DCS 2.7 Discussion

7 Likes

Night scenes on the carrier deck look just incredible! Can’t wait to try this in VR. I am a bit worried about the performance though…

3 Likes

Uggg…I hated night ops…so hard to get sleep with all that noise on the flight deck. :sunglasses: :wink:

9 Likes

An aircraft carrier must be a much better work environment without all those aircraft…and pilots… :wink:

3 Likes

Seriously, I would’ve enjoyed the ship a lot more if it hadn’t been for all those topsiders.

3 Likes

:eyes: :eyes: :eyes:

Posted 35 minutes ago

https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.7.12.23362/

Open Beta 2.7.12.23362

Introduced new campaigns:

  • DCS: F-14B Operation Sandworm Campaign by Sandman Simulations
  • DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations

DCS World

  • Added technicals (armed pickup trucks):
    • Scouts with mounted DSHK 12.7mm or KORD 12.7mm
    • MLRS with BRM-1 80mm Rocket
    • Air defense with mounted ZU-23
  • Voice chat
    • fixed lowering sound volume in other programs when using the radio
    • removed connection between microphone controls inside the game and Windows
  • AGM-88. Corrected HARM LOFT behavior when the target is terrain masked.
  • BDU-33. Corrected warhead parameters, less smoke.
  • Weapons. AMRAAM’s are very easy to notch when performing a cranking/notching maneuver inside pitbull range - solved. Range gates modeling for missile active radar sensor.
  • AI aircraft. AI Flights with “Follow” task fall behind in turns - fixed.
  • AI aircraft. AI salvo placement discrepancies - corrected.
  • SSE. Added EMERGENCY_LANDING event when AI aircraft lands on belly or ditch on water. Support for player will be added later.
  • SSE.Fixed “Unit.getByName”.
  • Fixed some CTDs.
  • Weapons. Kh-31A missiles detonate in the vicinity of the target without hitting - fixed.
  • Weapons. Adjusted S-25O warhead parameters, added forgotten concrete_factors adjustment.
  • Weapons. Restored the lost of WGr21 fuse timing.
  • Weapons. AGM-84D does not hit target in R/BL mode - fixed.
  • Weapons. AGM-84 returns to guiding to original target point after losing acquisition due to line of sight - fixed.
  • AI aircraft. AI Wingman crashes during approach - fixed.
  • VR. Blue VR cross is persistent and does not fade when not in use - fixed.
  • ME. Updated templates.lua file with NASAMS and WW2 units.
  • AI aircraft. E-3A cannot refuel from tanker, if in a turn - fixed.
  • Added technicals:
    • Scouts with mounted DSHK 12.7mm or KORD 12.7mm
    • MLRS with BRM-1 80mm Rocket
    • Air defense with mounted ZU-23
  • Added EWR AN/FPS-117, radar+ECS and Independent unit “Radar (domed)”.
  • MP. Added server option to hide multiplayer scoreboard (advanced server options)
  • MP: Added Coalition password option to dedicated server & Web GUI.
  • MP. Added mission editor password options for roles and client aircraft slots. Password protected slots will be hidden in the role select screen unless the correct password is entered.
  • Added “Launch MP server” option to mission editor (in “flight” menu), and mission load screens.
  • AI aircraft. AIs reported wrong WP passed. Advanced by 1. The report over the last WP was ignored.
  • LD-10: change to scheme used by AGM-88
  • YJ-12: change to ramjet scheme
  • C802AK: adjust seeker params (try to fix some issues)
  • IR view. No smoke in TGP by some conditions - fixed.
  • Stinger missiles miss if target is flying way lower than MANPAD unit position - fixed.
  • Added shadows from secondary light sources at night.
  • Warbirds. AI bots’ behavior during climb to altitude is improved

DCS: F/A-18C Hornet by Eagle Dynamics

For Supercarrier CVN -71/72/73/75

  • Addition of the Automatic Carrier Landing System, ACLS.
  • Addition of the Link 4 datalink for carrier-to-aircraft communications.
  • Addition of ACLS On/Off and Link 4 datalink On/Off to carrier Mission Editor advanced waypoint actions.

For free (without Supercarrier module) CVN Stennis (CVN-74):

  • Only CPL P/R mode is available, no T/C (traffic control) or Supercarrier radio communications.
  • It is now possible to use ACLS on CVN-74 John C. Stennis. If you do not own the Supercarrier module, all carriers but the free CVN Stennis will refuse the inbound call.

The free CVN-74 John C. Stennis procedure is simple:

  1. Call inbound.
  2. If closer than 5.5 and within appropriate margins (±630ft vertical error from 1200 ft, ±5 degrees from landing course) - receive ACL RDY message, turn on CPL P/R by pressing CPL button on the UFC.
  • Additional ME payload presets
  • Corrected the Auto-Throttle Control (ATC) Approach mode such that it no longer moves the throttles to idle.
  • Fixed: SA page does not show ID of contacts known to MIDS
  • Fixed: LTWS unboxed remove all datalink contact in FCR
  • Fixed: Selecting Baro Alt Hold whilst in Coupled autopilot de-selects coupled mode
  • Fixed:JDAM TOO - TOO will now be saved when stepping stations and TOO 1/2
  • Fixed: Autopilot disconnect Caution not implemented
  • Fixed: QNH is not set right when born on carrier. Also fixed limits for pressure setting.
  • Fixed:AG radar image show no units on ground
  • Fixed: Ghost contact in TWS
  • Fixed: Slant range
  • Fixed: Offset point MAG/TRUE issue
  • Fixed: SA Cursor alignment is different if you come from top of contact or from bottom with cursor
  • Fixed: Waypoint/OAP Steering info in HUD will direct towards the offset
  • Fixed: HSI / SA differences in orientation of offset symbology
  • Fixed: AGR Flashes when re-entering RDR ATTK page
  • Fixed: Target ID’s on SA - AZ/EL
  • Fixed: LTD/R Special for joystick not working on inputs
  • Fixed: Slam-er data link13 with unlimited ammo guidance issues
  • Fixed: Using ft for elevation data always rounds down the number
  • Fixed: When using FLIR page Gray option on DDI UFC is blanked but still works
  • Fixed: When using JSOW GUN is blank on DDI but can still be pressed
  • Fixed: Check North up behavior when using ADF
  • Fixed: Bullseye Coordinates Preload
  • Fixed: HMD J-109 Overlap PP symbology

DCS: Supercarrier by Eagle Dynamics

  • Added new deck crew animations that utilize the new skeletal animation system, new animations that are specific to night operations and the inclusion of light wands.
  • For the aircraft, deck crew and objects on the “roof” at night, we have improved lighting and shadows based on the deck and tower lights.
  • On final approach, you’ll now need to contend with the “burble” effect. We continue to tweak this effect and you can expect the first iteration shortly. (WIP)
  • Improve sparks effect from hook during landing (WIP)
  • Kuznetsov model update: flag back transparency issue and hole in the superstructure issue - fixed.
  • Fixed: AIRBOSS and Crewman glowing at night

DCS: F-16C Viper by Eagle Dynamics

  • Fixed crashes in avionics and weapons.
  • Added pull-up / weapon fuzing cue logic
  • Added Primary Datalink Target (PDLT)
  • Improved VIP and VRP Behavior (WIP)
  • Improved TIME DED page
  • Added offset aimpoints (OA1/OA2)
  • Adjusted FCR and HSD Symbols
  • Added Destination (DEST) DED Page
  • Added Cursor Zero (CZ) all TGP and A-G FCR Pages and when radar is OFF
  • Additional ME preset loadouts
  • Fixed:DED STPT TOS
  • Fixed: Ghost targets on Datalink
  • Fixed: Locked target box moves if modes switch
  • Fixed: TMS Left to interrogate target in dog fight mode drops lock
  • Fixed: Maverick Cursor Enable doesn’t cycle VIS, BORE, PRE
  • Fixed: Bugging target in RWS then switching to TWS loses bug
  • Fixed: White cross on HSD when using AG mode is missing
  • Fixed: HARM EOM and targeting
  • Fixed: HTS Not showing emitter in correct location when locked
  • Fixed: When BULLSEYE is not active, the bullseye symbol MUST NOT be present on the HSD because is not related to any coordinates.
  • Fixed: Radio preset frequencies off by 01
  • Fixed: Second mark point creation if TMS AFT was not used before backing out of mark point page
  • Fixed: HTS not functioning after rearm
  • Fixed:FCR tracks and IFF

DCS: AH-64D by Eagle Dynamics

  • Fixed crashes/freezes in avionics, weapons and multi-crew.
  • Improved SCAS
  • Initial work on Velocity Hold submode
  • Improved AI pilot when flying around obstacles (trees, powerlines, buildings, etc.)
  • Added trigger guard as option and not mandatory
  • Added air targets tracking restriction for AI
  • Fixed: Multicrew - TADS desync from CPG LMC use/Hellfires missing targets in traj other than DIR
  • Fixed: Multi Crew - Rockets I beam freezes in COOP mode with George
  • Fixed: Multi Crew - TADS flickering
  • Fixed: Multi Crew - Master Arm state.
  • Fixed:Cold Start Caution Message Errors
  • Fixed: Rotor damage shake effect continues after rotor has stopped
  • Fixed: Hellfire attack on tank from front has no effect due to hellfire hitting barrel
  • Fixed: Livery files are .tga instead of .dds
  • Fixed: Master Arm state isn’t synchronized after auto switching to SAFE
  • Fixed: Attitude Hold Exit Tone
  • Fixed: Errors in WCA and DMS pages desync between PLT and CPG
  • Fixed: When starting APU with engines on, Utility Hyd pressure drops to zero
  • Fixed: Training Mission 3 VO wrong
  • Fixed: EGT showing on IAHDSS
  • Fixed: Take off while refueling allows infinite fuel
  • Fixed: FLT SET ALT does not accept altitude values above 1428ft
  • Fixed: Request Removal of outer fuel tanks hangs
  • Fixed: Barometric altitude symbology on cruise and flight page should be 10 ft increments
  • Fixed: ACQ source behavior
  • Fixed: NVG Goggles do not remember brightness setting
  • Fixed: Wind Direction/Velocity Status Window updating wrong
  • Fixed: Headtracker aligned to high
  • Fixed: Kneeboard flares option can not be changed on moving ship
  • Fixed: TSD Map orientation settings
  • Fixed: Rotor sound glitch
  • Fixed: RTS rocker does not function once preset is selected
  • Fixed: AI hellfire accuracy issues
  • Fixed: Unable to set RADAR ALT on FLT page
  • Fixed: Engine fire test audio - Aft deck fire does not repeat
  • Fixed: RWR calls ‘SA-15’ instead of F-15
  • Fixed: Without the Radar Altimeter, George will attempt altitudes below ground
  • Fixed: Greek livery description.lua
  • Fixed: TSD orientation affects the TSD’s ASE footprint display
  • Fixed: Hover bob up box size
  • Fixed: FIXED in Sight Status Field Indication
  • Fixed: EUFD: Fuel Indication Error
  • Fixed: The limits of the attitude indicator should be ±90 degrees.
  • Fixed: RADALT not defaulting to “on” if Cold Start
  • Fixed: G-Meter on Flight Page only records min/max G when on ‘SET’ sub-page
  • Fixed: MPD brightness set before APU start does not dim the MPD

DCS: Mi-24P Hind by Eagle Dynamics

  • Renamed 9M114 Shturm-V-2 Rack to Missile Rack to avoid confusion
  • KM-2 system fix and addition of Petrovich AI work with it.
  • More main model LODs were added
  • Added keybinds for radios
  • Resolved several keybinds collisions
  • Added new CPG input commands for weapons selector
  • SPUU-52 and AP panels keybinds added
  • Fixed. Hydro Lock collective brake mode does not work
  • Fixed. AP stabilization button animation getting stuck
  • Fixed. Power on-off and selection missile panel (SCHO) desync between Pilot and Operator
  • Fixed. Rockets Side Selection Issue
  • Fixed. AP Heading channel not switching into heading hold after pedals returned to neutral (More options for pedals and this AP channel coming in next patch).
  • Fixed. Pilot-Operator not dying
  • Fixed. Tooltips match with commands for “Greben. PU-38”

DCS: A-10C by Eagle Dynamics

  • Keybind for “Ready Pre Contact” not bindable to HOTAS - fixed
  • Fixed transparent nose RWR antennas and ladder bay textures

DCS: P-47D Thunderbolt by Eagle Dynamics

  • Tail damage fixed - the whole tail unit isn’t drop with any destroyed element.
  • The pilot is visible from distance.
  • Fixed issue with the texture on the Left Intercooler.
  • Fixed compass backlight isn’t controlled by switch

DCS: Mosquito FB VI by Eagle Dynamics

  • Gunsight glass is fixed
  • Added two Mosquito RP-3 practice missions

DCS: P-51 Mustang by Eagle Dynamics

  • Fixed non transparent bullet holes
  • Fixes to visual damage
  • Fixed - with the gear up the Tail wheel is visible on far LOD
  • Magnetos are mixed up in the damage model - fixes

DCS: FW 190A-8 Anton by Eagle Dynamics

  • Starter switch animation is fixed.
  • Bombs don’t drop when reloaded with Unlimited ammo - fixed
  • WGr21 fuse timing defaulted to A2A instead of A2G

DCS: FW 190D-9 Dora by Eagle Dynamics

  • Starter switch animation is fixed.
  • Compass bezel is not clickable with mouse - fixed
  • Fixed axis controls for radiator flaps
  • WGr21 fuse timing defaulted to A2A instead of A2G

DCS: Bf 109K-4 Kurfurst by Eagle Dynamics

  • Visual fixes to the 3D model
  • Fixed tail damage
  • Fixed issues with Flap damage
  • Fixed wrong exhaust flare shield
  • Fixed muzzle flash visual artifacts
  • Fixed damage area shown transparent squares on some LODs
  • Fixed refueling with MW-50 causes refueling loop
  • Oil pressure starts to drop once about 30% of oil reservoir is empty

DCS: Combined Arms by Eagle Dynamics

  • Added damage penalties for player controlled vehicles in Combined Arms.
  • Added combat state view Buk SR for ENC.
  • Added the ability to turn ON/OFF the vehicle engine (LCtrl + E).
  • Added a checkbox for automatic start engine under Special Options for Combined Arms
  • Fixed: MG for Leopard 2A4 on isometric view.
  • Fixed: Flag animation for La Combattante 2.
  • Fixed: Client engine sound in multiplayer for ground units.
  • Fixed: ALERT on hit manpads.
  • Fixed: Camera shake after destroying player controlled CA.
  • Fixed: Player can drive units after a critical hit.

DCS: Spitfire by Eagle Dynamics

  • Misplaced static Spitfire in The Channel cold start instant action mission

DCS F-5E Tiger II by Belsimtek

  • Fuel Auto Balance Switch does not reset, draining right tank past balance - fixed.

Flaming Cliffs by Eagle Dynamics

  • ‘Receive Mode’ feature does not work - fixed partially.

DCS: WWII Assets Pack by Eagle Dynamics

  • Added MG for M4 Sherman
  • Ju-88 AI bug fixes
    • Fixed LOD models
    • Fixed - tail wheel turning animation exaggerated
    • Visual fixes to landing gear animations

DCS: JF-17 by Deka Ironwork Simulations

  • Fixed: bugs in AG radar modes and displays
    • Should directly enter target tracking mode from target indication mode after lock, no intermediate state
    • Remove redundant elements in target tracking display
    • Behaviors of snowplow and slave modes
    • Should not enter AGR when silent
  • Fixed: LD-10 launch issue and abnormal behavior after launch
  • Fixed: bomb release sequence not match SMS selection
  • Fixed: rocket cannot be launched after changing the program wpn to rocket
  • Fixed: ghost SPI when toggle radar stby
  • Fixed: SPI logic switching between sensors
  • Fixed: HUD CCRP line display bug
  • Fixed: incorrect target bearing digits on HUD
  • Fixed: radar AGR off didn’t affect CCIP accuracy
  • Added: TDC filter for more accurate movement
  • Adjust: AA gun LCOS/SSLC param, should be more accurate now

DCS: AV-8B N/A by RAZBAM Simulations

  • Updated: TPOD transitions

DCS: M-2000C by RAZBAM Simulations

  • Fixed: AP ALT Hold fails to reconnect when releasing AP override
  • Fixe : Added back decoy rearm sliders to solve dispense problems in multiplayer (see forum for more information)
  • Fixed: Thumbwheels do not cycle from 0 to 9 with LMB
  • Fixed: FBW test passes if stick wiped after it failed
  • Fixed: UAE Livery missing MipMaps

DCS: F-14 Tomcat by Heatblur Simulations

  • Improved AP HDG HOLD.
  • Fixed GT HOLD to return both modes to ATT hold with single mode disengagement.
  • Fixed Autothrottle not able to be disengaged.
  • Fixed AP NaN values freezing the hydraulics system causing a crash.
  • Disregard STT targets for missile tracking in BRSIT mode (BRSIT now overrides STT).
  • Disregard MSL mode switch in ACM mode.
  • Give flood mode priority over STT for AIM-7 tracking.
  • Fixed flood mode not activated in BRSIT prior to launching first AIM-7.
  • Changed TWS to ignore new tracks when overwhelmed rather than overwrite existing tracks.
  • Fixed rare crashes/freezes caused by the animation system.
  • Improved switching out of Iceman.
  • Improved Iceman behavior on flying to point.
  • Fixed Iceman refusing to perform a right hand orbit.
  • Iceman’s throttle won’t damage flaps anymore.
  • Iceman can now use speedbrake to slow down.
  • Bingo fuel level can now be adjusted with power off.
  • Updated VF-211 Fighting Checkmates 100 livery.
  • Updated CN localization messages.mo.
  • Fixed gear door using livery texture from the opposite side.
  • Fixed several small export issues on F-14A and -B exterior models

DCS: AJS-37 Viggen by Heatblur Simulations

  • Reduced the ADI gyro allowed error angle for startup to ~0.02 deg.
  • Fixed corrupted brakes logic on release and adjusted parking brake logic.
  • Fixed broken glass normals on cockpit gauge.
  • Fixed EP13 brightness knobs being sunk into the panel.
  • Fixed corrupted mesh on left panel housing near EP-13 brightness knobs.
  • Re-added missing brightness control labels.
  • Yellow ADI bars are now in front of the “wings”.
  • Optimized shape of some minor cockpit elements due to broken modifier set.

Campaigns

DCS: AV-8B Sky Warrior Campaign by Eagle86

  • Corrected messages of some persones.
  • Improved the routes of AIs.

F-15C The Georgian War Сampaign by Baltic Dragon:

  • M1 : Russian fighters will now properly trigger voiceovers after launch
  • M8: Adjusted Sabre’s formation to reduce chance of AI collision
  • M1-M16: Enabled datalink for AWACS (by request for A/C swappers)

M-2000C Red Flag Campaign by Baltic Dragon:

  • M5: fixed issue with wingman not taxiing behind the player.
  • M6 and M7: fixed issue where mission would not progress after flights get on station.

DCS: A-10C Iron Flag Part I Campaign by Baltic Dragon:

  • Mission 06: Added extra explanations on the MRFCS part in the briefing.
    Fixed wrong frequency for Ground in the radio presets.
  • Mission 10: Removed wrong parking spot information from the kneeboard.

DCS: F/A-18C Raven One Сampaign by Baltic Dragon:

  • M3: mission complete" message will now display properly
  • M10: option to kiss of wingmen much earlier (30NM from the boat)
  • M11: Spade Flight now attacks and destroys its targets correctly
  • M13: Updated scoring (previously it was impossible to get more than 80 points)

DCS: UH-1H Paradise Lost Campaign by Reflected Simulations:

  • Mission 2: redesigned some trigger zones to accommodate for AI changes.
  • Mission 8: moved ground soldiers a bit further from the player.

Known Issues

  • Quality issues with new FLIR on some modules still remain.
7 Likes

Run yo updater!

dcs1

2 Likes

I ran the Supercarrier Persian Gulf CatIII landing thing and it was… kinda bugged. The sea was a bright gold towards the horizon and the plane was lit up almost too brightly by the moon. Like they implemented some thing to simulate dilated pupils at night but it needs a little more TLC to get right :wink:

Flew a bit of apache as well, and that moved nicely. The gun still is pretty much an area denial weapon lol.

3 Likes

Did you notice any “Burble Effect”?..also there’s a new shadow effect in system settings…did you notice if that was checked?

Yes, it made the trap a little more interesting.

2 Likes

I take it the views from the Air Boss station and such, illustrated in EDs video, are not turned on yet? I can get to the deck crew (R/Cntrl + F9 & R/Cntrl + R/Alt + F9) but not that.

1 Like

The new burble is kicking my butt in the Hornet. Not so much in the Tomcat…probably because I abuse DLC. Good old EGIW grade is coming back since I have to briefly cut throttle before the ramp, then add power over the ramp. If the LSO doesn’t wave me off after I’ve already impacted the deck.

1 Like

I’ve never gotten past that. Don’t know why AR (Hornet/Tomcat, etc) is so easy for me but, while I can get aboard safely? I’m always a bit shaky here. More practice.

Haven’t had the time though to Ride The Burble yet however.

In all seriousness…if your rack (bunk, bed, chaise, etc.) is on the O3 level (the level directly under the flight deck), the better place for it is forward under the CATs vice aft user the wires (arresting gear).

Forward you get a gradual increase in noise as theft taxis into position. There can be a bit of hydraulic noise as the JBDs are raised and a clunk as they lock into place. As the jet goes to MIL power or AB, there’s a loud rumbling that shakes the rack–gently, not violently– but quickly fades away with the CAT shot…a soft, far away thud as they hit the water brake at the end of the stroke. One hardly notices the evaluation and fades back to sleep for a minute or two before the process repeated itself.

Back aft, you are jolted out of sleep as a several ton aircraft slams into the steel deck a meter or so above your head…and the arresting gear screeches. From nothing but the normal ship sounds to BAAM!

“Where is the beat place to sleep on an aircraft carrier?”, you ask? On the third deck…six levels/decks below the flight deck deck.

3 Likes

I remember the scene from the captains quarters, in Hunt for Red October, when they have to pause the conversation because of a launch :slight_smile:

2 Likes

I thought this video was informative.
I guess this is like a Vulkan in DCS for dummies video, but some of us are dummies… :wink:

9 Likes

Great video. Vulkan can’t come soon enough! :smile:

1 Like

Good video.

Not sure he explained the icky details enough - though that was not the purpose.

Last time I messed with this stuff it was DX7 and OpenGL 1.x.

Concurrency/parallelism, etc are big issues that I would imagine require a BIG refactoring of the code - but it’s a level of engineering too much for my brain to tame anymore.

My biggest performance issues seem to come from the number of objects active; it’s like there’s no LOD going on in the scene graph (if they still use that term?)…

Haven’t tried this in about a year or so but, take the 476 Range Targets mission (it’s old for sure but a very handy pile of assets that save a lot of time) - it drags my system down, hard, with all objects, even if they are 100-200 miles away. Hints to me that they are processing them all in one big loop, every frame, regardless [1].

Anyway, If Vulkan and such give me 25% improvement[2] I’ll call that a big win. I think people expect too much. But any improvement is good!

[1] The last complex exe I wrote was a pre-cursor to Google Earth (they got the idea from me :slight_smile: ! in the mid 90’s): I had to break things up to render/process the entire world dB via common structures (quadtree/octtrees, etc) to get acceptable performance. And it still wasn’t near as complicated as what DCS tries to do…

[2] And any improvement will be soon nullified by the demand for more bells & whistles. The cycle never ends; scary thinking how much power my rig will need to run DCS 3.0! (if there ever is one).

1 Like

I’m sure the Vulkan implementation will require a substantial rewrite of the DCS engine in order to take full advantage. That, however, is way beyond my comprehension :slight_smile: Getting into those icky details usually makes me stare into oblivion… :wink:
Will be interesting to see what the future brings though.

3 Likes

I just daydream about

8 Likes