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  2. DCS2Target doesn’t use export.lua. It used to use export.lua until I found a better way with the intention to prevent the export.lua conflicts. Also DCS2Target does do any redirection. It’s a read only program. Perhaps you’re running a very old version of DCS2Target.
  3. BUMP ILS is still not functional at Paphos. Pls, this needs to be fixed...
  4. The person who checks "correct as is" is usually the the ED team. I don't know what any of this in the 2nd post has to do with the GMT blocks, the image in your first post as blurry as it is certainly looks like big ass blocks to me. In fact, probably better than what we have.
  5. Hello, i've probably discovered a conflict between DCS2Target and DCS DTC that i can't solve by myself. I don't know if is known but when both the plugin are running (and DCS2TARGET works perfectly) DCS2TARGET blocks TACAN and WPT in F-16, i can use only one of them. The reason is DCS DTC modifies mission LUA files to insert data (WP, TACAN, COM, etc.), DCS2Target sometimes redirects the same files or reads from Export.lua for LEDs and bindings. If both write to Saved Games\DCS\Scripts\Export.lua, one may overwrite the other. Is there any chance to solve this conflict? Thanks a lot, Andrea.
  6. What do you expect ? LOL from this.........never mind lets wait
  7. There is another thread may be related to this subject:
  8. You cared enough to come here and post yet not even comment on the bug or provide a track file.
  9. Nevermind, I dont check them when I refloat the post. Meanwhile has the exact model, ED has the total control about add and implement new weapons and funtionality (by 3rd parties).
  10. https://www.scribd.com/document/678844678/APG-68 NOT "earlier version " ITS APG-68 V5 If you want to check "correct as is", please bring a source material Thanks
  11. I just posted a set of screenshots and a track that clearly show it doesn't. Yes, they are the exact same model, The one in the ED directory was taken from the SA assets, as that's where this torpedo model originally was.
  12. Has two Mk-46 into DCS directories, one on the SA assets pack SouthAtlanticAssets directry and another on ED CoreMods > Tech > TechWeaponPack directory. RAZBAM was unable to implement a ASW Weapon (has no a funtionality on the core to make a active/passive guided torpedoe). I talked about the ED TeckWeaponPack, none about 3rd party weapons.
  13. +1 - this should be a setting for the new ATC system when/if it ever comes.
  14. It certainly used to fire a generic shell, but it doesn't any more: PG-16V_model.trk
  15. Try lowering the lod factor to 0.5 - just for fun, to see how much it helps
  16. The RPG fire artillery rounds. Not actual rocket propelled granade. Not sure about damge and damaged radius. But the graphical explosion is too big. It seems to be the exact same explosion effect as the 80mm mortar(which also seem a bit too big) The ammo type i miss the most besides incendiarys, is the flachetes used by all helicopters that use the Hydra. Common in Vietnam and common in Afghanistan. I know it's on the todo list for the Apache. And probably is waiting for some fragmentation simulation modeling that is missing from bombs and rockets. As they are basically single direction frags(at least how I assume they'll be modeled in DCS) But flachetes was also commonly used on fast jets with rocket pods. F4s used them a lot in Vietnam. Giving they were safe to use close to friendlies as long as they were fired in a safe direction.
  17. A bit long of a track, I can't see anything in particular you are doing wrong but I can't replicate it myself either. If I take control of your track after you are waving the mouse cursor around the display and try it myself, the bug doesn't happen.
  18. Hey all, sorry for the late reply, it seems like perhaps the pitot switch may be backwards, there is already a reported issue of the pitot not freezing when the pitot heat is off. I have added this track and info to that report, thanks!
  19. I recommend that you, and anyone else who is annoyed by this, bump the hell out of the following (and similar posts) as often as possible.
  20. For my trusty Aorus Master X570 that is exactly right. Just leave everything on default, turn on XMP/EXPO and you have a ruuning machine that performs within 97% of its optimum. However, things have become more difficult since then (thanks, DDR5 ) - at least that's the bottom line from what I've taken in from the tech and pc-builder-scene. I haven't personally built a DDR5 system yet. Mine's not due yet. So my experience is limited to second sources and hearsay. I see. Thanks for the headsup. Will eventually come in handy.
  21. Contact frames exist for AMD too but for different reasons compared to those for Intel: while on Intel they are needed to ensure proper contact between IHS and cooler/pump, for AMD they are mainly used to prevent thermal paste making too much of a mess, as the IHS on AM5 doesn’t cover the entire die. I have one from Thermal Grizzly for that very reason; it keeps things a lot more clean.
  22. Today
  23. On paper, the Super with its panels, lenses, eye tracking and audio seems like the ideal headset for Sim VR. I would probably have ordered one were it not for Pimax's poor historical QC record, and the ridiculous order wait time. My other concern is performance. Many YT videos are out stating that the CS can run very well at 72 fps if tweaked e.g. I am currently running my QP, with QV DFR, and am happy that I can finally hold 72 fps at what I consider to be high graphical settings in quite intensive situations (flying low over cities). Forgive me for being sceptical, but I don't believe that setting a 5% foveate resolution (as stated @ 10:28 in the video) can possibly provide an acceptable visual experience. If my numbers are correct, at the Pimax quality setting (5100 x 4312 per eye), this results in a resolution per eye of 255 x 216 (equiv to running 5% over the entire panel). I am running my Quest Pro at 2704 x 2752 per eye and if I use less that 40% (equivalent 1082 x 1100), the shimmering in the peripheral area becomes too distracting. Even at the said 40% the shimmering from the F-18's engine gauge in the PA, which seems impossible to remove, irks me. I am also very happy with not having to use a face gasket with the QP, and am quite reluctant to go back to the discomfort of using one. So, has anyone out there gone from Quest Pro -> Crystal Super? What's been your experience? Can you run most scenerios at the Pimax quality setting without having to drop to reprojection? No regrets?
  24. Meanwhile that lisk can be use by Modders to build Mods, I only put on them the official ED/3rd Party content. Waiting to see if some "Assets teams" expand the AI units.
  25. I've noticed this too. RMB will flip switches on in one A/C but then it flip the same switch off in another. Then in some A/C you can click on a 3x way switch with the RMB and it will cycle all the settings so it doesn't matter if you RMB click or LMB click as long as you just click a lot but in another A/C the switch will only switch on or one direction and stop then you have to LMB to turn the switch off or flip it the opposite direction (I really like this). There is also an issue with dials, IMO. In most of the modules the scroll wheel will turn things up in value, and reverse scroll will turn them down (which I really like). Then the F4U-1D came out and you can't move any dials at all (like the trim) with the mouse scroll, you have to click and drag to get them to move in value. There seems to be no standard across all A/C, which also makes sense to me because ED does their modules differently than say a 3rd party module and vise versa, but it can be kind of frustrating if you are going for muscle memory.
  26. This makes sense. The only option from default I changed was turning on EXPO for the RAM. i thought about PBO and the curve optimizer for lowering the voltage but that’s about it.
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