Dec 24, 2024
Enlisted - [CM] Ungorisz

  • Adjusted the characteristics of the Fedorov rifle: increased its base damage to 12.6, reduced its recoil, increased its recoil control and the 3-round burst is now the default firing mode.
  • Improved the display of unique rewards in the Battle Pass screen. When clicking a level with a gold order in it, a "More detailed" button is now shown.
  • When checking unique vehicles using the "More detailed" button, information about which squads can use that vehicle is now displayed, as well as whether the player has those squads.
  • Improved the game’s stability in Custom matches without modifications.
Leif's Adventure: Netherworld Hero - jordy.mol
Dear Gamer,

We’ve just released a major update to the Leif’s Adventure demo, bringing it up to speed with the latest state of the game! This version introduces new content and mechanics, so even if you’ve played the demo before, you’ll find plenty of fresh experiences waiting for you.

Please note that due to the extensive changes, your existing savegame may not be compatible with the new version. If you encounter any issues, you can easily resolve them by deleting your old savegame in the Advanced Options menu.

Thank you for your understanding, and we hope you enjoy exploring everything this new demo has to offer!
Kumitantei: Old-School Slaughter - AgentRaze
Hello everyone, Lina here! 🎴🎄

First things first, we'd love to wish you all a Merry Christmas from the whole Mango Factory team!

It's been a roller-coaster of a year for us and we're so honoured having you all along for the ride! That said, we've got plenty of gifts to share with you all, starting with this stunning holiday artwork from our Art Director AlyenGhoul!



With our Absolute Plastic Surgeon's birthday likewise being December 25th, spotlighting her here was an easy choice. Check out all the little details!

Now onto the (slightly) more meaty stuff!



We're very excited to talk about a few digital events we're taking part in over the coming months, starting with Southeast Asia Games Onward 2024!

https://store.steampowered.com/curator/25278687-Virtual-SEA-Games-from-SEAsia/sale/seago




As an Indonesia-based studio, we were so honoured to be invited to one of the largest showcases of our region’s upcoming games, and we hope you'll all come check it out! There's additionally a video presentation being hosted on December 29th over on the organizer’s YouTube channel.

Then in February, we'll also be a part of Two and a Half Studios’ event called The Storyteller’s Festival, a big celebration of narrative games and visual novels! More info on that next month, but we'll have something very special for the occasion!



In February 2025, we'll be releasing a content update for the Kumitantei Demo Version to polish it up in line with our standards for Episode 1, including bugfixes, QoL improvements, new features, and what we're revealing today... Tsubaki Inōe as a brand new Battle Demo opponent!



Tsubaki will be bringing her unique Palaeontologist Talent Card, as well as her unique animations and a bunch of never-before-seen character sprites from Episode 1!

Eagle-eyed viewers might also notice the suspiciously-Trial-Grounds-shaped backdrop, could this update even bring a change of scenery for the Battle Demo? Only time will tell, so stay tuned for next month.



As a final surprise for this month, we'd like to share with you a brand new track coming with the Demo Update titled “Nyanus, Your Overseer”, courtesy of our Composer and Audio Director Hundotte. Please enjoy!





To wrap this up, we'd like to again wish our whole community a wonderful holiday season and good tidings for the new year. We're able to keep working on this project we love because of you all, and we'll never ever take that for granted.

We have so much cool stuff in store for 2025 and we genuinely cannot wait to share all of it with all of you, so stay safe and have an Absolute Christmas!



Discord: https://discord.gg/mangofactory

Website: https://www.mangofactory.win/kumitantei

Youtube: https://www.youtube.com/@MangoFactoryEN

Twitter: https://twitter.com/MangoFactoryEN

Bluesky: https://bsky.app/profile/mangofactory.win

Ko-fi: https://ko-fi.com/mangofactory
Medieval Dynasty - malgorzata.sojka

🎄 Christmas Contest Winners! 🎄

Dear Villagers!
Your creativity has truly warmed our hearts this holiday season! Choosing just a few winners from your magical entries was no easy task. Thank you for sharing all of your ideas with us! ❄️✨

After much deliberation, we’re excited to announce the lucky three who will receive Medieval Dynasty Keys:

LOEYz
The snow was falling gently, and suddenly an angel appeared from the clouds with a basket full of stars - he scattered them across the world, and each one that fell turned into a wish fulfilled at the Christmas Eve table.

Gian Ramirez
The snow was falling gently, and suddenly our tiny home transformed into a castle of lights, warmth, and love. We had little, but in that moment, it felt like everything.

Felicia Ream
The snow was falling gently, and suddenly I noticed a plate of cookies I had placed next to the fireplace was empty. I checked the chest, looking for them, and to my surprise I found someone had mysteriously left gifts inside. I was excited about the presents, but sadly my cookies were gone.

The winners will be contacted shortly 🌟
We applaud all participants for their incredible creativity and contributions!

Kind regards
Render Cube and Toplitz teams

https://store.steampowered.com/app/1129580/Medieval_Dynasty/
Dec 24, 2024
Fishing Planet - Dennis_FP


Dear Anglers,
This year has been an extraordinary one for us, as we turned two of our long-standing dreams into reality. The Ocean Update, an idea we envisioned from the very beginning, introduced the vast open seas and the Fishing Together feature, allowing friends to fish side by side on the same boat. Additionally, we finally brought the Dnipro River—our home location—to life, a cherished project that had been long overdue.

Over the past year, so much has happened in Fishing Planet:
🎣 The Club Leagues Season, which, despite its challenges, still brought many players together.
🏆 11 thrilling tournaments and thousands of competitions.
🎃 A brand-new Halloween Event that was both challenging and exciting.
🛠️ 10 major bug-fix patches across 7 platforms, improving the game experience.
🌊 Saltwater and freshwater trolling were introduced to the game.
🛥️ Hundreds of new items, from saltwater yachts to a variety of new tackle, outfits, event items and rewards.

Someone joked that "Fishing Planet was cooking this year," and they weren’t wrong—but what we want you to know is that this was just the appetizer! There’s so much more in store for next year, and we can’t wait to share it with you.

We are deeply grateful for your support and feedback, which drives us to keep improving and growing. While some features take longer to implement and not everything may be possible immediately, we want you to know that we are always listening and doing our best to enhance the game for you.

As we wrap up this year, we wish you and your loved ones a joyful and peaceful holiday season. May your Christmas be filled with warmth and happiness, and may the New Year bring you success, good health, and, of course, plenty of unique catches!

Thank you for being part of our amazing community. Here’s to an even more exciting 2025, together!

Tight lines and yours faithfully,
The Fishing Planet Team
Pathologic 2 - alphyna
Hi everyone!
We’re finally ready to share a little mischief with you, called Pathologic 3: Quarantine.

https://store.steampowered.com/app/3389330/Pathologic_3_Quarantine

Quarantine is a free prelude to Pathologic 3 that you’ll be able to experience before the main game’s release. It’s akin to a demo version, but not quite. Our longtime followers might recall The Marble Nest—a playable teaser released before Pathologic 2. Quarantine follows a similar format but with slightly different goals: unlike The Marble Nest, which was a completely separate story, it will showcase fragments of gameplay mechanics, set the stage for the story, and pull back the curtain a bit for those curious about the game’s world.


This free prologue ties directly into the main game and partially overlaps with its intro, but has several unique scenes as well. For the first time in the series, we will see the Capital — where Bachelor’s poor lab is located. (Telmann is a traitor.)

Stay tuned for more details about Quarantine coming next year! Don’t forget to follow us on social media to grab front-row seats. And please add Quarantine to your wishlists: a small step for you — but it means a lot to indie developers like us.

https://store.steampowered.com/app/3389330/Pathologic_3_Quarantine
Building new sets for the upcoming play,
Ice-Pick Lodge
Ardem - chrisslight
Hello, everyone!

Firstly, we wanted to say Happy Holidays to all of you! We hope all of you get to take some much needed time off to sit down, meet friends and family and, most importantly, play some video games! Our team will be doing precisely that!

2024 has been a big year for us; our little team has grown, with a few more people joining us on this journey. We all want to make Ardem the game we want to play and the game you want to be a part of! We’re incredibly thankful for all of you who have joined us on the ride so far!

2025 will be even better; the game will see its early access launch, and along the way, we have more open playtests to get as much tested and seen as possible! We also currently have our closed alpha application open if you’d like to be even more involved in the story of Ardem!

For now, though, we want to say again, THANK YOU and happy holidays!

See you next year!

- Techtive Games
Airship: Kingdoms Adrift - jay.ss
Greetings Skyfareres!

As the year draws to a close, it has been two months since the release of the Logistic Update and a few weeks of subsequent adjustments. We’ve been gathering suggestions and feedback from all directions. By combining these insights with ongoing research and development for our next title, we’ve achieved breakthroughs on multiple fronts—some of which we’re excited to apply to Kingdoms Adrift.

Starting with this update, we will share more announcements and updates about our upcoming title’s progress alongside the improvements we’re making to Kingdoms Adrift. We’re also focusing on enhancing the game’s content and balancing to not only refine the experience for Kingdoms Adrift but also to serve as valuable lessons for our new project. Our goal is to make Kingdoms Adrift the best it can possibly be while laying the groundwork for what’s to come.

As mentioned previously, we always push the recent build into Beta for testing before the release and we could always use extra hands. Check out this community post on How to Access Beta: LINK

Let’s dive into the first improvement we’ve managed to accomplish in this update!

Update Note for 1.6.1.2
Status:
LIVE NOW: 24th December 2024
Older Saves: Safe to continue

Improvements:
Improvement #1 Offloading GPU with a new skybox renderer
We’ve brought a new rendering pipeline from our "New Project" into Kingdoms Adrift. Initially, we thought it wouldn’t be compatible—but we were pleasantly surprised to find out otherwise. So, we thought, why not give it a go? The result was very satisfying with our test machine running constantly below 60°C (Default GPU fans threshold)

Previously, with our legacy skybox renderer (The temperature isn’t relevant here):


After implementing the new skybox renderer, we managed to shave off approximately 45% of the GPU load—quite the improvement!:


With this update, graphics cards equivalent to or above the game’s recommended specs should no longer require constant cooling in most cases. This means you can enjoy Kingdoms Adrift for longer sessions without worrying!

We’ve also been investigating other factors affecting late-game performance. While there’s limited optimization we can do with Unity Physics, we identified and addressed several script-related inefficiencies.

For example, The AI officers’ listener was repeatedly looping and recalculating ship part performance whenever a ship part was destroyed. This caused frame freezes, especially when multiple parts were destroyed simultaneously. Similar inefficiencies were found in the algorithms for target scanning and bullet spawning.

These discoveries wouldn’t have been possible without the support of our community—especially @ItsJustLuck on our official Discord server, who provided save files and insights into the core of these issues. Thanks again for your support!

Improvement #2: In-Game Difficulty Menu
The title says it all! If you find the game too challenging or certain aspects aren’t to your liking, you can now adjust the difficulty. Simply access the settings menu and scroll to the bottom of the list to find the new difficulty options.


Once you open the menu, you’ll see a familiar difficulty settings interface, similar to the one available at the start of the game. Here, you can adjust the difficulty or switch to a custom difficulty mode. Please note that if you lower the difficulty, achievements will be disabled—even if you later increase the difficulty again.


Balancing and Bug Fixes:
  • Made freight quests a more viable source of income by increasing overall rewards by 50%.
  • Fixed multiple crashes identified through automatic crash reports.
That’s it for this update! As mentioned earlier in this article, we’re now taking a closer look at Kingdoms Adrift’s balancing to see how we can shuffle things around and potentially add new elements. Feel free to drop by our Discord server and share your recommendations: LINK

On a completely unrelated note, a recent game trailer release has sparked quite the conversation, with some viewers commenting on how poorly the main protagonist seemed to have aged. Interestingly, we’ve had some similar discussions behind the scenes here at Revolution Industry! Let us know what you think :D



Cheers,

Jay
Dec 24, 2024
DCS World Steam Edition - OBWKB
Added free pack of high fidelity 3D models. Assets free of charge: B-1B, B-52H, S-3B (and tanker), SA-10 (S-300 SAM), M1A2, M1A2C SEP v3, MRAP MaxxPro, Centurion C-RAM.

DCS-core
Added a new Spotting Dots option which is replacing the “improved spotting dots” option. Improved spotting dots functionality which makes spotting dots independent from zoom FOV will be active all the time now. With new “Spotting Dot” setting you will be able to set:
OFF - to switch spotting dots off completely
AUTO - automatic spotting dot size calculation based on monitor or VR hardware parameters (how it worked before)
1 pixel size spotting dots
2 pixel size spotting dots
Also this setting is added to the mission editor and can be enforced through mission.
Spotting dots. Quad views peripheral render target spotting dot size forced to size 1 if dots are on
Sound. New mortar and cannon sounds and shells sonic boom sound added
AI Aircraft. if an AI AV-8B is set to takeoff from ground or takes off from a FARP, they will vertically climb to ~1000ft and then stop, immediately nose over, and crash - fixed
AI Aircraft. AI incorrect half loop maneuver calculation for the attack ending in ground collision - fixed
AI Aircraft. MQ-1A/RQ-1A Predator. Corrupt damage model - fixed
AI Aircraft. Aircraft AI can spot ground and air units through dense fog - fixed
AI Aircraft. Adjusted KC135 to maintain 25 degrees angle of bank for every turn
AI Aircraft. Helicopter AI calculate evasive maneuvers above water using sea floor and not water level altitude which ends up in crashes into water sometime - fixed
AI Aircraft. When AI helicopter has "Ground Escort" task set, it stops using flares for IR missile defense - fixed
AI Aircraft. Caucasus. Adler airfield. The AI wingman stands in line behind the parked lead aircraft and stops - fixed
AI Aircraft. AI pilots look left when taking off from Supercarrier - fixed.
AI Ships. Submarine water trail visible when submerged - fixed. (https://forum.dcs.world/topic/357886-298538-submarine-u-boat-issues/)
AI Ground. Sounds from some vehicles fade over time - fixed
Weapons. SA-2. V-750 missile. Decreased G-limit from 17 to 6.
Weapons. SA-3, 5V27 missile. Decreased G-limit from 16 to 6. Decreased counter-countermeasures level. Change liquid motor smoke tail to solid fuel. Decreased size of motor smoke plume.
Weapons. SA-5, 5V28 missile. Slightly decreased G-limit from 12 to 10. Slightly decreased counter-countermeasures level. Decreased second stage smoke transparency.
Weapons. Kh-25 and Kh-29 missile family. Total autopilot and seeker upgrade.
Weapons. AGM-88. Adjusted motor smoke. Added param of transparency of motor smoke depends on temperature (altitude).
Weapons. AIM-9 family. Smoke transparency tuning.
Weapons. Sea Dart SAM. Fuze parameters adjusted.
Weapons. AIs interceptors will be able to intercept cruise missiles.
Weapons. SM SAM. First SM missile goes to zenit without guidance to target - fixed.
Weapons. Improved BLG-66 Belouga bomblets release sequence
Weapons. Added new loadout definitions for AUF2 double point pylons with different bombs (Mirage F1 usage)
Weapons. Now Air-to-Air IR missiles take into account the transparency and density of fog when calculating the visibility range of a target.
Weapons. AIM-120. Changed coefficient of guidance system to increase agility to counter of the high-G roll maneuver.
Graphics. IR marker beam visible in daytime TV display - fixed.
ME. Added trigger "Smoke Marker Stop" and "Smoke Marker on Unit Stop” for the coloured target marking smoke.
ME. Added trigger functionality to allow individual drawings to be shown or hidden
ME. Improved advanced waypoint action for unload more than one cargo ability
ME. Cargo without the flag OBJECT CANNOT BE CARGO is still in the ALL CARGO radio menu - Fixed. (https://forum.dcs.world/topic/361923-cargo-without-the-flag-object-cannot-be-cargo-is-still-in-the-all-cargo-radio-menu-mi-8mtv2/)
ME. Multi-select tool. impossible to rotate any units when loading into a mission with units already placed, or loading in templates - fixed
Scripting API. Experimental fix for server crash after world.removeJunk being used (hosters please test, we are looking for feedback)

DCS: F-16C Viper by Eagle Dynamics
Improved HUD Limited Refresh Rate (made airspeed, altitude and acceleration update rates fixed at a set refresh rate. As such, faster rates of change will result in skipped values. The acceleration updates are slightly faster than velocity and acceleration).
Improvement - Specific excess power. Based on user feedback, the difference in energy loss in the FM and E-M diagrams of instantaneous turn rates was noted. On the left edge (high angles of attack AoA >15 and low speeds below M<0.7), excessive energy loss (airspeed loss) was confirmed. On the right edge of the E-M diagram (M>0.7 and angles of attack AoA<15), there was noticeably insufficient energy loss. The left edge has been corrected, and energy loss has been reduced (closer to the reference points). Work on the right edge continues and will be resolved in a later update.
Fixed: Impossible to enter a deep stall.
Fixed: Excessive YAW With Roll Inputs in Landing Config.
Fixed: FCR entering STT deletes all trackfiles.
Fixed: RWS STT returns to search after TMS aft instead of SAM.
Fixed: ACM Bore does not lock targets beyond 10nm even with longer range selected.
Fixed: FCR TWS target altitude differently rounded between bugged and system targets.
Fixed: FCR trackfile information (aspect/speed/etc) are shown as all zeroes when first designating a track file.
Fixed: FCR Has a chance to drop track completely when commanding STT on TWS Bugged target.
Fixed: Aiming marks recalculate position way too fast. Results in CCIP mark flicker.
Fixed: External fuel transfer when AIR SOURCE in RAM.
Fixed: A-G Radar image goes sideways when the scanning zone limit is reached.
Fixed: AGM-65 VIS next maverick after firing no longer space stabilized/slaved to SPI.
Fixed: When radar antenna comes to maximum angle of deflection ground surface render starts its movement within MFD screen.
Fixed: FCR does not remember submode after emergency jettison or master mode change
Revised/Updated F-16C Early Access Guide
New Navigation chapter
New Tactical Employment chapter
Revised Radio Communications chapter
Revised Datalink chapter (work-in-progess)
Revised Appendix A - Added more checklists, added checklist index, and added hyperlinks on all checklist pages to return back to main index.
Other updates/revisions:
Hands-On Controls functions/commands
DED pages
Autopilot
RWR and CMDS Modes

DCS: F/A-18C by Eagle Dynamics
Fixed crash on weapons avionics.
Added Gray Scale on MAP Ground Radar.
Fixed: Texture FPU_8A_VMFA251 not found.
Fixed: When user creates waypoint names in the editor blank waypoint will use another waypoints name.
Fixed: Hot start aircraft sets INS to NAV instead of IFA.

DCS: AH-64D by Eagle Dynamics
Improvement of the flight model and SCAS.
Improvement. The characteristic of the increase in the thrust of the main rotor has been refined in the speed range of 0-10 m/s (the helicopter's behavior at the moment of nose tilt to accelerate and when hovering after deceleration will become more realistic).
Improvement. There was overly sensitive yaw control.
The sensitivity of the control in the heading channel has been significantly reduced. Now the increase in angular velocity with a 1-inch pedal movement has been reduced by about 25%, which is beneficial for improving the comfort of control.
Improvement. There was overly sensitive pitch control.
The main rotor rotation characteristics in roll and pitch have been adjusted, which has slightly reduced the control sensitivity in the roll and pitch channels.
The VRS (vortex-ring state) phenomenon of the Main rotor.
Additional game notification about the VRS phenomenon. The player has been given the option to turn on sound and visual notifications about the onset of the phenomenon and its progress. Enabling/disabling is carried out in the SPECIAL tab in the module settings.
The conditions for the occurrence of the VRS phenomenon on the Main rotor have been reworked. Now the Main rotor "entry" into the VRS phenomenon takes a little longer than before. In addition, the critical vertical descent speed that leads to the appearance of VRS is no longer a "strict" value, which increases the realism of “entering” in VRS mode.
During an autorotation landing with the engines running, the helicopter could previously have been in the VRS phenomenon. Fixed
Animation of the Main rotor cone tilt disappeared.
There was no reaction of the rotor cone to the deflection of the helicopter cyclic stick - Fixed
Helicopter SCAS.
When hovering with Position Hold enabled, a slight drift would sometimes occur - Fixed
Independent deactivation of roll and pitch channel in ATT-hold mode. For ATT-Hold mode, separate disabling has been added in the roll and pitch channels if the disabling conditions have occurred only in one of the channels (previously, both channels were disabled if the disabling conditions occurred only for roll, for example). Displayed on the controls indicator.
The efficiency of the SCAS response has been increased when controlling the pilot and in the ATT-Hold (Position, Velocity, Attitude) mode family:
1) when controlling the pilot
the SCAS "blurs" the increase in angular velocity from the cyclic stick and pedals, thereby giving the pilot a little more time for piloting accuracy, which increases piloting comfort;
2) in the ATT-Hold mode family the SCAS reacts more sensitively to changes, trying to compensate for the deviation from the specified mode/parameter in the "bud".
Helicopter SCAS - known issues
When turning ON or OFF the Position-Hold mode, several damped oscillations in roll and/or pitch may occur
Added AI George interface enhancements for color-blind players. May be selected in the SPECIAL tab in the module settings.
Modify the George-as-CPG interface.
Fixed: Graphic glitch with cockpit displays when George finds targets during new Area search.
Fixed: Enroute "Distance to Point" value calculated very wrong.
Fixed: FIRE MSLS and LASE # TRGT message errors.
Fixed: TADS camera clips through model.
Fixed; George AI sees the target through the fog.

DCS: Mi-24P Hind by Eagle Dynamics
Petrovich AI. Added support for the new fog system so Petrovich AI wouldn’t see through it.
Rockets can be fired when the fire control switch is off - Fixed. (https://forum.dcs.world/topic/365237-rockets-can-be-fired-when-fire-control-switch-is-off/)
ASP-17 Pilot sight brightness adjustment done (Sight reticle brightness - Bugs and Problems - ED Forums)

DCS: UH-1H Huey by Eagle Dynamics
Created and implemented distant engine and main and tail rotors sounds. Adjusted sound radius.

DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics
Added information about radio channels and frequencies to the kneeboard

DCS: CH-47F by Eagle Dynamics
Added. Trimmer options
Added. Trimming with HAT on stick
Added. Windshield wipers
Fixed. Wipers knob park position isn’t spring loaded
Fixed. Cyclic position for air start
Fixed. LCT indicator scale
Fixed. Ground crew fail to repair engines
Fixed. LCT schedule corrected
Fixed. IR strobe pattern for MP
Fixed. Ramp visualisation
Improved. DASH tweaks
Improved. Crew animation become faster when switching seats
Improved. Further work on CDU pages

DCS: P-47D Thunderbolt by Eagle Dynamics
Fixed. Engine degraded with WEP usage

DCS: FW-190A-8 by Eagle Dynamics
Fixed. Cockpit glass

DCS: Supercarrier by Eagle Dynamics
Fixed: Dynamic Spawn - Spawn on other players.
Fixed: Animation sticking after client exits.
Fixed: "Waiting for ATC Status" Message displayed in campaigns.
Fixed: IFLOS Lights showing backwards.
Fixed: Client doesn't get taxiing permission ("Awaiting requested crew member").
Fixed: No directors - Cat crew only launch 1st aircraft.
Fixed: AI carrier taxiing decreased dt, smooth break and pilot view correction.
Fixed: Taxi crew stuck in multiplayer with Awaiting crew 1 idle message.
Fixed: Wheel chock wont be placed when teleport to hangar (F/A-18C, F-14A/B).
Fixed: Velocity limit option works if turned OFF.
Fixed: Deck Crew Problems AI F-14s.
Fixed: AI on sixpack can't taxi.
Fixed: Yellow shirt director repeats 'stop' gesture.
Fixed: The director teleports after assigning a player to the next one, apparently teleporting to his initial point.
Fixed: Frequent change of commands by the director (Stop - Come forward) when taxi on the deck.

Known issues: Forced option 'disable deck crew' don't work - in order to create a mission with the deck crew disabled, you need to disable it in the general options..

DCS: F-5E3 Remastered
Added animation of shaking elements in the cockpit.
Added wingtip shake at high AOA.
Added LERX vapor trails.
Fixed: RWR Button Dimmer doesn't work as expected.
Fixed: Cannot open and close the service hatch panels.
Fixed: Incorrect theme loading picture if another theme is applied.
Fixed: Static aircraft parking lot.

DCS: OH-58D Kiowa Warrior by Polychop Simulations
Fixed CTD when using VOIP PTT
Fixed: Inputs for:
Joystick inputs for Autostart / Autoshutdown
Radio hats and animations
Floodlight, position lights and blower switches
WPN/ASE, LMC, ACK/REC switches
Fixed: Multicrew flares
Fixed: Multicrew target points

DCS: SA-342 Gazelle by Polychop Simulations
Fixed: Minigun axis limits
Fixed: Duplicate HOT and Mistral missile definitions removed

DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations
Missing missing update of the previous DCS patch:
Fixed: Stand-by ADI not caged when mission starts cold & dark
Fixed: hundreds rotary of GunSight mills needs 9 clicks to go from 0 to 1
Improved: Flight Director bars visibility

DCS: JF-17 by Deka Ironwork Simulations
Fixed: some tiny bugs of radar/datalink contact fusion

DCS Mirage F1 by Aerges
Systems:
Automatic firing of radar guided missiles is fixed.
Fixed 'Nose wheel steering high sensitivity button' not popping out after nose wheel gear lift off, when autostart was performed before.
Changed F1CE/BE IDN logic in TE mode - the wide needle will stay at the last valid position instead of going to 0, when a TACAN station is not received.
Corrected bug in which, with additional vector selected and no TACAN signal, the wide needle always pointed to the West.
Radio:
Fixed an issue with radios that were not tuning to Easy Comms frequency, if attempted to do this while being in AR (OFF) mode (but with electric bus power being available).
A radio will not be attempted to be autotuned in Easy Comms if it is not currently provided with electric bus power.
F1BE: Only TRAP-136 can be used now for Easy Comms frequency autotune from the rear seat.
F1BE: With Easy Comms option enabled, TRAP-136 priority is automatically switched to the seat from which the radio dialog was activated.
F1BE: Now the other seat radio panel is not affected by Easy Comms autotune. I.e., when TRAP-136 communication is activated from the rear seat, the forward seat panel frequency/mode is not changed, and vice versa.
General:
Added several Single and Quick Start Afghanistan map missions (Mirage F1 CE, EE and BE).
Added Iraq Quick Start and Single missions.
Fixed texture of Mirage F1EE weapons panel integral light.
Fixed the issue with several weapons appearing rotated 90º on their pylons.

DCS: C-101 Aviojet by AvioDev
A radio will not be attempted to be autotuned in Easy Comms if it is not currently provided with electric power.
Now, in Easy Comms, always a radio of the current seat is used for frequency autotune. Accordingly, the radio priority is automatically switched to that seat.
Custom (defined in the module) Belouga BLG66 bombs were replaced by DCS standard ones.
Improved textures of CBL200, as well as of AN-M3 and DEFA-553 gun pods.
Fixed the issue with several weapons appearing rotated 90º on their pylons.

DCS: South Atlantic by RAZBAM Simulations
New:
Introduction of Winter Textures with emphasis on providing Ultra-High detail around the Falklands Island
High-detail custom normal maps for the entire Falkland Islands
New Normal maps across Argentina / Chile
Improved:
Further enhancements to ground vegetation, delivering a more realistic look and feel across the entire map
NOTE: June is the summer hemispheres winter and as the default date for the South Atlantic map is June the default will be winter

DCS: Kola map by Orbx
New:
Added Bardufoss Airfield
Added Kattila Airfield
Improved:
Added TACAN at Andoya airfield
Added towns next to new airfields
Enhancement to the terrain visual quality from lowish level
First pass optimization for some blocks
Forever World Cup Simulator - laukaichung
Bug Fixes

A bug has been fixed that was causing teams to become too strong in both attack and defense after a few years. (version: 241224.1)

Head-to-head
The previous bookmark feature has been replaced with a better saving feature in the "Lineup" tab. This new feature lets you save the entire lineup of challengers.



Click the "Save" button to save the current lineup. You need to enter a title to help you identify the lineup.



If yo've saved lineups, a "Import lineup" select box should appear.



New Team Adjustment

A new team adjustment entry has been added to North Korea, making them stronger in matches against South Korea. This is based on their recent encounters, where every match between them has ended with scores of either 0-0, 1-1, or 1-0.

Web version:
https://simcups.com
...