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DCS:- Warthog (A-10C)

24

Comments

  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    In addition to this weekends Steam sale, Eagle Dynamics have announced their own 2 week 33% online store discount sale. This Applies to DCS:- Black Shark, Warthog and the Lock On:- Flaming Cliffs 2 upgrade.

    http://forums.eagle.ru/showthread.php?p=1261041#post1261041

    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    Some images of the new terrain engine....
    19 August 2011

    Sorry for the long drought in updates. Current the team is mostly focused on the Black Shark update, the next A-10C patch, the Nevada terrain, and our next DCS aircraft. Speaking of the Nevada terrain, here are a few new images that highlight the dynamic terrain shadowing system of our new terrain engine being used for Nevada, Eagle Dynamics Terrain Engine (EDGE).

    Hope you like them.

    Thanks,
    Matt

    svkncp.jpg

    9kuzw9.jpg

    beg3sw.jpg

    30ngk1s.jpg

    53tnxh.jpg

    oqdk07.jpg

    15ml15y.jpg


    Nate


  • Registered Users, Registered Users 2 Posts: 481 ✭✭seamus1980


    They look fantastic,Thank you,Nate do you know when the patch will be out for Black shark?


  • Closed Accounts Posts: 121 ✭✭SeanMcp


    Are u able to play this simulator on Mac:)


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    SeanMcp wrote: »
    Are u able to play this simulator on Mac:)

    Yes - using BootCamp and if your hardware is good enough.

    May be of interest --> http://forums.eagle.ru/showthread.php?t=70295&highlight=apple

    Nate


  • Closed Accounts Posts: 121 ✭✭SeanMcp


    would mac mini (2009) be powerful enough to run bootcamp and this sim:confused:


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    I wouldn't think so - The absolute minimum spec it will run on is
    Minimum system requirements: Operating system: Windows XP, Vista or 7; Processor: Core 2 Duo 2.0 GHz; Memory: 3 GB; Free hard disk space: 7 GB; Video: 512 MB RAM card, DirectX 9 - compatible; Sound: DirectX 9.0c - compatible; requires internet activation.

    It wouldn't be too pretty on the lowest settings and I'm not sure a Mac mini is anywhere near that spec.

    Nate


  • Closed Accounts Posts: 121 ✭✭SeanMcp




  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    I would very much doubt it. That only has 2gb of Ram for a start and typically Intel Graphics cards are useless for gaming.

    That said I don't know enough about laptops or low spec PCs to be sure. But DCS is very demanding when it comes to hardware. A 64bit OS is also highly recommend.

    Perhaps if you ask other people for their experiences on the official DCS forum, you may get a better answer. http://forums.eagle.ru/index.php

    Nate


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  • Closed Accounts Posts: 121 ✭✭SeanMcp


    is there any computer n joystick u would recommed for this DCS :o


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--




  • Closed Accounts Posts: 121 ✭✭SeanMcp


    any real good computers that will be good for flight sims thanks again
    :)


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    SeanMcp wrote: »
    any real good computers that will be good for flight sims thanks again
    :)

    To be honest I'm no expert, again, you'd be better served asking on the official EAGLE/DCS forums (In the Hardware section) for other users experiences. http://forums.eagle.ru/index.php

    That said, go for at least 4gb of RAM and get as fast a CPU and GPU as you can afford. Also read up on Overclocking, it might save you some cash. Also building your own computer from components will be cheaper.

    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    On Sale again...
    A-10C and Black Shark 33% off sale at Steam

    http://store.steampowered.com/

    Sale runs from 10 - 24 September

    http://forums.eagle.ru/showthread.php?p=1289480#post1289480

    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    Preliminary Changlog for the upcoming 1.1.1.0 patch.
    DCS: A-10C Warthog, 1.1.1.0 Patch Change Log

    This list is still in progress and very much subject to change. Items may still be added or removed.

    FEATURES
    • Moving and changing cirrus clouds.
    • Increased the destruction values of buildings. A big and concrete buildings will require more bombs for destruction. For example: a big 16-floor building now requires two Mk-84 rather one Mk-82, as it was earlier. The same holds true for the hardened Command Center and Ammo Depot.
    • Added new, higher resolution textures for some buildings: TV tower and Control Tower by Mustang


    AVIONICS
    • Fixed: RWR symbology intensity knob is now functional.
    • TGP North arrow follows TGP view when overflying the tracked target now.
    • TGP Autolase symbology has been improved - a steady/flashing ‘A’ indicator near the laser code on the TGP (autolase conditions are not met if flashing). ‘TGP AUTOLASE FAIL’ and ‘LASER CODE MISMATCH’ WCNs also implemented.
    • Fixed the GUN READY light logic - the light will be ON only when the gun is really ready to fire (i.e. no more ON while taxiing or taking off); Ground Safety Override Switch will set the light to ON.
    • GND SAFE and LDG GEAR annunciations on HUD/DSMS will work correctly now with the Ground Safety Override Switch.
    • Training mavericks are displayed now in SADL PPLI weapons status on the TAD.
    • Force Feedback stick shaker function have been adjusted.
    • Waypoints names set via the ME are now not auto-renamed upon complete CDU reinitialization via DTSUPLD.
    • The TGP compass rose is not displayed now if TGP LOS is above the horizon line.
    • If the Boat switch on Thrustmaster Warthog is moved to another position with TGP not being SOI, the TGP will update its polarity according to the new switch position once it is made SOI.
    • Missing PPLI voice callsign on the TAD is fixed.
    • ILS frequency display on CDU FLDINFO page is updated. If an airfield has different ILS frequencies for two of its landing directions, both frequencies will be displayed. Each under the respective runway number.
    • TGP A-G/A-A CTRL pages OSB mapping was updated - auto/man gain calibration, focus reset, and latch functions were enabled on these pages.
    • Added missing time display on TGP A-A page
    • 'NO SPI' and 'TEST' messages were added for IAM station status on DSMS page.
    • Updated the TAD hook elevation display. It will be yellow when no elevation is available - the elevation is derived from the current steerpoint in this case. It will be displayed in red ‘NO EL’ when the hook becomes steerpoint.
    • Fixed VHF presets when the Mode Selector on the VHF panel was switched from OFF to DF and then to TR (in that order).
    • CDU longitude data entry routine is fixed - there were problems with sign when the data was entered without a hemisphere.
    • It will be possible to drop IAMs with CICU and EGI turned off. They will be released as conventional free fall bombs.
    • Coordinates format, yardstick type, coordinates, and laser designator mode (L/P/B) are now removed from the TGP display when the laser is in Laser Spot Search or Detect modes.
    • COPY FAIL and TGP SLV STPT INV notes have been implemented.
    • Various fixes to TGP LSS mode logic - laser spot loss, timeouts, displays transitions, etc..
    • Laser mode on TGP AG page can no longer be changed while the laser is fired.
    • LSS and laser mode toggle function should now work correctly with TGP slaved to SPI.
    • TGP will no longer track moving objects if LOS is obscured.
    • Releasing an IAM will now generate Mark Z.
    • Signal Lights Switch and Approach Indexer & AR Status Lights Switch were made functional.
    • INR-A and INR-P are displayed instead of AREA and TRACK when TGP LOS is masked.
    • 'M' on the TGP will no longer flash. It is now visible only when LOS is actually masked.
    • System will not allow an invalid laser code to be entered. An invalid data entry results in a “CICU INPUT ERROR” on the scratchpad (CDU or HUD), and caution is displayed on the MFCDs (LASER TRACK CODE INVALID or LASER DES CODE INVALID).
    • Maverick symbology logic is slightly varied now with different IFFCC target elevation modes selected - DLZ and range cues have been removed from the display under particular slant ranges.
    • The IAM Quick Pickle routine has been updated. After the first quick pickle, the user has a chance to pickle again. After a 15 second timeout, the bomb will become unusable and it will be impossible to ‘restore’ the bomb via the DTS UPLOAD function.
    • Fixed the inoperable Auto EO power in multiplayer after multiple restarts of client aircraft.
    • ADI steering bar movement limits have been adjusted.
    • Fixed missing TER DETECTED and TER+STORE DETECTED messages on the DSMS Inventory page.
    • IAMs are no longer initialized with ALN UNS or ALN GRDY status when a mission is started in-flight.
    • DSMS station status is correctly updated now when Selective Jettison is attempted with the RACK option.
    • Fixed the missing black background for some MFCD items.
    • HUD symbols are no longer shown outside the HUD frame.
    • Maverick FOV change is instant now and not a zoom.
    • Issues with ARC-186 and ARC-164 two lower digits frequency setting has been fixed.
    • TACAN frequency selector animation and functionality has been updated based according to real cockpit videos.
    • Marker beacon Morse code audio volume is no longer affected by the ILS volume knob on Intercom panel. However, it can still be turned OFF by pushing the ILS volume knob.
    • New canopy open/close sounds have been added.
    • New Sidewinder growl sound has been added.
    • Canopy jettison/tear off sounds have been added.
    • Cockpit Master Caution sound, and warning tones have been made non-spatial (not dependent on pilot’s head position).
    • Sidewinder growl is no longer heard in external views.
    • TACAN and ILS Morse code audio frequencies have been changed to 1020 Hz for ILS, and to 1350 Hz for TACAN.
    • The Middle marker beacon Morse code audio frequency was changed to 1,300 Hz. The Outer marker audio has been updated to better reflect the real audio.
    • CCIP consent option no longer affects the AGM-65.
    • The Waypoint name is no longer changed when its coordinates or altitude have been edited.
    • The red smoke generator is now shown in DSMS.
    • IAM min/max range marks, and current range caret will no longer randomly jump around when SPI is generated by the TGP.
    • Pressure and Barometric altitudes are correctly displayed on CDU CADC page now.
    • GCAS 90-foot hardcall no longer needs EGI and CADC to function.
    • Minor changes to the ARC-164 Frequency Knobs logic according to newly available videos.
    • The ARC-164 preset channel frequency is now displayed only after the Status button has been pressed on the control panel. Also, minor changes in the indication have been made - display test, etc.
    • The NMSP UHF light has been fixed.
    • EGI in-flight alignment will no longer cause an error in the ownship position. EGI will switch to NAV automatically when the 30 seconds timeout is over, and after a certain alignment accuracy has been reached.
    • IAM ALN RDY and ALN DEG status messages will no longer generate LRU FAIL for IAMs on the STAT page.
    • Airfields will be initialized in the CDU with correct waypoint numbers on all clients in multiplayer.
    • The Fuel Quantity Indicator will now show current fuel quantity instead of zero at ramp start.
    • The DSMS Quick Look profile will now display the correct bomb laser code.
    • CCIP Gun Reticle PAC-1 now correctly stabilizes on the API pipper when the gun is loaded with Combat Mix (CM).
    • Existing markpoints are now removed from the TAD upon DTS Upload.
    • The Signal light lamp test function has been fixed - some lights were not lit with only battery power on, and some were not lit with AC power available.
    • Laser guided bombs can now be released without TGP on board.
    • Fixed incorrect target elevation when switching it from DTS to HOT. NAV points (51 and above) will no longer be updated with hot elevation. All DTSAS functions will be ceased if a DTSAS failure is detected.
    • Select MAV video (China Fwd Short) logic was adjusted.
    • Radio frequency selectors rotation speed was adjusted for more convenient use.
    • Fixed bomb release interval option in DSMS. This no longer as an effect on CBU-97.
    • Ripple release will now work correctly with unlimited weapons.
    • Fixed SPI reporting for AI aircraft - index number on TAD, display sequence, and update period.
    • Fixed wrong fuel display for TAD air PPLI symbols.
    • Cockpit switches sound is positioned correctly now. Updated other cockpit sound positions.
    • BDU-50/56LGB auto lase procedure was fixed.
    • Each action in the aircraft auto-start sequence is followed by a screen message now.
    • HARS is initialized with correct magnetic heading.
    • The TAD map will be displayed instead of NO NAV DATA once any position source is valid - either INS or GPS.
    • Fixes to CCIP CR - heading scale is removed in post designate mode, ‘3/9’ and ‘5 mil’ indication is reverted to ‘MAN REL’ once the solution is inside HUD FOV.
    • Rockets can now be fired in CCIP CR if they are selected after a bomb profile.
    • Weapon ripple/pairs release order was fixed - the wrong stations sequence when profile was deselected and then selected again, inability to ripple rockets from paired stations.
    • HSI selected course pointer is correctly initialized with course to the next steerpoint when the aircraft is started in air.
    • Waypoint attributes from ATTRIB page are now correctly applied to a newly created waypoint or markpoint.
    • Waypoint attributes are now correctly applied to ADI/HSI steering when the steerpoint altitude/coordinates, current fly-to DB, or current steerpoint number have been changed, or when the ANCHOR point has been set as the steering destination via the NMSP.
    • Many fixes have been made to the ADI steering bars logic. Pitch steering will work for the anchor point now. Pitch steering was improved and is less sensitive. Bank steering bar will properly steer to the course set via HSI. Bank steering pointer will no longer generate strange steering commands.
    • SCS point altitude is now derived from current steerpoint.
    • ADI pitch steering bar does not steer the aircraft into the ground anymore. The minimum steering altitude changed to 90 feet.
    • Course set display on ATTRIB page will refresh when FROM point has been changed.
    • Waypoints DB is no longer reset during CDU warm start.
    • NO SPI WCN will be set if the current SPI is steerpoint with no valid elevation set.
    • CDU will perform some actions after the aircraft has landed: 1) DTS download will be performed. 2) RER and CEP will be calculated with special RERCALC waypoint being created and set as the steerpoint. 3) CDU warm start will be performed, once the CDU download is complete.
    • Fixed blank waypoint display on CDU when new mark Z event is created.
    • Brightness/contrast effect for sensors (TGP and Maverick) has been made much more realistic looking.

    Nate


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  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    Short Vid of the In Progress Nevada Terrain



    Nate


  • Registered Users, Registered Users 2 Posts: 2,684 ✭✭✭Darwin


    Must pick up this game if I can drag myself away from racing sims :) Black Shark KA-50 was great but the learning curve was pretty steep. I do miss the printed game manuals that used to come as part of the game packaging - Falcon 4.0 springs to mind!


  • Registered Users Posts: 590 ✭✭✭Leonidas BL


    Defo gonna buy this game


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    This is pretty good, watch in HD in fullscreen if you can.



    Nate


  • Registered Users Posts: 590 ✭✭✭Leonidas BL


    Anyone have a good site I can order it from?


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  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    From the developers http://www.digitalcombatsimulator.com/

    Or steam, or direct 2 drive.

    Nate


  • Registered Users Posts: 590 ✭✭✭Leonidas BL


    Thanks :cool:


  • Registered Users Posts: 590 ✭✭✭Leonidas BL


    Could ya tell me one thing about the game, is there things like free flight or just traveling from one airbase to another while viewing all the different air traffic in the area????


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    Is it possible, it depends on how a mission is created by the author. But if you want to create your own free flight mission it takes literally 2 seconds to add a flight plan and click FLY.

    Nate


  • Registered Users Posts: 590 ✭✭✭Leonidas BL


    Can I not buy it on dvd, I only see download!!!
    Not on a 1mb connection....


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--




  • Registered Users Posts: 590 ✭✭✭Leonidas BL


    Nice, thanks :)


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    A-10s Compatibility Patch v1.1.1.0 is out.

    http://www.digitalcombatsimulator.com/en/downloads/patches/dcs-wh_patch_1.1.1.0_en/

    Full non-patch version http://www.digitalcombatsimulator.com/index.php?scr=product&ProductId=8&end_pos=135&lang=en

    Changelog

    FEATURES
    • Moving and changing cirrus clouds.
    • Increased the destruction values of buildings. A big and concrete buildings will require more bombs for destruction. For example: a big 16-floor building now requires two Mk-84 rather one Mk-82, as it was earlier. The same holds true for the hardened Command Center and Ammo Depot.
    • Added new, higher resolution textures for some buildings: TV tower and Control Tower by Mustang.
    • New CBU-97 and CBU-105 animations.
    • Edited flight manual.
    • Defend Camp Yankee and Overwatch single missions have been updated.
    • Georgian Yak-40 no longer uses Russian Skin.
    • HOTAS Fundamentals Training Mission now integrated in the training menu.
    • Added tree shadows.
    • Set helicopters to land and takeoff from ships.
    • Improved multiplayer stability.
    • Improved FARP model.
    • Improved object and terrain Z-fighting.
    • New Ticonderoga-class cruiser.
    • JTAC radio 9-line MGRS co-ordinates no longer omit leading Zeros.
    • Ka-27s no longer spawn inside each other when taking off from the Kuznetsov.
    • A-10C cockpit. Warning lights, Gear handle light and CMSC are now properly Self Illuminated.
    • DCS no longer Stutters and accesses Hard disk during disintegration of Player A-10C.
    • JTAC will no longer Sparkle unrelated terrain if it obstructs Line of sight to the target, will switch to Type 3 engagement.
    • Submarines shadows Corrected.
    • Initial LOD changes no longer cause models to disappear briefly, before the new LOD is displayed.
    • Train Tunnel entrances are correctly textured now.
    • JTAC "Request BDA" Tweaked.
    • The GBU-31 is no longer missing a model for its LOD.
    • Mission Editor no longer uses excessive amounts of memory when copy/pasting units.
    • EWR 1L13 ranges in Mission editor now match those in DCS.exe.
    • Side Front Windscreens tinted.
    • ATC radio menu entry "I'm lost" renamed to "Request Azimuth"
    • New E-3A Sentry.
    • Updated GUI manual.
    • New trigger rules: Flag Equals, Flag Equals Flag, Flag is Less Than Flag.
    • New trigger actions: Group MSG (message) and Group SND (sound).
    • Nights are much more dark now.

    The following airbases have had their names changed:
    • UG24: Tbilisi - Soganlug -> Soganlug (runways changed from 14/32 to 13/31)
    • UGKO: Kutaisi - Kopitnari -> Kutaisi

    Improved Helicopter AI (HAI):
    • When analyzing a tactical situation, the HAI will take in account all threats, not only the target that the HAI is engaging.
    • If it possible to engage targets from a safe distance, the HAI will not fly close to threats. If it appears that the HAI is not at a safe position. If too close to enemy air defenses, for example, the HAI will fly away from away the threat(s) and then start engaging targets from safe a distance.
    • If it appears impossible to engage targets from safe distance, the HAI will make only one short attack (one missile launch / rocket salvo or cannon burst per run. ) from maximum range of that weapon and then breakaway to make new attack if required. This reduces fire effectiveness, but it greatly increases HAI survival when engaging targets with cannon or rockets. Of course, the HAI will never hover in an unsafe location.
    • If high-priority targets are screened by low-priority targets that makes impossible to attack high-priority target from safe distance, the HAI will attack low-priority targets first to break the screen. In other words, if you have line of enemy APCs and tanks at 4 km and enemy AAA and SAMs at 12 km, the HAI will engage those APCs and tanks first. No more flying over the enemies heads.
    • Jinking anti-flak maneuvering has been added. When flying in the WEZ of AAA, tanks, and APCs, the HAI will fly at high speed and jink. Of course, HAI will not jink when aiming at a target.


    AVIONICS
    • Fixed: RWR symbology intensity knob is now functional.
    • TGP North arrow follows TGP view when overflying the tracked target now.
    • TGP Autolase symbology has been improved - a steady/flashing ‘A’ indicator near the laser code on the TGP (autolase conditions are not met if flashing). ‘TGP AUTOLASE FAIL’ and ‘LASER CODE MISMATCH’ WCNs also implemented.
    • Fixed the GUN READY light logic - the light will be ON only when the gun is really ready to fire (i.e. no more ON while taxiing or taking off); Ground Safety Override Switch will set the light to ON.
    • GND SAFE and LDG GEAR annunciations on HUD/DSMS will work correctly now with the Ground Safety Override Switch.
    • Training mavericks are displayed now in SADL PPLI weapons status on the TAD.
    • Force Feedback stick shaker function have been adjusted.
    • Waypoints names set via the ME are now not auto-renamed upon complete CDU reinitialization via DTSUPLD.
    • The TGP compass rose is not displayed now if TGP LOS is above the horizon line.
    • If the Boat switch on Thrustmaster Warthog is moved to another position with TGP not being SOI, the TGP will update its polarity according to the new switch position once it is made SOI.
    • Missing PPLI voice callsign on the TAD is fixed.
    • ILS frequency display on CDU FLDINFO page is updated. If an airfield has different ILS frequencies for two of its landing directions, both frequencies will be displayed. Each under the respective runway number.
    • TGP A-G/A-A CTRL pages OSB mapping was updated - auto/man gain calibration, focus reset, and latch functions were enabled on these pages.
    • Added missing time display on TGP A-A page
    • 'NO SPI' and 'TEST' messages were added for IAM station status on DSMS page.
    • Updated the TAD hook elevation display. It will be yellow when no elevation is available - the elevation is derived from the current steerpoint in this case. It will be displayed in red ‘NO EL’ when the hook becomes steerpoint.
    • Fixed VHF presets when the Mode Selector on the VHF panel was switched from OFF to DF and then to TR (in that order).
    • CDU longitude data entry routine is fixed - there were problems with sign when the data was entered without a hemisphere.
    • It will be possible to drop IAMs with CICU and EGI turned off. They will be released as conventional free fall bombs.
    • Coordinates format, yardstick type, coordinates, and laser designator mode (L/P/B) are now removed from the TGP display when the laser is in Laser Spot Search or Detect modes.
    • COPY FAIL and TGP SLV STPT INV notes have been implemented.
    • Various fixes to TGP LSS mode logic - laser spot loss, timeouts, displays transitions, etc..
    • Laser mode on TGP AG page can no longer be changed while the laser is fired.
    • LSS and laser mode toggle function should now work correctly with TGP slaved to SPI.
    • TGP will no longer track moving objects if LOS is obscured.
    • Releasing an IAM will now generate Mark Z.
    • Signal Lights Switch and Approach Indexer & AR Status Lights Switch were made functional.
    • INR-A and INR-P are displayed instead of AREA and TRACK when TGP LOS is masked.
    • 'M' on the TGP will no longer flash. It is now visible only when LOS is actually masked.
    • System will not allow an invalid laser code to be entered. An invalid data entry results in a “CICU INPUT ERROR” on the scratchpad (CDU or HUD), and caution is displayed on the MFCDs (LASER TRACK CODE INVALID or LASER DES CODE INVALID).
    • Maverick symbology logic is slightly varied now with different IFFCC target elevation modes selected - DLZ and range cues have been removed from the display under particular slant ranges.
    • The IAM Quick Pickle routine has been updated. After the first quick pickle, the user has a chance to pickle again. After a 15 second timeout, the bomb will become unusable and it will be impossible to ‘restore’ the bomb via the DTS UPLOAD function.
    • Fixed the inoperable Auto EO power in multiplayer after multiple restarts of client aircraft.
    • ADI steering bar movement limits have been adjusted.
    • Fixed missing TER DETECTED and TER+STORE DETECTED messages on the DSMS Inventory page.
    • IAMs are no longer initialized with ALN UNS or ALN GRDY status when a mission is started in-flight.
    • DSMS station status is correctly updated now when Selective Jettison is attempted with the RACK option.
    • Fixed the missing black background for some MFCD items.
    • HUD symbols are no longer shown outside the HUD frame.
    • Maverick FOV change is instant now and not a zoom.
    • Issues with ARC-186 and ARC-164 two lower digits frequency setting has been fixed.
    • TACAN frequency selector animation and functionality has been updated based according to real cockpit videos.
    • Marker beacon Morse code audio volume is no longer affected by the ILS volume knob on Intercom panel. However, it can still be turned OFF by pushing the ILS volume knob.
    • New canopy open/close sounds have been added.
    • New Sidewinder growl sound has been added.
    • Canopy jettison/tear off sounds have been added.
    • Cockpit Master Caution sound, and warning tones have been made non-spatial (not dependent on pilot’s head position).
    • Sidewinder growl is no longer heard in external views.
    • TACAN and ILS Morse code audio frequencies have been changed to 1020 Hz for ILS, and to 1350 Hz for TACAN.
    • The Middle marker beacon Morse code audio frequency was changed to 1,300 Hz. The Outer marker audio has been updated to better reflect the real audio.
    • CCIP consent option no longer affects the AGM-65.
    • The Waypoint name is no longer changed when its coordinates or altitude have been edited.
    • The red smoke generator is now shown in DSMS.
    • IAM min/max range marks, and current range caret will no longer randomly jump around when SPI is generated by the TGP.
    • Pressure and Barometric altitudes are correctly displayed on CDU CADC page now.
    • GCAS 90-foot hardcall no longer needs EGI and CADC to function.
    • Minor changes to the ARC-164 Frequency Knobs logic according to newly available videos.
    • The ARC-164 preset channel frequency is now displayed only after the Status button has been pressed on the control panel. Also, minor changes in the indication have been made - display test, etc.
    • The NMSP UHF light has been fixed.
    • EGI in-flight alignment will no longer cause an error in the ownship position. EGI will switch to NAV automatically when the 30 seconds timeout is over, and after a certain alignment accuracy has been reached.
    • IAM ALN RDY and ALN DEG status messages will no longer generate LRU FAIL for IAMs on the STAT page.
    • Airfields will be initialized in the CDU with correct waypoint numbers on all clients in multiplayer.
    • The Fuel Quantity Indicator will now show current fuel quantity instead of zero at ramp start.
    • The DSMS Quick Look profile will now display the correct bomb laser code.
    • CCIP Gun Reticle PAC-1 now correctly stabilizes on the API pipper when the gun is loaded with Combat Mix (CM).
    • Existing markpoints are now removed from the TAD upon DTS Upload.
    • The Signal light lamp test function has been fixed - some lights were not lit with only battery power on, and some were not lit with AC power available.
    • Laser guided bombs can now be released without TGP on board.
    • Fixed incorrect target elevation when switching it from DTS to HOT. NAV points (51 and above) will no longer be updated with hot elevation. All DTSAS functions will be ceased if a DTSAS failure is detected.
    • Select MAV video (China Fwd Short) logic was adjusted.
    • Radio frequency selectors rotation speed was adjusted for more convenient use.
    • Fixed bomb release interval option in DSMS. This no longer as an effect on CBU-97.
    • Ripple release will now work correctly with unlimited weapons.
    • Fixed SPI reporting for AI aircraft - index number on TAD, display sequence, and update period.
    • Fixed wrong fuel display for TAD air PPLI symbols.
    • Cockpit switches sound is positioned correctly now. Updated other cockpit sound positions.
    • BDU-50/56LGB auto lase procedure was fixed.
    • Each action in the aircraft auto-start sequence is followed by a screen message now.
    • HARS is initialized with correct magnetic heading.
    • The TAD map will be displayed instead of NO NAV DATA once any position source is valid - either INS or GPS.
    • Fixes to CCIP CR - heading scale is removed in post designate mode, ‘3/9’ and ‘5 mil’ indication is reverted to ‘MAN REL’ once the solution is inside HUD FOV.
    • Rockets can now be fired in CCIP CR if they are selected after a bomb profile.
    • Weapon ripple/pairs release order was fixed - the wrong stations sequence when profile was deselected and then selected again, inability to ripple rockets from paired stations.
    • HSI selected course pointer is correctly initialized with course to the next steerpoint when the aircraft is started in air.
    • Waypoint attributes from ATTRIB page are now correctly applied to a newly created waypoint or markpoint.
    • Waypoint attributes are now correctly applied to ADI/HSI steering when the steerpoint altitude/coordinates, current fly-to DB, or current steerpoint number have been changed, or when the ANCHOR point has been set as the steering destination via the NMSP.
    • Many fixes have been made to the ADI steering bars logic. Pitch steering will work for the anchor point now. Pitch steering was improved and is less sensitive. Bank steering bar will properly steer to the course set via HSI. Bank steering pointer will no longer generate strange steering commands.
    • SCS point altitude is now derived from current steerpoint.
    • ADI pitch steering bar does not steer the aircraft into the ground anymore. The minimum steering altitude changed to 90 feet.
    • Course set display on ATTRIB page will refresh when FROM point has been changed.
    • Waypoints DB is no longer reset during CDU warm start.
    • NO SPI WCN will be set if the current SPI is steerpoint with no valid elevation set.
    • CDU will perform some actions after the aircraft has landed: 1) DTS download will be performed. 2) RER and CEP will be calculated with special RERCALC waypoint being created and set as the steerpoint. 3) CDU warm start will be performed, once the CDU download is complete.
    • Fixed blank waypoint display on CDU when new mark Z event is created.
    • Brightness/contrast effect for sensors (TGP and Maverick) has been made much more realistic looking.
    • Fixed HSI Course offset from heading by approx 5 degrees.
    • Fixed ADI steering with crosswind.
    • Desired magnetic heading with crosswind is computed correctly now.

    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    Update on future products...
    Wags wrote:
    In the coming months we plan to release several new projects. While we wish to have open communications with our customers and let them know of our planned projects, please understand that plans often change due to unforeseen circumstances. The below list is a road map of our intentions and not a promise of things to come. As each product nears completion and feature lists are finalized, more details will be provided.

    1- Combined Arms. This $19.99 add-on will allow A-10C, Black Shark 2, and Flaming Cliffs 3 owner to act as ground force commanders as the mission is running. Users can direct ground units, set fire missions for artillery/multiple rocket launchers, and take the role of a Joint Terminal Air Controller (JTAC). As the JTAC, players will have night vision goggles, IR pointer, laser designator, and Forward Looking Infrared (FLIR). Several other new items are still being considered. Combined Arms will work in both single player and multiplayer missions.

    2- Flaming Cliffs 3. This will be a paid-for update to the Flaming Cliffs series and brings it to the same world, mission editor, AI, units, etc. as A-10C and Black Shark 2. We plan to include several upgrades to the aircraft, a resource management system, and several other new features. This will also make Flaming Cliffs online compatible with A-10C and Black Shark 2. Pricing will depend on what new features are included.

    3- Nevada map. This will be a $19.99 add-on that will be compatible with A-10C, Black Shark 2, and FC3. Users that purchased the A-10C beta will get this map for free.

    4- The first "DCS Flying Legends" aircraft will be released in the first half of 2012.

    5- The next US fixed wing jet DCS aircraft is being worked on in parallel.

    For Combined Arms and the Nevada map, a single purchase will allow these add-ons to work with A-10C 1.1.1.0, Black Shark 2, and FC3.

    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    Patch v1.1.1.1 is out http://forums.eagle.ru/showthread.php?goto=newpost&t=82956
    15 December 2011

    The A-10C 1.1.1.1 patch provides a long list of improvements and fixes to the DCS series of products. In parallel with this patch, improvements have been made to the master multiplayer server to improve stability. The 1.1.1.1 patch for A-10C from:

    http://www.digitalcombatsimulator.com/en/downloads/patches/ This patch apply to English versions only.

    The Black Shark 1.1.1.1 patch will be released later in the week.

    Common A-10C 1.1.1.1 and Black Shark 2 1.1.1.1 Patch Changes

    GENERAL
    •Crash with South Ossetia in Fast Mission Generator is corrected.
    • Added option to turn tree shadows off and on. Setting tree shadows off will result in better frame rates.

    GRAPHICS
    •HDR effect on sun corrected.
    •Dust and smoke grenade effects at night no longer appear as if day.
    •Fixed building errors at Sukhumi airbase
    •Visibility range of rocket smoke marker has been increased.
    •Contrail duration time is reduced.
    •Corrupted NVG image after long use is corrected.
    •Tree shadow rendering improved.

    AI
    •SEAD flights use anti-radiation missiles correctly again.
    •Crash with more than one aerial tanker in a mission is corrected.
    •Orbit trigger action has been corrected.
    •FARP and airbase ATC now respond correctly after landing.
    •Ground unit logic of driving over bridges adjusted.
    •Repeating wingman rejoin messages fixed.

    A-10C Specific 1.1.1.1 Patch Changes

    GENERAL
    •Updated A-10C flight manual.

    GRAPHICS
    •Canopy reflections have been corrected.
    •Targeting pod sensor head flicking fixed.

    AI
    •JTAC radio options now appear properly for clients.
    •A-10C wingman AI evasive manoeuvring adjusted.

    AIRCRAFT AND WEAPONS
    •Fixed occasional crash using CBU-97 and CBU-105.
    •Occasional A-10C engine shut down during start up or taxi is fixed.
    •A-10C weapon alignments adjusted.

    AVIONICS
    •A-10C RWR now correctly detects Pyotr Velikiy radar locks and launches.
    •Fixed HSI Course offset when navigating with TACAN.
    •Hydra MK1 rockets are correctly displayed as Target Practice (TP) in DSMS now.
    •Engine oil pressure lights logic fixed. They will light when pressure is low whether the engines are running or not.
    •TGP gimbal will remain stowed now if TGP is OFF or STBY, and HOTAS ‘Slave All to SPI’ or ‘Slave TGP to Steerpoint’ commands have been attempted.
    •Manually entered magnetic variation (CDU OPTIONS page) will now be applied to all directions in TAD and CDU. Exception is CDU OFFSET page, which always uses the variation computed by EGI.
    •The map convergence correction was applied to TAD. Now the flight plan line is always oriented straight up when the aircraft is flying along it.
    •With SCS mode selected CDU STEER and ANCHOR pages will provide steering to the SCS point instead of steerpoint. Same applies to the HUD steering symbology.
    •SCS point color on TAD was changed to yellow.
    •Flight plan lines are correctly removed now from TAD when SCS is selected.
    •Flight plan waypoints auto-sequence is disabled when SCS is active.
    •IFFCC target elevation cannot be edited in SCS now.
    •ADI vertical steering works correctly with SCS now.
    •The last created markpoint will be not blanked from display on TAD in SCS mode.
    •IFFCC target elevation will be updated from steerpoint, when it was edited in CDU.
    •When TGP entered LSS and if it was SPI source, SPI will be reset to steerpoint. Once laser track have been obtained, TGP can generate SPI again.
    •AGL waypoint elevation option is handled correctly by CDU upon loading data from Mission Editor.
    •Fixed wrong geographical coordinates position (it was shifted up) on TGP display.
    •Fixed: external fuel tanks are red boxed on DSMS.
    •Fixed wrong symbols input on UFC upon the first attempt.
    •IFFCC hot elevations can be entered via scratchpad now.
    •Overhead markpoint elevation is set from radar altimeter if IFFCC hot elevation is selected.
    •If DTS fails of goes into search, flashing XXXX is shown in HUD target elevation window. Pressing UFC ENT makes it steady.
    •DTSAS Coordinate Ranging will be inoperative if DTSAS is in search.
    •LASER CODE MISMATCH caution will be displayed now only if Autolase was set ON in the profile.
    •Fixed store settings display in Quick Look profile.
    •‘IFF’ VMU message will be heard now if IFF alert was set up via IFFCC TEST menu.
    •HUD is correctly initialized with HARS mode at ramp start.
    •Selecting profiles while INVALID FUZING was visible on HUD will not result to wrong sight calculations anymore.
    •PBIL jitter (especially in CCIP CR) was eliminated.
    •MRS will correctly account now for MIN TOF set in BDU-33 profile.
    •DRC now should display correct impact point according to DES TOF set in profile.
    •Fixed MRS/DRC calculations for CBU-97.
    •DRC/MRS calculations now account for target elevation - i.e. they should work correctly in mountains.
    •PBIL does not move oddly (like going parallel to horizon) anymore on low altitude deliveries.
    •CCIP pipper does not jitter anymore with CBU-97.
    •TGP line-of-sight does not return to the LSS start point anymore when laser track was exited.
    •Default CBU-97/105 open height is temporarily changed to 1800 ft.
    •Slave All to SPI function was adjusted for AIM-9. Now if TGP is A-A mode, and is SOI, AIM-9 will slave to TGP LOS (other sensors will be not affected), otherwise AIM-9 will slave to current SPI, as well as other sensors.
    •So called ‘initial points’ will be loaded with correct elevation into CDU.
    •Maverick slew sensitivity is independent of HOTAS throttle slew sensitivity now. Slew logic was reversed -0.5 is most sensitive, and 9.5 is least sensitive. Adjusted HOTAS throttle slew sensitivity range, and values minimum step.
    •Fixed FPS drop down by 30-40% when ILS is turned on.
    •Search radars now display correctly on the RWR.
    •Changes in balance for A-10C (GAU-8 ammo weight and handling and general fine tune of weight distribution) have been made.

    Black Shark 2 Specific 1.1.1.1 Patch Changes

    AIRCRAFT AND WEAPONS
    •Landing gear door animation for Ka-50 is fixed.
    •Trim with force feedback joysticks has been fixed.
    •NVG effects re-done.
    •Turning down Shkval contrast, produced Negative light in cockpit, making HUD completely dark at night, effect of this problem has been reduced.

    Note: v1.1.1.1 will break any joystick or keyboard config that uses custom modifier keys - It is a simple fix to re-add the Custom Modifier Key to the Modifier list.

    Nate


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  • Registered Users, Registered Users 2 Posts: 620 ✭✭✭Super Freak


    Some cool videos :D
    check out his other videos too :D:D




  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    That was good:)

    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    For those interested, the latest Info for DCS.
    image001.gif

    Moving to Core-Based System
    Later in 2012, The Fighter Collection and Eagle Dynamics will transition the DCS series to a core-based system. What do we mean by a core-based system? This means that the main DCS engine that includes the GUI interface will serve as the core that content modules plug into it. Such content could include vehicles, maps, campaigns, etc. This will allow purchased DCS content to be accessed through a single DCS core hub.
    Not only will this allow previous and future DCS aircraft to be fully integrated, but it will also allow 3rd party content to be easily integrated into the DCS series.




    image002.jpg

    DCS: P-51D Mustang Status
    The Mustang is coming along nicely and is currently flying around the DCS world. Most of the focus is now on tuning the flight dynamics with input from a real Mustang operator. Other work continues on the P-51D audio, a very detailed engine model, missions, and the damage model. We will also include several authentic skins with the release product.




    image003.jpg

    Open Beta Testing for Patches Coming
    To better promote community involvement and have a much larger testing base, future DCS product patches will be available in beta version prior to final release. We hope this move will allow all customer voices to be heard prior to releasing a new patch and flush out any missed problems during internal testing. The next two patches will be for A-10C and Black Shark 2.



    image004.jpg


    "DCS: P-51D Mustang" Pre-Purchase
    As we did with "DCS: A-10C Warthog", we will be offering P-51D as a pre-purchase. As a pre-purchase, customers will have access to beta versions of the product.



    Paid For User Content Now Available from DCS Web Site
    Now in the User Files section on the DCS page, you have the option to filter between All, Free, and Paid For files. The Paid For content allows a distribution channel for third party developers to sell their work.

    http://files.digitalcombatsimulator.com/en/?license=paid&set_filter=Y




    image005.jpg

    Combined Arms and Flaming Cliffs 3 Update
    Work also moved forward on these two products and we have some very interesting and fun new features in work for both products. More on those later.



    The next DCS Jet
    This DCS jet aircraft is still in its early stages and a lot can still change, even the aircraft itself. As such, we will not be announcing what aircraft this is until it is much further along.

    To keep informed of latest developments, visit the forums at http://forums.eagle.ru and http://www.digitalcombatsimulator.com

    Online Shop: http://www.digitalcombatsimulator.com/en/shop

    Nate


  • Banned (with Prison Access) Posts: 1,332 ✭✭✭desaparecidos


    Bought this but there's just too damn much to take on board.

    I'll stick with IL2 and ARMA.


  • Registered Users, Registered Users 2 Posts: 3,941 ✭✭✭pclancy


    Yeah its seriously deep. I bought it a few weeks ago and havnt had the inclination to work through all the tutorials yet. Its massivly detailed to say the least but I imagine very rewarding when you become proficient. I've found my projector I normally use for gaming isnt up to scratch running at 1024x768, the detail on all the controls just isnt there :(

    I'm looking foward to getting more into it when winter kicks in properly.


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    The Flight manual for the soon to be released P-51 Mustang has been released.

    http://files.digitalcombatsimulator.com/en/178850/

    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    Available for Pre-purchase - Pre-release Beta entry with Pre-purchase
    Wags wrote: »
    PRE-PURCHASE “DCS: P-51D MUSTANG”

    DUXFORD, UK, April 29, 2012 – The Fighter Collection and Eagle Dynamics now offer “DCS: P-51D Mustang” as a digital download pre-purchase for $39.99. Pre-purchase also provides access to pre-release Beta versions of the title.

    Pre-purchase "DCS: P-51D Mustang" at:
    http://www.digitalcombatsimulator.com/index.php?end_pos=1322&scr=shop&lang=en

    The Mustang was among the best and most well-known fighters used by the U.S. Army Air Forces during World War II. Possessing excellent range and maneuverability, the P-51 operated primarily as a long-range escort fighter and also as a ground attack fighter-bomber with bombs, rockets, and machine guns. The Mustang served in nearly every combat zone during WWII and proved to be what many consider the most successful fighter in history.

    The DCS: P-51D Mustang offers both highly-detailed simulation and easy-to-play "game" mode options for both hardcore and casual gamers. When in simulation mode, this is the most authentic simulation of the P-51D Mustang that has ever been done for the PC. Enjoy both the thrill of flying this warbird and operating its various weapons against a variety of ground and airborne targets.

    An interactive training system puts you in the cockpit with an instructor as he walks you step-by-step of learning to fly the Mustang.

    A powerful yet easy-to-use mission editor allows you to create your own missions and campaigns. A one-click Mission Generator also allows you to instantly create battles as small or large as you wish.

    Fly online with built-in server browser that supports up to 32 players in both head-to-head and cooperative gameplay. Fly online with other DCS aircraft like the Black Shark and the A-10C Warthog.

    Features of the DCS: P-51D Mustang:

    • Highly detailed six-degrees-of-freedom cockpit. Interact with cockpit controls with your mouse.
    • Unmatched flight physics and that allow you to truly feel what it's like to fly this legend.
    • Accurate P-51D Mustang model, squadron markings, and weapons.
    • Detailed modeling the P-51D Mustang instruments, weapon, engine, radios, fuel, electrical, and hydraulic systems.
    • Take part in a Challenge Campaign to test your flying and combat skills.

    24ne72a.jpg

    9rhedw.jpg

    2jchdo7.jpg

    141o93o.jpg

    vngo4i.jpg

    2ih8hfo.jpg

    m9lt10.jpg

    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    BTW the Su-25T Russian attack aircraft from FC2 is free as part of the DCS download with P-51 - Download it, it's free.

    http://www.digitalcombatsimulator.com/index.php?scr=product&ProductId=18&end_pos=135&lang=en
    DCS World is a single, unified core for all DCS products to operating within. Rather than separate installations for each DCS products, the single DCS world interface allows the user to access all of their DCS products in a common user interface. DCS world also includes a DCS News service and will allow users to purchase DCS titles through the interface at a later point.

    DCS World will be updated as DCS evolves with changes to the rendering system, AI units, AI logics, effects, etc. All aspect of the simulation, outside the flyable aircraft, add-on maps, and other paid-for content.

    The current DCE World is still in beta and will evolve over time with new features.

    The initial DCE World comes with a free flyable aircraft, the Su-25T (exported from Flaming Cliffs 2).

    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    Steam Daily Deal (2nd may) -66% off Warthog

    http://store.steampowered.com/app/61010/

    Forgot to post this too...

    Looks like some Professional 3rd party aircraft are on the way for the new DCS:-World core.

    http://forums.eagle.ru/showthread.php?t=87621
    beczl wrote: »
    I'm happy to announce my first independent 3rd party module - "DCS: MiG-21Bis Fishbed". This new module development is based on the new 3rd party License agreement/support that was previously announced by TFC/Eagle Dynamics. I plan to release MiG-21Bis later in 2012.

    The MiG-21Bis is considered a third-generation, supersonic, jet fighter. It's avionics equipment ensures day and night operations in fair and poor weather conditions. Some 50 countries over four continents have flown the MiG-21, and it still serves many nations a half-century after its maiden flight. The MiG-21 broke a number of aviation records and it is still the most produced supersonic jet aircraft in aviation history.

    "DCS: MiG-21Bis Fishbed" includes both Air-to-Air and Air-to-Ground capabilities that includes various conventional weapons like missiles, rockets, bombs, and a built in 23mm cannon. "DCS: MiG-21Bis Fishbed" will also use less widely known weapons such as some advanced air-to-surface guided missiles, retarded and general purpose bombs, and some special devices.


    Features of the "DCS: MiG-21Bis Fishbed":

    • Highly detailed six-degrees-of-freedom cockpit with dynamic shadows. Interact with cockpit controls with your mouse like previous DCS products.
    • Accurate airframe and realistic 3D cockpit model.
    • Detailed modeling of the MiG-21Bis instruments, navigation, electrical, radar, engine, fuel, and weapon systems.
    • Russian and English cockpit texts and hints

    • Improved and more realistic airplane behaviors that are based on real MiG-21Bis pilot tests and instruction.
    • More than a twenty high detailed aircraft skin with unique stencil texts.
    • More than a dozen new deliverable weapon.


    "DCS: MiG-21Bis Fishbed” is developed by Laszlo 'beczl' Becz in association with The Fighter Collection and Eagle Dynamics. Further information will be provided as development progresses. I will be providing Work In Progress (WIP) screenshots, videos, and other product information.

    attachment.php?attachmentid=65253&d=1335932149
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    Nate


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  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    DCS:- World Beta updated to v1.1.2.1 + Changelogs for A-10 and BS2 (Release will be soon)
    P-51 1.1.2.1

    • Orange (missing texture) models.
    • Crash on destruction of SAM units.
    • Disappearance of payloads after game is un-paused game.
    • New music.
    • Manual s added to installer.
    • Crash on some missions start.
    • Multiplayer login problems.
    • Repair aircraft by player request only.
    • Control surfaces synchronized over network.
    • Improved P-51D cooling system.
    • Crash after sinking IFV BMP-3.
    • Sound crackling.
    • P-51D purchase icon added to DCS: World.

    A-10 + Black Shark 1.1.2.1 (Soon)

    FEATURES
    • Integration into DCS World
    • Implemented several measures to prevent network DoS-attacks.
    • Implemented initial resource manager.
    • Added third-party models: watchtower and corrected power lines pylon.

    COMMUNICATIONS
    • The easy communication radio menu is now opened with the [\] key.
    • The realistic communication radio menu is now opened with the [RAlt - \] key.


    A-10C Fixes
    • Ground shadow z-fighting when viewed from within the cockpit.
    • JTAC's IR pointer misses the target.
    • Constantly repeated radio reports from wingmen, particularly after leader landing.
    • A-10C flight A-10C takeoff from runway. Wingmen would suddenly "freeze" between air and ground.
    • Fuel Quantity Gauge is always on.
    • Some buttons became non-clickable when view is zoomed.
    • Altimeter ELECT/PNEU switch inoperable.
    • JTACs sorted by range in radio menu.
    • Several electrical devices in cockpit not working properly.

    Ka-50 Fixes
    • Initial collective pitch is corrected.
    • Several missing text message from wingmen.
    • Wingmen take-off rejection in some cases.
    • Buttons and switches could become non-clickable in some cockpit view locations.
    • Both engine over-speed failure lights on at mission start.
    • Some dials are not affected by lighting conditions.
    • Certain wing payloads no longer stay with helicopter after the wing is destroyed.
    • Most radio options are greyed-out with easy comms.

    GENERAL Fixes
    • AXIS TUNE button sometimes not being active after assignment.
    • Periodic crash when changing gameplay options.
    • Mouse cursor sometimes being invisible in game.
    • Crash after a collision with a civilian traffic object.
    • Crash when a ship is destroyed.
    • Possible crash on mission load if civilian traffic is present in the mission.
    • Multiplayer chat key stops working.
    • "Red" Oliver Hazard Perry more powerful compared to "Blue" assignment.
    • Su-33 flight leader doesn't taxi on the deck.
    • After starting a mission, setting "BARIC SYSTEM" is reset to "CYCLONE".
    • Modifier Switch Function missing.
    • MLRS M270. Strange aiming logic.
    • BGM-109B Tomahawk. Incorrect flight model.
    • MBT Leopard-2. Inaccurate collision model.
    • E-3 model that resulted in refueling error.
    • Tanks don't open fire when on the move.
    • Possible client hang after connect to server.
    • MP client slots stay unusable for a long period of time if the previous client timed out.
    • Terrain object incorrect water reflections.
    • The Tu-160 and Tu-22 landing without landing gear.
    • SA-11. After a salvo launch from two launchers, the missiles collide.
    • JTAC use of "TERMINATE" communication.
    • Simulator hang when a mission contains a Chaparral SAM.
    • Tornado IDS. GUI error when the set bombing point is a waypoint actions.
    • Possible crash when a SAM missile hits a Su-33.
    • Any aircraft assigned to "Bombing Runway" will not attack and simply go to the next waypoint.
    • JTACs appearing with the same number in radio list, if there are more than four of them in the mission with the same callsign.
    • Missing tunnel entrance texture.
    • Nalchik airbase runway defects.
    • Mineralnye Vody airbase runway and taxiway problems.
    • Tuned AI aircraft refueling behavior.
    • Ctrl+S calls SAVE AS dialogue instead of saving file immediately.
    • Rockets are removed from fuselage hardpoints of Su-27/30/33/34.
    • Minvody airbase, tuned lights on the western edge of runway (RW 12).
    • APC and AAA not attacking ships.
    • APC MTLB firing sound continues after unit has stopped firing.
    • Ships open fire on infantry at distance of 15 km.
    • PAPI lights at Batumi were in the wrong position.
    • Aircraft shelters' self shading is tuned.
    • Increased the explosive mass of Grad rocket warhead to full warhead mass, from 12 to 18.4.
    • SA-9 target detection has been adjusted.
    • Air defense re-target to priority target.
    • LVTP-7 large aiming errors.
    • FSG Molniya gun barrel jitter when aiming.
    • Multiplayer. Water starts flickering when mission is restarted.
    • Adjusted terrain avoidance for some AI aircraft that were wildly over-exaggerating maneuvers, making them unable to fly set course.
    • Multiplayer. Possible client not hearing response from Tanker.
    • Several minor bugs in Mission Editor.
    • Possible situation of SAMs not engaging targets if ships are present in the mission.
    • Kuznetsov aircraft carrier deck lighting.

    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    The Beta Versions of the A-10 Warthog and Ka-50 Black Shark modules for DCS:-World are available now.
    A-10C Warthog and Black Shark 2 Beta Modules (1.1.2.1) for DCS: World

    Open betas of A-10C Warthog (1.1.2.1) and Black Shark 2 (1.1.2.1) modules for DCS: World are released. Download links can be found at the bottom of the download pages, right before BitTorrent files.

    http://www.digitalcombatsimulator.com/en/news/a_10c_warthog_and_black_shark_2_modules_for_dcs_world/

    Prior to installing the modules, you must first have DCS World installed. You may download from here:

    http://www.digitalcombatsimulator.com/index.php?scr=product&ProductId=18&end_pos=135&lang=en

    Please note that the open beta of Black Shark 2 module is only for the standalone version. Serial numbers of the upgrade version will not work. The module of Black Shark 2 upgrade version will be released later after release of the final versions of the modules.

    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    DCS:-Combined Arms module for DCS: A-10C Warthog and other DCS flight sim products, and some pics
    DUXFORD, UK, May 31st 2012 – The Fighter Collection and Eagle Dynamics will offer DCS: Combined Arms as a digital download pre-purchase for $29.99 in June 2012. Pre-purchase also provides access to pre-release Beta versions of the title.

    DCS: Combined Arms gives the user control of ground forces during the battle. Use the strategic map to move ground forces, set artillery fire missions, and control the ground battle. Assume the role of a Joint Terminal Attack Controller (JTAC) and designate targets for close air support aircraft, or directly control an armor vehicles or air defense weapons and engage enemy forces.

    Play DCS: Combined Arms as a real time strategy game, a first person armor warfare simulation, or direct the ground battle from the cockpit of a DCS aircraft like the A-10C Warthog, Ka-50 Black Shark, or P-51D Mustang.

    DCS: Combined Arms supports both single player and multiplayer gameplay. When in multiplayer, different players can take on different roles such as artillery commanders, tank commanders, pilots, JTACS, etc. DCS: Combined Arms allows you full control of the battle. All roles can be changed dynamically during the battle.

    Features of the DCS: Combined Arms:

    • Move ground forces and direct their fire during a mission.
    • Be the Joint Terminal Attack Controller (JTAC) and direct close air support.
    • Jump into the seat of many armor and air defense units to engage enemy air and ground forces.
    • Play in both single player and multiplayer games.
    • Both small and large scale battle missions included.
    • Part of DCS World

    Trailer:

    About The Fighter Collection

    The Fighter Collection, as well as developing software for the entertainment and serious game markets, also operates, rebuilds and maintains Europe's largest collection of airworthy WWII fighters and is based at Duxford Airfield, in the UK. For more information visit our websites: http://www.fighter-collection.com/

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    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    More good news, IRIS simulations (of FSX fame) are now developing aircraft modules for DCS

    http://forums.eagle.ru/forumdisplay.php?f=203


    Spanky wrote: »
    As it stands at the moment, we're one of a handful of 3rd party developers permitted to develop for DCS World. As has been stated to us, both IRIS and ED/TFC are in very early days with regards to 3rd party integration and we're both eager to see how the development process goes on both sides of the fence. We're also very enthusiastic to see developments progress..

    All that being said, ED only has so much resources available to them, and they have to continue developments to DCS, do their own in-house product range and and other high priority things. In amongst that, they now have to develop an SDK (aka DCS development for dummies!) and hand hold a few choice 3rd party devs as we all work on our products.

    Given all the above, it was made quite clear to our team by myself that it's pretty much a dive in the deep end and swim deal.. :) We have to come in and learn how things are done, how systems are coded, how flight models and audio are handled and much more. That's why we're focusing on building up as much knowledge from the community as possible.

    So our thought process was thus.... Initially we thought "Great, let's do a fantastic in depth A-10C level of detail aircraft...." a few days later, we thought "Bugger, how are we going to do that when we're still learning how to put planes into DCS!"

    After discussing with TFC and going over the business side of things, we're all of the opinion that it's far more beneficial to start simple and progressively increase complexity of products as a. our knowledge increases and b. ED's resources become more available.

    Don't get me wrong, we're totally blown away by the support that ED/TFC are providing. We've worked with developers who've shown far less willingness to share information and assistance. We just aren't going to bite off more than we can chew..not at this stage.

    So, the mindset in Team IRIS at the moment is as follows....

    We develop our first aircraft for DCS which will likely be something fun yet simple. From this, we learn where we can improve, and what you as the customers want to see. Some thoughts are towards the Open Beta idea which TFC have encouraged. This allows us to provide a staggered product release over time, allowing us to get product to the customer earlier, and upgrade it as our skills and knowledge improve.

    A prime example of this would be the development of a MFD system... initially, an aircraft might come with a single screen option without the possibility of changing screens, but as knowledge improves, you may see more depth to systems as upgrade patches etc.

    As I said earlier, this is a learning experience for us. We know we're the new kids on the block with DCS, and whilst we're having great fun learning this platform and enjoying finally having a combat platform for our combat planes in, we're relying heavily on what you'd like to see.

    If what you'd like to see fits into what we have the ability to produce, then that makes me a happy man. :)

    David.

    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    Just ******* awesome!!!

    http://forums.eagle.ru/showpost.php?p=1472303&postcount=1
    Spanky wrote: »
    Okay, we've had the green light from TFC to let you all know the products we have planned from the IRIS team over the next 3 year development cycle.
    (I hope they won't take that long to make! lol)

    Contracts have been signed for the following products;

    IRIS F-15E Strike Eagle for DCS World
    IRIS F-22 Raptor for DCS World
    IRIS F-14D Tomcat for DCS World

    I will say that the F-15E is being developed with the intention of being submitted to ED as a DCS branded product (ie. DCS: F-15E Strike Eagle) and of course will be one of the longest to develop.

    The F-22 will be looking at making use of the AFM for thrust vectoring and we'll be discussing this further with ED.

    The F-14D is likely to be the first completed aircraft from the stable if all goes well.

    We will be looking at the best way to develop these products from a business perspective over the coming weekend after a team meeting.

    There MAY be another project being added to the list as a fourth product was dropped from the list at the last moment. We'll let you know when we know.. ;)

    Anyway, have fun... it's nearly 1am here and I need to get away from this PC.. I'll see you all tomorrow..

    Ciao folks..

    Spanky.

    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    A few more pics from DCS:-Combined arms were released.

    http://forums.eagle.ru/showthread.php?t=89476

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    Nate


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  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    Another Developer to develop for DCS...
    Ells228 wrote: »
    Virtual European Air Operations is pleased to announce our development strategy for DCS.
    First, a little about VEAO (yes I know, you want me to cut to the chase).

    We have been around since 2005 developing models for FC1.12a and FC2, specifically the BAE Hawk and Eurofighter Typhoon.

    The Hawk has been used by the Virtual Red Arrows aerobatic display team since then and has had a few updated versions through FC1 and Flaming Cliffs 2 into the incarnation that we currently use today and more recently featured on our latest video showing the 3d cockpit.

    The Typhoon was developed specifically for the RAF Recruitment team for use at the Waddington International Airshow back in 2009 and 2010.
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    Two pilots from 3 squadron in front of the head-to-head challenge at Waddington

    Since then we have been developing further for FC2, including a 3d cockpit with MFD and HUD integration. Due to a few snags and limited hard coded functionality we decided to continue with development in anticipation of the release of DCS and stop further FC2 development.

    As you can imagine, the Typhoon is going to be a big challenge. Therefore we have decided to develop and release the BAE Hawk first.
    Os others have said before us, we need to take baby steps. Learning how we can fully integrate into the DCS World and give you the experience you want, and deserve.

    We have an excellent team that have a lot of experience making mods for FC1 and FC2 and a lot of this knowledge has already been easily transferred into DCS. But there is still much to learn, much to remodel, much to re-skin, much to get the flight model right, etc etc.

    So our development plan is simple yet robust and will give the fidelity that you want and deserve.

    Our first development is the BAE Hawk T.1A trainer.Why the Hawk? Well first, simply its the jet we have modelled, skinned and fully working in FC2 and has the simplest of features to get working in DCS as the cockpit is mostly analogue. It allows us to get into the inner workings of DCS and allows us to produce a high quality product without having to get too technical with MFCD functionality, advanced radar dynamics, etc.

    Secondly, it's the fast jet trainer that the RAF (and other air forces) use for pilots getting into the Fast Jet Programme. This also fits in with our ACTS concept which I'll talk about a little later.

    We have also discussed producing the Hawk Mk. 128 T2 variant.
    The Mk. 128 includes modern LCD displays instead of conventional instrumentation, and allows preparation for flying modern fighter aircraft, particularly the all "glass" Typhoon.

    And so, on to my favourite jet, the Eurofighter Typhoon. Ever since our first developments back in 2008 for the RAF Recruitment team we have loved working on this aircraft. She is complex as hell, flies like a bat out of hell and quite frankly is a match for any other aircraft in the world, even putting the Raptor to hard work in recent exercises.

    This baby is going to be a beast to build into DCS and one hell of a challenge, but it's going to be great fun!!

    We will start with an early tranche, most likely the Block 1 moving onto Tranche 2 and Tranche 3 with complex Air-to-Ground systems and full DCS integration.

    And onto ACTS as I mentioned earlier. The Air Combat Training School was something we came up with for a proposal to the RAF back in 2010. Due to budget cuts and other factors it never took off (excuse the intended pun). The ACTS fits in line with the current RAF Fast Jet training programme utilising the Hawk and then moving onto the Typhoon. We feel that this is important in the development and learning of the two aircraft systems and capabilities and elements of ACTS will be built into the core VEAO modules.

    As other development teams have mentioned, DCS is a big learning curve for all of us. However, the VEAO ethos is to always share what we have learnt to allow others to create and I have spoken briefly to other teams about knowledge sharing to allow development paths to be aligned rather than going out and all finding the same things by ourselves.

    We will post regular updates and eye candy and we will listen to your comments, suggestions and wishes.

    ]Please also visit our forums at www.veao.eu[/COLOR] and keep an eye on Facebook updates.

    I hope you are as excited at these times as we are, with all of the development work going on to give us all great products to fly in awesome simulator.

    Best wishes
    Chris Ellis
    VEAO Founder

    Some early Beta Pics of the BAE:- HAWK

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    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    IRIS starting also to develop the T-38A Talon (Top Gun Mig-28s :) ) for DCS: World. Good stuff.
    Spanky wrote: »
    So, we've been listening to what you want on the forums and after long discussions within the team and with the publishers, we're happy to confirm development of the IRIS T-38A Talon for DCS: World!

    This decision has been based largely on the feedback we've received from you guys on what you'd like to see, and based of course on the production assets available to us.

    The T-38A Talon will be aimed at release prior to the F-15E, essentially allowing us to step up our skills in project development. Whilst we have yet to firmly set out project content, we are anticipating to include a training syllabus similar in structure and content to that which the US Air Force uses.

    We will of course, be calling on the community to involve themselves where possible, and we will be providing regular updates on development to keep you all in the loop.

    We look forward to the bright future this new platform brings and I hope you all will enjoy and take part in this next step in our development process.

    Regards

    David.

    http://forums.eagle.ru/showthread.php?t=90030

    Also a brand new Deveoper Coretex attempting some thing challenging to say the least, A DCS level F/A-18E Super Hornet.
    Wags wrote: »
    Core Tex Designs does indeed have a license agreement. However, they are very early in their development and have decided to jump into the very deep end. I wish them the very best and also will be curious to see how they resolve some of the technology challenges posed by this aircraft.

    https://www.facebook.com/CoreTexDesigns

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    Nate


  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--




  • Registered Users, Registered Users 2 Posts: 2,229 ✭✭✭Nate--IRL--


    BIG update..... and DCS:-Combined Arms Open Beta is out.....
    Digital Combat Simulator Combined Arms Pre-Purchase and a Full Range of DCS Product Updates Available

    DUXFORD, UK, July 10th, 2012 – The Fighter Collection and Eagle Dynamics have released the pre-purchase for DCS: Combined Arms and a series of updates to DCS World, DCS: P51D Mustang Beta, DCS: A-10C Warthog and DCS: Black Shark 2.

    DCS: Combined Arms Pre-Purchase / Open Beta Available

    DCS: Combined Arms gives the user control of ground forces during the battle. Use the Command Map to move ground forces, set artillery fire missions and control the ground battle. Assume the role of a Joint Terminal Attack Controller (JTAC) and designate targets for close air support aircraft in multiplayer games, or directly control armour vehicles or air defence weapons and engage the enemy.

    Play DCS: Combined Arms as a real time strategy game, a first person armour warfare game, or direct the ground battle from the cockpit of a DCS aircraft like the A-10C Warthog, Ka-50 Black Shark or P-51D Mustang.

    Pre-Purchase also provides access to Beta versions of DCS: Combined Arms.

    Features of the DCS: Combined Arms:
    • Move ground forces and direct their fire during a mission.
    • Be the Joint Terminal Attack Controller (JTAC) and direct close air support.
    • Jump into the seat of many armour and air defense units to engage enemy air and ground forces.
    • Play in both single player and multiplayer games.
    • Both small and large scale battle missions included.
    • Part of DCS World

    Trailer: http://www.youtube.com/watch?v=yFN1iFfvVG8

    Download the pre-purchase of Combined Arms for $29.99 from: http://www.digitalcombatsimulator.com/index.php?end_pos=136&scr=products&lang=en

    DCS World 1.2.0

    Digital Combat Simulator World (DCS World) is a FREE, unified interface for all DCS products; you can think of DCS World as a simulation operating system. DCS modules that plug into DCS World can include aircraft, maps, ground units, campaigns, etc. Not only can DCS World include modules developed internally by Eagle Dynamics, but it can also include those by certified third party developers.

    DCS World also includes a FREE Su-25T attack aircraft with missions and a campaign.

    DCS World not only includes the Graphical User Interface (GUI) that ties all DCS products together in a single installation, but it also includes the global aspects of the simulation world that pertains to all modules. This includes such items at the Artificial Intelligence (AI), rendering system, mission editor, effects, AI units, semi-dynamic campaign system and audio environment.

    Other items of DCS World include:
    • News feed of DCS products and events
    • Selectable wall paper
    • Free updates to keep DCS World current

    Download DCS World and the free Su-25T from: http://www.digitalcombatsimulator.com/index.php?scr=product&ProductId=21&end_pos=137&lang=en

    DCS: P-51D Mustang Beta Update

    The next beta version of DCS: P-51D Mustang is now available for download. Access to the beta is provided with a pre-purchase of the Mustang from: http://www.digitalcombatsimulator.com/index.php?end_pos=136&scr=products&lang=en

    Important updates to the DCS Mustang include:
    • Added oil and heat management modelling and control
    • Added cockpit and force feedback shaking
    • Improved stability
    • Improved flight dynamics
    • Trimmers adjusted for better accuracy
    • Aircraft damage improved
    • Tail wheel swivelling adjusted
    • New aircraft skins added and existing models updated
    • WWII era flight helmets added
    • Campaign missions tuned
    • Cockpit systems tuned

    DCS: A-10C Warthog, Patch 1.2.0

    This new patch to the A-10C Warthog addresses the following items:
    • Cockpit improvements
    • Avionics corrections
    • AI wingmen and JTAC behaviour corrections
    • Force Feedback improvements
    • Improved stability and performance

    Purchase DCS: A-10C Warthog from: http://www.digitalcombatsimulator.com/index.php?end_pos=136&scr=products&lang=en

    DCS: Black Shark 2, Patch 1.2.0

    This patch to Black Shark 2 includes the following:
    • Improved stability
    • Corrected several cockpit functions
    • Corrected faulty textures
    • Resolved audio message problems

    Purchase DCS: Black Shark 2 from: http://www.digitalcombatsimulator.com/index.php?end_pos=136&scr=products&lang=en

    Complete changelogs...
    DCS: P-51D
    Exit simulation crash fixed.
    Canopy crank hung on slow machines. Now fixed.
    Removed odd, LOUD sound being emitted from the P-51.
    Installer description for "Simplified flight model" -> "Uses simplified flight dynamic calculations that also results in easier flight control" added.
    Missions updated.
    Added a crashed model for the P-51D.
    Updated P-51D splash screen.
    Added failures due to engine and oil system failures.
    Improvements to aircraft shake effect.
    Added trimmer shake.
    Slip ball frequency increased to account changes in aircraft shake.
    Cockpit gauges descriptions in LUA were made more readable.
    Load of the digital filter parameters from LUA was made more convenient.
    Adjusted Immortal damage Option.
    New damage areas added and existing damage of systems improved.
    Tail wheel swiveling tuned.
    Corrected textures of the Voodoo skin.
    Added adjustments to fuselage shaking by the propeller.
    Adjustment of exhaust animation, advanced timing, and the loss of power with retarded ignition have been added/adjusted.
    Adjusted the friction parameters of a free gear axis.
    Crash at {RCtrl+J} from P-51D cockpit has been fixed.
    Unlimited weapons for HVAR missiles now works.
    Possible cold start crash is fixed.
    Adjusted start-up sequence to be more accurate. See manuals.
    Canopy glass adjusted.
    Flight and Quick Start manuals updated.
    Cockpit model updated.
    Added new P-51D skins.
    Different helmets depending on skin.
    Adjusted trimmers for FFB at low speed, FFB shaking at stall, reworked of physics of free gear.
    Air start controls were in the wrong position. Fixed.
    Fixed animation pointers update for the canopy crank handle.
    Fixed coolant indicator animation.
    Sudden switch on landing light when it start in the air is fixed.
    Added WWII era helmets.
    USAF 485rd FS livery fixed.
    Radio frequencies are now restored after return to the ME.
    K-14 and gauge panel shaking has been tuned.
    New volumes for actuators.
    New textures for engine damage model.
    The taxi light cone collision with wing has been fixed.
    Gauge panel suspension has been tuned.
    Oxygen system did not deplete - no Hypoxia possible. Fixed.
    The hinge moment influencing to roll rate and rudder has been fixed.
    Cockpit shaking at post-stall condition has been added.
    The artificial damper for a taxi has been added.
    The taxi light animation in LODs has been corrected.
    HVAR position on the hard points is fixed.
    "SALVO" lever will not return to its original position when reloading. Fixed.
    Float fuel sensor has been fixed.
    Gunsight range throttle handle was moving erratically when operating from joystick axis. Fixed.
    Fixed tooltip typos.
    Improved propeller disk.
    Engine stops when external tanks are dropped.
    Fixed that when the battery is drained, all electrical systems (except starter), are still functional.
    Removed Bomb racks and hardpoints when the Civil Aircraft box is checked in the ME.
    Landing gear eight wheel rolls too fast compared to left wheel. Fixed.
    From a runway start, Mustang's landing light pointed straight down. Fixed.
    Oxygen system flow rates at altitude implemented.
    Possible client exploding during cold start fixed.

    DCS: Black Shark 2
    Crash when switching between helicopters is fixed.
    Right engine cut-off lever is now mouse clickable.
    Pilot textures were missing. Fixed
    Key command for rotor lights was duplicated with Leave/Enter aircraft. Fixed.
    English voice phrase for "Target Destroyed" from wingman was not played. Fixed.

    DCS: A-10C Warthog
    Fixed ground shadow z-fighting when viewed from within the cockpit.
    JTAC's IR pointer missing the target has been fixed.
    Fixed constantly repeated radio reports from wingmen, particularly after leader landing.
    Fixed A-10C flight A-10C takeoff from runway. Wingmen would suddenly "freeze" between air and ground.
    Some buttons became non-clickable when view is zoomed. Fixed.
    JTACs sorted by range in radio menu.
    IFFCC Weapon Release Data Menus will now work correctly for all kinds of weapons.
    SPI position on TAD will be shown correctly for ripple releases when SPI source is IFFCC.
    Fixed CCRP behavior when the aircraft flies below entered hot elevation, and SPI elevation remains below ownship altitude.
    CCIP CR symbology logic adjusted for ownship altitude is less than entered hot elevation.
    INVALID FUZING HUD message will now account for WCMD height of function parameter.
    Reduced the probability of WCMD weapons overshooting the target when using low altitude deliveries.
    Fixed rocket sight occasionally appearing instead of the bombing reticle when Mk82AIR bomb was selected.
    WINDSHIELD HOT and STALL SYS caution lights have been implemented.
    AoA indexer lights will now work with weight on wheels.
    AoA indicator electrical power source was changed to Right AC bus.
    FFB stick shaker now works only if the AoA indicator is powered.
    FFB stick shaker will now not only work with gear up and flaps set to landing position (20 degrees).
    Aural stall warning (steady and chopped tones) will no longer work with flaps set to landing position (20 degrees).
    Flap position indicator will be frozen in the last known position upon electrical power loss.
    Master Caution light will no longer light when the inverter is initially turned on.
    The Master Caution light and caution lights flashing rate has been adjusted.
    L/R Engine Oil Pressure lights will go light immediately after any electrical power source is available.
    All possible avionics failures are correctly repaired now - no more inoperative air data related instruments after repair.
    Autolase was sometimes not correctly ceasing at impact time + 4 seconds timeout.
    DSMS correctly updates station status (i.e. detected, not detected, and any mismatches) upon weapon loadout change via the rearm radio menu. But you still must initialize DSMS manually via the DTS UPLOAD page.
    TGP laser codes are no longer zeroized when the TGP is loaded on a station via the rearm radio menu.
    Fixed Maverick TIME auto power function.
    TGP laser type can no longer be cycled with HOTAS while TGP is lasing.
    DSMS STAT and DSMS INVT CMBT notes have been implemented on the MFCD.
    Removed re initialization when autopilot on.
    Fixed UHF T-Tone switch causing unrecoverable crash.
    Possible crash on CBU-97/105 container opening in full screen mode is fixed.
    Corrected snap views.
    LSS Detects and tracks targets that are not lased. Fixed.
    When A-10C is repaired, "Repair Finished" message is now given.
    Marker beacon sounds outside main beam has been resolved.
    Cockpit mirrors not visible when selected in options has been fixed.
    SAS yaw mono channel mode restored.


    DCS World
    Fixed radio and trigger audio.
    Rearm menu. If you do not manually clear the payload, the default loadout would be loaded. This is now fixed.
    Training links for English version added.
    Bunkered ZU-23 rotating 180 degrees after exit has been corrected.
    Added sound support for modules via SND_add/del_wave/proto_path() API.
    Fixed sound busy wait on streaming sources.
    Challenger-2 tank bounding box correction.
    Su-25T. Simulator crash after exit from damaged aircraft.
    AI aircraft would taxi to the parking ramp and stop even if one or more player-to-aircraft jumps occur.
    Adjusted digital filter code. Added two new functions to access new internal data.
    R-60 missiles are now aligned correctly on Su-25T weapon pylons.
    P-51D and A-10C. Two pilots ejecting from aircraft has been fixed.
    Better security for IWorldNet::registerSerial.
    Quickstart dialog bug fix.
    Added Su-25T training images.
    Debug input removed.
    Installer pictures were exclusively of the P-51D. Fixed.
    DCS World Uninstall menu said DCS-51D. Fixed.
    The training descriptions for the Su-25Т has been added.
    Removed serial number edit boxes from master dialogs.
    GUI updated.
    Removed A-10C text from "About" text.
    Video player fixed.
    Russian pilot and ATC speech were absent. Fixed.
    Surface impact check by using collision model, double speed of integration after jumping to aircraft is fixed.
    Access to external lights from avionics LUA Device.
    Ejected AI pilot resulting in critical damage is fixed.
    MP player loss was counted 2 times if damaged is fixed.
    SAM's priorities has been tuned for Tunguska missile fix (bug with fast moving targets.
    Trigger "GroupDead" may break if Group name contains a dot ".".
    Adjusted life of hardened objects.
    Molniya search radar type has been changed to MULTYROLE.
    Neustrshimyi gun dependence has been disabled and angle limits have been tuned.
    Tomahawk missile target assignment fixed.
    Tunguska ATGM typed missile launcher gets target priorities as SAM.
    Patriot system failed to engage aircraft at very low altitude. Fixed.
    Chaparral rotation fixed.
    Buk launcher constant invisible rotation fixed.
    AI ATGM accuracy being too low. Fixed.
    AK-100 PIDs is fixed.
    Ground units aiming delay calculation fixed.
    Adjusted roads.
    Fixed gyro power source initialization.
    Options panel redesign.
    No sound when refueling on the ground has been fixed.
    If ammunition amount on the warehouse is zero, only one SPPU-22 pod can be loaded. Fixed.
    C-130 and IL-76MD no longer deploy drag-chute on landing.
    Updated version on splash screen.
    Oliver Perry FFG damage corrected.
    Increased building damage levels by 10x.
    Changed default FOV of Su-25T view from 80 to 90 degrees.
    Improved grass clutter.
    Unlimited resources shown as '0' in resource manager.
    ALT-J for aircraft, enters aircraft and switches engines off and raises gear when on the ground. Fixed.
    RALT+J crash when switching from KA-50 to SU25T. Fixed.
    Fix a bug in Lochini taxiway.
    Su-25T: Min and Max range carets for weapon delivery missing from HUD. Fixed.
    Snapview saving was broken. Fixed.
    Su-25T: Ventilator bracket disappeared when canopy closed.
    AI fire at point broken for waypoint actions and triggered actions has been resolved.
    Wingmen radio message "Rolling" is given on engine start up. Fixed.
    "Airborne" radio does not include aircraft number to Message. It also uses the flight leads VO for all messages. Fixed.
    Su-25T: Keyboard commands for Active pause and ALT-B briefing were missing. Fixed.
    Dynamic weather defaults to high pressure anti-cyclone pressure values, showing the low pressure cyclone option. Fixed.
    Su-25T: Right Cockpit panel texture was from the Su-25 and not Su-25T. Fixed.
    Crash when padlocking terrain from within cockpit, citing edterrain.dll. Fixed.
    Added option for "Allied Flight Reports" in Gameplay options.
    AI helicopters ignored client aircraft in multiplayer. Fixed.
    "Unit Inside Moving Zone" trigger instantly gave true even if the set unit wasn't inside the zone. Fixed.
    Refueling and rearming did not operate consistently. Fixed.
    Activating groups after a client joins and using "Visible Before Start", caused massive warping in Multiplayer. Fixed.
    Town substrate floated above terrain near Sukhumi. Fixed.
    Vazlani airbase hanger LODs were broken. Fixed.
    Su-25T: Damage model was missing some textures. Fixed.
    Mission Planner allowed editing of enemy unit triggered actions - enemy could be set to destroy themselves. Fixed.
    SA-11 BUK group expended missiles very wastefully on the same target. Tweaked.
    If the player RALT-Jed into an Su-25T, the flight model was very exaggerated in performance - flew like time was set to x2. Fixed
    AI would at times fly into the ground to avoid missiles. Fixed.
    New hardened aircraft Shelter model by Luckybob9 added.
    Converted Communications Tower M model for DCS added.
    Burnt out train model fixed.
    Su-25T RWR bug fixed.
    Su-25T gear up/down sound distortion fixed.
    SPPU-22 gunpods made no sound fixed.
    Su-25T HUD missing compass tape fixed.

    Nate


  • Registered Users, Registered Users 2 Posts: 669 ✭✭✭A+-Guru


    is there any irish servers or irish squad?

    cheers


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