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HypersonicOcelot started following DCS: F-16C Viper , DCS: C-130J , F-15E and 1 other
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You can’t actually dump fuel on the F4U-1D. Pilots usually burned off excess fuel by circling before attempting carrier landings.
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yawlorange joined the community
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Precisely brother! People don't understand that trying to make one common system is indeed what ruins consistency. That because now you start discriminating individual system features in order to attempt a generalized approach. Why even bother making multiple EW aircraft, if they1l all fit the same bill with the same/similar capabilities?! Short-sighted thinking has never worked in the long run. Throw the notion of "balance" away. DCS will never have units respective to their counterparts for mainly political- and confidentiality reasons. EW is an even bigger problem, as there is even less information regarding it, than aircraft that we cannot currently get. Documentation isn't everything either; norms, practices and generally info that SME's would besit is scarce at best. I won't say never, as ED F-35 has surprised those of us being with the simulator since its inception the most, but I highly doubt they'd venture into this field for many years to come. I'll also add that this is a very niche field too. Not only do the aircraft often require multiple crew members (with modern aircraft, this is less of a problem due to automatization), but it would be an incredible niche in what already is a niche product. I cannot see such an aircraft selling enmasse, given the fact that it wouldn't carry any weapons.
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Thanks for the feedback. I'll check again and see what needs to be corrected. I've still confused with 1. where did that bingo fuel, holding pattern altitude and decision altitude setting come from as I don't get it in the kneeboard or the comm. 2. What frequency does the flight listen on as I need to keep contact with the flight while tuning the other radio for the carrier approach. Not sure which radio is to kept as is for comm within flight. Also, is it possible for player to acknowledge (e.g. with spacebar) before responding ready to copy coordinates.
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graphics driver issue HUD display bug since release 2.9.18.12722
Lixma 06 replied to grim_reaper68's topic in Bugs and Problems
Same here, seems to be on AMD's side. This is from current 25.9.1 drivers I rolled back to earlier drivers and it's fixed. -
There were a series of bloopers from that era of that game play as well. They were MP de-synchs with effects or music. Can't remember the channel name.
- Today
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Oh wow, I didn't even realize those options were there - you're right! What I found was the following: - Changing mirror resolution from 512 (my original setting) to 1024 didn't seem to improve the image quality much; - Checking 'mirrors every frame' did improve the refresh rate, but still felt choppy to me. If I then unchecked 'render mirrors sequentially', the refresh rate improved considerably - but I did lose 10-15% FPS. I think for me the improvement in refresh rate is worth the FPS loss. - Going into the options.lua and setting 'mirrorsResolution' to 4 (presumably 2048, larger than what can be selected in the menus), the sharpness of the image went WAY up. It looks fantastic, and at least on my system, had no resultant FPS drop. The only downside of this is that if you ever enter the graphics menu again, it resets to 256 resolution, so you then have to change the options.lua back to 4. I'm so glad I saw this thread - I had never before thought to change the mirrors resolution in the options.lua file.
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Mattmad1234 started following Virtual VFA-192
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VIRTUAL VFA-192 VFA-192, part of the broader Joint Task Force 191 (JTF-191), is now recruiting dedicated pilots ready to commit to becoming part of a high-performance virtual strike fighter squadron. We are a DCS squadron that emphasizes realism, structured progression, and a professional yet enjoyable atmosphere. Who Are We? VFA-192 “Golden Dragons” is a realism-focused DCS squadron currently flying the F/A-18C as part of a larger, joint operational structure under JTF-191. We're a new squadron with big goals—formed by experienced virtual aviators and professionals, including real pilots, to create an environment where high performance is earned and excellence is expected. Schedule Flight Nights: Most evenings, coordinated through squadron channels, most times are at 8PM EST Joint Ops: Saturdays 8PM EST (JTF-191 large-scale missions) Training: Self-paced, student-scheduled with instructors Fun/Off-Nights: Integrated periodically throughout the week to relax and break up the high OP tempo What We Offer Structured syllabus modeled after real-world naval flight training High-fidelity, squadron-level realism within a multi-branch joint task force Tight-knit squadron culture built on shared standards and mutual respect Balanced approach: serious when it’s time to train and fly, relaxed when it’s time to have fun Who We're Looking For DCS players willing to commit to learning and training Able to fly consistently and be ready to grow Beginners are welcome Mic, and a stable setup are required How to Join Join our Discord! Talk with one of our recruiters Alternate Link
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DeXM started following ALR-56M - Jane's Description
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drewd484 started following Orbx Volanta not working with DCS SRS
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I have been trying to get Volanta to work in DCS, but when I get it installed, SRS no longer connects to the game. I saw someone else had posted a similar issue, but with Tacview instead of SRS. They were able to fix the issue by editing the line of code in the export.lua file. The original line is: dofile(lfs.writedir() .. "Scripts/DCS_Volanta.lua") The edited line was: dofile(Tacviewlfs.writedir() .. "Scripts/DCS_Volanta.lua") I figure this would also help my situation, but I have no clue what I would add to the line instead of "Tacview" to make it work. Any help would be greatly appreciated!
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But that's the problem. What do those seven people do? You've got an AI aircraft that represents seven people operating a huge number of radio antennas, looking at the signals they receive and responding to that in real time. So we need to distinguish between what the aircraft theoretically can do, and what it would actually do in a real battlefield situation. They can choose to jam some frequencies but not others, interfere with comms and employ various EW techniques, at different power levels on different frequencies. The AI needs to make all those decisions in a believable way, but even this level is problematic, because those details are all classified.
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This one was the best of the tries, but all other times there is nothing on the radar at all until merge. I paused it when Jeseter found him and looked at the F10 map, it said 10nm. What am I doing wrong? no lock.trk
- Yesterday
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Thanks for the track! I don't know if it played back correctly, but all things considered I'd say this looked fairly controlled, and you're almost there. What I saw was you picked a collective setting that just wouldn't allow the helicopter to get airborne; most of the time I saw the Gazelle skidding across the ground. Is that what happened when you recorded the track? If so, I'd highly recommend to give the collective just a nudge more pull to really get airborne into a low-level hover. Once the skids are off the ground, your oscillations will probably become bigger, but as long as at least one skid is still on the ground, you'll be fighting both the helicopter and the ground friction. As soon as you are really airborne, the fun begins. Naturally, the helicopter will do something, then you react a bit late and overcompensate, and now the helo does the opposite of what it had just been doing, you react and over-correct and you get into a classical case of pilot-induced-oscillations. We've all been there - at least I know I have. So with training and experience you begin to anticipate what the helo will be doing, and you learn to provide smaller inputs, and to counter-correct your own inputs before the helo does something you don't want it to do, and all of a sudden it clicks. Maybe that'll be tomorrow, maybe that'll be 3 weeks from now. Keep practicing, and get a good night's sleep in between sessions - the real learning happens when we sleep. Like the others said, for a low-level hover, forget the instruments. Maybe keep half an eye on the torque gauge just so you don't actually over-torque it. And other helos with a digital radar altimeter, half an eye on the rad-alt will help a bit as well. But hovering is 99% a visual thing using outside references. Lots of things you can experiment with: different cams with more centering force higher or lower spring tension (if this can be adjusted on your stick-base) reduced axis saturation in DCS (the extremes are cut, so your physical stick travel translates to less in-game stick travel) positive axis curve in DCS (virtual stick travel is reduced near the center and exaggerated near the edges of your physical stick travel) It's also perfectly normal - yet not at all desired - to hold the stick in a death-grip. Been there, done that. Make it a conscious decision to hold the stick lightly. You can actually try to hold it with two fingers rather than gripping it with your whole hand, at least in the beginning, until you get a better feel for the helicopter and muscle memory starts to set in. ----- And then there's trim. Perfectly natural in a real helicopter (force trim just sets the "center" position of the stick), but a bit odd in DCS, because trim does nothing at all to your physical stick (unless it's an FFB-stick, but I understand yours is not), but it does set the new center position for the virtual stick. There are several strategies to deal with this (Settings -> Special -> SA-342 -> Cyclic Trim Type): None: Hitting the "Trimmer" command doesn't do anything Instant: Instantly adjusts the virtual stick center position to the current virtual position. Since your physical stick is still deflected, the physical deflection will be added to the virtual center position, so you get a "trim bump". Requires very quick re-centering of your physical stick in order to keep the trim bump small. Fade In/Fade Out: Instantly adjusts the virtual stick center position to the current virtual position - but unlike the "Instant" setting, your physical deflection gets added slowly. Gives you time to recenter your physical stick and greatly reduces the "trim bump". Central Position Mode: Instantly adjusts the virtual stick center position to the current virtual position. However, your physical stick gets completely ignored until it's been centered on both roll and pitch. Pro: No trim bump whatsoever. Con: You're locked out of your Cyclic control until you center it. Has been the cause of death for many a virtual pilot, but is otherwise a pretty good setting. Personally I use a stick with 10 cm extension, DCS saturation 100%, no DCS curve, and the "Fade In/Fade Out" trimmer setting. But obviously you need to find the setting that works best for you. ----- Keep us posted on your progress!
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It's so nice on the F-15e
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Madman1 started following Mission 3 Bug Out is bugged?
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Yes, I have had many instances where he says 'firing' or engaging then - nothing. Cannon mostly but also hellfires
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MAXsenna started following no crew on the carrier to guide launch and landing?
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need information no crew on the carrier to guide launch and landing?
MAXsenna replied to Ladan's topic in Bugs and Problems
Because they haven't figured it out for those who doesn't own the SC. -
Bigity started following Where can I find updated HARM tables for new Currenthill Assets
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I have the Primax crystal. I am also experiencing shimmering since the latest update. I de-selected quad view FOV inside DCS. This seems to take away the shimmering.
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The only thing altered were both DCS updates (MiG-29 release & 1st week hotfix). As you may recall, there was a bug that effed up the re-arm menu. Loadouts for the wrong aircraft would be displayed. It was quietly fixed in the hotfix. There is still a glitch with the re-arm menu but appears to resolve on its own. I seriously doubt a mod or livery that has been installed for a long time will cause such havoc. Yes, I'm aware how easy it is to change a load out for the same type of aircraft. However, I did not play with any Apache settings. The the last big change I made to the affected MIZ file was the addition of the MiG-29A Fulcrum.
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Please post screenshots of your AV exclusions and make sure you ran a repair AFTER you added them. Adding exclusions after a repair won't help you because it's already broken. Cheers! Sent from my SM-A536B using Tapatalk
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There are versions of the RBK-250 with 2.5kg PTAB and RBK-500 with 1kg PTAB variants (PTAB are unguided HEAT submunitions). Anyway, the tests I did were mainly against groups of soft skin vehicles. Against unarmoured vehicles a FAB is more effective than the RBK. In fact, an OFAB-100 was more effective than an RBK-500 (that weighs five times as much). Try it out. This is definitely not the case. The Mk20 is much more effective than the RBK bombs (including the RBK-500 which ways twice as much as the Rockeye).
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Noble's Helmet Camera
Tactical_Joker replied to Tactical_Joker's topic in Task Force Trident's Squadron Media
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It makes Me LAUGH some of the workarounds Users have to do just get basic things to work Your work around has real credibility as you can see in the picture the real live cow even used a ladder to get up on a roof I used to create Trains and do lots of tricks with them but got " FLAMED I WAS WRONG AND I WAS JUST USING WORK AROUNDS " I learned my lesson so i do not share anything now Have the Cows got pet names like " Daisy, Doris, BigMewEee, NineLines" or just id numbers ? Do you put fences around the roof tops to stop the Cows from wandering off and getting hurt before you Vapourise them ?
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Download link added to first post.