed exhaust smoke dissipation on Storm Shadow Fixed exhaust smoke dissipation on Taurus KEPD-350 Removed KAB-1500L from MiG-29MU2
    27 points
  10. I've made changes to some of the LUA files responsible for rendering. I bet they also affected the trees rendering distance. I've recently spent some time playing with the mountainous regions. Here are the results:
    26 points
  11. 01 March 2024 Dear Fighter Pilots, Partners and Friends, In the most recent DCS update, Ugra Media has meticulously fine-tuned the DCS: Syria Map, embodying a commitment to precision and realism. The latest updates promise to immerse you further into this digital battlefield, enhancing both aesthetics and functionality. Please make sure you update to the latest DCS version to enjoy this and all the other additions and enhancements! We're excited to update you on our progress to improve the weapon settings panel, especially pertaining to fuze settings for modern aircraft. The Mission Editor and Rearming/Refueling Panel weapons panel now caters to more complete setting up of bomb fuzes, laser code settings for Paveway II and III, cluster bomb configurations, airburst heights, and customizable parameters for seekers and control systems. Alongside these functional improvements, we've incorporated the long-awaited 3D nose fuzes based on nose fuze selection. Stay tuned for further information as we strive to deliver the most accurate simulation of such weapons available anywhere. If you want to learn more about DCS and possibly participate in the multiplayer aspect, but are uncertain about where to begin, we are pleased to introduce you to the Wolf Pack Discord community. They are passionate (21+) DCS and aviation enthusiasts with members spanning every corner of the globe across numerous time zones. Joining Wolf Pack doesn't come with prerequisites such as training or a fixed schedule; you'll gain immediate access to all areas of their Wolfpack Discord. Thank you for your passion and support. Yours sincerely, Eagle Dynamics Syria Map Recent Updates In case you missed it, Ugra Media's most recent updates to the DCS: Syria Map delivered optimized scenes and models by reducing the number of bushes, and textures while simplifying damages and car models. Ground textures saw a boost in frame rate performance due to updates to the ground vector data renderer. Detailed enhancements cover the territories of southern Israel and Jordan, featuring additions like Amman, King Abdullah II, Prince Hassan, Muwaffaq Salti, and Herzliya airfields. Technical fixes addressed relays and ILS in Ramat David airfield, and errors in objects were also fixed. The adjustments to the sea depth near the shore and a tower frequency change at Wujah Al Hajar airfield improve realism, while Ein Shemer airfield benefits from a runway extension, and added parking lots at Ein Shemer, Megiddo, and Ramat David airfields. Weapons Development Progress We are pleased to share our progress on improving the functionality of the Mission Editor Payload settings window and the in-mission Rearm and Refueling pop-up. These interfaces will allow you much finer control of fuze settings, laser-codes, cluster bomb settings, unique 3D fuze models, and more. These panels will allow you to take “weaponeering” to the next level in DCS. More specifically, we have focused on implementing bomb features that are relevant for modern munitions that include both general purpose bombs, sub-munitions, and guided munitions. This specifically includes setting the laser code (PRF) for laser-guided munitions like Paveway II and III, target spin rate at bomblet release for CBU-type munitions, airburst heights for munitions with radio-altimeters, and even adjusting seeker and control system parameters for weapons that have this capability. Based on the nose fuze selection, the 3D models are now adjusted accordingly and even include sub-variants for nose plugs. We are also including bomb casings differences between USAF and US Navy weapons. Wolfpack MP Server Wolf Pack is a thriving community across more than 10 multiplayer servers encompassing every facet of DCS: from WWII PvP/PvE missions to a modern jet competition division. They host a campaign mission every Sunday and a weekly helo mission on Tuesday and Wednesday nights. They fly dedicated WWII missions every Thursday/Saturday night. Check out the Wolfpack Discord event tabs for the week's mission schedule, or jump into our Discord voice chat when you fly to team up with other wingmen. As a dedicated DCS Community, Wolfpack welcomes members from other DCS groups. If you're part of another community or squadron, make sure to connect! Introduce yourself in the Discord "introduce-yourself" section, share your link, and recruit for your group. The aim is to foster collaborations with other DCS communities and squadrons. Thank you again for your passion and support, Yours sincerely,
    25 points
  12. Hi fighters! Thank you for your interest in our project. As promised before, we continue to support and develop it! If you are familiar with the symbols: "F-16", then you will be pleased with today's news. Previously, this place was inaccessible to you, but we have prepared a surprise for you. Get ready for your military trip to Muwaffaq Salti Airbase. The aviation history of this place dates back to the First World War. It was home to the Royal Jordanian Air Force, Belgian Air Component and United States Air Force. Helicopters, transport aircrafts, fighter aircraft, drones - everyone was here. By the way, we made new unique hangars for this airbase, now your birds will be safe. Even though the canteen (DFAC) is no longer as tasty as experienced fighters say, the rule of three drinks has been preserved and you will be covered by MFR (the Morale, Welfare, and Recreation program). The Internet is available, but may fail, so be sure to take a hard drive with your favorite movies with you. When you arrive at the location, tell us whether you liked it or not, we tried to provide all the conditions for you. Here's a little review for you
    24 points
  13. Fragmentation based damage model confirmed
    24 points
  14. Yes, they'll all be released alongside the OH-6. The C-123 might just be a static object in the initial release, though. It's temporary, still working on it. Pretty like everything else Yup, it's on the list. --- A few more screens: 187th Assault Helicopter company livery pack by SWELynx
    23 points
  15. T-38C Talon We are covering the most up to date model which and is still in service with the USAF. We dont have a ETA but this forum post is here to keep progress updates on this mod. For more infomation about this project join our discord : https://discord.gg/7SXNqHDSBY Here is the current dev log : https://youtu.be/Fg4V7IKuqc8?si=xN9LK55e5SzYpR0L Our plans We're hoping to bring a realistic T-38C with a working backseat for a IP. Planning on having all the feautres the T-38 has and are possible for a mod. We're currently working on the Cockpit and getting that started, the 3D model is still work in progress. there are some things of the T-38C missing which is WIP. EFM is also in the works For more infomation about this project join the discord : https://discord.gg/7SXNqHDSBY https://www.youtube.com/@caffeinesimulations Coffee 2D artist - T-38C Caffeine Simulations More updates to come
    21 points
  16. Current versions: https://updates.digitalcombatsimulator.com/ Stable Version - Unified Version Current version number: 2.9.3.51704 thank you
    21 points
  17. Fabric texture on the elevators New bomb selection panel Additional testing happening with the bomb sight and terminal velocities, note the addition of the TV card on the top right of the computer
    21 points
  18. DCS: SA-342 Gazelle February 2024 update Facelift The upcoming update for the SA-342 Gazelle will introduce new features, fixes, quality of life improvements as well as a facelift to the external models and textures. We're gradually replacing the original liveries that stem from the release back in 2016 with highly detailed renditions that make full use of physically based rendering techniques (PBR), many of which are included in this update. The SA-342 Gazelle minigun variant not only received an update on the M134 and gunner models, it now features the first iteration of our gunner AI capable of making short work of any soft target it can get within its sights. Community Contributors Over the past few months Polychop Simulations has been working closely together with a number of very dedicated and exceptionally skilled community members who have shown an interest in contributing to the module by putting in their time, effort and expertise resulting in what is essentially a graphical overhaul for the SA-342 Gazelle as well as an extensive set of kneeboard pages and documentation on the all new French liveries that can be found in the module's Doc folder, or more continently, attached to this post. Input system overhaul With the upcoming update of the Gazelle we have overhauled the inputs system. This means that it is likely that you will have to rebind all of your controls for the Gazelle module. The inputs for the Gazelle are now split into separate categories for the three positions - Pilot, Copilot and Gunner (the latter for the Minigun variant only). The inputs system works differently depending on whether you are flying with other players in your aircraft ("multicrew"). When in "multicrew" mode, each player will only have access to the inputs according to their position. However, when flying the Gazelle in a singleplayer mission, or flying on a multiplayer server but without other players in the aircraft, the player will have access to multiple input categories depending on the position they are in. In short, this allows a single player Pilot to also use the Copilot inputs, and vice versa. The priority (in the event of two inputs being bound to the same switch) is determined by the currently occupied position. For example, if you have the 'Fire Laser' input from the Copilot bound to "Button 1", and the "Force Trim" from the Pilot inputs also bound to "Button 1", then pressing "Button 1" will action different behaviours depending on whether you are sitting in the Pilot or Copilot seat. However if you bind them to different buttons, you can use both from either seat. The available inputs are as follows: - Pilot position - access to Pilot and Copilot inputs (Pilot priority) - Copilot position - access to Copilot and Pilot inputs (Copilot priority) - Gunner position - access to Gunner and Pilot inputs (Gunner priority) Please note that we expect further disruption to the inputs system as we continue to bring improvements and add various missing inputs to the Gazelle. We thank you for your patience and understanding. The future While we have come to a point at which it is now all hands on deck for the OH-58D Kiowa Warrior module's final stretch, Polychop is determined to keep updating the SA-342 Gazelle module on all levels including but not limited to major features such as an English (Empirial units) cockpit, a George like AI pilot/gunner and the transition to the new rotor blur system seen in more recent rotary wing modules. We'd like to be transparent on the fact that the aforementioned final stretch of the OH-58D Kiowa Warrior module development will have a certain impact on the development of new features for the SA-342 Gazelle for the next few updates. SA-342 Gazelle February Update Change Log - Exterior model art updates * New PBR material for glass * General PBR material improvements * 3D model detail additions * 3D model shape and smoothing improvements * Reworked damaged and destroyed 3D models - Added and replaced all external textures and liveries with full PBR * FR ALAT HRI 1981 * FR ALAT HRI Daguet 1990 * FR ALAT HRI KFOR 1999 * FR ALAT Sable 1990 * FR ALAT Sable 2003 * FR ALAT CE Daguet 1990 * FR ALAT CE OPEX * FR ALAT CE Barkhane 2014 * FR ALAT CE EALAT * CYP Air Force Sand * SRB Air Force Green * SYR Air Force Sand Teal * US Marines Grey * YUG Air Force Green Brown * UK Army Air Corps BATUS * UK Army Air Corps BATUS Orange * UK Army Air Corps Green / Black * UK Army Air Corps Green / Black UN * UK Army Air Corps Green / Grey * UK Desert Army Air Corps - Operation Granby * UK Royal Marines Green / Black * UK Royal Marines Green / Grey - Fixed Athos / GOA now only updates if it's not stowed (fps gain when not using the periscope) - Added opacity to Athos / GOA symbology - Fixed Athos / GOA sight symbology disappearing when changing zoom level - Added Kneeboard pages - Added document explaining the new French liveries - Fixed Magnetic variation issue - Fixed Minigun fire logic - Updated Minigun weapon model - Updated Minigun gunner model - Added Minigun tracer ratio selection (fewer tracers for NVG operations) - Updated Minigun sight is now collimated - Added First iteration of AI minigunner (limited to player controlled Gazelle)
    21 points
  19. That is correct. I thought he did a very good job and the project is interesting. So I gave him permission and help out where I can.
    20 points
  20. Ciao a tutti, forse qualcuno ricorderà il post con cui - un anno dopo la fondazione, avvenuta il 6/3/2020 - annunciavo qui sul forum la nascita della community DCS Joint Air Task Force... beh, da allora di anni ne sono passati altri 3 (sì, avete ragione, non siamo molto social... perdonateci ) e non era scontato che saremmo stati ancora qui. Invece, proprio il 6/3 appena trascorso, abbiamo festeggiato il nostro quarto compleanno e lo abbiamo fatto in un modo che è stato per noi così bello ed emozionante che vorremmo condividerlo con l'intera community italiana di DCS: signore e signori, ecco a voi il video ufficiale dell'airshow con cui abbiamo celebrato questo importante traguardo!!! Giusto qualche highlight: quasi 60 piloti provenienti da 10 squadriglie diverse, 3 gruppi acrobatici, rievocazione storica con alcuni tra i velivoli più amati e iconici della nostra Aeronautica Militare, display tattici, lancio di paracadutisti... 8 minuti che sintetizzano un'ora e mezza di pura adrenalina e di emozioni fortissime. Il tutto coronato dal doveroso ed emozionante tributo alla nostra amatissima Italia, con il passaggio delle fantastiche Virtual Frecce Tricolori - al loro debutto sulla scena - su una meravigliosa elephant walk di tutti gli aerei allineati sulla pista. Buona visione, speriamo vi piaccia e speriamo che sappia trasmettere anche a tutti voi almeno una parte delle emozioni che abbiamo vissuto in diretta durante quella magica serata. Viva l'Italia, viva gli italiani e viva DCS!!! (e quando sono tutti insieme, tutto diventa ancora più bello)
    19 points
  21. Good Morning/Afternoon Everyone, Thanks, Tripod. I think I will start creating more of those rust buckets as we used to call those old rusty ships. I didn’t understand how some were still floating but what I learned. It was more about whether they could go from point A to B than the rust. As long as it floats most of the ship operators didn’t care about the preservation of the ship. OrdinaryPilot, it's funny you ask. I have an LCM-8 built from scratch. It should be done in a month. So standby for that mod. Hello Dresoccer4, that is a nice warship. I can create it if you’re willing to donate. I will PM you the link to the mod. I don’t like posting 3d model links on the Forum. Thanks, Marroux, for providing the files for the Mercy Class. This is the first I’ve heard of it. Hopefully, that resolved your problem Turbine205. -- I am finishing up testing on the Hamina Class Missile Boat. She is ready for battle. I will not be creating Liveries for her. You all are more than welcome to create liveries for her. Stay tuned for her release soon. I'm starting to like the Small Patrol Craft. Many more of them to come because we don't have many small coastal patrol boats in DCS. The Hamina-class missile boat is a class of fast attack craft of the Finnish Navy. They are classified as "missile fast attack craft" or ohjusvene, literally "missile boat" in Finnish. The Hamina FACs are based at Upinniemi, and form the 7th Surface Warfare Squadron, part of the Finnish Coastal Fleet, together with the minelayers MLC Hämeenmaa, Porkkala, and Pyhäranta. She is armed with 1x - Bofors 57 mm/70 SAK Mk3, 2x - 12.7 NSV Machine guns, 8x- Umkhonto-IR Sams and 4x - RBS-15 Mk2 (SSM) Anti-Ship Missiles. Afterward, I will release the Rusty old container ship. I planned to release an Iranian Alvand Class Frigate along with her but I still have work to do on the Alvand class. Below is a story behind the IRIS Sahand Alvand Class Frigate. https://en.wikipedia.org/wiki/IRIS_Sahand_(1969). As far as I know, we don't have any Iranian Warships in DCS. We do have the FACs created by CH. Although I may not be posting a lot I'm always in the background working on something. Sometimes I work on too much at once but I'm always doing something. It's meditating!! Stay Tuned for more AI DCS Ship Mods!! WIP!!!
    19 points
  22. Hello Everyone, Thanks for the support I appreciate it very much. It keeps me pushing to create more 3D AI mods. JakeFlys I'm working on a few OPV 3d models as we speak. The Amazonas Class Patrol Boat, the Arafura Class, and also the Holland Class Patrol Boat. I tend to work on a lot of mods at once so sometimes I forget what I'm working on lol. Honestly, I work on mods now based on how I feel. When I'm feeling pretty good I try to work on as much as I can but I don't push myself too hard. I'm working on a Rebel or Suspect container ship along with the Hamina Class Missile Boat. Both are almost finished. Below is a photo of the Suspect vessel with missiles and bombs on deck. It is a low poly mod but it suits well for DCS. I added a rebel flag to it but I may change it before release. I had to create the RBS-15 anti-ship missile launcher for the Hamina because it don't come with the model. As you can see damage model is complete. The issue with the missile launcher is it doesn't lower. The code is from a vehicle mod. There is a way around it but I don't think it will be realistic. Hello Rascals with Squiggels, I'm not sure if there are ship models of those vessels out there. Maybe you can search around for them online. Thanks, McFly29 I haven't seen any issues since the update other than ships no longer have smoke from the stacks/exhaust. All the ships are loading and responding in DCS as they should at least on my end. Thanks all I will keep you posted. I will be releasing the mods below as soon as I run them through testing. Thanks for your support. Glad to hear you resolved the issue McFly29. Thanks for the update.
    19 points
  23. I'm no photographer and this is from my phone, so take it for what it is. She was a real beauty, massive, and in excellent condition from a visual perspective. Allegedly, she is airworthy and they fly her from time to time. They have a bunch of other nice aircraft there as well. Hats off to Virginia Military Aviation museum.
    19 points
  24. Sadly, I had no F4 time. Between the Reserves and Fleet, there were maybe six Navy Phantom squadrons left when I got to Oceana. VF74 and 103 finally transitioned to the F14 during my first deployment. Throughout my career, there were lots of former F4 drivers around, almost all of the Fleet CO/XOs had flown them in combat in SEA. Lot's of wisdom, lots of sea stories that had you on the edge of your seat. My primary instructor in Advanced Strike in the TA4J had flown F4's in combat as well, and was also a former test pilot. Very serious and demanding, but fair. He helped my career a lot, probably got me into fighters, but I don't know for sure. The A4 and F4 had similar instruments, which you will find very user friendly compared to the VDI in the Tomcat. My reserve squadron had transitioned from F4's to F14's six months or so before I showed up. Also, VFMA-112 was sitting across the ramp which gave us plenty of engagements and cooperative flying as well using the F4S. The biggest issue we had with the F4 guys initially was getting them to recalibrate the speeds for maneuvers. The Phantom needed about a hundred to a hundred and fifty knots more for similar maneuvers. First time we went to the ship for a mini workout, our CO was "holding" waiting for our Charlie Time overhead the ship at around 350 knots, lapping all of the Tomcat guys sauntering at the normal ~230KIAS Max Conserve. After having to dodge him a couple of times, somebody finally came up on squadron tac and said, "Hey Skipper, slow down, this isn’t an ACM engagement!" The most memorable F4 pilot I had the pleasure of meeting was CDR Ralph Gaither, who spent seven and a half years in Hoa Lo Prison in Hanoi after being shot down as a 23 year old Ensign in VF84. In 1965, he was flying Phantoms off of USS Independence, shot down, and wasn’t released until 1973, right before turning age 31. When I met CDR Gaither he was CO of DWEST Survival School in Pensacola. At the time, was a 23 year old Ensign as well, who suddenly realized that all of my problems seemed awfully small. When he walked into a room, everyone snapped to, and you could hear a pin drop. He also was the humblest, happiest guy I ever met in the USN. I don't think that he ever had a bad day. Right before I got to VF84, the squadron had sent him a plaque, because he had never received the traditional farewell swag after he was shot down. He passed away in 2019. http://veterantributes.org/TributeDetail.php?recordID=71 Hopefully this provides a little motivation and perspective. You're going to love the Phantom when it drops.
    18 points
  25. Dear all, as always we would like to ask you kindly for your feedback for the current patch. This time we bring you a major overhaul of the cockpit, based on @MYSE1234's excellent work, who, as you know, joined our team to strengthen the efforts on the Viggen side of things. We are looking forward to your feedback and as always thank you for your kind and continued support! Enjoy! DCS AJS-37 Viggen by Heatblur Simulations Major art revision and refinements for better accuracy and useability. Special thanks to Viggen maestro MYSE. Added missing lights to the upper airbrake. Corrected landing lights mounting angle and properties. Changed taxi light properties for more accurate angle and intensity. Remade the Distance indicator to show the distance more accurately. Range accuracy is now within +- 100m (1000m), average accuracy is +-40m (400m). NEW: Added optional Imperial altimeter and distance indicator. NEW: Implemented major art corrections and refinement pass for entire DCS: Viggen cockpit, non exhaustive list including: Modified model of pitch trim indicator, break pressure gauge, oxygen gauge, nozzle position indicator. Rotated EP13 glass, and changed HUD and radar screen. Evened out lighting strength on instruments Fixed broken lighting on some instruments Fixed some degenerate normals across the entire cockpit mesh. Removed the black paint on panels being illuminated Added "LJUS RADAR" symbols to illuminate radar brightness and BELYSNING to illuminate cockpit illumination. Added arrow illumination on FR22 panel, and MIL flag on distance indicator. Fixed white lines in the radar display moving with the sweep Removed lens flare from lights. Added night lighting to warning flag on CI. Changed FLI needles and wings to be lit more realistically Added dots on panels to see what position the rotary switches are in Added STD cover lighting effect Clearer and more accurate warning panels. Also dotted a few Å,Ä and Ö, and added some missing lines. Redder altitude warning light, brighter AP light and ALT warning light, and clearer radar range numbers. Thickened altimeter 0.5 lines and added text on weapon jettison and X-tank jettison covers. Added emissiveness to the α 15,5 button for nighttime visibility. Updated placement of selected CI scale (15,30,60,120 lights): Moved toward the bottom of the scope Updated CI compass bug size: Made wider and slightly thicker, and updated 12 o'clock marker size and shape. Added missing lights to Fälld last, Trans/Rev, AP buttons, Reverser handle, CI bearing bug. Changed colour of FÄLLD LAST and TRANS/REV rights, to orange and yellow respectively Changed cartridge reader model and texture to fit new DTC Animated throttle linkage to move with the throttle more accurately and attached rear half of throttle linkage for linked movement. Animated canopy lever linkage to move more accurately Made FLI ball horizon fixed in rotation per real device. Increased “SNURK” button size and Fixed duplicated VFR/IFR chart. Fixed clipping on the left ejection rope and added the right side ejection rope. Updated KB panel model/texture Updated placement of FLI parts to align with each other, recentered FLI ball and remastered FLI ball texture entirely. Added Dzus fasteners to the right annunciation panel, made the oxygen switch larger, and added separate white startup marks on the right annunciator panel. Put emergency instruction illumination switches to TILL Added Illumination to FR22 “GRUPP” and “BAS” text, and updated rollers for both. Added illumination dimming to the annunciation panels. Added mounting screws for the AOA indicator, made altimeter knob larger, changed textures on altimeter settings controls. Made the arrows on FR22 change with Instr. lighting knob Made the instruments on the left panels change with Instr. lighting knob “Radar light” changes colour with pol filter changes Added glass “windows” to FR22 “GRUPP” and “BAS” selectors Made the “MKR” knob girthier, and updated its textures. Changed size of waypoint buttons and changed WP panel textures slightly. New Data panel model Added 6 o’clock marker on CI compass, glass to ADI slipp ball, and missing glass to CI. Added “PK/FK” button on left wall panel Adde missing text to INSTR Belysning and FLI Bel and changed colour of several lamps. Added text on “ALLMÄNBEL” knob, changed NÖDFRIGÖRNING decals and added FK on master mode. Changed “LJUS RADAR” knob model, added several decals on emergency trim panel. Added numbers to temperature control and text to radio test knob. Changed AFK light colour to orange Made “α15,5”’s button “on” light larger Changed model around the RWR lights and changed RWR light textures. Added screws to CI modelled compass Made FR22 selector panel’s “AM” and “FM” lights to illuminate individually to show which is selected Changed altimeter “STD” select animation to move the knob out, instead of in. It also moves more Changed distance indicator model and centered hands on clock. Added text on HUD brightness knob: “LJUS SI” Slightly changed orientation of reverser handle. Increased size of speed indicator knob. Added animation for correct start pos for speed indicator hand
    18 points
  26. Please enjoy the free update for FC3 we will share more details in our newsletter tomorrow thank you
    18 points
  27. Lots of these needed around here.
    17 points
  28. WIP Merlin engine textures WIP Flap Internals Refined Vert Stab 3d model (using the same textures so it looks identical)
    17 points
  29. An updated version, with the NSM launchers pointing where they should, lowered superstructure and mast and pennant number 62. Launching a SM2-MR IIIC.
    17 points
  30. Tupolev's livery packs almost done...
    16 points
  31. To follow up with my comments to @Furiz on Discord (since not everyone may use it or monitor it religiously), I want to assure everyone that this is still underway and provide some clarity as to why it is taking so long. First off, the intent is not to simply correct the existing Early Access Guide, but to evolve it into the full DCS F-16C Flight Manual. When a module is early in development and a Quickstart Guide or an Early Access Guide is included, these are meant to ensure players can get into the module and start playing it, with the documents updated when able as the module evolves in early access. However, to fully appreciate the complexity of a modern aircraft such as the F-16, and to ensure players have access to a depth of knowledge equal to the complexity of the DCS simulation of this aircraft, a much more thorough document is required than an abbreviated guide. To that end, many elements of the F-16 Early Access Guide have been receiving new graphics and diagrams to explain the abstract concepts that many may find nebulous or confusing, which can be seen in the chapters that have already been revised or updated. As an example of such a concept, as alluded to in the discord image above, is the question of why a cursor slew in a pre-planned sub-mode such as CCRP slews all the steerpoints and offset aimpoints at the same time. It is important to not only illustrate what is truly happening when the CURSOR/ENABLE switch is used to slew the steerpoint location, but why it is happening and why such a function is even relevant in such a scenario. The intent with each update to the manual is to provide quality content and revisions. Unfortunately, it has taken longer than intended, as the F-16 manual is not the only document that has needed updates/revisions, but it is the main focus regarding manual updates at the moment. The Tactical Employment chapter will be the most important chapter to get right, since it explains the core of how the F-16 was designed to fight.
    16 points
  32. There is still something to work on...
    16 points
  33. AGM-65 EO sub-mode Improvements Dear all, In the latest DCS update, the F-16's EO sub-modes (EO-VIS, EO-PRE, and EO-BORE) have received some updates to improve their logic and the AGM-65 missile seeker control interface for the F-16. For the most part the underlying functionality won't change all that much; but the AGM-65 seeker behavior will be more consistent and accurate within each sub-mode. Four terms (or modes) are used to describe the AGM-65 seeker operation with regards to the F-16 interface: BORE: Seeker is caged straight ahead in line with the missile body axis. SLAVE: Seeker is slaved to the SPI. SLEW: Seeker is steered by pilot input. TRACK: Seeker is tracking a target. When not in TRACK and the SOI is set to the MFD WPN format, the seeker will be in SLEW. When not in TRACK and the SOI is set to anything other than the WPN format, the seeker will be in either BORE or SLAVE, based on the current EO sub-mode: EO-VIS: Seeker is in SLAVE mode, slaved to the SPI, which is located at the TD box. EO-PRE: Seeker is in SLAVE mode, slaved to the SPI, which is located at the current steerpoint. EO-BORE: Seeker is in BORE mode, caged straight ahead. EO-VIS The main effort of the changes made to this sub-mode was to ensure that the logic received the same functional improvements that DTOS and VIS sub-modes received several months ago, specifically in regard to how the HUD/HMCS designations worked with the SPI and TGP aiming. The most significant changes that players need to be aware of is how the TMS Forward/TMS Aft commands function in pre- and post-designate, depending on whether the SOI is set to HUD/HMCS or WPN. When in pre-designate with the HUD or HMCS as SOI, the TD Box will be stabilized to the FPM (HUD) or HMCS Aiming Cross as it is now, and the first TMS Forward will ground stabilize the TD Box into post-designate (no change from before the update). When in post-designate with the HUD or HMCS as SOI, the SOI will remain set to HUD and HMCS, allowing the TD Box to be slewed to fine-tune the position on the ground as desired. This will be a noticable change from previous versions, in which entering post-designate simultaneously moved the SOI to WPN. Now, a second TMS Forward when already in post-designate will be required to move the SOI to WPN. When in post-designate with WPN as SOI, TMS Forward will command the AGM-65 to TRACK mode, and TMS Aft will slew the AGM-65 seeker back to the SPI (no change from before the update). To return EO-VIS to pre-designate, the SOI must be moved to the HUD or HMCS, and TMS Aft is pressed to cage the TD Box to the FPM. This is the other notable change from previous versions, in which pressing TMS Aft while WPN was SOI was also returning the EO-VIS to pre-designate with the SOI back to HUD or HMCS. As a result, it is now possible to return the AGM-65 seeker back to the SPI while keeping the SOI on WPN and remaining in post-designate. Since the seeker will remain in SLAVE mode while the WPN is not SOI, it is now easier to perform an off-boresight HMCS designation of a ground target for a handoff to the AGM-65. As long as the WPN is not SOI, the AGM-65 will remain slaved to the designated SPI location, even if at a gimbal limit. As the aircraft turns inbound and rolls out on the attack heading, the seeker will have arrived to the SPI, at which time the second TMS Forward may be pressed to transition the SOI to WPN for the final target acquisition and engagement. Even if you press TMS Forward too soon before the seeker has arrived at the SPI location, a press of TMS Aft while WPN is SOI and the SPI is within the gimbal limits will command the seeker to the SPI. Below is a summary of the EO-VIS procedure, with the changes highlighted in red: (HUD/HMCS SOI) TMS Forward to ground stabilize TD Box into EO-VIS post-designate. (HUD/HMCS SOI) TMS Forward again to set WPN as SOI and enter SLEW mode or DMS Aft to manually set WPN as SOI and enter SLEW mode. Seeker LOS circle appears. (WPN SOI) Slew seeker over target. (WPN SOI) TMS Forward to enter TRACK mode. (WPN SOI) TMS Aft to exit TRACK mode/slew seeker back to SPI but remain in SLEW mode or DMS Forward to set HUD/HMCS as SOI and enter SLAVE mode to reposition TD Box as desired. LOS Circle will disappear when seeker enters SLAVE mode. (HUD/HMCS SOI) TMS Forward to return SOI to WPN and re-enter SLEW mode at current SPI or TMS Aft to return to EO-VIS pre-designate to designate a new SPI if desired. EO-PRE Very little has changed in this sub-mode, but it is now possible to do a handoff from the FCR in GM, GMT, or SEA mode. When the FCR is SOI and set to GM, GMT, or SEA sub-modes, entering FTT or MTT will also transition the SOI to WPN and the AGM-65 seeker will enter SLEW mode. However, the seeker will still need to be manually commanded to TRACK mode using TMS Forward while WPN is SOI. (An automatic handoff to the AGM-65 directly into TRACK mode is not possible when using the FCR; this is only possible when using the TGP.) When the SOI is manually set to WPN, the LOS circle will appear since the AGM-65 is now in SLEW mode, regardless of whether the FCR is in FTT or MTT. TMS Aft while the WPN is SOI will command the seeker back to the SPI, but the SOI will remain set to WPN. The LOS circle will remain and the seeker can still be slewed unless the SOI is returned to FCR or TGP. EO-BORE Similarly to EO-PRE, little has changed with this sub-mode. If the SOI is not set to WPN, the seeker will be in BORE mode, returning the seeker to the missile body axis boresight position. --------------------------------------------------------- In addition, it must be noted that the SOI will automatically be set to WPN any time the TGP or the FCR enters a track mode, regardless of the selected EO sub-mode. Based on research, this reflects accurate behavior for the version of F-16 that is being simulated in DCS. Kind regards, Wags
    16 points
  34. DCS Update discussion February 2024 https://www.digitalcombatsimulator.com/en/news/changelog/
    15 points
  35. Quick status update. I'm working on the US pack update, but some of the assets take some time, especially the ships. I will therefore most likely release an updated Ukraine pack update before the US pack. It will contain fixes for some issues and a couple of new assets like the BRDM-2L1.
    15 points
  36. Hello, everyone here is talking about the pilot legend Robin Old, but I want to introduce you to an Iranian pilot who, unfortunately, many people do not know him, Colonel Mahmoud Eskandari, I want to tell you some of his feats in The Iran- Iraq war Sep 1980 , the Iraqi army built a bridge over the Arvand river so that it could be crossed and captured the city of Khorramshahr and the city of Abadan and its huge oil refinery. The problem of recapturing these cities for the Iranians was this bridge that no commando and no pilot could blow it up, but the pilot colonel Eskandari was able to The explosion of that bridge caused the city of Khorramshahr to be freed and 19,000 Iraqi prisoners were captured by Iran. In another incident, Colonel Eskandari and 7 other Phantoms crossed the common border of Turkey and Iraq with three aerial refuelings below 500 feet by 747 747 planes had secretly exited the international route at a very low altitude This clever plan made the Iraqis mistake the Iranian phantoms with Turkish planes And at the same time, for distraction, two F-5 attacked the Iraqi Kirkuk refinery so that the Iraqi radars would notice them and the Phantoms reached the H3 bases and destroyed dozens of planes. This is the longest and largest air attack by Phantoms in the world. In another mission, the Phantom was damaged in this operation and landed in Syria without any missiles or weapons, right in the middle of Iraq fly and come from Syria to Iran, and no MiG 23 and MiG 21 could defeat them. I hope my good friends here will search the internet about the attack on Air Base H3, unfortunately there are many pilots in the world who are great legends, but the advertisement is only for Robin Old as if the only legend and phantom pilot is Robin Old. While thanking ED and Heatblur , I hope this delay in the F-4 project will end as soon as possible, and also the map of the Persian Gulf will be more complete and larger, and the complete map of Iraq and Vietnam will be prepared sooner. I think we will have the most beautiful and exciting campaigns
    14 points
  37. Greetings Pilots! This is an AH-64D Apache Course is a simple but effective training mission that you can use to practice and improve your craft from being a "Zero" to a "Hero" on the digital battlefield. - There is no scripts so you never have to update anything. - Aircraft are set up so you can multicrew with a buddy if you want. - All aircraft are hot start, minus range 12. - Simple & Effective kneeboards - The mission is set up in 12 different ranges, each range has its own spawn. So if you want to do range 1, select the range 1 spawn. If you don't know how to do something check the kneeboard for the range you're on. - Each range you spawn into will give you a quick brief from range control. For example if you spawn on range 7, you'll be prompt to switch to the front seat and have George hover you at an altitude of 150ft. ——— RANGES ——— 1: Navigation Basic - Work your way through 5 waypoints that are pre-loaded into your TSD. 2: Navigation Advanced - Enter the given waypoints into your TSD and fly the route. 3: Landing & Hovering - Practice your landing and hovering, also has an obstacle course 4: Hellfires - Practice using the hellfire missiles from the CPG seat 5: IHADDS Rocket Range - Practice using the rockets with your IHADDS 6: Rockets Long Range - Practice long range rocket engagements from the CPG seat 7: IHADDS Gun Range - Practice using the gun while slaved to your IHADDS. 8: Guns Long Range - Practice long range engagements with the gun from the CPG seat 9: Positive Identification Range - Practice PID against similar looking vehicles. 10: Boats: This is your deck landing qualification (DLQ) Range. 11: Barrier Shooting: Fly behind cover & concealment and engage the enemy 12: Radios: Learn how to set up radio freqs If you're still learning the basics of flying the AH-64D Apache and want to continue using this mission, I highly suggest going to range 3: Landing & Hovering and follow BradMick's "AH-64D Flight lessons" playlist on youtube. —————————————————— - Check your kneeboard! - If you want to do a different range, go back to spectators and select a new range. - If you want to redo a range, restart the mission, and go back to the range. Made by: Tom P !!IF YOU HAVE ANY ISSUES PLEASE LET ME KNOW!! Once downloaded. DCS Drive(whatever drive your DCS is on) > Saved Games > DCS > Missions. And place my mission in there. Open DCS and select mission and play it. Enjoy Apache Course.miz
    14 points
  38. customizing textures in the game engine
    14 points
  39. DCS Patch status Current versions: https://updates.digitalcombatsimulator.com/ Stable Version Current version number: 2.9.3.51704 thank you
    14 points
  40. Happy New Year everyone. Sorry, I have been absent, MIA, and gone for so long. I would like to thank all of you for your concerns and it means a lot to me. It's been rough but I'm still here trying to get back into what I love doing. Creating AI 3D Ship models for DCS. It's a slow process but I'm getting there. My plan for 2024 is to start creating small 3D DCS AI boats and ship models and work my way up from there. I will create the mods in no specific order. I will eventually get back to the AI Mods I was working on in 2023. Below is the first model of 2024. Finlands Hamina Class Missile Boat FNS Tornio. It's a WIP. For the record, I haven't seen any issues with any of my AI Ship models and I have the recent DCS version installed.
    14 points
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