DCS 2.7 Discussion

:face_with_monocle: :face_with_monocle:Well…Sadly,I think some potential 3rd party developers might have learned as well.

I wonder if the best business model for ongoing module maintenance might be for aircraft developers to release high quality campaigns and missions (SP & MP), priced higher than they are now, and use some of the revenue to offset the cost of ongoing module maintenance?

The campaigns by Baltic and Reflected are some of the best bang for buck in gaming, and I never blink at purchasing them at full price to support and reward their work. Perhaps HB and Leatherneck/Magnitude 5 might look into the same thing?

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The Lightning issue was with how 3rd parties integrated flood lights,

it was more or less both an API issue and a development issue, more API then dev, but it was an issue on both sides. without going into any details.

I don’t develop for 3rd parties, but I do create content for DCS,
Including: Scripting Systems, 3D, 2D Art, External Applications and Linked DLLs.

So I see both sides, from what ED does, and what Devs do.

But a Simple Lighting change does not cause a massive delay, the change to PBR from Phong, is a big change, but there was a Interm step that took 3 minutes to integrate while you built new PBR textures for the model, other things, like brightness/color of sun/moon, etc, should not break anythin.

I don’t know how many times I’ve gone back just to tune my Project’s lighting, because until a global standard is met and works in all phases, day, night, fading, rising light, etc, the lighting will continue to be tuned, unfortunately everyone tunes their 3d models to the current lighting standard, so when it changes, items look bright/dim, etc.

DCS is constantly evolving, it’s not simply a moving target that devs chase, the engines change, the core systems change as the sim evolves to include more things.

if a dev tell you he/she does not have to constantly re-build and overhaul their projects for FS2020, they are not being honest with you, as FS2020 has gone through more graphics engine changes in 2 years than DCS has in 10. and they aren’t finished, things are still being added and enabled, and they aren’t even all the way through their core development roadmap.

If a developer wants to build, release and forget, DCS is not for them, nor is FS2020 in it’s Phased Development roadmap state, which btw, is simply a MS shiney term or the same thing DCS does. Evolving the engine in phases.

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Cheers…As I don’t develop or work for a 3rd Party Developer for DCS…I Appreciate Your Insight.

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Enough desert! How about triple-canopy jungle and rice paddies! I say that but 60’s Vietnam would just make DCS more scattershot than it already is. I wish they would just focus on something so that I could get onboard. Argentina and the Falklands with '80’s assets and a campaign? Count me in! But a map with maybe a few Falkland-related odds and ends over the next few years? No thanks. Same for Sinai, Norway and the rest. The pretty sandbox model is getting old.

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Beyond the [relatively] short term, hasn’t it always bee so, in the flight sim genre? It feels like a gaming ‘career’ to me; same job, with the same employer for years (decades).

These things are more like operating systems.

I’m always shocked at what we pay for these [software] goodies. Happy it’s not more, but mildly amazed.

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My instant knee-jerk was to disagree and discuss the ways i think that you are incorrect and defend DCS.

But actually, to be honest i think you may have a point. The sandbox is fun. But a bit of a drive in a specific area of focus would actually be the right way to go. They have market research, they know what sells and what doesnt. I think a bit of genuine focus towards a singular goal for the mid to long term would be great.

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Ah…YES!

Got the following here or near ready:
A4
Mig21
Mig19
UH-1
F4 (RSN)
A6 (RSN?)
A7?

Just need a Crusader, ‘Thud’ and Mig-17 (I can pretend the -19 is close). Oh, and all the assets. That’s all :wink:

And yes, I know the versions aren’t correct but my imagination will live longer than I will.

*RSN = Real Soon Now

Oh well.

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I see 2 Big Things needed, fundamental things:

  1. Enable some form of persistence - built in; save the state
  2. Fix the AI. The low-level AI. I hate to think they’re spending time on a Dynamic Campaign when, if they fix these I KNOW third parties will code-up the logic for many different DC’s. I never thought I’d turn my nose up at a DC but, again, fix these and “they will come”.

Oh, a text-to-speech voice synthesizer built in would be nice. I can dream.

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I see the 2 big things needed are:

Parallelization of the Code, Removing the Threads Bottleneck allowing AI decision making to freely flow and not get backed up.

Removal of DX11 API Bottleneck, allowing graphics calls to be processed fluidly without getting backed up.

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Jeeez…you would need a Masters Degree in Computers to understand that…oh wait, I have a Masters Degree in computers and I still don’t understand. :open_mouth:

Seriously, I sort of understand. :slightly_smiling_face: You want certain processes to run in parallel vice series to avoid bottlenecks. That said, would that require a large rewrite of the current code?

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Which is currently and has been underway for the past couple of years.

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Maybe that’s why seemingly small changes, like 2 lines of LUA script for the Mustang carburetor ram air, don’t get fixed.

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Yup. Within a few years of the mulit-this/that hardware surge it started to dawn on me that it is nice in theory but extremely difficult to with dynamic problems.

May be why the pretty new clouds in DCS don’t move kind of thing; they can blast through that code cus they know what the end state is ahead of time? I dunno.

My first text on the subject of concurrency was, gosh, 15-20 years ago, and it made my head hurt. Always felt to me that the code had to be written from the start with this in mind , implying, yes @Hangar200 , a complete re-write.

Hope they pull it off.

https://www.techopedia.com/definition/25146/programming-concurrency

I have no idea…

Yes. If you think that there are bugs in the code now … :slight_smile:

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L :eyes:KS Like a New Beta Planned Today 8/24/22

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Patch notes are already up. I noticed cooling model tweaks to all the warbirds except the Spit and K-4. Had those already been tweaked in past updates?

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DCS 2.7.17.29140 Open Beta

DCS 2.7.17.29140
DCS World

  • The extended cooling physics and additional damages are added to Mosquito, P-47D, P-51D, FW 190A-8, and FW 190D-9
  • Weapons. Corrected R-60 exhaust plume.
  • Weapons. CBU-97 some bomblets not detonating - fixed.
  • ME. P-51D Added the intercept task.
  • Weapons. R-40 AA missile. Corrected FM and DLZ.
  • F10 map. All Directional Beacons have a null angle in F10 view - fixed.
  • Weapons. AGM-84A incorrect glide height randomization - fixed.
  • Input. Added possibility to assign keyboard or joystick combo for Camera transpose mode (cells in INPUT are inactive).
  • AI aircraft. MQ-9 Reaper armed with Hellfire missiles would miss sometimes. Adjusted AGM-144K and launch conditions.
  • AI aircraft. F/A-18C. Hornets would fall from the sky if arriving before a tanker - fixed.
  • AI aircraft. AI flights would perform a random S pattern after a certain length of flight - fixed.
  • AI Submarine. Weapon Type ‘Torpedo’ is now available in ME under the ‘Attack Group’ action.
  • Voice Chat. Mic mode button disabled after slot changing - fixed.
  • Voice Chat. Added voice level normalisation
  • Ground AI. SON-9 arty radar will be able to be detected on the RWR and HARM.
  • ME. Trigger event set to ON MISSION START doesn’t work - fixed.
  • Weapon. Corrected AGM-84E guidance at terminal stage.
  • ME. late activation SAM with set option ALARM STATE RED - fixed.
  • Weapons. Kh-31 missile explodes short of target - fixed.
  • AI aircraft. Planes fails to A-A refuelling - fixed.
  • Sounds. Fixed a bug with the rain sounds in the helicopter’s cockpit.
  • Fixed some bugs that can cause CTD in certain conditions.
  • Static objects. Added 2 containers 20ft and 40ft.
  • Descent. Infantry told to embark in ‘ALL’ vehicles won’t embark in ground vehicles - fixed.

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

  • Fixed: Crash when trying to drop GBU-38 JDAM, from a severed wing.
  • Fixed: AGM-84E has a huge undershoot
  • Fixed: Slant range cue should not be fixed at 5500
  • Fixed: Marking an offset places a markpoint on at the original designation
  • Fixed: User track shows TWS contacts jumping around wildly
  • Fixed: Check TACAN CPL behaviour when using Magnetic heading
  • Fixed: TACAN CSEL with true/magnetic heading
  • Fixed: ASL and DIL flash logic error
  • Fixed: “CPL SEQ” message displays incorrect number
  • Fixed: User track shows free fall bombs colliding and exploding
  • Fixed: Updates to Lessons 24 & 25 - TOO and WPDSG
  • Fixed: PPLI symbol missing from AZ/EL page
  • Fixed: Harpoon guides to OAP instead of O/S in R/BL
  • Fixed: Upon STT donor target data is lost
  • Fixed: Incorrect offset bearing set by UFC
  • Fixed: Investigate Gun being fired with JDAM selected
  • Fixed: Rearmed JDAM is already aligned

DCS: F-16C Viper by Eagle Dynamics

  • Fixed Possible crash in avionics and weapons
  • Added FLCS BIT (work in progress to be further adjusted)
  • Added ALT Release button functional
  • Added SIM indication on HUD
  • Added DTE static page
  • Added ECM centerline adapter for ALQ-131
  • Added TGP Attitude Advisory Function (AAF)
  • Added Gun Gas Purge Door animation
  • Added Gun barrels rotation
  • AoA bracket and VV adjustment
  • Refined flight model for STR and ITR
  • Fixed: TGP not working after cursor zero
  • Fixed: Second Detent on trigger does not fire laser
  • Fixed: Incorrect DTOS Solution Cue
  • Fixed: Max Toss Anticipation Cue Errors
  • Fixed: Missing CCRP Loft Scale
  • Fixed: Incomplete LASER DED Page
  • Fixed: TMS Forward hold not working for Mavericks
  • Fixed: Broken ASL
  • Fixed: Depressible Reticle Switch not affecting HUD
  • Fixed: Incorrect type of fire for LAU-3 after rearming(unlimited weapons).
  • Fixed: Wing pylons not jettisoning with wing external fuel tanks.
  • Fixed: RWR Priority mode with search reverts to open mode
  • Fixed: IFF LOS does not interrogate until release of TMS Up Long
  • Fixed: SMS page doesn’t show gun, if Mode changed to another page
  • Fixed: EMER Jettison not functioning with only EPU running
  • Fixed: General HOTAS Short and Long Press behaviour
  • Fixed:Magnetic heading not showing in DED only true heading
  • Fixed: AIM-9 Sound during startup and NAV mode if ACM switch toggled before startup
  • Fixed: Odd canopy texture with wing vapour
  • Fixed: Spotlight Search mode
  • Fixed: “Ghost bomb” remain on TER when selective jettison
  • Fixed: Stores drag excessive on takeoff
  • Fixed: Selective jettison not working with ground jet enabled
  • Fixed: Selective jettison works with Master Arm set to safe
  • Fixed: Tail light is different on left and right, only one shows the bloom
  • Fixed: Radar AGR (CZ added if cursor is moved)
  • Fixed: Target found via LSS doesn’t cue sensors as SPI
  • Fixed: Specific Mach number for endurance does not display in HUD
  • Fixed: INV option in MFD
  • Fixed: CBU-97 in CCIP isn’t dropping cue within parameters
  • Fixed: GBU-12 fails to release in CCRP if released after GBU-38
  • Fixed: Bombing Mode HOTAS Selection Remove redundant modes
  • Fixed: GBU-12. Incorrect MLE
  • Fixed: Steerpoint data not updated until cycling steerpoints
  • Fixed: Unable to carry weapon pylons in stations 4 and 6 from ME
  • Fixed: TMS-Right for Radar CRM mode
  • Fixed: ECM containers appears on INV - S-J page
  • Fixed: HMCS Sensor not seen in external view
  • Fixed: Japanese fuel tank not correct on livery
  • Fixed: Gaps on fuselage near gear doors
  • Fixed: Gaps in the canopy when open
  • Fixed: Threat ring turns red, number in ring should also turn red

DCS: AH-64D by Eagle Dynamics

  • Fixed: glitches and double switches
  • Refined Lod 0 and added Lod 1 and Lod 2.
  • Fixed: RAD and BAR ALTITUDE HOLD signals
  • Fixed: Damaged engine 2 will not work even after a repair
  • Fixed: AIrcraft “ORIGINATOR” PAGE behaviour
  • Fixed: TADS Shut Down Errors
  • Fixed: Bezel Button Options and Sub-Pages
  • Fixed: FREEZE TEDAC/TDU Function
  • Fixed: Viewport error - pilot seat
  • Fixed: Cued LOS dot in the Field-Of-Regard box should always be visible on the TADS
  • Fixed: Stored point is slightly offset when slaving back to the point.
  • Fixed: Multi monitor setup - AH-64D Displays remain active even after full shut down
  • Fixed: Can slave to deleted target point
  • Fixed: BRU’s should not function If the IHADSS is turned off
  • Fixed: Underlay selection should remain when returning to the VID page
  • Fixed: No radio presets
  • Fixed: Friendly Patriot site showing as threat on TSD even when hidden on MFD selected
  • Fixed: Desync Between Pilot and Gunner in the Ah-64 on the Engine Page
  • Fixed: Some training missions load in gamemode when launched from training menu
  • Fixed: M Button functionality for XPDR, COM and COM PRESET
  • Fixed: Wrong vertical speed reading (all displays)
  • Fixed: COORD page behaviour when expanded ACQ source is selected
  • Fixed: TGT/THRT points added during mission are missing threat rings
  • Fixed: ENG page issues
  • Fixed: DTV WFOV Slew rate too high
  • Fixed: Crosshairs on TADS don’t align with units when George points
  • Fixed: Tbilisi Guard mission wingman will not engage
  • Fixed: REMOTE logic/messages in High Action Display
  • Fixed: Desync issue between server missile and client (Hellfire)
  • Fixed: SA-19 Grison/Tunguska is shown as “GU” in TSD
  • Fixed: When using PAN on TSD, ASE deltas hover almost above targets
  • Fixed: Altitude fluctuations when turning on Alt Hold at speeds above 100 knots
  • Fixed: Flashing icons and black square of ASE threats in TSD
  • Fixed: WPN-MSL-UTIL Page TADS STOW Barrier Error
  • Fixed: TEDAC Grayscale (G/S) Button Errors
  • Fixed: TADS: Limit Indication Error
  • Fixed: Screen Save Mode
  • Fixed: Discrepancy in cockpit temperature status
  • Fixed: Maximum digital readout of Engine Torques should be 255%.
  • Fixed: The windshield wiper knob behaves incorrectly with no generator power

DCS: Mi-24P by Eagle Dynamics

  • Added. First wave of voice-overs for Petrovich AI. Same amount as in AH-64D, more coming with future updates.
  • Added. New ATGM sight texturing and FOV changes, adjusting it closer to real specs.
  • Added. New routine for Petrovich AI, when S-5 rockets used with bombs Petrovich will choose appropriate mode with bomb/pods switch (for this system to work bombs should be on racks 1 and 4)
  • Added. Kord gun iron sights deployed
  • Added. New ATGM and empty rack icon for weapon payload manager
  • Fixed. Weapon Selector control mapping duplicates
  • Fixed. R-60 missile panel hints and control buttons remain when R-60 equipment is disabled
  • Fixed. Client camera not moving to Kord gun place if Kord is added after rearm
  • Fixed. Petrovich AI “Designate target/open fire” button function bugged
  • Fixed. Petrovich AI NATO AI target list color scheme works as Coalition AI color scheme

DCS: P-47D Thunderbolt by Eagle Dynamics

  • Fixed. Engine: too easy main bearing damage
  • Fixed. Water Injection is not filled on Rearm/Refuel

DCS: Mosquito FB Mk VI by Eagle Dynamics

  • Engine failures are completed

DCS: AV-8B N/A by RAZBAM

  • Fixed: TPOD relative position indicator not accurate.
  • Fixed: CTD caused by misclicking on button when entering Waypoint coordinates.

DCS: M-2000C by RAZBAM

  • Fixed : PCA ordering
  • Fixed : MISSION ACCOMPLIE livery mipmap
  • Fixed : Radalt 3pos bind
  • Fixed : PCA jettison issues
  • Fixed : hot start VTB startup animation
  • Fixed : FPM with crosswinds in A/A or high alt NAV modes
  • Fixed : MGRS first in TAF Kneeboard channel names
  • Updated : increased engine smoke

DCS: MiG-19P by RAZBAM

  • Fixed: Engines now are unable to start at the same time
  • Improved: Pitch damping dynamics and pitch control feel behaviour
  • Improved: Aileron failure due to excessive roll rate enhanced behaviour
  • Fixed: Afterburner texture bug

DCS: JF-17 by Deka Ironwork Simulations

  • Improved: AA radar look-down penalty model
  • Adjusted: LS6-500 code in SMS changed to 650 (by following IRL rule for rocket/bomb codes). Prepared for LS6-250 (625) and LS6-100 (610)
  • Fixed: DGFT STT not return to prev mode after losing track
  • Fixed: ghost hpt symbol when STT spt from DTT mode
  • Fixed: AA radar antenna will not follow TDC after losing track due to out of limitation

DCS: Mirage F1 by Aerges

Input and cockpit controls fixes:

  • Fixed keyboard/joystick operation for the following cockpit clickable axes and multi-position switches:
    • Chaff and flares dispenser ALE 40 control unit:
      • Program selector switch
    • Sight system and recording camera:
      • Reticle intensity rheostat
      • Moving and Target Reticles intensity rheostat
      • Attitude Reticle intensity rheostat
      • Exposure time repeater
      • Overrun select thumbwheel
    • IFF:
      • All “Mode 1A…” selectors
      • All “Mode 3A …” selectors
      • Mode 4 selector switch
      • Function selector switch
      • IFF fault light
    • Radar indicator scope control box:
      • Indicator lights brightness
      • Strobe brightness
      • Distance markers brightness
      • Horizon and radial velocity marker brightness
      • Horizon symbol vertical position
    • Radar detector indicator:
      • Indicator lights intensity adjusting switch
    • Cabin lighting:
      • Map light rheostat
      • Miscellaneous instrument integral lighting rheostat
    • Lighting control unit:
      • Light and panel lighting rheostat
      • Ultraviolet lighting rheostat
      • Dual instrument panel lighting rheostat (Floodlights)
      • Dual instrument panel lighting rheostat (Integral)
      • Dual console and pedestal lighting rheostat (Floodlights)
      • Dual console and pedestal lighting rheostat (Integral)
    • TACAN control box:
      • TACAN mode selector
    • Omnibearing and VOR/ILS-TAC selector box:
      • VOR/ILS-OFF-TACAN selector
    • Air conditioning system:
      • Temperature control rheostat
    • Warning lights intensity:
      • Combat flaps light
      • Nose wheel steering light
      • Airbrake light
      • Standby receptacle light
      • Jammer detection light (animation is absent now)
      • (C + M or SW) R light
      • Cannons too hot light
    • Incidence indicator lighting rheostat
    • Air data instrument controls:
      • Mach/Airspeed indicator reference airspeed knob
      • Slaved altimeter barometric pressure setting knob
      • Standby altimeter barometric pressure setting knob
    • Heading control unit:
      • Heading and vertical reference system control switch
    • Radio selector unit:
      • MISS potentiometer
      • TAC potentiometer
      • VOR potentiometer
      • U + V potentiometer
      • U potentiometer
      • RAP + CME potentiometer
      • MKR + TP potentiometer
    • V/UHF control unit - TRAP 136:
      • All “Frequency select thumbwheel”
      • Frequency selector switch
      • Channel selector
  • Fixed clickability of the following clickable controls:
    • IFF:
      • All “Mode 1A…” selectors
      • All “Mode 3A …” selectors
  • Pedal toe brakes now animated.
  • Keyboard/joystick controlled independent left and right toe brakes now operational.
  • TRAP136 KHz can now be set correctly
  • Fixed flaps input commands toggle option (F key).
  • Removed radar control stick keyboard default assignments.
  • Fixed “U/C light” that was erroneously named as “Combat flaps light” in inputs.
  • “Horizon framing” command was renamed to “Horizon symbol vertical position” (to make it consistent with the name of the clickable control).
  • Fixed RWR “Indicator lights intensity adjusting switch” spelling.
  • Fixed seat height adjustment controls that were reversed.
  • Removed delay in the preset channels counter animation of both radios.
  • Fixed TACAN and VOR/ILS channel selectors animation direction when set with keyboard/joystick.
  • Changed cannon 300-600 m and missile lock/unlock button default binding.
  • Armament panel buttons operate now as on/off buttons when using keyboard/joystick bindings.
  • Added VOIP PTT (“custom”) keyboard command, as an alternative for standard VOIP commands.

Flight model, aircraft systems and weapons:

  • Adjusted engine thrust with AB on.
  • Added an option (Special Options menu) to automatically reset the countermeasures and fuel (detotalizer) counters upon rearm or refuel.
  • Fixed alternator failing outside intended failure regimes. Alternator failures are now recoverable, adjustments are still being made.
  • Permanent destruction of the alternators is possible again.
  • BIP trim directions switched.
  • Brake light now on when the brakes activate during retraction of the gear.
  • Adjusted oil failure, warning doesn’t appear so easily with negative G forces.
  • Corrected problems with the calculation of weight of the CLB4.
  • It is now possible to load the Mk-83 bomb.
  • Pylons damage is WIP.

Сommunications:

  • TRAP-137B radio is now functional in the radio menu.
  • Volume controls are now enabled on the Radio Selector Unit panel.
  • Radio Selector Unit panel “Green” and “Red” lights are functional now.
  • “Alternate PTT” now serves as the ‘VOIP PTT’ button.

Missions:

  • Fixed typo in startup mission (Sdes should read Sdef Fs).
  • Fixed Marianas landing single mission briefing, should read ILS RWY 06L instead of 06R.
  • Added Quick Start Caucasus dogfight practice mission.

Textures:

  • Cockpit dark panel is being worked on, there is a provisional fix for now.
  • Fixed Iran and Iraq Liveries.
  • Deleted Libyan old skin version.
  • Some fixes made to the cockpit textures.
  • Updated texture of French liveries.

Other fixes:

  • Corrected AI thrust tables.
  • The engine now uses the correct ATAR sound again, instead of Su-25 and Su-27 engine sounds.
  • Added padlock controls.
  • Special options tooltips added.

Warning: due to changes in input commands some user local assignments may have disappeared.

South Atlantic Map by RAZBAM

  • New - Added Animated Nodding Donkey Static object.
  • New - Added SkiRamp 01 (less angled version for hornets)
  • New - Ski Ramps can be found in Airfield Deck Equipment Category (missions that did include the first iteration will require adjustment)
  • New - Sounds enabled for all Frigates & invincible
  • New - added Launchers with New weapon number for torpedo
  • Fixed - Added Both Ski Ramps; Ski Ramp 01 Rotated thru 180 Degrees in Model
  • Fixed - Ski Ramps can be found in Airfield Deck Equipment Category
  • Fixed - Adjusted position of Offshore Wind Turbines to now sit at their Pivot Point on the surface of water
  • Fixed - Standardised naming convention
  • Fixed - Swapped Achilles LOD Commented out error
  • Fixed - removed the “common” from the ships all individual entities.
  • Fixed - Landing point on Invincible - AV-8B NA now lands on the flight deck instead of in the sea. Set landing runway as per value recommended by ED.
  • Terrain Changes
    • New - Added Airfield Aeropuerto Internacional Comandante Armando (El Calafate Airport)
    • New - Added Airfield Aeropuerto de Santa Cruz
    • New - Added Airfield Aeropuerto Guardiamarina Zanartu(Puerto Williams)
    • New - Added Aerodromo Guardiamarina Zanartu (Puerto Williams)
    • New - El Calafate
    • Fixed - Collision with Hanger R04 with some plains
    • Added - development of new ground detail textures (WIP)

Campaigns

Mi-8MTV2 and Ka-50: Memory of a Hero Campaign by Stone Sky

  • Mission 10 - First target kill triggers fixed
  • Mission 5 - triggers checked fixed
  • Mission 11 - bug fixed Mission failed

DCS: Mi-8MTV2 Crew Part 1 Campaign by Stone Sky

  • Mission 3 Old friends - IL-76 landing trigger now works correctly, the mission continues

DCS: MAD Campaign by Stone Sky

  • Mission 7 Battle for Lar - target destruction triggers fixed for two helicopters

DCS: F-14A Zone 5 Campaign by Reflected Simulations

  • Shamrock gets shot down prematurely - fixed

DCS: F-14A Fear the Bones Campaign by Reflected Simulations

  • Tanker TACANs fixed

The Museum Relic Campaign by Apache600

  • Adjusted weather in missions 4 and 8.1 for both campaigns.

And its another biggie, 23Gb to grab and unpacked at 65Gb
Yowsa

7 Likes

Ooookay… :grin:

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