Dcs 2.8
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  1. #1

    Dcs 2.8


    Patrick

  2. #2
    DCS World
    2.8 Released Open Beta

    Introducing DCS: MB-339 by IndiaFoxtEcho and new Graphics Features:
    • Added atmospheric effects: rainbow, glory, and ice halo. The ice halo effect has settings in the Mission Editor Weather tab.
    • Volumetric clouds now move according to wind direction and speed. Each cloud layer respects wind settings at the set altitude band.
    • New terrain lights system for the Persian Gulf map with accurate real time shading. This is a test case, and once final, it will be implemented for all DCS World maps.
    • New and improved AI Basic Fighter Manoeuvres (BFM) for jets. Please note that this does not apply to World War II aircraft. https://youtu.be/K_3AYT_5HNo and https://youtu.be/GVlRcYaQMZ4

    DCS World

    • AI Aircraft. Taxiing AI F-15C does not lower intake ramps - fixed.
    • ME. Missing country in ME. Fix default country.
    • Added copy of JTAC 9-Line data to kneeboard.
    • FLIR. Overexposed FLIR image at some angles - fixed.
    • WWII AI warbirds: improved behaviour and fixed collision during landing in pairs
    • Voice chat: added possibility to use TURN servers. Please use it if you have problems hearing other players (mostly for VPN connections).
    • Graphics. Adjusted: tone-mapping process and exposure control. We recommend that you reset your gamma setting to 2.2 if it has been changed.
    • Graphics. Adjusted rain effect.
    • Graphics. Fixed rare cloud artefacts where cloud parts can become invisible.
    • Graphics. Fixed flat shadows on MFDs.
    • Graphics. Fixed glass shading in the cockpit.
    • Fixed over-brightened terrain lights in mirrors.
    • Fixed lights source rendering in mirrors.
    • Input. Improved axis tune panel.
    • Added Italian Social Republic for historical mode.
    • New IC setting - "Require pure scripts"
      • This is an optional setting that will block mods that modify files in DCSWorld/Mods/aircraft/<MOD_ID>/Cockpits/Scripts to prevent exploits.
      • Servers that update to the new version default to set pure scripts to disabled, so server owners will need to opt in.
      • If you are kicked for breaking IC on a pure scripts server you need to restart DCS before you can connect to any server again, regardless of that servers IC status

    • Graphics. Improved motion blur effect.
    • Graphics. Raindrops on the canopy effect now works on "Rain preset #3".
    • A-20G loss of stabiliser removes entire tail - fixed

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

    • Fixed: Gun accuracy.
    • Fixed: Loss of frame rate when selecting the AIM-120.
    • Fixed: TWS on the RDR ATTK page not displaying HAFU wahen trackfile is created.
    • Fixed: Hornet A2G RADAR not working on the channel map.
    • Fixed: Missing AIM-120 launch delay.
    • Fixed: If Local time and Zulu time are different days the datalink would not work.
    • Fixed: Red Flag Iron hand mission Nevada corrections.
    • Fixed: Radar scan centre resets between RWS and TWS
    • Fixed: A-A mode no step option for missiles.
    • Fixed: AIM-120 tracks last locked target when fired in visual mode

    Ongoing tasks for later updates:

    • Refactoring of the flight model, flight control system, and landing gear based on new advancements in these areas.
    • Refactoring the air-to-air radar to better account for lookdown, detection and tracking ranges, and more. Once complete, this will be moved to the F-16C.
    • Back Up (BU) page.
    • IAM Loft functions.
    • Additional IAM HSI functions.
    • Joint Programmable Fuze (JPF)
    • Correcting AGM-84D, AGM-84E, and SLAM-ER behaviours.
    • TOO IAM engagement behaviours.
    • Correcting Velocity Vector confinement.
    • New and improved pilot model. Once complete, a new F-16C pilot model will be created.
    • Data Transfer Cartridge and default cockpit settings.

    Known Issue

    • ASE dot is not always accurate

    DCS: F-16C Viper by Eagle Dynamics

    • Added NCTR (Non Cooperative Target Recognition mode) indications.
    • Added ECS inlet scoops logic.
    • Added MK-84AIR high drag bomb and training version.
    • Added LODs 3/4/5/6 for improved performance.
    • Fixed: Dropping GBU-24 could cause a crash.
    • Fixed: AIM-120 M and F Pole Indications on the HUD.
    • Fixed: Wheels are pitch black when not in sunlight.
    • Fixed: The digital clock (DED page and used for all systems, and important for TOT/TOS) is not sync with DCS time.
    • Fixed: TWS: TMS Up on a Tracked Target makes it STT instead of setting it as a system target.
    • Fixed: Radar antenna elevation becomes stuck when dropping a SAM designation.
    • Fixed: AIM-120 AMRAAM would still receive telemetry even if radar is off.
    • Fixed: GPS & DL switch overlap.
    • Fixed: Jettison doesn't work with an empty LAU container.
    • Fixed: Nose wheel sinks into grass and never recovers.
    • Fixed: 1st IFF scan returns limited response.
    • Fixed: Black screen after running out of fuel during rearm.
    • Fixed: Anti collision lights reflect on the ground even with missing lights.
    • Fixed: HUD TGP symbology offset depending on QNH.
    • Fixed: When landing gear is down, CAS should show in HUD.
    • Fixed: TTI/TTA removed from HUD when the last missile is launched.
    • Fixed: ECM Standby switch behaviour.
    • Fixed: Updating steerpoint with FIX page offsets Mark points.
    • Fixed: AIM-9 unexpected launch.
    • Improved: Russian localization of CMS/DMS commands.
    • Fixed: HUD CCIP->CCRP consistently falls short compared to normal CCRP.
    • Fixed: Cannot upgrade target tracks to system tracks when a target is bugged.
    • Fixed: Datalink tracks on radar display blanking out RWS bricks even when the datalink filter switched to "NONE".
    • Fixed: AIM-9 BORE setting - no longer retaining setting when switched weapons.
    • Fixed: In FCR A-A TWS mode, the TGP would only track the first air target.
    • Fixed: JHMCS Steerpoint locating indicator.
    • Fixed: Spot light mode should require a long press.
    • Fixed: In DGFT, CAS should show in HUD.
    • Fixed: Magnetic ground track should be displayed with a triangle mark.
    • Fixed: Datalink tracks randomly not showing in HSD/FCR in MP
    • Fixed: Maximum G-value reset doesn't work when pressing DRIFT C/O to WARN RESET.
    • Fixed: Set trim at takeoff using hotas, trim resets after takeoff.
    • Fixed: Missing A/F pole indication for AIM120 on the FCR page.
    • Fixed: Emergency jettison should require a 1 second depress
    • Fixed: ECM light still shows yellow 'Standby' even without the jammer pod.
    • Fixed: Code for the GBU-24 is incorrect.
    • Updated lessons 13-18.
    • Update briefing and mission images of lessons 13-18 with RU version.
    • Fixed: HARM Training mission 15.
    • Fixed: Training mission 13 - AGM-65 Maverick - incorrect names of OSB have been fixed.
    • Improved: Texts for the whole training course (RU). Add notes for use of nautical miles in Russian.

    Ongoing tasks for later updates:

    • LADD bombing mode. We had hoped to have it available for this update, but it requires further tuning.
    • Animated tail hook and alternative landing gear handle.
    • New pilot model, after the new Hornet pilot model.
    • RWR PRF tones in handoff mode.
    • Air-to-Air datakink target assignments.
    • Data Transfer Cartridge and default cockpit settings.

    DCS: Supercarrier by Eagle Dynamics

    • Fixed: Jitter on supercarrier during turns

    Known Bugs:

    • Deck crew sometimes do not respond after takeoff - landing.
    • Landing lights create a very large lighting effect on the sea in front of the carrier. However, you should never use landing lights on a carrier deck.

    Ongoing tasks for later updates:

    • Ready Room
    • PRIFLY deck
    • Plane directors move aircraft from parking locations to catapults and from landing box to parking locations.

    DCS: AH-64D by Eagle Dynamics

    • Added LODs 3/4/5 for improved performance.
    • Added cycled : NO WPN > MSL > RKT > GUN > NO WPN.
    • Fixed: NVG for CPG not working in multicrew.
    • Fixed: Multicrew - Navigation info on pilot's IHADSS not visible when CPG selects a point which is not part of the route.
    • Fixed: George Lists targets many miles away.
    • Fixed: COOP rockets with George when the gun is empty.
    • Fixed: Laser codes not synced between CPG and pilot.
    • Fixed: CPG turns off Rad alt, and is unable to turn back on.
    • Fixed: Special Options. Combox width too short.
    • Fixed: AI (as CPG) checks PNVS.
    • Fixed: George CPG interaction should not be affected by Pilot's ACQ source selection.
    • Fixed: George will not fire in LOAL.
    • Fixed: TSD Point icon corrections.
    • Fixed: Spawns in with left rudder input.
    • Fixed: Missing RKT NORM and RKT G-S messages.
    • Fixed: Control Measures missing text when deselected.
    • Fixed: AI CPG reports no detected targets, but provides a target list.
    • Fixed: Chaff/Flare inventories should not be editable in Rearm/Refuel menu.
    • Fixed: Flight Path Vector should not be displayed if on ground or less than 5 knots ground speed.
    • Fixed: Acceleration Cue should not change format based on vertical velocity.
    • Fixed: Torque flashing errors when in single engine format.
    • Fixed: New single RAZBAM FARP AH-64D needs to be moved forward to prevent tail break.
    • Fixed: OUTFRONT Boresight option still present on WPN-BORESIGHT page.
    • Fixed: Fly-To symbol should only be displayed if the aircraft is airborne.
    • Fixed: Time To Go format switch in IHADSS flight symbology.
    • Fixed: Typo in lesson 6 heading (RU).
    • Fixed: SCUD Busters - Wrong co-ords.

    Ongoing tasks for later updates:

    • Yaw SAS behaviour improvements.
    • Improving Vortex Ring State (VRS) characteristics.
    • Image Auto-Tracker (IAT) and Multi-Target Tracker (MTT) TADS functions.
    • Complete the Performance (PERF) page.
    • Complete new Pilot and CPG models, external and 1st person.
    • Improved Datalink Modem (IDM) that will include Longbow Net and ability to share targeting.
    • Additional George (Pilot and CPG) messages.
    • “Robbie” fuel tank.
    • Fire Control Radar (FCR) and AGM-114L radar-guided Hellfire.
    • SAS collective channel behaviour improvements.
    • Radar altitude hold and altitude hold stability when in OGE.
    • Adjust SAS Saturation tone behaviour.
    • Uncommanded pitch and roll in some high speed conditions.

    DCS Mirage F1 by Aerges

    FM and systems:

    • Landing light state and retraction now depend on landing gear state.
    • AoA indicator was calibrated.
    • FM adjustments:
      • Reduced aoa at which the first stall effects appear.
      • Induced drag now does not take horizontal stabiliser downforce into account.
      • Increased flap efficiency.
      • Reduced induced drag near transonic speeds.

    • Extended range at which vibrations occur to include low G and high AoA situations.
    • Increased sensitivity of weight on wheels detection.
    • Wake turbulence induced by other vehicles is now correctly taken into account by FM.
    • Made g-suit effectiveness equal to that of most other aircraft (this era and newer).
    • Adjusted compressor stall behaviour (corrects the multiplayer problem caused by wake turbulence).
    • Restored force feedback.
    • Adjusted the strength and velocity of the anti-slip system.
    • Engine starter damage is now repaired.
    • Solved problem with aircraft oscillation on the ground with wind.

    Weapons:

    • AIM-9B, -9J, -9P missiles now have a specific “growl” sound.
    • Fixed a bug in audio volume control of some AIM-9 versions.

    Optical Sight and radar:

    • Implemented Optical Sight target range display (except gun 600 m fixed range option) on the heading/range scale.

    It works as follows:
    Gun:

    • 300 m with no radar lock
    • target locked and the range > 3.5 km → range in NM
    • target locked and the range < 3.5 km → range in hectometers

    Missile:

    • radar strobe position in NM with no radar lock (34 NM max)
    • target locked and the range > 3.5 km → range in NM
    • target locked and the range < 3.5 km → range in hectometers


    • The gunsight target range is fed now by the radar tracked target range (GYRO-ANT switch is still WIP, i.e. the gunsight always operates in GYRO mode).
    • The heading/range scale now displays a fixed 600 m range when the “Cannon 300/600” button is kept pressed, and there is no target tracked by the radar.
    • The “(C + M or SW) R” button now switches the Optical Sight to “A/A cannon” mode with short range missiles status displayed.
    • The gunsight reticle diameter is now set to 20 mrd, when the radar tracks a target. The “Cannon 300/600” button reverts it to 40 mrd diameter, while kept pressed.
    • The A/G sight is now a fixed depression sight. The selected manual depression doesn't affect A/A gunsight anymore.
    • Adjusted gyro (A/A) gunsight dampening constant.
    • Implemented Optical Sight time/velocity scale display logic:
      • when no radar lock → the scale is hidden (V symbol is in view)
      • with A/A gun selected → target relative velocity
      • with R550/SW missile selected and in (C + M or SW) R mode → target aspect angle
      • with R530 missile selected → missile flight time (time computation logic is WIP)

    • Target range provided by the radar to the gunsight is limited to 300-1600 m.
    • Gyro gunsight now accounts for the target range rate. The rate is set to 0 when the target is outside of the 300-1600 m range window.
    • Radar is now correctly initialised to search mode, according to cockpit switches positions, if its power switch was cycled OFF and ON while tracking a target.

    3D model:

    • Updated 3D model for those users who wish to make their own livery textures: Added custom arguments for parts of each Mirage F1 version. (Arguments 985 to 993 defined in description.lua. Check also Model Viewer).
    • Fixing the sun reflection of cockpit glass (WIP).
    • Added F1EQ liveries. (Thanks to Isaac).

    Other changes:

    • Controls Indicator stick/rudder positions are now raw pilot inputs, not including trim adjustments.
    • Stick trim position works now in the Controls Indicator.
    • Adjusted AI induced drag.

    DCS: C-101 Aviojet by AvioDev

    • AIM-9B, -9J, -9P missiles now have a specific “growl” sound.
    • Fixed a bug in audio volume control of some AIM-9 versions.
    • Wake turbulence induced by other vehicles is now correctly taken into account by FM.

    DCS M-2000C by RAZBAM Simulations

    • Improved : LoS checks behaviour with TAF
    • Improved : Decimal dot HUD rendering

    DCS AV-8B N/A by RAZBAM Simulations

    • Fixed: Cannot slew steerpoint in DATA page if DESG is boxed
    • Fixed Adjusted and added VREST drag index calculations to be more accurate
    • Fixed: Fixed stores loadouts that had incorrect weights
    • Fixed: Corrected pitch RCS to properly be neutral at 2° nose down trim
    • Improved: Updated DECU corrected RPM limiter now interpolates properly with altitude
    • Improved: Adjusted basic empty weight based on SME feedback and experience
    • Improved: Added proper nozzle hysteresis micro-switch logic for going between wingborne and jetborne engine limits
    • Improved: Adjusted very high altitude engine performance to better match envelope
    • Improved: Adjusted engine to have increased JPT behaviour in hover

    DCS: JF-17 by Deka Ironwork Simulations

    • Added: LS-6 100 Laser JDAM and LS-6 250 JSOW
    • Updated: F10 mark WPT altitude no longer zero but uses terrain alt instead
    • Updated: move LS-6/GB-6 loadout selection from missile menu to bomb menu
    • Updated: training missions
    • Updated: CN locales

    DCS: F-14 Tomcat by Heatblur Simulations

    • NEW: Introduced Pilot and RIO body for front and back cockpit.
    • NEW: Added jammer detection and tracking functionality in the AWG-9, which adds amongst other features:
      • Noise jammers will now prevent AWG-9 from ascertaining range or range-rate from a target.
      • DDD will show noise returns over the range axis at jammer azimuth in pulse search.
      • DDD will show jamming intensity trace overlay in pulse doppler modes.
      • TID will display jamming strobe in TWS and RWS modes.
      • TID jamming strobe can be toggled via the Jam Strobe button below TID.
      • Jam strobes can be shared over Link-4A fighter to fighter datalink, allowing for eyeballed triangulation of actual jammer position.
      • TID angle symbol is hookable.
      • PSTT or PDSTT on jamming target leads JAT (Jam Angle Track).
      • STT-ed target transitioning to jamming outside of burnthrough automatically switches to JAT submode.
      • In STT-JAT submodes both AIM-7 and AIM-54 can be employed in HOJ (home on jam).

    • Added jamming targets to JESTER STT options.
    • NEW: Added new list of set commands for JESTER to be used in the Mission Editor.
      • 10017 to 10033 are new.
      • For a full list and functionality visit this post here please.

    • Reverted AIM-54 loft to state before looping hotfix to revert exceptionally poor performance.
    • Fixed forward rendering for canopy sealant - will now not appear shadowed at odd angles anymore.
    • Screens and other glass surfaces will now reflect sunlight again.
    • Added non-gfx external args to check the status of JESTER tracking air targets (to be used with scripts):
      • 1026: tracked predefined target; 0.01 - 0.99, same as command 10024; 0.0 - no predefined target tracked.
      • 1027: range to predefined target (only when tracking); 0.xxx - three digits of distance to tracked predefined target in NM.

    • Potential fix for mission freeze including F-14 AI.
    • Made LANTIRN available as laser designator for the AI.
    • Fixed ALT HOLD not working >36k AGL.
    • Fixed flashbang-like sun glare on internal canopy glass.
    • Fixed MiG-23s not taking off in PG Flogger Faceoff Mission.
    • Adjusted all Quickstart BVR missions for new AIM-54s.
    • Removed instances of “color” shader in cockpit due to deprecation.
    • Minor cockpit optimizations - fixed some visibility arguments not triggering LoD changes.

    DCS: Black Shark 2 by Eagle Dynamics

    • ABRIS: Calculation of satellites for the selected airfield does not work - fixed. SNS RAIM calculation is fixed. Use direct ICAO code of the airfield, without transliteration.

    DCS: Mi-24P by Eagle Dynamics

    • Added: more Petrovich AI voiceovers for work with targets and countermeasures and timings adjusted
    • Added: GUV AP-30 Grenade launcher training tutorial mission added
    • Improved: Maximum detection distance implemented for targets recognition in simple IFF Petrovich AI mode
    • Improved: Windshield area adjusted to be more resilient to bullet calibers up to 12.7 mm
    • Improved: Shadows rendering in cockpit
    • Improved: changed R-828 radio buttons hints to match radio name
    • Fixed: Tail rotor now can be damaged more consistently
    • Fixed: ASP-17 manual range input and indication adjusted
    • Fixed: Petrovich automatically turns off OBSERVE even if human client is present in front cockpit
    • Fixed: Petrovich AI cant determine target type and side at short distances in some case
    • Fixed: Player can use Petrovich AI menu even when AI Pilot - operator is “dead”
    • Fixed: Player can’t change gunner's behavior after seat changing
    • Fixed: Engine oil cooling fan animation in certain regimes
    • Fixed: Petrovich AI spam “Observe off” messages in certain cases
    • Fixed: Artifacts around cockpit gauges arrows

    DCS: P-51D Mustang by Eagle Dynamics

    • P-51D; TF-51D. Rain drops inside the front glass - fixed.
    • Part of the cockpit can be seen from outside - fixed.
    • Canopy glass issue - corrected.

    DCS: Mosquito FB VI by Eagle Dynamics

    • Improved the behaviour once the AI has completed an attack run

    DCS: Combined Arms by Eagle Dynamics

    • Fixed shells for T155 Firtina.
    • Fixed pathfinding for follow the road.
    • Fixed time rearming for Soldier M4.
    • Added self levelling for EWR FPS-117.
    • Fixed - Target mark panel starts showing up although not choosing any CA role.
    • Fixed - Client can't add the target for ships on the F10 map.
    • Fixed - Ground units do not execute command Fire at point in MP.(Dedicated Server)
    • Fixed - Server crashes if client Stop/Start Fire for ship target mark

    DCS: Persian Gulf map by Eagle Dynamics

    • Integrated new terrain lights system with accurate real time shading
    • Integrated new light sources effects
    • Improved roads night illumination
    • Improved illumination of Burj Khalifa
    • Optimized surface mesh
    • Fixed ambient occlusion on 3D objects
    • Fixed airfield illumination objects
    • Fixed visual bugs in 3D objects
    • Fixed surface noise texture
    • Fixed FLIR heatmap for civil traffic

    DCS: Marianas map by Eagle Dynamics

    • Added possibility to use helicopter from North West Field and Olf Orote
    • Added 3D models of Oka Towers Condominiums and OceanView Hotel
    • Added radar reflections to all objects
    • Fixed angle of parkings for Antonio airport

    DCS: MB-339 by IndiaFoxtEcho - Known issues

    • The gunsight MILS settings tumblers should be discreet, now it is possible to set in between steps.
    • Wheel chocks currently deactivated.
    • Brakes on controls indicator always ON.
    • Repair does not replace used/overheated battery.
    • Missing many key binds -> will be added with updates.
    • Easily flyable with one wing.
    • Flaps do not have a collision model.
    • Flaps damage does not affect stall speed.
    • MB-339 Rear canopy does not break from ejection.
    • When replaying the trackfile the view position in the rear pilot appears too backwards so that it is covered by the pilot model. maybe it can be advanced a little bit to make it better.
    • Wingtip damage missing/WIP? W/O tip tanks.
    • It is possible to eject in either seat and still control the aircraft if you are not solo. You cannot swap to the other seat, but nonetheless control is still possible.
    • AI - Damage model might be over performing.
    • Damage to flaps has no effect on maximum speed straight line or stall speed (clean).

    Campaigns

    M-2000C Red Flag Campaign by Baltic Dragon

    • Mission 01. Updated initial drift for the INS to reflect long transit to Nellis. Removed the INS failure that made it difficult to finish the mission. Added new picture at mission start and updated briefing. Added kneeboard pages to the briefing materials.
    • Mission 02. Fixed rare issue where aggressor F-4 would hit the ground during aerobatics. Fixed issue with other flights not returning to base. Updated timing for Reaper 11 turns and associated radio messages. Updated timing to match taxi times for other flights as per kneeboard. Updated frequency for wingman (he no longer oversteps on other transmissions). Updated briefing images to match flight callsigns correctly.
    • Mission 03. Updated timing to match taxi times for other flights as per kneeboard. Updated voiceovers to change "mud spike" reports to "muds".
    • Mission 04. Fixed issue with Tornados refusing to attack their target. Other bug fixes and improvements.
    • Mission 05. Minor bug fixes.
    • Mission 06. Updated taxi logic & timing for allied flights. Fixed rare issue with allied flights not being detected on station. Minor updates and fixes.
    • Mission 07. Fixed issue with Banshee refusing to drop flares.
    • Mission 08. Fixed issues with taxi timing for the package. Other minor updates and fixes.
    • Mission 09. Fixed problem with Rocket 01 refusing to taxi as briefed. Minor updates and fixes.
    • Mission 10. Updated taxi times for player's package. Fixed problem with German Tornadoes taking very long time to engage. Fixed problem with German Tornadoes flying directly to RTB after attack. Other minor updates and fixes.
    • Mission 11. Updated taxi times for Hawg flights. Fixed issue with Hawg 31 stopping on the taxiway. Fixed issue with Departure audio not playing properly. Other minor fixes.
    • Mission 12. Double checked DRYAD table (and yes, it is as it should be). Minor updates and fixes.
    • Mission 13. Updated taxi time for all packages. Disabled contact reports by wingman over target.
    • Other minor updates and fixes.
    • Mission 14. Fixed issue with defecting F-16 following player indefinitely instead of landing. Other minor updates and fixes.
    • Mission 15. Fixed problems with Noble dropping only two bombs instead of four on primary. Added workaround for wingman not attacking the AAA. Fixed missing VO lines when reporting outcome of the attack and talking to Noble. Fixed missing Fox calls for Berger. Other minor updates and fixes.

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

    • Mission 04. Reverted player to cold start.
    • Mission 14. Lowered skill of enemy SA-2 and moved it further away from the target (upon remarks that it was too difficult to defeat).

    The Enemy Within 3.0 Campaign by Baltic Dragon

    • Mission 10. Fixed potential problem with score 50 at mission end.
    • Mission 12 (only Tank Killer version). Fixed problem with immortal enemy troops attacking Raider.

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

    • Mission 3. Fixed a bug where nothing happens after landing IL-76.

    DCS: F-14B Operation Sandworm Campaign by Sandman Simulations

    • All missions. Custom VF-24 Low-Viz liveries added with unique side numbers.
    • Missions 10 and 12. Carrier turning on new course during case III recovery - FIXED.

    Patrick

  3. #3

    Stay Tuned!!!
    Click image for larger version. 

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    Patrick

  4. #4

  5. #5
    6 January 2023
    Dear Fighter Pilots, Partners and Friends,
    We hope that you enjoyed the New Year and holiday festivities and are looking forward to great things in 2023. We look forward to helping make this a year for all to remember in a good way. The DCS 2022 Winter Sale is still on-going with fantastic 50% savings on our most popular aircraft, maps, and campaigns. Don’t miss this chance to grab DCS: F-16C Viper and DCS: F/A-18C Hornet at half price! Hurry, the offer ends on the 8th of January at 23:59 GMT.
    This year will see our substantial work on the DCS Core being deployed in the near future. In addition to performance enhancements we hope to make DCS an even more realistic and entertaining place to fly. Notable tasks include DLSS/NIS, multi-threading, Vulkan API, Earth Map, updated weather, improved FLIR maps, Dynamic Campaign, updated Air Traffic Control (ATC), more and improved human animations for pilots and infantry, deck and ground crew, expanded multiple light sources, progress on voice chat, new visual special effects, new bomb fuzes, Mach shock cones, aircraft and ground AI Improvements, and the General Flight Model.
    Please read the details below and note that these are the items that we will be working on in 2023 and not necessarily planned to be released in 2023. Make sure to watch the 2023 AND BEYOND video. Enjoy!
    Thank you for your passion and support.
    Yours sincerely,
    Eagle Dynamics
    2023 and Beyond
    Watch the video

    We believe that 2023 will be a truly exciting year for all, with the introduction of eagerly awaited modules like the DCS: F-4E by Heatblur, DCS: F-15E by RAZBAM, DCS: OH-58D Kiowa Warrior by Polychop, DCS: F4U-1D Corsair by Magnitude 3, DCS: C-130J by the Airplane Simulation Company, new Mirage F1 versions by Aerges, DCS: Normandy 2.0 map by Ugra Media, the DCS: Sinai Map by OnReTech, and more! Please don’t miss to watch our 2023 AND BEYOND VIDEO!
    Please remember that the Christmas and New Years Sale contains half price deals on our most popular aircraft including exclusive 50% discounts on the DCS: Mosquito FB IV, DCS: Mi-24P Hind, DCS: F-16C Viper, DCS: F/A-18C Hornet, and DCS: Supercarrier. This offer ends on the 8th of January 2023 at 23:59 GMT. Thank you!
    DCS Core
    Improvements

    Multithreading
    Multithreading has been one of our primary efforts to improve DCS performance, and it is currently in closed beta testing. Initially two threads (graphical and logical) will be implemented, and once the technology is stable and mature, we plan to expand this number. Large and complex missions, both single player and server based as well as the upcoming dynamic campaigns, will see the most significant performance enhancements.
    Our render graph was written from scratch along with many other subsystems. We now benefit from parallel rendering that schedules inter-dependent rendering tasks in a correct and optimal order (e.g., mirror reflections first, then mirrors while running other independent draw calls in parallel), frame graph, graphic scenes, scene renderer, and scene manager. We unified all other graphic subsystems that permit node embedding in the render graph. This allows us to rapidly experiment with new graphic pipelines and enhance efficiency. The introduction of our render graph will improve DCS efficiency and deliver optimal performance with modern graphics APIs such as Vulkan.
    Vulkan API
    Implementation of the Vulkan API continues in parallel with the multithreading effort. Our Vulkan renderer is integrated with the new render graph, and it benefits from multithreading by using render graph mechanics of background loading of textures and geometry, rendering objects in parallel, terrain streaming, etc. As a result, many rendering tasks submitted to the graphics card will no longer need to wait for each other and hence be processed simultaneously.
    In our endeavor to unify DirectX and Vulkan renderers, we have developed a mod state where both backends produce identical results. We now have two fully compatible implementations that run under the same API. This means that all our applied graphics modules (the code that renders our skies, clouds, models, effects, etc.) will work the same way on both renderers. To achieve this, we ensured that all our shaders could be converted into Vulkan format in addition to implementing a shader converter available from within DCS permitting to compile any shader on the fly. It is interesting to note that the shader conversion has taken an inordinately large amount of time.
    The main achievement in 2022 is that DCS now works under Vulkan producing the same visuals as under DirectX. This result is fully ‘transparent’ for our graphics programmers, allowing them to write the same code for both platforms without the need to have separate code paths for Vulkan and DirectX11 and beyond.
    The next step is to provide our graphics programmers with the new Vulkan features compared to DirectX 11. These include new types of shaders (as per Shader Model 6 and further), ray tracing, some advanced rendering techniques, such as GPU driven rendering, and similar.
    DLSS
    Deep Learning Super Sampling (DLSS) 2.0 is coming to DCS this year. DLSS is a family of real-time deep learning image enhancement and upscaling technologies for RTX 20, 30 and 40 series Nvidia graphics cards. The goal of this technology is to allow most of the graphics pipeline to run at a lower resolution for increased performance, and then infer a higher resolution image from this that contains the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings and/or frame rates for a given output resolution, depending on user preference.
    In addition to DLSS, Nvidia Image Scaling (NIS) will also be available. NIS is a scaling and sharpening tool with an algorithm that uses a 6-tap filter with 4 directional scaling and adaptive sharpening filters to boost performance. This is best used for non-RTX Nvidia graphics cards that do not support DLSS.
    Following the completion of DLSS/NIS, we will investigate Fidelity FX Super Resolution (FSR) for AMD GPUs.
    Spherical Earth Map
    2022 saw great progress creating the tools and technologies to support a precise spherical Earth map for DCS. Because this map will be based on current day, it will operate independently of the current and future regional maps that allow historic maps such as World War II, Korea, Vietnam, and other scenarios. Spherical Earth efforts will continue in 2023.
    Weather
    Building upon the weather enhancements that were introduced with DCS 2.7, we have been further developing weather to include moving clouds and towering cumulus clouds and more sophisticated atmospheric phenomena. New fog and dust storms are being developed that are integral parts of the volumetric cloud system. The old DCS fog is a separate system that is calculated for a flat earth. It does not consider shadows from the terrain and clouds, so it has limitations. The new fog will be computed for a spherical earth and takes shadows into account. We also plan to optimize the volumetric clouds and increase their basic quality. A separate and complex project currently in development is the dynamic cloud generator which will then need to be integrated with the dynamic weather systems of low/high pressure systems and new/evolving cloud types.
    A later task, once the foundation is complete, will be to provide AI line of sight blocking in addition to light direction/scattering visibility limitations for AI.
    FLIR
    2022 saw significant improvements to how Forward Looking Infrared (FLIR) is modeled in DCS World. In addition to writing the technology needed to create the characteristics of the camera, a great deal of work is being invested into the enhanced thermal signatures of mobile units, map objects, environmental heating, and cooling, as well as specific visual effects and artifacts. We will also be adding initial thermal signature conditions for ground units in the Mission Editor.
    Eagle Dynamics Dynamic Campaigns Engine (EDDCE)
    2022 saw the completion of all major engineering components of the EDDCE. In 2023 we continue development and testing and making improvements to these components as well as adding new features where needed. We are also enhancing the mechanics in the campaign editor to avoid issues that may arise when the EDDCE is used for different maps. The next big tasks include transferring mission data between player and AI pilots and creating a specific graphic user interface.
    Please see our previous Newsletter for greater detail on the subject.
    Air Traffic Control (ATC)
    2022 has focused on the continued development of the Supercarrier ATC system. Following its completion, the next focus will be to bring those advancements to airfields. This is certainly no simple task and will require three unique ATC systems for: western modern day, eastern modern day, and World War II.
    A complete redesign of the modern day, western ATC system is underway. In parallel, modern day western radio communications for Flight, Other Flights, AWACS, and Tanker are also being revised.
    Human Animations
    Starting with new AH-64D pilots in 2022, this work will continue into 2023 to include new infantry and more pilots with more life-like models and animations. Priority pilot models first include the F/A-18C and F-16C pilots.
    Deck Crew and Ground Crew
    Starting with the Supercarrier deck crew, we continued to develop this feature in 2023. We are now continuing this effort to include startup and taxi to catapult deck crew logic and animations. Following the completion of deck crew, we then plan to use this technology to create airfield ground crew and interactions.
    Multiple Light Sources
    DCS 2.8 saw great advancements in world lighting, but our efforts continue. The next big lighting advancement will be the introduction of multiple, global light sources, and no longer only the sun and moon. This will allow more realistic night scenes that account for airfield flood lights, city lights, and more. You can see these initial efforts on the Persian Gulf map.
    Voice Chat
    First introduced in 2019, the free Voice Chat integrated into DCS allows Voice Over IP communications based on chat rooms and how you have your aircraft radios configured. 2022 was focused on improving radio communications and stable connections, even over a VPN. In 2023 we continue to develop this feature with realistic radio sounds, effects and plug-and-play audio device compatibility.
    Visual Special Effects
    Some of the more notable visual effect tasks include munitions with airburst fuzes, napalm, and Mach shock cone based on airspeed and weather around the aircraft.
    Virtual Reality
    VR is very important for all and we have heard your concerns regarding performance and we continue to optimize VR performance for DCS. The primary areas of VR performance improvement are multithreading and the Vulkan API, particularly for larger missions. We are also reviewing all world Level of Details (LODs).
    Unit AI Improvements
    In 2022 we saw great improvements to the Beyond Visual Range (BVR) and Basic Fighter Maneuvers (BFM) AI for our jet aircraft. Moving forward, we now intend to improve multi-ship BVR and Air Combat Maneuvering (ACM) tactics and appropriate AI tactics for World War II aircraft.
    For ground units, our primary AI tasks include improved pathing and implementing suppression effects for more than just infantry units.
    General Flight Model (GFM) for AI Aircraft
    Whilst the updated BFM AI can make a significant difference in how the AI flies, the General Flight Model (GFM) will provide improved flight dynamics for AI aircraft that better constrain the aircraft to true-to-life performance.
    GFM is a significant improvement to the Standard Flight Model (SFM) that is based on drag and thrust characteristic trajectories. The SFM can provide a good Center of Gravity trajectory model, but it relies on reliable source data to tune the overall performance that includes the entire flight envelope, sustained and instantaneous turn rate, energy gain, etc.
    GFM adds additional short-period aircraft movement by adding our base solid body, contact models and aerodynamic moments. This results in more realistic control displacements during maneuvers that provide more human-like appearances. With GFM, the AI will also encounter wake turbulence.
    Thank you again for your passion and support, we look forward to serving you in the exciting year of 2023. Happy New Year to you and your family!
    Yours sincerely,




    Patrick

  6. #6
    <div class="cooked" style="overflow-wrap: break-word; line-height: var(--line-height-large); overflow: hidden; padding: 1em var(--topic-body-width-padding) 0.25em var(--topic-body-width-padding); color: rgb(255, 255, 255); font-family: Arial, sans-serif; font-size: 15.008px; background-color: rgb(65, 74, 86);"><p>6 January 2023</p><p><span style="font-weight: bolder;">Dear Fighter Pilots, Partners and Friends,</span>&nbsp;<img src="https://uploads.mudspike.com/original/3X/e/8/e8b64e8da72d3e86db63aa5ce6e7ebc866bc513a.gif" alt="ilotfly:" title="ilotfly:" data-base62-sha1="xcFmyjMFU2aFZUnShTXCPeZogRk" width="50" height="31" loading="lazy" style="border-style: none; vertical-align: middle; max-width: 100%; height: auto; display: inline-block; aspect-ratio: 50 / 31;"></p><p>We hope that you enjoyed the New Year and holiday festivities and are looking forward to great things in 2023. We look forward to helping make this a year for all to remember in a good way. The DCS 2022 Winter Sale is still on-going with fantastic 50% savings on our most popular aircraft, maps, and campaigns. Don’t miss this chance to grab&nbsp;<a href="https://www.digitalcombatsimulator.com/en/shop/modules/viper/" style="background-color: transparent; text-decoration-line: none; cursor: pointer; overflow-wrap: break-word;">DCS: F-16C Viper</a>&nbsp;and&nbsp;<a href="https://www.digitalcombatsimulator.com/en/shop/modules/hornet/" style="background-color: transparent; text-decoration-line: none; cursor: pointer; overflow-wrap: break-word;">DCS: F/A-18C Hornet</a>&nbsp;at half price! Hurry, the offer ends on the 8th of January at 23:59 GMT.</p><p>This year will see our substantial work on the DCS Core being deployed in the near future. In addition to performance enhancements we hope to make DCS an even more realistic and entertaining place to fly. Notable tasks include DLSS/NIS, multi-threading, Vulkan API, Earth Map, updated weather, improved FLIR maps, Dynamic Campaign, updated Air Traffic Control (ATC), more and improved human animations for pilots and infantry, deck and ground crew, expanded multiple light sources, progress on voice chat, new visual special effects, new bomb fuzes, Mach shock cones, aircraft and ground AI Improvements, and the General Flight Model.</p><p>Please read the details below and note that these are the items that we will be working on in 2023 and not necessarily planned to be released in 2023. Make sure to watch the&nbsp;<a href="https://www.youtube.com/watch?v=a55UgA28w-Q" style="background-color: transparent; text-decoration-line: none; cursor: pointer; overflow-wrap: break-word;">2023 AND BEYOND video</a>. Enjoy!</p><p>Thank you for your passion and support.</p><p>Yours sincerely,</p><p><span style="font-weight: bolder;">Eagle Dynamics</span></p><p><span style="font-weight: bolder;">2023 and Beyond</span></p><p>Watch the video</p><p><a href="https://www.youtube.com/watch?v=a55UgA28w-Q" style="background-color: transparent; text-decoration-line: none; cursor: pointer; overflow-wrap: break-word;"><img src="https://uploads.mudspike.com/original/3X/c/a/ca6f0e6388258d9e944a5346a1bbe1233f1eb2c7.png" alt="Hero1.png" data-base62-sha1="sSOnVe6ipcRyDQ4b7cklBQXPPDN" width="690" height="388" loading="lazy" style="border-style: none; vertical-align: middle; max-width: 100%; height: auto; display: inline-block; aspect-ratio: 690 / 388;"></a></p><p>We believe that 2023 will be a truly exciting year for all, with the introduction of eagerly awaited modules like the DCS: F-4E by Heatblur, DCS: F-15E by RAZBAM, DCS: OH-58D Kiowa Warrior by Polychop, DCS: F4U-1D Corsair by Magnitude 3, DCS: C-130J by the Airplane Simulation Company, new Mirage F1 versions by Aerges, DCS: Normandy 2.0 map by Ugra Media, the DCS: Sinai Map by OnReTech, and more! Please don’t miss to watch our&nbsp;<a href="https://www.youtube.com/watch?v=a55UgA28w-Q" style="background-color: transparent; text-decoration-line: none; cursor: pointer; overflow-wrap: break-word;">2023 AND BEYOND VIDEO</a>!</p><p>Please remember that the Christmas and New Years Sale contains half price deals on our most popular aircraft including exclusive 50% discounts on the&nbsp;<a href="https://www.digitalcombatsimulator.com/en/shop/modules/mosquito/" style="background-color: transparent; text-decoration-line: none; cursor: pointer; overflow-wrap: break-word;">DCS: Mosquito FB IV</a>,&nbsp;<a href="https://www.digitalcombatsimulator.com/en/shop/modules/hind/" style="background-color: transparent; text-decoration-line: none; cursor: pointer; overflow-wrap: break-word;">DCS: Mi-24P Hind</a>,&nbsp;<a href="https://www.digitalcombatsimulator.com/en/shop/modules/viper/" style="background-color: transparent; text-decoration-line: none; cursor: pointer; overflow-wrap: break-word;">DCS: F-16C Viper</a>,&nbsp;<a href="https://www.digitalcombatsimulator.com/en/shop/modules/hornet/" style="background-color: transparent; text-decoration-line: none; cursor: pointer; overflow-wrap: break-word;">DCS: F/A-18C Hornet</a>, and&nbsp;<a href="https://www.digitalcombatsimulator.com/en/shop/modules/supercarrier/" style="background-color: transparent; text-decoration-line: none; cursor: pointer; overflow-wrap: break-word;">DCS: Supercarrier</a>. This offer ends on the 8th of January 2023 at 23:59 GMT. Thank you!</p><p><span style="font-weight: bolder;">DCS Core</span></p><p>Improvements</p><p><a href="https://www.digitalcombatsimulator.com/en/downloads/screenshots/" style="background-color: transparent; text-decoration-line: none; cursor: pointer; overflow-wrap: break-word;"><img src="https://uploads.mudspike.com/original/3X/2/3/2311fe36ca719fb86789ebba3ab8eb8357a7af0d.png" alt="Hero2.png" data-base62-sha1="50fgcAQpDl65R5MnqpgaXYKQ1at" width="690" height="388" loading="lazy" style="border-style: none; vertical-align: middle; max-width: 100%; height: auto; display: inline-block; aspect-ratio: 690 / 388;"></a></p><p><span style="font-weight: bolder;">Multithreading</span><br>Multithreading has been one of our primary efforts to improve DCS performance, and it is currently in closed beta testing. Initially two threads (graphical and logical) will be implemented, and once the technology is stable and mature, we plan to expand this number. Large and complex missions, both single player and server based as well as the upcoming dynamic campaigns, will see the most significant performance enhancements.</p><p>Our render graph was written from scratch along with many other subsystems. We now benefit from parallel rendering that schedules inter-dependent rendering tasks in a correct and optimal order (e.g., mirror reflections first, then mirrors while running other independent draw calls in parallel), frame graph, graphic scenes, scene renderer, and scene manager. We unified all other graphic subsystems that permit node embedding in the render graph. This allows us to rapidly experiment with new graphic pipelines and enhance efficiency. The introduction of our render graph will improve DCS efficiency and deliver optimal performance with modern graphics APIs such as Vulkan.</p><p><span style="font-weight: bolder;">Vulkan API</span><br>Implementation of the Vulkan API continues in parallel with the multithreading effort. Our Vulkan renderer is integrated with the new render graph, and it benefits from multithreading by using render graph mechanics of background loading of textures and geometry, rendering objects in parallel, terrain streaming, etc. As a result, many rendering tasks submitted to the graphics card will no longer need to wait for each other and hence be processed simultaneously.</p><p>In our endeavor to unify DirectX and Vulkan renderers, we have developed a mod state where both backends produce identical results. We now have two fully compatible implementations that run under the same API. This means that all our applied graphics modules (the code that renders our skies, clouds, models, effects, etc.) will work the same way on both renderers. To achieve this, we ensured that all our shaders could be converted into Vulkan format in addition to implementing a shader converter available from within DCS permitting to compile any shader on the fly. It is interesting to note that the shader conversion has taken an inordinately large amount of time.</p><p>The main achievement in 2022 is that DCS now works under Vulkan producing the same visuals as under DirectX. This result is fully ‘transparent’ for our graphics programmers, allowing them to write the same code for both platforms without the need to have separate code paths for Vulkan and DirectX11 and beyond.</p><p>The next step is to provide our graphics programmers with the new Vulkan features compared to DirectX 11. These include new types of shaders (as per Shader Model 6 and further), ray tracing, some advanced rendering techniques, such as GPU driven rendering, and similar.</p><p><span style="font-weight: bolder;">DLSS</span><br>Deep Learning Super Sampling (DLSS) 2.0 is coming to DCS this year. DLSS is a family of real-time deep learning image enhancement and upscaling technologies for RTX 20, 30 and 40 series Nvidia graphics cards. The goal of this technology is to allow most of the graphics pipeline to run at a lower resolution for increased performance, and then infer a higher resolution image from this that contains the same level of detail as if the image had been rendered at this higher resolution. This allows for higher graphical settings and/or frame rates for a given output resolution, depending on user preference.</p><p>In addition to DLSS, Nvidia Image Scaling (NIS) will also be available. NIS is a scaling and sharpening tool with an algorithm that uses a 6-tap filter with 4 directional scaling and adaptive sharpening filters to boost performance. This is best used for non-RTX Nvidia graphics cards that do not support DLSS.</p><p>Following the completion of DLSS/NIS, we will investigate Fidelity FX Super Resolution (FSR) for AMD GPUs.</p><p><span style="font-weight: bolder;">Spherical Earth Map</span><br>2022 saw great progress creating the tools and technologies to support a precise spherical Earth map for DCS. Because this map will be based on current day, it will operate independently of the current and future regional maps that allow historic maps such as World War II, Korea, Vietnam, and other scenarios. Spherical Earth efforts will continue in 2023.</p><p><span style="font-weight: bolder;">Weather</span><br>Building upon the weather enhancements that were introduced with DCS 2.7, we have been further developing weather to include moving clouds and towering cumulus clouds and more sophisticated atmospheric phenomena. New fog and dust storms are being developed that are integral parts of the volumetric cloud system. The old DCS fog is a separate system that is calculated for a flat earth. It does not consider shadows from the terrain and clouds, so it has limitations. The new fog will be computed for a spherical earth and takes shadows into account. We also plan to optimize the volumetric clouds and increase their basic quality. A separate and complex project currently in development is the dynamic cloud generator which will then need to be integrated with the dynamic weather systems of low/high pressure systems and new/evolving cloud types.</p><p>A later task, once the foundation is complete, will be to provide AI line of sight blocking in addition to light direction/scattering visibility limitations for AI.</p><p><span style="font-weight: bolder;">FLIR</span><br>2022 saw significant improvements to how Forward Looking Infrared (FLIR) is modeled in DCS World. In addition to writing the technology needed to create the characteristics of the camera, a great deal of work is being invested into the enhanced thermal signatures of mobile units, map objects, environmental heating, and cooling, as well as specific visual effects and artifacts. We will also be adding initial thermal signature conditions for ground units in the Mission Editor.</p><p><span style="font-weight: bolder;">Eagle Dynamics Dynamic Campaigns Engine (EDDCE)</span><br>2022 saw the completion of all major engineering components of the EDDCE. In 2023 we continue development and testing and making improvements to these components as well as adding new features where needed. We are also enhancing the mechanics in the campaign editor to avoid issues that may arise when the EDDCE is used for different maps. The next big tasks include transferring mission data between player and AI pilots and creating a specific graphic user interface.</p><p>Please see our previous Newsletter for greater detail on the subject.</p><p><span style="font-weight: bolder;">Air Traffic Control (ATC)</span><br>2022 has focused on the continued development of the Supercarrier ATC system. Following its completion, the next focus will be to bring those advancements to airfields. This is certainly no simple task and will require three unique ATC systems for: western modern day, eastern modern day, and World War II.</p><p>A complete redesign of the modern day, western ATC system is underway. In parallel, modern day western radio communications for Flight, Other Flights, AWACS, and Tanker are also being revised.</p><p><span style="font-weight: bolder;">Human Animations</span><br>Starting with new AH-64D pilots in 2022, this work will continue into 2023 to include new infantry and more pilots with more life-like models and animations. Priority pilot models first include the F/A-18C and F-16C pilots.</p><p><span style="font-weight: bolder;">Deck Crew and Ground Crew</span><br>Starting with the Supercarrier deck crew, we continued to develop this feature in 2023. We are now continuing this effort to include startup and taxi to catapult deck crew logic and animations. Following the completion of deck crew, we then plan to use this technology to create airfield ground crew and interactions.</p><p><span style="font-weight: bolder;">Multiple Light Sources</span><br>DCS 2.8 saw great advancements in world lighting, but our efforts continue. The next big lighting advancement will be the introduction of multiple, global light sources, and no longer only the sun and moon. This will allow more realistic night scenes that account for airfield flood lights, city lights, and more. You can see these initial efforts on the Persian Gulf map.</p><p><span style="font-weight: bolder;">Voice Chat</span><br>First introduced in 2019, the free Voice Chat integrated into DCS allows Voice Over IP communications based on chat rooms and how you have your aircraft radios configured. 2022 was focused on improving radio communications and stable connections, even over a VPN. In 2023 we continue to develop this feature with realistic radio sounds, effects and plug-and-play audio device compatibility.</p><p><span style="font-weight: bolder;">Visual Special Effects</span><br>Some of the more notable visual effect tasks include munitions with airburst fuzes, napalm, and Mach shock cone based on airspeed and weather around the aircraft.</p><p><span style="font-weight: bolder;">Virtual Reality</span><br>VR is very important for all and we have heard your concerns regarding performance and we continue to optimize VR performance for DCS. The primary areas of VR performance improvement are multithreading and the Vulkan API, particularly for larger missions. We are also reviewing all world Level of Details (LODs).</p><p><span style="font-weight: bolder;">Unit AI Improvements</span><br>In 2022 we saw great improvements to the Beyond Visual Range (BVR) and Basic Fighter Maneuvers (BFM) AI for our jet aircraft. Moving forward, we now intend to improve multi-ship BVR and Air Combat Maneuvering (ACM) tactics and appropriate AI tactics for World War II aircraft.</p><p>For ground units, our primary AI tasks include improved pathing and implementing suppression effects for more than just infantry units.</p><p><span style="font-weight: bolder;">General Flight Model (GFM) for AI Aircraft</span><br>Whilst the updated BFM AI can make a significant difference in how the AI flies, the General Flight Model (GFM) will provide improved flight dynamics for AI aircraft that better constrain the aircraft to true-to-life performance.</p><p>GFM is a significant improvement to the Standard Flight Model (SFM) that is based on drag and thrust characteristic trajectories. The SFM can provide a good Center of Gravity trajectory model, but it relies on reliable source data to tune the overall performance that includes the entire flight envelope, sustained and instantaneous turn rate, energy gain, etc.</p><p>GFM adds additional short-period aircraft movement by adding our base solid body, contact models and aerodynamic moments. This results in more realistic control displacements during maneuvers that provide more human-like appearances. With GFM, the AI will also encounter wake turbulence.</p><p>Thank you again for your passion and support, we look forward to serving you in the exciting year of 2023. Happy New Year to you and your family!</p><p>Yours sincerely,</p><p><a href="https://forum.dcs.world/uploads/monthly_2022_01/332705484_Artboard2.png.d8065e8f7ed22944d0d108880f 67518b.png" style="background-color: transparent; text-decoration-line: none; cursor: pointer; overflow-wrap: break-word;"><img src="https://uploads.mudspike.com/original/3X/e/7/e7c724d1fe28e3cecd494a6bc59366f527c2958f.png" alt="Artboard 2.png" data-base62-sha1="x4oXtMnrpHBcJPg6Ir6CS03Fbgr" width="690" height="38" loading="lazy" style="border-style: none; vertical-align: middle; max-width: 100%; height: auto; display: inline-block; aspect-ratio: 690 / 38;"></a></p><div><br></div></div><section class="post-menu-area clearfix" style="margin: 20px 0px; position: relative; padding-left: var(--topic-body-width-padding); color: rgb(255, 255, 255); font-family: Arial, sans-serif; font-size: 15.008px; background-color: rgb(65, 74, 86);"><nav class="post-controls collapsed" style="padding: 0px; display: flex; align-items: center; justify-content: space-between; color: var(--primary-low-mid); --control-margin: 0.33em; --control-icon-space: 0.33em;"></nav></section>

    Patrick

  7. #7

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