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Trying to make a reseting timer when an airdrome is contested
SXL_Deej replied to SXL_Deej's topic in Mission Editor
I will remember this for future missions. As it stands currently, what i am working of is for my friends who dont fly but rather do combined arms, commander, and jtac stuff so the premise of the mission is to hold the airfield while repelling opposing ground forces and having even one unit break the airdrome is exactly what i was wanting to reset the timer. Thank you for adding this to the thread -
Trying to make a reseting timer when an airdrome is contested
rob10 replied to SXL_Deej's topic in Mission Editor
Just make sure you realize what the conditions are required for a coalition to actually take control of an airport. If there is even 1 opposing nearby it may not flip but remains contested. From a forum post a while ago: In general it seems 1. Something beats nothing obviously. I even had a situation where a marker tire I had forgot to set to neutral owner was capturing a FARP when no other units in range. 2. Armor beats infantry 3. Armed beats unarmed 4. Count doesn't seem to matter. One infantry against 10 infantry is still evenly contested. Some surprising edge cases.. Unarmed static shipping containers and canvas tents seem to have magical powers that defend against even armed infantry. An orca whale static will capture a FARP. I guess that IS a killer whale after all. Or even an aggressive cow set to a coalition. -
thats an edit in post production by the videographer. not a walk around feature. there will likely come a day when ed has their own version of this, but today is not that day.
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A/A refuel no complete call and Jester dialog loop
rwbishUP replied to Moosemermaid's topic in Bugs & Problems
@Zabuzard I tried to get a good track of it today. But unfortunately, track replay doesn't work with HB modules for me. When I try to replay a track including the Tomcat or the Phantom, they just fly off and start doing their own thing. -
ED should have started on this when the Harrier and WWII maps got released. Anyway my wish list for Amphibious warfare has been the following. fuctional landing craft as requested (WWII, cold war/modern) The ability to use amphibious warfare ships as a spawning point for amphibious vehicles. Give us an embark and disemabrk from ship command. In the ideal world there would be the correct animation in the good enough I'm not watching anyhow the landing craft and amphibious vehicles just appear. I'd also like to have infantry on the ships to board helicopters as well Also I've said it countless times but more ships as well and better AI for artillery.
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I always felt it weird that western designs can use ACM modes up to 10nm. (Or in the F-14s case 15nm with PAL also known as the "Do I really need a RIO when I can just use PAL to send an active AIM-54 off the rails and just turn cold?" ) while Soviet designs are almost half that range for their ACM modes
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Trying to make a reseting timer when an airdrome is contested
SXL_Deej replied to SXL_Deej's topic in Mission Editor
I will get this added and test it tomorrow night. Ill let you know if it works, thank you -
Trying to make a reseting timer when an airdrome is contested
kira_mikamy replied to SXL_Deej's topic in Mission Editor
Hi! You should be able to solve it by adding a trigger that uses "Time Since Flag" together with "Coalition Has Airdrome" as conditions. Since you already have a trigger that activates Flag 1 when Red captures the base, you just need to add a "Time Since Flag 1" = 600 seconds condition combined with "Coalition Has Airdrome = Red". This way, the trigger will only fire after Red has controlled the airbase for 10 minutes. If Blue captures it in the meantime, Flag 1 turns off and the timer resets automatically. Since the trigger is set to Switched Condition, it will start counting again if Red recaptures the airbase later. You can do exactly the same logic for Blue, just reversed. Let me know if this works for you -
Seabiscuit1985 started following Tpod focus problems.
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cannot produce and mssing track file Tpod focus problems.
Seabiscuit1985 replied to Pipes's topic in DCS: A-10C II Tank Killer
I'm just guessing, but the HOTAS tms aft short serves to automatically adjust flir focus for TGP, perhaps this would help? I'll try it when I get home tonight. -
MAXsenna started following Bratislava (Slovakia) call-out: Je tu niegdo? :-) and F-22 Total Air War 2008 v.1.52
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No, it's probably fine. Don't think they will moderate a game from 30 years ago. It's not exactly the competition.
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Incredibly loud AI Corsairs - Can't hear my own engine start
MAXsenna replied to RacerOne's topic in Bugs and Problems
Then you didn't read @Art-J's post thoroughly enough to be honest. Hopefully the devs will sort it out. People are just trying to help, and might not "feel" as affected as you. Or are so used to the time it takes to fix various issues, and so they just automatically resort to work arounds. Cheers! -
Ah! Beautiful city! Would love to back, especially now that I know we can go out for bears. [emoji6] Guess I missed that part, we went out on a shooting range instead. [emoji1] Was there around Christmas, and we bought some really good schnapps at a Christmas market. Good times! [emoji1303] Sent from my SM-A536B using Tapatalk
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sleighzy started following Image Freeze within VR headset with Virtual Desktop and Quest 3
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This works perfectly fine for me. Make sure you are actually in the game in your VR headset when looking at this setting. Can you please raise this as a separate post as it is unrelated to this problem. Attach your DCS log file as well as it may contain the reason for this. Cela fonctionne parfaitement pour moi. Assurez-vous d'être réellement dans le jeu avec votre casque VR lorsque vous regardez ce réglage. Pouvez-vous s'il vous plaît créer un nouveau post séparé car cela n'est pas lié à ce problème ? Joignez également votre fichier journal DCS, car il peut contenir la raison de ce problème.
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Istari6 started following Translating F-4B lessons in "MiG Killers" to the F-4E?
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(First, apologies if this has already been answered in another thread. I skimmed all thread titles and didn't see this mentioned, trying not to read through each topic to avoid any spoilers for the campaign) I just completed the 1st mission (teaching STR, ITR, Loop and The Egg). Loving Reflected's careful attention to detail, teaching us exactly how to execute these different maneuvers in terms of precise speeds, AoA, etc. The solution of flipping the auxiliary switch to "lock out the slats" is a great solution to give us "hard wing" F-4B/J handling. However, I'm wondering how to apply these lessons when I return to my slatted F-4E after this campaign. Do I just add 5 units AoA for each maneuver? (e.g. instead of 15-16 AoA for STR, hold 20-21 in the F-4E). There's the Top Gun concept of "you fight like you train", and want to be sure I adjust my lessons so I'm not flying "hard wing" style later when the E might be max performed with different numbers. I came across the following chart in the forums which apparently comes from a McDonnell Douglas brochure about the F-4E:
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Jamie352 joined the community
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I just created an KDU PCB running with an Arduino Nano and an simple extender board. Full Code of DCS Bios for working with Pilot and CPG including a Oled is running on it. MAybe anyone is interested in it. Feel free to reach out.
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Requested Change: Move the position of the spring stop to 80% of the aileron axis. Problem: On the DCS F-5E, the aileron limiter / the spring stop, is located at 50 % of the aileron axis. Placement of the Spring Stop here is inaccurate and makes the F-5 difficult to accurately control laterally. To be clear, I am not calling for the removal of the spring stop, only that it moved to 80% of the joystick axis. While it is true that the spring stop limits the total aileron deflection by more than 50%, as is stated in the F-5E flight manual: Examination of more detailed descriptions of the flight control contained in official Northrop documentation Indicates that aileron deflection per control stick movement (the aileron gearing) is not linear and that the spring stop should be located at 80% of the roll stick travel. With the landing gear down: Stick Travel is = +- 4.0 inches, and the max aileron angle is 35 degrees Up, 25 degrees Down. For a total Aileron Angle of 60 degrees When the landing gear is up, the aileron limiter / spring stop is active. The Stick Travel is limited to: +- 3.2 inches. Thus the spring stop is located +- 3.2 inches from the center. +-3.2 being equivalent to 80% of the total Stick Travel (4 inches). As (3.2 / 4) = %80 At 80% stick travel; the aileron angle is limited to 18.5 degrees Up, 14 degrees down. The spring stop therefore limits total aileron angle by more than 50%. As (18.5+14) / (35 +25) = 54% While the details of the Northrop Technical Manual match the description of the Aileron Limiter from the Pilots Manual, “Limits the Aileron travel to one half”. Neither sources state that the flight controls are limited to 50% / half travel when the landing gear is raised. Plotting the aileron angles and stick position from the Technical Description, and connecting these points by the appropriate slope. We constructed a diagram depicting the aileron angle as a function of the stick position, often called the aileron gearing ratio. This chart indicates that the aileron limiter in the landing gear up (aileron limited) config, cannot be located at 50% position of the total control stick travel (+-2 inches) like in DCS. As the location of the points which coincide with Landing Gear Down (aileron limited) Config, like (3.2,18.5) are not located half way from the points which coincide with Gear Up Cofing, like (4.0, 35), along the slope of Gear Up Config. It is likely that the aileron gearing ratio is not linear. Rather it is constructed of two distinct gradients. Connected at the location of the Spring Stop, +-3.2 inches from the center of the control stick. This point being = to 80% of the total control travel (4 inches) Simply stated the Spring Stop has to be located where max aileron is achieved in Gear Up Config. Which means that the Spring Stop can only be located at +- 3.2 inches of stick travel, 80 % of the total stick travel. The aileron flight control system seems to be designed to provide linear response of the ailerons to control stick inputs up to the Spring Stop. The steep gradient beyond the Spring Stop would provide feedback to the pilot that the critical range of operation had been exceeded. As compared to the DCS 50 % the spring stop implementation The Northrop implementation of the Spring Stop (At 80%, +--3.2 inches stick travel) would result in improved lateral control (roll rate / bank angle) of the DCS F-5E. Moving the spring stop from 50% to 80% of the stick travel range, increases the range of motion of the player's joystick by 30% in the roll axis. The result would be a 1.6 times increase in the gearing ratio of the player's Joystick position to the F-5E’s aileron angle. Making the DCS much more precise and controllable about the roll axis. And may reduce inadvertent wing destruction caused by unintentionally high roll rates. Placing the spring stop at 80% of the stick travel, should be considered as it is realistic and would match the description in both the Pilot’s Manual and the Northrop Technical Description. While also improving the lateral flying qualities of the F-5E The derived non linear / multi / gradient aileron implementation also appears to be valid. Given the similar approach used by Northrop in the longitudinal flight controls. Consider the implementation of the tri-gradient feel spring in the pitch axis. Designed to linear relation between tail deflection and Load Factor (g’s). Aileron Limiter Track F-5E Roll Coupling .trk
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Incredibly loud AI Corsairs - Can't hear my own engine start
RacerOne replied to RacerOne's topic in Bugs and Problems
Ok, thank you. At least somebody understood what I was getting at. Still no solution but better than "Turn down the volume". Lol -
That is amazing. Really.
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BABBA-ZEN changed their profile photo
- Yesterday
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"waiting for taxi, the taxi never comes"
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can not reproduce VR: HMD / HIADSS Symbology too high
MRTX replied to Bracketman's topic in Virtual Reality
I once again would like to remind everyone that this issue would go away over night if the IHADSS position would be made adjustable. -
Normandy 2.0 Development Report The Normandy 2.0 map by Ugra Media is the definitive map of this World War II theater. The next update will include the addition of winter textures that will transform much of England, France and the Low Countries into snow-covered landscapes. Alongside this seasonal expansion,seven new airfields have been added that include Alderney, Guernsey, Jersey, Headcorn, Holmsley South, Northolt Saint-Pol-Bryas and Bembridge. Existing airbases such as Kenley, Ford and High Halden have undergone extensive improvements, with updated scenes, new fortifications, and period-accurate facilities. Other airfields have also received improvements; new hangars, control towers and adjusted taxiways. Beyond the airfields, the Normandy 2.0 will grow with the addition of the Channel Islands: Jersey, Guernsey and Alderney. Dozens of new landmarks are being added including; the Royal Albert Hall, Dover Castle, Grand Opera, Wembley Stadium, Notre-Dame de Rouen, and even the Moulin Rouge, new stadiums and hospitals, new German radar installations. The general terrain has also been improved with work on more natural forests, walls and general topography. Please note that the DCS Normandy 2.0 map will exit early access in the next update. This is your last chance to take advantage of the 20% off discount. Bye Phant
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Mav87th started following FFB support for the Mosquito
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Skyhammer started following Iskander-M HE warhead damage radius to small?
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I don´t know its a bug or something but the damage the HE 9M723 warhead (700–800 kg) causes at impact seems way to small..i can stay right beside it with an unarmored or armored vehicle and little to none splash damage from the Rocket an even near by structures don´t seems to be affected Iskander small damage .trk
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We've just wrapped up our most recent campaign on the Caucasus. A massive thank you to our mission makers: Jonas 'Wife' Rembratt, Seb 'Robin' Strauch, and Jason 'Snooze' Tyrlage + many more who helped test, roleplay, and produce materials. The "Winter Roses" campaign was based on a fictional late 2014, with escalating tensions in Georgia following a rigged election and the rise of the pro-democracy Rustaveli Revolution. Pro-Russian factions responded with harassment and even violence, threatening stability and security in Georgia, for civilians and UN peacekeepers alike. Russia, politically fractured and partially incapacitated due to its president being hospitalized and unconscious, failed to veto a UNSC resolution, mandating NATO with providing security for UN peacekeepers, and establishing a no-fly zone to stabilise the region. The campaign chronicled NATO's efforts to counter Russian-backed militia aggression by suppressing advanced SAM systems, and maintain air superiority while avoiding a full-scale war. Each mission represented a critical phase in the conflict: 10 missions that begun with peacetime sorties to then culminating in coordinated OCA and DEAD strikes to de-militarise the Russian-backed militia. Early missions brought new gameplay to the group and introduced players to the situation, geography, and how to act in a “cold war”, where it’s not possible to employ weapons to solve any problem, often using show of force/non lethal deterrents to resolve AI and human controlled storylines. POV videos: