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  1. Past hour
  2. So spent some time playing with the early A, always nice to get a « new » Tomcat to play with. Would be nice if it included some missions, but easy enough modifying existing missions. Flight performance is basically the same as the « late » A as you would expect, but dogfighting with older weapons and an antique RWR is more challenging and fun. I also like the retro look it gives to the cockpit. Hard to argue and nitpick when you get a free plane.
  3. I only tested it in the Refuel-Fight F-14A mission, but it was working for me there.
  4. I am sorry that ED deal with all the weapons, because that makes not realistic ones. If I am right he made that decision because there were many complains about the Jeff weapons in PvP. Man.. how I hate PvP guys... if at least ED would allow his or 3rd parties weapons selection, so server could choose, then that way we could have the eary true weapons plus other 3rd parties ones not done. Because ED is full at work and the list is long to deal with everything is needed about custom weapons...
  5. Did you ever fix the issue? I like this cockpit the best out of them all. Looks like you lost the alpha channel when exporting, if you have the original project files it's just a matter of re-exporting the textures. If not you will need to copy and paste the Alpha channels from the original textures one by one and then export it correctly. BTW. the Kneeboard is also blank, cause the new pilot model
  6. Follow up, I did a long repair and now it works. Go figure
  7. I mean sure, in the end it's possible to even combine completely different game engines to work in the same "battlefield" by using a separate layer of software to act as communications between them. This is how militaries might run MCS, VBS and Steel Beasts Pro simultaneously in the same mission, each "game" takes care of its own thing, and communicates the necessary bits to the others so that they can render what they need from them. But then you're also basically making two separate games, which isn't cheap either. It's not impossible by any means, there are many ways you could go about it, but all of them need pretty big investments to get the kind of quality expected in each genre, and open-world or large point to point tracks can (depending on what exactly the surroundings are) be the most expensive kind of tracks to develop for a racing game (since it's not a loop, it tends to cover a larger area, need more terrain and asset work, etc. etc.).
  8. I might be stupid. I forgot to enable that. thanks man.
  9. Hi all, I've just mapped F4u's air brakes to the throttle ab switch, but, instead, it keeps lowering main landing gear (not the tailwheel) even if LG has a different and fully working binding. What am I doing wrong?
  10. For me the bigger problem is that we're missing anti-tank troops with actually effective weapons. Though an RPG-7, especially with the better warheads like the tandem ones, should still be pretty deadly when used right.
  11. can we get a hornet special options check box to remove or apply the tinted HMD visor?
  12. We have a fun HALLOWEEN event coming up! DCS Zombies! Come join us and have a spooky night!
  13. Sadly there won't be any changes. At most, ED will ensure that the game will not crash when you select this plane, and they will not care about anything else.
  14. Hey guys, I don't usually right on forums but i really haven't made any progress with my setup, this is a plea for help!!!! I have a 1920x1080, 3440x1440 and 1920x1200, my monitors are setup in this format from left to right. I would also like to add both left and right MFCD's to the third monitor and a Kneeboard and RWR to the left monitor, the plane i am using is a F-16c. Please could someone take a look at the .lua file i have written up and maybe show me the correct way of formatting it, or maybe give me an alternative solution. _ = function(p) return p; end; name = _('F-16C'); Description = 'TRIPLE SCREEN SETUP' -- MAIN monitor (center) Viewports = { LEFT = { x = 0 y = 0 width = 1920; height = 1080; viewDx = 0; viewDy = 0; aspect = 1920/1080; } Center = { x = 1920; y = 0; width = 3440; height = 1440; viewDx = 0; viewDy = 0; aspect = 3440/1440; } Right = { x = 5360 y = 0 width = 1920; height = 1200; viewDx = 0; viewDy = 0; aspect = 1920/1200; } } UIMainView = Viewports.Center GU_MAIN_VIEWPORT = Viewports.Center function reconfigure_for_unit(unit_type) --unit type is string with unit name if unit_type == "F-16C_50" then { Viewports = Right --display on right monitor, showing LEFT_MFCD AND RIGHT_MFCD split half and half LEFT_MFCD = { x = 5360; y = 0; width = 960; height = 1200; } RIGHT_MFCD = { x = 6320; y = 0; width = 960; height = 1200; } } { Viewports = Left RWR_SCREEN = { x = 960; y = 0; width = 960; height = 1080 } }
  15. 2 дня пытался сравнивать новенький МиГ с другими самолетами в ближнем бою на пушках, ведь это конёк самолета. Вот что получилось: Исходные данные. Всем ставил спортивный вариант со снятыми пилонами и 100% топлива. Схождение на встречных на высоте 2000м. Мои познания в реактивном воздушном бое ограничены общими представлениями о маневрах в один или два круга по видео гайдам и кампаниям на эту тему, что порой переходило к перетягиванию ручки почем зря)). ИИ уровня Ас. Простенькую миссию отыгрывал как в кокпите 29-го, так и за соперника. 1) F-14B. В качестве цели рано или поздно проигрывает, сливаясь по скорости. Из кокпита Томкета не смог победить Аса МиГ. 2) F/A-18C. Аналогично, просто подольше. 3) F-16. Вот тут интрига. Они крутятся на равных. Но, МиГ раньше выжирает свой запас керосина. Захват цели сложнее у него. Зато легче читается пушечная индикация и меньше промахов. 30 калибр грознее, особенно на проходах.
  16. Today
  17. I'm seeing some weird behavior firing the 114Ls at radar targets correctly handed off to the RF missiles by the FCR. Specifically, I see this when doing a scanburst of a group of stationary vehicles that include several BMPs, along with a couple of ZSU AAAs and a SA-6. The FCR in default profile mode will typically highlight and target one of the air defense vehicles in the group (solid diamond over air defense radar target), then properly handoff target data to a waiting RF Hellfire on one of the rails. The High Action display indicates the relevant 114L is tracking the target in LOBL mode, along with the missile page on the Weapons Display showing a 'T' for target tracking on the bugged missile ready to be fired. I fire the missile (in automatic LOBL launch mode), but it utlimately tracks to a nearby BMP instead of the targeted air defense vehicle. I'm seeing this behavior over and over, and I'm absolutely sure the FCR has bugged the correct target and has properly handed off targeting data to a RF missile which again, indicates it's tracking the target handed off to it before launch. I originally surmised the Hellfire missiles were simply impacting untargeted vehicles that were somehow in their line of sight to a targeted vehicle, but when switching to F6 missile view before target impact I can clearly see the Hellfires track directly at untargeted BMP vehicles instead of the targeted air defense vehicles they are supposed to be tracking. I'm launching attacks basically at treetop level at a target group roughly 2km away on a sloped terrain if this scenario might be contributing to the problem. I've not noticed this missile behavior previously though and 99 percent of the time my RF missiles have up to now been extremely accurate and reliable. Thanks for any insight anyone can provide.
  18. Just wanted to add these screenshots for extra context behind the F-14A Early. At no point if I recall correctly did they state until now that they were completely re engineering the F-14s to work with Anvil...so I suppose that now explains why it took so long for so little apparent changes. Probably would've been better if they stated this as soon as they decided to do this.
  19. The discord link is broken. It needs to updated. Mike Force Team
  20. This is the Modification list from Focke Wulf from April 1944. For C3 Einspritzung it authorizes the units to make the modifications. It is a engine modification as noted by "T" in the left hand margin. It notes the aircraft that require modification and instructs the Werknummer of the aircraft to be submitted to the RLM when modification is performed. The modification requires 13 hours of aircraft preparation, 2 mechanics assigned to complete the work, and 26 hours of work. Compare that with the unit installation of the R6 21 cm Rocket kits on the FW-190A4, A5, and A6 required 12 hours of aircraft preparation, 4 mechanics assigned to complete the work, and 48 hours of work. On the use of C3 Einspritzung at all altitudes: Arbeitsbericht Nr. 16 des Erprobungskommandos 25 vom 16.12.1943 (für die Zeit vom 1.12. bis 15.12.1943) 8.) Erhöhte Notleistung des BMW 801 D. Nach Vermessung der ersten Fw 190 wurden weitere Flugzeuge umgebaut. Beanstandungen haben sich bisher nicht ergeben. Es wurde noch in 8000 mtr Höhe eine erhöhte Leistung festgestellt. Bereits hier wird deutlich, dass die C3 Einspritzung nicht nur in niedrigen Höhen sondern auch wirkungsvoll ohne technische Probleme in großen Höhen eingesetzt werden konnte. Laut Nachfrage von Focke-Wulf wurde seitens BMW die Einspritzung und damit die erhöhte Notleistung für Höhen über 1000 m ab dem 20.1.1944 offiziell freigegeben. Die Nutzdauer der erhöhten Notleistung lag bei 10 Minuten. Work Report No. 16 of Test squadron 25, dated December 16, 1943 (covering the period from December 1 to December 15, 1943) 8.) Increased emergency power of the BMW 801 D. After measuring the first Fw 190, further aircraft were converted. No complaints have been received so far. Increased power was observed even at an altitude of 8,000 meters. This already shows that the C3 injection system could be used not only at low altitudes but also effectively at high altitudes without technical problems. Following a request from Focke-Wulf, BMW officially approved the injection system and thus the increased emergency power for altitudes above 1,000 meters on January 20, 1944. The effective duration of the increased emergency power was 10 minutes.
  21. Betab-shp is technically a high drag bomb. I can’t find its ballistic code in manuals. But i bet if you move the high drag (retard)/COOP switch forward it would work. You shouldn’t need to also move the switch forward for KMGU, but might have a good effect at certain altitudes and speeds.
  22. MASSIVE congratulations on the update to the Normandy 2.0. It's pretty much the best map in DCS these days, that and Cold War Germany!! Thankyou for the time and effort, it was certainly worth it. One suggestion that you could (or couldn't) do. How about RAF Bentley Priory, just NE of RAF Northolt as an 'object of interest'? "RAF Bentley Priory was a non-flying Royal Air Force station near Stanmore in the London Borough of Harrow. It was the headquarters of Fighter Command in the Battle of Britain and throughout the Second World War", to quote the ubiquitous Wiki. It was incredibly pivotal during the BoB and beyond. Just a thought...
  23. I think the documentation also says that your wingmen are set to silent so that they don’t spam you with stock ai calls. They’ll still obey they just won’t reply. They’ll be unsilenced for the rtb part to help you spot targets of opportunity.
  24. What external tanks are you carrying and how is your external transfer switch set?
  25. You’ll get used to the ai and learn to anticipate. My only advice is when you know they’re gonna do something, turn attack break orbit, throttle back and get a 100 feet below them to give them room. I haven’t collided with an ai in over a year and I do fly a lot on their wing
  26. Wow... interesting... How about starting from airfield?
  27. It’s already turned off.
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