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Hi, What should the correct behaviour of FFB sticks be at the limiter and past it? What I experience is, as I reach the AoA limit, there is an aggressive vibration. I can't say I feel a clear pulling force, that would match the visuals where the stick moves back slightly to reduce AoA. In addition to this problem, it has been mentioned that the override 'button' is not a physical button, but that it represents the force the pilot applies IN ADDITION to pull through the limiter. I interpret this as follows: constant force buildup to the limiter. Than an additional '17kg' force IRL pulls the stick back slightly, and then the pilot can further pull past the limiter if they want to override it and increase AoA. This should translate to FFB too then. Up to the limiter the FFB should not max out, so that it can actually pull forward on the stick (same time as it starts vibrating). Then once it pulled back a bit, with some additional force I should be able to pull the stick further back (these forces are scaled of course). How do you guys experience this? Do you think the limiter could be implemented differently to FFB? Any explanation by the devs on this? Thank you for this amazing module, absolutely loving it!
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В итоге взял MFD от F/A18C. Качество отличное, рёбра между кнопками также являются кнопками, так что этот MFD можно пользовать и в Апаче. Для использования нужно установить ПО от WinWIng (но по-моему не обязательно если хочешь самостоятельно копаться в конфигах). В нём выбираешь ЛА и дисплей(и), который(е) изображения с которых будут выводиться. Запускаешь игру - всё работает, т.е. в конфигах копаться не надо, ПО это делает за тебя. К MFD подключаются два кабеля один USB 2.0 для рамки, второй USB 3.0 для дисплея. Можно к дисплею подключить и USB 2.0, но тогда необходимо будет подвести дополнительное питание USB-C. Если руки прямые можно купить просто рамки и подключить к ним свой дисплей. P.S. Есть существенный минус - в DCS дисплеи темноваты, в инетах пишут что проблема со стороны DCS. Специалисты решают эту проблему через Reshade. P.S.S. ПО показывает что есть поддержка MSFS, BMS и чего-то ещё(не запомнил). К BMS подключить не удалось, возможно делаю что-то не то. Будет время - спрошу в поддержке.
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Exactly what @rob10 says. We were supposed to have Afghanistan completed last year, and here we are. Not complaining, as it seems they redid a lot of it from scratch, and we know they added things not originally planned. I'm happy about that. Same goes for Iraq, so it's done when it's done. Cheers! Sent from my SM-A536B using Tapatalk
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MAXsenna started following Roadmap Please
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Guns: Can't lock target while holding 1st trigger detent
AeriaGloria replied to Lixma 06's topic in DCS: MiG-29A Fulcrum
I’m not sure this is incorrect. Combat employment says nothing. You can always use coop with rest in dummy do if one sensor loses lock the other will pick it up -
celestHawk started following F-16C Block 30
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Typical F-16C Block 30 had the AN/APG-68 family (earlier V-series software/hardware typical of 1980s/early 1990s OFP). Block-50 commonly built or retrofitted with later AN/APG-68(V) upgrades (V5/V7 depending on lot and MLU), providing improved range, modes and SAR/GMTI growth options. Also the Block 30 Often fitted with the GE F110 on many (Block-30 introduced the “big-mouth” MCID inlet for GE engines on GE-powered examples). Some early Block-30s mixed engines but most GE-powered Block-30s have the larger inlet. I guess that is some what good starting point: https://www.digitalcombatsimulator.com/en/files/3330321/
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You're never going to even get rough estimate until it's basically ready to go. The reason is, if today they said "we're aiming for June 2026" and then in Feb 2026 came back and said "nope, gonna be July 2026" the uproar on the forums would be epic (and sadly this isn't an exaggeration) with all kinds of accusations of "you promised June 2026". It's not worth the grief it causes to try and estimate considering how difficult it is to estimate anyway.
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Very Nice!!!
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So apparently the current method of having to hold the trigger safety open to obtain a computed gun pipper is wrong and will be changed to a toggle switch in a future patch. Okay...but there remains an issue. If you lose target lock while in 1st stage the pipper reverts to a funnel - but - you can't re-lock your target from there. You need to release 1st stage and go back to CC and then you can attempt to re-lock your target. Thus the Mig-29 pilot is expected to constantly flip/un-flip the gun safety every time he wants to re-lock a target during a gunzo encounter. This doesn't sound plausible. The FC3 Mig-29 does allow you to re-lock from the funnel which I suspect is the correct behaviour; certainly it makes more sense to me.
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Noticeable stutter and slow loading
celestHawk replied to celestHawk's topic in Controller Questions and Bugs
Can't imagine who possibly liked your comment but 'good job' man even this couldn't change the situation and once again proved that ED must take time to polish their products and not to count on the magic pill of 'buy new hardware'. Great job man, thank you for proving my point once again. My religious believes doesn't allow me to drink and stop 'providing help' like this as it doesn't do any good to anyone! -
Fulcrum and Flanker really shows how scared NATO was. Something that allows you to move a heavy object with less force and something that attacks your weak sides? Oh yeah I would love it too
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- mission editor
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Can we get a rough estimate roadmap? That way we know how long this one will be getting worked on and the estimate completion of the map. Don't need exact dates but a rough estimate would be nice. I would love to recreate a bunch of OIF missions but the current state it's just lacking. I'm sure a bunch of campaign makers out there are just waiting for this to get good once things are closer to being in their final configuration.
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did block 30's get retrofitted with the V5 eventually? or did they continue to retain the v1 well into the 90s or even 2000s?
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100% agreed. Both maps are rough compared to Syria for low level. Another reason why I think ED should let 3rd parties handle most of the DLC's while ED focuses on the core and long term bug issues.
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v3MAW- Recruiting experienced F-18 drivers
Reezo_200 replied to Reezo_200's topic in General DCS Squadrons
Discord link is fixed -
Distance in VR is something I don't think yet has been fully mastered. I certainly feel like distant things are closer and smaller than what they should be. I don't know if this is due to the way VR attempts to fool the brain, whether it's just my brain getting used to VR, or other factors. I did a little bit of searching on this. From what I could gather, the whole close seems good, distant seems less good could be due to Binocular cues getting weaker with distance, and that Monocular cues such as haze, scale and perceptive are harder to replicate with limited FOV and resolution. IPD / world scale settings can also have an impact. The one area I've always wondered is DCS's own IPD settings - which seems to make a big difference in the cockpit for the cockpit view, but has no perceivable difference for outside objects. But in the end, I've just accepted that VR is an emulation of an environment - does a good job at helping me to judge distance with things like formation, and gives me a more immersive experience, but that it's normal to feel like the 'world is smaller'.
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The state of international weapons just leaves me sad to be honest. I strongly believe that DCS's future lies in the past. It's probably impossible to get the data for a Super Flanker or Super Fulcrum but we could proabbly get the information for World War and older cold war from various museums. I'm happy about the line up we have in the middle east- I change my statements about the Flanker being possible unles someone can point to something official.
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Fair points you raise. The save game one I don't see happening. ED have made their save game feature, and it seems to have revealed that they're going with the same approach that other community contributors used as a workaround - as opposed to redeveloping from the ground up the ability to save the actual state of the game. I have seen some campaign designers 'cheat' by having a separate mission that is post a certain event. (ie, post-refueling, to allow those who can't air to air refuel the ability to proceed from a certain point). That's the only way I see at present or in the foreseeable future that a campaign creator could possibly get around this particular issue - have a starting position that is closer to the action. It is of course a work-around and adds to the content creators workload, but I can't see another way. For me, I find it lacking immersion. I think that really has to do with the 'flow on' effect from one to another. How well you do in one mission doesn't change/affect another. Heatblur may have helped bridge a gap here with the F4 - how you treat it on a previous session impacts how it will be the following one for instance. But overall - I think this is where I suspect a lot of people are hanging out for the dynamic campaign engine instead - so it's unique and more immersive. But this conversation does raise a thought. How epic would the dynamic campaign engine be, if it was an engine for campaign designers. ie - instead of just being a 'go and play' - it was like the mission editor where campaign creators could actually use it as a tool to create their campaign, but the end result would be something dynamic and 'living'.
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Dangerzone started following Why Campaigns (generally) aren't as fun as they could be
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cannot produce and mssing track file Impervious to SAM's
AeriaGloria replied to Convoy's topic in Bugs and Problems
Was this online? There’s been an online issue of this -
MIG-29A BVR - how to force enemy aircraft down low?
AeriaGloria replied to The Gryphon's topic in DCS: MiG-29A Fulcrum
They will be forced down when you blow them up! -
And have it auto-fill the correct ATC frequencies. This is for the Mig-19 but you get the idea. Hopefully the kneeboard will eventually display radio channel, airfield name & frequency.
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timop248 joined the community
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It's also fore and aft movement that I find a bit hard at times. A few weeks ago I tipped a Kiowa to the side, but that was due to an unexpected crosswind, though it certainly felt as if one skid was glued to the ground and served as a stationary pivot point. Flying and hovering: yes, 100% IMO. Very slowly raising the collective to the point where the helo is light on the skids, that's where both Gazelle and Kiowa feel weird to me. Good point! I think the important part is to pull collective through the light-on-the-skids phase until hover is established. At that point, all is good for me. It should work with the training missions. Or you can look for Saved Games\DCS\Tracks\LastMissionTrack.trk after a flight. MP isn't great for tracks; the time spent in slot selection, and all the stuff you need to do to in order to show what you want to show just drags on and makes tracks longer than they need to be, plus depending on the server people might be annoyed because you're not actually contributing anything to the scenario at hand. Just be aware there's no rewind in tracks. Anything you want to show, better show it within 2 minutes - it's super time consuming to watch a 35 minute track where the interesting stuff happens at minute 31... If your budget permits, go for it! So far I'm using my trusty TM Warthog throttle as collective and it serves me well. Some 2 years back I inverted the collective axis (now the max AB position is collective full down, and the idle stop is collective full up). There's no right or wrong here, feel free to experiment with an inverted throttle axis as well - but an actual collective should be much better. Oh, and there's always a risk of a double-bind or an axis conflict. If you have an Xbox controller or a brake pedal providing input, that will certainly mess up your flying! And if that's not the case, flying helicopters is still hard and it takes a lot of practice.
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Unsure. I doubt it though. Maybe someone is working on an updated one or maybe there is already one but I tried searching and had no luck in finding an updated one. But like Nythawk said you can always go into the jet's files and find the codes. If you want an updated kneeboard, might be best to make your own for now.