In this DCS: F-16C Viper video, we’ll look at the addition of the radar warning receiver indication on the helmet mounted display of the helmet mounted cueing system. The indication can be enabled or disabled from the HMCS DED page.
The display is rather ghetto compared to the Hornet’s system and will only display the RWR gear priority threat. It appears in the top left of the HMD with the threat indication in the center. The notch in the circle indicates your head position relative to the nose of the aircraft. The diamond indicates the relative threat radar location
The Area Weapon System, or AWS, consists of the 30mm chain gun mounted below the front of the aircraft on an articulating mount. It can fire both high explosive dual purpose and training rounds to an effective range of approximately 1,500 to 1,700 meters at an average of 550 rounds per minute against unarmored and lightly armored vehicles.
By default, 1,200 round will be loaded, and the burst limit can be selected from the Weapons, Gun page.
In addition to being fixed forward, the AWS can be slaved to the IHADSS or Target Acquisition and Designation System, or TADS, line of sight.
The M230 Area Weapon System (AWS) is a 30 mm single-barrel chain-driven autocannon. We have finished the 3D modelling and texturing of this lethal chain gun as well as the 2 hp electric motor that drives linkless ammunition at a rate of 550 rounds per minute into the firing chamber.
AWS ammunition will include both M789 High Explosive Dual Purpose (HEDP) and M788 training rounds. Note that these rounds do not have tracers.
In this sneak peek, we’ll look at the 2.75” Hydra rockets of the AH-64D. 19 high explosive, smoke, or illumination rockets can be loaded in each M261 rocket pod, and up to four rocket pods can be loaded on the stub wings. Additional rocket types like MPSM are planned for later.
Multiple rocket types can be loaded in a pod, and these will be preconfigured at release, but manual zone selection is planned for later.
Rockets can be employed independently using the IHADSS from either crew station, or cooperatively with the CPG providing range/bearing information to the pilot via the TADs.
The rocket ripple amount can also be selected from the rocket’s weapon page.
Time for a little update on the DCS: AH-64D. As you may have gathered from the videos, progress has been excellent, and we are well on track for both the pre-order and early access release this year. We hope you have been enjoying the sneak peek videos and Cato's fantastic show cases. These are created for the dual purpose of building customer awareness (one of our biggest challenges as a small company) and providing you a better appreciation of what you would be pre-ordering. An informed customer is a happy customer (generally).
Although we’ve been able to show off quite bit, there is still much work to do before an early access release. Some of these items include:
AI flight takeover
AI command system
Front seat/Back seat cooperative multiplayer synchronization
Add attitude and altitude hold modes
Tune flight model, SCAS, and SAS
Radios and radio pages
Damage modeling (art and systems)
Complete all systems required for a cold start
Voice message and tone alerts
UI art
Training, instant action, and single missions
And more…
So, while I understand many you are repeating the “release it now” mantra, I think you will agree that all the above items much first be addressed. No one wants a repeat of the Viper launch.
Also, once the pre-order starts, I will pivot to the full-up training lessons to help prepare you for the early access release.
Time for a little Viper update. While the AH-64D team has been very busy, or modern-day fixed wing team (Viper and Hornet), have been equally busy. Although not a promise (a lot can happen in test), we are shooting for the following in the October update:
Air-to-Ground radar in Ground Map (GM) mode.
HARM Targeting System (HTS) and HARM Attack Display (HAD).
Bullseye DED page and indications for FCR and HSD pages.
Addition of the HSD cursor.
Addition of Mark Points.
New INS/datalink system for AIM-120 guidance.
Updated FCR and HSD symbols (color and shape).
Highly detailed pilot for cockpit view.
Smoother cursor control.
Improved MPD clarity.
Adjusted RWR detection ranges.
Flight model adjustments including commanded G-onset rate.
RWS/TWS refinements.
On-speed AoA airspeed correction.
Addition of the HMCS DED page.
This list is by no means complete, but it highlights some of the more pressing matters. Again though, this list is not in stone and may change based on internal test results.
Added a new feature into the payloads panel in the mission editor: Loadout per pylon restriction.The main goal for this feature is to give mission designers more tools to control their mission environment in multiplayer. It will allow the ability to restrict any weapon or other store for a specific pylon on the MP aircraft slot. Feature is WIP and we will adjust and add more functionality to it.
Added a new feature into the campaign window: Skip and refly options.
DCS World
Added: H-6J Chinese strategic bomber and KD-20/KD-63/YJ-12 missiles.
Added a Syrian version SA-5 (S-200) with a 3D-radar ST-68U, TIR and launchers.
Adjusted LS-6 warhead power.
Adjusted simulation of post-penetration physics for delayed-fuze bombs. They will now penetrate the ground and objects, and they will decelerate accordingly. Known issue: low impact velocity bombs with long fuze delays might “hang” in the air after penetrating an object.
Improved MIM-72G missile performance: increased autopilot response, improved engine parameters, reduced smoke opacity, and added the proximity fuze.
Trains now appear in MP games.
Fixed the ZTZ96B and ZBD04A commander panoramic sights.
Fixed dedicated server crash
Fixed uncontrolled AI aircraft being unable to take off after another AI aircraft lands.
ME. Removed pylons will no longer be listed as weapons in the briefing.
ME. Scripting. Fixed the scripting function coalition.addStaticObject not being synced with connected clients to a server.
Fixed cockpit crash connected with game tactical radar.
Fixed no weapons list in the Rearm menu.
ME. Added NAVAID panel in ME.
Added. Refly and skip mission options to campaign engine.
AI aircraft. The plane will be accelerating more than 200 m/s for the Kh-31 missile launch.
MP. TrackIR and HOTAS are disabled when chatbox is open - fixed.
ME. SAM Patriot. Indication of the radar and launcher sector coverage has been added.
Added a view for trains set through the mission editor - CTRL-F12.
AI aircraft. Bingo state does not consider new carrier recovery time - corrected.
AI airports. The ATC will not switch to another runway independent from the landing aids when changing the wind direction.
Triggers. Quad-point zone used by Missile in zone trigger gives a circular detection zone - fixed.
Atmosphere. Fixed temperature calculation above 80km altitude. This is required for the correct calculation of the rocket engine operation.
ME. Mission briefing. Crash after trying to transfer part of the copied text to a new paragraph - fixed.
ME. Added tool Set position by coordinates.
AI KC-135 MPRS: Generator turbines do not spin - fixed.
Corrected color of water spray.
In some cases, units placed on static objects sink into the surface - fixed.
AI aircrafts. Changing formation severely breaks orbit behavior - fixed.
ME. GUI Error when trying to place a plane on a map after using a historical list - fixed.
AI aircraft. After receiving damage and emergency landing on the water, the plane begins to move on land and further - fixed.
Improved detail of scenes at long / very long distances.
Improved the transition to the far LOD of trees.
Fixed crash on invisible FARP.
Fixed crash on SceneObject.
Fixed crash when occupying the parking lot assigned to the AI.
Removed cockpit Lua files from Integrity Check.
Fixed PICTURE TO ALL Action scale options.
Made optimization for loading missions with piston AI aircraft.
Fixed crash caused by spawn train via coalition.addGroup.
Helicopters are allowed to receive AWACS messages.
Fixed crash on RenderAPI::DX11FrameBuffer::setWallNumMRTs.
Fixed crash on switching external cameras in some cases.
DCS: Mosquito FB VI by Eagle Dynamics
Negative G fuel starvation tuned.
Engine cut-outs fixed.
Fixed incorrectly positioned resin light on the right wing.
Fixed generator lamp flickering from the camera’s angle.
Improvements to Cold & Dark, Start-up training and Operation Jericho missions.
New missions added to Caucasus, Marianas and The Channel maps.
Fixed crash if players slot is set with late activation.
DCS F-16C Viper by Eagle Dynamics
Tuning of the AoA/load factor limit for sustained turn rate (Ps) for CAT I. Instantaneous turn rates and accelerated rates are still undergoing adjustment.
Added Dual Target Track (DTT) Mode as part of the RWS/SAM air-to-air radar mode. Video.
AN/APG-68(V)5 detection and tracking ranges have been adjusted/reduced to match publicly available data.
Correct FCR and HSD Symbols
When an AIM-120 is launched on a target, a rectangular "tail" appears at the back of the symbol.
When the missile time switches from A (time to active) to T (time to impact), the tail flashes.
When the Time to Impact (T) time reaches 0, a red X is drawn through the symbol and the tail continues to flash. The X remains solid for 13 seconds and the flash for 5 seconds before being removed after T=0.
Added MGRS Option from Steerpoint page for Steerpoints 21 to 25. The selection of MAN/AUTO Steerpoint sequencing has also been adjusted. Video.
Added missing Closure Rate from FCR page.
During start-up, the engine’s RPM must stabilize at 20% before throttle is advanced to IDLE. Failure to do so will result in a hung start.
Fixed the WCMD CNTL page "WD SOURCE" spelling.
Fixed RWS Track life time.
Fixed the F-16C marked as an UKN in Link 16 network.
Fixed the stick/throttle hands having no animation on the external model.
Fixed selected pylons numbers being unreadable from default FOV and camera position.
Fixed range scale select errors.
Fixed console lights at night are still active when in the OFF position.
Fixed the loss of leading edge flaps results in loss of underwing payloads.
Removed references to EGI in the manual.
Fixed being unable to clear the WCMD bomb fall line when trying to re-target in VIS mode.
Fixed the radar losing lock if the mode is changed.
Corrected the color of the DLZ circle and steering cue one the MFD and FCR.
Fixed the AIM-9X diamond not being visible on the HMCS.
Fixed the synchronization of cockpit controls with HOTAS Dogfight / Missile Override switch breaking FCR tracks.
Fixed SAM target lock lost when switching to ACM mode.
Fixed 2nd AIM-120 launched not receiving midcourse guidance.
Fixed steering cue jitter.
JHMCS - added RWR symbology.
Added launch for 4 and 6 stations for HARM.
A/G Gun pipper no longer shows range indications - Fixed.
WP switching can be broken DED twitch only - Fixed.
MAN-AUTO changing on STPT - Fixed.
Can't remove target tracking in STT mode, when range less than ~3nm - Fixed.
Auto Range Scale Select Errors - Fixed
Dropped locks breaks data link updates (ghost contacts)- Fixed.
TWS antenna elevation is always manual. Auto elevation not functioning when cursor is attached to target - Fixed
Note: FCR and HSD symbols (color and filled/unfilled) are very much work in progress.
DCS F/A-18C Hornet by Eagle Dynamics
Fixed the crash in which user set failures can produce a high engine temp.
Added BDU-45 programme option in stores page.
Fixed the course line being off center when in DCNTR mode on the SA page.
Fixed LAU-116 weight when empty.
Fixed SIM mode reporting the wrong weapon when unboxed.
Fixed the carrier take off mission for the Persian Gulf map with Chinese text.
Fixed the throttle and stick animation from the external view.
Adjusted drag values of payloads.
Fixed JHMCS alignment result after head movement.
Fixed JHMCS alignment after helmet device change.
Fixed HMD page missing when hot/air started.
Fixed TIME UFC and ET on HUD.
Fixed JHMCS autostart, hot start.
Fixed AZ/EL tracking of the group, but the B-Sweep on the RDR ATTK does not.
Fixed return to a WACQ / VACQ / weapon change or lost lock radar can become stuck in the previous radar scan.
Fixed switch 3 on the ground power panel activates AIM-9 growl.
Fixed AI pilot hands animations.
Fixed JDAMs arming wire after release.
Refined engine response.
Added ammo mixes, M50/PGU working selection.
HMD alignment crash - Fixed.
Static and AI units aren’t visible on AG radar - fixed.
DCS: Mi-24P by Eagle Dynamics
Petrovich AI ATGM guidance process improved. (Petrovich will react to airframe oscillations and turns more precisely)
Petrovich AI Target acquisition code refactoring (Petrovich now will not acquire targets in the night or dark enough environment. Petrovich will see targets in dark environments if illumination flares are used. Petrovich will see targets behind some obstructions that were blocking acquisition before but geometrically were not covering the target.). Known issue: in some specific relatively good light conditions Petrovich acquiring targets too close. Adjustments WIP.
Petrovich AI additional separate bindings for keyboard or joystick added for: Turn to sight heading, ATGM launch align maneuver, Evasion turn (180 degrees)
Unguided rockets burst launch logic adjusted (If previous rockets burst was not fully launched before weap. release button was released, next burst will continue it and launch what was left from previous burst before starting cut for next one)
9A623K main cannon parameters adjusted for more muzzle velocity
Added different variations of ammo belts for main cannon
Added new external fuel tank model (PTB-450)
Added key bindings for dust protection filters and moving map adjustment
Added clickable areas for wheel brake and parking brake
Added functionality for timer device in Pilot-Operator cockpit. (Usage: set desirable amount of seconds on one of the round scales, set selector to desired scale left or right, after passing target reference switch timer to ON. After set seconds yellow light above PKI aiming sight will signal about countdown end for bomb drop. Used with bombing tables)
Added Cyclic elements animations
Added Engine fire effects, mission editor failures planner engine fire will affect engines now.
Fixed Cockpit view limits adjusted
Fixed Yadro-1. Frequency knobs had reverse direction of rotation
Fixed Front cockpit chronograph watch incorrect hand movement
Fixed SPU-8 Radio Source Select Rotary for keyboard or joystick mapped controls
Fixed SPO sound desync in multicrew
Fixed Inability to load less than 100% of main cannon ammo
Fixed ATGM aiming sight view and TrackIR with setting "trackIR for external views" problems
Fixed APU start switch Start/Crank mapping inverted
Fixed Mouse external view camera control doesn't work after switching to ATGM aiming device sight view
Fixed Pilot-Operator red light switches affect Pilot's cockpit lights
Fixed ATGM aiming device sight view appears only partially on the screen at high resolution and GUI scaled
Fixed PKP-72 altitude indicator is not moving at altitude below 60 meters
Fixed Hot start SPU switches position changed to ON
Fixed PKP-72M backlighting improvement
Various instant action missions fixes
Lamps transparent material shaders partial fix (flickering lights).
Petrovich AI, Target list logic addition, Petrovich will put a aiming device moving mark on the target that is currently highlighted in the list for more convenient target choice logic.
Petrovich AI, Target acquisition improvement. Now the target can be partially closed by obstruction but if Petrovich sees a considerable part of the target chassis it will be detected.
Petrovich AI, fix for incorrect prioritization of targets in target list order in some cases.
Petrovich AI, Added ability to track air targets and guide ATGM for attacking them. (Mi-24 ATGM aiming device abilities against air targets is limited to certain speeds, do not expect good results against fast movers and even helicopters can evade this attack with evasive maneuvering). In the next update we are planning to tune it more and add customization options for mission editor to allow restriction of this ability.
Petrovich AI, Fixed tracking of moving ships/boats for ATGM attack.
Fixed crash on Petrovich missile firing.
DCS F-14 Tomcat by Heatblur Simulations
NEW: Added several engine failures for the mission editor:
Engine Fire
Engine Seizure
Engine Turbine Failure
Engine Oil Leak (slow, moderate and severe)
Engine Compressor Stall
Engine POP Stall
Engine Supersonic Inlet Buzz
Engine HPT Overspeed
Engine AFTC PRI Failed
Engine AICS Ramp Fail (open, closed and in pos.)
Engine Exhaust Nozzle Failure
NEW: Added a second readout row to the TID (including target aspect angle) as per updated software tapes in the real F-14.
Fixed freeze on slow speed ditching.
Fixed rare crash on speed brake extension.
Reverted fix for flaps back to their original non-binary control state, following further SME feedback.
Fixed AIM-54 missile desync in Multiplayer (fixed by ED).
Fixed AIM-54 TCS silent-radar launches.
Fix for radar-slaved-to-TCS targets not getting radar warning.
Removed Heatblur copy of AIM-7 to use standard DCS AIM-7s.
Adjusted all mounting points to fit DCS AIM-7s.
AIM-7s will now drop and rotate in the air to the correct flying rotation.
Explicitly disable lofting for AIM-7M and AIM-7F.
Fixed accidentally disabling HOJ for AIM-7M and AIM-7F.
Ignore surface targets in PD.
Limit the max cow patty size on VDI to avoid clashing and overlapping at steep dive angles.
Update TCS angles locally on pilot side to reduce lag in multicrew.
Set mech and elec fuze switches to safe for cold start.
Updated Quickstart missions by Reflected.
Fixed NTTR Quickstart fuel load for BFM vs F16 mission.
Fix missing sidewinder on pylon 8B in predefined loadout: AIM-54A-MK47*2, AIM-7M*1, AIM-9M*2, AIM-9L*2, XT*2
Plugged a gap in the rear of the canopy frame when canopy open or jettisoned.
Ejection seat safety is now properly animated in exterior view / mirrors.
Zipped all livery folders to reduce disk space usage and loading time.
Added VF-31 Tomcatters NK101 (2004) livery from 59th_Jack.
Added VF-32 Swordsmen AB200 (1976) livery from Yae Sakura.
Added VF-33 Starfighters AB201 (1988) livery from Yae Sakura.
DCS: AJS-37 Viggen by Heatblur Simulations
Improved landing gear suspension simulation
Updated ground handling and associated parameters
Fixed DCS Crash when looping the aircraft
Fixed shader loading procedure
DCS AV-8B N/A by RAZBAM Simulations
Fixed: Route selection is not cleared when deselecting ROUTE.
Fixed: Engine MPCD displays missing elements.
Fixed: WPTs not shown in the EHSD DATA page when a WPT is DESG.
Fixed: “-” button on the UFC not working when trying to enter negative OAT values.
Fixed: VREST Outside Air Temperature will now only update with weight on wheels unless overdriven.
Fixed: NSEQ C/S-T bug that caused the speed to increase after passing the first waypoint.
Fixed: GBU-12/MK20 ODU FUZE does not revert to QTY, INTV, MULT.
Fixed: SS FWD Long activates the LTP with Mavs E2/L.
DCS MiG-19P by RAZBAM Simulations
Improved: Roll control with aileron boost off or no hydraulic power.
Fixed: RadAlt needle "jumping" when set to TEST.
Fixed: Target lock remains after turning the tracking antenna off.
DCS JF-17 by Deka Ironwork Simulations
Fixed: AG radar EXP/DBS1/DBS2 modes
Fixed: AG radar TDC axis movement in EXP/DBS1/DBS2 modes
Fixed: AA radar detection with terrain mask when low vs low
Fixed: device params are locked, and can no longer be modified by players
Fixed: pilot must take-off and then land to enable AAP OFF button
Fixed: AAP button logic - turning on any device will also turn on WMMC1
Adjusted: Take-off and landing roll pitching behavior
Added: customized radio channel frequency (details in Doc/customerRadio_sample.lua)
Added: more keybinds
Known issue: C802AK cannot acquire targets (working with ED on the fix)
DCS SA-342 Gazelle by Polychop Simulations
Added: RWR symbology for Added RWR symbology for:
-CVN-71 Theodore Roosevelt
-CVN-72 Abraham Lincoln
-CVN-73 George Washington
-CVN-75 Harry S. Truman
-Arleigh Burke Class Destroyer
-JF-17 Thunder
-NASAMs Sam radars
Fixed: VR compatibility for helmet visor
Fixed: Texture issue with Yugoslavian livery
Fixed: Pilots were visible in empty / static Gazelle
Added: Improved downwash effect
Added: New pilot models
Known issue: Old pilot models still show externally when further away for the Mistral and minigun variant
Known issue: Some pilot animations in external view need tweaking
DCS C-101 Aviojet by AvioDev
Implemented VR stick and throttle control, though it requires the most recent DCS version from ED, that means it will not function correctly for the stick until the next major update of DCS.
Added Oculus Touch Controller default keys assignments.
Added Oculus Touch controller input profile. Removed pitch/bank assignments as conflicting with the main joystick input.
Made clickable switches VR-conformant.
Made the following clickable switches smoothly animated:
Both C-101EB and C-101CC: generator test, seat height adjustment, manual temperature control, stall warning test, emergency pitch trim, generator master switch.
C-101EB: directional gyro fast sync, TACAN Mode Selector.
C-101CC: rudder trim switch, V/TWU-740 test switch, Bomb Arming Selector, Mode Selector, Ripple Time Switch, Selective Jettison Switch.
Added discrete bindings for the following C-101EB switches: UHF Main Mode Rotary, UHF Frequency Mode Rotary, TACAN Mode Rotary.
Added discrete bindings for the following C-101CC switches: Bomb Arming Selector, Mode Selector, Ripple Time Switch, Selective Jettison Switch, V/UHF Main Mode Rotary, V/UHF Frequency Mode Rotary, VHF COMM Mode Rotary, VHF NAV Mode Rotary.
Added normal map (bump) to C-101EB and C-101CC external model textures.
Eliminated parasitic switches sound “clicks” at mission start, due to cockpit switches being set to initial positions.
Clickability partially reworked: buttons and 2-pos switches now can be switched by both LMB and RMB.
Removed “click“ sound from “hide stick“ function in C-101.
Fixed airspeed indicator bug (triangular index) setting knob continuing rotating beyond the limit in some cases.
Fixed the initial state of mirror clickspot.
The mirror can now be toggled by LMB click, or rotated by RMB+mouse move or by mousewheel.
Added Combined Flight Controls Mode.pdf to Docs folder.
Torn off airframe parts masses (wings, etc) are correctly subtracted now from the total aircraft weight, also affecting the center-of-gravity calculation.
Improved aerodynamic effects of damage.
Implemented multicrew synchronization of the seat adjustment function.
Fixed other seat sounds not heard in multicrew.
Added missing stick/rudder “stop” sounds for another seat in the Combined Controls Mode.
Fixed throttle idle detent sound volume, when it is activated from another seat in multicrew.
Updated auto shutdown sequence.
DCS MiG-21bis by Magnitude 3
Adjusted the alpha channel in the landing lights' texture.
Added two Hungarian Griffen liveries by Jack.
DCS Christen Eagle II by Magnitude 3
Fixed DLLs causing DCS to crash
Fixed code within MainPanel causing the Su-25 cockpit to occasionally appear.
DCS WWII Assets Pack by Eagle Dynamics
Altitude Engagement Restrictions KDO target prioritization problem solved
KDO lifepoints fixed
AI is now affected by fuel leaks - severed fuel lines reaction added
AD element losing most of its mass on receiving damage - fixed
DCS Black Shark by Eagle Dynamics
Atmospheric pressure affects on the position of operating point - fixed.
Flaming Cliffs by Eagle Dynamics
Su-25T. Green blot on HUD eliminated.
DCS Combined Arms by Eagle Dynamics
Incorrect sight MANPADS Stinger - fixed.
Fixed using missiles of SAM SA-19 Tunguska when intercepting AGM (interception is only possible with autocannons).
Fixed calculation of braking distance for AI (unit could stop further than the destination point).
Unit control on the F10 map. Units located “off the road” start moving one at a time to WP with type "on road" - fixed.
M1025 (HMMWV) displays as "Hummer" in the F10 map - fixed.
Fixed "black screen" when using zoom on SAM SA-15 Tor “Gauntlet”.
Adjusted the firing range for SPH M109 "Paladin".
DCS The Channel Map
Added textures for the Winter season
Adjusted the minimum and maximum temperature values for the seasons Winter, Autumn, Spring, Summer
Improved the detail of settlements and roads in the area between the Abbeville Drucat airfield and the city of Amiens
All bridges on the map are destructible
Added a destructible unique prison complex of Amiens
Added a cemetery near the prison complex of Amiens
Added a unique complex Citadelle d'arras
Improved long range LODs of bridge models for better VR recognizability
Improved hangar collision models, roof collision matches model rendering
For some objects, destruction models have been added, there were none before
Fixed artifacts in the texture of the entrance to the railway tunnel
Remove unused / less used assets
Fixed flickering of coastline textures near rocks
Fixed building of train routes on single-lane railways
Small changes in the location of settlements near Hawking Airfield
Trees in forests now respond to the DCS trees visibility setting
Fixed a bug when many objects got burn effect after destruction, for example brick fences
Fixed bugs in the route building at the Detling airfield for bots
Fixed bugs in route building at the High Halden airfield for bots
Fixed bugs in night lighting of some building models
Fixed many places where roads rise high above the ground forming unnatural slopes
Fixed a lot of sharp corners on rail bends
Fixed a lot of places of incorrect slope generating near bridges
Fixed many cosmetic bugs in object models such as holes in textures, incorrect collisions, incorrect night lighting, etc.
Removed Allied vehicles from V-1 launch pad scenes
Optimized tree models
Optimized some unique models, excess number of triangles
DCS The Marianas
The new runway is added to Andersen Northwest Field
New unique objects are added:
NIKKO hotel
T. Stell Newman Visitor Center
Our Lady of Purification Catholic Church
Vehicles can fall through bridges - fixed
Helipads stick out - fixed
Impossible to destroy fences - fixed
Taxiway and runway lights bugfix on all airfields
Visual improvements for river-sea entries, too steep roads and terrain glitches
Fixed crash on Northwest Field.
Campaigns
DCS: Mi-8MTV2 Crew Part 1 Campaign by Stone Sky:
Mission 3: a pair of MiG-29s did not taxi - fixed.
Mission 8: cargo weight reduced by 400 kg.
Fixed AI taxi issue in a few missions.
F-15C The Georgian War Сampaign by Baltic Dragon:
Mission 13: Resolved a possible dialogue timing issue when pursuing second tasking. Resolved dialogue timing issues during final tasking.
Mission 15: Adjusted dialogue timing, fixed false ROE violation.
The Enemy Within 3.0 Campaign by Baltic Dragon:
Mission 18: Updated cloud cover (reduced the amount of clouds).
DCS: F/A-18C Raven One Сampaign by Baltic Dragon:
Mission 09: Updated elevation of WP 2 (from 15K to ground level). Fixed problem with Raven 11 being unable to destroy the SA-15.
Mission 12: Updated skins for Iranian F-14. Small improvements to AI behaviour.
Mission 13: Updated wrong WP number in one of the messages. Reduced the density of the cloud layer.
Mission 14: Updated SA-15 logic firing at player (it should now be spoofed by jamming). Removed debugging messages seen during the mission. Updated PDF kneeboard document (wrong laser code).
Spitfire IX The Big Show Campaign by Reflected Simulations:
Mission 4: drop tank added.
Mosquito added.
P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations:
Mosquito added.
Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations:
Mosquito added.
DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations:
Mosquito added.
Adjustments for Channel map update.
DCS: P-47D Wolfpack Campaign by Reflected Simulations:
Mosquito added.
Adjustments for Channel map update.
DCS: F-14A Zone 5 Campaign by Reflected Simulations:
SAM skill levels lowered.
Wild card spawns at longer distances.
DCS: F-14A Fear the Bones Campaign by Reflected Simulations:
Mission 6: Hornet loadouts updated.
DCS: F-16C Red Flag 21-1 Campaign by Bunyap Campaigns:
Updated target waypoint altitudes on some missions.
F/A-18C Serpent’s Head 2 campaign by Badger633
Mission 4. Adjust zones and flags to give more pilot flexibility.
Mission 1 to 9 Super Carrier both versions. Add mission skip facility for Super Carrier versions. (Can be used with new DCS mission skip facility).
Missions 4, 6 and 10 all variations. Adjust Carrier ATC for Case 3 DCS changes to avoid conflicts.
F/A-18C Rise of the Persian Lion campaign by Badger633
ADD NEW OPTIONAL VERSION OF CAMPAIGN with increased difficulty.
Generally. Clear fleet routes from static ships, convert all tankers to racetrack form, add infinite coordinate display time with space bar removal.
Mission 4. Correct Boghammer fail zone so now active.
Mission 5. Move incorrect targets outside of confirmation zones.
Mission 6. Improved logic of 410 during contact.
Mission 8. Improved logic of 410 during contact, correct lifter egress, fix unlimited weapons on EZ A2A version, timed SAM removal to avoid false RWR warnings during A2A refuel.
Mission 9. Correct fuel amount EZ A2A version, add safety net for possible 420 AI bug.
Mission 10. Improved logic of 420 during contact.
Mission 13. Increase speed of enemy helos for radar visibility.
Mission 14. Fix MIG attack.
DCS: AH-64D will carry up to four 19-tube rocket launchers for the Hydra 2.75” (70 mm) fin-stabilised unguided air-to-ground rockets. Multiple rocket types can be loaded into a single pod. These will be pre-configured at Early Access and manual zone selection that allows fine tuning of your loadout will be available later.
Rockets can be deployed independently using IHADSS from either crew stations or cooperatively; with the Co-Pilot/Gunner providing range and bearing information to the pilot via the TADs. Check out the DCS: AH-64D | Rockets Sneak Peek.
F-16C Viper - Development report
An aircraft’s sustained turn rate is the rate at which the aircraft can turn while sustaining a constant airspeed. This is an important aspect of the “rate fight” in close air combat. We have prepared a white paper document that compares DCS: F-16C Viper to real-world Viper sustained turn rates DCS: F-16C Viper Sustained Turn Rates.
Below 20,000 feet, the acceleration and Instantaneous Turns Rates (ITR) are accurate, however we continue further refinements above 20,000 feet. We also continue to research high G-onset that will improve nose authority, essential for the final phase of close air combat, especially in guns mode.
In this final AH-64D sneak peak, we’ll look at the AGM-114K laser-guided Hellfire. This Hellfire guides on a laser designation from the Targeting and Designation System, or TADS, with ranges out to 8 km. It can also guide on a remote designation from another designation source. When the fire control radar is added, the AGM-114L radar-guided Hellfire will be added.
The laser-Hellfire can guide on a target being laser designated before launch, termed Lock On Before Launch, or LOBL, or after, termed Lock On After Launch, or LOAL.
Up to four Hellfires can be loaded on each of the four articulated weapon pylons. The Hellfire will be your best weapon against tanks but can be used against any target if needed.
The next AH-64D video will begin the full lessons.
Our AH-64D has served as the backbone of the U.S. Army attack helicopter force for decades, and it is a dominant force on today’s battlefield. Based on the AH-64A, the “Delta” is a tandem-crewed helicopter with the pilot in the back seat and the co-pilot/gunner (CP/G) in the front. Armed with a 30mm chain gun under the nose, and Hellfire missiles and 2.75” rockets on the stub wings, the AH-64D proved its mettle in Iraq and Afghanistan against a wide array of threats.
Later in development, our AH-64D will also be equipped with the Fire Control Radar (FCR) that will enable it to detect, classify, track, and engage both air and surface targets with radar-guided Hellfire missiles.
Early Access features of DCS: AH-64D
Professional flight dynamics and engine modelling with high precision characteristics of the real aircraft in all ranges of altitude, temperature and speeds for different weights and flight configurations
Two 6DOF highly detailed cockpits and external model
Fully clickable cockpits with mouse interactive control
Multi-crew. A second crew member can be another player or "George" AI
Detailed modeling of the entire electrical, fuel, hydraulic, pneumatic, fire protection, SCAS, hold modes, and radio systems
Full modeling of armament and weapons systems with ability to use 30mm chain gun, 2.75” rockets, and AGM-114K Hellfire anti tank guided missiles in Direct, Low, and High modes
External fuel tanks
IHADSS, MPNVS, and MTADS/TEDAC systems and sensors
Linear Motion Compensator (LMC)
Tactical Situation Display (TSD) with moving map
Defensive systems that include the Common Missile Warning System, chaff and flare dispensers and radar warning receiver
U.S. Army and Other Paint Schemes
Night Vision Goggles
Search Light
Early Access Manual
Training Missions
At final release:
Fire Control Radar (FCR) and Radio Interferometer (RFI)
Addition of the AGM-114L Radar-Guided Hellfire
Additional rocket types like Flechette and MPSM
Data Link System to share and assign targets between flight members
TADS Multi-Target Tracker (MTT)
Laser Warning System
Radar Jammer
Anti-Ice System
Advanced Damage Modeling
Additional liveries and livery template
Full English Manual (full list of languages is TBD)
Campaign by Eagle Dynamics
Available for a limited time at only $55.99: pre-order
DCS: AH-64D - TADS
The Targeting and Designation System (TADS) is the combined sensor and targeting unit fitted to the front of the helicopter. TADS contain stabilised electro-optical sensors and a laser rangefinder / target designator. The TADS can be slewed using co-pilot/gunners TADS Electronic Display and Control (TEDAC) or slaved to the helmet line of sight of either crew member. The FLIR camera of the TADS is a powerful sensor for both day and night operations and will incorporate our new FLIR technology.
DCS: AH-64D - AGM-114K Hellfire
The AGM-114K Hellfire Missile is a Semi-Active Laser (SAL) guided missile, and it will be the principle precision strike weapon for our AH-64D at early access release. The Hellfire is guided by laser energy reflected off targets and it has a tandem shaped-charge high explosive anti-tank (HEAT) warhead for both armored and unarmored targets.
Both systems above are currently In Development with an expected delivery of Q4.
Store page: DCS: AH-64D (digitalcombatsimulator.com)
What Armament will be available for the DCS: AH-64D?
Once we finalize the armament options, will will create a post in the DCS: AH-64D section. For now we can say: AGM-114K Hellfire, 2.75" Hydra rockets, and the AWS 30mm chain gun.
Will the Advanced Precision Kill Weapon System (APKWS) be included?
Our AH-64D is a mid-Block II in the 2005-to-2010-time frame. The APKWS was not fielded until 2018. This would fall well outside the version of the AH-64D that we are simulating. Further, needed information like its weapon pages are not publicly available. As such, it is not in our current planning.
Will the DCS: AH-64D be multi-crew?
Yes, at early access release.
Will the DCS: AH-64D have a 'Petrovich' type AI option?
Yes, it will have a modified version best suited to the AH-64D.
Will the radome be removeable?
Yes, this will be a Mission Editor option at early access release.
Will the AN/APG-78 radar be modeled?
Yes, but this and the AGM-114L radar Hellfire will come later in early access period.
Will I be able to load or unload the AN/APG-78 radar?
Yes, even at early access launch, you can decide to mount it from the Mission Editor.
Will air-to-air missiles like Stingers be included?
Whilst earlier AH-64 version has this as an option, it was later removed in later versions like our mid-Block II. Instead, the Hellfire can be used against slow-moving aerial targets and the ends of the stub wings now mount CMWS detectors instead of Stinger missile attachments.
Where is the guide?
The manual isn't ready yet, but will be released at, or shortly before, the early access launch.
Will there be instructional video?
Yes, as the product matures, you will see us release instructional videos, you can see sneak peeks now here.
Our CPU multi-threading support started in 2019 when we decided to implement several new approaches in EDGE 2.7. This was required to increase performance as rendering demands have changed due to virtual reality, more detailed maps, greater object detail, etc. We devised a solution to render a frame in a multithreaded manner with automatic workload synchronisation.
By the end of 2020, we were confident that we are at least half way there with a fully ready Render Graph and the required applied programming. At the end of Q3 2021 we accomplished:
Graphic backend
EDM models
Human models
Atmosphere
Water and sea
Terrain engine
Special effects, particles system
Night lights for terrains
Scenes
Cockpits
Mirrors
Indication
GUI
Post-effects
Cascade shadows
What remains to be done includes:
Flat shadows
Dynamic lights
Radars
Propellers and similar effects
Clouds
VR support
In parallel to this massive work and upcoming modules, we continue to implement support of the Vulkan API. We have completed most of the work for a first delivery and made changes to our internal applied graphics API that can “shield out” the Vulkan code whilst in early testing. This render code supports both DirectX and the Vulkan API as different DCS World branches.
AIM-120 AMRAAM - Development Report
Air-to-Air Missile Improvements
The AIM-120 AMRAAM has received a separate INS (Inertial Navigation System) unit with datalink support. The INS will steer the missile to the predicted target intercept point using targeting data received from the weapon control system at launch. This will dramatically increase missile effectiveness against non-maneuvering targets when the missile has no guidance prior to its seeker taking over the intercept. The aircraft weapon control system will also send INS messages via data link that updates target position and velocity to account for target maneuvers.
The missile seeker model has been completely revised. The radar dish now uses a realistic gyro stabilised gimbal that is controlled by the INS before target lock. An active missile seeker, like in the AIM-120, will have its detection and tracking lock range based on physical calculations of noise and target signal ratio (which in turn depends on target RCS or ECM power and range). Target search and tracking is based on doppler velocity filtering (introduced realistic velocity gate), and the radar will search for target near the target reference velocity provided by the INS.
The guidance law was also updated. Missile seekers have received Kalman filters that estimate target motion parameters. The new guidance law accounts for target normal to LOS accelerations, possible target G-load growth rate, compensated missile x-axis acceleration, and missile control system latency.
DCS: AH-64D - Development Progress
We would like to share progress on the Pilot and Co-Pilot/Gunner helmet that will be integrated with new, detailed pilot models. We plan for this to be available at the Early Access launch. Please check out the In Development Screenshots to see the following details:
Integrated Helmet And Display Sight System (IHADSS)