DCS: A-10C Warthog (first screens!)

If BS is still going for £30 after all this time, I think we can guess the kind of money ED wanted. Valve probably weren't interested in hosting for the revenue off half a dozen copies sold.

Note that Black shark is going to be upgraded to get all the features of Warthog (Except the A-10 of course) - for free. And will be updated and upgraded with the rest of the series as they arrive. That is why the price is static.

Nate
 
Patch 1.1.0.8 is out and it is the best yet...

Download from: http://www.digitalcombatsimulator.com/en/downloads/patches/dcs-wh_patch_1.1.0.8_en/

Notes:
1- Because of an update to the copy protection, one activation will be used when installing the patch. However, one new activation will be added to your account.
2- In order to address game instability and dropped textures when using 32 bit OS systems, some graphic options had to be disabled.


FEATURES

Audio
Added new surround sound system. Working in any Windows supported configurations, from 2 up to 8 channels: 2.1, quadraphonic, 5.0, 5.1, 7.1, etc.

User Interface
- Added the Briefing panel in the flight - [LALT-B]
- Added the Debriefing panel in the flight - [RSHIFT - ‘]
- Aerial refueling now tracked in log book.
- AIM-9 loadout listed twice corrected.
- Option to turn random systems failures on or off.
- Pre-set HDR options added.
- Cockpit panel texture resolution no longer affected by global texture resolution setting in Options.

Units
- New E-2D “Hawkeye” AWACS.
- Corrected L-39 landing/taxi lights.
- Fixed CH-53E textures.
- UAZ LOD model fixed.
- Su-33 floating on carrier deck fixed.
- Low-level of detail (LOD) distance adjusted.

World Environment
- Detailed terrain texture distance extended.
- Building shadows corrected.

Effects
- New dynamically self-shadowing cockpit with option to turn off and on in Options screen.
- Improved cloud density.
- HDR overcast blur adjusted to be less noticeable.
- HUD preventing shadows in field of view fixed.
- Fixed glowing dust clouds behind ground units.
- Fixed blue flare.
- Fixed disappearing cloud shadows.
- KC-135 navigation light bloom adjusted.
- Improved distant terrain noise texture.
- Internal canopy glare added.

Artificial Intelligence
- Reduced delay in JTAC messages.
- JTAC Abort messaging adjusted.
- JTAC releasing player before all targets destroyed fixed.
- Predator taxi problems corrected.
- Wingmen Engagement logic improved when threats are in target area. Better self-preservation.
- Corrected remaining gun ammo report to JTAC.
- JTAC "use cannon" message fixed.
- After refueling other aircraft, tankers will no longer fly into oblivion.
- Wingmen now better engage targets around player SPI when give "Engage With..." command.
- Fixed crew chief screaming "Hey, what are you doing!" even though the power cable is unplugged.
- Fixed external power staying on indefinitely if you don't ask ground crew to unhook it.

Weapons
- Corrected inaccurate AGM-154 JSOW.
- Editing weapon loadout from mission designers default prior to starting mission, no longer causes rearming GBU/WCMD weapons to fail.

Track Replay
- Improved track replay accuracy.

Multiplayer
- Multiplayer performance degradation due to an anomaly large SADL message traffic was fixed.
- Muliplayer users spawning at same location fixed.
- Multiplayer timeout / server timeout fixed.
- AI planes stop taxing when more than 1 player is on server - fixed.
- Client aerial refueling corrected.
- Air-to-Air TACAN working correctly.
- Laser Spot Search and buddy lasing working.

Avionics / Cockpit
- Fixed – M274 rockets on LAU68 launcher appear as M257 in DSMS.
- Sidewinder jettison capability was removed.
- HUD will not revert to NAV when Master Arm is cycled in Air-to-Air mode.
- DTSAS status message on HUD and CDU was reworked. OFF MAP capability was restored – digital map is available in radius of 450 kilometers around operating area.
- Numerous HUD symbology fixes in HARS mode.
- Fixes to GCAS caution light – it will be lit now if EGI is not providing attitude information.
- Fixed GCAS training auto-scroll function.
- Fixed ILS audio control.
- Fixed AC Generator caution lights logic.
- More accurate signal light test indications.
- Momentary AC electrical power loss (causing CICU restart) was removed when engines generators turned on.
- Altimeter PNEU fixed. Additionally now ELEC/PNEU switch has 3 positions with spring loaded center position. It should be held in desired position (ELEC or PNEU) for 1 second to switch altimeter mode of operation.
- Cold start IFFCC elevation correctly set to DTS and not HOT on ramp start.
- Maverick power management by location fixed.
- ILS working with no power fixed.
- RWR symbol placement adjusted.
- ILS and Marker beacons fixed.
- Laser guided bombs guiding with no designation fixed.
- Fire detect bleed air leak test button light fixed.
- System Status page 1760 station indications corrected.
- EGI is no longer selected automatically on NMSP on ramp start. In all cases the EGI should be selected manually now.
- Fourth depress of UFC ALT ALERT button will exit altitude alert edit mode.
- Most of the UFC SEL rocker functions were made UFC mode independent.
- DTSAS PGCAS function was implemented – now GCAS will better predict collision in mountainous area with DTSAS turned ON and operating.
- GCAS and weapon events counters were implemented on CDU LASTE page.
- Fixed missing audio during RWR test.
- CDU DIVERT page was fixed – some airfields were missing.
- “Slave all to SPI” function for Maverick now works only if missile is RDY on DSMS page, and Maverick video is up on any of MFCDs.
- Airfield name on CDU FLDINFO page has correct maximum length now.
- TAD hook is cleared now if it was a SADL symbol and SADL was switched off.
- AI radar detection range by RWR was adjusted.
- Maverick stations selection logic in DSMS was fixed.
- TAD symbols hooking and display priorities were updated.
- HUD SPI symbology display conditions adjusted.
- Maverick impact point accuracy in Forced Correlate mode was improved.
- An option to turn on/off closest friendlies symbols was added on TGP CTRL page.
- T-handle lights now working correctly.
- Corrected cockpit tool tips.
- Reduced probabilities for cockpit random failures. Random failure for gun and CICU was added.
- Jerky Flight Path Angle indication on HUD during taxi was fixed. Minor logic adjustments were made to TVV symbol.
- JTAC SADL NetID now working correctly.
- HARS navigation is defaulting to active at ramp start. With the HARS mode active, you will not get any FPM/VVI in the HUD, and you will not be able to arm the EAC. If you switch from HARS mode to EGI mode after complete INS Alignment, then the FPM/VVI returns, and you can arm the EAC.
- SAI excessive precession was fixed.
- SAI cage function was fixed - it should cage much faster now.
- ILS frequency selector function was completely reworked according to video recorded in the real cockpit.
- Inverter OFF/TEST logic was reimplemented. In TEST it will revert Essential AC bus power to inverter. In OFF Essential AC bus will be not powered by any source (even if AC power from generators is available).
- INST INV caution lamp logic was implemented.
- APU GEN caution lamp logic was implemented.
- LEFT/RIGHT GEN caution lights logic was fixed.
- Inverter noise was added. It will be heard when inverter goes online.
- With ITT gauges inop, L/R ENG NOT caution lights will be always on.
- L/R MAIN PUMP, and L/R WING PUMP caution lights are connected to Essential DC Bus now (and thus will be lit in cold cockpit once DC power is provided by any source).

Campaigns
- Reported errors in campaigns have been fixed.

Documents
- Flight manual updated
- GUI manual updated

Nate
 
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Seems DCS is keeping good company on metacritic.......

http://www.metacritic.com/browse/games/score/metascore/90day/pc

34pxmbt.jpg


Nate
 
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I got this a few days ago. I've worked my way through the navigation training and started weapons training. Absolutely brilliant game. I can see TrackIR being my next purchase :D

Check out Freetrack and FacetrackNoIR as other alternatives to Track IR

Great game , pity about the multiplayer DRM

Having a constant connection to their master server is a pain , if
your connection glitches for a second boom you kicked out of the game :(

It is no different to any other Multiplayer Internet game.

Nate
 
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Err , yes it is

There is a big difference between login to a game service to validate yourself
and then download a list of hosted servers and then connect to a game ....

and

Login to a game service to validate yourself and then download a list of hosted servers and then connect to a game .... then keep a heart beat ping to the master server EVERY 30 seconds and if you miss a beat your game exits.

Surely even Stevie Wonder could see the difference between these two methods

Uh wait a minute....30 seconds, where did you get that? The timeout to the game server you are connecting to is about one third the timeout to the Master server (IIRC). So if your internet "Glitches" you are going to lose connection to the game server you were on, first, every time.

wish i had my x52 still :( tried to hook up my 360 pad to at least have some degree of analog control over keyboard but the game crashes as soon as i try and configure a button :(

I seem to remember unsigned drivers for the XBOX controller throwing a spanner in the works for some people before - perhaps try another driver?

Funny you should mention that. I wasn't aware such programs existed but it did occur to me that this might be possible. I think I'll pop into town to buy a webcam to try it out :) Thanks for the heads-up.

How much should I be looking to spend for acceptable results?

I couldn't say, I suppose get one that can handle a high framerate (60fps)? I have a Track IR myself, I've not used a webcam so I don't know if it is better or worse.

Nate
 
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30 seconds , it is how long the server will run for before crashing out if it cannot connect to the master server, try it out yourself. (30 second timeout if heart beat not working, before ending game)

Start a server up load mission , begin game , disable Nic pull cable etc
30 secs later game craps out.

Not True - try it yourself.

Nate
 
Regardless of who's right or wrong there's an extremely short timeout period, which I have issues with because the game rarely, but annoyingly locks up for longer than 30 seconds but comes back and I get kicked from my friends server.

Pain in the behind when you've spent a long time setting everything up, other games cope with it fine.

Yeah that is a pain - but that is set by the server owner in his network.cfg

Nate
 
ok totally loving this! :)

But I'm a bit stuck on the navigation training where it tells me to set the SPI. I slew the [] box around but it always shows as [x] and i can't get it to set. Seems to work ok in the instant action mission so I assume my controls work.

Do I need to set a switch or something to tun it on properly?

The TDP can only designate an SPI 13miles away. Because you are so high in this mission, you can only assign an SPI near the Bottom of the HUD, to be within the 13 mile limit.

The game engine and for that matter helicopter are really low tech but .....

Not for long - Black Sharks Game engine will be upgraded to Warthog standard, for free, in the next month or so.

Nate
 
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