Heatblur: AJS-37 Viggen

I am waiting in line in the virtual auditorium. And by that I mean I have a countdown page and the twitch page open.

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Of course my scrum master scheduled sprint planning during the live stream.

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And what do the viggen pilots do when they finish flying ???

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Be Agile.

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My company’s proxy seems to be playing havoc with the chat part of Twitch, not sure if the video will work or not.

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Agile? Our Sprint Planning?

As of last spring, I was reliably able to get the video to work. The chat, and really everything but the video was inop, but the video certainly worked.

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Trailer video is up:

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And the ‘media release’: DCS Forums Link

Swinoujscie, Poland November 28th 2016 – AJS-37 Viggen coming to DCS World!

Leatherneck Simulations, in association with The Fighter Collection and Eagle Dynamics, are immensely proud to announce the development of the AJS-37 for DCS World!

The AJS-37 Viggen is a Swedish double-delta supersonic attack aircraft from the late Cold War. It was the backbone of the Swedish Air Force during the Cold war, serving as the main attack and anti-ship platform.

The AJS is the 90’s upgrade of this 70’s era aircraft, adding several advanced weapons and systems functionalities.

The aircraft was designed around the pilot, with an excellent man-machine interface, supporting the pilot through the smart use of autopilot systems and HUD symbology in order to deliver the ordnance onto targets from treetop level with high speed attack runs.

Key Features of the DCS: AJS-37 Viggen include:

  • Highly detailed and accurate 6-DOF (Degrees of Freedom) cockpit.
  • Extensive and highly detailed aircraft modelling systems such as:
  • CK37 aircraft computer with navigation data, time on target, and fuel calculation systems.
  • Data input / output interface and pre-planned data cartridge functionality.
  • Automatic dead reckoning navigation and terrain contour matching position update system.
  • Flight instrument systems.
  • Electrical and hydraulic systems.
  • Advanced RM-8A jet engine modelling with thrust reverser, compressor surges and stalls.
  • Sophisticated high-resolution air-to-ground radar technology modelling the PS-37/A radar including:
    ** Multiple radar amplifications and filter settings.
    ** Obstacle detection mode.
    ** Memory mode.
    ** Air-to-Air mode.
    ** Highly accurate advanced flight model based on real performance data and documentation.
  • Maritime reconnaissance capabilities to determine position, course and speed of vessels.
  • Advanced programmable weapons such as the RB-15F anti-ship missile with multiple waypoints and the configurable BK-90 “Mjolnir” Cluster munitions dispenser.
  • Detailed modelling of over 14 unique weapons and miscellaneous stores with multiple versions and delivery methods, ranging from rockets, bombs, to advanced air-to-ground missiles such as the command-guided RB-05A and the TV-guided RB-75 “Maverick” missiles.
  • Comprehensive 400+ page flight manual.
  • Extensive interactive & voiced training tutorials.
  • Several campaigns and missions including:
    ** Caucasus campaign
    ** Mini NTTR DACT campaign
    ** Mini Caucasus introduction campaign.
    ** Instant action and single player missions.

This is the product of several years of passion and dedication and we are happy to finally announce the aircraft. We hope you will have as fun learning and flying the aircraft as we have had recreating it.

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Reddit AMA (Ask Me Anything) at https://www.reddit.com/r/hoggit/comments/5fdkal/we_just_announced_the_dcs_ajs_37_viggen_now_were/

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From the Reddit:

The Team (on the Reddit AMA):

@Cobra8472 - Nick Dackard - Lead artist
@RagnarDa - Christoffer Wärnbring - Lead programmer Viggen project
@Swither - Daniel Malmquist - Lead programmer F14 project, supporting programmer Viggen project
@ensamvarg360 Andreas Sandin - Artist
@BroadcastJedi Teodor Frost - Lead Researcher
@Jriller Anders Karlsson - Artist


Release Date:

[quote=“swither”]
Friday last week we submitted an initial QA build to ED for review, as soon as ED and we feel comfortable with the quality it will be out. Can’t say exact date but soon![/quote]


On Weapons:

[quote=“BroadcastJedi”]
M/71 High-explosive bomb.
M/71 High-explosive bomb with drag chute.
Lysbomb M/71 illumination bomb.
ARAK M70/B rocket pod with HE and Armour piercing warheads.
AKAN M/55 Autocannon pod.
RB-05 Air-to-Ground / Air-to-Air missile.
RB-75 Air-to-Ground missile. (3 versions A/B/T)
RB-15F Anti-ship missile.
RB-04E Anti-ship missile.
U22 / U22A Electronic countermeasures pod.
KB Chaff / Flare Countermeasures dispenser pod.
BK-90 Cluster munitions dispenser with two different submunitions.
RB24/24J/74 Air-to-Air IR guided Sidewinder missiles (AIM9/B/J/L)
X-tank External fuel tank.[/quote]

[quote=“RagnarDa”]
CCIP, CCRP and a bunch of other modes.[/quote]

[quote=“BroadcastJedi”]
It has both CCIPish (and and actual CCIP mode for bombs with a drag chute) and CCRP modes. The targeting computer is quite advanced. Just the bombs can be released in 8 or so different modes.[/quote]


On New Theatre:

[quote=“swither”]
We’re working hard on terrain development, but we’re not ready to show or speak about details just yet. For now, we’ve focused on producing rich gameplay content for both the Caucasus and NTTR maps, and we will be shipping this in the release and post-release periods. Due to the massive amount of work involved in creation of a new theatre we won’t be able to include it in the Viggen as it looks right now. Everything is subject to change though :)[/quote]

[quote=“Cobra8472”]
[Progress is] Very good! We have a permanent art team in Swinoujscie, Poland-- which are almost exclusively dedicated to developing new maps.[/quote]


On Complexity:

[quote=“Cobra8472”]
Much more complex! While from a similar era, the Viggen certainly is quite a bit more complex.
In terms of artwork-- we had a very novel approach which caused a lot of reworks, but also yielded much superior quality. Things have become much smoother as we grow more comfortable with these techniques, and the results are much, much better. They’ll be in full force for the F-14, and we can’t help but feel that it will be head and shoulders above the Viggen.[/quote]

[quote=“Cobra8472”]
We mix photogrammetry and traditional modeling and sculpting workflows in a way where we can eliminate most of the baked in lighting and fall back on industry standard PBR techniques.
Mumbo jumbo made short: we can capture real cockpits in a much more useful way than your standard run of the mill photogrammetry or laser scanning![/quote]

[quote=“RagnarDa”]
I think one of the most challenging things for me was probably the flight control system. I am glad I started working on it early and made improvements on it along the way as I learned new things. Coding the flight model is also obviously quite difficult and complex in DCS. The more I think about it, I find it hard to think of anything that was “easy”.[/quote]

[quote=“RagnarDa”]
I think there isn’t one thing in DCS:Viggen that has’nt been redone multiple times.[/quote]

[quote=“BroadcastJedi”]
[Training difficulties…] The aircraft itself is quite well designed as to how difficult it is to use. Saab really put a lot of effort into how the pilot receives information and general pilot ergonomics. As for the learning the actual systems and tactics, I would not imagine it would be substantially more difficult than other aircraft when it comes to “using it”.
The manual is designed so that the player can learn how the systems actually work before learning how to do things (two separate sections). The computer takes a bit of getting used to as there is not much of a graphical interface beyond a bunch of numbers. Learning the aircraft is a bit of a challenge, but quite rewarding…

[Threats and difficulties facing the Viggen…] The dangers of flying really low are fairly apparent. There are a few oddities when it comes to the aircraft, such as compressor stalls. You really should avoid angles of attack exceeding 18° due to turbulent air hitting the engine. As the aircraft is more of a strike / interdiction aircraft, careful planning considering enemy threats in the ingress / egress routes are necessary compared to CAS work. Attacking naval ships with a competent air defence requires a deft hand and substantial planning and coordination.[/quote]


On Radar:

[quote=“swither”]
Theoretically yes, but they will be hard to make out from the ground returns. Larger objects like bridges are much easier. There are some screens showing the radar in action on the ed forums.[/quote]

[quote=“swither”]
It’s a matter of definition i guess. It’s not based on any ground radar code that ED has made, but it naturally makes use of the DCS framework (like everything else running in DCS). The ground mapping it self is not super complex, the difficulty rather lies in making it perform well.[/quote]

[quote=“RagnarDa”]
Since it is EDs game engine we can’t say that it is 100% ours, but pretty much. The original a/g radar was made in early -14 before ED released pictures of their own version. The current radar doesn’t use any commonality with what ED is making but it uses technology that ED was kind enough to enable us to use in the engine, specifically for our radar[/quote]

[quote=“swither”]
It’s totally different. It’s mainly an A2G radar (the first of its kind in DCS), used to find e.g. ships. It has an A2A mode and is able to see aircraft at closer ranges though, but it’s up to you to make them out from the ground clutter. In general, it will require a lot more from the operator than the radar systems already in DCS today.
In this image you can see an example of how it maps different types of terrain on the scope: http://i.imgur.com/7lWUnFa.jpg[/quote]

[quote=“swither”]
Happy you like it! It’s a bit different from other indicators in DCS from a technology point of view. This was required in order to make drawing of individual pixels efficient, but it also allowed us to create some cool effects :)[/quote]


On the 30mm Gun Pod:

[quote=“RagnarDa”]
Yes it has a air-to-air mode.[/quote]


On the Manual:
being available before the module drops:

[quote=“Cobra8472”]
It’s very likely![/quote]


On the 3D Model:

[quote=“Cobra8472”]
VRAM and fillrate usage will be lower than the MiG-21. Triangle count will be marginally higher-- but that is fairly cheap in comparison. Performance should be just fine if you can run the A-10!It’s very likely![/quote]


Mission Related:

[quote=“BroadcastJedi”]
[How it relates to other strike AC…] It is far faster and far more survivable in a high-threat environment. It is not really a CAS aircraft, but more for striking more strategically important targets such as command centres, bridges, bridgeheads, harbours.

[Normal Combat Load…] Really it depends on the type of target. For specific high value targets, the AGM65 or RB05 are really useful. Bombs are great for knocking out fuel dumps / parked aircraft / docked ships. Rockets are great for troop concentrations. The BK90 is useful for pretty much anything. The RB04E / RB15 Anti-ship missiles are fantastic for ships at sea.[/quote]


On the F-14:

[quote=“swither”]
Development is progressing very well, with a slight dip in production speed due to the impending Viggen release. Mid to late 2017 is looking very likely, but we’ll keep you well informed until then. A HUGE amount of FM and systems work has been developed in the background for this Aircraft, and we are really excited to show it all off starting very early next year.[/quote]

[quote=“Cobra8472”]
Moving forwards starting with the new year, we’ll be taking a more open approach, especially so with the F-14. Expect to have much new content on that aircraft early next year. :)[/quote]

[quote=“swither”]
It’s basically a lot of reading NAVAIR manuals, declassified NASA reports, and other documents from shady contacts :wink: Sometimes you have to fill out some of the blanks , and that’s where a solid understanding of the physics involved in combination with experience from our other planes comes into play.
Regarding inaccuracies, it depends on the consequences, but in general we aim to be as accurate as possible and hence we have to rewrite stuff every now and then. This happens and is a natural part of the development process, also a reason why it’s so hard to give accurate time estimates.[/quote]

[quote=“swither”]
LANTIRN not decided yet.
And regarding data-link, the early A’s and B’s are only equipped with really basic datalinks for automatic carrier landing and such.[/quote]

[quote=“swither”]
It’s very difficult to estimate how long it takes to develope something like a DCS aircraft study sim due to the insane complexity of all the systems. And it’s always much more interesting to show screeenshots/art than lines of code. With the Viggen most of the code was in place before the art, hence it made sense to wait. With the F14 the early focus was art and now it’s code. But A LOT has happened lately, expect to see some cool things during the spring :)[/quote]


I find it hard to keep track of what is being answered in an AMA.

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You seem to have done a good job of it here! :wink:

The trick is to wait for all the Q and A’s to stop, then go through the list sorted by “HOT”. That’ll give you the comment threads that have the most responses.

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  • What liveries will be released with the release?
  • Will there be interactive training missions?
  • Will there be a campaign?
  • Will there be performance charts in the manual (Takeoff/landing data, fuel consumption, etc.)?

Cobra8472

  • Most of the included liveries will be fictional, as Sweden ever only fielded two service liveries for the attack Viggen: bare metal, and M90 splinter. There are a few special liveries, and we’ll also include the ones from the Fighter variant. The rest will be fictional countries!
  • Interactive training missions for almost every system. Voiced as well.
  • Three campaigns, one mini Caucasus intro campaign, one full Caucasus campaign, and one mini NTTR DACT campaign.
  • I believe so, but Jedi will have to chime in.
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Loved that announcement!
Can’t wait!!!

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It’s mainly an A2G radar (the first of its kind in DCS), used to find e.g. ships. It has an A2A mode and is able to see aircraft at closer ranges though, but it’s up to you to make them out from the ground clutter. In general, it will require a lot more from the operator than the radar systems already in DCS today.

In this image you can see an example of how it maps different types of terrain on the scope:

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jimothy_clickit:
How’s progress on the accompanying terrain?

Cobra8472
Very good! We have a permanent art team in Swinoujscie, Poland-- which are almost exclusively dedicated to developing new maps.

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Updated my reddit trawling.

Also, some screen shots added to the ‘media release’ DCS Forum page.

Here are a pair:

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That first image gives me a nerdgasm.

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All of em are so damn pretty… That groundradar! Those inlets Aaaaaaaaaaaaaaaaah swoons

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Yeah, they’re gonna need to provide a citation on that. There is a big panel on the RIO’s console, and a corresponding one on the E-2C that imply otherwise.

There goes another $50 :slight_smile: .