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It’s not supposed to, it’s working in close combat mode I posted an updated graph. You have to understand that HMS mode is bugged right now. If you learn how it works now you will be messed up when fully implemented. Right now radar does not work beyond 30 degrees from nose unless you already have lock. Once implemented, it should work for the full 60 degrees range of the HMS. Right now IRST gets lock (up to its 30 degrees range slew limit) and radar is secondary. When implemented both should try to lock simultaneously and whatever locks is primary, allowing you to lock with radar from 30-60 degrees. I really tried to make my Graph easy, you don’t want to try and decode what the manual says! As my graph says, any close combat mode? Full radar STT. Within laser range in any mode? Full radar STT. Radar is only not STT during TP scan beyond laser range where it does ranging in scan mode. And pressing lock a second time will transition to Radar STT. Each sensor will pick up the lost lock of the other if they can. That is basically it I tried to make my graph account for every scenario. In laser range? STT, IFF only radar mode. Outside laser range? I show that IFF works only in radar mode and TP scan works as I said above. With my graph I’m trying to show if radar is STT or not, IFF, and enemy RWR for each mode (if necessary, as mentioned in laser range they all work the same).
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How to lower the .1% Frametime?
The_Nephilim replied to The_Nephilim's topic in Game Performance Bugs
Well on an unrelated instance I had reinstalled Windows 11. Once I was able I ran DCS and noticed my Frametimes were all below 16.6 and I had acheived 100% FT. I did still notice little blips here and there and since I was way under frametime it had to of been scripts loading like Hiob had mentioned and there is nothing I can do about that.. so I can say DCS is about as smooth as I can get it.. I am happy I acheived my goal and look forward to playing more DCS.. -
Я не ФАйтер, и тем более не лётчик но дам предположения: 1) Фото/Видео сделаны скорее всего во время проведения полётов, когда самолёты выкатывают со стоянок эскадрилий (или укрытий) на ЦЗТ, от куда они и отправляются в полёт и где их обслуживают между полётами. После каждого вылета вызывать АПАшку что бы она заталкала самолёт в укрытие - такой себе геморой... 2) Про тот же геморой с закатыванием в укрытие, ибо у самолёта нету реверса. От дождика самолёт не растает, так же как и ИТС. А для полноценного обслуживания есть ТЭЧ с крышей) А его индикация на солнце так же абсолютно не видна? В ДКС если солнце светит на приборку, то индикацию ИП-52 вообще не видно(
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"Approved by Ironhand!" Get some bucks for that staple! Quite an experience to witness this kind of progress in flightsim fidelity, isn't it? On the ground handling. Can we get a confirmation that the 29 actually uses the new tire and strut / suspension modeling framework, please?
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No. Unless Ralt has a circuit breaker to turn off
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draconus started following DCS Autumn Sale | MiG-29A Progress | DCS Patch
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DCS Autumn Sale | MiG-29A Progress | DCS Patch
draconus replied to Graphics's topic in Official Newsletters
Nice, thanks for the mini campaign Georgia 2008 Just please fix the mission names, it's a mess. -
Currently I'm unable to get the NS430 to actually operate the radios.
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investigating Aileron-rudder interconnect
AeriaGloria replied to Fox One's topic in Bugs and Problems
You sure you aren’t seeing the dampener operate? -
investigating Trim HAT to sensitive
Mainstay replied to 303_Tees's topic in Controller Questions and Bugs
Yeah at the moment is just impossible to (fine) trim the MiG…. -
Mach limits for fuel tank, and ground weapons.
AeriaGloria replied to CrazyGman's topic in DCS: MiG-29A Fulcrum
Makes sense! -
I would love such feature. Starting the mission outside of the aircraft and being able to do a walkaround would be super immersive. Also getting out of the pit after a mission to inspect the battle damage you've taken would be cool. Or maybe you walk to the runway to see your buddies land after a MP sortie... Would also gel well with the super carrier... Proper animations for climbing into (and out of) the cockpit would be icing on the cake, but even if it would just fade to/from black would be ok, if that would significantly simplify the development of such a feature...
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Chinook (basic) Operational Training mission - Syria
sirrah replied to sirrah's topic in Missions and Campaigns
Thanks for answering MAXsenna -
The key bindings are missing a control for the cockpit lights.
TOViper replied to QuasarZero's topic in DCS: AJS37 Viggen
Checked. Repaired. Thnx. -
tueur-a-gage started following Question about MSI and radar SIL
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DLSS Swapper is good for updating the DLSS dll version. You can set both the preset and also remove DLSS from the HUD/MFDs to remove ghosting from those by adding the below to your C:\Users\username\Saved Games\DCS\Config\autoexec.cfg file (create it if it doesn't already exist). DLSS_Preset = 'K' HUD_MFD_after_DLSS = true
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Will I be able to bomb the other team's pilots sitting in the canteen in MP?
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Mac Pro 5,1 for DSC? (Windows 10 or 11)
Aapje replied to Oldmopars's topic in PC Hardware and Related Software
That CPU is almost 15 years old and as a Xeon, is not made for gaming (workstation CPUs are made to do a lot in parallel at a steady pace, not relatively little very fast). If you only get a new GPU, it will be really held back by the platform, especially in simming, with is relatively CPU-heavy. So my advice would be to do a platform upgrade designed for further future upgrading (by getting a cheap AM5 CPU that is still way faster than what you have now and that later can be replaced with an X3D CPU). There is no point in buying a way faster GPU and have it held back so it performs like a much slower one. -
Bucic started following EA release video from 1:49
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To anyone dismissing the feature please watch Bunyap's walkaround/familiarisation series. He had one at least for the F-5E (original release). Engage the extended attention span and try to feel the flow. I'd Shirley use it with VR every time I have an even slightly unusual loadout.
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Can you please attach the actual log files from the bad run. The link you posted isn't even https and doesn't appear to be valid. For the ones from today we're after a log file and not a track file.
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What's the deal with missing crew for all the new ground units
twistking replied to twistking's topic in DCS Core Wish List
Not sure if joking or not, but since the release of those AAA guns, ED has released a lot of extremely high detail ground units; a lot of those being way less relevant for actual gameplay. Those man-hours should have been allocated to finishing what's already released. And this is a case where man-hours should be equivalent: I assume that modelling and animations are done by the same people. If ED had fulltime animators, we would not have that awkward situation in the first place...- 22 replies
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Oh yeah ? And how you fly IFR ? They fixed blank pages on flight plan management and some other, there’s still no function on radios, TCN course setting, VOR/ILS, ADF… those are basic nav things, and I don’t speak about stuff like attitude hold, HUD, chinook specific NVG (ok that take some time), but what about the basics… Apache got working everything and there was updates for it on regular bases, can’t say it about chinook. But we are all pleased that you can take bases with it
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Hello, After testing the launch on MSI only track file, I observed that fox3 are well updated in flight on the track file with the radar in SIL mode. I pushed the test by puting the radar in STANDBY mode (with the rotary), and here, the missile is no more updated. Is it normal? (plane -> missile emission aren't affected by SIL ?) is it a bug ? (SIL should stop all emission ?) Doc isn't explicit about it Video: 5 120C fired on a circling target, always on the hot leg. First 3 in SIL mode, they change their trajectory to the right last 2 while puting the radar in standby after launch. They do not change to the right test_MSI.acmi
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Thx a lot this was it For central tank jettison, where is the button please? sorry to ask
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After having seen Enigma's video i'm also a little bit concerned. I'd rather have a dynamic campaign of limited strategic scale, than have a feature-limited campaign engine that cannot be adapted to MP, different maps and different eras. To be more precise, i would be cool with a first iteration of such a "campaign engine" being limited to a tactical or operational level instead of a strategic one. So i guess it would be -strictly speaking- more of a dynamic operation than a campaign. This would mean in-game time-spans of days instead of weeks or months and it would free the AI from needing to do strategic decisions as the strategic situation could still be prepared manually by a mission designer. On the other hand the campaign engine (and related AI logic and tools) should be as flexible and robust as possible, including support for cooperative play and adaptability to other eras and all maps! With further iterations to the campaign engine, the scale of those operations could eventually increase from a tactical/operational to a strategic scale, similar to that other game. This would require the game engine to handle more units and the AI to react on a strategic scale. Only with that approach could that massively anticipated feature improve all types of DCS missions (through better AI and more robust game logic for logistics, C2, etc.). I think a narrowly designed campaign with "proprietary" systems without modularity and adaptability would be a humongous waste of time for ED and a big disappointment for the community.
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If we pay attention to Wags tutorial at 20:19 (20 min 19 sec) we can hear him press the pickle button on his joystick (weapon release) but he seem to aim with the line not the circle. So perhaps it worth trying to aim above the circkle, try giving it a shot. Im away from home so I can't try it myself. Wags is aiming for the middle truck (center target) at the runway, 20:19 timestamp.