DCS 2.5 Update Thread (2019)

I put them to the pinky thing on my warthog throttle. This has the added bonus that it ‘sticks’.

New update! ED Forums link: here. Lots of excellent progress!


DCS World Open Beta 2.5.5.37626

DCS World

  • AI Combat skill changes - See Newsletter for more info.
  • AI better conservation of ammo vs heavily damaged or destroyed aircraft - See Newsletter for more info.
  • WWII AI aircraft. Corrected ground attack pattern.
  • Plane disappears when assign control to AI, after player takes off from the deck - fixed.
  • Added textures with PBR for AGM-84D/H.
  • ME. The ISOLINES option in the map options removed as obsolete.
  • Rearming. GBUs will not appear with unfolded fins.
  • MP. Dedicated Server. Webgui: hardware related local and remote access to dedicated server fixed
  • Wingman collides with player on a cold start from deck - fixed.
  • Wingmen remain on deck in some cases - fixed.
  • VR. Force disabled VR with --norender key.

DCS: F-16C Viper

  • Master Caution should be clearable as expected
  • RWR and other sounds now properly installed for Viper (sounds still placeholders)
  • Adjusted HUD visibility over cockpit geometry.
  • Engine control switch animation through guard is fixed .
  • Fixed unlimited weapon rearming.
  • EHSI font corrected, NO DATA page added.
  • CARA indication for high altitude fixed.
  • Oxygen emergency lever clickability and input fixed.
  • Oxygen flow indicator fixed.
  • Audio for radio communications identifying players aircraft fixed.
  • External sound update.
  • Loop in DED TILS ILS freq fixed.
  • AOA indexer lights logic fixed.
  • AOA bracket will appear on HUD after lowering nose landing gear, fixed.
  • Changed PROBE HEAT to spring loaded TEST.
  • Added RU localization for Viper startup.
  • IFF HUD data overlapped / fuzzy - fixed.
  • Inconsistent response from ground crew with canopy closed - fixed.
  • AAR with cold start fixed.
  • Cockpit. Lighting textures tuned. Console panels textures updated (text readability improved).
  • CCIP line will point in TVV sign center point.
  • Default frequency on UHF backup panel fixed.
  • Speedbrake sound dynamics update.
  • UHF backup panel: status function fixed.
  • Radio frequencies increments fixed.
  • Flashlight fixed.
  • Fixed switching between CCRP-CCIP if you use last bomb with CCRP.
  • Waypoints on FCR and HSI misaligned - fixed.
  • ILS CMD STRG disables if ILS power removed, fixed.
  • Added damage of some elements WIP.

DCS: F/A-18C Hornet

  • Added RU localization for Hornet SP missions.
  • RWR symbols corrected.

DCS C-101 by AvioDev

  • Fixed ADF-60 frequency select knobs for keyboard and joystick binding.
  • Implemented binding to keyboard and joystick of SCAR control panel, SCAR display panel and RGS2 sight knobs.
  • Implemented binding to keyboard and joystick of IFF panel knobs.
  • Implemented binding to keyboard and joystick of AoA indicator knob.
  • Improved cockpit lighting in external view.
  • Fixes in ADF-60 keyboard input: Function selector switch TEST position is spring loaded now. Gain knob is functional now.
  • Fixed HSI digits brightness binding to keyboard and joystick, that got broken with latest updates.
  • Binding to keyboard and joystick of DH (Decision Height) set knob.
  • Implemented binding to keyboard and joystick of FD pitch adjustment knob of ADI.
  • Fixed crash in V/TVU-740 multiplayer sync.
  • Stick pitch trim button is now animated.
  • Airbrake throttle switch is now animated.
  • Added toggle function for airbrake (“B” key).
  • Fixed brightness of ADI/HSI digits in C-101CC rear cockpit - made independent from the forward cockpit ADI/HSI brightness.
  • Altimeter baro setting knob moves now correctly when binding it to keyboard and joystick (Main and Stby altimeters of C-101CC and altimeter of C-101EB).
  • Fixed CC ADI/HSI brightness control by keyboard.
  • Solved some errors (amber color) in inputs, related to UHF and VHF radios.
  • Solved issue with Kneeboard current position mark point not working when using keyboard, and amber color error in control inputs.
  • Solved amber color error of optical sight brightness in control inputs.
  • Fixed typo in ES version affecting amber error in control inputs, regarding an Armament CB.
  • Fixed amber error in control inputs regarding IFR Hood.
  • Fixed an ES localization issue causing an amber color error in some intercom control inputs.
  • Added binding to keyboard and joystick of Optical Sight Brightness (knob animation for now).
  • Added binding of keyboard and joystick to emergency fuel lever.
  • Fixed binding to keyboard and joystick of TACAN volume knob and mode dial.
  • Fixed gyro platform sync button (synchronizer and heading set) behaviour: it now turns correctly left and right and heading synchronizes accordingly.
  • Fixed VHF-20B keyboard control for the radio mode and sound volume.
  • Fixed binging to keyboard and joystick of Gyro Platform knobs.
  • Fixed binding to keyboard and joystick of VHF/NAV equipment VIR 31A knobs (mode and volume).
  • Fixed clock set function and animation - now clock hands and knob can be adjusted and moved smoothly and in a realistic coordinated manner.
  • Map box cover will move properly now (slowly instead of instantly) when using keyboard or joystick commands.

DCS Mi-8MTV2

  • Restored missing sound of fire UPK-23-250 when it’s loaded to 5th hardpoint.

Campaigns

P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations:

  • Revised triggers
  • AI follow tasks fixed
  • Dozens of new voice overs added to help the flow of the missions
  • More ambient effects added
  • More ambient AI flights added
  • Map markers added to aid navigation where needed
  • Stock radio callouts reduced as much as possible

Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations:

  • Revised triggers
  • AI follow tasks fixed
  • AI FW altitude fixed in mission 4
  • AI rules of engagement fixed in missions 5, 8 and 9
  • Pre-landing waypoint added to avoid a slow flying home in mission 3
  • New voice overs added
  • More ambient effects added

Spitfire IX The Big Show Campaign by Reflected Simulations:

  • Revised triggers & timings
  • AI follow tasks fixed
  • Dozens of new voice overs added to help the flow of the missions
  • More ambient effects added
  • More ambient AI flights added
  • Map markers added to aid navigation where needed
  • Stock radio callouts reduced as much as possible
1 Like

Just waiting on that now. :+1:

No big progress for the Hornet, some QOL bug fixes for the Viper. So in regards to those two, not anything to go crazy over - but for an “out of phase” update so to speak, that’s good enough for me!

1 Like

Newsletter is out: link

Not sure if it has its own thread but the important bits are here:

F/A-18C ‘Short Term’ Roadmap (my words on this line, not theirs):

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 ‘Short Term’ Roadmap (my words on this line, not theirs):

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.

3 Likes

I know I said that before, but it applies here again:
Frickin’ finally!

No seriously, it is baby steps toward a better AI but it is something. Which in turn is way better than nothing.

4 Likes

I had hoped for more interesting ACM from the AI, but alas.

I’ve noticed that Aviodev has really gone full speed with the C-101 module. The last several updates they’ve had huge lists of improvements and fixes.

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Do they have any goals to jump into some of the more advanced stuff like the teen series fighters, eventually?

Starting with something like the C101 is probably a very smart move as a third party. Build up experience and reputation in the community with something less intense and go from there. I say that also because slower incremental progress on a trainer would be less likely to get you “blacklisted” by customers than if you did the same on a more popular jet.

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I think they are working on a Mirage F1, not sure which version but probably also Spanish.

I vaguely remember something about an F-104 from them, but that is a very long time ago so might have been dropped already.

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Yep, though not sure how hold this page is;
http://www.aviodev.com/?page_id=74&lang=en

those are old indeed. Here’s some with textures

But even these are probably two years old. Haven’t heard much about the project after that.

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Yep, Mirage F1 but as others have stated, it’s been a while with an update IIRC. I think (pure speculation on my part) that the C-101 module is/was really a learning module for them in terms of understanding DCS code so it has been a practice and test module. Something simple to learn on and now they will or have been slowly plinking away on the F1 on their own time.

Those are beautiful pics @Sryan. That will be a beauty to fly and fight in.

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Yes, my assumption as well. I really, really like the C-101 module. It’s simple and easy to learn stuff on then progressing onto the more sophisticated modules.

:star_struck: Wow that looks really nice all textured up, I hope we get to see that in the game sooner rather than later.

And thus begins the age old cycle of clamoring for it to be released and then being disappointed with the lack of included features at release…

Just kidding, definitely looks like an interesting aircraft. Just making sure to keep my expectations in check until it’s actually ready.

I noticed the same thing! It’s great to see.

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If I just didn’t receive the Viper, I’d think very intensely about getting this.

Good guys. :smiley:

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I haven’t seen any MAC news in the most recent updates, has there been any changes?

It’s not looking good for MAC…lots of expenses and not enough flying being done…!

Oh…wrong MAC! Disregard! (You wouldn’t happen to have $200,000 dollars you could loan me do you??)

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Dying. Dying over here, Chris.

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