XERA: Survival - IcedYoshi

📢 Attention Survivors! Upcoming Wipe Announcement 📢

We wanted to give you a heads-up that a wipe is on the horizon! While we don't have an exact date yet, the latest it will happen is the 28th of May. We have enabled Double XP for all players until the wipe happens and Season Pass holders have Tripple XP enabled. Be sure to claim your rewards on the season pass prior to May 27th to ensure you receive them.

🔄 Wipe Details:
All progress will be wiped except for the skins on your Steam account and Premium X-Coin.
This includes items on PVE and PVP servers, bases, global inventories, and in game cash (X-coin is not wiped).

🔥 Why This Matters:
It's the perfect time to jump in, use all your gear, and make the most of your current progress.
Let your friends know a wipe is coming and get ready for an exciting new season!

Prepare for a fresh start and an epic new journey in XERA: Survival! Stay tuned for more updates and enjoy the final days of the current season. 🎮✨
EarthKart: Google Maps Driving Simulator - ColdHut
Update 1.31.1 Change Log:

Added Random Thunderstorms
Added Primary and Secondary Color Picker

Better rain (works at night)
Rain Now happens randomly

Fixed big zombies ragdoll spawning in air
Fixed Glitchy waypoint icons flashing
Earth settings now disabled for zombies mode
May 22, 2024
Magical Waifus Academy - Wataponno
Fixed a crash when muting audio in the options
DRAGON BALL XENOVERSE 2 - rwaymel
Expect a ton of new content when the first chapter of the FUTURE SAGA DLC releases on May 24 in DRAGON BALL XENOVERSE 2!

It's up to you now, Time Patroller.



https://store.steampowered.com/app/454650/DRAGON_BALL_XENOVERSE_2/
May 22, 2024
Sinderfury - hafiz.awang
Weapon Balance
Boss Balance
Map fixes (including path finding)
Miscellaneous fixes


Sliming - BBUNG
2-1 Stage Timer Relaxation And Boss stage beta version launched
May 22, 2024
DCS World Steam Edition - OBWKB
Introduced new aircraft module - DCS: F-4E Phantom II by Heatblur
https://store.steampowered.com/app/2518950/DCS_F4E_Phantom_II_by_Heatblur_Simulations/
New campaign - DCS: F/A-18C Operation Green Line by BADGER633
https://store.steampowered.com/app/2982410/DCS_FA18C_Operation_Green_Line_by_BADGER633/

New bomb fuze options for several modern aircraft.
Added the ability to adjust various settings to a range of US air-to-ground armament - GP LD and HD bombs, Paveway II and III, JDAM and CBUs. Adjustable settings include, where applicable, fuze types, arming and functioning delays, airburst altitude, laser seeker PRF code, bomblet release RPM and various external weapon features.
Please see: DCS: Bomb Fuze Update

DCS World
  • Added: Massun Asset Pack - numerous buildings, vehicles and fortifications.
  • Voice chat. Added warning message when the master volume is set to zero.
  • Improved propeller and jet wash effect on nearby vegetation.
  • Effects. Jet wash effect does not show for own aircraft - fixed.
  • Weapons. Corrected Mk-80 series of bombs models fuse animation.
  • VR. OpenXR. Controller/ Input. Change keypressed logic.
  • Cargo transportation. The cargo is teleported from any point on map task - fixed.
  • ATC. After take off comms stuck at abort take off - fixed.
  • AI Aircraft. AWACS. Option SILENCE does not work - fixed.
  • ME. Country field is empty when the user selects a ship in some cases - fixed.
  • MP. Eliminated bug that caused FPS drop on the server with many data link clients.
  • VR. Leap Motion Gemini 5.17.1 drivers updated.
  • Added "G Warm Up" option in Gameplay Settings. If enabled, this will set the aircraft to having already performed a G warm up IF the missions start in the air. If the mission starts on the ground (ramp, hot, or runway), the player will still have to perform a G warm up.
  • Weapons. S-25L doesn't guided on laser spot - fixed
  • 3D models. Fixed Land Rovers lods.
  • 3D models. Fixed KS-19 geometry.
  • Ships AI. Fixed CIWS on Molniya-corvettes.

DCS: F-16C Viper by Eagle Dynamics
  • Added new model pilot - work in progress.
  • Added improved movements of the pilot head and torso - work in progress.
  • Added Maverick and HMCS Auto-Boresight, automatic for hot starts. Cold starts require manual boresight.
  • Fixed: Increased G-warmup effect time.
  • Added Bomb Fuze Options and Settings from ME - work in progress - missions where laser code is set to anything but default (1688) will need the code edited in Mission Editor using the new method.
  • Fixed: Tuning the IFA alignment and further FIXes.
  • Fixed: Missing scale on the standby attitude indicator.
  • Fixed: GPS time starts at 00:00 when entering a mission.
  • Fixed: FCR Air to Air Header fix.
  • Fixed: Wheel friction imbalance.
  • Fixed: FCR target Min/Max altitudes inverted in negative antenna elevation.
  • Fixed: Handoff from TGP to TV-guided AGM-65's is partially functional using TMS Right.
  • Fixed: RWR displays radars in "Track" mode in the inner "Missile Launch" ring.
  • Fixed: CCRP lateral drop limit too small.
  • Fixed: Scan volume twitching around when bugged target near or beyond gimbal limit.
  • Fixed: RWR SYS Test no longer functions.
  • Fixed: True heading on ICP stuck at 00.
  • Fixed: Boresighting Mavericks is aligning with point mid air.
  • Fixed: HSD zoom glitch.
  • Fixed: Spotlight scan volume and EXP reference box snap from centre of display instead of appearing directly at cursor location.
  • Fixed: Entering OVRD while in spotlight search can cause radar to stop working.
  • Fixed: TGP does not take INS drift into account well (coordinates and height of the point changes).
  • Fixed: Rolls left under positive G.
  • Fixed: Search target hotlines don't work.
  • Fixed: RWS SAM cannot change radar range scale is designated inside an auto-range zone.
  • Fixed: Maverick seeker LOS Slave to FPM at TMS Down ignores SPI.
  • Fixed; Right MFD rocker switch labels incorrectly refer to Left MFD.
  • Fixed: JDAM with nose plugs fitted show 0 second AD in SMS by default.
  • Fixed: Exhaust "turkey feathers" graphical clipping/misaligned.
NOTE: The Sniper Advanced Targeting Pod is in active development for release later this year.

DCS: F/A-18C by Eagle Dynamics
  • Added improved movements of the pilot head and torso - work in progress.
  • Added Button to disable the pilot moving/looking in the direction of the camera.
  • Added Bomb Fuze Options and Settings from ME - work in progress - missions where laser code is set to anything but default (1688) will need the code edited in Mission Editor using the new method. Also please note that changing the laser code of GBU via the aircraft avionics no longer functions. Code must be set in mission editor, or refuel/rearm.
  • Fixed: AGM-84E/SLAM-ER does not guide to target in TOO.
  • Fixed: No info showing for track files from MIDS if you don't have trackfiles with radar contribution.
  • Fixed: IFF Sensor Depress no longer working and very long delay to IFF.
  • Fixed: AIM-7 Sparrow not guiding when target is at bottom or low half of 12° FLOOD circle.
  • Fixed: SA page MIDS symbols misaligned.
  • Fixed: Unable to enter STT mini-raster on brick in TWS, with sensor control towards the radar.
  • Fixed: SA page TDC acts differently from RDR ATTK and AZ/EL TDC, should work the same way.
  • Fixed: Not designated track files disappear in RWS, if brick trail fades out.
  • Fixed: RSET in TWS should not deselect the HITS option.
  • Fixed: Cannot enter Waypoint Offset minutes and Seconds - getting ERROR message.
  • Fixed: Over bank in PA mode.
  • Fixed: ACQ Point Cue not showing if more than 1 radar track files present.
  • Fixed: ACQ Point Cue stuck on display after its trace file is deleted.
  • Fixed: Gun firing rate is always Low in (and after) A-G mode.
  • Check FCS schedule for errors based on user feedback (https://forum.dcs.world/topic/344261-possible-fcs-schedule-error/)
  • Fixed: AIM-9X seeker becomes stuck.
  • Fixed: AGM-84D RBL mode explodes after launch.
  • Fixed: Pressing cage/uncage for >0.8 seconds toggles AIM-7 LOFT.

DCS: AH-64D by Eagle Dynamics
  • Added modelling and animation of equipment behind “service hatches”. Keybind to open and close are unbound to “service hatches”.
  • Added FCR C-Scope and FCR Zoom.
  • Added FCR/TADS LINK function.
  • Added C-Scope, Zoom, and LINK descriptions to FCR chapter in Early Access Guide EN.
  • Added FCR multicrew sync (Work-In-Progress).
  • Fixed: Client CPG instals FCR but FCR page for host in pilot seat indicates FCR is not installed.
  • Fixed: FCR installation and power-on indications on FCR-UTIL and WPN-UTIL pages.
  • Fixed: FCR NTS/ANTS are not sequencing for opposite crew members in multicrew.
  • Fixed: FCR NTS/ANTS are sequencing when rockets are fired at FCR targets.
  • Fixed: FCR NTS should not be cursor-selectable if FCR is not the selected sight in the crewstation.
  • Fixed: A single ghost target is appearing in the centre of the FCR page.
  • Fixed: FCR should not autopage on CPG MPD if TDU displays FCR page.
  • Fixed: FCR moving target symbol errors.
  • Fixed: Cannot exit TGT format on FCR page by de-selecting TGT (L4) button.
  • Fixed: Cursor-selecting a target on the TGT format of the FCR page is setting it as an NTS target.
  • Fixed: Missile Constraints Box not displayed on Pilot's FCR page if video underlay from CPG is displayed.
  • Fixed: Firing AGM-114L missile at FCR target causes a crash.
  • Fixed: Additional X symbol is appearing in HMD symbology when a missile is fired at an FCR target.
  • Fixed: Client/CPG weapon usage in multi-crew not synced with Pilot crewstation.
  • Fixed: Auto start sequence doesn't work.
  • Fixed: Engine starters are non-functional above 3500 feet / 1070 metres or low air densities.
  • Fixed: CPG TADS control still possible when using PNVS as NVS sensor.
  • Fixed: TADS FOV and Sensor Select settings when NVS switched off.
  • Fixed: PNVS and TADS video underlay in helmet display should not be roll-stabilised to horizon.
  • Fixed: Edge of HDU combiner lens is not limiting IHADSS video.
  • Fixed: Syncing missing entity.
  • Fixed: Training missions are missing from the game menu.
  • Fixed: Pilot and CPG views are out of place and are limited in movement.
  • Fixed: NAV Fly-To Cue symbol is displayed on TDU when symbology mode is in Hover or Bob-Up.
  • Fixed: If the CPG's TDU knob is set to OFF, "TEDAC Unavailable" is displayed when George is commanded to search
  • George will use HDU if enabled, otherwise will turn on TDU to employ TADS
  • If NVS Mode switch in CPG crewstation is set to NORM or FIXED, George will set it to OFF to employ TADS
  • Fixed: During Cold Start in day time, George should set up the cockpit for day time use.
  • Fixed: PP coordinates are slightly off in the TSD.
  • Fixed: TSD threat rings are not displayed when enabled on the THRT SHOW page.
  • Fixed: TSD FRZ (R4) is becoming de-selected if CAQ is used after PAN.
  • Fixed: User's Guide. Incorrect list numbering on page 336-337.
  • Known issues AH-64D. Will fix ASAP.
  • CPG WPN page and TSD page desync in multicrew.

DCS: A-10C II Tank Killer by Eagle Dynamics
  • Fixed. ARC-210 presets names get erased and modulation mixed.

DCS: Bf-109K-4 by Eagle Dynamics
  • Updated: Free Challenge Campaign Missions #11 & #12 (WIP)

DCS: F-86F Sabre by Eagle Dynamics
  • Fixed: Gun Overheat seems overdone, and recovery too long
  • Fixed: AIM-9B should not have the uncage function

DCS: F-5E Tiger II by Eagle Dynamics
  • Fixed: Radar clutter issues
    - increased the randomness of the range distribution, increased clutter max range
    - Note: if the track antenna is declined almost maximum, it reduces scan traces on the surface. If you move antenna up, you'll see a lot more ground clutter
  • Fixed: RWR not showing locked radars in Search mode
  • Added: AIM-9J
  • Fixed: TACAN stops working after takeoff
  • Fixed: should not be able to uncage AIM-9B pre-launch
  • Fixed: FFB X axis trim is inverted
  • Fixed: Oxygen Diluter controls incorrect behaviour when assigned to key or button
  • Updated: Laser code setting is removed from aircraft options and kneeboard

DCS: MiG-15bis by Eagle Dynamics
  • Fixed: If strong wind is present in the mission, the controls movement becomes incorrect
  • Fixed: Marker beacon light and sound is active when it should not be
  • Fixed: Target Wingspan action error
  • Increase/Decrease actions are swapped on the non-axis commands
  • Fixed: Gunsight ranging is incorrect
  • Fixed: Human plane wheels are not touching the ground
  • Fixed: Repaired gear won't retract (after damaged at high speed)

DCS: Supercarrier by Eagle Dynamics
  • Fixed: Platcam showing a Tomcat as Hornet

    Flaming Cliffs by Eagle Dynamics
    • F-15C. Nose wheel steering held wheel castor is very unstable - fixed

    DCS: SA-342 Gazelle by Polychop Simulations
    • Added: New rotor blur system
    • Fixed: NADIR needle deviation on SA-342L
    • Fixed: Landing light not visible on SA-342L
    • Updated: Completely new multi crew system with join in progress (Work in progress)
    • Updated: Refined external textures
    • Updated: IR deflector model and textures
    • Added liveries:
    • UK Royal Air Force NO.2 FTS
    • UK Royal Navy Air 705 Squadron
    • LEB Air Force Grey / Green
    • GER Army Green / Black
    • SE Air Force FOA
    • Generic Navy Grey
    • Generic Black Low Visibility

    DCS: JF-17 by Deka Ironwork Simulations
    • New: Navigation Flight Plan B (FP-B)
    • FP-A and FP-B share DST channels 1-29
    • FP-B waypoints must be after FP-A waypoints
    • In ME, a waypoint with the name ‘FPB’ will be marked as the first waypoint of FP-B and all following waypoints will be assigned to FP-B.
    • In MFCD->DST page, FP-A/FP-B channels are exclusive for selection/edit.
    • You can switch FP-A and FP-B navigation plans in UFCP.
    • Fixed: C701TV image too bright issue

    DCS Mirage F1 by Aerges
    General:
    • Hands are correctly positioned now on the stick and throttle in VR.
    • Landing gear is now lowered during repair.
    • At repair, the throttle is always moved to the cut position.
    • Repair now deselects engine emergency regulation mode.
    • Fixed engine fire not repaired in certain cases.
    • Changes to make our interface compatible with the new implementation of ED’s GBU laser code setting.
    • Corrected external lights logic (pending a fix to the formation light of the BE).
    • Exchanged navigation and formation lights labels, to correctly reflect the logic of the aircraft.
    • Fixed minor typo in clickability and input (MRK-->MKR).
    Systems:
    • Made the Sight Repeater in F1BE a true collimating display.
    • Adjusted visual look of Sight Repeater image border, plus other minor improvements.
    • Removed fuel transfer sequence selector (“LISSE, BIDONS”) switch in Mirage F1 BE.
    • Fixed AI police light logic: The light will not be set on anymore at taxi/takeoff.
    • Fixed AI landing/taxi light logic: it will be switched between ‘landing’ and ‘taxi’ modes correctly now. There are still minor issues, which will be addressed in the next update.
    • Implemented engine destruction due to engine overspeed.
    • Engine overspeed warning removed.
    • Adjusted engine oil consumption.
    Armament system:
    • Fixed bug that precluded jettison of certain stores in certain situations and configurations.
    • Fixed Sidewinder missile growl not coming on until a heat source is detected.
    • Fixed weapons not firing after reload in unlimited weapons mode.
    • Fixed erroneous launch order for mixed IR and radar guided R530 missiles loadout - with both selected and locked, the IR one will always have launch priority.
    • Flight Model:
    • Adjusted fuselage pylon strength.
    Miscellaneous:
    • Updated flight manual: added engine emergency regulation system content.

    DCS: C-101 Aviojet by AvioDev
    • IR missile audio will stop now once electric power becomes unavailable.
    • "Throttle Idle Detent - Idle" and "Throttle Idle Detent - Stop" input commands are not toggle commands anymore. Each command now performs the action according to its description.
    • Fixed startup training mission - it was not advancing when moving the throttle from idle to stop.
    • Fixed autostart/autostop sequence macro: throttle will move to idle or stop as needed independently of the current throttle position (idle or stop). In other words, it won't work as a toggle.

    DCS: South Atlantic map by RAZBAM Simulations
    • Updated - revamped tree maps across the map using 40% less trees.
    • Updated - Tree mix adjusted to include additional variations.
    • Updated - Falklands Island Bluff Cove area created dredged channel to allow ship movement
    • Removed - Removed the automated shipping for the oil tankers (just didn't work)

    DCS: Kola map by Orbx
    • updated - Tree maps (should give more performance in densely tree populated areas)
    • fixed - removed grass from inside Hangers at Bodo
    • new - various small villages added in various locations
    • Updated: Changed the following airfield names
    • Lakselv to Banak
    • Olengorsk to Olenya
    • Severomorsk1 to Severomorsk-1
    • Severomorsk3 to Severomorsk-3
    • fixed - Laselv approach Lighting RW 16
    • fixed - Kemi ILS RW18 not aligned correctly
    • fixed - some train route height adjustment
    • fixed - Bodo some AI collisions resolved
    • updated - Bodo Parking slot names
    • fixed - Bodo AI taxi jams
    • fixed - Bodo all Military hanger height placement
    • fixed - Monchegorsk AI traffic corrections
    • fixed - Monchegorsk Incorrect parking boxes
    • fixed - Murmansk fix taxiway obstructions
    • fixed - Murmansk - various model placement issues
    • fixed - multiple breaks in roads

    Campaigns
    P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations
    • BBC is available on channel C
    DCS: F-14A Zone 5 Campaign by Reflected Simulations
    • New interactive checklists
    DCS: F-14A Fear the Bones Campaign by Reflected Simulations
    • New interactive checklists
    • Comms issue possible workaround (C-17 voice transmitter shouldn't rtb)
    DCS: F-14 Speed & Angels Campaign by Reflected Simulations
    • New interactive checklists
    • Skippable briefings

    DCS: Mi-24P Outpost Campaign by Stone Sky
    • More information about setting up ICS in the campaign description

    DCS: MAD AH-64D Campaign by Stone Sky
    • All missions. The relay station has been changed
    • Mission 8. Fixed a bug with the moving zone
    • Mission 1. Minor changes

    DCS: F-14B Operation Sandworm Campaign by Sandman Simulations
    • All missions: Charts and briefing materials and kneeboards updated
    • All missions: Hornet side numbers fixed to realistic
    • Mission 5: Ai behaviour changed to make sure Enfield 1 gets launched
    • Mission 6: Hornets attacking against ground targets - fixed. Mission sometimes fail even if goals are met - fixed.

    DCS: P-51D Debden Eagles Campaign by Reflected Simulations
    • Fixed game breaking bug

    DCS: F/A-18C Rise of the Persian Lion by Badger633
    • Missions 6 & 7: EZ refuel version reducing fuel fixed.
    • Missions 8 & 9: EZ refuel versions Fords fuel mass fixed.

    DCS: F/A-18C Rise of the Persian Lion 2 by Badger633
    • Missions 1,2,3,5,7,10,11& 13: Speed stop added so if time accelerated sim will automatically stop next communication.
    • Mission 4,6,8,9a,9b and 12: Ford fuel mass fixed. Speed stop added so if time accelerated sim will automatically stop next communication.

    DCS: F/A-18C Serpent’s Head 2 by Badger633
    • All missions except 2: As requested, enforced turbulence removed, add in your settings if required.

    DCS: F/A-18C Rise of the Persian Lion by Badger633
    • Missions 6 & 7: EZ refuel version reducing fuel fixed.
    • Missions 8 & 9: EZ refuel versions Fords fuel mass fixed.
    • All Missions: As requested, enforced turbulence removed, add in your settings if required.

    DCS: F/A-18C Rise of the Persian Lion 2 by Badger633
    • Missions 1,2,3,5,7,10,11 & 13: Speed stop added so if time accelerated sim will automatically stop next communication.
    • Mission 4,6,8,9a,9b and 12: Ford fuel mass fixed. Speed stop added so if time accelerated sim will automatically stop next communication.
    • All Missions: As requested, enforced turbulence removed, add in your settings if required.
    • EZ Refuel Version: This was not using the ‘EZ Refuel’ version of Mission 12. This is now fixed. On start you will get a notification that the campaign has been rebuilt and your position lost. Just skip to your current mission and proceed.

    DCS: F/A-18C Raven One Campaign by Baltic Dragon
    • Mission 02: Fixed issue happening to some players with Smoke not breaking away from player's wing. Fixed issues with RTB tanker not giving fuel / erratic behaviour. Fixed issue happening to some players with Smoke not following Flip after launch.
    • Mission 03: Added safeguard for MANPAD, reducing mission difficulty and thus diminishing possible frustration. Fixed problems with tanker on RTB. Fixed problems with no comms after leaving AO.
Modern Naval Warfare - Severus Lupus


Copyright 2003 U.S.DoD. Graphic by Ron Stern. Image ID 030521-D-9078S-001
Ahoy Modern Naval Warfare Fans. In this Navy Logbook we will look at your workhorse, the Virginia class submarine. This series of boats is the latest in service into the US Navy. Be sure to read to the end for some shiny new footage of the command stations featured in Modern Naval Warfare.

In Modern Naval Warfare, you will be able to command either a Virginia Block I, II or III but before entering into the details, let’s have a very short historical background on the Virginia submarine.

The Virginia-class submarines have their roots in the Seawolf class submarines, which was designed during the Cold War to counter the Soviet submarine threat. However, due to cost concerns, the Seawolf program was scaled back; only four units are currently in service.

A new class of submarines was requested. The Virginia-class submarine program officially began in 1998, with the goal of producing a versatile and cost-effective submarine for a variety of missions, including anti-submarine warfare, land strike missions and finally intelligence surveillance and reconnaissance (ISR) with a Special Force delivery capability.

To reduce the cost of the submarine, it was decided to use a modular construction system and wherever possible use COTS (Commercial Off-The-Shelf) parts and softwares. For example, the SONAR suite named the Acoustics-Rapid COTS Insertion (A-RCI) is installed on the submarine. This give the ability to upgrade either the hardware or the software more often, reduce drastically the maintenance costs.

Two naval yards, General Dynamics Electric Boat in Groton and Huntington Ingalls Industries/ Newport News Shipbuilding, Newport, were chosen for the submarine production. The goal was to produce at least two Virginia per year to keep the cost contained.

With the new AUKUS trilateral security partnership, 2.33/year boats are expected to be build but currently the delivery is only 1.2/year, which also raised the total cost of the program.

The first Virginia-class submarine, USS Virginia (SSN-774), was laid down in 1999 and commissioned in 2004. Since then, 22 are in active service, 2 in pre-commissioning, 10 in different building phase. A total of 66 boat were requested by the USN.

Over the years, the Virginia-class submarines have undergone various upgrades and improvements to enhance their capabilities. These include the integration of new weapons launch systems, improved sonar and communication systems.

Specifications:

Length - 377 ft (115 m)

Beam - 34 ft (10 m

Propulsion - One S9G nuclear reactor delivering 280,000 hp (210 MW)

Speed - +25 knots (46 km/h)

Test depth - +800 ft (240 m)

Crew - 135 (15 officers and 120 enlisted)

As we wrote before, Modern Naval warfare reproduce the three first block of the series. A block is a batch of boat with the “same” configuration. In fact, almost all submarines are a little different one from the others; new equipment can be installed in one and not in the others or a software upgrade not applied. Modifications of the submarines are done during period of long overhaul.

Block I & Block II

The main visible difference between those are the number of segments used during the construction. Originally, for the first four hulls (hull 774 to 778), 10 modules were built and then assembled to form a Virginia.

For the Block II, only four super-modules are used, reducing the whole cost, number of parts and time to build one submarine.

Block III

Block III is a small departure from the two first block. The 12 independent bays housing the Tomahawk cruise missile in the bow where replaced by two Multiple All round-up Canister MAC cylinder carrying each 6 Tomahawk cruise missiles. Note that the MAC installed on the Ohio SSGN contains 7 missiles. The missing one on the Virginia is to accommodate the connection between the submarines and the missiles.

The block IV and V are the next boat to come in the next years. With the retiring of the SSGN, the USN wanted to add a strike capability to the Virginia.

The bock IV will be an elongated version of the Block III with the addition of a new section adding 15m to the boat housing the Virginia Payload Module (VPM) will be able to carry 4 pods of 7 missiles in addition to the 2 already present on the block III.
Systems of the Virginia

The Sensors

The submarines relies on their sensors to create a picture of their surrounding when you think of submarines, you consider sonar and periscope but there is more than these two iconic sensors as you are going to discover.

The SONAR system:

There is not one SONAR aboard the Virginia but a series of passive and active ones that give the submarine a 360 degrees situation awareness.

  • The bow sonar (for the Block I and II) and the Large Aperture Bow (LAB) introduced in the Block III and further.
  • The side sonar, wide aperture lightweight fiber optic sonar array, consisting of three flat panels mounted on either side of the hull,
  • Low-Cost Conformal Array (LCCA), on both side of the sail,
  • Two active sonar complete the series, one below the bow chin and the other on the sail.
The Towed Array

A towed array is a set of hydrophone towed behind a ship or submarine. It’s main advantage is that decoupled from the hull, it is not subject to the ship/submarine self generated noise. In addition, a TA can cover the baffles (the blind area at the rear of the submarine).

Here is two TA aboard the ship. The TB-16 or TB-34 and the TB-23 or the TB-33.

The TB-16/34 thick-line towed array. The acoustic array 75m long, trailing behind a 800m cable. Different upgrade, added a self noise reduction, a full digitalization of the data, …

The TB-16 was found not well suited for shallow waters operation since at slow speed the array tend to sink too depth under the submarine.

The TB-23/33 thin-line towed array. This array is 305m long, housing around 100 hydrophones, an environmental module and some radio modules (HF, MF and LF). It trailed behind a 800m line.

Like the TB-16, it as been improved a lot with new sensor, telemetry modules…

The Masts (periscopes, antenna, …)

The sail is the house of a number of masts.

The Radar is like all others ones mounted on the USN a Sperry Marine AN/PBS-16.

There is two optronic periscopes with day, night and thermal cameras. The video can be displayed on almost all station of the boat CIC. The mast are non hull penetrating, meaning they didn’t get below the sail.

Four masts dedicated to communication (SLF, LF, MF, HF and VHF)

One Electronic Support Measures dedicated mast, note that on top of each periscope there is a small ESM module to detect any enemy signal as the scope breach th surface.

The last one is a snorkel raised only when the auxiliary diesel is in use.



Š 2002 Richard S. - Reproduced with permission.

After a really quick look at the gears used to detect, ID and classify a contact, he the “Boom“ moment, with all the destructions tools needed to sink them.

The weapons of the Virginia

The Virginia class can use a variety of missiles, torpedoes and even mines. Each Virginia as 12 Tomahawk cruise missile in the bow in the Vertical Launch System and 25 or 26 weapons in the torpedo room depending to the sources. Usually is 2 or 3 Harpoon missile only and 23 or 24 the Mk-48 torpedoes but remember that the loadout is mission specific.

The Mk-48Torpedo:

The history of the Mk-48 begin in the mid 50’s as a replacement of the Mk-37 whose performance against soviet submarines in terms of maximum depth, range and speed had become obsolete. The Bureau of Ordonnance wanted an increase of 150% in depth, 400% in range and the ability to detect a target at greater range by 20%. The Mk-48 entered in service in 1972.

Since then the Mk-48 has been improved multiple time, with the biggest one in 1988 with the introduction of the Mk-48 ADCAP (Advanced Capabilities), following the rapid evolution of the Soviet submarine threat in term of maximum speed, depth and improvement o their self noise reduction.

The current version use by the Virginia are the Mk-48 ADCAP mod 6 and 7.

Mines: The Virginia is able to carry mines that can be deployed for interdiction (in a narrow sea-lane or a port for example). This capability is on the Virginia fact sheet but there is no public evidence that any mine has ever been deployed in exercise or in anger.

But, don’t worry, mines will be available in the simulator to add some existing missions! The effector for deployment is a Mk-48 carrying 2 mines.

Missiles

The Virginia SSN can use a wide type of Tomahawk and anti-ship missiles.

BGM-109 Tomahawk: The 12 first Viginia (block I and II) have 12 in separate vertical launch tube like in the Los Angeles class. On the Virginia block II and III, there is 2x6 TLAM in two MAC modules.

The Tomahawk Land Attack Missile (TLAM) can be type C (block III or IV), E or D (Block V/VA). The C and E models are use against bunker or fortified targets; the D is the sub-munition dispenser version.

Note that currently some TLAM-C are modified to be able to strike naval targets.

UGM-84 Harpoon: The other type of missile aboard are the Harpoon (Blocks 1C, II and II+), those are launched via torpedoes tubes and are use mainly against ships but the block II can also hit land target.

So we have land attack missile with anti ship capabilities and vice versa!

The Special Forces: As the Ohio SSGN and Seawolf class, the Virginia, has a dedicated space in the torpedoes room to accommodate some special force and their equipment for covert operation on hostile littoral territories. In addition, a large lockout truck (LOT) allow the SF/Divers to exit or enter the submarine while it is submerged.


To conclude this Navy Logbook on your future office, here's a short video tour to the Virginia Command and Control Center.

Note: some stations in this video were not operational at the time of the recording. Modern Naval Warfare is still work in progress

In Modern Naval Warfare, you will have access to nine stations:

1. Radio

2. ESM

3. Pilot

4. Command

5. Navigation, Map and Situation Awareness table

6. Sonar

7. Fire control system

8. Radar

9. Periscopes

In the future, we will make specific videos detailing the full interfaces of each of the stations.

See you next month, sail safe!
Life is Feudal: MMO - Darkfall
Well met Feudal Lords!

It’s that time again, the Life is Feudal: MMO Dev Diaries is back! It’s been a while since the last one launched, so this episode is a packed one, from our thanks to you all, to news and teasers of what’s on the horizon!

So, as we’ve always said, grab your favourite drink, get comfortable, and join us as we dive into Life is Feudal: MMO!



Crash Fixes + Compensation
On Monday, we released a fix to address the issue of frequent disconnections of individual game servers. Of course, we need more time to monitor the situation, but for now, we believe the problem should be resolved.



Since the fix took some time and some players were unable to access the game, resulting in more frequent server restarts than usual, we've decided to compensate all active players with 3 days of free subscription, which has already been credited to your accounts.

Are you wondering what caused the issues? Before the fix was applied, the servers would run several maintenance processes on all of the game data, and when it came to handling the date (timestamp), an error would sometimes trigger, causing the servers to crash.

More specifically, it was the interaction between the guild processes and the way that the date/timestamp was handled that would sometimes (not always) trigger an error, and even then, it would only sometimes lead to a crash. This is what made the bug so elusive.

We put in a lot of work and tested many options. We tried different libraries and various fixes, but they didn't work. Ultimately, we completely rewrote this part of the system. Thanks to this, the issue should be fully resolved.

We appreciate your patience and understanding during this time. We are committed to providing you with an enjoyable and trouble-free gaming experience.

Looking Back
Returning to Steam saw a lot of players, both completely new and veterans from the old game, join Life is Feudal: MMO! So welcome one and all, and we look forward to seeing how you will shape the future of the game!

The return to Steam also saw the successful launch of the Balance Restoration campaign, which rewards all the original game owners, granting them LiF Coins, often enough to cover a year or more of subscription! If you’ve not claimed your coins yet, check out the detailed guide in this video.
https://www.youtube.com/watch?v=6gSCLUCUO78

The Tale of Garrett
We’d say that the Steam launch was a success, but we do need to talk about the elephant in the room, Garrett!

What’s Garrett you ask? Well, an hour after we launched on Steam, we had to take the servers down for a while, the reason? Garrett! It was a character that would randomly appear on player’s accounts, spooky stuff, right?

Well, we had a chat with Garrett and taught him the error of his ways, so he won’t be bothering you anymore, but it still doesn’t hurt to remember to lock your doors at night!

Ok, seriously speaking, that was an interesting issue, but we have since solved it. We do need to say that at no point did anyone have access to your accounts, the “Garrett” character was a bug, but we had to make some fun of it!



In any case, if you ever notice anything strange during your gameplay, be it bugs or unexpected behaviour, or if you simply need some help, then don’t hesitate to contact us on Discord, or via the support link in this video’s description, we’ll do our best to help you out!

Thanking Our Players
To the longstanding LTG players, you’ve been through a lot, and in that period have shared a wealth of information, positive and negative, and it’s helped us to build up to where we are. So for you, we’ve prepared a new unique in-game title “The Prophet”.

On top of that, as the game’s Steam launch saw us drop the subscription’s price, we felt that it would be unfair to the original players who paid the full price, so, we’ve sent you compensation for the price change.

And finally, if you’re an original Life is Feudal: MMO player, you’ll receive a unique in-game title as well “The Ancestor”.



We hope that this further demonstrates our intention to always do our best to make things right for our players, and we will keep on doing our best to prove it as time goes on.

Looking at New Features
It’s time to look at the game and the new features that we’re working on! Admit it, this is the section that you’ve been looking forward to the most, right?

Gameplay

  1. First up we’ve got the Item Splitter, one of the most requested game features! This handy tool will divide stacks of items into different quantities, thus making managing your inventory a breeze!



  2. Second, we’re introducing the Item Sorting boxes. These boxes will not only enhance the visual appeal of your storage but will also streamline their operations, making them more efficient and organized.



  3. Third on our list is something that is coming in the future, so please keep in mind that what you see is a work in progress. New buildings and object models that many of you have been eagerly waiting for can finally be teased. Don’t worry, we’ll be sharing more on these shortly.

    Check out the dev diary video from 2m 51s to see what we're working on!

What of the New Map?
Last but not least, we’ve got to talk about the upcoming new map. We mean it when we say that we’re excited about this, testing on the map has started. Since this map is vastly different to Goedenland, we’re going over it with a fine comb to make sure that it is above all, FUN to play!

- - -

Contest time - Name that Map!
However, something is missing…and that’s the name! We could just pick a name ourselves, but where’s the fun in that?

So, we’re opening this up to you, and we’re making it into a mini-contest! Submit your serious suggestions in the Discord channel that we've set up for this contest.

The winner gets bragging rights and 180 Lif Coins, how much is that? Well, it will cover a whole year of subscription, so it’s a big prize!



That brings us to the end of this dev update, we hope that you’ve enjoyed our little recap, getting to know what we do for our players and learning about what’s to come!

Good luck to all of you who enter a name for the map, and make sure to like and subscribe to stay up to date with all the latest Life is Feudal: MMO news!

Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms:
ELDEN RING - [BNE] Beru
We are pleased to announce that ELDEN RING including its DLC expansion, Shadow of the Erdtree, will launch on June 21 with full Arabic menu and subtitle support.



Pre-order ELDEN RING Shadow of the Erdtree:

https://store.steampowered.com/app/2778590/ELDEN_RING_Shadow_of_the_Erdtree_Premium_Bundle/
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