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Heatblur Simulations F-14 A/B

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B u m m e r :frowning:
https://forums.eagle.ru/showthread.php?t=268159&page=14

"*Hi everyone,

Unfortunately, due to a critically ill close family member, I’ve had to pack down and hit the road to, hopefully, assist in recovery.
This unfortunately means that the planned Forrestal update hasn’t gone out yet and will be delayed.

Development will be slightly slowed on some features for the nearest (2w~) future, as my contributions to these development items will be significantly reduced. The team will however continue to make good progress on all unaffected fronts.

Apologies for the late notice; this situation came on with some urgency late last week. Thanks for your understanding and support!


Nicholas Dackard

Founder & Lead Artist
Heatblur Simulations*


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***small update***

Quote:
Originally Posted by IronMike View Post
All is good for now gents, Cobra will be back shortly and then we will get everything back on track asap. Thank you for your kind patience.

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Hi Everyone!

Just an extremely quick status update from us to keep you in the loop-

Unfortunately, as many of you have heard, there were some personal difficulties which impacted our deliverable goals and planned roadmap in Q1 and through a pretty good chunk of Q2. Even something reasonably quickly resolved (3 weeks) can have a significant impact on timelines on certain parts of a project with small teams. We don't see this as an excusable situation and continued failure to execute is very inappropriate, however we feel obligated to be as transparent as possible and hope to be able to plan for contingencies better in the future.

On a positive note, despite some of these difficulties, we've shipped a substantial amount of changes and features!
Here's a partial list if anyone has been out of the loop:
 
Quote:
DCS AJS37 Viggen by Heatblur Simulations
  • Auto start/stop feature added
  • Probable fix to NaN warning in DCS.log
  • Fix to airbase names sometimes corrupting kneeboard flight plan
  • Fix to "unknown weapon type" warning in log
  • Fix so two RWR-lights are on when the emitter is between coverage of the two antennas
  • Fix for last signal time in ELINT-analysis
  • F10 markings map is now grouped by author so you can select either your own flight plan or someone else’s. Markings now also display time of creation
  • Improved track-replay consistency, especially for taxiing
  • Fix to Sidewinder model / smoke
  • Fixed Master mode switch sound when using keyboard/joystick
  • Fixed intermittent keyboard mapping bug
  • Rb04 radar altimeter now works over terrain
  • Fix a small issue where Rb04s wouldn't fly in parallel but instead eventually converge
  • Fixed issue where only one bomb would be released per trigger press in DIRECT mode
  • Fix to Emergency pitch trim clicking nose up not working
  • Fixed issue where RUTA-beam would stay on the radar screen after another waypoint has been selected
  • Fixed that FACKLSL warning would stay on even after reload when having only one KB-pod loaded
  • Corrected amount of chaff and flares carried in KB-pods
  • Fixed issue where not all chaffs would be released
  • Fix to lysbomb not releasing after rearm

DCS F-14B by Heatblur Simulations
  • NEW! Introducing TWS-Auto for the AWG-9
  • Updated tutorial mission “Carrier based take off”
  • Added keybinds for seat adjustment
  • Added Jester keybinds for BVR
  • Disabled AI kneeling (for supercarrier)
  • Added holdback bar (for supercarrier)
  • Added salute command (for supercarrier)
  • Supercarrier compatibility added for client/player
  • WIP: F-14B AI compatibility for supercarrier
  • Fixed VIS FIX updating delta continuously
  • Fix VDI range bar scale value not being shown
  • Fixed Track Hold green light
  • Adjusted pitch rate damper
  • Updated Cage the Bear Campaign, including two new missions - thank you Kaba!
  • NEW: Added 8 new missions for DCS: Supercarrier, 6x Quickstart Case 1, Case 3 and Carrier Quals for Caucasus and Persian Gulf, 2x COOP 2 to 8 Carrier Quals for both Caucasus and Persian Gulf
  • Correlate datalink targets on TID to sensor targets
  • Tweaked hostile/friendly/unknown TID symbol sizes
  • Fixed Jester TWS-A /TWS-M endless loop with phoenix in air and player commands during TWS-A
  • Fixed jester switching to RWS with scan ranges set to < 100 nm
  • Fixed HUD steering tee in TWS-A
  • Tweaks to reduce TWS ghost track formation
  • Reset TID tracks on PGM RESTART (“soft purge”)
  • Fixed HUD/VDI to use AHRS instead of INS heading
  • Fixed HUD glow showing without power
  • Major overhaul of exterior night lighting:
  • Lights are now brighter
  • Lights now cast glow
  • Some lights now dynamically illuminate the aircraft and environment
  • All lights are now visible at much greater view distances
  • Lowered intensity of landing light
  • Anti-collision and shoulder formation lights now cast dynamic lighting on the ground and other surfaces
  • Fixed afterburner spotlight light direction
  • Added salute option to comms for consistency between modules (won't trigger animation for now - Supercarrier)
  • Added radio comms for “Tomcat Ball” (Supercarrier)
  • Added keybind for “Tomcat Ball” (Supercarrier)
  • Fixed AI wingsweep not working on ground (Supercarrier)
  • Fix to comms commands for ground crew launch
  • Added CVN-71, CVN-72 and CVN-73 to RWR threat library (Supercarrier)
  • Fixed datalink connections with supercarrier. (Note: ACLS is currently off glideslope, we will fix it asap. ICLS is working as intended)
  • Fixed nose wheel steering scaling and initialization
  • Removed vJoy FFB check (Brunner stick should work now)
  • Reduced flap pitch moment and adjusted it vs. airspeed
  • Tweak to F110 fuel controller to reduce fuel flow overshoots
  • Probable fix to engine not re-lighting after damage or death
  • Adjusted flap lift and drag at speeds above deploy speed limit
  • Adjusted default starting pitch trim
  • Fixed issue where ground spoilers would deploy regardless of flap lever position with throttle at IDLE
  • Fixed kneel switch solenoid (no longer need to hold switch to kneel nosegear)


Primary goals for the next several major patches through early to mid summer (now through end of July~) are:
  •  
  • F-14 interior lighting fixes & overhaul (for new lighting system)
  • Digital engine instruments
  • Exterior sound overhaul for F-14
  • Exterior sound overhaul for AJS37
  • F-14B Campaign
  • JESTER LANTIRN (Finally!)
  • AJS37 PBR Overhaul
  • Initial F-14A Release (Beta, with some -B-isms remaining!)

Primary medium term release items (~late Summer) are the Forrestal class, full completion of the F-14A and new in-cockpit pilots. We decided to push the Forrestal class release and prioritize the F-14A, as this will allow us to correct remaining SC carrier issues, and to tweak the Forrestal to be better compatible with changing carrier code in the DCS platform. With the launch of the F-14A and Forrestal class and campaigns, we will be close to feature complete on the F-14, with the exception of the A-6. Our goal, as stated previously, is to be done and dusted by the 2y anniversary of the F-14 launch (Mar, 2021).

Hope that helps to shed some light on our current focus areas. You'll see the list above start to ship in the coming major patches until full completion and will be detailed in deeper updates through June and July.

Thanks for the support and patience - we look forward to sharing and shipping the above on the next 2.5.6 updates.

Sincerely,
Team HB
__________________
Nicholas Dackard

Founder & Lead Artist
Heatblur Simulations
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***Free Trial***

 

Edited by Phantom88

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Update from Iron Mike
"Here is a brief update, while trying to be careful on estimates:

  • The A is in its last stretch and pending art work implementation, which is almost done, and testing. So we hope for a September release, but please do not crucify us, if it will be October. We are firmly aiming at September, but testing can simply change that schedule, if issues come up that demand more development time.

  • The light overhauls have been done, we plan on no more work on lighting, unless some change in DCS would demand it.

  • Sound overhauls are under way, I cannot give an estimate on that just yet though, I would carefully say October is more realistic.

  • The campaign is also taking shape, I need to still finish the writing on the dialogues and record that, plus test it. I am also aiming for September for that, but at the moment I feel it can become October as well.

  • Jester Lantirn is pending recording of Jester call outs and testing, which will likely push it to October, however I will be more careful here due to its complexity, so anything till the end of the year is possible, while we aim to bring it out earlier.

  • The PBR overhaul for the AJS-37 is being worked on in the background, but I cannot give an estimate on it yet.

  • The new cadence in patches takes unfortunately 2 weeks out of the dev schedule, means, what isn’t done 2 weeks before the patch, has to wait one month to get the next chance. This is not ideal, because sometimes those 2 weeks would be exactly what would be needed on top, but otoh it provides a more stable approach towards patch releases, more testing time, etc, and thus more quality in the end. Such trade offs are unfortunately a reality in any department and something we have to deal with.

  • Please understand that we do not push dates deliberately or arbitrarily. Bug fixes, unforeseen problems, etc. keep shifting our focus around and we need to juggle time and resources to keep up.

I am in general not a huge fan of giving estimates. Simply because history has taught us that whenever we try to give an estimate, we fall on our face again, as usually we cannot keep it. Not by negligence, as I said, but by circumstances. I do however understand that it is not nice for you guys to be kept completely in the dark and that it is also high noon for us to fulfill our promises. So for those of you who are disappointed by new delays, I hope it is a condolence to know that we do have you in mind, constantly, and the we are doing our best to work off the list as we speak.

Thank you for your kind patience and understanding, as always. We have been nothing but blessed with your incredible support so far, and although we might have to delay more often than we please, rest assured that we’ll deliver everything we promised in full.


Heatblur Simulations

Please feel free to contact me anytime, either via PM here, on the forums, or via email through the contact form on our homepage.

Heatblur Store 33

Heatblur Store

Heatblur store - selling the very best of flight simulation products and merchandise


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Update
https://forums.eagle.ru/showthread.php?t=285634
" Dear All,

The team is currently focused and very busy with completing some of the biggest features we’ve ever shipped; the F-14A, Forrestal, A-6 and Campaigns.
The F-14A will release with an undetermined list of additional features in the October DCS patch.

The latest changelogs for the F-14 have been anemic due to our insistence and prioritization of new feature branches, and we look forward to showing you more about what kinds of upgrades we’ve done to various aircraft systems along the way!

Since those updates will focus more on new features, we figured we’d just drop a quick, non-exhaustive list of major, priority issues that we’re working on.
We know that several of these are frustrating and common annoyances (especially in Multiplayer!) and since we’ll be speaking almost exclusively about new features, we want to make sure that you all know that these issues are not, nor will they be forgotten.

Some of our priority issues as of today include:

  • Aim-54 Phoenix API changes and guidance behavior

This is a big one; and requires more support from ED to fully solve. Bear with us a while longer as we continue the conversation with Eagle on making sure this gets done appropriately.

  • Jester getting stuck in TWS-A
  • Jester unable to return to RWS
  • Jester getting stuck in RWS after TWS-Auto
  • General TWS-Auto issues (desync, track loss, etc., where actual bugs exist)
  • Adding Radar mode selection options for Jester
  • Jester IFF improvements
  • Jester STT Target selection and prioritization
  • Wind heading/speed calculation issues when dropping bombs under very specific circumstances (investigation in progress!)
  • TCS slave to radar for human RIO
  • Missing Mak-79 racks
  • LAU-138 on outboard station & missing textures on lower station
  • Right Engine not starting after damage and respawn (this one is incredibly difficult to fix - we will continue investigating!)
  • Hook animation changes and damage model (as well as associated physics, hook skip bolter, etc.)
  • Continued damage model refinement (unkillable pilot, more visual changes)
  • Repair not working correctly for certain items (like collapsed gear)
  • Ground and Taxi behaviour issues
  • Hundreds of small(er) issues!

With the launch of the -A and thus taking a giant leap towards feature complete status, we will turn our attention to improving existing systems as we continue to refine and complete the aircraft.
Stay tuned as we begin discussing the sweeping changes to the F-14 coming in October next week!

Thanks as always for your support, we’re cognizant of our gaps and where we must work harder, and we hope we will reward your patience through the continued release of quality work.

Sincerely,
HB"


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***Major Update for 11/18/20***

 

DCS: F-14 Development Update - Enter the -A!

Yesterday, 02:40 AM
 
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DCS: F-14 Development Update

Dear All,

We’re super excited here at Heatblur: we’re about to finally launch the F-14A, arguably the biggest feature update to the F-14 since launch day, and a massive chunk of work in flight and systems modeling.
Together with several other new features, we’re starting to solidify our goals in pulling the F-14 across the finish line by the 2 year release anniversary!

The F-14A will go live on November 18th, together with a complete sound overhaul, full campaign for the -B Tomcat, and plenty of other new features, improvements and QoL changes.

Sincere apologies to all of you hoping to fly the -A tomorrow! Due to October’s patch schedule, we decided to introduce additional changes and features in this major update, but in doing so, we did introduce just enough serious issues to miss the cutoff for the 4th. We’re working hard with our SMEs, testing team and everyone involved to ensure a smooth first launch of the F-14A-135-GR. The 18th patch is an interim patch, and one which Eagle Dynamics has graciously worked into their roadmap in order to accommodate our rollout. Thank you to our partners at ED for the assistance and working to pen this release in, especially outside of their planned schedule.

Let’s jump in-depth and elaborate on what we’re actually including in this major update and what to expect on November 18th.
We’ve been very focused on the execution and completion of major features still missing from the Tomcat, and this update will be the first in a series of major updates that will bring us to a full release status next year.
If our initial launch was a version 0.8; this is very much a 0.85, with 0.9, 0.95 and 1.0 to follow through March 2021. A lot of development threads are finally converging, and that means an exciting time ahead.

F-14A Tomcat

Nozzles_B.gif


The F-14 has been a huge undertaking for the team and a challenging experience. That’s the tldr; and simultaneously, the understatement of the year. smile.gif

In case you missed our previous post about the F-14A’s TF-30 engine, you can read it here.
It’s well worth a read to understand the complexity behind the -A, even on a basic FM and simulation level.

Since that time, the TF-30’s performance and compressor stall models have been undergoing constant improvement and tuning based on pilot SME feedback.
This process is on-going, and will continue through the next few months. The pace of SME feedback and change turnaround has started to increase as we near nailing the feel, response and performance of the TF-30, and we expect this tuning to be done by the end of the year.

This engine tuning has been conducted in parallel with more airframe performance and handling tuning now that our primary SME (who exclusively flew the F-14A) has had enough stick time in our F-14A to be able to give us more precise feedback at a fine level of detail. We keep repeating this; but our SMEs are an invaluable part of our development process, and we are continually in awe of their commitment and passion in helping us.
In addition to model tuning, several new features have been added to assist in flying the F-14A specifically:
  • Optional Afterburner Gate Keybinds will allow pilots to keep their throttles right at the MIL stop to help avoid compressor stalls - this will hopefully alleviate some of the “feel” lost virtually!
  • TF-30 Mid Compression Bypass Circuit Breaker will allow pilots to disable the TF30’s MCB circuit, which may give extra thrust in some conditions, but at the cost of stability. The real life viability of this tactic is in question, however we’re providing it as-is and in accordance with technical specifications. Use with care!
  • External engine fire and compressor stall animations (synced over network) - All progressive fire, damage and other effects are now properly synchronized across the network and you can see your wingmen struggling with their engine issues as they happen.
  • Fire Shutoff Handles + Fire Suppression System - shut down an engine fire before it becomes a problem (this will not always be successful!) This system is a one-time use system, not once-per-engine!

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As we’ve continued along our journey in building the most common and certainly the most iconic variant of the Tomcat around; we’ve continually re-evaluated what our goals are with shipping the -A and what we want to achieve. Based on this process, we’ve ended up at expanding our original scope, and we’ll be shipping the following F-14A variants in the coming months:
  • F-14A-95-GR: Early F-14A for IRIAF. These jets will have certain limitations and modifications, such as the lack of TCS and fuel pylons.
  • F-14A-135-GR (Early): This will be an earlier representation of the F-14A, equipped with the ALR-45 RWR and will also come with a number of minor variations such as early gun vents, alternate de-fog systems, and other minor differences between late and early ALR-45 equipped F-14A’s.
  • F-14A-135-GR (Late): This version represents a later, ALR-67 equipped F-14A.
November 18th will see the release of ALR-67 equipped F-14A-135-GR. While this represents a closer analogue to the current F-14B, it also allows us to roll out the F-14A in a controlled, stepwise process. The ALR-45 equipped F-14A will not be far behind, which will not only introduce more significant changes in cockpit avionics, but also implement the full overhaul of RWR and EM spectrum emissions upgrades planned for both the ALR-67 and ALR-45. See more details on that here. Investment into core technologies such as robust RWR simulation pays dividends in future products, and getting it just right the first time around is critical to modularity and reusability.

With these three distinct eras of the F-14A, we hope to accurately represent a wide cross-section of the F-14A’s operational life. Some of these additions, changes and limitations will be implemented through mission editor or special options menus. We hope to provide a substantial level of customizability to account for many of the differences found, on even a jet to jet basis. Some of these include, across the three variants:
  • Removal of fuel pylons
  • Bullet fairing for TCS
  • ALQ instead of TCS (IRIAF 95-GR)
  • Early Gun vent / plate
  • Fuselage RIO step strengthener panel (optional)
  • Alternate front windscreen defogger array
  • Early duck-tail
  • ALQ-/ECM bulges
  • MBU-7/p Mask
  • MS22001 Mask
  • HGU-55 Pilots (in lieu of HGU-33)
We genuinely hope you’ll enjoy flying the F-14A come the 18th, and we greatly look forward to your feedback, stories and impressions!


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Sound Overhaul
 
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We’ve performed a full overhaul of the F-14’s exterior soundset, both for the F-14B and in preparation for the F-14A. Hopefully you’ve all seen (and enjoyed!) the video above. Primarily, we’ve focused on both making the sound much more authentic, but alleviating some of the common and severe issues caused by mismatched sound samples and gain levels. We’ve also expanded the interior soundscape, especially for the F-14A through the addition of new compressor stall sounds, afterburner zone thumps and additional sound cues for throttle positioning.

In summary, these are some of the main changes and improvements we’ve made:
  • Added new rear aspect exhaust sounds for both low and high power levels, with transition zones in between
  • New intake sounds, based on real F-14B and F-14A sound samples, refined and positioned correctly for each engine. Additional new intake sounds are now blended in at high power settings
  • New afterburner sounds at medium and long distances, for appropriate thunderous crackle and roar
  • New fly-by oriented sounds, especially in the front quadrant.
  • New engine fan blade rattle sound (slow windmilling speeds) - you’ll now hear the engines windmilling and clattering if wind conditions are appropriate.
  • AB Zone lighting thumps (internal) - especially audible for each zone in the F-14A.
  • New compressor stall sounds, both externally and internally. Especially important for the F-14A!
  • Tuned all engine sounds throughout RPM ranges, especially startup and shutdown.
  • Adjusted all sdef files to improve directional sound and audible distances. This should solve issues such as the aircraft being heard from much too far away, especially at low RPMs.
  • Complete overhaul of audio driver logic - across all RPM ranges, speeds, and more.
Enjoy this startup video to get a better idea of the soundscape of an F-14B starting up on the ramp!
 
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F-14B Campaign: Operation Reforger – The Iron Heel
This update will introduce one of our two main campaigns shipping with the F-14; namely the F-14B campaign set in the Caucasus theatre!
We’ve been hopefully tiding you over through single player content in the form of missions and over 50 instant action scenarios, and it’s now going to be time to put your skills to the test.

The F-14B campaign consists of 10 missions, including:
  • 10 fully-voiced missions testing the player’s skills, from Carrier Quals, to CAP, Air-to-Air refueling, MiGCAP and fighter sweep, intercepts, navigation, endurance flights, emergency handling and the hunt for an invisible enemy.
  • Carrier based operations from USS Stennis (replaced by the USS Forrestal in the next major patch)
  • A story following a close “what could have happened scenario” - fully voice acted
  • Realistic warfare that is focused on containing conflict escalation.
  • A supercarrier compatible version that will be published shortly after its initial release.
  • A Co-Op version, playable together as pilot-rio or as a two-ship!
The year is 1990. Russia is struggling during a time of severe grain shortage and economic crisis, Gorbachev’s policies of “glasnost” and “perestrojka” seem to be failing, while support for the president is wavering. When elections go wrong and leave Russia’s leader weaker than ever before, more and more Soviet succession states in the East Bloc are accepting Western help to overcome their economic woes, in return for a reduced influence of Soviet power. This leads to members of the Central Committee and the Politburo pointing their focus towards Gennady Yanayev, so far Gorbachev’s Vice president, but with very opposing views to him: he advocates a strong centralized government to deal with the crisis, which eventually will see him replacing Gorbachev as the new president by May 1st, 1990.

His first objective after obtaining power is to immediately secure the Soviet succession particularly in the former Soviet Satellite states, also endangering the German Unification process: unless all four occupying forces give their consent, Germany cannot re-unify. Yanayev refuses to let East Germany go and in fact he orders Russian troops from the center of the Soviet Union (Odessa and Transcaucasus military districts) to Western Europe and borders with the recently fallen Iron curtain. When tensions rise and an East German protest marching on the Headquarters of Western Group Forces (WGF - Soviet military in East Germany) is put down by brutal force, leaving several hundred dead, West Germany strikes Russian positions in East Germany, notifying their closest allies, Great Britain and the US.

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With Turkey having declared Russia as a threat under the Montreux convention and denying them access through the Bosporus, the US moves their Mediterranean Battlegroup including the USS Stennis into the Black Sea for a freedom of movement exercise to show US strength and resolve in the matter. The purpose is to enforce a Black Sea embargo on Russia and increase the pressure of failing grain resupplies through the Bosporus, in order to bring the German Unification process back on track. With Russia having consolidated most of its troops around the West German border and its western borders in general, and worldwide support for Russia failing in light of its recent stance against Germany, the US moves to strike crucial targets such as Air Defenses, Oil installations, Military Bases and Headquarters in the Caucasus. The prime concern remains Russia’s force of Tu-22M Backfires in the region. While the airwing is being readied for the first wave of night strikes, the Battle Group kicks off their offensive by launching Tomahawk cruise missiles from their cruisers, striking centers of communication and airbases including Sevastapol, Gudauta, and Kutaisi. In the early morning of November 4th the CVG launches successive alpha strikes that head overland to destroy radar installations, air defenses, and coastal air bases. Of course, MiGCAPs and fighter sweeps support every strike to destroy every fighter that can be found.

You are the Iron Heel of Operation Reforger, which will conduct primary strikes against Russian targets in East Germany in order to regain sovereignity by the German people. While the main group attacks Russia head on, your job is to weaken the enemy in its own backyard enough to force him back to the negotiation table.


Yaw String
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Not much to say. We love this. Hope you will too! Coming for both F-14A and -B.


Other Changes & Full Preliminary Changelog
While the major features above are the core focus for this F-14 patch and development update, we’ve also made significant improvements, QoL changes and other fixes across the product as a whole.
The online manual is currently being revised to include the F-14A in the variants listed above as we ship them, and each update will go live with each variant of the aircraft.

In the past couple of weeks, we’ve also continued to interface with Eagle Dynamics on missile guidance and the associated API issues. ED has implemented a number of fixes which should hopefully lead to the solution required for the -54 to work appropriately. We are currently in the process of evaluating these DCS side changes but we believe there’s strong potential of including these AIM-54 guidance updates in the patch on the 18th!

Check out the full preliminary changelog for the 18th below:
  • NEW Added 10 mission F-14B Campaign (“Operation Reforger - The Iron Heel”)
  • NEW Added -A Model Tomcat (Late USN, ALR-67 Equipped Variant). New Systems and Changes include:
  • TF30 engine model, including:
    • Mid Compression Bypass Circuit
    • Mach Lever
    • Expanded compressor stall model
    • Hydromechanical fuel control
    • New thrust model
    • New engine spool dynamics
    • New afterburner model
    • Updated nozzle logic
    • New audio
  • Reshaped engine nacelles and added new nozzles
  • New Liveries for late F-14A-135-GR
  • NEW: Complete external sound overhaul (TF30 & F110). We’ve entirely overhauled the F-14’s exterior soundset, including the following changes:
    • New rear aspect exhaust sounds
    • New intake sounds
    • New afterburner sounds
    • New fly-by sounds
    • New engine fan blade rattle sound (slow windmilling speeds)
    • AB Zone lighting thump (internal)
    • Fixed stall warning tone + new audio sample (internal)
    • New compressor stall sounds
    • Tuned engine start and idle sounds
    • Adjusted all sdef files to improve directional sound and audible distance
    • Complete overhaul of audio driver logic on code side
    • Various other common sound fixes:
      • Sounds now load quicker
      • Tomcat is no longer unbearably loud at idle and at distance
      • Reduced total number of sound samples being played in external view
  • NEW Added simulated yaw string (A and B models)
  • NEW Fire Suppression System + keybinds
  • NEW Mid Compression Bypass Circuit Breaker keybind (F-14A only)
  • NEW Afterburner Gate option + keybind
  • NEW Jester Features:
    • JOKER callout
    • BINGO fuel callout
  • Fixed fuel shutoff handles not shutting down engines
  • Fixed engine stall/over temperature warning light logic
  • Added F-14A versions of Caucasus, PG and Syria Quickstart missions
  • Adjusted F-14B fuselage nacelle area for more roundness and visual fidelity
  • Adjusted afterburners to not show black streaks
  • Engine windmill speed now affected by relative wind direction
  • Adjusted F110 AB thrust below mach 0.7
  • Fixed crashes caused by visual effects during compressor stalls
  • Adjusted engine fire and compressor stall visual effects.
  • Engine fire and compressor stall effects now synced over the network
  • Adjusted pitch damping and pitch with power effects per SME comments
  • Adjusted inlet aerodynamic performance per SME comments
  • Adjusted subsonic airframe drag per SME comments
  • Fixed TF-30 oil overheating
  • Misc potential crash fixes in engine code
  • Updated F-14B Syria Take-Off Instant Action mission
  • Painted air brake pistons white
  • Allow AIM-7MH to loft, except when fired in ACM or boresight modes
  • Add CVN-75 to the data link capable carriers
  • Flood antenna identifies as missile lock instead of STT to targets now, for consistency with other DCS modules
  • Enable sparrow flood antenna if STT is lost while sparrow is in flight
  • Update RWR threat library version
  • Fix RWR symbols for HQ-7
  • Fix ARC-159 (pilot radio) keybinds for OFF/MAIN/BOTH/ADF
  • Fixed VF-11 Red Rippers (1997)/description.lua to remove problematic Spec Map
  • Adjust AIM-54 chaff resistance after latest ED changes
  • Add bindable input for pilot hydraulic hand pump
  • Use the DCS global gameplay option for hiding control stick
  • Fix typo in options dialog (butons->buttons)
  • Converted Bone Strike, Colorado River Time Trial, Debridging the River Ingur, Heatblurring the Lines, Kish Kat Attack, Protect the Viksburg, Rioni River Run, Seine River Endurance Run to F-14A compatible versions
  • Adjusted AIM-54 countermeasure resistance to revert to old ED System
  • Fixed TID STT strobe angle error when not flying level
  • Potentially fixed a case where TWS AIM-54 could erroneously track a target not receiving recent radar returns
  • Prevent RIO from using Pilot Controls from backseat.
  • Fixed steering tee not displayed in weapon off mode.
  • Fixed detached wing not disappearing in LoD1+
  • Fixed Pilots not disappearing (due to various causes) in LoD1+
  • Shifted pilot stick neutral position slightly aft
  • Adjusted flap jamming logic per SME feedback

Yx5wnqf.jpg
wAAACH5BAEKAAAALAAAAAABAAEAAAICRAEAOw==

Next Updates
Continuing past the 18th of November, we will continue to focus our efforts on implementing SME feedback across the F-14A launch and beyond, while concurrently executing on the next major features on our roadmap to 1.0. We’ve repeated these ad nauseum, so we’ll spare you the entire bulleted list; but things like JESTER Lantirn, Forrestal and A-6 remain top priorities, and we greatly look forward to sharing more.

That said, however, we’ll be focusing on the following items for the next major patch later this winter:
  • Forrestal Class initial release
  • USN F-14A-135-GR (early) with ALR-45
  • IRIAF F-14A-95-GR with ALR-45, no TCS, no tanks
  • Refinement of F-14A based on release feedback
  • In-cockpit VR pilots
In summary, we’ll continue the F-14A rollout with the expanded variants listed above through shipping the ALR-45 equipped F-14A, and capping things off with the early IRIAF F-14A for RedFor in a final update.
We’ll continue to ship medium-tier improvements such as the sound overhaul and yaw string in parallel to the major milestone features.




As always, thanks for your support - enjoy the F-14A and please share your thoughts with us once you’ve stalled out a few times! We can’t wait to hear what you think!

Overall, we look forward to ending this year on a high note, with a clear path to full release come early 2021 and the journey towards excellent product sustainment and the next generation of Heatblur titles, based on all of our combined experience and robust technological foundation.

Sincerely,
HB

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Hey Everyone!

Having just wrapped up work on the major F-14 update launching today; we figured we’d give you a quick rundown of what is included and where our next priorities lie with regards to the F-14. For this update, we’ve focused greatly on improved carrier physics through a new mass dynamics physics engine driving the hook, simulating the carrier burble, as well as other improvements across the jet, bringing the F-14 one step closer to an exit out of Early Access.

 

With the completion of this testing and shipping cycle for this particular patch, we now turn our attention to more improvements and additions such as JESTER LANTIRN and Forge, as well as the completion and launch of the Forrestal class carriers, which will fill out our next major F-14 release.

 

New Hook Physics - Mass Dynamics Systems

 

As part of an ongoing effort to expand and improve our physical modelling (both on the F-14 and on other modules currently in development), we’re developing a brand new engine for mass dynamics. At present, this system allows us to simulate swinging masses in a realistic, physically-driven way; that is to say, masses that can move about their pivoting points in accordance with gravity, G-forces and other applied forces.

One natural application for this technology is our newly-simulated F-14 carrier landing hook, which skips over the deck in improper landing conditions to generate realistic hook-bolter behaviours and pulls up from the flight deck under the strain of the taught arresting cable. The hook can also snap off from its pivot if sufficient energy is applied to it, leading to new (and occasionally hilarious) failures and encouraging a stronger focus on skill and by-the-book landing procedure.

Moving to a more physically “real” solution like this comes with a lot of exciting implications; simply coding masses to move through a predefined range in a predefined time is predictable and inflexible, whereas a physics-based solution allows emergent behaviours in novel and unexpected situations. To see examples of this, feel free to observe the way the extended hook bounces gently on the tarmac when taxiing, or the (greatly improved) behaviour of the turn-and-slip indicator during wild maneuvers.


hookgif.gif

 

Carrier Burble

 

To further improve the simulation of our carrier aviation environment and simulation of the F-14 in carrier operations; we’ve created a new system simulating the aerodynamics of the aircraft carrier burble.

 

The burble is the name given by navy pilots to the aerodynamic wake aft of an aircraft carrier. Aircraft carriers are massive objects, and their movement impacts the airflow around them. You can think of them as if they were moving mountain ridges. When you approach one from the leeward side, first you get the wave and some lift; then right behind it, you hit a significant downwash. Besides, the carrier top isn't smooth; there's the island, multiple antennas, deck equipment, parked aircraft and other structures sticking from the deck, which cause the airflow to be unsteady and turbulent. 

 

The overall effect is proportional to wind over deck. The faster the aircraft carrier moves or, the stronger wind is, the more pronounced the burble becomes. Typically, the airspeed change from the burble is just a tiny fraction of the wind over deck speed, and the absolute value doesn't seem to be impressive. However, given how little the margin is and that the burble tries to crash you into the stern, it will add spice to your future traps.

 

burble.jpg


 

Iceman Orbit and Fly to Waypoint

  

In order to bridge the gap before we ship JESTER LANTIRN and to make flying RIO in Singleplayer a much more realistic endeavour; we’ve implemented two major new additions to ICEMAN, our Pilot AI. These two features are flying to a waypoint, and orbiting a waypoint. 

 

You can now tell ICEMAN to fly to a waypoint entered into the navigation system; or any point defined on the F10 map. You can also ask ICEMAN to orbit a waypoint, and can select between a variety of diameter and speed combinations. You can also select right handed or left handed orbits, in order to allow you to effectively use the LANTIRN targeting pod from the rear seat. ICEMAN can fluidly switch from one orbit to another orbit (i.e. moving into a closer orbit) or change direction at any given time if asked.

 

Iceman was generally built in a stop-gap way, and we will in the future look at more ways to improve and add more functionality to this part of the F-14- especially as we continue development of the A-6 and others, and require much more investment into AI technologies.

 

orbit.jpg

 

JESTER Reporting Improvements

 

We endeavour to improve JESTER in many areas, especially as we continue to process your feedback on what can be done better and what frustrates those of you flying single seat the most. 

 

Improving JESTER’s reporting of ongoing combat is one of our highest priorities, and we’re rolling out some initial improvements in this area with this patch. We’ve significantly tweaked how JESTER perceives the threat of missiles and the speed and visual acuity of his detection of missiles. JESTER should now remain far more calm in combat environments with regards to missiles that do not concern your aircraft, especially those fired in ground to ground engagements. Furthermore, JESTER’s visual acuity and speed of detection should now be more realistic.

 

We will continue to improve JESTER over the coming months across all areas. Some of these include new features (e.g. LANTIRN and Checklist reading), but we also endeavour to improve JESTER’s radar and other competencies.

 

F-14_Form.jpg


 

Night Catapult Signalization

 

The standard way of launching off of the carrier at night is to flash the aircraft’s lights to signal the carrier crew. This is now implemented in the F-14, and takes the place of the standard salute during daytime.

 

nightgif.gif


 

 

MAK-79 Bomb Clamp Models - Float begone!

 

A fix for this major issue has been a long time in the making; and we’re happy to finally have revised our ordnance code and modelled new MAK-79 bomb clamp adapters that will now accurately mount the various pieces of ground ordnance the F-14 can carry to the belly phoenix pylons. Some of the positions and bracing of various bomb combinations have also been adjusted for appropriate spacings.

 

 

Autopilot Logic Overhaul

 

Based on SME feedback; we’ve overhauled our autopilot simulation model and introduced many changes to it's functionality.

The Altitude Hold feature will now null the rate (like a fighter) instead of trying to return to a set altitude (like a tubeliner would), it will not disengage with lateral stick movement anymore, instead it will disengage if 10lbs longitudinal pressure is applied to the stick (or the resulting equivalent in vertical velocity). If you have Heading Hold selected as well, you will be able to use lateral stick input to steer the aircraft, and when leveling it again, Heading Hold will update its set heading and hold it. Furthermore, if in Heading Hold and if below 5° bank angle, the aircraft will level the autopilot again.

Both Attitude and Altitude Hold will now “grab” easier when engaged at high altitudes (pending some minor updates in the future as we flesh out the AP logic even more to match its behavior precisely for all altitudes).The general roll rate of the aircraft following lateral stick input has been greatly increased. Altitude Hold will now only engage if you are within +/- 200 FPM vertical speed.


Overall this greatly improves the ease of use of the Autopilot and is now as close as possible to how it functioned in real life.

 

A quick tip: to engage Altitude Hold, simply level your climb or descent at the desired altitude, and when within +/-200 FPM, press the autopilot reference button to engage it. This is how it has been done in real life.

 

We hope the extensive overhaul of the autopilot will let you enjoy the more relaxed moments of (not) flying the F-14 Tomcat even more.  

 

autopilot.jpg


 

Full Changelog

 

These are just some of the bigger changes shipping with this patch; the full changelog is as follows; 

 

  • NEW: Hook Physics

    • Added physics based hook model.

    • Hook will skip now if landing too fast.

    • Hook will shear off when arresting with excess kinetic energy.

    • Hook no longer clips through ground. (Spectators and RIO may notice some clipping due to network lag.)

    • Added collision shell to hook. 

    • Hook can now be damaged by gunfire or explosions and detach from the aircraft.

    • Added spark effects and hook break sounds.

  • NEW: Iceman Features

    • Iceman can now orbit a steerpoint or map marker.

      • You can select between a variety of speeds and diameters

      • You can ask Iceman to fly a left or right handed orbit

      • You can smoothly transition between orbit diameters and speeds at any time

    • Iceman can now fly to a steerpoint or map marker.

  • NEW: Carrier Burble Aerodynamics

    • Carriers will now create a burble behind the stern.

    • Burble intensity differs with carrier and wind speeds and needs to be taken into account when landing on the carrier. 

    • When in close, the burble will first generate positive vertical velocity, immediately followed by negative vertical velocity. 

  • NEW: At night, the catapult launch is triggered by turning the exterior lights on (in accordance with manual procedures). Added a new special option which flashes the lights automatically together with the pilot salute.

  • NEW: Added MAK-79 bomb clamp models and revised loadout code. Bombs will now no longer float around the aircraft pylons.

  • NEW: Added 15 Mariana Islands Quickstart missions. Note: Will be available when the Marianas map launches.

  • JESTER reporting improvements: JESTER is now more selective in reporting incoming missiles, and he will ignore the missiles that don’t look like potential threats.

  • Completely rebuilt turn and slip ball indicator physics.

  • Overhauled several aspects of Autopilot behaviour:

    • ALT Hold will now null the rate instead of returning to a set altitude.

    • ALT Hold will now engage only if within +/- 200FPM vertical speed.

    • ALT Hold will not disengage anymore with lateral stick input, but with approx. 10lbs longitudinal pressure (or its equivalent in vertical velocity).

    • HDG Hold will not disengage anymore with lateral stick input. Lateral stick input can now be used for steering in HDG Hold and will set the new heading upon release and leveling. 

    • With HDG Hold engaged and if lateral stick input is released within 5° bank angle the AP will level the aircraft now.

    • Fixed ATT and ALT Hold not engaging properly at higher altitudes.

    • The aircraft will roll smoother now if lateral stick input is used during ATT, ALT and HDG Hold. 

    • If the aircraft is overbanked or overpitched during ALT and/or ATT Hold, ATT Hold should now return the aircraft to 30° pitch and 60° bank.

  • Taught JESTER the importance of breathing: he will turn on his oxygen on startup now.

  • Asking JESTER to input waypoints will no longer break the INS alignment procedure. The option to input the waypoints is disabled during times when it could impact the alignment.

  • Fixed Wing Sweep multi-crew initialization issue. This should solve F-14’s causing collision damage on carriers if spawned in the wrong order due to unswept wings.

  • Fixed slip-ball negative G-load erratic behavior.

  • Fixed radio catapult salute. It now triggers launch.

  • RIO can now use radio catapult salute to trigger a launch, too.

  • Fixed guard receiver in both radios. Guard frequency is now audible and automatically sets guard frequency according to your last selected frequency in the AN/ARC-182: 40.5 FM for 30 - 88 FM, 121.5 AM for 108 - 156 AM, 156.8 FM for 156 - 174 FM and 243 for ranges set between 225 and 400 AM/FM (and will always be 243 AM for the AN/ARC-159).

  • Possible fix for the BDHI TACAN needle bug where it could get stuck pointing down.

  • Fixed RIO aspect switch affecting only DDD, it now affects target tracking, too.

  • Fix TID radar azimuth line flailing around during AWG-9 ground-based tutorial missions.

  • Added radar altimeter test light.

  • Brake Pressure Gauges are now operative.

  • Gun is no longer operable with air source RAM or OFF selected.

  • Extending speedbrakes now interrupts fuel dump (except in the case of combined systems hydraulic failure).

  • Fixed Hydraulics, Flight Controls, Engines and Gear not being repaired.

  • Single-player RIO Total Fuel gauge now shows correct value during INST test.

  • Fixed hydraulic transfer pump operation - pressure drop to approximately 2,400 to 2,600 psi in the inoperative system is now simulated.

  • Fuel transfer switch now causes engines to correctly draw fuel from forward or aft tanks.

  • Fixed multi-crew synchronisation of the Yaw String.

  • Fixed multi-crew synchronisation of the Wing Sweep indicator.

  • Fixed multi-crew synchronisation of the Wing Sweep Emergency lever and its cover.

  • Fixed multi-crew synchronisation of the Gear and Hook system. Now working from RIO’s perspective:

    • Nosewheel Steering Indicator Light

    • Wheels Warning flashing light

    • Brake lights

    • Landing Gear Indicator

    • Speedbrake Indicator

    • Gear handle emergency position

    • Hook handle emergency position

    • Nose Strut Switch

  • Fixed bug where RIO low fuel warning light would never turn off in multiplayer.

  • Fixed syncables bug where master INST test wouldn't register on RIO devices.

  • Fixed syncables bug where master LTS test wouldn’t register on RIO devices.

  • Fixed RIO caution lights for low oxygen and low fuel not showing in multiplayer.

  • Fixed doubled up tow bar latch geometry.

  • Towbar latches are now stowed.

  • Added holes for towbar latches.

  • Fixed gap in gear doors on right side.

  • Fixed broken normals and UVs on the right side gear door.

  • Fixed missing afterburner texture planes in F-14A-135GR.

  • Added missing VID stencil text to RIO DDD Panel.

  • Fixed an issue where another aircraft landing on the carrier where your F14 is parked could trigger a landing-log event for your aircraft.

  • Fixed an issue where landing on a carrier within one minute of starting a mission would fail to generate a landing-log.

  • Fixed a potential CTD if pilot and RIO spawned in sequence and landed on the carrier within one minute.

  • Gear extension and Speedbrake sounds are now audible for the RIO in multi-crew.

  • Added refuel probe turbulence sounds.

  • Corrected a bug which caused some duplication of canopy-opening sound effects.

  • Increased AIM-54 and AIM-7 RCS.

  • Added BDU-45 and BDU-45B practice bombs to loadouts.

  • Fix for CATM being launchable (previously DCS used to ignore launch API on these).

  • Adjusted BDU-33 and SUU-25 attach position on BRU-42 forwards slightly to match lug holes.

  • Added bindings for VR reset base, spyglass zoom and zoom.

  • Fixed Campaign OP Reforger Mission 5.

  • Updated Cage the Bear Campaign (thank you Kaba!):

    • Updated all missions to 2.7 weather (clouds!).

    • Updated CN localisation. (Thank you Alphabet_Ghost!)

    • Corrected mission 5 carrier frequency.

    • Corrected mission 5 allied F14 liveries.

    • Adjusted mission 8 divert airfield trigger - should now activate no matter which spot you stop at.

  • Fixed Carrier TACAN in Syria Quickstart Recovery Missions.


 

As noted in the lead-in, we’re now continuing work on the next major update to the F-14, focused greatly on further aircraft improvements, changes to the AIM-54 and further feature additions such as JESTER LANTIRN.  This is all wrapped in the major task that is completing the final Forrestal class art overhaul and releasing the first version of that to you all.  Stay tuned for more updates on these items soon as we blaze ahead and start hitting Early Access completion milestones!

 

We greatly hope you’ll enjoy experiencing this latest update to the F-14. Thank you as always for your amazing support.

 

Sincerely,

Team Heatblur


 

 

Dear all,

as always we would like to offer a feedback thread for the current patch. As always we appreciate your input a lot!

As you noted we have been a bit more silent and afk lately, this was due to peparation of this major patch, which needed most of our focus, as we try to push the F-14 to completion. Below please find the changelog.

Known issues:
- Wings over-oversweep re-occured in the latest update of the closed beta, so please expect it to be un-fixed again, unfortunately this issues is not on our side. We hope it can be fixed for the next hotfix/patch.
- CTDs on respawn or mission reload occur far less frequently, but still occur. This is also an issue that cannot be fixed on our side.
- We believed the release of the Mariana Islands map was imminent, so we included the missions prematurely. They will be waiting for you on day 1 of its release though.

 

Special Note: Since we included the Brake Pressure Gauges as working now (they are the green-red gauges behind your stick below your HSD), you can also manually handpump the hydraulic pressure back for the wheel-and parkingbrakes (to test simply shut down engines and engage wheelbrakes or parking brake until you see the pressure drop). However: the gauge only starts indicating (bottom of red) at 1900 PSI. This means, if you deplete your pressure fully, you need to pump around 38 times to see the pressure rise again, since each pump only adds around 50 PSI. The green area starts at 2150 PSI and ends at 3000 PSI. Happy pumping!

Thank you all for your great support and feedback!


Changelog DCS: F-14 Tomcat by Heatblur Simulations

 

  • NEW: Hook Physics

    • Added physics based hook model.

    • Hook will skip now if landing too fast.

    • Hook will shear off when arresting with excess kinetic energy.

    • Hook no longer clips through ground. (Spectators and RIO may notice some clipping due to network lag.)

    • Added collision shell to hook. 

    • Hook can now be damaged by gunfire or explosions and detach from the aircraft.

    • Added spark effects and hook break sounds.

  • NEW: Iceman Features

    • Iceman can now orbit a steerpoint or map marker.

      • You can select between a variety of speeds and diameters

      • You can ask Iceman to fly a left or right handed orbit

      • You can smoothly transition between orbit diameters and speeds at any time

    • Iceman can now fly to a steerpoint or map marker.

  • NEW: Carrier Burble Aerodynamics

    • Carriers will now create a burble behind the stern.

    • Burble intensity differs with carrier and wind speeds and needs to be taken into account when landing on the carrier. 

    • When in close, the burble will first generate positive vertical velocity, immediately followed by negative vertical velocity. 

  • NEW: At night, the catapult launch is triggered by turning the exterior lights on (in accordance with manual procedures). Added a new special option which flashes the lights automatically together with the pilot salute.

  • NEW: Added MAK-79 bomb clamp models and revised loadout code. Bombs will now no longer float around the aircraft pylons.

  • NEW: Added 15 Mariana Islands Quickstart missions. Note: Will be available when the Marianas map launches.

  • JESTER reporting improvements: JESTER is now more selective in reporting incoming missiles, and he will ignore the missiles that don’t look like potential threats.

  • Completely rebuilt turn and slip ball indicator physics.

  • Overhauled several aspects of Autopilot behaviour:

    • ALT Hold will now null the rate instead of returning to a set altitude.

    • ALT Hold will now engage only if within +/- 200FPM vertical speed.

    • ALT Hold will not disengage anymore with lateral stick input, but with approx. 10lbs longitudinal pressure (or its equivalent in vertical velocity).

    • HDG Hold will not disengage anymore with lateral stick input. Lateral stick input can now be used for steering in HDG Hold and will set the new heading upon release and leveling. 

    • With HDG Hold engaged and if lateral stick input is released within 5° bank angle the AP will level the aircraft now.

    • Fixed ATT and ALT Hold not engaging properly at higher altitudes.

    • The aircraft will roll smoother now if lateral stick input is used during ATT, ALT and HDG Hold. 

    • If the aircraft is overbanked or overpitched during ALT and/or ATT Hold, ATT Hold should now return the aircraft to 30° pitch and 60° bank.

  • Taught JESTER the importance of breathing: he will turn on his oxygen on startup now.

  • Asking JESTER to input waypoints will no longer break the INS alignment procedure. The option to input the waypoints is disabled during times when it could impact the alignment.

  • Fixed Wing Sweep multi-crew initialization issue. This should solve F-14’s causing collision damage on carriers if spawned in the wrong order due to unswept wings.

  • Fixed slip-ball negative G-load erratic behavior.

  • Fixed radio catapult salute. It now triggers launch.

  • RIO can now use radio catapult salute to trigger a launch, too.

  • Fixed guard receiver in both radios. Guard frequency is now audible and automatically sets guard frequency according to your last selected frequency in the AN/ARC-182: 40.5 FM for 30 - 88 FM, 121.5 AM for 108 - 156 AM, 156.8 FM for 156 - 174 FM and 243 for ranges set between 225 and 400 AM/FM (and will always be 243 AM for the AN/ARC-159).

  • Possible fix for the BDHI TACAN needle bug where it could get stuck pointing down.

  • Fixed RIO aspect switch affecting only DDD, it now affects target tracking, too.

  • Fix TID radar azimuth line flailing around during AWG-9 ground-based tutorial missions.

  • Added radar altimeter test light.

  • Brake Pressure Gauges are now operative.

  • Gun is no longer operable with air source RAM or OFF selected.

  • Extending speedbrakes now interrupts fuel dump (except in the case of combined systems hydraulic failure).

  • Fixed Hydraulics, Flight Controls, Engines and Gear not being repaired.

  • Single-player RIO Total Fuel gauge now shows correct value during INST test.

  • Fixed hydraulic transfer pump operation - pressure drop to approximately 2,400 to 2,600 psi in the inoperative system is now simulated.

  • Fuel transfer switch now causes engines to correctly draw fuel from forward or aft tanks.

  • Fixed multi-crew synchronisation of the Yaw String.

  • Fixed multi-crew synchronisation of the Wing Sweep indicator.

  • Fixed multi-crew synchronisation of the Wing Sweep Emergency lever and its cover.

  • Fixed multi-crew synchronisation of the Gear and Hook system. Now working from RIO’s perspective:

    • Nosewheel Steering Indicator Light

    • Wheels Warning flashing light

    • Brake lights

    • Landing Gear Indicator

    • Speedbrake Indicator

    • Gear handle emergency position

    • Hook handle emergency position

    • Nose Strut Switch

  • Fixed bug where RIO low fuel warning light would never turn off in multiplayer.

  • Fixed syncables bug where master INST test wouldn't register on RIO devices.

  • Fixed syncables bug where master LTS test wouldn’t register on RIO devices.

  • Fixed RIO caution lights for low oxygen and low fuel not showing in multiplayer.

  • Fixed doubled up tow bar latch geometry.

  • Towbar latches are now stowed.

  • Added holes for towbar latches.

  • Fixed gap in gear doors on right side.

  • Fixed broken normals and UVs on the right side gear door.

  • Fixed missing afterburner texture planes in F-14A-135GR.

  • Added missing VID stencil text to RIO DDD Panel.

  • Fixed an issue where another aircraft landing on the carrier where your F14 is parked could trigger a landing-log event for your aircraft.

  • Fixed an issue where landing on a carrier within one minute of starting a mission would fail to generate a landing-log.

  • Fixed a potential CTD if pilot and RIO spawned in sequence and landed on the carrier within one minute.

  • Gear extension and Speedbrake sounds are now audible for the RIO in multi-crew.

  • Added refuel probe turbulence sounds.

  • Corrected a bug which caused some duplication of canopy-opening sound effects.

  • Increased AIM-54 and AIM-7 RCS as per request from Eagle Dynamics.

  • Added BDU-45 and BDU-45B practice bombs to loadouts.

  • Fix for CATM being launchable (previously DCS used to ignore launch API on these).

  • Adjusted BDU-33 and SUU-25 attach position on BRU-42 forwards slightly to match lug holes.

  • Added bindings for VR reset base, spyglass zoom and zoom.

  • Fixed Campaign OP Reforger Mission 5.

  • Updated Cage the Bear Campaign (thank you Kaba!):

    • Updated all missions to 2.7 weather (clouds!).

    • Updated CN localisation. (Thank you Alphabet_Ghost!)

    • Corrected mission 5 carrier frequency.

    • Corrected mission 5 allied F14 liveries.

    • Adjusted mission 8 divert airfield trigger - should now activate no matter which spot you stop at.

  • Fixed Carrier TACAN in Syria Quickstart Recovery Missions.

 


Edited just now by IronMike
  •  
Edited by Phantom88

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***Heatblur Posted These on Their FB Page....Coming with other Goodies in Next Major Update***

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Click image for larger version.   Name: ldiw6szmno771.jpg  Views: 1  Size: 190.2 KB  ID: 83409


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