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    DCS Weekend News 11 October 2019
    MigBuster
    By MigBuster,
        Viper and Hornet Update With the early access release of the Viper, we are now focusing on the most pressing bugs and desired new features for the Hornet and Viper. We have been reading all your feedback, and this is the biggest factor in determining our priorities. While not a complete list, here are our priority items for the Hornet and Viper in our roadmap (please note that the items listed are not in any sequential order): F/A-18C Hornet Targeting Pod Slave to waypoint / target point Line of sight indication on the HUD Coordinate display Cursor Zero and Snowplow modes Radar Track While Scan (TWS) mode SPOT mode AACQ mode Weapons Release of the AGM-62 Walleye Dynamic launch zones for JDAM and JSOW Pre-Briefed (PB) mode for AGM-88 HARM Avionics Correct the ability to pull 30 G by disabling the G-limiter circuit breaker as a cheat Automatic Carrier Landing System (ACLS) mode Countermeasures Smaller flares option that can be up to 60 on the aircraft F-16C Viper External Art Complete external skin and provide a template to the public External lights Centerline fuel tank Add wing flex Additional skins Visual damage model Cockpit Art Add pilot body to cockpit view (VR) Systems EEGS Level-5 and Lead Computing Optical Sight (LCOS) gunsight when target is locked on radar Identify Friend or Foe (IFF) system Corrected AIM-120 Dynamic Launch Zone (DLZ) that correctly accounts for A (active) and T (time to impact) times Track While Scan (TWS) radar mode Air-to-Air Radar to include Control page (set PRF, contact fade, etc.) Targeting pod (target range indication, SP/CZ/TGT indications, azimuth indication angle indication [waterline with line], GRAY indication, north arrow, M mask indication) If AIM-9 and AIM-120 are loaded, selected aft on the dogfight switch should select AIM-9 and pressing forward should select AIM-120 Emergency jettison button Ability to create and modify steerpoints form the UFC Steerpoints must auto-sequence when option selected from STPTY DED page Toggle missile type select with missile step button for more than .8 seconds Lock indication on the RWR is missing. It should be a circle. At missile launch, then the circle should flash Complete CMDS manual mode programming When a contact is locked while in NAV mode, changing to AA mode should not remove the lock Only a long press aft on the DMS switch should turn the HMCS on and off. Currently, up, right, and left also have this function AI vs the New Damage Model As the new damage model is being implemented, tested and tuned for all our WWII modules we are making sure that all aspects of gameplay are checked and tuned as well. Is this case, with the new damage model we noticed that the AI can be very accurate, and many times testing vs the AI, they would land all shots center mass, any times scoring a pilot kill before anything else. To deal with this we have added a couple of new functions to the AI. First, we added error aiming offset, this will prevent the AI from shooting at the center of the model, and will be adjusted based on the skill set in the Mission Editor. This makes it more realistic when you manage to get some distance on the AI, but letting them in close will still be as deadly as expected. Secondly, there is also a function for tracers aiming correction, this means that when the AI is using tracer rounds, the AI will correct its aim only as the AI fires on a target. The time required for the AI to adjust its aim is based on skill level as well, so excellent level AI will adjust their aim much faster than lower-skilled AI. Now this is only the first phase of these changes, the next adjustments will focus on targeting of key components and areas of different aircraft, as we were told by Luftwaffe fighter pilot Erich Brunotte, they were instructed to fire on the inner left engine on B-17s as there were some critical systems that were not doubled located there. This will allow the AI to be more precise as far as targeting aircraft components going forward. Lastly, we have tuned how aggressive the AI is when firing on a disabled or already destroyed enemy plane, currently with new damage model testing, the AI would unload on you, and not let up until every part of you was a flaming hunk of wreckage, now, the AI should recognize when you are damaged enough, or dead and stop firing, hopefully this will allow the AI to maintain more ammo, and be more useful in large scale fights. These new AI features should be available in this week's Open Beta update, we ask you to share your experiences with the AI tweaks and give us feedback on your personal experience with it. DCS World Open Beta Update This Friday we are releasing a new Open Beta update with the following highlights: AI Combat Improvements R/BL mode for Harpoons on the Hornet A number of fixes for the DCS: F-16 Viper A number of fixes for the DCS C-101 by AvioDev You can read the complete changelog here. Many thanks to all our faithful community. Yours sincerely,
    The Eagle Dynamics Team

    New Keyboard--Preliminary Report
    RIBob
    By RIBob,
     Just bought this: https://www.amazon.com/gp/product/B00481BEY8/ref=ppx_yo_dt_b_asin_title_o00_s00?ie=UTF8&psc=1 While certainly NOT cheap, it has the following advantages: 1) Frees up a USB port, since no separate mouse is required 2) Every key is programmable.  While I don't envision re-programming the already dedicated keys, the option is there. 3) Spill-and dust-resistant, as per IP 54 spec., and otherwise very reliable.  I have used this keyboard in a commercial environment for several years, and amongst the numerous keyboards being in constant daily use/abuse, I do not know of one of that has failed or malfunctioned.  Probably the most trouble-free device in our POS setup. 4) The keys are mechanical, and so extremely reliable and will retain their "touch" for a very long time.  Rated for 20 million actuations before failure, as per mfr. 5) The integral mouse pad is just as useful as the one on your laptop, after you tweak its' settings to suit you-- DO NOT fail to do so.  After slightly adjusting "Mouse Properties" for the mouse pad on the new keyboard, I find no issues with the keyboard's mouse pad;  It's faster than reaching over to the mouse, IMHO, once you get used to it.  I found myself reaching for my mouse many times before I remembered it was now on the keyboard, instead of the desktop.  This keyboard has some disadvantages, to wit: 1) The keys are not back-lit.  I like this feature, but admit that some may not. 2) The programming of the keys will require of the user some experimentation/familiarization.  Understandable, perhaps.  The documentation of the programming program is not what it might be.   3) Cost.  Plain and simple, it's expensive.  OTOH, it's extremely reliable, and has loads of non-assigned and programmable keys. The keyboard comes with almost zero instructions, but with Mfr's web site address.  Win 10 system will install the basic drivers.  After that, go to Mfr's site, and download/install the main program for the keyboard, which will allow programming of keys, including (they claim) macros.  The keyboard comes with a metal tool to remove the key pads easily and painlessly, and it works flawlessly.  Best tool of its type I've ever used. I plan to install some color-coded paper into some of the  non-assigned keys for use in flight sims: Green for ground, Blue for air, Red for guns, Orange for bombs.   All will be grouped, and labeled.   As of this writing, I can't respond on the key programming feature, but I reckon, with some persistence, it will work OK.   Other reviewers have said such.  Some sims are not friendly to auxiliary keyboards/keypads.  I cannot say whether this keyboard will overcome this issue.  It is possible that aux programmed keys from the main keyboard might be recognized, as opposed from key-commands from a separate keyboard.  So, a preliminary report; so far, the keyboard/mousepad, with the latter having very slight adjustment, is perfect.  Will advise as the programming of keys is accomplished. Disclaimer: No financial connection with mfr or vendor. Submitted for consideration    

    DCS F-16C B50 Early Access release
    MigBuster
    By MigBuster,
      Why the F-16C The Viper was the next logical extension to the F/A-18C Hornet. They both have a similar multi-role mission and share many of the same underlying technologies and systems. As such, we can be much more efficient by leveraging core technologies and features for both aircraft. The Viper is also cool aircraft that has been produced in massive numbers, with an equal number of fans around the world. It was a no-brainer.   Development Start Every aircraft starts from the engine and flight model and follows by 3D modelling and development of all the systems. We started to develop the heart of the Viper in October 2018 creating the needed design documents and collecting as much information available to us. The main production phase started in April 2019 with many placeholder objects up to what you see now this will continue until the module is considered feature completed and can be moved from Early Access to release. Development Speed We have never developed a product so fast. Not only is this a testament to our amazing development team, but it also showed the value of creating core technologies that can be applied to multiple aircraft. The development of projects that are similar in tech will always help the speed of creating new tech. You can even see this in our WWII aircraft with similar engine types, and new tech for those. Current Early Access Features As development starts, a plan is put into place on what the key features will be required to make an enjoyable product in an Early Access environment. Much thought is always put into what will allow the most gameplay with features still to come. Even development of the Hornet, and what was most popular as it developed, as an example, the targeting pod. Of course, this is all based on how the systems tie together in development, and sometimes that can push much-requested features further out, you can see this with IFF as an example. F-110-GE-129 turbofan engine AN/APG-68(V)5 multi-mode radar AN/ALR-56M Radar Warning Receiver CCIP (Common Configuration Implementation Program) update ALE-47 countermeasure system Color Multifunction Display (CMFD) symbology, Horizontal Situation Display (HSD) format, and Head-up Display (HUD) symbology Digitally TACAN and Electronic Horizontal Situation Indicator (EHSI) RWS, SAM, and ACM A/A radar modes RWS, SAM, and STT air-to-air radar modes BDU-33, GBU-10, GBU-12, Mk-82LDGP, Mk-82AIR, Mk-82SE, Mk-84LDGP, CBU-87 CEM, and CBU-97 SFW unguided bombs 2.75” rockets Helmet Mounted Cueing System (HMCS) AIM-9L/M/P/X Sidewinder AIM-120B/C AMRAAM M61A1 20mm cannon Litening targeting pod New developments for the Viper TWS and other A/A radar modes Multifunctional Information Distribution System (MIDS) Link 16 Data Link Identify Friend or Foe (IFF) A/G radar modes AGM-65D/G/H/K Maverick AGM-88C HARM AN/ASQ-213 HARM Targeting System (HTS) GBU-24A/B laser-guided bombs BRU-57/A Smart Rack CBU-103 CEM and CBU-105 SFW Inertially Aided Munitions (IAM) GBU-31/A and GBU-38/B JDAM AGM-154A and AGM-154B JSOW Integration of the JHMCS with the HARM Targeting System (HTS), Link 16, and AIFF Night Vision Goggles (NVG) ALE-50 towed decoy What to wait for next? IFF TWS Programs for CMDS Autopilot (HDG SEL and STRG SEL modes) INS setup and DED page FM/FLCS/engine tuning AA and AG mode missing indication Current Known issues With this Early Access release, we have already identified and are tracking the number of issues that were not fixed for this build. If you see the issue listed here, there is no need for it to be reported in the 'Verified Bug' section for the Viper on the forums. All things Damage Model are currently WIP Pilot body WIP Wing Flex WIP DED symbols not affected by reflection Seat Shadows in the cockpit not complete LAU-3 firing issues after reload LERX vortexes only on-air start Some stores alignment issues remain Tanker can send 'transfer complete' in error OBOGS BIT Switch isn't clickable MPO check shows nothing Depressible Reticle Switch doesn't affect on HUD Some MP sync issues remain AoA bracket is bouncing around while taxiing under 60kts. No animation on the engine inlet fans Pilot shows still in the cockpit after ejection EQUIP HOT caution light doesn't illuminate after for AIR SOURCE selected OFF AWACS Declare not available ENG CONT switch doesn't affect nozzle position Trying to eject with seat unarmed causes ejection soon as the seat is armed HUD IAS delta is too big comparing with info bar In certain cases, Afterburner flame overlaps engine nozzle HUD velocity switch doesn't display Ground Speed AR floodlight and other lights on fuselage doesn't work ALT GEAR Handle isn't clickable HUD Brightness Control Switch not functioning EMER Jettison and GRND jettison not functioning Seat adjustment moves POV but not model PNEU label is not displayed Hook doesn't extend Infobar shows wrong flaps value Stores Drag WIP Active and Time to Intercept calculations for DLZ Q&A from community Q: The number of available skins?
    A: Default skin only.

    Q: Can I use bonuses to purchase?
    A: Yes.

    Q: Why is the DED not listed at all? Are there no plans to fully simulate the DED?
    A: DED is an important part of different systems. As functionality for these systems is added, corresponding pages on DED will be added.

    Q: Are there any plans to include a virtual pilot for the Viper?
    A: Of course.

    Q: How is the FBW-based PFM developed from publicly available data to something that is actually so close to reality that a Pilot/SME is able to validate it and sign off on?
    Q: The FLCS for the F-16 had to be constructed from the ground-up. How was that process?
    A: Building FLCS from scratch was a difficult task, requiring a lot of research and a lot of effort, due to complexity and a lack of information. F-15C and F/A-18C development experience came in handy.

    Q: When implementing something like the RWS radar mode into the F-16, how much of that code is able to be transferred straight from the F/A-18C into the F-16C, and how much has to be modified/rewritten completely?
    Q: How much common codebase do the Viper and Hornet have? Will developing systems and weapons for both be seamless and much easier as EA development continues? Can this common base also be applied to future fixed-wing products like the F-4E?
    A: Significant amount of code has been reused, which greatly simplified and accelerated development. In the future, this will help in the development of other modules. However, there are still many things we created from scratch.

    Q: In the future will there be other variants?
    Q: is there ever going to be DLC's for F-16 that simulate different F-16's? ( i.e Block 40 Night Falcon, Block 30 )
    A: Perhaps, we will consider this option.

    Q: Is the Sniper pod still being considered further down the road?
    Q: Will the sniper pod make a return?
    A: Yes.

    Q: Will Hornet and Viper be feature-tied when it comes to development and update? So if one got AGM-65 (just an example), will the other be getting it at the same time? (or around the same time?)
    A: We will try to. It is in our interests too.

    Q: Was wondering if there are plans to implement the Viper's AGCAS to save pilots from GLOC death.
    A: Too modern for the modelled variant.

    Q: How will LGB's work starting online from a cold/dark empty plane on day1? I.e. where do you set the LGB code? Will this be a server setting that bombs will default to?
    A: Laser code is set in a mission in EA. Later we will add the ability to set the code on a runway, similar to F-5E-3.

    Q: Is there anything more you can share at this point regarding Ground Radar?
    Q: How far is the development regarding ground radar?
    A: Work in progress.

    Q: For us who don't have cool detents on our throttles, is there any plans to add a similar feature the hornet has (the finger lift to after burner) that'll prevent me from accidently hitting the burner when I'm trying to only go to full mil?
    A: It's already in EA.

    Q: Can HARM targeting system and Litening targeting pod be mixed in the future?
    A: Carried together - yes.

    Q: The F/A-18 already has HARM. Will we be seeing that available for the Viper in POS/HAS modes before the HTS pod is released, or will you be waiting to release them as a bundled upgrade?
    A: We will start from common modes and then proceed to HTS.

    Q: When can we expect TWS for the f-16?
    A: This is one of our priorities for the near future.

    Q: What are the deliverables expected of the F16 Viper before the developers move back onto completing the Hornet?
    A: Engineers will return to Hornet development in the near future.

    Q: Will there be a "Viper mission of the week (month? can't remember)" like you initially did with the Hornet?
    A: About once a month.

    Q: How do I turn on TACAN?
    A: Switch MIDS LVT knob to the ON position. Yours sincerely,
    The Eagle Dynamics Team

    Il2 DD Update Dev Blog 232
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Hello everybody,
    The next update 3.201 will be released really soon. In the previous Dev Diaries, we told what it will bring for Bodenplatte, but it will also contain many improvements for other projects as well. Let's start with Tank Crew.
    The first important feature (not only for tanks, but it is especially important for them) is the new occlusion system for object markers. Now ground and aerial object markers will be occluded by other moving objects, cockpit elements, hills, trees buildings, etc. It should really pump up the tension of battle even in the 'markers on' mode.
    Second, we have changed the way a turret (or closed sights MGs like bow MG-34) is steered on all tanks, now it moves like on M4A2 before and there is a special overlay indicator showing the set turret direction.
    In addition, all the Tank Crew player controllable tanks now have improved engine startup procedures, both visually and audibly. Pz. IV and M4 have autonomous turret traverse mode working with effects and animations. The tanks handling has been improved. Many of them have their interiors and some exterior details updated.
    Two historical campaigns set near Prokhorovka designed by Alexander Timoshokov and Victor Sechnoy are finished and their beta testing should start next week along with the commander interface for controlling the crew and an entire platoon. To create correct mission scenarios, a lot of effort has been put into research - just their briefings have enough text to fill up 40 book pages. Ground AI improvements required a lot of time as well. We plan to release these campaigns to all Tank Crew owners in October.    
    Now onto Flying Circus. The coming update will include the Arras area map (1918). The cities, towns, and airfields recreate the atmosphere of the era believably. The designers paid special attention to smaller details in the airfield buildings. The towns have trade squares, suburban blocks and more detailed factory areas. There are barbed wire and dugouts on no-mans-land. Together with the latest technologies available in IL-2 engine, the new Arras map will give the aviators of the Great War the next level of immersive flight and dogfights above the Western Front positions.        
    Returning to Bodenplatte, we're glad to report that we have found the means of increasing visual quality of Tempest Mk.V even more. Since the end of Summer, our artists worked on the texturing and materials and you can see the result on these screenshots.  
    The aircraft released in the previous TOWs also gets attention - Battle of Stalingrad owners will see IL-2 mod. 1942 and Bf 109 G-2 skins updated to 4K quality thanks to Martin =ICDP= Catney and Francisco =BlackHellHound1= Bindraban. But not only visuals are being upgraded for our previous projects - we're also working on some sound improvements. For instance, DB-601 and BD-605 engine sounds installed on Bf-109s and Bf-110s will become more realistic in 3.201.                   You can discuss the news in this thread

    Il2 DD Update Dev Blog 231
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Hello everybody,
    We're in the second half of September and this means that the next update 3.201 isn't far away. This one will be massive and will bring a lot of new content as well. Three player controllable aircraft, AI bomber, new AI ground vehicles and of course, the new map - Rheinland. This map tops the records once again: 130 000 square kilometers of reachable terrain (401 x 324 km), 176 000 square kilometers total size (461 x 384 km), 225 cities and towns - a record number of big cities, 70 airfields - 67 of them have historically correct layout recreated using archive documents. For increased detail and historical accuracy, for the first time, we have used 4 airfield types on the same map - with concrete, metal, and unpaved runways and airstrips without runways.  
    To populate the map with European buildings on such a large scale new 'construction kit' of European city blocks was created - this allowed to represent highly populated cities while keeping the general layout of the city where they belong. There are new models for big factories and many unique buildings and we also actively used the bridges 'construction kit' which has been developed previously.  
    Landscape features, especially in the hilly areas - deep river valleys, hills covered by forests and small reclusive towns create a special atmosphere.     Let's return to the urbanized areas - we're happy to announce that we were able to create a tech that allows displaying buildings three times farther than before. Rendering at such distances because of the enormous amount of buildings visible at the same time required heavy use of multi-threaded tech to prepare the data. We have made this feature optional for simmers that have a weaker PC. For such a map as Rheinland with many cities and towns, it really improves the perspective and the overall feel. Of course, it is useful for other maps too - for instance, it allows bomber pilots to spot their targets significantly sooner.  
    And as we announced before, for Bodenplatte we created AI ground vehicles with increased model and texture detail, 13 new types in total.     You can discuss the news in this thread

    Il2 DD Update Dev Blog 230 "pics, pics, pics"
    76.IAP-Blackbird
    By 76.IAP-Blackbird,
    Dear Pilots,

    Summer is drawing to a close once again and our offices in Moscow and Las Vegas are finally transitioning to cooler weather. The Fall season brings warm sweaters and more indoor time with the family and more time playing your favorite combat flight-simulation – IL-2 Sturmovik!! The team is very busy preparing the next update due later this month which will be a big one, but not quite the final one before Battle of Bodenplatte and Flying Circus are considered ready for release. We also continue our work on Tank Crew which has some new features and improvements coming as well. 

    In light of our crammed schedule we simply leave you with some new images of our P-38J-25 and P-51D-15 and a shot of our A.I. B-25 from Battle of Bodenplatte! 

    Enjoy!


       
      
      
       
      
      

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