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It was said that it will be added to the standard C-130J module but later (fuel prob):
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Light attack aircraft for counter-insurgency mission
MiG21bisFishbedL replied to Supernova-III's topic in DCS 2.9
So, I spent about an hour flying the 3 official COIN/Trainer aircraft in a simple mission. I was using WWII Marianas, flying out of Agana, and 5 Urals as targets. I like this map for this purpose due to the nature of its runways: Short. I decided to rate them based on aspects I deem important to COIN ops in DCS. Those aspects are take off distance, speed, weapon options, and payload size. All 3 enjoy adequate to superb handling characteristics. The MB-339A, in my opinion, is the best in class barring one limitation I'll get to in the conclusion. On take off, it uses up plenty of the runway, but it takes off within Agana's distance pretty comfortable at full fuel and loaded for combat. Lift the nose at 110KIAS and it'll lift soon after depending on payload. It's pretty quick to accelerate and I can yank pretty hard on the stick while it stays stable. The pair of DEFAs will make very short work of most anything an insurgency would be able to field. It also has the option to take machine guns to keep your load light and I really love that option for when I'm taking up Mk.82s. It also has cluster bombs like the Belouga and the BL-755. Ontop of that, it has denial weapons in the form of concrete penetrating bombs and Durandals. It does have its quirks, most notable its performance in the rain. It does not like taxing and taking off in the rain, so you need to keep the engine relight button depressed until rotation is achieved. The silver medal goes to the L-39ZA. On take off, it's the strongest performer. Even at full fuel and combat load, take off is a non-concern. Lift the nose off the ground at 90kts, then the good stuff happens at 110-120kts depending on weight. The real weakness is its limited payload aloft. It doesn't have that much variety and only two hardpoints on each wing, four total. That said, the PK-3 feels near bottomless with the ammo, so it's a stand out tool in your set. Its integrated Gsh-23L is really nice for dealing with even light armor. In addition to weapons like rockets and bombs, it can carry flares for lighting areas at night as well as the defensive punch of the R-3S and R-60. Handling wise, it does tend like to drop a wing outside of uncoordinated turns, but it's pretty tame. It's not as stable as the 339, but it's forgiving and quick to correct. It does feel underpowered aloft, especially with a combat load. Be sure to watch those EGTs, the Ivchenko does have limits. You can't just leave it on max thrust. Max continuous is 103%. Bronze goes to the C-101CC. If the L-39 felt underpowered, then the C-101CC must feel like it's pedal powered. Taking off out of Agana with the C-101CC loaded up just isn't possible. You're looking at a take off roll of nearly 3,000 feet/900+ meters. You're going to have to play with fuel and payload to have any hope. 85% of MTOW will get you shaving the tree tops, but you'll be off. That's 2 pairs of LAU-68s and a centerline gunpod @ 60% total fuel. Anymore? Well, I managed to rip a flap off on the treetops. So, the C-101 will operate more comfortably from a longer strip. Once you get the C-101CC up to altitude, it retains speed pretty well and its handling is solid. The real thing the C-101 has going for it is its selection of arms. Two centerline gunpods with your choice of cannon or machinegun, cluster munitions, nape, rockets, and the added bonuses of the Magic II and AIM-9. It even has the Sea Eagle, that's insane. If you can work around the take off performance, the C-101 could be a great ride. Now, even though I think the MB-339A is the best performer. It has the best performance in the air and widest variety of arms. However, it totally lacks any air to air missiles. Now, you're not looking to take these into the dogfight arena, but the fastest growing concern for militaries around the world are drones. What makes them such a concern is their disposability and their accessibility. This is a role that could easily fall into the wheelhouse of a light attack aircraft. Depending on how well funded or how badly an insurgency has a case of sticky fingers, you may see them using drones for various reasons. This is a task made more difficult for the MB-339A since it lacks any kind of missilery. It's going to hurt your options in the L-39ZA, but it'll barely be felt in the C-101CC. So, things to consider for those looking to buy one of these. Don't take this as some strict 'meta' since limitations make a scenario so much more compelling. The C-101CC may be limited to where it can operate from and be effective, but that's also a lot of fun. You now have to think about what you should do: A longer ingress with better weapons or a shorter ingress with a limited payload? As for the OV-10 and A-4E-C? They're free, try them. -
DCS completely freezes my PC, i can't play it anymore.
felipesm replied to felipesm's topic in Game Performance Bugs
My pc keeps freezing. However I've noticed that it happens after this event log: DXGUI_WIN_ADAPTER (Main): resize main window to [2560, 1440] dcs.log dcs.log -
После очередного патча в X-Plane доработали УВД, игровой диспетчер выдаёт STAR, можно попросить другие варианты захода и другую полосу, что здорово. Но есть и проблемы, работа диспетчера основана на скриптах и если какое-то условие не исполняется, то увы. Убедить диспетчера в возможности развернуться на полосе у меня не получилось. С-130 заказал, надеюсь, что будет и гражданская версия, без RWR и тепловых ловушек
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retrodynamic joined the community
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Thank you @Mr_sukebe, i have previously leveraged this post in the past to assist with VR perf challenges and found it very helpful . I am pretty confident that i have all bases covered with my DCS environment and as such I am convinced this is a DCS module introduced behaviour. I can sim with this module as long i don't get near a map that has units (carrier based operations over the water only), for any other warbird scenarios i am back to the p47 as the performance spike stutters (every second) with the F4U is not workable.
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Reference this thread. @Flappie appears to think this issue is resolved but it is a bug that persists. Spitfire 250lbs bombs do not explode on contact with the nose fuse set to contact and the tail fuse set to the default 30 minute delay. These fuses operate independently and both are armed when the plane takes off, therefore the nose fuse will cause the bomb to detonate immediately, however it does not. Spitfire Bomb Fuses Not Working.trkSee the attached track. The bombs have the default instantaneous fuse in the nose and 30 minute fuse in the tail. The bombs hit the ground just after 5:25 in mission time and explode 30 minutes later.
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Ber21c joined the community
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need track replay Why do my Mavericks keep missing?
Madman1 replied to Madman1's topic in Bugs and Problems
I figured it out myself. I was launching from about 6000 and then the Mavs were arcing up into clouds. Once in they clouds they would then loose lock when the lost sight of their targets. I was simply launching them from too high of an altitude, too close to clouds. Now I launch from about 3000-4000 and the Mavs don't miss anymore. -
jschokman joined the community
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Would be neat to see if anybody would start making "cottage industry" FFB sticks here in the US. Maybe the guy making the Rhino would sell licenses for somebody interested in making them in the US.... If I were younger and more tolerant of business failure, I think it would be kinda fun to try to hire a few people and make a go at it.
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The problem file appears to be launcher.sqlite3. Renaming that file and starting the game opens the launcher with an error message. After acknowledging the error, the launcher runs mostly normally, except that it won't complete user login
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I'm not sure if this was already noted elsewhere, but I noticed that the position of the visual stick in the cockpit doesn't change in relation to trim either. The stick position should change based on the trim on all of those. In real life, the stick cannot remain in the center, because that means the control surface is also "centered". If the control surface were to remain centered all the time, it could only fly one speed without increasing or decreasing in altitude. The faster the plane goes, the more lift it makes, requiring forward stick pressure to maintain altitude at the new higher speed (and vice-versa). In real life, trim is used to relieve those pressures, so the stick can stay in that new position without you having to push to keep it in the required position.
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i am so dumb.after re open the dcs it worked. it was my problem thanks. gotta check which mod did that
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А УВД в X-plane "из коробки" или только через VATSIM и IVAO?
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AFAIK the LITENING on the F-16 was supposed to represent the baseline II, but as we know it's a mish-mash of LITENING and LANTIRN.
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As far as I understand, the video shows the cockpit of the C130J aircraft (or is it an upgraded C-130H?). Argentina use this aircraft for flights to Antarctica. I would like to see this livery But I have not found an image of this plane on the Internet...
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This map really could do with a periods selector to choose between those two conflicts (just the builds for the bases need to change, not the whole map. At the moment we have all the equipment in the SIM for the Soviet war, but every military feature modelled on the map is designed to fit in with the US War. I understand why you want these details sorted out, but really the more precisely it models these bases exactly as they were when the US was there, the less credible it becomes for those of us wanting to model the Soviet war. I love this map, but I'm quite disappointed at how explicitly it models the period of the US war.
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joespeed52 changed their profile photo
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That post has since been deleted or made private.
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DCS really needs a proper War Room for the upcoming Dynamic Campaign, both for MP and SP. A place where you can instantly see the overall battlefield situation, the current strategic plan, and how long each objective will take. There should be an interactive target list where you can click on targets to get info like whether it’s political or infrastructure, if it’s already destroyed, what its priority is, and if anyone (player or AI) is already assigned to it. You should also be able to right-click the same target to generate a sortie. It also needs to track your personal progress, what you’ve done, what medals you’ve earned. The War room should be able to show a list of missions you can pick from, and let you plan your own missions at different levels of complexity, so even a beginner can create something without needing to program 8 JDAMs just to get started. You should also be able to join AI-planned missions and even jump into aircraft that are already airborne. Jumping in Airborn jets is not a mandatory feature. But it would be nice, so you can join your friends later in the mission (when their flight contains Ai jets offcourse). The War Room should show a real-time map with all detected aircraft based on ground radar stations, sensors, EWR and AWACS coverage. And terretories you captured or are contested. And don’t forget a scramble button. If enemy players or AI come within 50 miles of your airbase, the game should generate an intercept mission right away. If no one takes it within 20 seconds, AI should launch that scramble instead. And of course, if your EWR or radar around the base is destroyed, you won’t see incoming threats and no scramble will be triggered. And it should have the ability for external apps to connect to it, or to get real time data from, things like SRS or TACVIEW and server owners and such, that need to get statistics/telemetry. All of this will improve team work naturally. And people can make sense of the war by themselves instead of going around like lost puppies. The goal is to make the combat and missions accesible for a large amount of players, from noobs to experts. And what way to do that better then a nice and streamlined GUI/War room. This war room should have military style art look, and not be to cluttered with 3000 options, and not look sterile with menu'sthat look like WIndows XP menu's. Something nice for the eyes and esy for the brains. And only when opening certain menu's/buttons you can show more advanced options for the more advanced players. In my opinion this will make the game way more accesible for everyone. And i'm sure this will lead into ED having more sales.
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Still an issue with the new 25.8.1 update. Sticking with 25.4.1. Make sure you guys are doing the bug report on AMD's side.
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Why would they be fighting ED for payments as well? You follow your contractual agreements, you get paid. You can treat your employer like crap and they still have to abide the contract; if your product is worth it then you can get away with things most people cant. If Razbam were to sell to another 3rd party they would only inherit the problems with the module, not the financial issues.
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In the ASC Discord, Someone_somewhere (Matt ASC- CEO) confirmed the MC-130J is based off the standard C-130J, Therefore as they build the model again for the MC130J, They will also build and include the slick 130J with that. If you check, I believe they pinned his message in either general or ask questions section of the discord. null
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General_Av8or started following ATP pod will not auto-handoff maverick in MT mode
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I cannot find any success in WRCS mode with the shrike. My first hurdle is simply getting the shrikes to launch at all. I can maybe get the pull up carrot to flash, and then it is gone, and I can no longer get any cue at all. I included a track, this is typical for me. I end up launching in direct mode. Can anyone spot what I am doing wrong? I have spent far to much time failing at this. F4 Shrike Sa6.trk