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  1. Salute Operation Blackcock was an operation to clear German troops from the Roer Triangle, formed by the towns of Roermond and Sittard in the Netherlands and Heinsberg in Germany during the fighting on the Western Front in the Second World War. It was conducted by the British Second Army between 13 and 26 January 1945. The objective was to drive the German 15th Army back across the rivers Roer and Wurm and move the front-line further into Germany. The operation was carried out by Lieutenant-General Neil Ritchie's XII Corps by three divisions: the 7th Armoured Division (Major-General Lewis Lyne), the 43rd (Wessex) Infantry Division (Major-General Ivor Thomas) and the 52nd (Lowland) Infantry Division (Major-General Edmund Hakewill-Smith). The operation, named after the Scottish black male grouse, is relatively unknown despite the sometimes fierce battles that were fought for each and every village and hamlet within the Roer Triangle. I am currently working on bringing a representation of the above scenario to GBS. It will primarily be an Allied tank (M4A2) operation (we will be playing the role of the 7th Armored Division "Desert Rats" ). There will also be 2 or 3 flown missions (Typhoons) on a Tuesday night when I am hosting which will play a role of supporting the tank operations at key stages in the campaign. I have Sid already looking into producing a 7th Armored Sherman skin for us to use for this event. Stay tuned for more information... Friar
    6 points
  2. Hi chaps, As most of us are aware the stock skins that ship with the Pony are a bit... well, pony! Fortunately a rather determined fellow named Zach has corrected them to make them look a whole lot nicer, with more intelligent use of the texture tricks available in the latest versions of DCS to leverage the PBR to much better effect. Before and after comparison: Get it here: https://www.digitalcombatsimulator.com/en/files/3318767/
    4 points
  3. Thanks fellas, @Friar sorry just seen your message this morning here. Some things I noticed that they represent pretty accuratly. Tank rock when you start and stop how it tilts forward and backwards. This is diffrent on every tank but it's a real thing and they simulate it pretty well. Now days we have stabilization on our guns so when going cross country the guns stays on target. We can turn it on and off, it's always on for us as it makes no sense fighting this yourself. They didn't have that on these old tanks and driving and watching the targets it's pretty damn accurate to real life. The acceleration is allot slower but I imagine it was back then. Feeling the gear shift and looking through the sights it's pretty accurate to real life. The only thing I seen that really is off and most including the million dollar ones I've used at work is track skipping. If a driver. Doesn't give enough throttle turning especially on high traction surface you will skip the drive sprocket and it causes allot of jitter in the tank. Aswell as very high chance of throwing the track off. This is where a good driver knows how to listen to engine and ensure he gives right amount of torque to negate this issue. I just took whatever map it gave me and chose a practice mission. I took a couple positions as you would in a real tank. And it was actually probably the best terrain mesh I have really seen in a tank game. Instead of hiding behind rocks or really unnaturale landscape that was just thrown down. The landscape was "rolling" and natural. I can take positions heads up, sights up, turret up and use the ground as protection instead of my armour. The AI were trying to hammer me and all's they were doing was hit dirt infront of me. Pretty awesome and realistic. These tanks are old and painfully slow in reverse so jockying positions was painfully slow, which today is hang onto your helmet cuz it's full speed reverse. So taking new position as you would in modern times is much slower. (Teaching point if you didn't know when you jocky you are reversing off your position outside the enemy's view and piping up somewhere else on the crest of the hill but far enought that you would be outside their reticle from where you last were. So that you force the gunner to have to change the gun lay majorly giving you more time to engage)
    3 points
  4. That is funny Arjen ! Yes to all of the above depending on the mood , if I may expand upon your answer 🤣😂😂😂
    2 points
  5. https://forums.eagle.ru/uploads/monthly_2021_11/3EmDr5H.mp4.43b1d9966ce47dcd6226b260bcc960a6.mp4
    2 points
  6. https://forum.il2sturmovik.com/topic/75629-announcing-the-churchill-mkiv-tank-stug-iii-ausfg-mobile-assault-gun-and-iar-8081-pre-orders/ I thought correctly
    2 points
  7. Hello all! Thank you DD_Crash for taking the time to message me over in the IL-2 forums when I said I was looking for a squad. I'm a 35 year old man living on the border of London/Kent with my girlfriend and our idiotic but loveable greyhound. I work in the defence and intelligence industry on the technology side of things running a small team of fellow nerds. I love planes, submarines, ships, tanks etc (though not, I should say, a fan of how they are usually used!). I've been a fan of flight and flying since I was born (or shortly thereafter - mum can't confirm the exact time + date), and I've been using simulation games (apologies if the word game is banned, if so let me know and I promise to never use it again!) since I was 10 years old with with Microsoft Flight Simulator 95. Since then I have progressed in knowledge but not skill. Generally my multiplayer side of things has been with Vatsim and Pilotedge on the civilian side of things, but I've been flying IL-2 on the Finnish server and realised how fun cooperation is. I'm also a huge fan of DCS, but right now IL-2 is where I'm spending most of my time right now as I work my way through an iron man campaign in the 109. I own the DCS Normandy map, WW2 Asset Pack, P51, Spitfire and 109K4 but absolutely open to buying other maps / modules as required. I own all of the IL-2 content excluding the Normandy expansion (which I'll buy once the map is out), and the tank content. If you are all happy to have me and use the tank content, I'll happily also purchase that. Hobbies include Brazilian Jiu Jits, kickboxing, reading mainly modern history/warfare/economics and flight sims. Odd mix but it seems to work for me! I would like to think I'm an easy going bloke, open to constructive feedback (also keen to learn) and respectful of differing opinions. Keen to find a mature group of people who are more about simulating things / cooperation as opposed to air quake (but also open to the odd session of air quake too!). Would also love to have a few people willing to run a PWCG coop campaign with too - and your flight nights look ideal. Look forward to hearing from you, Luke B
    2 points
  8. Hey all, Just stumbled on the forums and seen a post for your group. Definitely seems like my kind of place. Im 39 from Canada, married with 2 great kids, and a Boston terrier. I am full time military since 2002, I am a tanker and I love rolling around in 65 tones of steel and sex appeal lol 🤣🤙 I'm no rockstar video gamer with crazy stats, I play for fun but do like to take things serious when needed. I enjoy MSFS 2020 allot, I used to play warthunder & WoT awhile back. I just purchased the il2 series while it was onsale and haven't played it yet. I'm waiting for a new VKB controller to arrive. I use vkb joystick, honeycomb Bravo throttle, and thrustmaster rudder pedals. I'm gonna be going through all the setting and getting my settings right for my HOtAs etc. I also have tank crew that I would like to get into. I'll take any and all advice or help with where to start and practice since there's no tutorials. I would love to get to the point where I can confidently play with you all. Feel free to message, say hi, ask me anything, I'm super open and friendly and love people. At the end of the day people make this world awesome. Cheers for now look forward to meeting you all.
    2 points
  9. 2nd Lt. Ian bayles bailed over friendly territory near airfield, was walking back until encountered local pub. Was warmly welcomed upon entering the aforementioned hostilery and subsequently claiming x5 pints of their best ale.
    2 points
  10. I have been trying this utility here https://forum.il2sturmovik.com/topic/71086-il-2-dials-instrument-panel-app/?tab=comments#comment-1138624 It works on my second monitor very well. I have been wanting to do this for ages...looks like Jason approves because he has pinned it.... This is a screenshot of my desktop showing the dials as I see them, off to the right of my main monitor. The maker is ironing out bugs and then he will look to including engine management dials. Great stuff...clever chap
    2 points
  11. Dear Friends, The cold November is here already and we continue working on our projects. An important milestone for the Battle of Normandy is getting near - its map will be ready to a degree that will allow us to begin the development of Pilot's Career for this theater (meaning that settlements, airfields, roads, rivers and forests will be there). It will be too early to share the screenshots of the map itself at this point since the work on its visual part - texturing and finalizing landscape features, coast and additional detail - happens at the last stage of development according to our workflow. Nevertheless, this stage is not very far away either, since the map overall progresses according to the plan. Speaking of the map, we can say that creation of map objects is finished, including the new city blocks characteristic for Britain, coastal defenses, radar stations, farmsteads for rural areas and, of course, unique landmarks. For creating believable airfields, certain additional airfield objects were created which are characteristic of this theater of war. The work on various naval and ground units for BoN continues - there are several ship types that participated in the landing, including landing craft and radar-equipped ones, and several vehicles like this British armored car Humber Mk.IV, which is ready for deployment. The German heavy fighter Ju 88 C-6 and the legendary US fighter P-51B-5 are getting close to release. Progress on the P-51B has been frustratingly slow with several technical delays due to research and software issues. Anyway, it's Flight Model 99% done and only Malcolm Hood visual is on the finish line of production. Please be patient the early Pony will get here we promise! Arado 234, Mosquito FB MK.VI and Me 410 are at earlier stages of development, but they are progressing according to the general plan. In the meantime, the work on the new fuel system is nearly finished and it will make its debut on Bf 109 fighters. As soon as it is ready we'll apply it to all the aircraft of the sim. This new tech will make the fuel system modeling more realistic, damageable in more detail and pilot interfacing with it will be recreated with more fine details. With this new technology up and running, we plan to switch to the development of the launch, guidance and warhead functioning of the V-1 vengeance weapon - its FM and 3D model, including the launch site, are already ready. There is good progress in Flying Circus Vol. II project is well. The German two-seater recon/strike airplane DFW C.V is the closest one for the release - at the moment its 3D model is nearly finished while its FM is in the works - and we plan to have it in the next update already. Sopwith Triplane should be also released before the end of the year as well as the British heavy bomber Handley Page O/400. Early next year we'll have to finish German bomber Gotha G.V, Western Front map, and two Collector Planes, late WWI fighters. In addition, there is a lot of WWI-era ground vehicles incoming - for instance, in the next update, we plan to release Jeffery Quad, Benz LKW 1912 and Daimler DR4 in several modifications and tanks - Mark V female, Reno FT and Schneider CA 1. WWI aviators will find their life slightly more complicated due to the addition of the German 37mm automatic AA gun Maxim Flak M14. All the things listed above are just a fraction of what we and our partners are working on at the moment, so please stay tuned - we'll be able to tell you more about the other development streams in our next Dev Diaries.
    2 points
  12. Looking at implementing a new server:RAGL! (Retreat And Get Lost)
    2 points
  13. 2 points
  14. Once I had asked a couple of questions and sussed out a couple of things the installation is a breeze. Download the 'Windows Server' and the 'Windows Client' from the links. Install the server, I put it on a drive of my choosing, and it creates a folder called 'IL-2 Dials' and a desktop shortcut. Unzip the client to the 'IL-2 Dials' folder (I got rid of one of the folders that are unzipped and brought the files up a folder level...might not need to do it but it's me tidying up) I created a desktop shortcut of the 'IL-2 Dials' application found in the client folder. Run the server. Click on the settings icon in the bottom left corner and tick the 'Local Client (IP 127.0.0.1). This needs to be done if you are using the two screens on the same computer. Run the client. Tick the 'Don't show me again' reminder about downloading the server, click on the bars at the bottom and click the wireless button. Where it says 'Automatic Scan' enter in 127.0.0.1. Drag the box onto the second screen. That's the setting up done. Run the game. When you start a mission, actually flying, the gauges appear in the client box. Away you go!
    2 points
  15. Well i just fired up tank crew for the first time. I spent a bit setting up my old hotas since I cant wait till Tuesday for my new one, I'm not sure how you guys map your bindings but i mapped my rudder pedals as steering, I tried to use the break axis on the pedal for throttle but as soon as I release them it goes full reverse. so I mapped the throttle to my honeycomb bravo throttle, I setup the joystick to the turret and a few other controls and I have to say this is pretty damn nice. I use some pretty expensive sims at work and this is pretty real feeling. I don't know what these old tanks were like for real but compare it to now and take away some of the new fancy technology I'm used to and i think this nailed it. this joystick I have is definitely pretty old and not very fine anymore so i cant wait for the new one. I am interested to see how you all mapped your setups ? also if someone has setup their for throttle i would love to know how.
    1 point
  16. Ya no worries wasn't trying to change the world was just saying what I liked. No big deal
    1 point
  17. And there is MOAR Hello P-51 Lovers! We know you’ve been waiting patiently to see more of the P-51B, so today we show you what it looks like both inside and out! This new ‘Pony’ should be ready by the end of this month. It’s the Holiday Season and a time for giving, so there will likely be two updates in December! One with the new clouds and the DFWC.V and the other with the P-51B and maybe, just maybe new fuel systems and drop tanks for several Bf-109 variants. Of course, plans are subject to change pending testing. And as mentioned previously the Malcolm Hood has taken extra work to get it right, so that component is not ready to be shown yet. Without further delay… Enjoy!
    1 point
  18. Haha I'm actually currently employed at the armoured school teaching new officer recruits on becoming tank troop commanders.
    1 point
  19. On recent Fridays myself and Fool Trottel used to go onto the public servers but then lock down finished and he went back to the pub on a Friday night. On Saturdays we tend to play as a group against AI either on a scenario I have built or using a generated mission. Myself and FT tend to multi-crew (me driving/commanding in Axis tanks and FT gunning. In T34 I drive and he guns / commands) Painless, Sid and Parts tend to share the same tank with each taking the role of driver, gunner and commander. Multi crewing is good fun, for some reason getting blown up with a mate seems more fun!
    1 point
  20. And yes I will definitely do my best to join you guys when I can for sure ! The next few weeks are pretty hectic for me with xmas and traveling this year. I've been on MSFS allot lately. I am excited to start what seems to be a steep learning curve.
    1 point
  21. lol thats just paint, if it dont look like that it aint a "working" tank lol that can happen from going through thick tree lines or backing into a forest
    1 point
  22. Haha ya your right I meant am I'm still half asleep lol was a long night for me last night
    1 point
  23. Welcome to the pound Conure, pull up a kennel. Not the pink one though, that belongs to Painless and he gets...emotional. Talking of Painless, at the request of the Quorum, I am pleased to confirm your field promotion to full DangerDog - There's no extra money, just more responsibility - like all the best promotions. All it means in practice is that you get a shiny new badge below your name on your forum posts and you also get access to the areas of the forum that we choose not to share with the wider audience - all Dogz are equal, but some are more equal than others.
    1 point
  24. Thanks Crash - for now I think I'll stick with the IL-2 content if okay. I previously tried to improve at DCS and IL-2 at the same time and found myself stretched a little thing! Looking forward to the mission campaign in IL-2 though. I'll jump on TS later. Thank you
    1 point
  25. Hello again. You will need Teamspeak installed and Mods enabled. The issue with our campaign is the mission log isnt saving so we cant move to the next mission. However Fenrir has started a mission by mission campaign using Syn Vanders generator. For DCS you will need the T-45 Goshawk and A-4E skyhawk mods installed to fly on our server. I will PM the TS password so if you want you can join/chat to the DCS boys tonight from about 8PM
    1 point
  26. Hi Billy and welcome to the pound!! There are plenty of people here for advice and will point you in whatever direction you wish to go....just ask. there is no such thing here as a stupid question....I think....
    1 point
  27. Hi, there are several Canadians who fly with us. I am sure that Artie or Wingflier will be in touch. I think that they are on the other side so time zones might not match. I know they fly quite often in the evenings so watch out for them.
    1 point
  28. Check your PMs and read the GBS part of the forum
    1 point
  29. Green-Cheek, Beautiful little guy - lived 25 years! Love that you linked that Thanks all What's next then?
    1 point
  30. Nonsense and idiocy underpins almost everything I hold dear, thank you for the warm welcome
    1 point
  31. The weather looks lovely Swooperton, as long as it stays the other side of the window 🌨❄️☃️
    1 point
  32. Crash 2 x 109 confirmed Delta 2 x 109 confirmed Painless 1 x 109 confirmed Sid 1 x 109 confirmed
    1 point
  33. I really like the dials on a second monitor. Can be put on an Android too. Looking forward to the engine management dials being usable.
    1 point
  34. Well maybe the one I saw was one you were not attached to .. but good for you for having scruples when it comes to loving and devouring chickens
    1 point
  35. Lets hope theres a fix for the campaign that can be done easily, not holding my breath but would really miss squadron flying together,
    1 point
  36. Hi Gents, if we cannot get the campaign running then going up as a squadron on a MP server might be worth a go? We could still mission brief and keep tally of scores, but would need to discuss on how we could make it work. Main thing I have found with DDs is its about having some fun flying together, with the campaigns being as serious as we get. Have had a look at some of the servers an in most cases there can be a really tough environment, but the one below looks like it might be worth a go? It has Icons, technical tips and minimaps so would be very simliar to our current coop? https://clashofeagles.net/wp-content/uploads/2021/07/opmaak-maps-all-fields-v8-13july2021.pdf https://clashofeagles.net/ ?
    1 point
  37. So you didn't see me lurking around the house yesterday ? Then my camo does work .. it was worth trip across to check
    1 point
  38. Okay, keep looking at this, anyone else seen or tried out? Like the idea, not sure about buying 3D printer to make the parts, but would work out cheaper than getting from 3rd party provider https://authentikit.org/spitfire-mkix/
    1 point
  39. I might be a bit late, but I should make it.
    1 point
  40. Dear Friends, The team is on a well-deserved extended weekend and Jason is lost in the middle of America on a research mission, so today’s DD is very straightforward. Behold the jet powered Arado AR 234 B-2 bomber! What sleek lines she has! As you saw last week, the Arado’s unique cockpit is also in development. We are working as hard as we can to make her operational as fast as we can.
    1 point
  41. Hi Sid could you please make me a skin for the P38? Believe B is avaialable and would like the attached image as nose art if possible. Regards Bob
    1 point
  42. Highlights: F-14 Jester LANTIRN Pod USS Forrestal Carrier WW2 Artillery units New water textures (less glassy) Additional islands on Marianas Map DCS F/A-18C Hornet by Eagle Dynamics Fixed the crash in which user set failures can produce a high engine temp. Added BDU-45 programme option in stores page. Fixed the course line being off center when in DCNTR mode on the SA page. Fixed LAU-116 weight when empty. Fixed SIM mode reporting the wrong weapon when unboxed. Fixed the carrier take off mission for the Persian Gulf map with Chinese text. Fixed the throttle and stick animation from the external view. Adjusted drag values of payloads. Fixed JHMCS alignment result after head movement. Fixed JHMCS alignment after helmet device change. Fixed HMD page missing when hot/air started. Fixed TIME UFC and ET on HUD. Fixed JHMCS autostart, hot start. Fixed AZ/EL tracking of the group, but the B-Sweep on the RDR ATTK does not. Fixed return to a WACQ / VACQ / weapon change or lost lock radar can become stuck in the previous radar scan. Fixed switch 3 on the ground power panel activates AIM-9 growl. Fixed AI pilot hands animations. Fixed JDAMs arming wire after release. Refined engine response. Added ammo mixes, M50/PGU working selection. Completed Auto-Throttle Control (ATC) Approach Mode. https://youtu.be/PMFWuFnb8WU Improve Over-G damage. RWR detection was limited to radar detection range - fixed. Tuned coupled waypoint behaviour. Fixed: AG Radar DBS mode: redesignation in "freezed" mode jumps in unknown direction if you change your flight direction. Fixed: AZ/EL Page cursor control stops moving if the AXIS is used to take elevation beyond the axis. Fixed: ZTOD or LTOD and press ENT while the scratchpad is blank should create an error. Fixed: If position mode is POS/AINS, UPDT option should not be displayed. Fixed: BDU-45 Laser Guided - Not firing laser. Fixed: SA-2 and SA-5 SAMs not showing in HARM H1 filter. Fixed: Failed auto bomb release after using HARM PLBK mode. Fixed: Simultaneously moving the gear and entering A/A mode will jam all A/A weapons. Fixed: HARM (TOO) can not see search radars when they are late activated. Fixed: Nose strut extends and compresses too much when hooking up to the catapult. Fixed: AG Radar shows box around player at ~135nm. Fixed: AZ/EL values for elevation and azimuth in STT. Fixed: Missile launched from twin pilon launches form different rails for master and clients. Fixed: LTD/R mouse click behaviour. Fixed: Harpoon programs can be stepped using the blank OSB button. Fixed: RTS from ACM leaves boxed ACM pushbutton. Fixed: Difference between using TOT to TGT WYPT TGT and WPDSG. Fixed: Page 187 ICLS information was incorrect. Fixed: 1 Look is entering MEM mode when maneuvering. Fixed: SA page not showing head and tail of waypoint. JSOW training mission correction. JDAM training mission correction - JDAM hitting tree. Carrier Taxi and Takeoff mission correction. DCS Mi-24P Hind by Eagle Dynamics Petrovich AI ATGM guidance process improved. (Petrovich will react to airframe oscillations and turns more precisely) Petrovich AI Target acquisition code refactoring (Petrovich now will not acquire targets in the night or dark enough environment. Petrovich will see targets in dark environments if illumination flares are used. Petrovich will see targets behind some obstructions that were blocking acquisition before but geometrically were not covering the target.). Known issue: in some specific relatively good light conditions Petrovich acquiring targets too close. Adjustments WIP. Petrovich AI additional separate bindings for keyboard or joystick added for: Turn to sight heading, ATGM launch align maneuver, Evasion turn (180 degrees) Unguided rockets burst launch logic adjusted (If previous rockets burst was not fully launched before weap. release button was released, next burst will continue it and launch what was left from previous burst before starting cut for next one) 9A623K main cannon parameters adjusted for more muzzle velocity Added different variations of ammo belts for main cannon Added new external fuel tank model (PTB-450) Added key bindings for dust protection filters and moving map adjustment Added clickable areas for wheel brake and parking brake Added functionality for timer device in Pilot-Operator cockpit. (Usage: set desirable amount of seconds on one of the round scales, set selector to desired scale left or right, after passing target reference switch timer to ON. After set seconds yellow light above PKI aiming sight will signal about countdown end for bomb drop. Used with bombing tables) Added Cyclic elements animations Added Engine fire effects, mission editor failures planner engine fire will affect engines now. Fixed Cockpit view limits adjusted Fixed Yadro-1. Frequency knobs had reverse direction of rotation Fixed Front cockpit chronograph watch incorrect hand movement Fixed SPU-8 Radio Source Select Rotary for keyboard or joystick mapped controls Fixed SPO sound desync in multicrew Fixed Inability to load less than 100% of main cannon ammo Fixed ATGM aiming sight view and TrackIR with setting "trackIR for external views" problems Fixed APU start switch Start/Crank mapping inverted Fixed Mouse external view camera control doesn't work after switching to ATGM aiming device sight view Fixed Pilot-Operator red light switches affect Pilot's cockpit lights Fixed ATGM aiming device sight view appears only partially on the screen at high resolution and GUI scaled Fixed PKP-72 altitude indicator is not moving at altitude below 60 meters Fixed Hot start SPU switches position changed to ON Fixed PKP-72M backlighting improvement Various instant action missions fixes Added 9M120 Ataka "AT-9 Spiral-2" ATGM in three versions: Ataka missiles do not require any changes to the weapon systems, they can be used instead of AT-6 Shturm missiles in the same positions and with the same methods. AT-9 Ataka has a slightly longer optimal range of 6 Km. 9M120 – variant with tandem HEAT warhead. 9M120F – variant with HE warhead for use against soft targets and light armor. 9M220O – variant for use against air targets. It is equipped with a proximity fuse (4 meters). KM-2 magnetic declination system compensation implemented. Petrovich AI: menu open/close sound added. Petrovich AI: added ME option for limiting air targets tracking ability. Petrovich AI: additional functionality for ATGM added: as Pilot-Commander Short Right press will cycle the next type of ATGM that will be launched. Crew remembers which missiles were placed on which stations. Added: External nose AoA vanes animation and effect. Added: Cockpit shake implemented. Added: Pilot-operator PKI aiming sight implementation. Added: Trimmer sounds improvement. Added: KMGU container model and animation improvements. Added: Main cannon shell casings animation. Added: Horizontal stabilizer animation. Improved: Input naming optimizations. Improved: Pilot-Operator ATGM guidance unit view "helper" arrow default position moved below center. Fixed: Muzzle flash effect interchange between main cannon and GuV gunpods. Fixed: ZPU-24 input command missing. Fixed: Embark/Disembark not an allowed task in Mission Editor. Fixed: ARK-15 switch has an incorrect frequency switching step (operator). Fixed: SAU-V24 additional fix for trim procedure. Fixed: Missiles still show as "on station" indicated even if the wing is detached. Fixed: Key map for gears up/down added to Pilot-Operator. Fixed: Lights flicker. Fixed: Petrovich AI moving aiming reticle of ATGM guidance unit sporadically away from marked point. Fixed: Petrovich AI targets list menu blocked by ASO-2 panel interface menu, now they can’t be called at the same time. Fixed: PKI aiming sight keyboard controls are too sensitive. Fixed: DISS Drift indicator memory light does not work in english cockpit. Aiming sights glass visuals refactoring. DCS F-14 Tomcat by Heatblur Simulations NEW: Added several engine failures for the mission editor: Engine Fire Engine Seizure Engine Turbine Failure Engine Oil Leak (slow, moderate and severe) Engine Compressor Stall Engine POP Stall Engine Supersonic Inlet Buzz Engine HPT Overspeed Engine AFTC PRI Failed Engine AICS Ramp Fail (open, closed and in pos.) Engine Exhaust Nozzle Failure NEW: Added a second readout row to the TID (including target aspect angle) as per updated software tapes in the real F-14. Fixed freeze on slow speed ditching. Fixed rare crash on speed brake extension. Reverted fix for flaps back to their original non-binary control state, following further SME feedback. Fixed AIM-54 missile desync in Multiplayer (fixed by ED). Fixed AIM-54 TCS silent-radar launches. Fix for radar-slaved-to-TCS targets not getting radar warning. Removed Heatblur copy of AIM-7 to use standard DCS AIM-7s. Adjusted all mounting points to fit DCS AIM-7s. AIM-7s will now drop and rotate in the air to the correct flying rotation. Explicitly disable lofting for AIM-7M and AIM-7F. Fixed accidentally disabling HOJ for AIM-7M and AIM-7F. Ignore surface targets in PD. Limit the max cow patty size on VDI to avoid clashing and overlapping at steep dive angles. Update TCS angles locally on pilot side to reduce lag in multicrew. Set mech and elec fuze switches to safe for cold start. Updated Quickstart missions by Reflected. Fixed NTTR Quickstart fuel load for BFM vs F16 mission. Fix missing sidewinder on pylon 8B in predefined loadout: AIM-54A-MK47*2, AIM-7M*1, AIM-9M*2, AIM-9L*2, XT*2 Plugged a gap in the rear of the canopy frame when canopy open or jettisoned. Ejection seat safety is now properly animated in exterior view / mirrors. Zipped all livery folders to reduce disk space usage and loading time. Added VF-31 Tomcatters NK101 (2004) livery from 59th_Jack. Added VF-32 Swordsmen AB200 (1976) livery from Yae Sakura. Added VF-33 Starfighters AB201 (1988) livery from Yae Sakura. NEW: Added CV-59 Forrestal Aircraft Carrier - an accurate and realistic representation of an 80’s era Forrestal, currently with standard DCS carrier capabilities, including: A highly detailed and accurate visual model. Catapulting and arresting wire systems. Night lighting in various running modes. Elevators and hangar parking for AI. 12 parking spots + 4 active catapult spawn locations. Point defence and Sea Sparrow defensive armament. Known issues: The ship currently lacks a visual damage model (WIP). NEW: added a set of new static carrier vehicles created for the Forrestal for mission creators: Added MD-3 Mule (Early) carrier tow/huffer. Added HS-60 Forklift (Early) small aircraft carrier forklift. Added CV-59 Large Forklift. Added NS-60 Deck Tilly Crane. NEW: JESTER LANTIRN - a large upgrade to JESTER AI allowing for full control and use of the LANTIRN targeting pod and bombing systems: Fully usable LANTIRN from the JESTER command window in both Singleplayer and Multiplayer. Including all LANTIRN subfunctions, QWP, QDES, QSNO, QHUD, etc. Ability to control JESTER (auto-)designation, laser usage, bhot/whot, area track and more. Ability to let JESTER search for specific target types, like armor, SAM, ships, aircraft and more. Ability to use QEYEBALLS and QDIRECT Head Control to steer the LANTIRN camera in real time. JESTER will look at QMAPMARKER if created in F10 (and desired). Ability to switch between TCS and LANTIRN. JESTER will talk the player on to the target, including release queues, corrections in azimuth, countdowns and more. JESTER awareness and LANTIRN preparation and operation based on situation (HUD mode = A2G, LANTIRN pod equipped, unit captured, etc.). Ability to change laser codes and buddy lase. JESTER core-functions like human limitations, mistakes etc. included. Over 1.000 new JESTER voice calls recorded and added. NEW: Added back lighted Digital Engine Instrument Group (EIG) to the F-14B, replacing the original F-14A tape gauges. NEW: New Engine malfunctions added to Mission Editor. INST test fixes and upgrades: EGT INST test - Indications will drive to maximum readings for 5 seconds and decrease afterwards to the specified test indications until the 15-second test is finished. Engine Stall/Over Temperature warning sound is now activated during the test Indication of the F-14A engine instruments adjusted to its proper readings during the test. All Fuel Quantity Indicator tapes and bars indicate now 2,000 pounds during the test. NEW: Added fully voiced LANTIRN Showcase mission “Training Day” for Quickstart and Singleplayer (F-14A, Caucasus map). NEW: Added 8x F-14A/B LANTIRN Quickstart missions to Marianas, NTTR, PG and Syria maps. NEW: Added mission editor functions for a better implementation of the JESTER-AI in scripted mission environments, through the addition of “x:set command with value”: 10009: value 1 = disables JESTER LANTIRN auto designate; value 0 = enables default. 10010: value 1 = silences JESTER; value 0 = lets him talk again. 10011: value 1 = disables JESTER: value 0 = enables him again. 10012: value 0.01-0.99/1.00 = JESTER tracks target with unit name LantirnTarget01 - LantirnTarget99/LantirnTarget100; value 0 = returns to normal operations. (Exclusive with any previous 10012 or 10013 commands.) 10013: value 0.01-0.99/1.00 = JESTER tracks zone with zone name LantirnZone01 - LantirnZone99/LantirnZone100; value 0 = returns to normal operations. (Exclusive with any previous 10013 or 10012 commands.) 10014: Jester will try to designate the point or object under the LANTIRN cross (for example you can put a LantirnZone01 over a bridge and have him designate it). Major flight model accuracy and simulation improvement effort - we’ve been working closely with our main SME for several months to perfect the F-14’s handling and performance characteristics, and have now merged in the first set of work in progress changes: Updated stores drag while mounted to the aircraft to correlate more closely with drag index data from performance manual and the aerodynamic benefits of mounting stores in the “tunnel”. Updated flap and gear drag effects. Updated flap deploy rate. Updated speedbrake drag. Updated overall airframe drag. Updated ram/spillage drag. Updated inlet pressure recovery at extremes of the flight envelope. Fixes to stabilizer shift when activating DLC. Increased spool down response to power reductions on both engines. Fixed automatic maneuvering device deployment schedule. Updated F-110 performance - required after airframe drag changes. Updated TF-30 performance - required after airframe drag changes. Slightly increased stabilizer travel. Improved Yaw SAS effectiveness. Slightly increased differential stabilizer roll power. Static stability adjustments. Adjusted gear pitch effect behavior. Adjusted flaps pitch effect behavior. Adjusted spoiler pitch effect behavior. Adjusted pitch with power. Adjusted TF30 mach lever RPM schedule. Adjusted misc lateral-directional handling/behavior. Adjusted longitudinal handling/behavior. Added HSD Heading and Course Knob keybind. Fuel Quantity Indicator gauges now will not move unless electrical power is provided. Adjusted F-14 collision model to better account for wings overswept. AN/ALR-67 threat database updated to version RBA1: added Forrestal as FL, 19JS as TS, and SA-5 as 5. Fixed COMPASS panel SYNC indicator needle showing reversed direction. COMPASS panel SYNC indicator needle won’t deflect when syncing is disabled by the accelerometer. Show TID scan pattern elevation coverage by range to TID cursor when shown (for F-14B and newer F-14A). Use a more specific missile prefix on F-14B and newer F-14A for AIM-7 and AIM-54 on TID: PH/PHC for A vs C models, and 7F/7M/7H for sparrows. Ignore doppler aspect upper/lower filters for PD-STT mode. Fix doppler filter logic for upper and lower aspect switch bounds to ignore own speed. Fix for PD surface targets not being ignored. Fix for TID target aspect angle. Fixed Zuni Rocket release sounds. Synchronized weapon release sounds in multicrew. Fixed Quickstart.lua reversion issues (all missions will now show again). Fixed Campaign COOP missions being accidentally removed from the Missions/Multi folder. Changed all Case1 non-SC Quickstart missions to USS Forrestal. Replaced USS Stennis in several SP missions with the USS Forrestal (thank you Grimes!). Several fixes to NTTR and Marianas Quickstart missions. Fix extra 9L instead of 9M on some F-14B predefined loadouts with a mix of 9L/9M. Fix predefined loadouts on F-14A variants: AIM-54A-MK47*2, AIM-7F*1, AIM-9L*4, XT*2. Added VF-11 AE101 1988, VF-11 AE 103 1988 and VF-11 AE106 1988 by LanceCriminal86. Thank you! Added VF-31 AE200 1988 and VF-31 AE204 1988 by LanceCriminal86 and Shmoo42. Thank you! Fixed CV-59 Forrestal LSO position after x axis offset. Jester LANTIRN: Fixed crashes on landing gear down in LDG mode. Jester LANTIRN: Don't show the QDES option when QDES is not available. Jester LANTIRN: Static aircraft are no longer dead to Jester. Rearming with LANTIRN within 4 minutes from hot spawn will result in the pod being installed as pre-aligned. Jester will monitor the LANTIRN pod switch when idle on the ground. Fixed Jester "Set active" not working after disabling Jester from the menu. Taught Jester that you do not need an ejection to climb up in life, even when spawning low. Adjusted longitudinal handling. Removed pitch up effect in the early stage of flaps deployment. Adjusted flaps pitching moment at lower AOAs. Boosted TF30 thrust at very low altitudes and airspeeds. Increased F110 subsonic core thrust at low altitudes. Adjusted landing gear drag. Partial fix to AP altitude hold not engaging and holding properly (WIP). Partial adjustment of AP gains and handling (WIP). Fixed TACAN for Caucasus and PG CV-59 Case1 Quickstart Missions. Updated Fear the Bones Teaser Mission by Reflected Simulations. Updated Zone 5 Teaser Mission by Reflected Simulations. DCS: AJS-37 Viggen by Heatblur Simulations Improved landing gear suspension simulation Updated ground handling and associated parameters Fixed DCS Crash when looping the aircraft Fixed shader loading procedure DCS AV-8B N/A by RAZBAM Simulations Fixed: Route selection is not cleared when deselecting ROUTE. Fixed: Engine MPCD displays missing elements. Fixed: WPTs not shown in the EHSD DATA page when a WPT is DESG. Fixed: “-” button on the UFC not working when trying to enter negative OAT values. Fixed: VREST Outside Air Temperature will now only update with weight on wheels unless overdriven. Fixed: NSEQ C/S-T bug that caused the speed to increase after passing the first waypoint. Fixed: GBU-12/MK20 ODU FUZE does not revert to QTY, INTV, MULT. Fixed: SS FWD Long activates the LTP with Mavs E2/L Fixed: Magnetic Ground Track not being calculated correctly. Fixed: Waypoint numbers When inserting in TOO Fixed: SA3 mis-identified as SA2 on RWR Fixed: DME is slant range in AG Master mode when it should be linear range Fixed: TPOD Modes when undesignating. Fixed: Cannot select EHSD-entered TGT for JDAM absolute release Fixed: COURSE LINE abeam distance bug Fixed: CAS page RCALL subpage superposed Tgt Text Fixed: WO/S RANGE not displaying in UFC DCS MiG-19P by RAZBAM Simulations Improved: Roll control with aileron boost off or no hydraulic power. Fixed: RadAlt needle "jumping" when set to TEST. Fixed: Target lock remains after turning the tracking antenna off. Fixed: Radar scope scale not visible. DCS JF-17 by Deka Ironwork Simulations Fixed: AG radar EXP/DBS1/DBS2 modes Fixed: AG radar TDC axis movement in EXP/DBS1/DBS2 modes Fixed: AA radar detection with terrain mask when low vs low Fixed: device params are locked, and can no longer be modified by players Fixed: pilot must take-off and then land to enable AAP OFF button Fixed: AAP button logic - turning on any device will also turn on WMMC1 Adjusted: Take-off and landing roll pitching behavior Added: customized radio channel frequency (details in Doc/customerRadio_sample.lua) Added: more keybinds Known issue: C802AK cannot acquire targets (working with ED on the fix) Added: AG radar MAP freeze mode. Added: AG radar designated SPI symbol Added: more keybindings. Updated: in AG radar EXP/DBS1/DBS2 mode, pilot can slew TDC to change scan sector/patch continuously. Fixed: AA radar contact bug/lock distance issue. Fixed: AG radar SP/SLV button function. Fixed: AG radar AGR mode for CCIP Fixed: engine flame-out due to smoke. Fixed: C802AK/AKG disappeared after launch. Known issue: C802AK seeker is still under fix with ED DCS SA-342 Gazelle by Polychop Simulations Added: RWR symbology for Added RWR symbology for: CVN-71 Theodore Roosevelt CVN-72 Abraham Lincoln CVN-73 George Washington CVN-75 Harry S. Truman Arleigh Burke Class Destroyer JF-17 Thunder NASAMs Sam radars Fixed: VR compatibility for helmet visor Fixed: Texture issue with Yugoslavian livery Fixed: Pilots were visible in empty / static Gazelle Added: Improved downwash effect Added: New pilot models Known issue: Old pilot models still show externally when further away for the Mistral and minigun variant Known issue: Some pilot animations in external view need tweaking Fixed: Trim not working. Fixed (partially): Laser rangefinder. Did not return accurate distance to vehicles and certain terrain features. Still improving detection of statics. Fixed: Altitude hold autopilot mode was defective. Fixed: Viviane camera tracking angles could go out of bounds New: Sand filter (particle separator) is now simulated. Fixed: Sand filter mechanics caused engine shutdown. Fixed: Laser rangefinder beam was visible using NVG’s. Fixed: Old pilot models showed when further away. Fixed: IR sight of Mistral version could track through terrain. DCS C-101 Aviojet by AvioDev Implemented VR stick and throttle control, though it requires the most recent DCS version from ED, that means it will not function correctly for the stick until the next major update of DCS. Added Oculus Touch Controller default keys assignments. Added Oculus Touch controller input profile. Removed pitch/bank assignments as conflicting with the main joystick input. Made clickable switches VR-conformant. Made the following clickable switches smoothly animated: Both C-101EB and C-101CC: generator test, seat height adjustment, manual temperature control, stall warning test, emergency pitch trim, generator master switch. C-101EB: directional gyro fast sync, TACAN Mode Selector. C-101CC: rudder trim switch, V/TWU-740 test switch, Bomb Arming Selector, Mode Selector, Ripple Time Switch, Selective Jettison Switch. Added discrete bindings for the following C-101EB switches: UHF Main Mode Rotary, UHF Frequency Mode Rotary, TACAN Mode Rotary. Added discrete bindings for the following C-101CC switches: Bomb Arming Selector, Mode Selector, Ripple Time Switch, Selective Jettison Switch, V/UHF Main Mode Rotary, V/UHF Frequency Mode Rotary, VHF COMM Mode Rotary, VHF NAV Mode Rotary. Added normal map (bump) to C-101EB and C-101CC external model textures. Eliminated parasitic switches sound “clicks” at mission start, due to cockpit switches being set to initial positions. Clickability partially reworked: buttons and 2-pos switches now can be switched by both LMB and RMB. Removed “click“ sound from “hide stick“ function in C-101. Fixed airspeed indicator bug (triangular index) setting knob continuing rotating beyond the limit in some cases. Fixed the initial state of mirror clickspot. The mirror can now be toggled by LMB click, or rotated by RMB+mouse move or by mousewheel. Added Combined Flight Controls Mode.pdf to Docs folder. Torn off airframe parts masses (wings, etc) are correctly subtracted now from the total aircraft weight, also affecting the center-of-gravity calculation. Improved aerodynamic effects of damage. Implemented multicrew synchronization of the seat adjustment function. Fixed other seat sounds not heard in multicrew. Added missing stick/rudder “stop” sounds for another seat in the Combined Controls Mode. Fixed throttle idle detent sound volume, when it is activated from another seat in multicrew. Updated auto shutdown sequence. C-101CC: fixed sight depression wheels clickability.. Added two quickstart missions (C-101EB and C-101CC) for Marianas map. Fixed a conflict that made the air vent move the mirror. Updated several weapon descriptions in Mission Editor. Fixed NAV and VERT warning flags of C-101CC HSI, which were interchanged. DCS MiG-21bis by Magnitude 3 Adjusted the alpha channel in the landing lights' texture. Added two Hungarian Griffen liveries by Jack. DCS Christen Eagle II by Magnitude 3 Fixed DLLs causing DCS to crash Fixed code within MainPanel causing the Su-25 cockpit to occasionally appear. DCS Black Shark by Eagle Dynamics Atmospheric pressure affects on the position of operating point - fixed. Flaming Cliffs by Eagle Dynamics Su-25T. Green blot on HUD eliminated. DCS: A-10C Warthog, A-10C II Tank Killer by Eagle Dynamics Steady/Chopped tones will work normally with the gear down. HOTAS Warthog- fixed conflicts in rudder trim commands for Easy Flight mode. MRC corrected. WP smoke marker duration corrected to 40 seconds. DCS: FW 190A-8 Anton and FW 190D-9 Dora by Eagle Dynamics WGr. 21 is now fired in salvo only. Reworked WGr. 21 tube jettison procedure. WGr-21 derivation is set to 40 mils or 2 deg right. Fix to electrical breaker setup that allows to fire inner and cowling guns independently. DCS: P-47D Thunderbolt by Eagle Dynamics Fixed rocked distributor not receiving failure notifications. DCS: F-86F Sabre by Eagle Dynamics Fix the Engine sound position for the cockpit. DCS: F-5E Tiger II by Eagle Dynamics The damage model has been improved. Now the plane can be broken if the permitted overload is exceeded. DCS: P-51D Mustang by Eagle Dynamics Tail falls off too easily on landing without the tail wheel - fixed DCS: FW190D-9 by Eagle Dynamics WGr. 21 can be fired with release solenoid unpowered - fixed DCS: Combined Arms by Eagle Dynamics Incorrect sight MANPADS Stinger - fixed. Fixed using missiles of SAM SA-19 Tunguska when intercepting AGM (interception is only possible with autocannons). Fixed calculation of braking distance for AI (unit could stop further than the destination point). Unit control on the F10 map. Units located “off the road” start moving one at a time to WP with type "on road" - fixed. M1025 (HMMWV) displays as "Hummer" in the F10 map - fixed. Fixed "black screen" when using zoom on SAM SA-15 Tor “Gauntlet”. Adjusted the firing range for SPH M109 "Paladin". Fixed first round without firing solution for the SPAAG. Fixed firing on maximum range for T-155 Firtina. Fixed the M1A2 M2 MG getting stuck on the commander's sight. Reload time of the SAM SA-8 Osa "Gecko" is set to 5 minutes. Fixed display fonts for CA. Fixed missing LAV-25 sight. New indication of readiness to fire for VAB Mephisto. Reload time of SAM NASAMS has been changed to 7 minutes for 1 missile. Fixed liveries for Challenger 2. DCS: WWII Assets Pack by Eagle Dynamics Altitude Engagement Restrictions KDO target prioritization problem solved KDO lifepoints fixed AI is now affected by fuel leaks - severed fuel lines reaction added AD element losing most of its mass on receiving damage - fixed Fixed AI crewman’s health stutter at 20% on the first shot. Removed barrel blow effects for WWII units. Added new units: 105mm M2A1 towed field howitzer Pak40 anti-tank gun 10.5cm leFN field howitzer Sd.Kfz. 124 Wespe self-propelled gun DCS The Channel Map Added textures for the Winter season Adjusted the minimum and maximum temperature values for the seasons Winter, Autumn, Spring, Summer Improved the detail of settlements and roads in the area between the Abbeville Drucat airfield and the city of Amiens All bridges on the map are destructible Added a destructible unique prison complex of Amiens Added a cemetery near the prison complex of Amiens Added a unique complex Citadelle d'arras Improved long range LODs of bridge models for better VR recognizability Improved hangar collision models, roof collision matches model rendering For some objects, destruction models have been added, there were none before Fixed artifacts in the texture of the entrance to the railway tunnel Remove unused / less used assets Fixed flickering of coastline textures near rocks Fixed building of train routes on single-lane railways Small changes in the location of settlements near Hawking Airfield Trees in forests now respond to the DCS trees visibility setting Fixed a bug when many objects got burn effect after destruction, for example brick fences Fixed bugs in the route building at the Detling airfield for bots Fixed bugs in route building at the High Halden airfield for bots Fixed bugs in night lighting of some building models Fixed many places where roads rise high above the ground forming unnatural slopes Fixed a lot of sharp corners on rail bends Fixed a lot of places of incorrect slope generating near bridges Fixed many cosmetic bugs in object models such as holes in textures, incorrect collisions, incorrect night lighting, etc. Removed Allied vehicles from V-1 launch pad scenes Optimized tree models Optimized some unique models, excess number of triangles DCS: Marianas by Eagle Dynamics The new runway is added to Andersen Northwest Field New unique objects are added: NIKKO hotel T. Stell Newman Visitor Center Our Lady of Purification Catholic Church Vehicles can fall through bridges - fixed Helipads stick out - fixed Impossible to destroy fences - fixed Taxiway and runway lights bugfix on all airfields Visual improvements for river-sea entries, too steep roads and terrain glitches Added nine new islands that extend 600 km north of Saipan. Anatahan, Sarigan, Guguan, Alamagan, Pagan, Agrihan, Asuncion, Maug, and Farallon de Pajaros. Added a new, non-paved airfield on Pagan island. Improved seabed elevation map. Added breaking waves. New unique buildings: Fiesta Resort & Spa. Paradise hotel Saipan. Improvements to non-realistic curves of roads and terrains. Andersen AFB - If a single runway is blocked, aircraft will not use an open runway - fixed. Campaigns DCS: Mi-8MTV2 Crew Part 1 Campaign by Stone Sky: Mission 3: a pair of MiG-29s did not taxi - fixed. Mission 8: cargo weight reduced by 400 kg. Fixed AI taxi issue in a few missions. Mission2: Fixed landing on WP1 F-15C The Georgian War Сampaign by Baltic Dragon: Mission 13: Resolved a possible dialogue timing issue when pursuing second tasking. Resolved dialogue timing issues during final tasking. Mission 15: Adjusted dialogue timing, fixed false ROE violation. Mission 10: fixed issues with AI taxiing at the mission start. The Enemy Within 3.0 Campaign by Baltic Dragon: Mission 18: Updated cloud cover (reduced the amount of clouds). Mission 12: fixed issue with Lotus taking off in the wrong direction. DCS: F/A-18C Raven One Сampaign by Baltic Dragon: Mission 09: Updated elevation of WP 2 (from 15K to ground level). Fixed problem with Raven 11 being unable to destroy the SA-15. Mission 12: Updated skins for Iranian F-14. Small improvements to AI behaviour. Mission 13: Updated wrong WP number in one of the messages. Reduced the density of the cloud layer. Mission 14: Updated SA-15 logic firing at player (it should now be spoofed by jamming). Removed debugging messages seen during the mission. Updated PDF kneeboard document (wrong laser code). Fixed problem with scoring that caused the campaign to move back one step. Spitfire IX The Big Show Campaign by Reflected Simulations: Mission 4: drop tank added. Mosquito added. Added second campaign on the Channel map AI attack avoidance overridden Mission 7: Channel map version added P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations: Mosquito added. AI attack avoidance overridden. Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations: Mosquito added. AI attack avoidance overridden. DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations: Mosquito added. Adjustments for Channel map update. AI attack avoidance overridden. DCS: P-47D Wolfpack Campaign by Reflected Simulations: Mosquito added. Adjustments for Channel map update. AI attack avoidance overridden. DCS: F-14A Zone 5 Campaign by Reflected Simulations: SAM skill levels lowered. Wild card spawns at longer distances. Jester automatic silencer triggers added where needed. Airfield equipment update. AI skills adjusted. DCS: F-14A Fear the Bones Campaign by Reflected Simulations: Mission 6: Hornet loadouts updated. Deck equipment update. DCS: F-16C Red Flag 21-1 Campaign by Bunyap Campaigns: Updated target waypoint altitudes on some missions. F/A-18C Serpent’s Head 2 campaign by Badger633: Mission 4. Adjust zones and flags to give more pilot flexibility. Mission 1 to 9 Super Carrier both versions. Add mission skip facility for Super Carrier versions. (Can be used with new DCS mission skip facility) Missions 4, 6 and 10 all variations. Adjust Carrier ATC for Case 3 DCS changes to avoid conflicts. F/A-18C Rise of the Persian Lion campaign by Badger633: ADD NEW OPTIONAL VERSION OF CAMPAIGN with increased difficulty. Generally. Clear fleet routes from static ships, convert all tankers to racetrack form, add infinite coordinate display time with space bar removal. Mission 4. Correct Boghammer fail zone so now active. Remove any red units left visible on map. Mission 5. Move incorrect targets outside of confirmation zones. Mission 6. Improved logic of 410 during contact. Remove any red units left visible on map. Mission 8. Improved logic of 410 during contact, correct lifter egress, fix unlimited weapons on EZ A2A version, timed SAM removal to avoid false RWR warnings during A2A refuel. Remove any red units left visible on map. Mission 9. Correct fuel amount EZ A2A version, add safety net for possible 420 AI bug. Remove any red units left visible on map. Mission 10. Improved logic of 420 during contact. Reduce size of ABE fail zone to account for pilots drifting south. Mission 13. Increase speed of enemy helos for radar visibility. Correct fail message. Mission 14. Fix MIG attack. DCS: AV-8B Sky Warrior Campaign by Eagle86: Mission 9. The allied column started an attack without permission, which led to the failure of the mission. Fixed. Minor adjustments to AI behavior across all missions. DCS: F-14 Rising Squall Campaign by INVERTED Mission 3 - Due to the AI traffic logic error of Liwa AFB, Aegis-4 is temporarily moved to Apron 01, and Aegis-4 will be activated after the player takes off. Please don't stay on the runway for too long to avoid AI traffic conflict. DCS: UH-1H Worlds Apart 2025 Campaign by Low Level Heaven Prevent mission from breaking due to pathfinding issues with Ground forces (Hans).
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  43. Having used Discord for the 443 campaign last year, whilst it has some cool and desirable capabilities, it’s voicecomms were not as clear or reliable as TS3; if the new TS upgrade can incorporate some of the features that make discord attractive whilst maintaining the better sound quality I’d be first in the queue to advocate us utilising it.
    1 point
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