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MigBuster

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Everything posted by MigBuster

  1. The truth is out there...........on US Navy FLIR

    You also have to make a massive assumption that any such race is immune to complacency, laziness or just thinking they can do what they like on monkey planet 12!
  2. Falcon 4.0 today: The Campaign

    They were aware of it so I hope so and can't remember changing it in the last few upgrades, but if they still haven't fixed it it was C:\Falcon BMS 4.33\Data\Terrdata\objects Make backup copy of bmsrack.dat Open bmsrack.dat in Notepad and change: definerack f-16-370-wing-tank racksmsname 370PY weapjettmodes NONE rackjettmodes EMERGENCY,SELECTIVE rackct 3084 rackstations 1 addwclass tank
  3. Falcon 4.0 today: The Campaign

    Once upon a time in a galaxy far, far away……….it would appear that games developers started projects based on what they could achieve rather than what time and money constrained them to achieving! …..So brings our hero in this story a certain Mr Kevin Klemmick who on his first ever job found himself being given quite a challenge: Initially I was hired as an intern and asked to design and develop a dynamic campaign. For better or worse there wasn’t a lot of direction on what that would entail – the directive was mostly to make something that would be a persistent world and generate dynamic missions instead of the pre-scripted model which was the norm. In case you are wondering the Dynamic Campaign of Falcon 4.0 is still a gem of the modern flight sim world, so some brief quotes on what it involved to create such a thing are in order: I was given a pretty blank check in designing the Dynamic Campaign, so I approached it as I would a strategy game. The idea being that this game would be running in the background whether or not the player flew any missions. In fact, it could be played as a strategy game from the tool I wrote to monitor it. The AI was broken into three tiers, a strategic level, operational level and tactical level. Yet another level of AI would operate in the Simulation itself to drive the vehicles or aircraft. The missions were generated as a by-product of this AI, and in fact used real world planning techniques. For example, once a priority list of targets was determined, a package would be put together to time suppression of air defence, air superiority, refuelling, AWACS, etc. All these missions would be timed out and planned much like a real-world commander would, but were generated as a response to decisions made by the campaign’s AI. While my primary goal was to make something fun to play, we were very fortunate to get a lot of advice from military sources about how things work in the real world and I tried to match that as closely as possible while keeping the game play elements that I felt were important. However, all of this had to work within a very tiny slice of the CPU, which was a huge limitation given all the AI/planning work that was going on. That was probably the biggest challenge of this system. So, got that right. What was the difference between this dynamic thingy and a pre-scripted model? An example of pre-scripted from the Strike Fighters series would be someone creating missions with the Mission Editor or before the Mission Editor existed, Yankee Air Pirate creating missions for players. There are some advantages to this such as recreating historical missions or providing a story or backdrop for the player beforehand. The main disadvantage is that once you have played the mission a few times it’s basically the same thing each time. Of course, Falcon 4.0 does also have a Mission Editor (Tactical Editor) and you can create missions or training scenarios. DCS also has a Mission Editor that includes some quite advanced features for mission designers. Nostalgia and story based missions from yesteryear (Novalogic) Campaign Mode Although it can appear to be just a set of single missions Strike Fighters does have a basic dynamic campaign. DCS campaigns on the other hand are currently a set of scripted missions, but that doesn’t mean you cannot have some very good campaigns in this sense! A Falcon campaign starts with a ticking clock on day one, and the whole thing runs on a massive scale putting the player either in a 2D map mode or joining the campaign by flying in the 3D world as part of it. Even in the 2D map mode the player can see most of the things happening (there is still a fog of war) and also gets news updates on major events. Of course, the missions you do fly will be different and often unpredictable, and that is the extra challenge! Here you can plan and influence things.........bet you didn't plan for that big purple blob.........looks like the space ship from Independence day is here! Yes, the player can run the campaign as default and just join auto fragged missions every now and then – or they have a lot of power to create packages, flights, to frag their own missions, change package loadouts, join other squadrons etc, etc. Anyway, I won’t go any further because the scale is rather large. Note, that if you do just run a campaign without changing the initial mission types and PAK's you will be given non-stop suicide missions and so will your AI buddies! (so, change them!) And yes BMS 4.33 comes with a full set of manuals created by other heroes telling you all you need in the Docs folder in your install (e.g. C:\BMS-433-U1\Docs\Falcon BMS Manuals) The default campaign is Korea in which you can club Kim Jong Un's Cold War museum collection with a multitude of modern weapons like AIM-9X and HMCS. For an extra challenge select Korea Strong and prepare to eat AMRAAMSKI from the Flanker Hoards. By 2014 the North Korean air force went through a massive modernization program which included (or perhaps involved entirely of) employment of beautiful young women (Yonhap News / Aviationist) Of course, as mentioned in part 1 there are many other campaigns and theatres to try from the modding community for BMS 4.33. Totally new Allied Force campaigns - joy! New additions & changes to BMS 4.33 Default loadouts Thank the maker! Any past players may have noted that when 4 x Su-30s appeared on the horizon, your escorts armed to the teeth with 2 x AIM-9Ps and a CBU-52 would be nothing more than useful missile decoys! This may have prompted some like myself to spend ages before missions tweaking loadouts of other flights! But it seems someone has finally improved things here for the better! Ground war You can now control the ground units if you like, one benefit of this is to finish campaigns a lot quicker. And yes, this feature was in the 2005 Falcon 4.0 Allied Force. MANPADs Less welcoming from Allied Force is the addition of MANPADs that make going below the clouds a bit of a no no unless you like jumping out of airplanes! MANPADs were there before 4.33 but were somewhat lackluster in comparison. Reduced weapon supply You may want to try to hold onto those drop tanks a bit longer because unlimited supply may no longer be the case……………you can of course just frag those super brave tanker boys to get you that juice. The little things Adding detail onto the campaign map to be saved to your data cartridge for use in flight is now made better just by the fact that it persists after each mission instead of having to redo it every time! Be a king of Situational Awareness with Bullseye positions, FLOT, Radar coverage, flight path SAM rings and data link tracks! Weather with you From manual: Weather management has been drastically improved, with a dynamic weather system which changes with time as it moves across the BMS terrain. Bad weather effects have also been improved, with better visibility management and new cumulus cloud layers. If you like a challenge you can get pretty good random weather in the campaigns that will require some thought on how you do things when neither you or a targeting pod can actually see the targets! Anyone who learnt their A-G radar mode skills back in the day will still find they still come in handy. A shout out to the rain effect in Falcon which is by far my favourite in any sim so far: Artificial Intelligence (AI) From manual: The AI is now much better at energy management, timing and fuel efficiency thanks to updated climb profiles, top of climb and top of descent management. Holding points and push points have been improved. AI now perform baseline intercepts much more effectively (be warned). This is important for BVR combat but also for tanker rendezvous. The ATO features new target selection logic and package constitution. AI ATC has been drastically improved, providing reliable management of the traffic queue. New options for autonomous approach have been created to allow human players to approach airbases without having to listen to ATC vectoring you through the pattern (useful when you are flying IFR for instance). Note on the last paragraph, which provides a happy medium between the full talk down and the emergency landing…………the full talk down is still fantastic in pea soup weather where there is no ILS at the air base. So, there you have it, still an addictive pleasure that will lead you into a false sense of security before kicking your A! Well, it’s just really hard to do. Looking back on it, I think the only reason we took on what we did is because we were too inexperienced to know better. Knowing what I do now, even given my experience on Falcon, the cost to develop such an engine would be substantial. Since flight sims don’t bring in that kind of revenue companies look at it from a cost to benefit standpoint and Dynamic Campaigns score pretty low in that regard. There is also the argument that scripted missions are more interesting which has some merit. I think if I were to do it over I would do a mix of scripted/generated missions, so that the player still feels like they’re involved in the world, but there is also some variety thrown in to keep things interesting. Kevin Klemmick 2012 Disclaimer - this article may contain Star Wars quotes.
  4. Falcon 4.0 today: The Campaign

    So do you mean how the tanks should fall into the slipstream at a certain speed/altitude/ AoA ? (What is your reference for that?) Do you mean the tanks dropping without the pylons?..........the 370 tanks do drop with the pylons in reality whereas the 600 tanks jettison without the pylons (because they use the A-G pylons). In 4.32 there is a text file you can edit to fix that.
  5. Falcon 4.0 today: The Campaign

    Never looked due to in cockpit procedure............what specifically are you looking for?
  6. Falcon 4.0 today: The Campaign

    Yes, you get an option to start on Ramp, taxiway or runway at the start of a mission including campaign ones so you don't have to do the Ramp start. The one caveat of this of course is if you switch off your engine during flight by accident and have not learnt how to switch it back on.........so learning ramp start is required really even if you don't ever use it. With training missions and the mission editor you can start in flight, likewise with the campaign you can jump in mid flight. (you are unlikely to do this because you cannot change loadout config of a flight already in the air!) One thing that is easy I find after a few flights is clickable cockpits...far easier to learn the position of a switch it seems than a random list of keyboard commands! The Training manual and training missions are the place to start, but others might find it easier to watch you tube tutorials because it is often easier to learn by doing and the technical manual things will start to make sense after a while. Others find that joining an online squad for multiplayer training sessions gets them on their feet quicker................depends. The sim itself can still be customised in skill level.......not that I have ever played it out of ace level.............however hardly a feat and I would recommend any newb to start there as well especially if they have played another sim in the past. But today it is an F-16 simulator and very far removed from 1998 in that sense so there is a lot to learn if you wish to. Another Caveat - I don't know if all of these options are still supported in BMS outside of full up.
  7. DCS World 2.2 Now Available Version 2.2 of DCS World released! The primary features of this update are the addition of the AV-8B Night Attack V/STOL and the P-51D Mustang: Charnwood Campaign to DCS World 2. You can find the complete change log here. P-51D Mustang: Charnwood Campaign Available Created by the same team behind the Spitfire LF Mk.IX: Epsom Campaign, the Charnwood Campaign is a historically-based campaign for the P-51D Mustang over Normandy in July 1944. The Charnwood campaign reproduces P-51D missions flown in support of the allied breakout of Normandy and the eventual capture of Caen. Given the Mustang's combination of air-to-air and air-to-ground capabilities (bombs and rockets), this campaign offers a wealth of mission types and challenges. Each mission is based on real missions, down to the weather, mission times, squadrons, mission tasks, and allied and axis locations. Key Features: 12 historic missions taken from detailed accounts of Operation Charnwood Detailed briefing and briefing images, including separate PDF mission files Unique kneeboard graphics for each mission Hundreds of specially recorded voice-over messages to recreate the actual callsigns and accents A wide array of missions included armed reconnaissance, rail interdiction, and ground attack Takes advantage of new AI features like Flak avoidance, authentic formations, and improve artificial intelligence for air and ground units See in the Campaign section of the DCS e-shop. DCS: AV-8B Night Attack Update Last week, we and RAZBAM released DCS: AV-8B Night Attack V/STOL with a great reception! We are all ecstatic about the overwhelming positive response! We and RAZBAM released a "hot fix" shortly after release that addressed a few pressing bugs. In the coming weeks and months, we and RAZBAM will be working hard to bring the AV-8B out of Early Access and on to Steam. DCS: AV-8B Night Attack S/VTOL Web Page Purchase from DCS E-Shop Video: DCS: AV-8B N/A VTOL - Pre-purchase Trailer Here are some of our favorite AV-8B fan videos over the past few days: DCS - Razbam AV-8B NA Harrier II DCS World - AV8B By Razbam DCS - Harrier Night Attack // NAVFLIR, AGM-122 & IR Maverick DCS World - Harrier LHD Landing DCS World - AV-8B N/A II Harrier - Early Access - Startup/Taxi/STOL/VTOL/Eject Thanks to all the Youtubers for supporting us! Mi-8MTV2: Oilfield Campaign Available on Steam The Mi-8MTV2: Oilfield Campaign is now available on Steam! This great campaign requires the DCS: Mi-8MTV2. Life in civil aviation is far removed from dangers of military conflict. Instead, it's based on strict time tables and lunch breaks. Meet a group of old friends: captain Jury Maksimovich Protasov and his Mi-8MTV2 crew. After the events of the "Spring Tension" conflict, they are again in business together. However, this time they are gainfully employed as cargo transportation contractors, serving the interests of the oil industry. Rather than combat, this campaign will test your knowledge of the Mi-8MTV2 navigation suite in order to locate oil derricks scattered over the forests. Challenge yourself as a cargo pilot and never have to worry about being shot at again! Features: Based on a real-life helicopter pilot missions 16 full-scale missions Various cargos and mission task situations Landing in a different locations and weather conditions Over 350 scripted radio messages Voice overs for helicopter startup procedures Briefing with flight chart maps Flight charts are included pilot's kneeboard English and Russian localization - voice overs and subtitles DCS World Steam Store Sincerely, The Eagle Dynamics Team DCS World 1.5.8 Hot Fix 2 This week we released a new update for 1.5.8 that addresses some pressing issues such as: Multiple AV-8Bs can operate form the Tarawa Multiple Tarawa-class ships can be included in a ship grouping Weapon-related crash for Combined Arms has been fixed Rearm and Refuel menu error corrected for Multiplayer You can read the complete list of changes on the DCS forum Su-33 for DCS World Released on Steam Available on the DCS World Steam Store page The Su-33 has been the backbone of Russian aircraft carrier aviation since the late 1990s and is an all-weather fighter capable of engaging both air and surface targets. Based on the powerful Su-27 "Flanker", the Su-33 is a navalized version suited for operations aboard the Admiral Kuznetsov aircraft carrier. Changes to the Su-33 include strengthened landing gear, folding wings, more powerful engines, and the very visible canards. The Su-33 is equipped with a powerful pulse doppler radar and an Infrared Search and Track (IRST) for engaging aerial targets with a wide range of radar- and infrared-guided missiles and its internal cannon. For air-to-surface attack, the Su-33 can be armed with many types of unguided bombs, rockets, and cluster munitions. Despite its large size, the Su-33 is very capable in a dogfight when combined with its integral helmet-mounted sight and off-boresight missiles. Key Features: Professional Flight Model (PFM). Virtual Reality supported. Highly accurate and detailed external model and cockpit. Wide range of air-to-air and air-to-ground weapons, including internal cannon. Modeling of electronic countermeasures and radar warning receiver. Realistic modeling of carrier landing approach system. Detailed and accurate simulation of the wing control surfaces that include the leading and trailing edge flaps and the differential ailerons. In addition to the conventional differential stabilizers, canard behavior has also been improved for more realistic behavior. The Flight Control System (FCS) will automatically reconfigure itself depending on the flight mode. Includes the wing-fold mechanism, reinforced landing gear struts, and the inclusion of high-gain nose wheel steering for use on crowded carrier decks. Correct physics for the arrestor wire and its' interaction with the aircraft. The engines have a "special mode" that adds up to 12,800 kg of thrust (instead of the normal 12,500 kg of thrust). This mode also includes realistic operating time restrictions. Includes a special FCS mode used when aerial refueling. When in this mode and the control stick is released, the aircraft will automatically maintain level flight. This FCS mode allows fine-control and thus making it easier to make contact with the tanker within a pitch range of plus or minus 5 degrees and of a roll angle of plus or minus 10 degrees. The Auto-Thrust Control (ATC) is used for automatic speed holding and can be fine-tuned with a set speed switch. This can be useful with landing on the carrier. Inclusion of the automatic collision avoidance system ("Uvod" mode) that allows safe nap-of-the-earth flying. Note: This is the exact same Su-33 that comes with DCS: Flaming Cliffs 3. As part of the DCS: Flaming Cliffs 3 series, the cockpit is non-mouse interactive. Happy holidays, The Eagle Dynamics Team
  8. Wait. Thirdwire made a space game?

    Strike Fighters Mobile in Space?
  9. DCS: AV-8B Night Attack V/STOL Released! We are delighted to announce that DCS: AV-8B Night Attack V/STOL by RAZBAM was released into Early Access on 29 November. This is the second offering from RAZBAM for DCS World after their critically acclaimed DCS: M-2000C. The AV-8B continues their dedication to detailed craftsmanship with this iconic aircraft. DCS: AV-8B Night Attack V/STOL Web Page: www.av-8b.dcs-world.com Video: DCS: AV-8B Night Attack V/STOL Note: DCS: AV-8B Night Attack V/STOL uses our new, keyless protection system. This system requires periodic internet connections. About DCS: AV-8B Night Attack V/STOL: The AV-8B project was born in the early 1970's as an effort to improve the operational capabilities of the AV-8A first generation Harrier. The AV-8B made its maiden flight in November 1981 and entered service with the United States Marine Corps in January 1985. It later evolved into the AV-8B N/A (Night Attack) and AV-8B Harrier II Plus. The first flight of a modified AV-8B in the night attack configuration was on June 26th, 1987. Deliveries to the USMC began in September of 1989 to VMA-214 at Yuma, Arizona. Follow-up units based out of Yuma received their Night Attack AV-8Bs by the end of 1992. In 1984 the AV-8B N/A variant (originally known as the AV-8D) included the NAVFLIR (Navigation Forward-Looking Infrared camera, consisting of a GEC-Marconi FLIR system mounted in the nose) for night operations. Additionally, GEC Cat's Eyes night vision goggles were provided to the pilot as well as a revised cockpit with color MFDs, a wider field-of-view HUD display, a color CRT digital moving map and "heads-down" capability. The AV-8B N/A also sports four Tracor ALE-39 countermeasures dispensers along the top of the rear fuselage, in addition to two ALE-39 dispensers along the lower rear of the fuselage. The AV-8B N/A also fields an updated version of the Rolls-Royce Pegasus 11-61 (F402-RR-408) vectored-thrust turbofan engine. The subject of this study level simulation is the AV-8B N/A Bu No's 163853 and up which are the latest variant of this very capable AV-8B variant. Key Features of DCS: AV-8B N/A VTOL by RAZBAM include: Advanced Flight Model that also provides realistic performance and Vertical Takeoff and Landing (VTOL) characteristics Highly detailed external 3D model and textures with animations Highly detailed and accurate 6 DOF cockpit with high resolution textures, specular and bump mapping, and mouse-interactive controls Highly realistic modelling of the aircraft systems including electrical, fuel, hydraulics, lighting, engine and navigation that includes: Digital Engine Control System (DECS) Automatic Fuel System Air Refueling System Electrical Power System External Lighting Internal Lighting Hydraulic Power Supply System Flight Control System (FCS) Head-Up Display (HUD) Up-front Control (UFC) Option Display Unit (ODU) Multipurpose Color Displays (MPCD) VREST Computer (for jet-borne flight) Air Data Computer (ADC) Environmental Control System (ECS) On-Board Oxygen Generating System (OBOGS) Realistic weapons, sensor, and defensive systems include: Air-to-Air and Air-to-Ground GAU-12 Equalizer 25 mm (0.984 in) 5-barreled Rotary cannon pod 6 under-wing pylon stations holding up to 9,200 lb (4,200 kg) of payload which include: AIM-9 Sidewinder or similar-sized infrared-guided missiles AGM-65 Maverick Air-to-Surface missiles Mark 80 series of unguided bombs (including 3 kg [6.6 lb] and 14 kg [31 lb] practice bombs) Paveway series of Laser-Guided Bombs (LGBs) Joint Direct Attack Munitions (GBU-38, GBU-32, and GBU-54) Mark 20 Cluster Bomb Units (CBUs) AN/AAQ-28V LITENING targeting pod ALQ-164 ECM Pod Several skins Detailed Operational Manual and Pocket guide Instant Action, Single, and Training Missions Detailed representation of the USS Tarawa (LHA-1), lead ship of her class. We hope you will enjoy this fabulous new product from Razbam. Here at ED we are all very impressed. A few words from our CEO, Dr. Igor Tishin Dear valued DCS World customers, Over the past several months, we have read your concerns and frustrations regarding aspects of the growth of DCS World. In particular, the length of time that it has taken to create the unified DCS World version (DCS World 2.5) and our DCS World War II developments. I'd like to talk to you about both of these to help foster a clear picture of where we were, where we are now, and where we plan to be. First of all, thank you all for your support and being with us for the past 27 years and sharing our vision of what we believe the flight simulation genre can ultimately achieve. From the very beginning, when Eagle Dynamics was established in 1991, our main priority was the creation of Highly Realistic Flight Simulators. At that time, there were just seven of us when we released our first project: Su-27 Flanker 1.0 in 1995. Over the past 27(!) years, we've come a long way from a simple computer game, to a professional-level combat environment simulator. Today, we have about 80 internal programmers, artists, managers, testers and producers. Additionally, we have 18 partners and 3rd party developers that are participating in our internal projects, as well as developing their own modules for DCS World. During all of our history, we remain loyal to our initial dream of making the most realistic combat aviation simulations. Starting from one simple, Standard Flight Model (SFM) Su-27, we took our next step in 2003 with five aircraft for Lock On: Modern Air Combat (LOMAC). Following LOMAC, we created our first Advanced Flight Model (AFM) for the Su-25T in 2005. Next came our first Professional Flight Model (PFM) with the Ka-50 Black Shark and the A-10C Warthog in 2008 and 2009. For an aircraft like the A-10C, it usually takes about three years of hard work to develop the PFM. In parallel to development of the software for these aircraft, getting the required permissions (aircraft manufactures and government) can often be a big obstacle and time-consuming process. For both the Ka-50 Black Shark and A-10C Warthog, we spent two years of great effort to get such permissions! More recently, and with great difficulties, we finally signed the necessary agreements to allow the sale of our upcoming DCS: F/A-18C Hornet. The team has been working very hard on this project and we are at the point now where we are talking much more about it with regular updates. After a long period of developing needed technologies, research, design, and legal matters, we are nearing the point in which we will be able to provide the Early Access version of the Hornet. Right behind the Hornet, we have other modern, combat fixed-wing and rotary-wing aircraft ready for development within the Eagle Dynamics internal studio. Our talented 3rd parties are also working hard on other great aircraft like the AV-8B Night Attack V/STOL, F-14 Tomcat, FC-17, F-4E Phantom II, Mi-24P Hind, Bo-105, and others. Naturally, all 3rd party projects are only made possible with very active technical support from Eagle Dynamics. So, be assured that we have not given up our initial dream! Modern, combat aviation is alive and well in DCS World and will continue to be. One of the biggest factors in creating a great flight simulation is the graphics engine. This is also probably the most technically complicated. During our 27 year history, we have internally developed five(!) generations of graphics engines. This is a massive effort for such a small company, whereas many other companies use “off the shelf” solutions. We have evaluated other engines (MSFS, OSG, etc.), but we always returned to the own internal solutions because only they provided the capability and quality we demand for a modern, combat aviation simulation. The biggest needs has been the ability to render an environment that looks and performs great from 1 meter to 50,000 meters. Graphics cards are developing so rapidly that many companies are not capable of keeping their technology current with new hardware. After eight years of intense work, we recently developed a very stable version of our graphics engine that is based on DX11 and Deferred Shading technology. We are also developing our engine to take advantage of the Vulcan API to further improve game performance. It's important to understand that a graphics engine is not only a Scene Renderer, but the terrain creation tool technology is equally important. This is the main reason why we could not merge DCS 1.5 Caucasus and 2.1 Terrains for such a long and regretful time. To do this, we first need to convert all the terrains, missions, training, and campaigns that were developed over many years for Caucasus map to an absolutely new terrain data structure and adjust all applied programs. We've put a massive amount of effort into this effort and it is almost complete. We plan to release DCS World 2.5 in the coming weeks! Now, let's talk a little about DCS World War II and why it does not delay our modern day combat aircraft and why it's a valuable aspect of DCS World for us and you. We cannot deliver modern, complicated aircraft faster than we and our 3rd parties are already doing, but growing a business needs more and more revenue to grow the team and make better products. We were very surprised to find that the investment vs. generated revenue has been excellent for the World War II aircraft. In fact, the P-51D Mustang has twice the cost effectiveness of the A-10C Warthog. We also realized that our World War II aircraft attract new customers that may have not otherwise been familiar with DCS World. Many DCS World War II pilots move to our jet aircraft that are within the integral DCS World. So, our World War II aircraft provide a good advertising environment for the DCS World concept as a whole. As we bring in new programmers, artists, and engineers to Eagle Dynamics, it is first necessary to place them on relatively more simple projects to get them up to speed. World War II aircraft are a great tool for this. Our new staff can use the World War II aircraft to learn our tools and sharpen their talents with DCS World development environment. They are separate from the main projects (like the F/A-18C) developers, and they are not involved with the modern aircraft development efforts. Otherwise, it would not be practical to develop the aircraft like the F/A-18C with staff split between projects. The Fighter Collection (TFC), Eagle Dynamic's principle partner, has one of the largest, private collections of World War II aircraft. TFC has been requesting World War II aircraft for DCS World for a long time and we cannot ignore our partners. TFC has been instrumental in its support for these projects. As you can see, DCS's World War II series doesn't compete with modern aircraft projects for development resources. In fact, it supports it. The same is true with the L-39 and Yak-52 projects. These two projects were also sought by government institutions, but we were also able to negotiate their release to you. I very much hope this all makes sense for you. We are reaching an important milestone of DCS World with the release of DCS World 2.5. This combined with an exciting list of new aircraft, new maps, and great new mission content, is furthering our dream from 1991. Thank you for being part of the journey with us! Sincerely, The Eagle Dynamics Team
  10. Only TK can answer that one...........
  11. Dear valued DCS World customers, Over the past several months, we have read your concerns and frustrations regarding aspects of the growth of DCS World. In particular, the length of time that it has taken to create the unified DCS World version (DCS World 2.5) and our DCS World War II developments. We’d like to talk to you about both of these to help foster a clear picture of where we were, where we are now, and where we plan to be. First of all, thank you all for your support and being with us for the past 27 years and sharing our vision of what we believe the flight simulation genre can ultimately achieve. From the very beginning, when Eagle Dynamics was established in 1991, our main priority was the creation of highly realistic flight simulations. At that time, there were just seven of us when we released our first project: Su-27 Flanker 1.0 in 1995. Over the past 27(!) years, we’ve come a long way from a simple computer game, to a professional-level combat environment simulator. Today, we have about 80 internal programmers, artists, managers, testers and producers. Additionally, we have 18 partners and 3rd party developers that are participating in our internal projects, as well as developing their own modules for DCS World. During our entire history, we have remained loyal to our initial dream of making the most realistic combat aviation simulations. Starting from one simple, Standard Flight Model (SFM) Su-27, we took our next step in 2003 with seven aircraft for Lock On: Modern Air Combat (LOMAC). Following LOMAC, we created our first Advance Flight Model (AFM) for the Su-25T in 2005. Next came our first Professional Flight Model (PFM) for the Ka-50 Black Shark and the A-10C Warthog in 2008 and 2009. For an aircraft like the A-10C, it usually takes about three years of hard work to develop a PFM. In parallel to development of the software for these aircraft, getting the required permissions/license agreements (aircraft manufactures and government) can often be a big obstacle and time-consuming process. For both the Ka-50 Black Shark and A-10C Warthog, we spent two years of great effort to get such permissions! More recently, and with great difficulties, we finally signed the necessary agreements to allow the sale of our upcoming DCS: F/A-18C Hornet. The team has been working very hard on this project and we are at the point now where we are talking much more about it with regular updates. After a long period of developing needed technologies (flight model and radar), research, design (data on late-LOT F/A-18C), and legal matters, we are nearing the point in which we will be able to provide the Early Access version of the Hornet. Right behind the Hornet, we have other modern, combat fixed-wing and rotary-wing aircraft ready for development within the Eagle Dynamics internal studio. Our talented 3rd parties are also working hard on other great aircraft like the AV-8B Night Attack S/VTOL, F-14 Tomcat, FC-17, F-4E Phantom II, Mi-24P Hind, Bo-105, and others. Naturally, all 3rd party projects are only made possible with very active, hands-on, technical support and creation of APIs from Eagle Dynamics. So, please be assured that we have not given up our initial dream! Modern, combat aviation is alive and well in DCS World and will continue to be. This is our bread and butter. One of the biggest factors in creating a great flight simulation is the graphics engine. This is also probably the most technically complicated. During our 27 years history, we have internally developed five generations of graphics engines. This is a massive effort for such a small company, whereas many other companies use “off the shelf” graphic engine solutions. We have evaluated other engines (MSFS, OSG, etc.), but we always returned to our own internal solutions because only they provided the capability and quality we demand for a modern, combat aviation simulation. The biggest needs has been the ability to render an environment that looks and performs great from 1 meter to 50,000 meters. This is where we believe our graphics engine is quite unique and powerful. Graphics cards are developing so rapidly that many companies are not capable of keeping their technology current with new hardware. After eight years of intense work, we recently developed a very stable version of our graphics engine that is based on DX11, Deferred Shading technology, and Physical Based Rendering (PBR). We are also developing our engine to take advantage of the Vulcan API to further improve game performance. Having a great looking game is moot if it does not perform well. It’s important to understand that a graphics engine is not only a Scene Renderer, but the terrain creation tool technology is equally important. This is the main reason why we could not merge DCS 1.5 Caucasus and 2.1 Terrains for such a long and regretful time. To do this, we first need to convert all the terrains, missions, training, and campaigns that were developed over many years for Caucasus map to an absolutely new terrain data structure and adjust all applied programs. We’ve put a massive amount of work into this effort and it is almost complete. We plan to release DCS World 2.5 in the coming weeks! Now, let’s talk a little about DCS World War II and why it does not delay our modern day combat aircraft and why it’s a valuable aspect of DCS World for us and you. • The Fighter Collection (TFC), Eagle Dynamic’s principle partner, has one of the largest, private collections of World War II aircraft. TFC has been requesting World War II aircraft for a long time, so we cannot ignore our partner. We and TFC agree that WWII combat aviation is a very interesting flight simulation genre, especially for customers that enjoy history and massive dogfights. TFC has supported this direction from the very beginning. • World War II aircraft attract new customers that may have not otherwise been familiar with DCS World. Many DCS World War II pilots move to our jet aircraft that are within the integral DCS World. So, our World War II aircraft provide a good advertising environment for the DCS World concept as a whole. • Many of our new programmers and artists are responsible DCS World War II. They are separate from our main project (like the F/A-18C) developers, and they are not involved with the modern aircraft development efforts. Otherwise, it would not be practical/efficient to develop aircraft like the F/A-18C with staff split between projects. Also, DCS World War II is a great “school” for new programmers before they take on extremely complicated Modern Air Combat projects. • We could deliver modern, complicated aircraft faster than we and our 3rd parties are already doing, but growing a business needs more and more revenue to grow the team and make better products. We were very surprised to find that the investment vs. generated revenue has been excellent for the World War II aircraft. In fact, the P-51D Mustang has twice the cost effectiveness of the A-10C Warthog. As you can see, DCS’s World War II series doesn’t compete with modern aircraft projects for development resources. In fact, it supports it! The same is true with the L-39 and Yak-52 projects. These two projects were also sought by government institutions, but we were also able to negotiate their release to you. We very much hope this all makes sense for you and sheds some light on these matters. We are reaching an important milestone of DCS World with the release of DCS World 2.5. This combined with an exciting list of new aircraft, new maps, and great new mission content, is furthering our dream from 1991. Thank you for being part of the journey with us! Sincerely, Eagle Dynamics Development Team from: https://forums.eagle.ru/showthread.php?t=196539
  12. There was one sure fire way to kill the Kiev battle group with zero mods and zero cheating essentially........but I am not going to put it here...you will have to PM me if you don't want to work it out .
  13. On behalf of the entire BMS development team, I am happy to announce that the latest iteration of the Billion Soft Falcon 4.0 total conversion modification - Benchmark Sims 4.33 U4 - is available for you to enjoy as of RIGHT NOW! Like U3, the changes and bugfixes in Update 4 are a direct consequence of feedback we got from some bigger MP sessions. There are no data or feature changes included in this patch. First things first: the "Falcon" trademark has a new copyright holder, Billion Soft (Hong Kong) Limited. We're very grateful to them that they support and enable us to keep releasing future BMS updates! BMS 4.33 U4 requires a legit installation of a Falcon 4.0 (all older and newer versions are accepted alike, i.e. Microprose, Hasbro, GOG, Steam, Retroism). The check is performed both at setup time and every time you start BMS. If no valid installation is found, BMS will exit with a corresponding error message. For those of you who are still in need of a legit Falcon 4.0 base installation, please be aware that Retroism is offering a special price for Falcon 4.0 for the upcoming black Friday weekend ($/€2.79)! U4 is an incremental update on top of U1 + U2 + U3, so you need to have the BMS 4.33 U1 Full Installer package and the corresponding 4.33 U2 Incremental Installer and 4.33 U3 Incremental Installer available on your PC. You can both update your existing U1 + U2 + U3 installation as well as perform a fresh U1 + U2 + U3 + U4 installation from scratch, as you like. See the installation instructions below for details. from: https://www.bmsforum.org/forum/showthread.php?32320-Falcon-BMS-4-33-U4-Incremental-Installer Changelog: Generic Information: - The build number string in the Falcon UI reads "4.33.4 Build 16083" after the update - No data or docu or config files have been changed, this update is a pure "code-only" patch - The shortcuts in the start menu and on your desktop will NOT be renamed to U4, feel free to rename them manually CODE: - Updated splash screen and monolog output for the new Falcon copyright holder: Billion Soft (Hong Kong) Limited - Significant performance improvements for importing ACMI .flt to .vhs: * Reduced time needed for import by at least a factor of 10 to 20 * Added monolog output, flt file size at START, duration summary and vhs size at DONE - In the UI chat windows, the participant tree title will now include the number of players in the chat, e.g. "(4)Lobby" instead of "Lobby" - Increased the disconnect timeouts for the transport layer to 60 seconds for increased stability in "short temporary network loss/disconnect" situations - Fixed mouse wheel not always working in UI - Multiple (potential) CTD/hang fixes: * memory depletion (OOM) CTD originating in a data range overrun * client CTD when exiting BMS * CTD related to input device sorting * CTD in DrawableTrail::DrawChunkBillBoards * CTD when exiting a campaign on a client due to invalid object access in UpdateIntel * CTD when checking in with AWACS * CTD in AirTaskingManagerClass::FindNearestActiveTanker * infinite loop in AirframeClass::CalcMach * CTD in VU message handling
  14. Autumn 2017 Bonus Event Starting today at 1500 GMT and lasting until 27 November at 0900 GMT, you can use your bonus points to save up to 60% on most DCS World store items! Please note that this is a bonus event and not a flat sale on all modules. You can read about the bonus program here. If you have available bonus points, you can apply them during the store checkout process. Modules Terrains Campaigns DCS: World War II Assets Pack Update In our continuing effort to add more content to the World War II Assets Pack, several new AI-only aircraft are in development. These include the Ju-88, A-20, and C-47. The Junkers Ju-88 was a German, twin-engined medium bomber. Over 16,000 were produced and ranged in roles including bomber, dive bomber, night fighter, torpedo bomber, and others. The Douglas A-20 Havoc/Boston was a United States light bomber that was flown by several allied nations during WWII. The A-20 was a very versatile aircraft with good speed and maneuverability for a light bomber. The Douglas C-47 Skytrain was a work horse for the allies in World War II and served as a troop and cargo transport. Also known by the nickname "Gooney Bird", the C-47 was also instrumental in paratrooper operations. DCS: F/A-18C Hornet Cinematic Video – Over the Strait of Hormuz This week we bring you our second cinematic video for DCS: F/A-18C Hornet. Today we see our Hornet over our next, new map for DCS World: the Strait of Hormuz Map. This map is being specifically created to support our Hornet. However, like all DCS World maps, this map will support all DCS World aircraft modules and Combined Arms. Sincerely, The Eagle Dynamics Team
  15. This image has been resized. Click this bar to view the full image. The original image is sized 1700x879. This image has been resized. Click this bar to view the full image. The original image is sized 1500x774. Scan, Lock, Fire! Heatblur F-14 Radar & Weapons Development Update Dear All, The entire Heatblur team is very hard at work on both the F-14, Viggen and other new projects. While we’ve tried to keep you up to date with smaller updates over the past few months; now may be a good time to give you a better overview of some of the systems development on the F-14! Much of the focus currently lies with high level, core elements of the F-14 that made it such a valuable replacement for many aircraft in the Navy and probably the most formidable and diverse fighter aircraft of its time. Much effort is currently being spent on our recreation of the Hughes Airborne Weapons Group 9 (or AWG-9), it’s various modes of operation and weapons, as well as continuing the development on JESTER AI, our AI RIO pilot companion! The AWG-9, heart of the F-14 Tomcat “The AWG-9 is made up of a radar, computer, interface between AWG-9 and weapons and the associated displays” James Perry Stevenson writes in the Aero Series 25 book “Grumman F-14 Tomcat”. He says further: “The primary purpose of the F-14 is to act as a weapons platform. To that end, then, the primary purpose of the AWG-9 is to control the four weapons it carries – the gun, the Sidewinder missile (AIM-9), the Sparrow missile (AIM-7) and the Phoenix missile (AIM-54). The AWG-9 weapon control system uses inputs from the radar and in conjunction with the computer, establishes target identities, establishes priorities, processes data for intercept geometry, establishes launch envelopes and monitors some of the F-14’s other black boxes.” What really set the AWG-9 apart for its time was the many functions it offered to both Pilot and RIO that no other aircraft had at that time. The AWG-9 radar can use both Pulse Radar and Pulse Doppler modes with six basic modes, which in its time made it absolutely second to none. These six main modes are: PDS: Pulse Doppler Search, RWS: Range While Scan, TWS: Track While Scan, PDSTT: Pulse Doppler Single Target Track, PS: Pulse Search, PSTT: Pulse Single Target Track. The AWG-9 also offers some ACM modes that would allow the crew to quickly lock onto a target in a high G, maneuvering fight, including: PLM: Pilot Lockon Mode (the pilot could lock on a target directly ahead of him), VSL: Vertical Scan Lockon (A vertical beam ahead high between +15° and +55° or ahead low between -15° and + 25° elevation and 4.8° azimuth from the aircraft datum line) MRL: Manual Rapid Lockon (Also called NRL or NFO Rapid Lockon) - which would give the RIO the possibility to manually steer the radar with his Hand Control Unit (or “HCU”) towards a visual target and lock it. This mode was rarely used. In addition the F-14 had a separate antenna for AIM-7 Flood Mode, which could be used in a situation when the radar would fail- alas this was considered fairly useless. (It has been described by our SMEs as a “Holy-shit-bad-idea-mode”, and pilots weren’t scored a kill during training if they used this mode). All of these radar modes have now been implemented and their functionality improved over the past few months. To some extent, JESTER AI is now able to operate some of these modes as well. Modeling the AWG-9 in great detail will make the experience of being an F-14 RIO great fun and challenging- as well as accurately representing the real world effectiveness of the F-14. All 4 air to air weapons of the F-14, both provided by ED (AIM-9M, AIM-9P and AIM-7M) and Heatblur (AIM-54A-Mk47, AIM-54A-Mk60 and AIM-54C-Mk47), as well as the M61 Vulcan Cannon, are currently implemented and available. These weapons constitute the core of the early F-14 experience. Sidewinder capability in the F-14 is fairly standard if you’re familiar with other western aircraft. The sidewinders support active cooling (must be activated on ACM panel to get a tone) and the SEAM (Sidewinder Expanded Acquisition Mode) function. In SEAM slave mode, the Sidewinder’s seeker head is slaved to the target that is locked with either the radar or TCS (Television Camera System) and starts tracking the target before the missile comes off the rail. The seeker can be commanded to SEAM lock by a pilot HOTAS button. The aircraft can carry a total of 4 Sidewinder missiles on 4 separate wing stations. Some rear aspect TCS snippets. Click to Enlarge! One of the most unique features of the F-14 is the optical sensor known as the Television Camera System. Apart from the ability to track and lock a target with the Radar, the F-14 provides the ability to observe camera footage of targets through the TCS. Acquisition of targets for visual identification on the TCS is super easy. You can slave the TCS to your currently locked radar target, or vice-versa if you’ve acquired a target using only your TCS. The RIO’s main displays for the interpretation of data delivered by the AWG-9 are the Detail Data Display (or “DDD”) and the Tactical Information Display (or “TID”). While we’ll go through these displays in more detail in upcoming updates, videos and the manual - one can simplify the distinction and note that the DDD is akin to a raw radar scope display, while the TID is a computer processed overview of that same data. Thus, a skilled operator will have to be proficient in using both the DDD and TID displays to achieve maximum efficacy. A typical TID display repeated on the Pilots HSI (placeholder cockpit!) The pilot is also equipped with two displays, the Vertical Display Indicator (or “VDI”) and the Horizontal Situation Display (or “HSD”). The pilot can select what these two indicators should display. The HSD can, for example, display navigational data, ECM (RWR) data - or serve as a “repeater” for the RIOs TID display. Note though, that keeping an eye on TID data and flying effectively is a tough challenge! So a good pilot will know when to trust his RIO. The VDI displays an artificially generated horizon, steering cues, navigational data or can also be switched to display TCS video footage. The VDI is sometimes also referred to as a “Heads DOWN Display”, since it can largely reproduce almost everything shown on the HUD. The DDD (Detail Data Display) and TID (Tactical Information Display) The DDD is really the lightning rod for all things AWG-9. A skilled RIO making great use of the DDD will make the F-14 an amazingly effective weapons platform. Being skillful in distinguishing single from multiple targets, picking out targets amongst ground and weather clutter and defeating defensive aircraft maneuvers is challenging. The F-14 radar controls allow the RIO to finely tune the radar and DDD display to really pick out targets with great precision (and in many cases, where other more automated radars of the era would fail!). In all Pulse Doppler modes, the vertical axis on the DDD shows target blips on a range-rate (relative radial velocity) scale, which can be somewhat difficult to interpret. A compiled example of AWG-9 Post-Processed Targets. Click to Enlarge! The DDD also, due to its nature as a raw type radar display, means that it has rudimentary ground mapping radar capability! We’ve further refined our ground radar technology which we created for the AJS-37 Viggen. While ground mapping is, perhaps, not as useful in an F-14 as in the Viggen- it can still be a helpful tool in bad weather, navigation and low light flight situations. The SMEs we’ve spoken to considered it to be an invaluable tool at times, especially in poor weather situations. A compiled example of AWG-9 Ground Mapping capability. Click to Enlarge! As important as the DDD is, it is however only really half of the equation. The TID is a large 9 inch circular display (sometimes aptly named the “Fishbowl”), and will show tracked targets (in RWS, TWS, STT modes) with velocity vectors (TWS and STT only). Targets can be “hooked” on the TID using the HCU (Hand Control Unit, basically the RIO’s “Joystick”, and additional detailed info like range, bearing, heading, ground speed etc. can be called up on the display depending on selected settings and the current radar mode. The TID can also show navigational data like waypoints, and marked ground positions relative to the aircraft, and is thus like a simple TAD system, but without a moving map. The most complete track file of the target in the scanning modes will be given in TWS, which can track up to 24 targets simultaneously and fire up to 6 Phoenix missiles. In TWS the targets are not locked, as they are in the PSTT and PDSTT modes. Instead, the computer tracks them by taking their last seen position and predicting the new position of the target in 2 second update intervals. During these updates it tracks the target’s information and can calculate the heading vector, ground speed and other required parameters. This gives the F-14 the advantage that its opponents will not know that they are being tracked by its radar, as their RWR will not register a radar lock. A compiled example of some AWG-9 TID Screens. Click to Enlarge! The limitation of the TWS mode is that only the Phoenix missile can be fired with guidance, and though it provides the same detection range as RWS (around 90NM for fighter sized aircraft under ideal aspect conditions, where 1NM=1.852km), the field of view is tied to the 2 second update and thus limited to a 2 BAR 40° or 4 BAR 20° search. TWS also has both manual and auto modes implemented, which means that the computer will prioritize targets automatically and suggest launch queues which the RIO can use to line up his targets. The TWS auto mode will also adjust the scan pattern by itself. The biggest field of view is provided in RWS which can be set to a 10, 20, 40 or 65 degrees left and right search pattern from centerline in either 1, 2, 4 or 8 BAR search mode, with the biggest pattern using a full 13 seconds to update (but covering a truly massive volume of sky) and the smallest pattern updating in a quarter of a second. While PDS provides only range rate (and thus cannot display targets on the TID), RWS provides range and range rate. PDS and RWS can be used to launch missiles in boresight modes. PDSTT and PSTT provide launch modes for all missiles and the gun. PS however provides a smaller detection range and is useful against beaming or notching targets. This comes as a trade off though, as it is very poor at detecting targets in front of ground clutter. Non Post-Processed radar returns in Pulse Search modes differ greatly. Click to Enlarge! The various radar modes also have somewhat differing parameters for range resolution, range rate resolution and angle resolution, depending on factors such as pulse length, pulse compression, pulse repetition frequency etc. This comes into play especially when trying to distinguish targets in close formations at longer ranges. We believe we have made a reasonable emulation of this within the confines of the DCS environment. Datalink is a hefty development task for us, and we’ve made good progress on this particular feature of the AWG-9. Currently, the F-14 receives data linked targets from the E-2 Hawkeye, other F-14 Tomcats, and U.S. Carriers. Eventually, commands like WILCO, CANTCO and other small bits of information will be able to be shared among flights. Communication systems, such as the Datalink, of course adhere to the laws of physics and both occlusion and range play a part in whether datalinked targets will be transmitted. Another aspect of Datalink that is already included is the Automated Carrier Landing (“ACL”), which is one of the examples how the AWG-9 can also provide navigational functions. We hope that this general overview of what parts we have already implemented of the powerful AWG-9 is giving you an idea of the many possibilities the F-14 will provide for you both in the Pilot and RIO role. Fighting in the F-14, be it BVR, WVR or BFM is already a very fun, dynamic and challenging experience. We’ve barely scratched the surface in this post when it comes to the full gamut of features available in the AWG-9, DDD and TID! The complexities and depth of so many modes of operation and available inputs and output details are best left to future updates and the accompanying documentation. Which in the end brings us to the question: how are we going to use all of that without a RIO in the back seat? The answer is of course Jester-AI, and this is probably a good moment to go through the latest on your AI companion! The Jester-AI – your very own RIO For those of you not aware yet (are there any of you out there? ) JESTER AI, is our proprietary AI, designed specifically for multicrew aircraft. Our goal with Jester is to make him (or.. it? Is that mean to JESTER?) both feel alive, adaptive and flexible, but also realistic in terms of the limitations and capabilities a real RIO would have. Jester will not make it easier for you than any real human experienced RIO would in Multi Crew, and we've already spent a lot of development time and resources to model things like a rudimentary human component model, which accurate models where the RIO is looking, what switches he is manipulating and more. The ultimate goal and plan is to make Jester capable enough that you won’t have to jump into the back seat at all, as long as you don’t want to do something very specific. A lot of effort has been put into making the underlying framework for Jester is as capable as possible. This allows us to create complex behavioral trees that dictate Jester’s behavioural patterns and actions in many different situations that might arise due to internal cockpit events (e.g. RWR spiking, fuel reaching bingo state), player interaction (e.g. telling Jester to lock onto the closest enemy), or external events (e.g. Jester having visual on a bogey or noticing a missile launch). At this time, we’ve recorded well over 2.000+ different voice files, ranging from single numbers, to entire phrases. A big challenge for us has been the creation of a voice library and voice synthesis system which will allow for more naturally generated procedural statements. In our early design discussions, we decided to opt for a combined approach of sentence building, as well as having many complete phrases and sentences. In this way, we’re able to combine the flexibility of a fully dynamic system with the authenticity of entire phrases. The entire Heatblur team would like to thank Grayson Frohberg for putting his amazing voice to great use, and putting in a monumental effort in recording thousands of voice lines. You’ll all be grow to be very familiar with Grayson’s beautiful timbre a few weeks into flying the F-14. We expect that Jester’s list of capabilities will be somewhat limited at early access launch, but by having focused on the main underlying structure and behaviour trees, we are now able to rapidly grow its’ functionality. The last couple of weeks we’ve focused on adding BVR capabilities and in the near future we will switch over to WVR, start and landing procedures, as well as navigation. Here’s a sample of what JESTER is already capable of: Using TCS and Radar STT modes Spot and IFF bogeys both by radar and TCS, including making BRAA calls The ability to spot and call out incoming missiles detected by RWR The ability to react to RWR detected threats, both surface- and airborne, as well as their type and direction He visually detects missile launches and calls them out (when in his field of view) You can order him through a command dial to look into a certain direction You can order him to lock differently prioritized targets, lock the closest or next bandit, lock the next target ahead, launch the next missile, break the STT lock and much more. He will identify the target type via TCS in BVR He will advise you to break if he spots the missile very close (and in time of course) If spotted properly and in time he will advise you the direction to break He will call out SAM launches and threats both visually and in RWR He is able to call out groups of targets He provides the player with an action system that works like a radial command that can be bound to both HOTAS and Keyboard. The command radial menu allows the player to easily navigate through the command menus and submenus in a very short time. The commands build on each other logically, so that the player has a quick and easy overview and does not lose much thought navigating the commands. In time we will also add more modalities for Jester that will give the Player a deeper impression of having a “living RIO” in the back seat with a great range of possibilities for the Pilot to interact with the AI. This image has been resized. Click this bar to view the full image. The original image is sized 1500x774. That’s about all we have for this update! We've dropped some sneak peeks at what the art team has been hard at work on in this post, and it's likely the next update will focus just on that. Stay tuned! We're super excited. As mentioned in various community outlets recently; we’re also hoping to do a “Road to Release” type update soon, where we can better update you on the state of the F-14, our current projections for release and what is left to do until we consider the aircraft to be feature complete for Early Access. We say this a lot; but the F-14 has been a massive undertaking for us, and the amount of time and effort spent on recreating this aircraft will hopefully be readily apparent throughout early access and into release. Thank you for staying so patient and all of your support! Sincerely, Heatblur Simulations This image has been resized. Click this bar to view the full image. The original image is sized 1750x901. __________________ Nicholas Dackard Director | Lead Artist Heatblur Simulations https://www.facebook.com/heatblur/ https://forums.eagle.ru/showthread.php?t=196159
  16. SWINOUJSCIE, POLAND - March 3rd 2015 - F-14A/B (A+) Tomcat coming to DCS World Leatherneck Simulations, in association with The Fighter Collection and Eagle Dynamics are immensely proud to announce the development of the F-14 Tomcat for DCS World! The F-14 Tomcat is a fourth-generation, twin tail, supersonic naval interceptor aircraft, developed for the United States' Navy VFX programme. After it's debut flight in 1970, and subsequent fleet introduction in 1974, the F-14 became the primary fleet defense and air superiority fighter for the U.S. Navy. The legend of the F-14 only grew after the hollywood smash-hit "Top Gun" - in which it was heavily featured. Key Features of DCS: F-14A & B include: Highly Accurate 6-DOF (Degrees of Freedom) Cockpit Highly Accurate avionics and weapons system modelling - including the vaunted AWG-9 Radar system and AIM-54 Phoenix missiles. AIM-54 Phoenix Simulation with a CFD based AFM 'JESTER AI' - A Proprietary AI System for fully voiced, dependable and smart RIO/WSO Highly Accurate Flight Model - Based on Real Performance Data Both -A and -B Model F-14's Animated Crew Members - Closely Integrated with JESTER AI Highly Detailed External Model, Animations and Textures Highly Accurate Aircraft System and Subsystem Modelling One Free Theatre bundled with the Aircraft ...and much, much more! At Leatherneck Simulations we strongly believe in raising the bar. We have never been comfortable with adhering to the status quo. For the Development Team, the F-14 will represent the culmination of years of experience and dedication. Our passion is only rivaled by our ambition, and we are pushing ourselves to be better than ever before. So strap in and enjoy the ride, and get ready to experience definitive F-14 experience. Sincerely, Leatherneck Simulations [color:"Red"]NOTE: Due to an unexpected technical error in our website & subsequent down-time due to overloading the server, this is a limited, interim announcement.[/color]
  17. Wait. Thirdwire made a space game?

    no sorry....hopefully someone has.....anyone?
  18. You should just need to change the loadout.ini file for the aircraft.
  19. DCS World 1.5.7 Update 5 This week we have released a fifth update to DCS World version 1.5.7. The primary feature of this update is to fix the server crash that could happen if a client has been disconnected by time-out. You can find the complete DCS World 1.5.7 Update 5 changelog on the DCS forum. DCS: Strait of Hormuz Map Teaser In addition to the development of new aircraft for DCS World, the creation of new theaters in which to fly in are an equally important aspect of the simulation. Today we are happy to provide a little look at the next map coming to DCS World: DCS: Strait of Hormuz Map! As we get closer to release, we will be providing more details on this new combat theater coming to DCS World. Teaser Video: Sincerely, The Eagle Dynamics Team
  20. Hate scammers emails much

    Send them here: https://www.rescam.org/
  21. If you had to buy a new automobile.

    How many miles do you need to drive Daily? Do you have a minimum performance threshold (acceleration) ? Does it need to carry the kids?
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