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MigBuster

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  1. DCS: JF-17 Thunder by Deka released! The DCS: JF-17 Thunder by Deka Ironworks is now available for download: DCS World e-Shop DCS Steam JF-17 is a single-seat, single-engine, multirole light fighter that jointly developed by AVIC Chengdu and Pakistan Aeronautical Complex (PAC). The design phase of JF-17 "Thunder" finished on May 31st, 2002, and the maiden flight was made on August 25th, 2003. The first plane delivered to PAF (Pakistan Air Force) in 2007. Currently, several different blocks of JF-17s are in service in Pakistan and Myanmar air forces. There are also several countries interested in purchasing this fighter jet. On February 27th, 2019, "Thunder" has withstood the test of actual combat and helped PAF win an appreciable victory. Trailer "Thunder" is a type of fighter that specifically tailored for PAF. The development plan of her predecessor can even be traced back to 1985. At first, PAF was only looking for a fighter that can replace Shenyang J-6 (Chinese version of Mig-19), but they were not satisfied with Chengdu’s J-7M. After more than 20 years of development, the final product "Thunder" becomes completely different from J-7M. "Thunder" has a bubble canopy of great view, pretty strake-wing layout and advanced avionics. KLJ-7 radar provides excellent air to ground capability. WMD-7 targeting pod can help "Thunder" searching for targets in combat. Although "Thunder" has small size, remember that: she is one of the most advanced fighter jets in the DCS World. Key features of the DCS: JF-17 "Thunder" include: Nonlinear industry-level high fidelity 6DOF rigid-body flight model with real-life aerodynamic coefficients Line-by-line recreated real-life full authority longitudinal fly-by-wire system and lateral/directional control augmentation system with various modes and control law reconstruction on malfunction Highly detailed aircraft exterior model: skin winkle, faded paint, oil residue and other details; even the position of each rivet is faithfully restored A highly-detailed 6DOF cockpit. Three massive MFCDs with advanced HOTAS interface help you master the plane, as well as the battlefield Accurately simulated sub-systems: communication and navigation systems, fire control systems, store management system, electro-mechanical management systems, air data system, DTC card, warning system, defense system, hydraulic system, pneumatic system, electrical system, environment conditioning system, oxygen system, external/cockpit light system, power plant control system, zeroizer system, eject seat system, and g-suit etc Detailed malfunction/failure simulation: the module has over 200 system malfunctions and more than 100 damage partitions covering near 100 onboard devices; mutual malfunction effects between systems are also simulated KLJ-7 radar can track 10 targets and attack 2 targets at the same time. KLJ-7 can also search/track surface (ground and sea) moving targets Advanced stand-off attack capability: including LS-6 and GB-6 glide bombs, C-802AK anti-ship missile and CM-802AKG Man-In-the-Loop (MITL) missile WMD-7 targeting pod can be used to search/track surface targets, identify air targets and provide guidance for laser-guided weapons Advanced electronic warfare system: including chaff/flare dispense systems (OESP), KG-600 self-protect jamming pod that can locate radiation source and missile approach warning system (MAWS) installed on the tail On-board datalink supports battlefield situation sharing between JF-17s and between AWACS Detailed radio command options for ground crew interactions Player-friendly configurations in Special Option Air to air refuelling capability (Plan to add later) Campaigns for JF-17 in the Caucasus theatre (TBD) DCS: JF-17 Thunder Tutorials If you have purchased, or are planning on purchasing the JF-17 and want to learn how to get her in the air, then check out some of these great tutorials. You can find a collection of them in our new Tutorial section here, or check out some of the content creators directly such as Jabbers and Redkite! DCS: Supercarrier Preview Video We are excited to share with you the first, extended look at the Supercarrier module coming to DCS World! Supercarrier includes an incredibly detailed Nimitz-class aircraft carrier with all the details you’d expect like realistic 3D objects, textures, lighting, and animations. This module also introduces new features to DCS World like an animated deck crew, interactive Landing Signal Officer (LSO) station, and CASE I, II, and III carrier landing radio communications. Stay tuned for more details as we approach its release. Thanksgiving Sale Ends Soon! You still have until December 8th to save up to 50% on most of the DCS World Library. Visit the E-shop now and get that module, terrain or campaign you have been wanting! You can see everything available here with the following exceptions: DCS: F/A-18 Hornet by ED – 25% off Persian Gulf Map by ED – 25% off DCS: F/A-18 Hornet + Persian Gulf Map bundle – 35% off DCS: Christen Eagle II by Magnitude 3 LLC – 25% off DCS: F-14 Tomcat by Heatblur Simulations – not on sale at this time DCS: F-16C Viper by ED – not on sale at this time DCS: UH-1H Huey - WORLDS APART Spring 2025 – 50% off DCS: F/A-18C: Aggressors BFM Campaign – 50% off DCS: JF-17 Thunder by Deka - not on sale at this time Open Beta Release This week we released a new Open Beta update with the following highlights: Early Access release of the DCS: JF-17 Thunder by Deka Ironworks Updated RWR sounds for the DCS: F-16C Updated P-51D Mustang Sounds (External, Internal, Distance, Startup/Shutdown) MP. Fix crash when a client is entering a server with JDAM in flight You can read the complete changelog here. Thrustmaster Special 10th anniversary Release There was an exciting announcement from Thrustmaster this week as they released a new HOTAS Magnetic Base and the F-16C Viper™ HOTAS Add-On Grip. Both of these coming to celebrate 10 years of the HOTAS Warthog™ Flight Stick and to celebrate the release of the eagerly-anticipated DCS: F-16C Viper module. HOTAS Magnetic Base Thrustmaster is now giving members of its flight sim community the opportunity to totally customize and build their own dream setup from the ground up, thanks to the launch of a standalone version of its beloved HOTAS Magnetic Base for the very first time ever. The ability to purchase the base on its own gives simmers a level of adaptability that they’ve only been able to dream about until now, allowing them to use any of their favorite Thrustmaster add-on flight sticks (sold separately) with the base — and ushering in a brand-new era of optimized, fully customizable flight experiences for each and every user. The HOTAS Magnetic Base also proudly sports an eye-catching logo paying homage to the HOTAS Warthog™ Flight Stick’s 10th anniversary, sure to appeal both to collectors and old-school simmers looking to give their flight setup a dramatic instant upgrade. HOTAS Magnetic Base key features: Detachable metal plate for desk or cockpit-style use, with special 10th-anniversary graphic The base features H.E.A.R.T Hall Effect AccuRate Technology, with 3D (Hall Effect) magnetic sensors for surgical precision that won’t decrease over time Super stable weighted base (weighs more than 4.4 lb / 2 kg without a flight stick grip installed) The base is compatible with all flight simulation games Compatible on PC with the following Thrustmaster flight stick grips: HOTAS Cougar™, HOTAS Warthog™, F-16C Viper™ and F/A-18C Hornet™ F-16C Viper™ HOTAS Add-On Grip The availability of the Thrustmaster F-16C Viper™ HOTAS Add-On Grip, a life-size (1:1 scale) namesake replica of the real F-16C Viper™ flight stick, coincides with the recent early-access launch of the F-16C Viper module in the legendary DCS combat flight simulation game. Inspired by the incredible success of the HOTAS Warthog™ Flight Stick (still the benchmark against which all other joysticks are judged), the grip integrates perfectly — and natively — with the DCS: F-16C Viper module, specially designed to replicate in minute detail the strike fighter aircraft whose outstanding versatility continues to make it a favorite of air forces around the globe. The real-world F-16C Viper™ is a supersonic multirole fighter jet in large-scale production, featuring renowned adaptability to meet the demands of a wide variety of different combat situations. This is certainly an exciting chance for members of Thrustmaster’s community to once again access the very best in terms of flight sim quality and feel currently available, in order to truly get the most out of the breathtaking gaming experience delivered by this new DCS module that simmers everywhere can’t stop raving about. F-16C Viper™ HOTAS Add-On Grip key features: Life-size (1:1 scale) replica of the real F-16C Viper™ flight stick 100% metal design incorporating durable, industrial-grade materials for an authentic feel and maximum product lifespan 19 action buttons in total, plus one 8-way “point of view” hat switch Native integration in the game DCS via the dedicated DCS: F-16C Viper module (core game free and module sold separately) Backward-compatible with the two key joystick bases in Thrustmaster’s revered flight simulation ecosystem: HOTAS Warthog™ and HOTAS Cougar™ (sold separately). Easily place the grip on your HOTAS Warthog™ or HOTAS Cougar™ base! Although the product is, of course, compatible with all of the most popular flight simulation games, the F-16C Viper™ HOTAS Add-On Grip above all represents a real extension of the DCS: F-16C Viper module, for which — and this bears repeating — it features native integration! The Development report will move to bi-weekly so we have less of a chance in repeating ourselves. Stay tuned for Development Report #8 next week! Many thanks to all our faithful community. Yours sincerely, The Eagle Dynamics Team
  2. Very difficult to summarise such a complicated subject. The Red Eagles flew a Gen 1 MiG-23 or the MiG-21MS (Flogger E) which was a terrible export version of the MiG-23MF but was still very fast in a straight line. The Gen 2 MiG-23s (mainly MiG-23ML/MLA/MLD ) had a few improvements to make them a bit better in a turn fight. Looking at a recent analysis of the ML flight manual (the lightest) it had a better turn at slow speeds (rate and radius) with the wings out.............but at typical fighting speeds was closer to the F-4E etc. At higher speeds turn performance using traditional metrics puts it around the F-4E and others of the 3rd gen era. Accel and climb put on par with F-4E Block 41 but the ML seems to be slightly better than its contemporaries in the oblique plane.
  3. The AI is cheating

    Most AI has workarounds for various reasons a lot of it so they can actually provide the player a fight. In DCS I can say with a fair amount of certainty that the ACE AI level does cheat......they simply give it a very high power and performance boost so if you are in the same platform little chance you can compete on the same kinetic level. It is a game feature I suppose in that it was a simple way to make it more challenging. If you can set up single missions then you could experiment with the different AI levels and find a better level. Failing that the DCS airquake servers will have humans with the same flight model (this may depend on server settings) at least and nothing to set up.
  4. London Bridge Attack

    Seems to be a video going around of them bringing the knife guy down - one guy had a fire extinguisher. May have to scroll down there are others: https://10daily.com.au/news/crime/a191130pinok/hero-citizens-used-narwhal-tusk-fire-extinguisher-to-stop-london-attack-20191130?taid=5de34c84ee0d2300017c783c&utm_campaign=trueAnthem%3A+Trending+Content&utm_medium=trueAnthem&utm_source=twitter Better maybe
  5. Man in High Castle Season 4 ... ugh

    I enjoyed it overall myself.....a quality production that was thought provoking I guess.
  6. You could try different drivers however I doubt that Laptop and that chipset is able to run the game.
  7. Thanksgiving Sale 2019 Starts today! Get great savings on that module you have been waiting for! The Thanksgiving sale starts today, November 22nd, and runs until December 8th. Save up to 50% on most DCS World products, the only exceptions being: F/A-18 Hornet by ED - 25% off Persian Gulf Map by ED - 25% off F/A-18 Hornet + Persian Gulf Map bundle -35% off DCS: Christen Eagle II by Magnitude 3 LLC – 25% off DCS: F-14 Tomcat by Heatblur Simulations – not on sale at this time DCS: F-16C Viper by ED – not on sale at this time Note: the sale only applies to released, non-pre-order products. Open Beta Delay We planned and announced the release of our next Open Beta on the 20th of November 2019. However, due to substantial technical issues faced in the development of certain F-16C Viper features we were compelled to move the Open Beta release to the 27th of November 2019. As a small bonus for your patience we have prepared a Thanksgiving gift – our new VoIP in-game feature: DCS Voice Chat gives our players the possibility to talk within DCS multiplayer sessions without the need to use other applications. It's based on WebRTC technology and brings high-quality audio communication to the game right out of the box. For the initial release, DCS Voice Chat contains one common room and separate rooms for each coalition with free movement between common and chosen coalition rooms. Soon after the initial release, we'll add support of user-created rooms with the possibility to create a personal audio chat for you and your friends. Also, you can choose to use an open mic or Push-to-talk function. We have huge plans for further development of the feature including automatically created rooms for multi-crew, radio support with real radio visibility depending on the power of actual radio units and terrain, frequency-based coms etc. F/A-18C Aggressors BFM Campaign Released to Steam The F/A-18C Aggressors BFM Campaign is now available from Steam. The FA-18C Aggressors BFM campaign puts you in the cockpit of an FA-18C Hornet as a new Aggressor pilot with the VFC-12 the "Fighting Omars" on loan to the 65th Aggressor Squadron at Nellis Air Force Base. Based on real-world procedures, you will fly as Red Air against Blue Air forces. Upon arrival you will fly a familiarization flight around the Nevada Test and Training Range (NTTR) and then face a series of challenging Basic Fighter Maneuver (BFM) missions against similar and dissimilar aircraft. Your opponents include the F-4E, F-5E, F-14A, F-15C, F-15E, F-16C, F/A-18C, M-2000C, MiG-29G, CF-188, MiG-21 and Su-27. 12 single player practice missions with in-air starts to help you perfect your BFM tactics, techniques, and procedures. Over 1000 voice-overs and over 45 pages of briefing material that includes RED FLAG Spins, Red Forces In Flight Guide, Maps, Diagrams, Custom Knee-boards, and Mission Data cards. DCS World Tutorial & Training Range DCS World can be a bit daunting to new players, so this week we introduced a new forum section for those just getting started in DCS World, those still learning, and those that enjoy helping others. You can find it here. If you are a new user, this section is for you! We will be building a repository of the best DCS World tutorials and guides. You can also meet players that want to help you and squadrons looking for new members that want you to have fun and learn. If you are a video tutorial or guide creator for DCS World, this section is also for you. Here you can share all your great content and get feedback from your audience. Do you enjoy helping new DCS World pilots? A rewarding aspect of this hobby is working together to spread knowledge and give a helping hand to new pilots. The goal of this new section is to help flatten the DCS World learning curve, and we look forward to your participation and feedback on how we can further improve it. Development Report #6 Working with our partners at Deka Ironwork, we plan to release the DCS: JF-17 Thunder on December 4th, 2019. It will be available from both the DCS World e-Shop and Steam. Stay tuned for more details! The team has been cranking away on the F-16C Viper, but we needed a few more days to complete the announced features for the next Open Beta. Eagerly awaited features of the next F-16C update will be the Track While Scan (TWS) radar mode, initial data link, external lights, centerline fuel tank, and more. Following this Open Beta, our modern-day fixed-wing jet dev team will focus on the Hornet’s targeting pod, TWS and other radar modes, updates to weapons like the JDAM and JSOW, and more. Supercarrier work continues to revolve around the deck crew animations, improved lighting and visual effects as well as the LSO station. We are on track to release the Early Access of this module in the very near future. Both the A-10C and Ka-50 new cockpits are progressing well with a lot of work invested into realistic textures and effects. We will use these products to take cockpit night lighting to the next level. The Mi-24 cockpits are progressing well and we should be able to show you the first renders in the very near future. The P-47 is looking beautiful inside and out and our flight model engineers have been very busy tuning the flight dynamics to match the real aircraft based on excellent references and first-hand pilot experience. The visual effects of the new WWII damage model are now getting most of the focus because the internal damage effects and the physics are nearly complete. It’s just as important for the damage to look correct as the impact on systems and aircraft performance. The basics of the dynamic campaign simulation engine are working in the map view and we’ve been using this to test the RTS element of the system. To support this, we’ve been adding new icons to the map for items like factories, warehouses, logistic units, and more. Work is also underway on providing visual indications of ground force movements and emplacements in the map view. Thank you all for your passion and support. Sincerely, The Eagle Dynamics Team
  8. Midway 2019

  9. Master Server Infrastructure Maintenance We will have infrastructure maintenance works to be performed on Tuesday, November 19, 2019 from 04:00 to 06:00 UTC. All users will not be able to connect to the DCS Master server and all account sessions will be reset. We appreciate your patience and understanding during this short downtime. Stable Release updated After a relatively large number of Open Beta updates, we have released a substantial update to the Stable version of DCS World. Among the many highlights of the new Stable version, users will now be able to enjoy the Early Access version of the DCS: F-16C Viper. Other highlights include: AGM-62 Walleye II and AWW-13 Data Link Pod for the DCS: F/A-18C Hornet Many updates and fixes to 3rd Party modules such as the C-101 and M-2000C You can read the entire changelog here. Our next Open Beta is set for 20 November 2019 and is planned to include: F-16C Viper features Track While Scan (TWS) radar mode AUTO steerpoint sequence mode Corrected flight director (sherm) behavior Functional CMDS (countermeasures) DED page New stores drag implementation Initial data link (Link 16 / MIDS) External lights Centerline fuel tank Corrected lock hold when switching master mode Corrected radar lock-only RWR indication Corrected INS steerpoint change Corrected HMCS enable/disable HOTAS command F/A-18C Hornet features Aft Pod Antenna Option Following the 20 November 2019 Open Beta, we will heavily focus on the Hornet to include such items as Track While Scan (TWS) and AACQ radar modes, updates to the targeting pod, and updates to existing weapons systems and countermeasures. Development Report #5 Supercarrier - "Population" of our new aircraft carrier is not limited to the flight deck but also the sailors and pre-flight crew of the island. Following the early access release, it will later it will be possible to occupy the Air Boss and Landing Signal Officer (LSO) locations in both 2D and VR. All of this will be available in the new DCS: Supercarrier module. In the meantime, please enjoy these work-in-progress images. Spitfire Sound Updates - We have greatly improved all the Spitfire LF Mk.IX engine and propeller sounds. New sounds were recorded from an actual Spitfire Mk.IX and added to the game. Our sound engine factors in altitude, airspeed, engine RPM, manifold pressure, and many other elements. You can hear the dramatic difference from within the cockpit and outside the aircraft. The update is available in the current Open Beta and will be available in today’s Stable version! Enjoy this video highlighting the updated sounds DCS: M-2000C by RAZBAM Updates - Working closely with the French Air Force, RAZBAM brings you an all-new Mirage 2000C cockpit! This cockpit features all-new textures, radio panel, ECM, NVGs, and much more. The cockpit mesh has been extensively overhauled with new edge loops for better edging and a doubling of the polygons to improve both the on screen and VR experience. Using their relationship with the French Air Force 2/5 Squadron, RAZAM has created an M-2000C cockpit that is as close as you can get to the real thing. Using this opportunity, RAZBAM has fixed various inaccuracies by using our latest workflow and tools. New Features: New cockpit model New cockpit textures New cockpit lighting New radio panel New ECM panel New Seat Harness New INS Screen Added NVG’s with Mount Added under glare shield lighting assembly Added flashlight Cockpit Update Video The Virtual Festival of Aerobatic Teams 2019 The Virtual Festival of Aerobatic Teams or VFAT is a virtual, international airshow like RIAT or MAKS. The pilots simulate the displays of real aerobatic teams like the Patrouille Suisse, Thunderbirds, Blue Angels, Russian Knights and Blue Impulse; however, many teams also create their own spectacular displays. VFAT is currently the only virtual airshow where such a large group of teams gather to create an event of this size. Spectators can watch the event live using internet streaming technology. VFAT takes place once a year and offers the opportunity for virtual aerobatic teams and solo pilots to present their hard work for the enjoyment of the general public! Watch live Dec. 7th & 8th on Twitch. VFAT Video Yours sincerely, The Eagle Dynamics Team
  10. Midway 2019

    Got to see Midway yesterday at the cinema and was pleasantly surprised at the historical story and characters included. There were a few over the top action moments but overall really good considering some of the WWII films of recent years. This was more towards the Tora Tora Tora direction and certain critics seem to have got this film so wrong.
  11. The technology for Virtual Reality (VR) has come on enough in recent years for it to be considered viable for home gaming including in some Flight Simulators. The latest set of Headsets released this year have improved on what there was somewhat with some calling them 1.5 or 2nd Generation. Even so opinions on these seem to be mixed with some declaring they are the new messiah and others putting them in the box and sending them back to the shop. So is it the new messiah or just a very naughty Scuba Mask. After patching up my hands (more later) the subject on trial is the Oculus Rift S, which improves on somethings over the Rift CV1 such as: • Resolution and clarity. • Ease of Use. • Price. but is not so good on some other aspects • Sound. • Lack of mechanical IPD setting. The Rift S price seems competitive and includes 2 controllers however, like myself and others you will likely be plugging your own headphones into the provided Jack to improve sound quality: Those ultra cheap earbuds plug right in to the headset! Rift S also has internal tracking using 5 cameras so doesn’t use or need external base stations (Lighthouses) like the Pimax 5K+/8K and Vive do. This means 6 Degrees Of Freedom (6DOF) comes included. Rift S is also said to be one of if not the easiest to setup and live with. All you do is install the Oculus App, plug in the headset and pair the wireless controllers with onscreen tutorial. A spare USB 3 and DisplayPort is what you need to plug in the hefty cable. I am also running Windows 10 with an RTX2080 card which specifically had a USB type C connector on it for VR. So, taking advice from other users I plugged the headset directly into that using a USB 3 to USB C adapter. (Note I am running a mid to high end gaming PC currently and quite frankly anything less might see you disappointed regarding performance if you were say using it for DCS.) Once I had stuck in the AA batteries onto each controller both paired straight away so setup was no issue at all for me. Earlier headsets and others like Pimax 5K+ have a mechanical InterPupillary Distance (IPD) setting. Being a single display Rift S only has a software controlled IPD setting and this seems to be a large negative point people are throwing at it. This is basically the distance between your pupils and so is important to know so you can set the correct value. Rift S comes with snazzy box and two controllers! The initial Oculus “First Steps” program (App) is a joy and really gets you into being able to use the controllers to grab and throw objects and interact with the world. The Oculus App store is an advantage for Oculus being one of the most developed. Here you can find some free gems like BBC VR spacewalk and 1943 Blitz. Screenshots alone are useless on conveying what VR is like you have to try it and get your VR legs, which translates as getting used to things to stop that part of the brain that thinks it is real and making you feel sick. Try a VR spacewalk or a Dogfight in DCS and this is what you initially will be fighting as well. Impressions After using Rift S for a few weeks this is a real showcase for the potential of VR especially concerning interaction with computers and even VR games such as Robo Recall which are really pretty amazing. But I don’t want to give the wrong impression because you still basically have a 3D monitor in Scuba type mask at the end of the day and this will not be for a lot of people. It is advised that you have lots of space around you for games such as this because you are essentially flailing yourself around pretty much blind. Also you will find that although your in game hands can rip robots apart and throw them about – your real hands are no match for the wooden furniture you just hit and need patching up. In fact possibly the first time blood has been shed for real during a computer game. Robo Recall - the only blood shed was outside the game! (Oculus.com) VR games make you sweat and so your VR lenses will steam up. Some get around this by blowing a fan in their face others like myself came up with this solution which also lets me stay in touch with the real world but makes things less comfortable: Yep I have pulled the rubber mask off! Speaking of which Rift S has a promising feature maybe for the future called Passthrough where I can be in any game and switch to a view through the external cameras. If you are thinking just like the F-35 helmet! – erm sort of like the F-35 helmet…….…in 2001 maybe. Was thinking I might be able to make out the keyboard but no chance. (maybe in a few years) When it comes to flight sims there are lots of mixed views and opinions. I can see why some have returned it because some people won’t put up with headaches or bother trying to overcome sickness for computer games. Some will be disappointed at the view in the Rift S which is better than the original Rift but still less than a 1080p monitor. Track IR 5 V Rift S Let me say I have used TrackIR for over 10 years and so SA and positional awareness in Dogfights is not an issue. Nor is Air to Air Refuelling in fact recent DCS patches seemed to make things a lot easier. In Falcon I find it easier to join when the tanker is turning for some reason and do most of this automatically. These are things it seems I will need to spend time practising in Rift S / VR before I can be as proficient as before. The Field of View (FOV) is similar with both but with TrackIR I can still get a more realistic range and look around a lot easier with much better clarity. If I compare 1 v 1 tracking with the Rift S and my head then the FOV is much too small on the Rift S, so it is not just a pain in the neck I am getting. (Note I don’t wear glasses). With Track IR I often have to F12 reset the view or shake my head to get it back to where it is supposed to be (things I do now automatically). The Rift S doesn’t have that issue but it is also not perfect with for example sometimes presenting the HUD display too low or high to use. Other differences with Rift S include a 3D rendered cockpit thus the cockpit switches stick out in a way you won’t be used to if you used a 2D monitor. Also, the sense of scale is different and you can do things like stick your head out of the side of the aircraft which might be Useful for Choppers maybe (something I don’t fly). Also…. Of course there are other changes you need to adapt to……..for example with the VR Headset I can use HOTAS, rudder pedals and mouse fine, but a keyboard is a no. Also not so great having to lift up the scuba mask to look at the many docs I have on tablet for the more complex sims, also if you need to write anything down like coordinates during a CAS mission forget that. So, for example trying out the A-10C the other day and need to eject but no practical way to get at the keyboard and no clicky way to eject myself. Alternatives might be using Voice command software instead and there are ways to get some documentation into the DCS kneeboard such as the third party DCS Kneeboard Builder which may help to a degree. Natural-point Track IR 5 - the King (naturalpoint.com) Potentially I suspect Generation 3/4 headsets could address some of the the current issues and be very good. Something that could add to this in future is Hand Tracking so you can manipulate controls in clicky pits with your hands / fingers. So, in summary if you are tempted by one of these then do research into it and look up the many Pros and Cons or at least make sure you buy from where you can return it easily. Whether it is for you is entirely down to who you are.
  12. 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
  13. With so many different aircraft in Strike Fighters it is often the case of selecting an aircraft and fudging it around the skies with only vague recollection of how the radar works and how it is supposed to handle because you didn’t have the time to refresh. The Last of the Lightnings is a mod that unusually for SF2 centers mainly on getting familiar with a certain type of aircraft and its systems. You might even term it DCS lite however I can’t imagine seeing any of the aircraft in this mod featuring in that sim in my lifetime. So, what is it about? The Last of the Lightnings (by comrpnt) is a set of scripted single missions (like YAP) that take the player through an RAF Operational Conversion Unit (OCU) training program and is based on the writings of ex Lightning and F-4 pilot Ian Black. This takes place in 1976 and you are flying the English Electric Lightning F.mk6. The what you say? or as FastCargo once stated before being put under court martial by the USAF for blasphemy [or not]. The Lightning was the last fully designed British supersonic fighter to enter service and its only requirement seems to have been performance above everything else [especially fuel]. Strike Fighters 2 comes with all seven of the single seat variants: Lightning F.mk1 Lightning F.mk1A Lightning F.mk2 Lightning F.mk2A Lightning F.mk3 Lightning F.mk6 Lightning F.mk53 Okay if you are wondering where your Lightnings are then you didn’t buy SF2 Expansion Pack 2 did you, in which case you are one of the reasons TK is now doing crappy phone games only………[hey his words] not to make you feel too guilty! Shame really because it comes with some of the best 3D pits Thirdwire ever did, and probably unique as far as combat sims go with the Lightning: The centrepiece of the mod is a pdf guide that must have taken some time to do and is quite detailed in places. So the point of this is that you will be learning to fly the Lightning or at least be better at it. On Hard flight model (~SFM in DCS) it can be tricky to handle so you will be dragged through formation landings, flying, A-A refueling and even learn how to use the radar to properly intercept targets and actually read the radar symbology. Some of this should be useful for other aircraft at least. Install So yes you need SF2E and SF2 Exp 2 to run this minimum. I was running this from a full merged install, of which I created a separate install by copying the game exe file and running that to create a new Mod folder called LastOfTheLightnings for it. Full instructions are on the PDF and is mostly drag and drop with some ini file editing. For the training rounds I created new folders in the weapons folder and not the old-fashioned way recommended. Mods So once up and running I added mods and changed them as I went through the course. Because of the changes that come with the mod I only changed the terrain tiles, runway, and sky using Better Widesky (Cellisky/Orsin). I have also put in mods to give more head movement and darker nights. Up and running Firstly, you go to single mission only and choose the missions using the date code e.g. [760522] then ignore the text the game puts in because it is wrong [only go by the date code to get the correct mission per the guide]. Check your loadout - obviously the training rounds should be there otherwise don’t touch or change anything just look at the map and then launch. So you start either on the runway or the taxi way on these missions. At the beginning the tricky parts are landing on formation with your Qualified Flying instructor (QFI) and playing chase the QFI. Especially at night you need to be on your feet to keep track of the guy initially! You are then given instruction on how A-A refueling should be done, e.g. fly in formation on the port side before refueling then fly formation on the starboard wing. You then have to try it at night and in clouds. Yes the amazing Ravenclaw Bucc is in this pack. The Intercept phase is interesting and you will be going after low and high targets before flying in formation with them, so you will need to learn what those dots and lines mean After basic intercepts you get to do ACM against the pesky aggressor F-4Ms, although don’t pay too much attention to the instruction for this because they will spam those AIM-7s at you, luckily they are only training rounds [if you installed them properly] and wont kill you. Next live weapons are used to intercept remote controlled unmanned drones (Hunters). The early ones fly straight but the later ones give you problems by turning a lot. After basic strafing there is a pretty cool finale for your graduation, firstly you fly an F-4M as a photo chase plane: Then you get to fly position 9 in a graduation formation fly over of RAF Jever. Final salute to comrpnt for a fine job six years later.
  14. Steam DCS sales are usually at different times.
  15. 2019 Autumn Sale starts today! We are happy to announce that the DCS World Autumn 2019 Sale is here with incredible savings on most DCS World products! Lasting until November 4th, save 50% on most DCS World modules! This applies to aircraft, maps, and campaigns. The only exceptions include: DCS: F/A-18 Hornet by ED - 25% off DCS: Persian Gulf Map - 25% off DCS: Christen Eagle II by Magnitude 3 LLC – 25% off DCS: F-14 Tomcat by Heatblur Simulations – not on sale at this time DCS: F-16C Viper by ED – not on sale at this time Get these deals starting today in the DCS E-shop. We will also be participating in the Steam Halloween Sale. Open Beta update We released a new Open Beta update this week. Much of the focus has been on the Viper and includes initial Basic IFF and fuel tank jettison. On the Hornet front, we are introducing the AGM-62 Walleye ER/DL with support from the AWW-13 Data Link Pod. Along with these highlights, many more fixes have been included and you check out the complete changelog here. Development Report #1 In order to provide greater transparency in our endeavours, we are happy to introduce a new series of Development Reports. These will shed light on some of the most requested features and their progress. New AI FM (GFM) - currently in progress Last week we introduced some new skills for our AI pilots, and we want to thank you for the feedback. We are happy to hear that it’s making a big difference! We are also working on what we term the GFM (General Flight Model), and this is the new FM for the AI that you may have heard us hint at earlier. This FM will support asymmetric payloads, and naturally crosswind landings. We think this will make the AI pilots fly in a more realistic and human fashion. The GFM will not only simulate kinematic movement, but also true stability and controllability characteristics of the plane and their natural behavior at takeoff and landing. The current effort is on building variations of mass and moments of mass in flight. In the future, we will develop the principal functionality to support supermaneuverability. UH-1H Multi-Crew Functionality - currently in internal testing This hugely anticipated feature is close to seeing the light of day. We have begun internal testing of multi-crew functionality for the Huey. The initial testing is progressing well, and it will allow two pilots to fly the Huey as a team. Pilots will be able to interact with each other’s panels, and it should be a beet fun addition to an already excellent module. Next week we will share some new information about Modern Air Combat (MAC) and the Supercarrier module. Thanks for your support. Yours sincerely, The Eagle Dynamics Team
  16. Strike Fighters: Modern Combat

    Strike Fighters: Modern Combat Remember the Strike Fighters series, you know the good old days, when most people were using Windows XP and Thirdwire had the Cold War era combat sim market to themselves. The days when free updates would fall from the cloud(s) giving us new game features for no extra cost. When we could marvel at flying iconic aircraft over historical battlefields such as Vietnam, Europe, the middle east, and some made up desert place……..all in the latest Direct X 9 Graphics. We thought those days would last forever, but sadly after a while Thirdwire realised it could no longer afford anything greater than a Mcdonalds double Cheeseburger for its lunch. It then released an ambitious new addition set over the North Atlantic, however sadly the games didn’t fly off the virtual shelves and they realised they couldn’t even afford an out of date cheeseburger from the Iceland budget supermarket chain. Then just as all hope was lost, out of nowhere, lady luck smiled on the starving company and smart phones and tablets rained down from the heavens. Not only were these mini PCs locked down for any old idiot to use, they came with interesting new opportunities to make money. And here we are in good old 2017 with the release of Strike Fighters: Modern Combat. Anyone who has played any of the Strike Fighters mobile series (e.g. Strike Fighters: Attack) will instantly recognise the type of game this is, however there are some changes, and the development of this series has now advanced a bit further on compared to the original Strike Fighters or Strike Fighters: Israel on IOS or Android. Windows 10 This is the first of the series you can buy for a Windows device from the Thirdwire store, so if you are one of the ten people that have a Windows mobile device (including myself yaah!) this might be good news. I however am not going to buy that version and instead am going to review the version on IOS ( iPhone ). Features The controls are pretty much the same as before, tilt the phone to bank, pitch and roll, there is a rudder option in the menu if you must. Because of the large variety of weapons there is a handy mode select (MSL SEL) button to switch ordnance, you always have guns available though(if you have any). Once a weapon is selected it will auto lock onto a relevant target, for example a Radar if you have selected an Anti- Radiation missile, or an aircraft if you have selected an ASRAAM. The veteran F-4 still makes an appearance There is a handy 360 degree radar type screen you get in the top right corner. Advanced jets like the FA-18C will have a Data Link type picture showing all ground and air targets and if they are friend or foe. Less advanced jets like the Su-22M4 only show an older radar type picture with green blobs. (Note the blob with diamond is your primary target set) An auto lock on a ground target brings up a nifty Infra Red (IR) view as you might see from a targeting pod, and you can press Mode to get the 360 degree radar view back at any time. (Not that I can make anything out on a tiny iPhone screen anyway!) When out of view, red arrows will point to the enemy jets and blue arrows to friendlies (just like 1980s computer games!). Green thing acquired sir Missions & Mission Editor The game auto chooses a mission for you (Escort/ Intercept / Fighter sweep / etc) which you then attempt to complete by blowing up as many relevant targets as you can in the given time period. If you destroy all the mission targets your mission ends even earlier.(you can even abort by pressing pause then hitting the cross) On each mission you often have allied jets helping you by blasting those baddies out of the sky! If you want to pay you can unlock the mission editor feature getting options to customise the missions a bit more. Weapons Loadout You can now select weapons (again a paid unlock), and just like in life the more money you have the more you make (perhaps). For example with the F-16 I can remove the tanks and add 4 x GBU-12s to go with 8 x SDBs and 4 x AIMs which is a potential 1600 points yippee! The flying SAM site! Points mean prizes Literally the more points you get the more credit you get. On a typical mission you might get 500 to 1000 points with the right aircraft, choose an A-10C or F-5E for the A-A role though and you had better be good with the gun to rack up the points. More points please – plus purists avert your eyes! Flight models Hmmm……….nothing to see here, I think it might have borrowed the one from the 1980s arcade game Afterburner. The music Yes, you can still switch that off by putting the phone to silent. Payware Well yes, the game is free and you can play it for free, however the aircraft you may want are very expensive and so getting enough credits may take a while. Su-57 = lots of roubles You can of course remove the adds by always playing off line, which is a good way to save battery and not constantly microwave your hands, however there is an incentive to play online because you get 500 free points per day for logging in every day. So for example 10 consecutive days will yield 10 x 500 points! That’s not all folks, after one mission a birthday cake appeared on the left top corner to which I clicked on. Here I was given the option to watch a 30 second hotel advert for 10,000 extra free credits (which I took). If you click on the trolley with a dollar sign you will find options to buy 375,000 credits per payment and other features to pay for including the mission editor and loadout screen as mentioned. 375000 credits doesn’t go far in Strike Fighters land! Summary Strike Fighters: Modern Combat brings together good features from the earlier mobile games and adds to them. If you want to pay to unlock the features you will likely get more from it, however it seems to be a fairly fun arcade game, especially when you need to baby sit your daughter or are at lunchtime at work, or instead of work maybe. As for the future, perhaps utilisation of Virtual Reality could be one direction…who knows. Off to kick some A-A butt! Anyone not familiar with the original mobile games might be interested to read this previous review:
  17. It is a cartoon narrated by someone who has done very little research and has next to zero understanding of how aircraft are developed - please find me a $38m F-15E today because apparently this Muppet doesn't understand such things as inflation. It is beyond laughable, talk about a dog looking at the screen with its tongue out. The aircraft and program is open to criticism like any other program but there were a lot of positives as well. If anyone saw this 3 parter on the RAF/FAA in one of them they have trouble starting it - nothing really out of the ordinary but the sort of thing included in clueless videos above as if the sky is falling in.
  18. Strike Fighters 2 Complete Edition is a collection of the entire Strike Fighters 2 series including 5 games, 2 expansion packs, and 29 DLCs all in one single, easy-to-install package! The package includes: • Strike Fighters 2 • Strike Fighters 2 Vietnam • Strike Fighters 2 Europe • Strike Fighters 2 Israel • Strike Fighters 2 North Atlantic • Strike Fighters 2 Expansion Pack 1 • Strike Fighters 2 Expansion Pack 2 • All 29 Strike Fighters 2 DLCs Player Flyable Aircraft • A-4A/B/C/E/F/G/H/K/L Skyhawk • A-7A/B/C/D/E/H/P Corsair II • A-10A Thunderbolt II • F-100A/C/D Super Sabre • F-105D Thunderchief • F-4B/C/D/E/EJ/F/J/K/M/N Phantom II • F-8C/D/E/E(FN)/H/J/K Crusader • F-14A Tomcat • F-15A Eagle/Baz • F-16A Netz • Harrier GR.1/3 • Hunter F.1/2/4/5/6/50/58/FGA.9/73 • Kfir C1/C2/F-21A • Lightning F.1/2/3/6 • Meteor F.8 • Mirage IIIC/CJ/CZ/EL/O • Mirage 5BA • Mystere IVA • Nesher • P-51D Mustang System Requirements OS: Windows 7/Vista Processor: Dual Core 2.0 GHz Memory: 4.0 GB RAM Hard Drive: 10.0 GB free space Video Card: 256 MB DirectX 10 Please note this is a repackaging of the single items into one bundle - there are no changes as known. Also still officially only Win 7/Vista. https://store.thirdwire.com/project_sf2_complete.htm You can get this Complete Edition for free if you've already purchased all the products listed above! Request Strike Fighters 2 Complete Edition for FREE!
  19. Help fund the Strike Fighters 2 Windows 10 update! Strike Fighters 2 is a series of popular PC games we released back in 2008 (over 11 years ago!). It was a unique series of inter-connected light/casual flight simulation games set in the Cold War. Despite its age, it's still being enjoyed by many users, thanks largely to its huge and active mod community. The games were originally designed on (then brand new) Windows Vista, but over the years, new Windows versions have came and gone (Windows 7, 8, 8.1, and finally 10), the hardware has evolved at dizzying speed, and internet security and privacy have become major concerns. With all these changes, some people are reporting issues running our old games on newer machines. We'd love to be able to update the series to the latest Windows and Direct X version. But we're a very small independent company with very limited resources, and we do not currently have the funds to do this. And this is where you can help! $25,000 USD is the minimum we need to cover the cost of development and testing. At this level funding, the update will simply be Windows 10/DirectX 12 update with no other fixes, enhancement or improvement. Of course, any funding we get above and beyond the $25K amount would be used to further enhance and improve the series. Our users have asked for Oculus VR support, air-to-air refueling, and many other features. These all cost time and money, a lot of it unfortunately, so they'll need to be prioritized. We'll put the decisions about which additional features to work on to vote among the contributors. So by funding this and becoming a contributor, you're not only helping us with the funding, you'll also have a say in which direction to go with the update. We estimate it'll take 2 months of development and testing for the update to be completed. So if we can get started by mid-September, we should be able to release the basic update by this November before Thanksgiving. (Any features from additional contributions will of course take longer) We'd like to thank our fantastic community, especially the mods community who continue to put out amazing work to improve our games for everyone. We couldn't do this without the community support. Thank you! Contribute here: https://fundrazr.com/31YZNe?ref=ab_A4B60kVy3KOA4B60kVy3KO Answers to some questions asked online: Q. What happens if the funding goal isn't met? A. Not everything will be lost even if we don't make the funding goal. We do plan on securing the amount we're short by through other means (loans) and still get the Windows 10 update done at a later time (probably early next year). If we have to go this route however, the update will have to be a paid update and not free to everyone so we can at least recover part of the cost. It'll be free to only those who contributed to this and those who purchased the SF2 Complete Edition. Please note that this campaign is set as "Keep it all", meaning we keep all the contributions even if the funding goal isn't met. Q. Can we add <xyz> features and fix <abc> bugs? A. We'd love to be able to do everything everyone is asking for, but unfortunately, all these take a lot of time and money. If you're expecting our games to have all the features from other AAA-quality games, then you'll be disappointed. Those games costs 10+ (some over 100+) million budget, and there is simply no way we can even come close to that with $100-500K budget we usually spend on our games. If this crowd funding makes more than the funding goal, we'll have the contributors vote and decide on which features we should spend that extra amount on. Q. Are you going to continue to support the game? A. We wish we could continue to support the game forever, but again, these things takes a lot of money, and we simply can not afford to keep supporting old games for years and decades. This crowd funding goal is enough to pay for just 2 months of operation. In order for us to continue to support the game year after year, we need the community to continue to buy our games (and not just play them) year after year. Q. Isn't it better to do Strike Fighters 3? A. We'd love to be able to do SF3, but we're not ready to commit that much time and money to a new PC game at this point (we still haven't paid off the development cost of SF2NA). A completely new game would take us at least 5 years and cost us at at least 2 million. Plus, everyone expect post-release support for 10-20 additional years, easily doubling the cost. We just don't think we'll be able to raise that amount needed based on numbers we have. We'd love to be proven wrong on this, if this fund raising goes way better than expected, we can re-consider this in the future. Thank you! Update on result from TK
  20. DCS F-16C B50 Early Access release

    Looks stunning however I will clarify the state it is currently in which is Early Access in fact only the cockpit and external model are anywhere near complete. Even the external skin is a placeholder and I cant even jettison any weapons at the moment, also no gun sight symbology. It is probably about 5 - 10% complete at a push. It needs a few more major patches before you can really use it I would say.
  21. 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
  22. Never done EA before but gave it a spin and completed all the content without reading or watching a single training vid or manual. Bit surprised at how much was missing but anyway it can stay in the hangar now for a few years.
  23. It's basically the current production (F-15SA?) version with a few USAF changes - was the only way they could get it any where near cheap enough for anyone to consider buying it.
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