PDA

View Full Version : Heatblur Simulations F-14 A/B



Phantom88
March 16th, 2017, 13:49
TomCat WIP
<strong>
https://www.youtube.com/watch?v=GpBK6yHVRzk

evvatc
March 16th, 2017, 17:10
I'm really looking forward to this!

Phantom88
May 14th, 2017, 05:12
https://www.youtube.com/watch?v=mw30ypuL6NY

Victory103
May 16th, 2017, 06:18
Top Gun days are coming!

simulloyd
May 18th, 2017, 16:23
Very nice previews!

Phantom88
May 22nd, 2017, 15:56
A few pics with the new lighting coming in this Friday's DCS World update to NTTR Map

http://i66.tinypic.com/2h3ynnb.jpg
http://i63.tinypic.com/1ix6t.jpg
http://i63.tinypic.com/2eakr2x.jpg

Phantom88
August 27th, 2017, 16:03
RIO
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=53342&stc=1

Phantom88
August 30th, 2017, 01:40
From Heatblur FB Page...........

"Work continues on high level radar, weapon and navigation functionality! Here's a couple of examples from the RIOs TID (Tactical Information Display). The TID displays information such as computer detected radar contacts, navigation steerpoints, datalinked targets and more.

As a RIO, you'll spend plenty of time looking at and using the TID. While you'll also need to be proficient at reading the DDD Radar Display, the TID will greatly aid you in establishing an overarching view of the tactical situation. Using your joystick, you'll be able to select (hook) and prioritize targets with ease.http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=53416&stc=1

Phantom88
August 30th, 2017, 11:01
https://www.youtube.com/watch?v=YqrZ-FQ0D9c

Victory103
August 30th, 2017, 13:34
Well my time in the FSX Aerosoft model is not wasted, I play "Goose" sometimes and jump in the back to work the AWG-9.

Phantom88
September 1st, 2017, 14:08
The Guy's over at The MudSpike forums have written up a nice HB TomCat preview......
http://www.mudspike.com/in-anticipation-of-the-dcsf-14-tomcat/

Phantom88
October 3rd, 2017, 11:14
Some new pics of the Stickhttp://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=54516&stc=1http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=54517&stc=1

Phantom88
October 8th, 2017, 03:53
****From Heatblur****

"A former F-14D pilot and Navy Commander takes a hands on look at our F-14B Tomcat, and nails the carrier landing!
Read our full trip report here: https://forums.eagle.ru/showthread.ph... (https://www.youtube.com/redirect?redir_token=e1LHTd5ldxJ9MjOvdu2wcUa_62x8M TUwNzU0OTYxNkAxNTA3NDYzMjE2&v=MSrFSv2H60Y&q=https%3A%2F%2Fforums.eagle.ru%2Fshowthread.php%3 Ft%3D194389&event=video_description)"


https://www.youtube.com/watch?v=MSrFSv2H60Y&amp;feature=push-u&amp;attr_tag=7_Ex0A1WfSSI8JNo-6

Phantom88
November 19th, 2017, 12:51
BOOM.....***Update**
https://forums.eagle.ru/showthread.php?t=196159

http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=55820&stc=1http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=55821&stc=1Scan, Lock, Fire!
Heatblur F-14 Radar & Weapons Development Update


Dear All,

The entire Heatblur team is very hard at work on both the F-14, Viggen and other new projects. While we’ve tried to keep you up to date with smaller updates over the past few months; now may be a good time to give you a better overview of some of the systems development on the F-14!

Much of the focus currently lies with high level, core elements of the F-14 that made it such a valuable replacement for many aircraft in the Navy and probably the most formidable and diverse fighter aircraft of its time. Much effort is currently being spent on our recreation of the Hughes Airborne Weapons Group 9 (or AWG-9), it’s various modes of operation and weapons, as well as continuing the development on JESTER AI, our AI RIO pilot companion!

strykerpsg
November 28th, 2017, 15:35
Outstanding addition to the virtual stables. To say I spent much of a year immersed in Jane's Fleet Defender would be an understatement. Now that the kids are grown and retired into my next job, look so forward to this as well.

So many up and coming greatness.....now finish them! Please.... :very_drunk:

Phantom88
January 17th, 2018, 14:36
BombCat LANTRIN
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=57159&stc=1

Odie
January 17th, 2018, 14:52
This will get me into DCS world with both of my flat feet!

Phantom88
February 11th, 2018, 06:22
***Mini TomCat Febuary update***.

"Dear All,

Since our last update just before Christmas; the team has been focusing on hitting several major milestones in the F-14 project. These are actually some of the last major milestones to be completed prior to early access release, and they primarily involve the completion of the new, rebuilt art assets, and their integration into the existing codebase and aircraft.

While our main development branch is still occuring on the “chromecat” - we’re now very close to completing our work on several major visual areas of the aircraft and merging these together. While this feels like it has been a long journey; we'll be clocking in at just under a year to build the most detailed rendition of an F-14 Tomcat ever created (and perhaps, any digital aircraft ever!)

This has required the full attention of all of our artist resources and has come at great cost - but there is nothing quite like a Tomcat, and we need to make sure that we do the best job that we can.

This process is not yet complete and will still take some time, but we’re very excited to show off what we’ve been working on and are pushing ourselves to the brink to get it done. Once this is complete, we can finally begin to record in-depth gameplay videos from the F-14. You should expect with great certainty for these to start dropping sometime in March. There is a ton to cover!

Late last month we’ve also announced the inclusion of LANTIRN into our F-14, making the Tomcat a formidable Bombcat. You will be able to use a full gamut of guided bombs to strike targets. Somewhat contrary to it’s initial role in the fleet, the F-14 is actually a very potent ground attack airplane, and flying strike packages in a coop scenario is incredibly fun. The Tomcat has plenty of range, and can carry a large payload, while remaining combat effective. No doubt, it will be one of the most capable aircraft in DCS on launch. We’ve always been committed to ensuring that our products are packed with value - and the LANTIRN being a part of the DCS F-14 is a move in the right direction for that to be the case.

We've also continued working very closely with our SMEs (F-14A, B and D pilots) to tweak the final elements of our flight modeling and control systems. Every time we iterate over a new build with our SMEs, we get closer to achieving satisfaction with both our SMEs and maintaining consistency with our data. We really can't understate how satisfied we are with what we've achieved with the F-14 flight model.

Multiplayer is a big focus for the F-14, and for the Tomcat and other future products, we've written custom networking code to ensure that the multiplayer experience is consistent and smooth. Flying and fighting in the F-14 together is incredibly fun and rewarding.
Multiplayer is not only important for the aircraft itself, but also for all of our included content. The F-14 will eventually receive two free, full campaigns - one for the F-14A and one for the F-14B, of which one the -B campaign is currently deep in production. We'll be adapting both of these campaigns to work in Co-operative - something which no doubt will be a ton of fun.

Concurrently, we’ve been organizing our future roadmap and plans. While our main focus during 2018 will be the full completion of the Viggen and polishing the F-14, we’ll be ramping up production on our future product roadmap as well. Jester AI, Navy assets, and other advanced, in-house technologies will be integral to ensuring that Heatblur products will be one of a kind moving forwards.

Fret not over the lull in updates - in this particular moment - silence is golden. https://forums.eagle.ru/images/smilies/smile.gif

As always, thank you for the support!

Heatblur"
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=57921&stc=1

strykerpsg
February 11th, 2018, 07:03
Rumor has it the 19th of February is going to be a nice surprise..please be either early release or release.....please....

Thanks for the update Phantom. Now, if you can confirm or deny the rumor...I might be inclined to buy you a tank of gas for that beautiful hot rod of yours...

Phantom88
February 11th, 2018, 08:45
:adoration: Haha...Thank You Matt,Your post is the first I've heard of this:adoration: Would be great for sure!!! I think Heatblur are going to do a add campaign similar to what's happening now with the Hornet....that is short informative videos explaining systems and The Aircrafts characteristics,Heatblur are "Notorious " for teasing the DCS Community so you really need to take everything they say lightly:biggrin-new:.

Anyway a Pre-Purchase could be coming very soon(ish) ??? :biggrin-new: Haha....Ill keep my eyes peeled on all the forums if I hear any "Scuttlebut" I'll be sure to post here.
Cheers Matt!

StormILM
February 11th, 2018, 15:41
Having been involved in the Aerosoft F-14X since very early Alpha development, the AS F-14X is the best Tomcat in the old arena of simulations and I am certain the DCS F-14 is going to be spectacular and take such advanced programming to even higher levels. One thing I can say, the F-14A model's TF30 engine quirks will eat a lot of users alive if they don't adhere to flying it by the numbers. I put in hundreds of hours of testing even before the main beta team dived into the AS F-14X and to be brutally honest, the FDE kicked my arse! I VERY quickly learned the F-14A was a wild horse that was very intolerant of carelessness and ham-handedness. The GE F110-400 engines, a massive improvement which made the late model F-14's what they should have been all along. One thing for sure, Carrier Traps will certainly be challenging with the A model and to some extent with the B model.

Stickshaker
February 12th, 2018, 11:08
Thanks, Phantom88, I had missed that update.

Phantom88
February 20th, 2018, 02:10
**Update**
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=58374&stc=1
"While we’ve already undertaken the development of an engine model with the Viggen, we decided last year to completely redesign this portion of our simulation framework, in order to create an much more in-depth and realistic simulation of a turbofan engine. This will also help us in recreating the P&W TF-30 engines for the F-14A, as well as other turbofan, turbojet, or turboshaft engines for our future product lineup.

The F-14B is powered by two F110-GE-400 turbofan engines with variable exhaust nozzles and afterburner augmentation.They are dual-rotor engines consisting of a three-stage fan driven by a two stage, low-pressure turbine and a mechanically independent, aerodynamically balanced, nine-stage high-pressure compressor driven by a single-stage, air-cooled, high-pressure turbine. Engine operation is automatically regulated and maintained electrically by the augmenter fan temperature control unit and by throttle inputs to the main engine control.


This new F110 model has been built entirely from scratch, incorporating many new features and improving the accuracy and fidelity of the engine simulation. The following components of the engine have been modeled based on actual F110 engine data gathered from various sources:


Air Inlet Control System (AICS)
The primary job of the AICS is to provide quality airflow to the engine in sufficient quantities to prevent engine operation issues. This involves a reduction of the speed of air entering the engine’s fan/compressor face. During this process, incoming freestream airflow is slowed and compressed. As a result, ram temperatures and pressures entering the engine are increased. On the F-14 this is achieved primarily by a system of 3 moving ramps per side that are scheduled based on flight conditions. During supersonic flight, these ramps are scheduled to move in a way that creates multiple shockwaves to more efficiently compress incoming air than a conventional duct would. The efficiency of the inlet’s pressure recovery throughout the flight envelope has been captured from real F-14 flight test data for use in the Heatblur F-14. Considerations for ramp actuator malfunctions have been made, which can include thrust loss and reduced stability margin (i.e. higher potential for compressor stall) if the ramps are out of their scheduled positions (i.e. high speed with the ramps in their stowed position...don’t do this!).
Augmenter Fan Temperature Controller/Main Engine Control (AFTC/MEC)
The AFTC/MEC on the F-14 is similar to a FADEC (Full Authority Digital Engine Control) in function. It schedules fuel to the engine and afterburner based on numerous inputs. It also provides limiting functions to prevent engine damage and reduce risk of compressor stalls. RPM, EGT, and acceleration/deceleration are all limited by the AFTC to ensure safe engine operation. Other AFTC functions include engine start control, asymmetric thrust limiting, automatic relight, and fault detection. Fault detection automatically switches the engine control to secondary mode in the event of core overspeed, fan speed signal loss and other abnormal conditions. The AFTC/MEC simulation on the Heatblur F-14 takes in probe temperatures and pressures from the AICS, Mach number, pilot throttle positions, fan and core rpms, and engine ignition status, and outputs demanded fuel valve positions. These valve positions correspond to fuel flows that will cause the engine’s core to accelerate or decelerate as demanded by the pilot. While the pilot can demand a certain core speed, the AFTC is also constantly monitoring other engine parameters, such as N2 RPM and EGT to ensure that engine design limits are not exceeded and engine damage does not occur. Essentially, the AFTC protects the engine from the pilot while trying its best to give the pilot what he/she demands. When AFTC failures occur, the AFTC/MEC model reverts to what is known as secondary mode, in which the MEC governs N2 speed based on throttle inputs, but protection features such as EGT limiting are no longer available. Be aware that engine stall margin is decreased slightly at low rpm in this mode.
Fuel Metering Unit (FMU)
The FMU consists of the system of valves and pumps responsible for carrying out AFTC fuel schedule demands. The AFTC outputs fuel valve position commands which in turn spray high pressure fuel into the combustor and afterburner when in use. The Heatblur F-14 model consists of a system of valves that open/close according to AFTC demands, as well as a shutoff valve for engine fires and automated shutdown commands coming from the AFTC. Failures such as stuck valves and clogged fuel filters may be implemented in the future.
Gas Generator (N2)
The gas generator is the heart of any turbomachinery. Its primary purpose is to provide hot, high pressure air to the combustor. This is done by reducing the speed and increasing the pressure/temperature of the incoming inlet air even further, which the F110 can do at a pressure ratio of in excess of 30:1. The gas generator on the F110 is driven by a single stage high pressure turbine. The gas generator simulation in the Heatblur F-14 is robust, with the speed and acceleration of the core determined by fuel flow from the FMU, the speed of air entering the engine, and the inertia of the core itself. The amount of fuel introduced into the flow by the FMU directly corresponds to changes in torque applied to the power turbine, which in-turn changes the compressor speed as it is connected to the same spool. Failures such as compressor stalls (core airflow disturbances) may affect core speed, as well as any failures of upstream components that affect the fuel flow, such as AFTC/MEC or FMU failures.
Fan (N1)
The fan on the F110 is driven by a two stage turbine, with a bypass duct that is mixed back in to the core flow in the afterburner section. The bypass ratio of the F110 is about 0.85. Low-bypass ratio turbofans such as the the F110 have the benefit of improved fuel economy at cruise speeds, while still maintaining very good high speed performance. This makes them excellent engines in fighter aircraft applications. The Heatblur F-14 fan simulation is driven as a function of core speed, with a given steady state core speed corresponding to a steady state fan speed. Any failures affecting the core will also affect fan speeds.
Combustor/Exhaust Gas Temperature Model
The combustor section of the F110 ensures that high pressure fuel flow is efficiently ignited, dramatically increasing the temperature and pressure of the gases before the flow is expanded through power turbine section. The Heatblur F-14 combustor/EGT simulation is dependent on the amount of fuel being introduced into the engine, which is determined by the AFTC/MEC and FMU models.
Afterburner
The afterburner on the F110 provides extra thrust by introducing additional fuel into the flow after the power turbine section. Fuel flow to the afterburner is controlled by the AFTC and AB Fuel Control (AFC), with its own set of high pressure fuel pumps that cycle fuel back to the engine boost pumps when afterburner is not in use. This ensures that high pressure AB fuel is available at all times to prevent thrust lags and surges when AB is initiated. The Heatblur F-14 afterburner simulation is purely dependent on available AB fuel flow and throttle position, with the extra thrust as a function of AB fuel flow and nozzle position. Failures to the AFTC/MEC, AB fuel pump failures, or exhaust nozzle failures will affect AB operation and performance. AB operation is inhibited when in AFTC/MEC secondary mode.
Starting System
The engine start system is a turbine powered either by a ground air/power cart or via a crossbleed start from the opposite engine. Ground power can achieve approximately 30% N2 before light-off. In our F-14 starter simulation, the ENG CRANK switches open pneumatic valves allowing the ground cart air to begin spool-up of the core. As the core spins up, the MEC primes the engine with fuel and provides ignition and fuel control up to 59% N2 RPM.
Variable Exhaust Nozzle
The variable exhaust nozzle is responsible for controlling the expansion of exhaust flow downstream of the afterburner section. Engine exhaust gases at higher thrust settings are discharged through the nozzle throat at sonic velocity and are accelerated to supersonic velocity by the controlled expansion of the gases. Varying nozzle throat area controls fan stall margin, which optimizes performance. The Heatblur F-14’s nozzle simulation is dependent on Mach number, altitude, throttle position, weight on wheels, engine oil pressure, and AB operation status. Failures in the nozzle will affect engine thrust and stability.



We’re still working on completing our engine simulation. In particular some of the remaining items to be completed pre and post early access include the:



Engine Oil System
Bleed Air Draw Effects
Generator Load Effects
AICS Anti-Ice and Icing Effects
AFTC/MEC Secondary Mode Effects
Reduced Arrestment Thrust System (RATS)
Asymmetric Thrust Limiting
Afterburner Ignition System
Throttle Control Modes (Approach Power Compensator already complete)
Windmill and Cross-start failures and effects
Battle Damage Effects
FOD Effects



This new engine modeling will serve as a robust and deep base for all of our future jet aircraft simulation. An accurate recreation of the aircraft’s powerplant and all of the follow on effects is important, as it allows us to more accurately depict common F-14 flight characteristics, failure states and especially dangerous situations arising from engine related issues. These effects will become even more apparent as we simulate the TF-30 engines as found in the F-14A. Be gentle with those throttles!

Below are a couple of exports from our engine diagnostic interface. The descriptions above each column describe the conditions in which the snapshot of data was taken in.

Phantom88
February 20th, 2018, 02:26
Picture for above post.
http://i68.tinypic.com/69exky.jpg

strykerpsg
February 20th, 2018, 18:33
Although not the news I had hoped for today that was getting hyped on the DCS forums, speculative mind you, great news nonetheless. This is one model that excites me like no other and the amount of detail being put into it is astounding.

Phantom88
March 23rd, 2018, 07:56
**New Pics***update ***Videos*** coming soon*** https://s20.postimg.org/c9yqbkyp9/image.jpg (https://postimg.org/image/5ji925bjd/)https://s20.postimg.org/fgt9v7qv1/image.jpg (https://postimg.org/image/6lsfkp22h/)https://s20.postimg.org/czhinyeod/image.jpg (https://postimg.org/image/gvuujxznt/)https://s20.postimg.org/9346rz1el/image.jpg (https://postimg.org/image/5ji925yop/)https://s20.postimg.org/v2alf6pyl/image.jpg (https://postimg.org/image/bx7c5fbah/)https://s20.postimg.org/luicyhybx/image.jpg (https://postimg.org/image/zbfbhd8nd/)

Boss86001
March 23rd, 2018, 08:07
Excellent textures in the cockpit!

Phantom88
March 27th, 2018, 06:13
**mini update**

"​So the HeatBlur F-14 project actually started with the artwork, which were the first images released in early 2015. Those models were meant to be the definitive art work and were undergoing multiple revisions to fix errors and short comings.

The problem was that the shape of the F-14 is really complicated with lots of hidden curves and angles. Schematics often don't agree on many of the fine details and photos have perspective-based distortions that can limit their usefulness.

Something similar happened with the interior also. Cobra decided to use photogrammetry to help capture very accurate textures. But this also revealed dimensional errors in the interior.

Both the interior and exterior were made the "old fashion way" using simple schematics and photos. Because this wasn't giving the quality that Cobra demanded for this project, he decided to travel to the US and laser scan as many Tomcats as he could find. This meant starting over with new models for both the interior and exterior starting in late April 2017. This was a massive undertaking since the detail level afforded by scanning and photogrammetry was much higher, but all the prior shape issues were abolished by taking millimetrically perfect measurements of the real aircraft (many, many separate measurements actually).

The end results will be the most accurate interior and exterior of the Tomcat that is technologically possible. But it is a lot of extra work while the other parts are nearing completion. I've seen parts of the new art and it is simply spectacular. Leagues better than the current models, both of which suffer from lots of errors.

The Tomcat project will be much better for it, but means less to show while the models are being finished. Things are close though. https://forums.eagle.ru/images/smilies/smile.gif

-Nick

Phantom88
April 1st, 2018, 03:50
WIP Video featuring *Jester* AI

https://www.youtube.com/watch?v=AwwVwCmcvw0&amp;feature=share

Victory103
April 1st, 2018, 06:08
Picking some branches out of the ventral fins I see, great watch!

Phantom88
April 2nd, 2018, 02:04
https://www.youtube.com/watch?v=qXH44A_PDZQ

Phantom88
April 2nd, 2018, 02:05
https://www.youtube.com/watch?v=nIElNFYyYec

Phantom88
April 6th, 2018, 01:47
New cockpit shot with texture
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=59419&stc=1

Phantom88
June 21st, 2018, 02:20
****Podcast Interview with Heatblur***

https://www.youtube.com/watch?v=a1CFbSZLDYY

Phantom88
June 28th, 2018, 08:04
Jester AI
<b>
https://www.youtube.com/watch?v=XZdE6J4MlT8&amp;feature=youtu.be
"Dear All,For quite some time now; we’ve been working hard on making JESTER AI a reality. One of the biggest parts of this undertaking is for us to build a comprehensive and realistic voice library, and for the past year, we’ve had a dedicated team at Heatblur doing just that, in the form of Grayson Frohberg (RIO Voice) and Aleksander Studen-Kirchner (Director).
In order to ensure the most natural performance and realism; we decided to approach our recording process in a unique way. By placing the director (Aleksander) into the pilot cockpit and Grayson into the RIO position, and subsequently placing the duo into appropriate combat or non-combat scenarios, we are able to more naturally record voice lines as opposed to dry reading in the studio. Virtual reality helps make the strain of head movement and confusion have a subtle yet important impact on the delivery of certain lines, while natural pauses and hesitation become more apparent and serve as good reference on the engineering side.
Today, we’re reaching the first of our milestones on the recording and creation process of our voice library. Much effort is being made to ensure that JESTER’s speech sounds natural, and much of our current focus lies with refining existing functionality and adding lots of variations to currently implemented calls. For this, our process focuses on plenty of repetition and repeating the same statement multiple times at a time, and then extracting the lines that we feel will fit well.
While we work on unveiling the “new”, non-chromecat-branch F-14 - enjoy this behind the scenes look at the recording process for JESTER AI recorded over the past year!"

Victory103
June 28th, 2018, 10:26
That is very cool to hear on "Jester", hope they have the former RIO testers provide script for both standard and slang dogfight calls similar to a particular film that emphasized the constant comms between seats.

Phantom88
July 21st, 2018, 03:20
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=62129&stc=1
Let there be Thrust!
Heatblur Advanced Engine Modeling Update (F-14B F110-GE-400)


Development of the new Heatblur advanced engine model has continued and over the past few months, and our F110-GE-400 engine model has been getting its final touches.

The F110 was selected to replace the F-14A’s ailing TF30 for two primary reasons; its significant increase in thrust, and its greatly increased reliability.
While the F110’s operation can be described as extremely reliable, the focus of this update will be on its implemented failure modes and off-nominal operations.

Heatblur’s F110 will feature an extensive library of failure modes and degraded operation, ranging from slow oil leaks all the way to engine fires.



Below is an overview and list of implemented failures that will come with the F-14B in early access:



Oil System

The oil system is a series of pumps and reservoirs that keeps the engine lubricated. This is especially critical in turbomachinery where rpms are very high. Oil pressure is also used to operate secondary systems, such as the variable exhaust nozzle.

Oil Leaks
Oil leaks can occur one of two primary ways: battle damage or sustained overpressure situations. While battle damage is a fairly obvious cause, oil overpressure may occur more subtly.

Overpressure situations are most likely to occur in cold weather conditions when oil viscosity is higher. Oil pressure is primarily affected by core rpm, but when the oil is cold, temperature can play a significant role. Unloading the aircraft may result in low oil pressures as the scavenge pumps cannot operate effectively. Stay alert for oil pressures below about 20 PSI, as this may signal a problem and getting down should become a priority. Watch for oil pressures above 65 PSI when starting on a cold day, and ensure oil has had sufficient time to warm before increasing engine rpms to takeoff power.

Sustained oil pressures above 65 PSI can potentially cause oil leaks if left unaddressed. Eventually if the engine oil depletes, expect to see engine oil temperature increase (resulting in an OIL HOT caution light) and pressure decrease (OIL PRESS lgiht), and eventually engine seizure if the engine operates too long without oil. Engine oil quantity is not available as an indication in the cockpit, so the instrument panels oil pressure gauges may be your only cue that an oil leak has occurred. By the time the caution lights illuminate you may only have a few minutes of flying time left at higher rpms.

Compressor Stalls/Instabilities

Compressor stalls are events in which the compressor blades stall and can no longer effectively compress incoming air and force it onto the next stage of the engine. When this happens, higher pressure air downstream of the stall can reverse flow directions. Those of you familiar with other aircraft prone to these events are likely familiar with some of their signs and characteristics. Our new engine model goes greatly in depth in the simulation of compressor instability type events, in particular:

Inlet Buzz
Inlet buzz is a cyclic phenomenon that occurs when flow instabilities cause the shockwave to move in and out of the inlet cowl lip. This scenario is mostly likely to occur in a few situations: supersonic speeds and low power settings in SEC mode (fixed IGV positions), unloading the aircraft at supersonic speeds in SEC mode, and loss of mach signal from CADC in any AFTC mode. Inlet buzz can result in severe buffeting (+2.5/-1g @ 6Hz), but is not catastrophic and can be easily corrected and avoided.
Pop Stalls
Pop stalls can occur in a few specific scenarios, but are generally harmless. A slight increase in EGT may be seen, but the most noticeable indiciation from the cockpit will be a loud bang. Pop stalls generally do not result in a loss of thrust or engine damage.
Full Stall/Surge
Full stalls or surges are the most severe form of compressor malfunction. These events involve flow disruptions within the core itself, with numerous resulting effects. Engines require constant airflow, primarily to generate thrust, but also to regulate EGT (constant supply of “cool” air from the compressor regulates this) and drive the compressor via the turbine section. If this airflow is disrupted, thrust loss, increased EGT, AB blowout, and N1/N2 rollback will occur.

A stall event will be very noticeable from the cockpit and will be accompanied by very loud bangs. Pilots experiencing compressor stalls often believe that there has been an explosion on board before realizing what happened. In extreme cases, the high pressure/temperature gasses in the latter stage compressor and combustor may change flow direction completely, with very loud bangs and even flames coming out the inlet. This can result in damage to the compressor itself or the inlet guide vane linkages. Stalls can also be detected by the FEMS circuit, and a STALL light will illuminate (this is not available in SEC mode).High Speed Spool Seizure
A high speed spool seizure will result in the compressor spool coming to a stop. This event should only occur via loss of oil pressure or battle damage. The engine will cease to function when this occurs, but the low speed (fan/N1) spool will continue to windmill.Low Speed Spool Seizure
A low speed spool seizure will result in the fan spool coming to a stop. This event should only occur via loss of oil pressure or battle damage. The engine will continue to function when this occurs as the core can still spin, but airflow and thrust will be reduced.High Pressure Turbine Damage/Failure
Turbine damage can occur if EGT limits are exceeded. While the turbine can handle brief periods of over-temp, sustained over-temp will degrade performance and can eventually lead to complete failure of the turbine. When this occurs, the turbine can no longer provide the torque needed to keep the compressor spinning.Low Pressure Turbine Damage/Failure
Turbine damage can occur if EGT limits are exceeded. While the turbine can handle brief periods of over-temp, sustained over-temp will degrade performance and can eventually lead to complete failure of the turbine. When this occurs, the turbine can no longer provide the torque needed to keep the fan spinning.Engine Fire
Engine fires will mainly be the result of battle damage. Engine fires are detected by a series of thermocouples in the engine compartment and fire detection will be accompanied by a FIRE caution light. If they are not extinguished, complete engine failure will occur, with likely loss of the airframe as well.Engine Core Overspeed
Engine overspeed event should be very rare, mainly a result of battle damage. Overspeeds are likely to be caused by broken throttle linkages or fuel valves stuck full open. The AFTC provides automatic engine shutdown via fuel cutoff if core speeds exceed 110.5%. Once an automatic shutdown has occurred, the AFTC can be reset by moving the throttle to the shut off position and back to idle. At this point, an engine restart may be attempted.AFTC PRI Mode Failure
AFTC PRI mode should be extremely reliable, but the AFTC can revert to SEC mode in a number of situations. Once in SEC mode, features such as EGT over-temp protection, N1/N2 overspeed governing, AB operation, stall detection, exhaust nozzle scheduling, and inlet guide vane scheduling are lost. An ENG SEC caution light will indicate this condition. The AICS ramp schedule also reverts to a degraded mode.

This will result in lower overall engine stability and some loss of thrust, but SEC mode operation is very reliable and will ensure you can return to the boat.

AICS Ramp Failures

The AICS ramps are scheduled to provide the correct quantity and quality of airflow to the engine during all phases of flight.
This is incredibly important in an aircraft such as the F-14, which encounters a high variability of flight regimes and parameters.

AICS ramp malfunctions will most likely be accompanied by a RAMPS caution light, and the following AICS ramp malfunctions can cause severe engine operation issues in extreme cases:

Fail Open: AICS ramps are scheduled to deploy from their stowed position based on mach number. If the ramps fail to move from their stowed position, the inlet’s pressure recovery efficiency will suffer, resulting in decreased thrust and stability margins, potentially leading to compressor stall. Flying subsonic should mitigate any potential issues.

Fail Closed: This failure has notably occurred in real life, primarily being an issue on cat shots at takeoff power when the ramps drop from their stowed positions at low speed. The dropping of the ramps results in impeded airflow when the engine needs it the most, resulting in severe loss of thrust and compressor stalls. Fortunately, this should be very rare.

Cat shots should be done with the AICS ramps in STOW, ensuring the ramps are locked in their stowed position and do not drop unexpectedly!

Fail in Position: Exactly as is sounds, the ramps fail in position. If the failure occurs at high mach number, this can lead to the ramps being stuck deployed when they shouldn’t be. Selecting ramps to STOW should allow the airflow to blow the ramps back to a nearly stowed position.
Nozzle System Failures

The variable exhaust nozzle is responsible for controlling nozzle throat area to control massflow and exhaust exit velocities, as well as regulating engine exhaust backpressure and therefore can affect engine stability.
The nozzle is almost fully closed during non-AB operation, and only modulates open during AB operation to control backpressure and stability when large amounts of fuel are being dumped into the tailpipe.

Nozzle Failures
Fail Open:The F110’s variable exhaust nozzle is operated via engine oil pressure.
If an oil pressure loss occurs the nozzle will fail open, resulting in reduced thrust.

Flame Out: Flame out can be caused by improper fuel/air ratio within the combustor, but should be rare due to the F110’s automatic ignition system.


https://i.imgur.com/KaoHoG1.jpg






Off Nominal Operations (The Engines and You!)


Importantly for the pilot and aircraft, a result of some of the above failures may require corrective actions or off-nominal operations to bring the engines back from a failure. In rare scenarios such as a flame out or overspeed resulting in a shutdown, the engine may need to be started in-air.

Off nominal operations are really where the intricacies of our engine modeling will interact directly with the player.
Your decisionmaking will have a big impact on your continued virtual existence.

The following off-nominal operations have been modeled for Heatblur’s F110:


Windmill Starts
Windmill starts are generally a last resort option, usually because both engines have flamed out. Refer to NATOPS for the windmill start procedures, but generally windmill starts are best performed in SEC mode due to the fixed open guide vanes, allowing faster windmill speeds. An odd quirk of the F-14B is that the right engine windmills faster than the left, so always try for a right engine start in SEC mode as this will not require as high of a dive speed/angle to achieve minimum windmill start rpm.Cross Starts
Cross-starts may only be performed if one engine is already running and bleed air is available. This is an abnormal operation since most engine starts are done via ground cart, but they can also be performed in the air without the need to dive at 450+ KIAS as required by windmill starts.

Lastly, some final additions have been made to complete the functionality of the AFTC detailed in the previous Engine update:

Asymmetric Thrust Limiter
This system is designed to limit high asymmetric thrust situations when one AB has been lit but the other has not. Due to the large lateral distance between each engine, large and undesirable yaw moments can occur at maximum thrust, resulting in spin tendences to develop. The limiter holds the lit AB in a minimum fuel state until an AB flame has been detected on the opposite engine.Reduced Arrestment Thrust System (RATS)
RATS is intended to reduce wear on carrier arrestment systems, and reduces max engine core speed by 4.5% when the weight on wheels switch is closed and the arresting hook is deployed. RATS is disabled when in AB or SEC mode, but the light will remain illuminated if the system is armed regardless of mode/active status.


Summary & Future


With the additions of these failure state simulations and the completion of the AFTC, the development of our advanced engine model for the F110-GE-400 is beginning to reach an end.

We will be continuing to iterate upon our new engine framework through the development of other similar jet engines, such as the P&W TF30 for the F-14A and other engines for unannounced projects.

Hope you enjoyed going in-depth on the engines you’ll be riding shortly.
Thanks for the support!

HB
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=62130&stc=1

Phantom88
September 1st, 2018, 03:47
***F-14 HEATBLUR SEPTEMBER***"F-14 Development Update!
Stick with it.

Dear All,

4 years, 5000+ commits and tens of thousands of manhours later we’re finally there, on to the final leg of the final stretch of what will hopefully be a new foundation for all things Heatblur.

As many hours as we’ve put in, you’ve probably spent quite a few yourself mired in frustration about not climbing into your own GRU-7 just yet.
We understand this and sincerely hope that the quality of the finished Tomcat will weigh heavily in our favour and put us in your good graces.

That said; we have plenty to talk about for now!
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=63215&stc=1
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=63216&stc=1
<span style="box-sizing: border-box; font-size: 13.3333px;"><span style="box-sizing: border-box;">
https://www.youtube.com/watch?time_continue=3&amp;v=Sho9IlmtHfA
Heatblur Simulations is proud to announce the addition of the AI A-6E & KA-6 to DCS World as Free AI units!

Furthering our commitment to providing full and rich experiences to the community, and in line with our module development priorities, we’ve decided to introduce the A-6E and KA-6 as free AI units into DCS World shortly following the release of the F-14 Tomcat!

The Intruder is an aircraft that has been under active development at Heatblur Simulations for some time, and subject to a license agreement, we hope to eventually introduce it into DCS world as a full, playable module - and we are developing it with this intent in mind.

In the meantime, the AI Intruders will serve a critical role in the F-14 campaigns and provide an additional level of authenticity to the game and simulation battlespace environment. The A-6’s are built to our extremely exacting standards, with laser scanning forming the basis of our core workflow and ensuring complete accuracy in shape and dimensions.
In-game, the KA-6 will provide the player with texaco services while the A-6E will serve as a venerable strike partner with an unmatched payload - good friends to have in the cockpit of an F-14.

The A-6’s will also play a crucial part in one of the two free included campaigns with the F-14; as the particular cruise being depicted is the famous all Grumman cruise.
Dirty, greasy Tomcats and Intruders playing with each other on deck? Sign us up.The F-14

Ongoing work on the aircraft itself has been distributed across a broad range of development areas.

Primarily, and non-exhaustively, these include:


Flight Model
We’re now getting close to completing the final pre-release tweaks of the flight model. The aircraft (still) flies closely to our available performance data and parameters; but we’ve been continuing our heavy back and forth with SMEs, again, repeating ad nauseum: to truly capture the spirit and behaviour of the Tomcat. Some highlights of areas that have been touched upon lately include:



Roll behaviour/performance & wing position: We’ve been correcting various inconsistencies between our simulation and the real jet in roll handling, inertia and lateral responsiveness, especially with the wings swept aft.
Elevon drag in ground effect: We’ve been looking at and tweaking behaviour and the influence of the elevons on the aircraft in ground roll or ground effect situations.
This has been important in order to more accurately simulate the immense drag and utility that the elevons presented during landing or other ground operations.
Differential stabilizer inputs will now turn the aircraft in the direction of stick movement, and the elevons are now more effective at acting like massive airbrakes during your ground rollout.
Turn performance: We’ve been spending considerable time fine-nudging and tuning turn performance and related parameters.
This is delicate work and has required a steady balance between changing too much and causing cascading effects. Like most of the FM in this stage of development, these changes are truly minute and will continue until launch day (and beyond!).
Engine
Our engine model is now reaching advanced maturity and we’re reaching the stage where we’re adding features not deemed integral to the operation or simulation in the Early Access stage. However, because a deep and robust engine simulation is even more important for the F-14A; we want to make sure to have a head start on this area of development.


Some of the changes and items added to the engine modeling lately include:


Connected various missing interconnectivity between integral aircraft systems, e.g. correct data flows between CADC and AICS/AFTC.
Added several new failures; including supersonic inlet buzz and pop stalls due to lost CADC Mach signals.
Engine compartment failures due to sustained extreme temperatures, either from engine malfunctions causing extreme EGT or battle damage. We’ve done our best estimate guesswork on how quickly the structural compartments would fail based on the temperatures we’re simulating inside the engine compartment.
Multitudes of tweaks and corrections; changes to thrust penalties from AICS errors, turbine overtemp time/severity before turbine begins to degrade and much more. As our engine simulation becomes more deep, we will begin to spend more time fine tuning inconsistencies across the entire simulation gamut.
Overhauled compressor stall chance and variability - and began to account for more variables impacting the correct operation of the engine: e.g. spin direction in a flat spin.

Once we consider the F110 to be fully complete; we will turn all of our attention on the P&W TF-30.

Other areas of the simulation that are being worked on become more broad. In no particular order or priority:


Jester AI: This is a massive topic and we’ve been focusing a lot of our attention on this area. In particular, we’ve been working on:
Re-recording all older, or non-fitting voice lines (especially those that were recorded prior to us having a solid understanding of how the system would look). This has resulted in re-recording a few thousand lines in the past month and a half.
Adding code support for making JESTER appear more lifelike. Mistakes, uh’s and ah’s, conjoining multiple separate statements into one where possible. I think we’re all familiar with ArmA-ness in speech and it’s difficult to avoid this entirely, but we’ve been trying to alleviate this as much as possible.
Complete redesign of the User Interface from a visual standpoint. While we’ve been pleased with the usability of the JESTER Rose UI; it was in dire need of a visual overhaul. We focused on a few key areas during this process, namely: Quick readability at a glance, strong identifiable category colours and iconography, pleasing and responsive interaction animation (opening, closing, item selection) and enhancement of text space. We’re currently implementing this new redesign fully and it may not be entirely complete at launch, but we consider it a high priority.
Teaching Jester a lot of tasks pertaining to navigation, radios, radar and fleshing out his capability as much as we can prior to release. Make no mistake; Jester will be at its most rudimentary form on launch, but our ultimate goal is to provide ourselves with a solid foundation to build upon.
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=63217&stc=1
CONTINUED........

Phantom88
September 1st, 2018, 03:51
....CONTINUED

The big elephant in the room. This has been the cause of a lot of hurt and pain (financially, life-wise, PR, etc.)
It really is the cause for the biggest chunk of our delay and the additional cost overhead has been massive.
Quality has to always take precedence, no matter how frustrating for everyone involved (and that includes you guys https://www.avsim.com/applications/core/interface/imageproxy/imageproxy.php?img=https://forums.eagle.ru/images/smilies/sad.gif&key=82d6d6ff5838be613fe1ecc471aef6b8f5b9e5c626a20a 13c724266e4cdc5f4a (https://forums.eagle.ru/images/smilies/sad.gif) )
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=63218&stc=1
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=63219&stc=1
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=63220&stc=1

Again, in no particular order, priorities for the art team have been:


Full completion of exterior textures. This has been an immense task. We’ve hand laid thousands of screws and rivets (yes, manually, each one. ) according to laser and photogrammetric scans. There have been no shortcuts, and no cut corners. This is probably the first and only time we go into this much detail on such an “inconsequential” thing whether screws are in such extremely precise locations.
Completion of the Pilot’s cockpit textures and functionality. This area is now for the most part complete and will wrap up in the coming days. We can’t wait to fully unveil the novel and unique features that will elevate our artwork to the next level. That’s coming on the 7th!
Completion of the RIOs cockpit textures and functionality. This area is scheduled for completion in the coming weeks of September and will be one of the final major items left for us to conclude.
That just about sums up most of what we’ve been working on over the past 1,5 month(s). Obviously we’ve somewhat slipped from the 90 day estimate we made 4 months ago; but not dramatically so, and while we easily expect to be ground down mentally over the next period of time, it’s just about time for us to get our ducks (turkeys) in a row and close what will essentially be a long chapter in each of our lives.

We hope it will have been worth it.

Tune in at heatblur.com on October 7th for our special unveiling. We won’t let you down!

Sincerely,
The Heatblur F-14 Team

Phantom88
September 1st, 2018, 03:52
....CONTINUED..............
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=63221&stc=1
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=63222&stc=1

Stickshaker
September 1st, 2018, 11:12
You – and Heatblur – made my day, Patrick!

Odie
September 1st, 2018, 11:26
Speechless....I am without speech....:mixed-smiley-010::mixed-smiley-010::mixed-smiley-010: Looking forward to this muchly!

Phantom88
September 2nd, 2018, 03:10
:jump::jump: I'm very excited as well friends:jump::jump: Watch this Page for BIG NEWS
Coming 10-07-18

http://www.heatblur.com/

strykerpsg
September 2nd, 2018, 03:43
LOL, my wallet hates you....thanks for the updates. Love what's coming forth.

Victory103
September 3rd, 2018, 23:35
As much as I'm enjoying the Hornet and flying around the boat, this has to be the most anticipated module for me. Add in tanking and escorting A-6s, very cool! Great job with the 1980s theme vid!

Phantom88
September 4th, 2018, 13:10
A Note from Heatblur concerning TomCat Flight model

"

Originally Posted by SMH https://forums.eagle.ru/images/styles/attention/buttons_en/viewpost.gif (https://forums.eagle.ru/showthread.php?p=3614858#post3614858)
Looks great! Will it be PFM?




Short answer is: yes, but not called a PFM.

Long answer is: the model is an EFM meaning the flight model was developed outside of ED and in fact is a program that runs outside of DCS. It receives atmospheric and physical parameters (speed, AOA, etc) from DCS which is then fed into the Heatblur FM program. The program then crunches all the info and feeds forces to the rigid physics model inside of DCS.

I think a lot of people figure that FM development is a lot like a "mad libs" word game where you take some aircraft specifics and plug it into a framework that exists in DCS - that is true for SFMs. But PFMs/EFMs are clean sheet mathematical descriptions of the aerodynamic and physical forces that effect the airplane. So instead of a mad libs we are talking about a blank sheet of paper.....pretty intimidating.

In the case of the F-14, the FM was developed from NASA wind tunnel testing, NASA aerodynamic evaluation data, USN real world performance data (covering all aspects), USN documentation for handling/testing, USN docs for the AFCS system, flight control systems, USN weight and balance documentation (which proved to be quite important for replicating behavior), detailed engine documentation/dynamics modeling, etc, etc, etc.....a lot of stuff!

All of this information is then digested and converted to equations, coefficients, look-up tables, and all that stuff by the FM developer. The F-14 FM actually has 2 FM engineers/coders/developers. The lead is a joint PhD in engineering and computer science (Mechatronics) while the other's day job is as an FM developer for Level D simulators (private and light commercial jets).

Add to that, the FM has over a hundred hours of real F-14 pilot evaluation time resulting in many adjustments. We thought the FM was in pretty good shape a year ago when the pilots first stated giving feedback. Well a year later we have adjusted a lot of stuff! Things are actually quite different than they were back then (even without changing the core aero data from wind tunnels and other sources). FM development means a lot of very fine tuning that can have big effects. Without all the pilot input, things would actually feel pretty different - even though everything would still match the data. Aircraft feel is surprisingly dependent on small details. https://forums.eagle.ru/images/smilies/smile.gif

I am happy to say that our pilot SMEs are quite happy with it, even as we adjust a few more details (like how much roll rate changes with wing sweep, as Cobra mentioned). One of our best SMEs (very detail oriented and he uses DCS habitually - he has made a huge contribution to the module!) recently described the FM as a "game changer" - so we are very happy with the depth and accuracy.

So like I said....long answer. https://forums.eagle.ru/images/smilies/smile.gif

In summary: it's really good! https://forums.eagle.ru/images/smilies/biggrin.gif

-Nick (Heatblur Tomcat tester)"

simulloyd
September 4th, 2018, 14:00
This is intense! I am seriously waiting for this release.

Phantom88
September 10th, 2018, 01:59
Heatblur Interview

https://www.youtube.com/watch?v=yPKfWpOAT9k

Phantom88
September 28th, 2018, 11:32
From Heatblur FB Page.........


"This winter is in the claws of the cat. Tune in on the 7th to see what our Tomcat is all about"
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=63857&stc=1



.

Phantom88
September 30th, 2018, 10:35
One More Week....."Baby"!!!

Phantom88
October 4th, 2018, 16:27
https://www.youtube.com/watch?v=niACvVncdw8

Victory103
October 5th, 2018, 12:18
Love the idea, of course he took out the LSOs being that far off centerline, but that's not the point! Still 2 weeks away from being back at my DCS machine, hope a few patches are out by then.

Phantom88
October 6th, 2018, 03:17
Set your watches

https://www.youtube.com/watch?v=KLf3G5-S4r8

Dondy
October 7th, 2018, 07:17
Screenshots "leaked" :D
https://www.digitalcombatsimulator.com/en/downloads/screenshots/1065/

Mach3DS
October 7th, 2018, 20:14
https://youtu.be/fID1sE2xfwU

strykerpsg
October 7th, 2018, 22:53
Absolutely one of the best videos I've seen for anything Eagle Dynamics. Love the Fleet Defender vibe! Was an immediate purchase based on the various screen shots and videos. I just cannot see it taking too long to release into pre-release beta. So gonna dive into this experience.

Odie
October 7th, 2018, 23:42
Did the pre-purchase as well. Looks to be a keeper!

Phantom88
October 8th, 2018, 02:54
W O W ! ! !
"​The Grumman F-14 Tomcat was a two-crew, variable geometry, maritime air superiority fighter that served with the US Navy for 32 years and continues to serve with the IRIAF in Iran. The F-14 was the US Navy's frontline fighter from the 1970s until the mid 2000s. Over the course of its long service life it also became the US Navy’s premier precision ground-attack platform and lone airborne reconnaissance asset.Outstanding features of the aircraft are the swing-wing configuration, crew of two, and the powerful AN/AWG-9 Weapons Control System (WCS) and radar. The AWG-9 allows employment of the powerful AIM-54 Phoenix air to air missile while the LANTIRN pod allows the ability to carry out precision ground strikes using laser guided bombs. The F-14 Tomcat was present during many pivotal historic moments such as the two Gulf of Sidra incidents, Operation Desert storm in Iraq, the conflict in Yugoslavia, Operation Enduring Freedom in Afghanistan and Operation Iraqi Freedom. It was also immortalized in the iconic motion picture, Top Gun, and starred in several other feature films including The Final Countdown, Executive Decision, and others.
In addition, the Tomcat was also a vital player in the Iran-Iraq war during the 80s, flying for the Islamic Republic of Iran Air Force which had acquired the F-14A from the US prior the Islamic Revolution of 1979. The Heatblur Simulations F-14A/B Tomcat aims to simulate this iconic aircraft as a high-fidelity module for DCS, being the culmination of several years of research, coding and modelling.
Special points of consideration amongst the many features are the external and internal graphic model created using laser scanning and photogrammetry from real Tomcats at various museums, the detailed External Flight Model (EFM) developed over the past several years and verified by real F-14 pilots, the detailed modelling of the AN/AWG-9 and the ability to fly as a two-crew aircraft in multiplayer.
Key features of the Heatblur Simulations DCS F-14A/B Tomcat include:


The simulation of both the A* and B model Tomcat, the A model following the B later during the Early Access period.
Highly detailed external model, built using laser scanning and photogrammetry taken of real, museum F-14 Tomcats.
New models for some of the F-14 Tomcat payloads, such as the AIM-54 Phoenix and the LANTIRN pod.
Highly detailed and accurate 6-DOF (Degrees of Freedom) cockpit also built using photogrammetry from the F-14 Tomcats preserved at museums.
Highly accurate, F-14 pilot verified, External Flight Model (EFM) based on real performance data.
Accurate aircraft systems simulation featuring:

The Automatic Flight Control System (AFCS).
The variable wing geometry, wing-sweep, system.
Detailed electrical, hydraulic and fuel system.


Fully functional multiplayer two seat functionality allowing a pilot to carry another player functioning as the Radar Intercept Officer, RIO.
JESTER AI: A new, lifelike AI that fills the role of RIO when flying single-player or multiplayer without a human RIO.
A limited functionality Iceman AI piloting the aircraft in single-player when switching to the rear cockpit.
Both AIs feature an interactive interface with a comprehensive library of voice acted phrases.
Simulation of the AN/AWG-9 Weapons Control System (WCS) featuring:

A custom model of the AN/AWG-9 radar featuring Pulse Search, Pulse Doppler Search, Range-While-Scan and Track-While-Scan modes as well as both pulse and pulse doppler Single Target Track (STT) modes.
The ability to prepare and launch the AIM-54 Phoenix, both at single targets and at up to six targets simultaneously using the TWS mode.
The Television Camera Set (TCS) allowing visual identification of targets in Beyond Visual Range (BVR) situations.
The Link-4 datalink allowing reception of tracks from an E-2 AWACS or a surface unit.


The complete F-14A and B Tomcat payload, including AIM-7, AIM-9 and AIM-54 air to air missiles, various dumb and guided air to ground munitions as well as the M61 Vulcan 20mm cannon.
A functional simulation of the LANTIRN designator pod, allowing the RIO to guide laser guided munitions dropped by the pilot or other aircraft (buddy-lasing).
The Tactical Airborne Reconnaissance Pod System (TARPS), allowing the player to fulfil the aerial photographic reconnaissance mission. *
Fully functional carrier interoperability featuring systems such as the Instrument Carrier Landing System (ICLS) and the Automatic Carrier Landing System (ACLS).
Comprehensive digital manual, both as a PDF and as a continually updated online manual.
A complete set of interactive and voiced tutorials.
Comprehensive campaigns for both the F-14A and F-14B Tomcat, one set in the Caucasus theatre and the other for the Persian Gulf theatre.

* The F-14A and the TARPS pod will follow later during the Early Access period and the tutorials and campaigns will be implemented and expanded during this early access as well.

jymp
October 8th, 2018, 03:07
Looks really good, Oceana scenery and Miramar scenery ?, the two U.S. bases where F-14's were based, FCLP, training carrier quals.

Victory103
October 10th, 2018, 10:56
Did the pre-purchase as well. Looks to be a keeper!

+1000 at Mach 2.34 here, waiting and waiting, pre-purchase complete, NATOPS manual pulled from storage. Now I need to decide on a VR set up. I hope "Jester" is ok with my initial 1 or 4 wire landings.

Phantom88
October 17th, 2018, 07:26
From Heatblur's Facebook
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=64240&stc=1

Phantom88
October 18th, 2018, 07:16
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=64246&stc=1

Odie
October 19th, 2018, 16:32
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=64246&stc=1

Wow....just wow, Patrick! Lookin' Good!

Navy Chief
October 20th, 2018, 17:42
Looks really good, Oceana scenery and Miramar scenery ?, the two U.S. bases where F-14's were based, FCLP, training carrier quals.

So Oceana and Miramar are included? NC

Mach3DS
October 20th, 2018, 18:21
NC, no they are not actual scenery for DCS at this time. However, DCS has announced that they are going to be moving to an "ALL WORLD" map system. So the whole earth will be covered in the future. right now the only North American scenery is the Nevada Test and Training Range Map. And it's unbelievable how good it is. Detailed bases are incredible. Way more than I've ever seen in FSX/P3D without it bringing your system to a crawl.. This runs ULTRA smooth and I've almost got in maxed out on my 6 year old system.

Navy Chief
October 21st, 2018, 04:59
NC, no they are not actual scenery for DCS at this time. However, DCS has announced that they are going to be moving to an "ALL WORLD" map system. So the whole earth will be covered in the future. right now the only North American scenery is the Nevada Test and Training Range Map. And it's unbelievable how good it is. Detailed bases are incredible. Way more than I've ever seen in FSX/P3D without it bringing your system to a crawl.. This runs ULTRA smooth and I've almost got in maxed out on my 6 year old system.


Am surprised they didn't include NAS Fallon. NC

Phantom88
October 21st, 2018, 06:16
Sadly I think Fallon NAS is a bit too far North to be included in The NTTR Map.And sadly DCS said The NTTR Map won't be extended.I'm Hoping/ Someday they'll do a Miramar /San Diego Map in the same detail as Vegas has been done.This would be fantastic for Hornet/Tomcat Carrier Ops.

Phantom88
October 22nd, 2018, 02:15
https://www.youtube.com/watch?v=zC-URoTVUqY&amp;feature=youtu.be

Victory103
October 24th, 2018, 02:01
Can't wait, think I found the inspiration for their vid, of course done by "Snort":
https://www.youtube.com/watch?v=5n0EdP64hEE

Phantom88
October 28th, 2018, 05:12
https://www.youtube.com/watch?v=E7lJZNuNsm0

Mach3DS
October 28th, 2018, 14:09
Listened to this last night. Heatblur are the benchmark dev for DCS. This module is going to be so incredibly beyond anything we've ever seen in any Sim. They are introducing physical effects for wake turbulence and jet wash. Just amazing!

Phantom88
November 4th, 2018, 04:28
**Heatblur Night Testing**

https://i.postimg.cc/J4ZrMp32/i6ht2phq94w11.jpg (https://postimg.cc/8jkQbB0R)

Phantom88
November 7th, 2018, 02:02
Proto type sticks from VKB
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=64589&stc=1

Phantom88
November 11th, 2018, 02:28
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=64650&stc=1
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=64651&stc=1

Phantom88
November 11th, 2018, 06:05
From FB...............This will make your knees shake............
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=64655&stc=1

Victory103
November 11th, 2018, 11:00
Just no NVGs for carrier landings, but yes I look forward to many dark nights.

Phantom88
November 13th, 2018, 12:46
Alert 5 Podcast.....Heatblur interview
https://twitter.com/AlertPodcast?lang=en

Phantom88
November 13th, 2018, 12:50
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=64743&stc=1

Phantom88
November 17th, 2018, 08:25
https://www.youtube.com/watch?v

Phantom88
November 17th, 2018, 09:31
https://www.youtube.com/watch?v=XMeNb28yB7M&amp;feature=share

Odie
November 17th, 2018, 13:18
https://www.youtube.com/watch?v=XMeNb28yB7M&amp;feature=share

Sierra Hotel. :encouragement::encouragement::encouragement:

Phantom88
November 18th, 2018, 07:38
Haha....Yea,feeling like a Kid on Chrismas Eve:jump:I'm "Officially "Excited:jump:

Phantom88
November 20th, 2018, 02:30
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=64849&stc=1

Victory103
November 20th, 2018, 14:22
Fear the Bones! One of my fav subdued -103 paints.

Phantom88
November 24th, 2018, 07:05
Live Stream........

https://www.youtube.com/watch?v=awqmQT1jaSs&amp;fbclid=IwAR2cf4Yq50u_t94PkW8x4 i6iJuBVfClD-QKnm6TMMVzINX_dfAuPlbE5eJc

Victory103
November 24th, 2018, 11:53
Great live stream, some bugs still, but can't wait for this 'baby.

Phantom88
November 24th, 2018, 14:30
Yea,I thought they did an Amazing Job,Deep Strike from Carrier,Night time trap,Very Cool!

Odie
November 25th, 2018, 14:04
Watched the posted livestream, and I have to say that Heatblur/DCS have a great grip on this entry into the DCS world!

The F-14 may have been retired in 2006, but when this rolls out on the carrier deck, I think we can say...the 'Cat is back!

Looking forward to it!

Phantom88
December 7th, 2018, 06:47
Heatblur TomCat Weapon Systems featured on "Alert 5 Podcast"

https://alert5podcast.podbean.com/e/episode-04-heatblur-tomcat-weapon-systems-interview/

Phantom88
December 9th, 2018, 16:40
https://www.youtube.com/watch?v=ok68NWILp1E&amp;feature=share

Odie
December 9th, 2018, 18:04
Bravo! Over the years I have seen IRL several of these Tomcat demos at various bases and this brought back some very good memories! The only thing missing was the weight of the camera around my neck and the heat of the sun! Well done on a great presentation and on the a/c performance! Cannot wait to get this puppy into the DCS World hangar and learn the ropes on it.

Phantom88
December 14th, 2018, 12:54
***BIG UPDATE***

http://media.heatblur.se/Spaghetti/Spaghetti_Banner.jpg


DCS: F-14 Development Update - Mom’s Spaghetti

Dear All,

Welcome to what is likely the final major text-based development update prior to the launch of our F-14!

It’s been a long road; and we’re somewhat relieved that we’re finally here. We’re very excited to launch the F-14, and can’t wait to get it in your hands.
The entire team is working extremely hard on building our first release candidate build.

In this update; I’d like to delve a little bit into where we stand currently, release date expectations, what remains to be done, and what we consider critical items for a releasable F-14.
I’d like to also clarify what we consider Early Access for the F-14 and how that relates to our release planning.

Check out a preview of the Pilot's cockpit Night Lighting! Click to enlarge.




Release Date & Heatblur Early Access
One of the core tenets that we’re adhering to with the F-14 is to put quality ahead of specific release dates.
I’ve repeated this plenty (ad nauseum for you all, no doubt) - but quality comes first. It’s the main reason why we’ve left the specific date ambiguous thus far.
Again, I’d like to reiterate our official guarantee:
DCS: F-14 Tomcat launches into a major feature complete early access this Winter.
We’ve given ourselves a relatively wide release window of this winter, stretching from 21st of December to 20th of March to ensure that we can be somewhat flexible and make sure to achieve the desired level of quality that we strive for. Ultimately, the quality of the module determines when (or, more accurately: if we want to) release.

Our December window has started to rapidly close and currently, release is not immediately imminent.
Once we’re satisfied with the quality of our module, we’ll consider that build our first release candidate, and set the wheels in motion with our ED partners to launch.
December is now unlikely, but we will keep you updated on a weekly basis from now on and as we steam towards release candidate 1. It’s all hands on deck to get there - we promise.

For the release candidate build to actually happen, we need to achieve a few core goals that serve as the foundational basis for Heatblur early access.
While early access has in recent times meant less and less complete products, we’re looking to buck that trend and repeat what we achieved with the Viggen: a rich, mostly complete experience that is generally unhampered in any major way by its Early Access tag. In detail, that means:


Completion (or availability) of all core major features of the F-14B aircraft. Major systems include things like FM, weapons, radar, core subsystems, multicrew, JESTER, etc. You will be getting a gigantic, complex and mostly complete product on day one.
Stability and (hopefully) a lack of major bugs - the F-14 represents a technical challenge in terms of aircraft complexity and the experience has to be pleasant out of the box. Issues will undoubtedly happen, but we will not knowingly launch a broken product. No matter how much revenue we lose by e.g. missing the Christmas release window.
Relatively polished and a fun, rich experience. We only get one chance to make a first impression-- and the first time you fire up the F-14- whether it’s alone or with a friend; you should have a fun, engaging and relatively polished experience.


We hope the above makes sense, and more importantly, we hope you’ll consider them worthy reasons for not launching in December.. Or January.. Or February.. If that were to be the case.
Set your expectations on receiving a relatively polished, quality, Heatblur product this Winter. That is our guarantee to you, and we will not disappoint.
Hold us to it. Jump into pre-ordering at the point you feel most comfortable. We’d rather you be happy and pleased with your support to us than feeling that you’re being left out in the cold. We will launch this winter. Full stop.



With that said, let’s jump into some details on what are still considered open ticket items to achieve the above.
The team is currently working hard on a number of areas. Primarily:


RIO Cockpit: We’re still working finishing integration of the new RIO cockpit into the main branch of the F-14. Art production on this level is unfortunately a time-intensive and arduous task. Of course, we’ve developed all of the functions of the RIO cockpit by using our old Chromecat placeholders, so this is almost entirely a visual and art production item.
JESTER Improvements: JESTER is probably one of the most complex and difficult things we’ve ever had to create across all of the industries we’ve been involved in.

Current focus on JESTER has been to improve edge-cases where things really fall apart and bring you out of the experience, as well as filling out the remaining functionality for, primarily, A2A combat. JESTER will not launch in a complete state with the F-14 - but we want to get it to a level where it’s suitably usable and immersive.
Optimization: With the F-14; we’ll be introducing some novel ways to improve DCS performance with many Tomcats on screen.
This should help alleviate some of the performance impact of decks full of Tomcats. We’re also introducing new ways to try and reduce performance overhead in a complex dual cockpit through the use of lod proxies. Generally, the F-14 will be heavier in a 1:1 comparison to other aircraft due to its complexity, but it will win in other key areas- which we think will balance the scale.
We will be doing detailed benchmarks on DCS performance with the Tomcat and presenting our results soon.
LANTIRN: We’ve been working hard on fleshing out LANTIRN, all the way from writing new custom display shaders to implementing an incredibly deep and complex simulation of this targeting and observation pod. Information in this area is scarce; but we’re now confident in the fact that our recreation of the LANTIRN will be at the level of the rest of the aircraft. Our initial EA plan included only basic LANTIRN support, but with an increase in staff we’ve managed to flesh this feature out significantly and we’ll be proud to ship a more complete LANTIRN system on day one.


We’ve created entirely new ways to render the LANTIRN image, including automatic gain adjustment, explosion interference, and much more.
“Minor” Features: There are obviously too many items to really list in this category; but we’ve been working on everything from night lighting, exterior lighting, damage modeling - to every other little bit and bob that needs to be wrapped up for release. These types of items tend to be huge timesinks despite their small size.


Early Access
A good rule of thumb for us is that if we don’t get cold clammy hands and break out into a flop sweat upon the thought of releasing, we’re just about there.
Yet, still, it’s important to note that the F-14 will absolutely not launch in a perfect state. It will have things missing and it will have bugs. It will still be very much Early Access.

Some of the things that we do not consider blocking issues for release include;


Some missing minor features or specific functionality in major systems. Something like circuit breakers are a good example here.
Some of these types of features have little core value to the simulation experience itself and we consider these to be releasable omissions.
JESTER features: JESTER will be continually developed throughout the F-14’s lifetime. In particular, on launch, much of the LANTIRN capability may be missing.
Minor (and hopefully limited to annoying, at worst) bugs. These are absolutely inevitable. Sorry in advance!
Our QA team is flying the F-14 for hours each and every day. We’re trying to catch as many of the bugs and issues that crop up as possible.
Incomplete content - Training missions, quick missions, single missions, manual, etc.
Most of these items will be work in progress on launch - but we’re doing our utmost to complete as much of the F-14’s content as possible.
AI Content: Forrestal Class carriers, A-6, et al.
Dynamic cockpit system: this system represents a significant layer of complexity (though it may not seem like it) - and may be disabled on day 1 to avoid any unfortunate issues.


We will be clear with what exactly is missing on release date as we approach the release itself for absolute and full clarity.

We hope that gives you some insight into our process and what currently remains to be done and what to expect on Day 1 of the Tomcat.
re working truly hard on building our first release candidate. No one wants the Tomcat to launch more than we do.

http://media.heatblur.se/Spaghetti/Spaghetti_20_thumb.jpg (http://media.heatblur.se/Spaghetti/Spaghetti_20.jpg)
Videos!
In more exciting news; this week we’ll be distributing the first outside PR builds to some of our community’s content creators!
We’re super excited to get a first look into what outsiders think of our F-14 and hope that you’ll enjoy some of the content that will be produced too.
We’re also working on providing detailed, in-depth content on the aircraft and it’s systems.
Unfortunately development pressures make it more difficult than ever to produce our desired level of promotional content, but do expect an uptick on this ASAP.

We also hope to do more livestreams, and in particular in-depth looks with less complex scenarios than last time. Overall-- expect more content.
Even if small snippets of various features. We know that’s what you’ve been waiting for - and it’s coming.



Thank you all, as usual, for your support. We really don’t say this enough; but you all rock.
Our ultimate goal is to reward your support and patience with a product of appropriate quality.

I wish I had put this update together earlier. We do try to keep you as informed as we possibly can; but transparency has its risks and not all of the variables are known to even ourselves.
That’s how you get us promising 2017 before ripping apart the entire aircraft and rebuilding it from scratch.

We don’t knowingly deceive, rather our intentions are pure and are always based around quality rather than a maximization of revenue at the cost of just that quality.
We hope that becomes clear in time.

We hope you’ll stick with us and agree that we managed to do just that once we get there.

Sincerely,
The Heatblur F-14 Team.

Phantom88
December 14th, 2018, 13:01
http://media.heatblur.se/Spaghetti/Spaghetti_10_thumb.jpg (http://media.heatblur.se/Spaghetti/Spaghetti_10.jpg) http://media.heatblur.se/Spaghetti/Spaghetti_11_thumb.jpg (http://media.heatblur.se/Spaghetti/Spaghetti_11.jpg) http://media.heatblur.se/Spaghetti/Spaghetti_12_thumb.jpg (http://media.heatblur.se/Spaghetti/Spaghetti_12.jpg) http://media.heatblur.se/Spaghetti/Spaghetti_13_thumb.jpg (http://media.heatblur.se/Spaghetti/Spaghetti_13.jpg) http://media.heatblur.se/Spaghetti/Spaghetti_14_thumb.jpg (http://media.heatblur.se/Spaghetti/Spaghetti_14.jpg) http://media.heatblur.se/Spaghetti/Spaghetti_15_thumb.jpg (http://media.heatblur.se/Spaghetti/Spaghetti_15.jpg)

Phantom88
December 14th, 2018, 13:07
.
http://media.heatblur.se/Spaghetti/Spaghetti_7_thumb.jpg (http://media.heatblur.se/Spaghetti/Spaghetti_7.jpg) http://media.heatblur.se/Spaghetti/Spaghetti_2_thumb.jpg (http://media.heatblur.se/Spaghetti/Spaghetti_2.jpg) http://media.heatblur.se/Spaghetti/Spaghetti_3_thumb.jpg (http://media.heatblur.se/Spaghetti/Spaghetti_3.jpg) http://media.heatblur.se/Spaghetti/Spaghetti_4_thumb.jpg (http://media.heatblur.se/Spaghetti/Spaghetti_4.jpg) http://media.heatblur.se/Spaghetti/Spaghetti_5_thumb.jpg (http://media.heatblur.se/Spaghetti/Spaghetti_5.jpg) http://media.heatblur.se/Spaghetti/Spaghetti_6_thumb.jpg (http://media.heatblur.se/Spaghetti/Spaghetti_6.jpg)

Phantom88
December 14th, 2018, 13:12
https://www.youtube.com/watch?v=8J9Djfwf8_k

Phantom88
December 14th, 2018, 13:14
https://www.youtube.com/watch?time_continue=1&amp;v=2-ft8My4W1E

Phantom88
December 15th, 2018, 04:12
HB facebook photo
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=65687&stc=1

Phantom88
December 18th, 2018, 06:45
https://www.youtube.com/watch?v=ZbLLNC3uHv0

Phantom88
December 24th, 2018, 04:42
https://www.youtube.com/watch?v=q1o7E9pb95Y

Phantom88
December 25th, 2018, 07:26
Merry Christmas from HB
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=65997&stc=1
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=65998&stc=1
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=65999&stc=1
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=66001&stc=1
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=66002&stc=1

Phantom88
December 27th, 2018, 12:48
Burn baby Burn!!!
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=66058&stc=1

Phantom88
December 31st, 2018, 03:50
https://www.youtube.com/watch?v=wl9l9MDRxXk

Odie
December 31st, 2018, 12:33
:encouragement::encouragement::encouragement:

Montie
January 2nd, 2019, 10:51
https://www.youtube.com/watch?v=S0nuwLtnLlY

Phantom88
January 2nd, 2019, 13:01
https://www.youtube.com/watch?v=PI6NPcs4Kag

Phantom88
January 5th, 2019, 04:21
https://www.youtube.com/watch?v=7wPOhq-xzNM

Odie
January 6th, 2019, 15:14
Very, very impressive and immersive! Somebody contact Harold Faltermeyer, we're gonna need a new TOPGUN ANTHEM when the 'Cat deploys! :encouragement::encouragement::encouragement:

Phantom88
January 7th, 2019, 02:18
https://www.youtube.com/watch?v=GRQQ9rX3bXo

Phantom88
January 15th, 2019, 01:52
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=66507&stc=1
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=66508&stc=1

Phantom88
January 18th, 2019, 13:51
Jabbers posted some shots on Discord
https://uploads.mudspike.com/original/3X/b/0/b0e9775faa342d202c8e1bd86bf4854fbbb31334.jpeg
https://uploads.mudspike.com/original/3X/a/c/acc6e9c7a4b5b79eebee968b12d5bbf77097e178.jpeg
https://uploads.mudspike.com/original/3X/e/6/e619f914d9f1b2366f82c32ba0e85bdcc863cd6d.jpeg

Dondy
January 19th, 2019, 01:21
2h stream of ralfi:

https://www.twitch.tv/videos/365920218

Phantom88
January 20th, 2019, 05:40
https://www.youtube.com/watch?v=Lr7GCVn7ITc&amp;t=23s

Phantom88
January 21st, 2019, 03:15
***Development Update***

"​Hi Everyone,

Just wanted to give you all a bit of a quick rundown on where we are and what we’re working on. This update will be rather short and sweet despite my previous desire to make it more meaty. This is mostly because there really isn’t that much to say and the exhaustion is setting in after a really long week.

The past couple of weeks we’ve been focused on completing the items outlined in the OP, plus some additional items that the extra time has allowed us to squeeze in. Some of the items we’ve been working on include:


LANTIRN completion. Our LANTIRN integration will be very complete on day one of early access, instead of having large gaps in functionality. This system has been very complex and has taken us a lot of time to implement, but will make the F-14 a much more potent strike platform on day one.
JESTER improvements across the board - we’ve been adding new functionality to jester, such as injury and incapacitation states, improving various callout functionality and more. If we are able, we hope to add some initial JESTER functionality for controlling LANTIRN before EA, but this may not be possible.
Completion of the RIO cockpit integration. We’re now integrating the last of the RIO cockpit components together in our main development branch. This is one of the last steps before we’re “done” and build our first release candidate.
Buuuugfiixeeees! Opening the Tomcat up to more content creators and drawing in a few more testers has yielded some great feedback and swelled our internal issue tracker. SMEs continue to weigh in on every aspect of the aircraft which continuously helps us refine our systems and FM modeling.
Manuals, training missions, etc. It’s still unclear of how much content we will launch with; but we’re trying to squeeze in as much as possible on day 1.


All of the above is pretty ambiguous, and not really new - but at this stage of product development, focus and effort is a little all over the place. Add some sound for that thing, fix that thing, animate that, implement that - while continuing work on existing functionality and the core pillars of the product. Most importantly, next week we will set our sights on a specific release window internally. Once we are confident and the date is set in stone, we will share and fuel up the hypetrain (because we totally need that, am I right!? https://forums.eagle.ru/images/smilies/biggrin.gif )

More than anything, we’re looking forward to stopping your suffering and finally releasing. This will give us a chance to breathe (and live!) a little while we set out on our EA to Release roadmap.

In summary; we’re at the height of our release push now and we’re working literally night and day. Release candidate 1 is just around the corner. We know it’s been a long wait- so thanks for sticking with us.

Hope that sheds some light on where we stand, even if it’s (unfortunately) nothing concrete just yet.

Nick

Phantom88
January 21st, 2019, 12:35
https://www.youtube.com/watch?v=UI8FWf5ATz8

Phantom88
January 21st, 2019, 13:42
https://www.youtube.com/watch?v=zLC80TTQY-o

Phantom88
January 21st, 2019, 13:44
https://www.youtube.com/watch?v=Bzrk2EqUwB4

Phantom88
January 21st, 2019, 14:49
***TomCat Preview by Chuck Owl***

https://www.mudspike.com/dcs-heatblur-f-14b-tomcat-preview/

Odie
January 21st, 2019, 19:10
Great read/review on the basics of the Tomcat...enough to give the basics but also advancing a heads-up on the learning curve once it breaks onto the DCS world. It will be a challenge to master but I think very rewarding once the canopy closes on each mission. :encouragement::encouragement:

Phantom88
January 22nd, 2019, 01:47
https://www.youtube.com/watch?v=0-uHU-lHzmg

Phantom88
January 22nd, 2019, 01:48
https://www.youtube.com/watch?v=2q-bHFyTEr8&amp;t=0s

Phantom88
January 27th, 2019, 04:22
https://www.youtube.com/watch?v=FI4x4ioe83E

Phantom88
January 28th, 2019, 01:46
Heatblur posted a pic of the RIO Cockpit on Facebook.
https://uploads.mudspike.com/optimized/3X/7/3/731adc12867e221db6514f772a167c584a79f609_2_690x297 .jpeg (https://uploads.mudspike.com/original/3X/7/3/731adc12867e221db6514f772a167c584a79f609.jpeg)

Phantom88
February 2nd, 2019, 04:25
From HB Facebook
" Feature Preview! The F-14 is a module of many firsts (JESTER, jetwash & vortices, advanced multicrew,etc.) - and another new feature that we’ve not shown yet is the Trap Sheet! The trap sheet tracks your progress in the groove and gives you quick feedback on your carrier landings! Grade function still WiP"

https://uploads.mudspike.com/original/3X/4/5/45cd6260f20505c9e2e503e538fcae756d4829db.jpeg960×5 60 67.3 KB
(https://uploads.mudspike.com/original/3X/4/5/45cd6260f20505c9e2e503e538fcae756d4829db.jpeg)

https://uploads.mudspike.com/original/3X/d/f/dfa914871eaf6fc7055bf75378ac416788538308.jpeg
(https://uploads.mudspike.com/original/3X/d/f/dfa914871eaf6fc7055bf75378ac416788538308.jpeg)

Phantom88
February 5th, 2019, 15:16
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=67040&stc=1

strykerpsg
February 5th, 2019, 18:33
Fantastic news indeed. This one will garner much attention from me and I assume many others too.

Whitehawk
February 5th, 2019, 20:05
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=67040&stc=1

Note this is from the manual release date thread, not referring to the module itself

strykerpsg
February 6th, 2019, 00:56
Note this is from the manual release date thread, not referring to the module itself

LMAO! Well, thanks for the reality check. Still getting stoked its in it's final stages of release.

Phantom88
February 6th, 2019, 01:59
Note this is from the manual release date thread, not referring to the module itself

:pop4: Y I K E S !!!!!! :pop4: Thank You very much for adding that........Didn't realize I Almost Started WWIII :pop4:

Whitehawk
February 6th, 2019, 21:07
Made me triple check what I thought too haha, this might be the most anticipated module yet!

Mach3DS
February 7th, 2019, 07:19
Yet? Try EVER. :mixed-smiley-010::pop4:. Although I suspect the Viper will be more anticipated. Might be the most anticipated ever...lol

centuryseries
February 7th, 2019, 09:58
I long for an F-111 module....

But it seems the consensus is that the F-16 is popular - trouble is, its been done before! One of the reasons I love the Viggen over the Hornet is because it's a great aircraft and not run of the mill.

Tomcat will be good, but there needs to be a decent high fidelity 'red' aircraft to counter it....

Phantom88
February 10th, 2019, 04:29
***RIO'S OFFICE***









https://i.imgur.com/048Cdmd.jpg

https://i.imgur.com/hvKZhd8.jpg

https://i.imgur.com/NVgTeLv.jpg

https://i.imgur.com/TUYXrOO.jpg




















_______

Phantom88
February 10th, 2019, 04:35
https://i.imgur.com/UZs3sAz.jpg

https://i.imgur.com/j893aES.jpg

https://i.imgur.com/jQ7TQKk.jpg

https://i.imgur.com/XepezEp.jpg














_________________

Whitehawk
February 10th, 2019, 21:43
And now, ze book of Tomcat!

http://www.heatblur.se/F-14Manual/index.html

Manual release, online only, live document, still WIP etc. etc. MUST READ NOW!

Phantom88
February 11th, 2019, 03:05
https://www.youtube.com/watch?v=b5opjCygZug

Victory103
February 11th, 2019, 17:34
I never put my hardcopy NATOPS away while flying the FSX/P3D Aerosoft Cat, much like the VRS did for the Hornet, at least the cockpit looks familiar although the radar fine turning will be left to Jester or some crazy bastard online in MP.

Phantom88
February 12th, 2019, 05:48
A Super cool Member of The DCS Community has made the "Early" manual available in downloadable PDF Version

https://onedrive.live.com/?authkey=%21ADWEIiv44-ckmQU&cid=BA8D40D87DB99C2E&id=BA8D40D87DB99C2E%2175050&parId=BA8D40D87DB99C2E%2175040&o=OneUp

Phantom88
February 15th, 2019, 13:09
https://www.youtube.com/watch?v=_3usdWkFEUo

Phantom88
February 15th, 2019, 15:59
https://www.youtube.com/watch?v=OO3IdQjAdDA

Phantom88
February 20th, 2019, 01:32
***F-14 STATUS UPDATE***

"Hi Everyone,

End of winter is rapidly approaching - and we’re proud to say that we’re now feature complete and in RC-type build status. What that means is that we’ve completed implementation of everything that we consider necessary for early access release, and are now focused on ironing out any remaining major or game breaking issues. We’ve launched the manual to great feedback (thanks to everyone who helped out and who has reported issues since!) and the only remaining step for us now is to get the aircraft in your hands.

Over the past two weekends, we’ve ran two large stress tests with 30+ Tomcats on a single server. These have allowed us to debug various issues across a more dense multiplayer environment. The expansion of the testing team to include many more people has also been very helpful in establishing what needs revision and work.

We’re eager to share with you the launch day of the F-14, pending ED’s final approval. We hope this will happen within the next few days.

Also in the coming days, we’ll be going through what to expect from the F-14 Early Access, what our roadmap is for it’s final release (-A, Campaigns, other missing features, etc.) and projected timescales. Hopefully these will give you a good idea of what you’ll be flying on day one, as well as what the future holds for our F-14 project. The F-14 won’t be perfect when we launch, but we intend to show you just how committed we are to quality and our product in the days following release. Expect to be impressed.

More than anything, thank you for your support. It’s what keeps us going on long, dark, coffee-fueled nights. We’re looking forward to breathing a little post launch and as we settle into our Tomcat journey together.

Sincerely,
Team Heatblur

Phantom88
February 21st, 2019, 07:39
***ALERT 5 Podcast Featuring Heatblur***

https://alert5podcast.podbean.com/e/scramble-03-heatblur-f-14-jester-ai-iceman-interview/

Whitehawk
February 21st, 2019, 19:27
Cold start video:

https://www.youtube.com/watch?v=ws1GxPG2ZXw&fbclid=IwAR0Lw8WDr8EZfc1hXj3NFA8xXjdS2tNCmP4AotQji m4_K5_iQ9GariRkpok

Phantom88
February 22nd, 2019, 13:03
***Sound Track***

https://www.youtube.com/watch?v=nWaK8J33f7U

Phantom88
February 22nd, 2019, 13:17
***RIO PIT ***


https://clips.twitch.tv/RudeInterestingJalapenoBloodTrail

Phantom88
February 23rd, 2019, 08:47
https://www.youtube.com/watch?v=Bzs_Niq5HbU

Phantom88
February 24th, 2019, 03:37
***RIO'S LANTIRN***
http://www.sim-outhouse.com/sohforums/attachment.php?attachmentid=67637&stc=1

Phantom88
February 26th, 2019, 01:57
https://www.youtube.com/watch?time_continue=1&amp;v=5f6RqDJgFBM

Phantom88
February 28th, 2019, 01:56
https://www.youtube.com/watch?v=DZkJ0REWIG4

Phantom88
March 1st, 2019, 15:08
https://www.youtube.com/watch?time_continue=2&amp;v=kgpGO7fj4oU

SH427
March 2nd, 2019, 14:49
EA Release date set to March 13th! Not long now boys :applause:


https://www.youtube.com/watch?v=4XtH_X-vHJI

Odie
March 2nd, 2019, 15:10
Kick the tires and light the fires! :applause::applause::applause:

Victory103
March 4th, 2019, 14:08
Got to figure out that sick leave request! Been brushing up with the Aerosoft, but completely different sim so I'm not expected them to fly the same.

Phantom88
March 5th, 2019, 05:18
Oh oh ,I'm on vacation this week....Not sure what excuse I'm gonna make up on the 13th....But safe to say.....I won't be at my job when The Turkey Drops!!!:jump:

Phantom88
March 7th, 2019, 14:49
***The Fighter Pilot Podcast*** will do a special TomCat show airing March 12th...or TomCat Eve***
https://www.fighterpilotpodcast.com

Whitehawk
March 7th, 2019, 22:30
This help? Or not?

https://www.timeanddate.com/countdown/generic?iso=20190313T16&p0=281&msg=DCS%3A%20F-14B%20by%20Heatblur%20simulations%20EA%20launch!&font=slab&csz=1&fbclid=IwAR3B_Ja9xUD5IWk8UTrSBUcdXZ8vBaTddCW6HXdi7 RcC23nMChFD8kpNTcs

Mach3DS
March 8th, 2019, 15:30
https://www.youtube.com/watch?v=83cZ9h5NAo8

speedy70
March 8th, 2019, 16:00
As far as i am concerned the whole thing is grossly overpriced.

Cheers chris

YoYo
March 9th, 2019, 00:17
More screenies : ) :

http://i.imgur.com/ALcgceKh.jpg (https://imgur.com/ALcgceK)

http://i.imgur.com/gsUQY0jh.jpg (https://imgur.com/gsUQY0j)

http://i.imgur.com/YP8UrXAh.jpg (https://imgur.com/YP8UrXA)

http://i.imgur.com/1wrBpxwm.jpg (https://imgur.com/1wrBpxw) http://i.imgur.com/11Qhaz8m.jpg (https://imgur.com/11Qhaz8) http://i.imgur.com/wHcJmL6m.jpg (https://imgur.com/wHcJmL6)

YoYo
March 9th, 2019, 00:18
http://i.imgur.com/bGEgNqom.jpg (https://imgur.com/bGEgNqo) http://i.imgur.com/YSuc3nxm.jpg (https://imgur.com/YSuc3nx) http://i.imgur.com/iWQvdhsm.jpg (https://imgur.com/iWQvdhs)

http://i.imgur.com/7XeLTkuh.jpg (https://imgur.com/7XeLTku)

YoYo
March 9th, 2019, 00:19
http://i.imgur.com/6loQCj7m.jpg (https://imgur.com/6loQCj7) http://i.imgur.com/75pLRJym.jpg (https://imgur.com/75pLRJy) http://i.imgur.com/nRPMoTMm.jpg (https://imgur.com/nRPMoTM)

http://i.imgur.com/8f49cCZm.jpg (https://imgur.com/8f49cCZ) http://i.imgur.com/zmoTe0cm.jpg (https://imgur.com/zmoTe0c) http://i.imgur.com/U9PssAnm.jpg (https://imgur.com/U9PssAn)

Stickshaker
March 9th, 2019, 02:25
Fantastic shots, gentlemen! Less than a week to wait...

scotth6
March 9th, 2019, 18:37
I always loved the red and white livery. I always loved the Tomcat too. Such a beast of an aircraft. I suppose the main reason I liked it so much was because of Top Gun :biggrin-new:. It is such a beautiful aircraft though; great lines.

Phantom88
March 10th, 2019, 12:43
https://www.youtube.com/watch?v=QHTx1nLq8iM

Odie
March 10th, 2019, 17:40
Pretty amazing! Looking forward to some Tomcat goodness in a few days....:biggrin-new::biggrin-new::biggrin-new:

Phantom88
March 11th, 2019, 01:50
https://www.youtube.com/watch?v=r4-Dd4ss2Rc

SH427
March 11th, 2019, 06:09
As far as i am concerned the whole thing is grossly overpriced.

Cheers chris

While it is expensive, one must remember that the F-14 is the culmination of years of hard work and development, and a realization of one of the most comprehensive systems and flight dynamics simulations ever built for what is still considered a video game.

I happily paid my 70 dollar preorder cost, and I'm so excited for wednesday!

Phantom88
March 11th, 2019, 07:08
While it is expensive, one must remember that the F-14 is the culmination of years of hard work and development, and a realization of one of the most comprehensive systems and flight dynamics simulations ever built for what is still considered a video game.

I happily paid my 70 dollar preorder cost, and I'm so excited for wednesday!

....and let's not forget We will be getting The A and B Tomcat model,A Forrestal class CVN with animated deck crew and a AI A6 for refueling.Well worth the price IMHO

Phantom88
March 11th, 2019, 07:38
https://www.youtube.com/watch?v=-V1iGASL7kc

Stickshaker
March 11th, 2019, 12:22
....and let's not forget We will be getting The A and B Tomcat model,A Forrestal class CVN with animated deck crew and a AI A6 for refueling.Well worth the price IMHO

Quite so. And who of us can tell whether the price is in accordance with the development cost? Nobody, especially since we have not even laid our hands on the plane. And whether the enjoyment is worth the price is a purely personal opinion. Anyone who doesn’t want to spend this kind of money can go for the Arerosoft F-14 for P3D, so we have a choice. Although DCS planes are relatively pricey, I can’t even visit a museum to look at the planes for the price that I can fly them for in DCS.

Phantom88
March 11th, 2019, 13:19
***Defender of The Fleet***Digital Sountrack Released***
https://meteormusic.bandcamp.com/album/defender-of-the-fleet-heatblur-f-14-original-soundtrack

Mach3DS
March 11th, 2019, 14:57
Gone Gold!

Phantom88
March 12th, 2019, 01:49
***Fighter Pilot Podcast***Tomcat***

https://www.youtube.com/watch?v=VSwLSEQjxfg

Mach3DS
April 23rd, 2019, 07:14
I've already traded out the Place holder red text for ghost grey and triple nickel numbering. ;)

https://cdn.discordapp.com/attachments/434625652000292865/570064227608297482/unknown.png

https://cdn.discordapp.com/attachments/434625652000292865/570064426216980490/unknown.png

https://cdn.discordapp.com/attachments/434625652000292865/570064594605703168/unknown.png

Mach3DS
April 23rd, 2019, 22:04
If the kitty were big iron of the 60's...


https://cdn.discordapp.com/attachments/423534348361531394/570446887514144768/Screen_190423_200834.png

https://cdn.discordapp.com/attachments/423534348361531394/570446884464754708/Screen_190423_200523.png

Odie
April 24th, 2019, 10:33
Looking good, Rick!

Mach3DS
April 27th, 2019, 15:31
https://cdn.discordapp.com/attachments/423534348361531394/571566309163401216/Screen_190426_221737.png

https://cdn.discordapp.com/attachments/423534348361531394/571566250946199552/Screen_190426_220742.png

https://cdn.discordapp.com/attachments/423534348361531394/571624465398628352/unknown.png

Mach3DS
April 27th, 2019, 15:31
Century Series Tomcat!

Phantom88
April 27th, 2019, 15:45
W O W..........AMAZING!!!!!! :applause:

Mach3DS
April 27th, 2019, 16:07
https://cdn.discordapp.com/attachments/423534348361531394/571849688731615244/Screen_190427_165855.png

Phantom88
June 22nd, 2019, 05:37
***Virpil Has a TomCat Grip Pre-Order Up***

Hello VIRPILs!
We’re extremely excited to announce the upcoming pre-order availability of our VPC WarBRD and ACE Rudder Pedals, as well as the VPC V.F.X Grip! In this 3-part announcement we would like to introduce you to these new items as well as provide information on the pre-ordering process.
VPC V.F.X Grip
The VPC V.F.X Grip is our latest addition to our expanding lineup of interchangeable grips and our first Western fighter grip! This grip is based on controls found in the aircraft developed for the Naval Fighter Experimental program.
https://uploads.mudspike.com/original/3X/5/a/5a97bb324e0e775e1726430e67b56897d141d935.gif This image has been resized. Click this bar to view the full image. The original image is sized 1200x715.
https://uploads.mudspike.com/optimized/3X/6/1/6169fdbac2431bee535716a6e4479c687ed51568_2_690x411 .png
1200×715 646 KB

(https://uploads.mudspike.com/original/3X/6/1/6169fdbac2431bee535716a6e4479c687ed51568.png)
The VPC V.F.X Grip features a number of unique features:


Dual-stage trigger
4-way weapon select w/ push
DLC thumbwheel axis - spring loaded return to the center (Contactless digital sensor)
Paddle lever axis w/ physical push button at 100% (Contactless digital sensor)
8-way ungated POV hat w/ push
3 x momentary push buttons
All metal twist axis (Contactless digital sensor)
Twist axis lockout
Compatible with all VPC bases
Compatible with TMW base (Twist axis, Paddle lever and DLC thumbwheel will respond as buttons)

https://uploads.mudspike.com/original/3X/5/a/5a97bb324e0e775e1726430e67b56897d141d935.gif This image has been resized. Click this bar to view the full image. The original image is sized 1200x715.
https://uploads.mudspike.com/optimized/3X/e/9/e9b110711f94d35ee8a5e73bca1b6874e9552d05_2_690x411 .png
1200×715 561 KB

(https://uploads.mudspike.com/original/3X/e/9/e9b110711f94d35ee8a5e73bca1b6874e9552d05.png)
During the development of the V.F.X Grip, we’ve built on past feedback we’ve received from the community to provide the best grip experience to date! This includes using digital contactless sensors for all grip input axis, providing unparalleled input accuracy.
We also wanted to satisfy as many VIRPILs as possible regarding twist axis input - after discussing with members from the community we know that a twist axis can be quite a divisive addition! The VPC V.F.X Grip includes our all metal twist axis mechanism (with VPC contactless digital sensor) for those without pedals, however we have now implemented a twist lockout for those who wish to block this axis entirely.
We’re also aware that many VIRPILs use our grips on their existing TMW base units, because of this we’ve done our best to ensure that the grip will operate on the TMW base with the caveat being that all grip axis (twist axis, DLC thumbwheel and paddle lever) will respond as button inputs instead due to limitations with the TM base units. For full grip functionality it will be necessary to use a VPC base!
Product pages and pricing information will be posted on 21st June!

scotth6
June 22nd, 2019, 07:31
That looks pretty awesome, and it even fits the Warthog base, which is great. It does look a bit too plastic to me (not sure if it actually is) and it is not cheap for just a baseless stick. If I was going to get another grip, which I am not seriously considering, I would go for the Hornet grip over this one.

Phantom88
June 23rd, 2019, 08:10
:jump: I couldn't help myself....I pre-ordered both this and The Hornet Stick....I do spend most of my DCS time in these two and The Harrier...Trying to justify my DCS Impulse buying :mixed-smiley-010:

scotth6
June 23rd, 2019, 19:46
Good stuf Patrick. Let us know what you think of them both when you get them. I am getting more and more tempted to get the Hornet stick, as I have finally started spending some hours in the Hornet in VR over the past few weeks, and I am absolutely loving it. I love all the missions that have been created for it, they are really in depth and immersive. I haven't done much in the F-14 yet apart from startups and carrier takeoffs, so looking forward to spending more hours in the F-14 too. I have so much to do in DCS World. I have never flown half the campaigns I have purchased for multiple aircraft. :biggrin-new: And now I'm thinking about getting the Harrier during the Summer sale......:indecisiveness:

Mach3DS
June 23rd, 2019, 20:38
Scott. My group has some buddy lasing for hornets using the F-14 in MP with a human RIO. It's really immerssive....HIGHLY recommend. Really cool experience.

Phantom88
June 24th, 2019, 02:27
Good stuf Patrick. Let us know what you think of them both when you get them. I am getting more and more tempted to get the Hornet stick, as I have finally started spending some hours in the Hornet in VR over the past few weeks, and I am absolutely loving it. I love all the missions that have been created for it, they are really in depth and immersive. I haven't done much in the F-14 yet apart from startups and carrier takeoffs, so looking forward to spending more hours in the F-14 too. I have so much to do in DCS World. I have never flown half the campaigns I have purchased for multiple aircraft. :biggrin-new: And now I'm thinking about getting the Harrier during the Summer sale......:indecisiveness:

I will let you know what I think about the 2 grips,The Hornet grip should be out next month....while The V.F.X Grip could be as much as 3 months...maybe longer since a member of The DCS Community caught a mistake on the weapons selector.:banghead:

BTW...The Harrier is Amazing!!! and at 50% off is a steal!!:jump:

scotth6
June 25th, 2019, 06:45
Scott. My group has some buddy lasing for hornets using the F-14 in MP with a human RIO. It's really immerssive....HIGHLY recommend. Really cool experience.

Sounds great Rick. I don't do much multiplayer flight simming, or any really. Up until a few months ago I had only played a few hours in Eve Valkyrie which I got free with the Oculus Rift, and that is pretty much all multiplayer. Last September (? roughly) I bought Battlefield 1 after a workmate convinced me and now I play multiplayer in that about 2-3 hours every single night, and more on the weekends. I have never played any game so much as I have played multiplayer in BF1. I must give MP a go in DCS World one day, but I need to build up my single player hours first. :loyal:



I will let you know what I think about the 2 grips,The Hornet grip should be out next month....while The V.F.X Grip could be as much as 3 months...maybe longer since a member of The DCS Community caught a mistake on the weapons selector.:banghead:

BTW...The Harrier is Amazing!!! and at 50% off is a steal!!:jump:

Sounds great Patrick. I am envious :encouragement:

I think you have convinced me regarding the Harrier. Trouble is it will probably be another 12 months before I jump in it. I still have several campaigns I want to do for the A-10C, Mirage, F-5E, Viggen, and I have LOTS of flying yet to do in the Hornet and Tomcat. I need to spend less time in Battlefield 1 and more in DCS World!

Phantom88
July 3rd, 2019, 07:45
***The Big Cat got lots of Love in today's OB Patch***

DCS F-14B by Heatblur Simulations

Fixed potential CTD when TCS scans an object without a 3D model
Fixed Jester doing only one action when asked to perform a series of actions of the same type
Fixed negative values (formatted as large positive 32bit integer) showing up for TID contacts' altitude
Fixed bad limiter input on fuel probe yaw moment
Fixed Jester radio tune and similar commands
Fix to Jester stuck in the TCS mode (no TID repeater bug)
Fixed CMS readiness not syncing properly in multicrew
Fix for the F-5 being displayed as 'U' on the RWR
Make time less relative (multiplayer clock fix)
Small fix to Jester missile detection
Fixed AI Wings swept forward on spawn
Adjusted AI oversweep collision model
Kneeling and launch bar fixes for the AI
Fixed nose gear strut collapsing on touchdown for the AI
Fixed broken gear animations
Retweaked some lights intensity
Potential fix to right engine not starting after damage bug
Reduced drag in turning situations
Reduced rudder roll power from 15-40 units AOA
Added more nose down at high ct with flaps up
Reduced pitch rate damping overall, but increased pitch rate damping with flaps
Reduced pitch with power effect at high Ct
Reduced drag vs pitch rate at high alpha
Tweaked pitch rate damper fade out at high AOA
Increased lift vs pitch rate
Added pitch acceleration based damping and AOA rate pitch damping
Added narrow limit on pitch rate damper and increased strength
Adjusted Phugoid Damping
Added slight extra nose down moment with power/flaps up
Fix to pitch oscillation induced blackout issue

Phantom88
July 19th, 2019, 13:19
Virpil VFX Grip

<strong>
https://www.youtube.com/watch?time_continue=2&amp;v=SCY6tAJxbIE

Phantom88
August 14th, 2019, 06:47
***Open Beta Changes for Tomcat***

DCS F-14B by Heatblur Simulations


Slightly increased G at which wing structural failure will occur
Adjusted pitch moments for flaps, speedbrake and power
Adjusted yaw damping with flaps down
Fixed wing sweep program indicator in bomb mode
Bomb mode now doesn’t stick
ASH better handles spawn heading errors on carrier
Fixed INS drift due to DCS reporting different aircraft heading before and after spawn.
Fixed ASH wrong wind calculations, fixes bomb fall line inaccuracy at high wind speeds.
Installed anti-lag filter in the INS alignment routines - should reduce INS drift from lags.
Fixed afterburners being invisible - pending further improvement
Fixed invisible RIO DDD lights
Fixed invisible TID HCU light

Phantom88
September 2nd, 2019, 04:12
https://forums.eagle.ru/showthread.php?t=248138&page=2
***Small Update***
From Cobra
"The Forrestal will launch this year- not sure which month exactly yet."

Phantom88
October 7th, 2019, 01:54

Heatblur Development Update - The Road to Full Release


Dear All,

Half a year has now passed since the release of the F-14! It’s time to give you an update on our current development status, priorities and what the future holds in store for the F-14.

First of all, thank you so much for the incredible support! The feedback we got from you was nothing short of overwhelming, from the many praiseful words you’ve bestowed on us to the incredibly committed and detailed feedback and criticism: thank you so much. Being part of this community has been the experience of a lifetime, and all of the hardships of development have been worth it. Let’s go over some of our current priorities and development changes. Recent shipped changes are of course included in the patch log as always, but just to recap, here are the changelogs from the past three patches:


Overview
Generally, we are currently still prioritizing major bug fixes. This is now slowly changing and we’ve started shifting focus back on the new additions to the module, as well as the introduction of the remaining features and content.

Making sure that we’ve corrected most of the major issues and given ourselves a good starting point for the addition of new features has been an integral part of our F-14 post-launch sustainment plan. One critical part to this is to make sure that we never try and keep a game-breaking or immersion breaking bug in the aircraft for too long. Your experience matters to us- and prioritizing this over new features will keep the road forward smooth. Hopefully, we’ve now reached a point where we can begin to introduce new features with confidence and with minimal introduction of new issues, so that the F-14 continues to feel like a stable product.
Jester LANTIRN
This feature is rapidly nearing completion, and we are now in the final phase of its development. We will make a separate update on this feature before release. This has been a very challenging task, but we believe we’ve found a good way to make JESTER operate the LANTIRN both quite independently, but also at the pilot’s command and disposal. Weaving this functionality together in an immersive and realistic way has been integral to our efforts.

One core component to this effort has been to make a new human emulation system for the way JESTER will actually utilize the LANTIRN controls. This includes simulating the way a human would search an area and avoiding any sort of robotic jankiness. This has proven to be a challenging endeavour. Search patterns that make sense and feel authentic have been developed as part of this effort.

Certainly, communication with JESTER is key to achieve your goals. The player will be able to tell JESTER to look at either a Waypoint, coordinates or a map marker, and command the area and size of the area to search in. You will be able to instruct JESTER to e.g. prioritize SAMs or armor or ships - and much more. All in all, we hope we’ve found an appropriately immersive and functional way to integrate JESTER Lantirn, and we hope you’ll enjoy this feature once it launches. Currently, the last remaining items are to record the remaining voice lines required for this and run the feature through a few final cycles of testing.
TWS Auto
This feature has undergone significant refactoring internally. As some may recall, it was disabled just prior to release as it was not very reliable and there were specific mathematical issues we had difficulty solving. We decided to completely rewrite this feature as part of a partial refactoring of various radar code.

Some more work and a lot of testing is still required, however, if all goes well this should be available in open beta by early November. This will add TWS attack steering (steering tee on HUD/VDI/DDD/TID) to the centroid of the targets, as well as aim the TWS radar search pattern in the correct direction to maximise target coverage. Re-developing this feature has been a major development effort and we’ll be pleased to finally get it in your hands.
JESTER
JESTER has already received a couple updates, like the recently introduced new elevation function. Further updates are in progress, including improved IFF and close combat SA.

We’re also working on new energy calls as well as suggestions for the player when to switch to the Pilot Acquisition Modes. This will make him sound less “unable”, and hopefully also teach the player better about the limits of the AWG-9, as these suggestions will come in situations when it is hard for the RIO to keep up with the radar, which is frequently the case at close range.

We’re continuing to work closely with the multiplayer PvP and SP community to find new and useful ways to increase Jester’s usability and utility. It goes without mention that many smaller tweaks to functionality, logic and other elements are still ahead of us.AIM-54
We’re pleased to note that we’re finally able to use the new missile API to control the AIM-54 active mode from the F-14!

These changes are currently live in our experimental build branches, and we are currently testing to ensure that everything works as it should. Here is a brief summary of what these changes include. We’ll delve into more depth once this feature is ready to ship:



TWS with range >10NM: LTE 3s, loft, SARH/DL, missile goes active at 16 seconds time-to-impact
PDSTT with range >10NM: LTE 3s, loft, SARH/DL, missile does not go active (SARH/DL all the way to target)
TWS or PDSTT with range <10NM, or PH ACT selected: LTE 3s, no loft, active directly after launch
PSTT or BRSIT or (ACM cover up with no track or PSTT or PDSTT): LTE 1s (unless STT and angle >15deg then 3s), no loft, active immediately


This also means the in-flight missiles with TWS will no longer go active if tracking is lost, the F-14 is destroyed, the radar is disabled (..etc), before 16s TTI. However, the WCS can keep a track file stored for up to 2 minutes (for targets under missile attack) and send an active signal to the Phoenix pointing it into the target’s likely position, if the track has not updated for a certain time.

We’ll continue testing the Phoenix and ensuring that it behaves as accurately to the real thing as possible.Art
The art team has been prioritizing the completion of some of the bigger workstreams that currently remain for this part of the product. These include the completion of the Forrestal class carriers (yes- still shipping for free for all!), the F-14A engine nacelles, nozzles and other adjustments, the A-6 (and future KA-6), and much more.

Some of the critical elements still outstanding that are due to ship very soon include the digital EGIT, various minor corrections and fixes, correcting the custom cockpit option, new afterburners, and several other high priority items. The Forrestal class carriers will launch later this year. Get ready to land on a real postage stamp!

Some of the features that will launch in Q4 include;


Corrected Custom cockpit options
Digital EGIT (-B)
Forrestal Class Carrier
Various tweaks, adjustments & fixes (holes, smoothing errors, etc.)
The dreaded HGU-33 visor knob.

Flight Modeling
The F-14B flight model is also nearing its completion. We’ve created an entirely new testing system that supersedes our previous automated testing. This will allow us to more effectively tune and tweak the remaining elements of the model. Our new testing framework has quicker turnaround times and delivers more detailed metrics.. We will release an overview on the flight model tuning once we are done, so everyone can follow the changes that we made and to better understand them.

Not only during development, but also over the past half year our SMEs have been extremely active in giving us feedback almost on a daily basis, which at this point requires a massive thank you from us, to them. It is not so common that a person would devote so much free time and passion to a project like ours, and we feel extremely blessed. We believe that getting so much devoted and dedicated pilot feedback is absolutely critical to our development process, and we cannot stress enough how lucky we are to have such incredible SMEs.
Multicrew, RIO Inputs & more
We are close to completing a major refactoring of the way inputs are handled between the front and rear cockpits. This is a significant change to our codebase, and will solve a few key issues, as well as allow for a cleaner delineation between pilot and RIO inputs.

This refactoring will solve the key and critical issue of Jester not re-activating after a player disconnects. Further, it will disallow any RIO keyboard inputs from the Pilot’s cockpit. For this reason, we’re keeping this feature entirely in our experimental branch until JESTER LANTIRN is fully implemented; so as to not remove the utility of the current SP LANTIRN modification, which will stop working.

While we understand that some of you have become reliant on this modification; we are sticking to our design principles of handling all RIO functionality through JESTER or through multicrew.
Campaign
Work on the -B campaign is underway and it is slated for completion by the end of Q4. It is set in the late 80s, around the fall of the Berlin Wall and tries to recapture a realistic scenario of what could have happened.

Though fictional, it will be kept close to missions that were realistic to be flown by Tomcat pilots at the time and is meant to portray the various tasks a real Tomcat pilot and RIO would have found themselves in. The campaign will revolve more heavily around air to air, but if you want to get a feel for what it will be like (approximately), you can try the quickstart mission “Watching the Devildog”.

This first campaign will release for the Caucasus theatre, and will eventually include a Co-Op version.
F-14A
Development on the F-14A is progressing in parallel to the finishing work on the F-14B’s flight model. Current focus is on building a new engine model for the P&W TF-30 engines; which have a number of unique characteristics and piloting considerations. We are closely conferring with our SME’s, who flew -As for many years on getting an appropriate grasp of these engines and the impact they had on the aircraft.

Overall, the work on the -A is progressing at an appropriate pace and focused on several key areas, namely:


New P&W TF-30 engine model
Refactoring to split the F-14 into two aircraft
Bullet Fairing for TCS
New, F-14A specific liveries
ALR-45 RWR, sounds and graphics
Nozzles, Nacelles, antenna changes
Minor Flight Model Adjustments

Viggen
We’ll keep the update short and sweet on the Viggen as there’s been way too much talk, and not enough walk. It will launch out of EA by the end of Q4. The Campaign is now finished, and is undergoing testing. Other features that will be included in the final (1.0RC) version of the Viggen include;


New Sounds
In-cockpit Pilot body
New, overhauled PBR exterior textures
Various minor fixes, adjustments and tweaks.


Beyond RC1 for the Viggen; we will be focused on backporting features developed for the F-14. These include new afterburners, effects, and other elements currently in development for the F-14.

The Viggen is not a second rate citizen for us. Our priorities are now aligned so as to launch these remaining items without question later this year. Our sincere apologies for it taking longer than expected!


There is more that we’ve not touched on in this update (e.g. J-35 AI) - but we’ll be sounding off through updates and through another development update throughout Q4. Stay tuned.

As always, thank you for all of your support. Your patience, passion, persistence and commitment is what makes us tick. Thank you for letting us be a part of this community and letting us develop your favourite aircraft.

Sincerely,
Heatblur Simulations

__________________
Nicholas Dackard

Founder & Lead Artist
Heatblur Simulations

Phantom88
October 19th, 2019, 04:08
***NEW F-14 TOMCAT GRIP FROM VKB/HEATBLUR COMING***

We’ve teased it before, but the time has finally come for our great friends over at VKB to start production of their F14 Tomcat replica grip. If you already purchased our DCS F14 then you are eligible for a 10% discount on the VKB Tomcat grip. Haven’t had a chance to check our module out? Don’t worry, we won’t leave you hanging. Purchase the VKB Tomcat grip and receive a $10 discount on the DCS F14… This is not a stick designed to look somewhat like the Tomcat stick, it’s based on our 3d scans of the real deal and intended to mimic it as closely as possible. Please see the press release from VKB below:
Quote:
THIS is the state of the art F-14 Tomcat grip that is now officially announced as it is entering production stage.") Please put on your helmets, fasten your belts, and get ready for the take off.
F-14 Tomcat grip turned to be one of our most interesting products (joint project with Heatblur , supported by Eagle Dynamics ).The grip is a veritable replica, exact to a fraction of a millimeter. Prototypes were checked and approved by the real veteran F-14 pilots of Heatblur team.
https://forums.eagle.ru/images/statusicon/wol_error.gif This image has been resized. Click this bar to view the full image. The original image is sized 1200x1019.
https://i.redd.it/hcs67dxiqbt31.jpg
Making a replica grip wasn’t easy, as we couldn’t alter the shape or size of the device, nor the controls’ layout. However our engineers set their creativity free when it came to internal design of the grip. We didn’t want to make a lookalike device, somewhat resembling the original. Instead we wanted to deliver the spirit and feeling of this legendary warbird with her feline nickname.
The very touch of this grip is supposed to wake up the memories – or, bring up the images – of the glorious service Tomcat did to the world.


Rubber inserts for a no slip firm and handy grip
Metal ammo switch, hat, and emergency autopilot disable trigger
Long travel soft click buttons
Modular hat design (fully dismantleable, all buttons user replaceable)
Ammo switch design based on contactless sensor
DLC maneuver wheel design based on contactless sensor
Two-step trigger design based on cam mechanism – similar to that used in real life war planes
Lockable contactless sensor twist mechanism
32-bit APM controller as the brain of the grip

Now, where are we, and how it translates into simple words?
We have finished the molds. Here they are, the real beauties. Perfection in every curve!
https://forums.eagle.ru/images/statusicon/wol_error.gif This image has been resized. Click this bar to view the full image. The original image is sized 1200x595.
https://i.redd.it/lxvvupnqqbt31.jpg
Our engineers need a few weeks to finalize the surfaces adding texture and making tiny invisible tweaks here and there.
We’re planning the first copies roll out in early-mid November. There will be pre-order open in November; RRP is marked at 189 USD (base not included).
Those who already purchased F-14 module from Heatblur will enjoy 10% off this price; those who consider buying that module will have 10 USD off the price of the module with the purchase of the VKB F-14 grip.
New VKB F-14 grip is breaking into the gaming devices market. We know: we did it right, and we’re proud of our new creation. Hope, you can join us and share our pride and happiness!
P.S.

An attentive pilot has probably noticed something interesting in the picture of the grip… What could that be? - Great question. Please stay tuned for more news: a new announcement is coming soon.

Odie
October 19th, 2019, 18:41
Great news on the Big Kitty's future! Thanks for the updates (software and hardware)!

Phantom88
October 26th, 2019, 04:46
***First Impressions of The Virpil V.F.X Grip***

Received mine yesterday,Here are my first impressions,And I need to first state that I've been using The Thrustmaster F/A-18C Stick for a few months so I'll be comparing the two.



https://i.postimg.cc/Gm74QYwf/2-1.jpg (https://postimages.org/)


https://i.postimg.cc/yxmJXbsh/3.jpg (https://postimages.org/)


It feels about 60% lighter than The TM Stick ,and a lot less Bulky.The Buttons are all working but lack a responsive feel, The trigger seems to lack any pressure and feels a bit cheap,and toy like.


The Weapons Selector switch is very nice and easy to use,I love how you'll need to "Unlock It" or push In then Up to take it out of "Off" mode....This seems like such a '60's-'70's type of "Safety" of that Era....**It reminds me of an Old Chevy Muscle Car with a Manual Transmission,You needed to do something similar to put it in reverse**. ;)
https://i.postimg.cc/q7Gm5JBg/4.jpg (https://postimages.org/)


https://i.postimg.cc/C1Lvy3d7/5.jpg (https://postimages.org/)


https://i.postimg.cc/25YcGbDP/6-1.jpg (https://postimages.org/)






The Paddle Lever is Super Nice and easy to use,It feels twice as big as the The TM Stick.


Installation on to a TM Warthog base wasn't as easy as The TM sticks, As there's no "Keyway" to match up with the Stick and The Base.You'll need to be very careful to match up the internal pins and not damage them.
It also came with no users manual or button description


**So to Sum it up,after only a few hrs of use and coming from The Thrustmaster F/A-18C Stick The Virpil V.F.X Grip is a bit of a let down....It just doesn't have a quality feel and button response that I'm used to....
Also The Payment option at the time was a bit of a Headache as you needed to use a Third Party Lithuanian Bank to make your Purchase.
That and the fact it took over four months from time of payment to time of delivery was also a bummer as it was promised within 90 days.**


I would have to recommend if you are already using a Thrustmaster Stick to wait till The VKB/Heatblur Stick comes out and gets some reviews before buying The Virpil Product.

scotth6
October 28th, 2019, 05:33
Thanks for the feedback/review Patrick. Sorry to hear the quality isn't great. It does look cool though. I really like the weapons select switch. That's a unique aspect of that stick. Hopefully the stick grows on you and it actually functions well.

I got my TM Hornet stick a few weeks ago, but haven't even taken it out of the box yet, apart from a quick peek when it first arrived. I am in an uncertain state at the moment, on whether to get some type of mount to mount it in the centre as it (and the Warthog stick) should be. Not sure if I should be that fussed, considering I fly everything from the Warthog and Hornet, to the F-16, which has a side stick, and 737s, A320s, Cessnas etc etc.

Cheers,

Phantom88
November 25th, 2019, 15:01
https://www.youtube.com/watch?v=zHUbR3mst18

Phantom88
December 19th, 2019, 07:59
https://www.youtube.com/watch?v=n5TIikbRCe8

Phantom88
January 6th, 2020, 15:27
Great all around podcast about The F-14 with a fantastic interview with Heatblur at the end.
https://omegataupodcast.net/

Mach3DS
January 20th, 2020, 15:36
Not my paints...but IMO very high quality, even though fictional.

https://cdn.discordapp.com/attachments/530407941921046535/668976186046545940/Screen_200118_194351.png

https://cdn.discordapp.com/attachments/530407941921046535/668976204984090644/Screen_200118_175431.png

Mach3DS
January 20th, 2020, 15:38
A couple of fictional ones from me...I thought this was a cool angle...



https://cdn.discordapp.com/attachments/530407941921046535/668976307928956938/Screen_200117_231341.png

https://cdn.discordapp.com/attachments/530407941921046535/668976141109035072/Screen_200118_003431.png

https://cdn.discordapp.com/attachments/530407941921046535/668976150927900693/Screen_200118_002120.png

https://cdn.discordapp.com/attachments/530407941921046535/668976203121819648/Screen_200118_004108.png

Phantom88
February 17th, 2020, 04:01
https://www.youtube.com/watch?time_continue=2&amp;v=rDOKT5_zViI&amp;feature=emb_lo go

Phantom88
March 23rd, 2020, 15:10
**Jabbers Review**

<strong>
https://www.youtube.com/watch?v=GNV3C1LSLrw&amp;t=97s

Phantom88
March 24th, 2020, 13:52
**Forrestal News**

Some News via Reddit

https://www.redditstatic.com/desktop2x/img/favicon/android-icon-192x192.png reddit (https://www.reddit.com/r/hoggit/comments/fo8mfg/forrestal/)https://forums.mudspike.com/t/forrestal-carrier-update/8920/6r/hoggit - Forrestal? (https://www.reddit.com/r/hoggit/comments/fo8mfg/forrestal/)4 votes and 22 comments so far on Reddit


“We’re still aiming to have an Alpha of the Forrestal out this month. Things are changing re carriers with the Supercarrier, so there is some uncertainty in the air whether we can launch the coming week. Will keep you updated ASAP.

Phantom88
March 31st, 2020, 14:41
**Some F-14A News**
<strong>
https://www.youtube.com/watch?v=Y3pcoLq9YFg

Phantom88
March 31st, 2020, 14:53
***Dev Update***


https://imgur.com/rHWcbtf.jpg (https://i.imgur.com/DGog4B5.jpg)

Dear All,
Another quarter has passed with blazing speed. To say that it has been an interesting three months is quite the understatement. We hope that you are all keeping safe, healthy, and doing your part in flattening the curve(s). While we’re a remote team and impact on our development has been minimal due to quarantine measures, it’s difficult to avoid any and all impact - especially with family and friends involved, and with one team member already having been ill. Hopefully the Heatblur team will see absolutely minimal disruption to our continued development over the next few months, and we’ll keep you updated if anything should change.
This quarter we’ve been working diligently on getting some big ticket items ready, with the intention to ship them this quarter as well. We’ve ended up somewhat short of our ambitious goals shipping wise, as we’ve fallen slightly behind and tally only a few new features shipped in February and March, together with the usual slew of fixes and changes. For those of you who have not been following along each set of patch notes; here’s the full list of changes from Q1 2020:



Added Cage the Bear campaign COOP version, thank you Kaba!
Fixed Bone Strike mission for SP and COOP
Updated most SP missions to have mission goals enabled
Fix for datalink showing missiles
Fixed various initialization issues
Fix to nozzle logic during engine starts and shutdowns
Tweaked damage resistance for engines and wing tanks - direct missile hits will cause more damage
Aerodynamic damage improvements - direct missile hits will cause more damage
Fix for doubling of trim rate when using a FFB stick (also ignore vJoy as a FFB device)
Significantly improved drawcall efficiency of VDI and HUD - may boost FPS on drawcall/CPU constrained systems
Added default pilot bindings for the new VKB F-14 stick
Reduced audible range of exterior sounds
Added new compressor stall sounds.
Fixed sound files paths for RWR, KY-28 and Walkman (2.5.6 compatibility)
Added lubber line to Whiskey Compass
Fixed gaps in weapons selector on pilot’s stick
Added RIO white floodlights
Added CAP category knob CW/CCW keybindings
Multiple low speed and ground effect handling qualities improvements in pitch axis
Slightly Increased Stab Power (also in ground effect)
Additional MIL and AB thrust tweaks for performance following stores drag improvements
Tweaked drag while maneuvering above mach 1.2
Reduced landing gear pitch moment
Removed glass from collision model
Fixed custom cockpit livery not registering (Thanks uboats!)
18-02-2020
Use INS for radar stabilization instead of real-time DCS values
Fixed regression in angle limits of radar stabilization that caused contact/track loss in RWS/TWS at large pitch angles.
Fixed the transponder panel code ranges: M1 00-73 (5 bit octal), M3 0000-7777 (12bit octal)
Fixed regressions caused by SDK mismatch:
Fixed trim not working
Fixed debriefing window not appearing
Fixed AIM-9 SEAM/Lock
Mission starting in F10 view
17-03-2020
NEW! Added TID AVIA page (displaying AoA, Vertical velocity, ILS and ACLS), enabling the RIO to closely monitor landing procedures and assist the pilot with pattern work
Fix for radar ground stabilization at high roll angles
Fix for radar range scale reverting to 200NM during P-SEARCH HCU acquisition in multicrew
Fix for RWS contacts on TID timing out too soon in a 1-bar scan
Added COMM1_FREQ and COMM2_FREQ params exported to lua scripts for ARC-159 and ARC-182 radios (for example to be used with “cockpit param” in mission editor)
Fix for AB lighting at too high of a throttle position
Improvements to pilot stick travel animation
Added afterburner markers on controls indicator
Removed debug carrier glideslope on controls indicator
Added FFB trim checkbox option for more realistic trim operation feel while using a FFB joystick (works if ANY non-vJoy FFB device is detected!)
More realistic FFB travel with trim actuator movement
Adjusted compressor stall spool dynamics
Fine tuning of pitch axis handling qualities
More importantly, however, is of course what is to come and will be shipping in the near future.

The team is focused on launching two major features in the short term; The Forrestal class carriers and TWS-Auto functionality for the AWG-9.
Forrestal Class Carriers

I have egg on my face. I felt pretty safe in my statement here on hoggit that we’d launch the Forrestal in March; and our plans have revolved around doing a standalone, alpha/beta release here on the forums. This would allow us to gauge feedback and actively develop the carriers before merging them into our live branch and distributing the content through one of the next patches.
Unfortunately, we’ve had to take a few steps backwards with regards to all of our plans. Not only has our schedule slipped somewhat on completing the Forrestal itself; but the recent carrier launch issues and the work needing to be done to support the new Super Carrier module has kept things in flux. This is a frustrating scheduling miss for us as we were hoping to already have this content out late last year; but we’d rather keep things in the oven a little longer and provide a more enjoyable small-carrier experience. It is coming- you paid for it- we’ll deliver.
Another element to this has been the launch of the Super Carrier. We have great respect for our partners at Eagle, and while we don’t believe our Forrestals will cause any issues for the SC (especially since the Forrestal is not designed to have feature parity anyways!) - we still want to respectfully give the SC breathing room in the spotlight; as it is undoubtedly a great investment of time and effort by the ED team and an exciting product.
In the meantime; we’ll focus on getting out a Forrestal focused update to you all in the next week, and we’ll show off our work through some pleasing eye-candy and hopefully launch shortly thereafter (either through a download, or through a patch if the timing works out). In the meantime; our apologies for the missed timeline. This feature is a top priority for us.
TWS-Auto

http://media.heatblur.se/tws-a.gif
800×665

(http://media.heatblur.se/tws-a.gif)
We’re now very close to launching TWS-A! https://forums.eagle.ru/images/smilies/smile.gif
Due to the size, complexity and importance of this feature, we will be doing a separate dedicated article on it in the coming few days.
Stay tuned!
F-14A
F-14A work continues as one of our top priorities, outside of the Forrestal, Jester LANTIRN, -B engine gauges, and other big ticket items. Features still in development include;



Artwork changes (engine nozzles, engine nacelles, sensors, differing cockpit panels, etc.)
P&W TF30 Engines
New soundset (and sound overhaul for F-14B!)
ALR-45
Liveries
It’s very likely that we will launch the F-14A without all of its features implemented. This is to avoid a longer wait before everything is perfectly in place. We’ll try to keep the number of frankensteined elements to a minimum, however.

https://i.imgur.com/Mjvfghu.jpg
800×415

(https://i.imgur.com/Mjvfghu.jpg)

WiP TF-30 NozzleOne of the biggest items on the agenda for the F-14A are the P&W TF30 engines. We’ve been busy adapting our engine models to simulate the TF-30. We’re pleased to announce that the TF30 equipped F-14A is ready for internal testing! Lets dive in depth on what this means;
F-14A TF30 Engine Development Update
In an attempt to keep things fairly short, the focus will mainly be on major differences between the TF30 and F110, as well as unique TF30 systems and characteristics. If you’d like to read more about turbofan engine components and their modeling, go here (https://forums.eagle.ru/showthread.php?t=203063)and here (https://forums.eagle.ru/showthread.php?t=216324).
The F-14A is powered by two Pratt & Whitney TF30-P414A low-bypass turbofan engines with afterburner for thrust augmentation. The TF30 was originally developed by Pratt & Whitney in the early 60s for the cancelled F6D Missileer. An afterburner section was then added for its use on the product of the TFX program; the F-111. The Navy wasn’t satisfied with their version, the F-111B, and decided to go with a new design from Grumman Aerospace. To save cost and time, it was decided to re-use the engine from the TFX program and then upgrade the fleet with improved, higher-thrust engines later. This new design resulted in the F-14A, which entered service in 1974. The US Navy received 478 F-14A airframes and Iran received 79. It was 1986 by the time the higher thrust, F110-powered F-14B showed up, and in much smaller numbers than the F-14A.
Let’s get into the details of major features that differentiate the TF30’s operation from the F110:


Afterburner
The operation of the afterburner on the TF30 is similar to the F110 with the exception of the fuel control, which is divided into five “zones”. You can think of zones as a discrete state of the afterburner fuel control. Each zone lights progressively, increasing thrust as AB fuel flow increases with each zone. Because of this, it may take 8-10 seconds to go from idle all the way to Zone 5 afterburner. Check out a couple videos of the AB stages lighting here (https://youtu.be/zuIT_fRWhMk?t=47) and here (https://youtu.be/1SwgU42XSpw). If an AB blowout occurs, the AB fuel controller must be reset before attempting an AB re-light by taking the throttles out of AB range. The nozzle generally opens more at higher AB stages, but it may fluctuate to control turbine pressure ratio.
Fuel Control System
The fuel control is a hydromechanical unit with limited engine protection functionality. There is no digital engine control like a FADEC or AFTC to fully protect the engine from damage. A TIT limiter assists in preventing temperature excursions and has an authority equivalent to 2% RPM.
Mach Lever
The Mach Lever is similar to the idle lockup protection feature on the F110. It limits engine RPM based on mach number to reduce supersonic inlet buzz (which can lead to compressor stalls) and control engine airflow. It also increases engine idle speed in high AOA flight to increase compressor stability margins.
Mid Compression Bypass
In order to reduce pressure distortions at the compressor face, a bypass system ports air from the low pressure compressor into the fan bypass duct. This increases the quality of the air downstream and greatly reduces the chance of a compressor stall. However, it comes at a cost of about 3000 lbf (13344 N) of thrust per engine when active. It is activated in several scenarios where you likely need thrust the most; Zone 5 AB while the gear handle is down (takeoffs, wave-offs, and bolters), High AOA flight, and when large rudder commands are being applied. It also activates during gun firing and aerial refueling operations to reduce the chance of stall from ingesting gun gas or jet wash.

https://imgur.com/V4PLO3o.jpg
718×482

(https://imgur.com/V4PLO3o.jpg)

625
(https://i.imgur.com/AQ1Fjzc.jpg)’s easy to see that the TF30 has many subsystems that attempt to reduce the possibility of compressor stalls. That’s because the TF30s developed a reputation for issues, primarily compressor stalls at inopportune moments. However with some throttle and aviating discipline, they can be avoided. For what it’s worth, our primary pilot SME only had one stall in his entire Tomcat career, and he admits that it was caused by an erroneous throttle movement while at zero airspeed.
And with that, here’s a glimpse into the Tomcat dev world. This is a WIP version of a TF30 engine start with some of our debug tools running. The second is a takeoff to show the AB staging and spool-up times. Anything seen in these videos is subject to change and may not represent the final product.

F-14A TF30 Startup
F-14A TF30 Zone 5 Take-Off
Looking ahead, the TF30 subsystems will be wrapped up soon, along with engine performance tuning and testing.
We expect this to happen in the near future along with completion of the TF30 nozzle.
We don’t want to give a hard date on the F-14A but we hope (barring any major setbacks) to have an EA version out within the next couple DCS open beta cycles.
A more basic compressor stall model will ship with the EA release and it will be enhanced in subsequent updates.
There will likely be another mini update regarding compressor stalls once they are complete.
Future of the DCS: F-14
It’s important for us to note that we remain committed to a long and rich level of support for the F-14, as well as the inclusion of many new features and improvements yet to come. Just to get some perspective on our roadmap; here’s a non exhaustive list of what we’re planning to tackle in the near and medium term future:


TWS Auto
Jester LANTIRN (Voice + Functionality + Including input overhauls)
A-6E & KA-6 AI
TARPS (Limited Feature)
Two Campaigns
Forrestal Class Carriers
Significant sound improvements
New pilot models for cockpit
Keybinding improvements
Jester additions and improvements
F-14B Digital EIG
Various corrections -B vis a vis -A
Improved Trap Model / Dynamics
New Afterburner VFX
AIM-54 Phoenix issues
Yaw String
New compressor stall effects and animations
Completion of fire suppression systems
Add progressive fire damage
Jamming additions
LAU-7 Art corrections
LAU-138
MAK-79 bombclamp corrections
cockpit panels:
Various cockpit artwork corrections
Addition of IFF interrogator panel
Wheel Chocks
Missing Oxygen gauge
F-14A , including:


P&W TF30 engine model
MACH LEV position on Pilot’s master test panel
Aerodynamic fairing (bullet) cover for TCS
New liveries
ALR-45 RWR
Art Changes: Nozzles, panels, etc.
New P&W TF30 Soundset


…and more.

Stick with us and believe in us - we’re not going anywhere, and we will deliver on what we set out to do 4 years ago.

That’s it for this update; stay tuned for the article on the TWS-A in the next few days and another development update on the Forrestal class next week.

Phantom88
April 1st, 2020, 02:15
https://www.youtube.com/watch?v=dpPXxz70odo

jymp
April 1st, 2020, 02:34
Pricey, for me anyway, I read good things about the Logitech version of the X-56, can anyone confirm it's better than the Saitek version ?

StormILM
April 1st, 2020, 12:32
Pricey, for me anyway, I read good things about the Logitech version of the X-56, can anyone confirm it's better than the Saitek version ?

Long time no see or speak Jymp! I have the Saitek (Mad Catz) version which they gave me free of charge after my X-55 failed. So far after nearly 4 years, it's held up well to constant use. I hear the Logitech version is as good pr better so it would be a good bet. If mine breaks, I will likely just get another X-56 since I am used to it.

Hope all is well with you!

Phantom88
April 5th, 2020, 08:20
***TWS Update***

Track While Scan - Auto
As most know, we had a TWS-Auto implementation for the F-14 at launch, but it was quite unreliable and ended up causing more trouble than it was worth, so it was disabled. After launch of course we were kept quite busy, and it was some time before we managed to revisit and eventually rewrite the TWS-Auto system. We’re finally ready to re-release it now, and this post will summarize the functionality.
As you may remember, both TWS modes require the scan frame to be 2 seconds, and only support 2-bar ±40° or 4-bar ±20° scan volume modes (the radar gimbal moves at 80°/s, so you can see where the 2 second frame comes from in these two scan volume options). Very simply put, TWS-Auto attempts to keep the TWS pattern pointing where it is most useful in azimuth and elevation, while also controlling the optimum scan volume. TWS (and all the PD radar modes in F-14) uses ground stabilized (a.k.a. Earth fixed) patterns, so the azimuth and elevation angles are relative to a tangential plane on the surface of the earth at your present position, with azimuth further being relative to the F-14 longitudinal axis too (i.e. 0° is directly ahead on the imaginary plane, -20° is to the left, etc.).
Function of centroid
The azimuth and elevation angles are determined by a weighted centroid of targets in the scan volume. What this means is that some targets contribute more to the centroid than others, depending on a few factors outlined below. Essentially the position of each target is multiplied by its weight factor divided by the total weight of all targets, and these weighted positions are added together to give a centroid. Only sensor targets (i.e. own radar) are considered, not datalink targets.
Two separate (but somewhat related) centroids are calculated as part of the TWS-Auto update procedure: a steering centroid, and an illumination centroid. The former facilitates steering cues (on HUD, VDI, TID, DDD) to help the pilot maintain optimum target coverage, and also displays a small X on the TID indicating the steering centroid position. The illumination centroid controls the azimuth and elevation of the scan pattern center by using the angles from the aircraft to the computed illumination centroid (in TWS-Manual, these are directly controlled by the radar azimuth and elevation knobs on the RIO sensor control panel). The velocities (change in position over time) of both centroids are also calculated, used to calculate steering, and dead reckoning for a short period when all targets are lost (in an attempt to re-acquire them at their expected positions).
Weighting targets
As mentioned, a few factors influence target weighting. These differ slightly between the calculations for the steering centroid and the illumination centroid, but largely consist of the presence of a launch zone (targets marked as friendly by RIO will never get a launch zone), whether a missile is already underway to a target, and some RIO selections on targets such as DO NOT ATTK (disregards from weights completely, shows a small vertical bar over a target) and MAND ATTK (forces evaluation and raises importance, only one target may be selected for this, and mutually exclusive with DO NOT ATTK. Shows a small horizontal bar over a target).
https://forums.eagle.ru/attachment.php?attachmentid=231595&stc=1&d=1585980097
Targets that are not displayed on the TID screen in the currently selected TID mode and range are also disregarded completely. In addition, targets which are deemed to be leaving the scannable volume are also raised in importance, if they are already deemed important by the previous criteria. For the steering centroid, the radar gimbal limits (maximum extents, basically ±65° in both azimuth and elevation) are considered, while for the illumination centroid, the current scan volume limits are considered (i.e. either 2-bar ±40° or 4-bar ±20°). This causes the illumination centroid to adjust towards important targets leaving the current pattern, and allows the steering centroid to shift towards targets that are leaving the maximum radar gimbal limits (i.e. pilot would need to steer towards that to keep them illuminated).
https://forums.eagle.ru/images/statusicon/wol_error.gif This image has been resized. Click this bar to view the full image. The original image is sized 1920x1080.
https://forums.eagle.ru/attachment.php?attachmentid=231596&stc=1&d=1585980097
Engaging TWS-Auto
When TWS-Auto is first engaged, there is a period of 8 seconds where the manual controls for azimuth, elevation and the scan volume pattern are still in effect and can still be controlled by the RIO. After this period, the computer takes over. The scan volume pattern (2-bar vs 4-bar) is re-evaluated every 4 seconds, while the centroids are re-evaluated multiple times per second. The weights are updated at the end of each 2 second scan frame. The scan volume algorithm considers the future positions of all targets, and selects between which of the two options would give a greater total illumination weight. If they are equal, 4-bar ±20° is selected.
Firing an AIM-54 Phoenix while in TWS-Manual will result in automatic selection of TWS-Auto. Furthermore, when any AIM-54 missiles are deemed to still be in flight (up to 16s beyond their expected time to impact), TWS-Manual cannot be entered (the button press is ignored). Target tracks that have a missile launched at them will also behave as if Track Hold (the button to the left of the TID fishbowl) has been selected, i.e. they will continue to be extrapolated for up to 2 minutes if their radar contact is lost.
Symbology
The steering cues on HUD, VDI, TID and DDD will direct the pilot horizontally only, based on the steering centroid. By default, lead collision steering is employed. If the RIO uses the CLSN button next to the TID fishbowl, pure collision steering is instead calculated. Since both the pilot and RIO can see steering cues on their respective displays, coordination of required maneuvering is made easier. The steering cue on HUD and VDI is an upside-down T (hence called a steering tee), while on the TID and DDD the steering cue is a small square. These four displays have different steering sensitivities: TID is 40°/inch, DDD is 128.5°/inch, VDI is 25°/inch and HUD is 26.5°/inch.
https://forums.eagle.ru/images/statusicon/wol_error.gif This image has been resized. Click this bar to view the full image. The original image is sized 1966x1948.
https://forums.eagle.ru/attachment.php?attachmentid=231597&stc=1&d=1585980097
In conclusion
TWS-Auto can be a handy tool for maintaining illumination on targets under attack, even while maneuvering about 60° away from the direct path to the targets. However, as pointed out by one of our RIO SMEs, good RIOs did not make exclusive use of TWS-Auto while hunting for new contacts, as it limits your overall situational awareness. RWS is still useful for scanning huge volumes, and TWS-M is still useful while maintaining the ability to control the scan volume angles. The Track Hold function (button to the left of the TID fishbowl) is also quite important, to maintain tracking (by extrapolation) on targets that would otherwise be lost in the PD filters.
Attached Thumbnails

Phantom88
April 8th, 2020, 09:35
***TWS AUTO***


https://www.youtube.com/watch?v=k0rwtapUmmY

Phantom88
April 14th, 2020, 09:20
B u m m e r https://forums.mudspike.com/images/emoji/emoji_one/frowning.png?v=9
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*

Phantom88
April 29th, 2020, 13:05
***Small Update***

"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.
__________________

Heatblur Simulations"

Phantom88
May 17th, 2020, 12:59
https://www.youtube.com/watch?v=j2Yjd1EyC-Q

Phantom88
June 2nd, 2020, 15:21
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

Phantom88
June 18th, 2020, 02:31
***Free Trial***

https://www.youtube.com/watch?v=eY3y6v5AncQ

Phantom88
August 30th, 2020, 04:28
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 (https://store.heatblur.com/)https://forums.mudspike.com/t/dev-update/10058/33Heatblur Store (https://store.heatblur.com/)Heatblur store - selling the very best of flight simulation products and merchandise

Phantom88
January 27th, 2021, 13:37
https://www.youtube.com/watch?v=SbyZ9FJem5o

Phantom88
June 16th, 2021, 05:17
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

Phantom88
June 16th, 2021, 05:27
http://media.heatblur.se/Hookbanner.jpg (http://media.heatblur.se/Hookbanner.jpg)
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.

https://heatblur.s3.eu-central-1.amazonaws.com/hookgif.gif (https://heatblur.s3.eu-central-1.amazonaws.com/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.


http://media.heatblur.se/burble.jpg (http://media.heatblur.se/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.


http://media.heatblur.se/orbit.jpg (http://media.heatblur.se/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.


http://media.heatblur.se/F-14_Form.jpg (http://media.heatblur.se/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.


https://heatblur.s3.eu-central-1.amazonaws.com/nightgif.gif (https://heatblur.s3.eu-central-1.amazonaws.com/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.





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

scotth6
June 17th, 2021, 04:40
Impressive updates for the Tomcat! I must admit I have not come to grips with the F-14. I have spent most of my time in the recent past flying the F/A-18 and the F-16, with the occasional bit of mucking around in the Tomcat. I have only just figured out how to tell Jester to set the steerpoint for me. It is an amazing module though. I honestly just love looking at the external view from different angles in different phases of flight, particularly in VR it is just a beast. Such an awesome machine.

Phantom88
October 14th, 2021, 08:45
https://www.youtube.com/watch?v=tk45yiXvqjk

ZsoltB
November 23rd, 2021, 05:46
https://www.youtube.com/watch?v=2PuT_F9CqqA

scotth6
December 7th, 2021, 01:44
Oh, gotta get that Jolly Rogers skin pack. I watch a Youtuber, Ward Carroll, who is an ex F-14 RIO, and he recently did a video on the top 10 F-14 squadron colours and insignias, and of course the Jolly Rogers came first. That was my pick too!

FWIW, Ward Carroll has some really interesting vids, with lots about the F-14, as well as other interesting historical anecdotes and interviews with other pilots etc. If you fly the Hornet in DCS you might be interested in the interview he does with Mongo, as one of the included Hornet missions is based on one of his real missions.


The 10 Most Badass F-14 Tomcat Paint Schemes

https://youtu.be/Ay-Ar7xnrPU


The REAL Story of Mongo's MiG Kill
https://youtu.be/-VPd7mji_2g

Phantom88
December 7th, 2021, 05:44
I agree Scott...Ward Carroll's Channel is full of Great TomCat info...I learned alot I never knew in "The Gulf of Sidra Incidents"
https://www.youtube.com/watch?v=RyMfC3M0fZQ&t=22s

This is also a Brilliant podcast involving all things Tomcat.

https://www.youtube.com/watch?v=2WCyRubjP1I

Phantom88
January 27th, 2023, 04:33
From HB Facebook
“Peepin’ Tom and Mouse Ears! Smaller but important additions to DCS: F-14 are on the way, HGU-55 helmet options and the TARPS pod.”

https://uploads.mudspike.com/optimized/3X/8/4/84cf33e8420e216c3727a4d68de5c5b033ad4fec_2_690x285 .jpeg1300×537 84.6 KB
(https://uploads.mudspike.com/original/3X/8/4/84cf33e8420e216c3727a4d68de5c5b033ad4fec.jpeg)

https://uploads.mudspike.com/optimized/3X/d/8/d8c80c868bc23fbf54305558c14ae8d0597ce02a_2_690x369 .jpeg (https://uploads.mudspike.com/original/3X/d/8/d8c80c868bc23fbf54305558c14ae8d0597ce02a.jpeg)