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Blackshark 3 NAV Error- no GNSS/GPS?
STONE SKY replied to MeneMene's topic in Mi-8MTV2 and Ka-50 Memory of a Hero Campaign
Интересная идея, спасибо! Я об этом не подумал! -
I would request ED to add this to the Huey. It's a shame the Huey is almost abandoned.
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Not just you, at least regarding DCS !
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First of all I want to thank everyone who responded to my query. It's really nice to know that there is such a supportive and knowledgeable community to help newbies like me. And YES, there was a simple solution. I inadvertently had the right ENG OPER switch in the depressed (motor) position. I understand from reading the responses that Yurgon came up with the solution, so kudos to you. This simulation is incredibly realistic and detailed. iT Seems to operate like the real thing. And it's even more amazing that there are users that understand it so thoroughly that they can diagnosis something like this just from my simple question. THANKS AGAIN YURGON!
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DCS World 2025 Screenshots and Video Thread
Geschirre replied to ST0RM's topic in Screenshots and Videos
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I'm considering that and that was a plan way back when I started this project. I think the release is too soon to release "half-mods". Speaking of AI, since the aircraft has increased weight so it behaves more realistically with Su-27 Flight Model - AI has some problems taking off, often crashing at the end of runway or just flying on AB non stop to stay airborne. I'm trying to fix it but there's a chance it'll stay like that untill we get CWS and with that a inside-modified FM.
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I was using pri 7 so that may be why. Will test later. Thanks
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dock999 started following All those houses under water
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Hi :Ugra Media I have just purchased Cold War Germany Map, and the map just needs a bit of attention. Took off from Ramstein Airport and just by the airport, there is a lake. There are so many houses and buildings submerged in the lake . Also comparison with Syria map, the FPS in Cold war Germany dropped about 20 FPS. I am disappointed . Could Ugra Media do something about these issues ?
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I happened to pass closely to the tanker when attempting to refuel, Matrix reported plug complete and at that time comms completely broke. for a few times after this, when I called tanker to report pre-contact the tanker began speaking but abruptly cut off, after those 2-3 attempts to communicate w/ the tanker they stopped responding entirely. I wasn't able to plug and on returning to carrier, was unable to raise comms with them either. Tanker bug it seems, maybe that's what happened to the other guy but he didn't realize it. Happened to me b/c I met up with the tanker head-on and matrix plugged immediately during that fly-by i'll try flying it one more time to see, I kinda figure it might just be a fluke
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Hey thanks @Rudel. Try to max zoom the view through the canopy and you will see what I mean about the cobwebs.
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Rahul Singh joined the community
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Sounds good, but for me RL is with family on wknds.
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Great research Rogue, she definitely feels a bit "sticky" on final segment of rotation. Hope ED looks into this
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Part of the problem is that the engine is overboosting when it shouldn't. If you hit WEP at 2700RPM MAP will jump past 60in, which it shouldn't be doing.
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stelr changed their profile photo
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Mi-24 Rudders issue (ignore trim, move to the left)
AeriaGloria replied to Yuriks's topic in DCS: Mi-24P Hind
Just like Mi-8, if heading hold is at full authority it will use the pedal damper to move the pedals for you. I think it is useless in sim so I’m glad to have the option. It will even work with microswitch pressed in stabilization mode if turn rate changes so fast it hits the limit. -
We need a menu in the way point editor for setting separate targets in a flight for the individual wing men. When flying a flight of 4 F-4s on a ground attack mission, there's over 30 separate targets the wing can hit. This can't be done with the current editor.
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I think Saxman's post is extremely germane and should be seriously considered in relaxing the very strict limits, while still requiring the engine management procedures. When the recent changes were made, I made sure all temps were in the blue but found that I kept cooking the engine within a very short time. In fact, during my first three CV launches I heard the knocking and airframe shuddering before my wheels left the deck, shortly after passing the island! I'm sure I was at max throttle (not knowing any better), but even so, I can't imagine any engine being accepted into full production that would be that fragile, not being able to handle a less than 10 seconds of overheating. Also, since the gauges aren't digital and tend to vibrate a lot, it's hard to tell if you are at 54" MP or jumping to 55" and potentially damaging the engine. Need a little slack here IMO. Also, IOT avoid stressing the engine and it suddenly quitting in a climb, I had to limit the climb rate to 500-1000 ft/min. The climb rate for the F4U was a key factor in the intended design IOT out-pace the Zeke. It should be able to do a sustained climb rate in excess of 3000 ft/min. If I tried to push it to 2000, the shuddering began, and I had to back off. maybe M3 can take a look at these things and balance the book (recommended figures) with pilot reports. I'm in no way suggesting PIREPs be taken as gospel, since they are not the same from pilot to pilot, but it's just my uninformed belief that this plane would have been too hard to just safely fly, let alone take into combat with a near-peer foe. v/r Stel
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Azolier joined the community
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Hi TOViper! After pressing the park brakes, I always try to release both pedals simultaneously, and the park brake is still disengaged. (I have also tested releasing them one by one, and of course, this results in the park brake being disengaged.) ------ However, I have discovered the reason and it is not an issue with the ajs37 module: I tried to bind a keyboard key to brake and keep the brake axis binding. By pressing the keyboard key to finish the action of applying the left and right brakes, if I then pull up the park brake lever and release the keyboard key, the park brake will still be disengaged. Remove the brake axis binding when I use the keyboard key to brake. Now, it works. Based on the above results, I went to check my pedal device. I did find a problem: when releasing status, the raw output signal of the pedal device will jump rapidly within a very narrow range, which means even if I don't step on the brake pedals, it will produce very small output. This led to a positive result when AJS37's park brake detected whether the brake pedal had been stepped on, resulting in the disconnection of the park brake. After knowing the reason, I began to try to solve this problem by calibrating the trim, setting dead zones, and adjusting the output curve. Thank you to everyone who has helped me with this thread reply. Good luck!
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Yeah, exactly. I had these questions half a year ago. So, you're not the only one thinking the same things ... And when I saw the new message, I was happy, I thought he wrote something new.
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I believe the best course of action, is to continue bringing it up tbh. That is the only way positive change has been made for systems in the past.
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You're actually better off to NOT run it as administrator. Running it as admin can cause permissions issues.
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DCS Su-22 by VinntoreZ - Mod Developement Thread
Cepacol replied to VinntoreZ's topic in Flyable/Drivable Mods for DCS World
Is there a chance we already have an AI version ready to deploy in theaters of operations? It would boost immersion and curb the hype for this upcoming mod. So cool! -
Asrock issues with 9800X3D. Cpu's are failing.
AngleOff66 replied to AngleOff66's topic in PC Hardware and Related Software
Gamers nexus video from 2 months back. Funny how Steve couldnt get in until someone loaned him a badge. -
Is there any way with Dynamic Cargo to have it be detected by a zone script? ie. Player spawns the dynamic cargo, but when they drop it off, I could use a script that it has been dropped of in a zone. The only function I can see in the ME is 'CARGO UNHOOKED IN ZONE' but it requires the name of the cargo for the script to work. If its Dynamic Cargo, there is no name. I'm trying to create a mission where the player must transport 10 units of cargo to a FARP (Specifically, trying to use the new UH-1H internal cargo added in the last patch). However, I can't figure out how to trigger a 'Mission Complete' when 10 units of cargo have been delivered. Thanks!
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FARP Requirements - have these changed?
SimMotionTuning replied to Mr_sukebe's topic in Mission Editor
Ensure there are no enemy units within 1 nm of the FARP or it will be considered contested and the Ground Crew will not reply to comms.