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I wasn't noticing this, however I didn't do any takeoffs or landings. What was your airspeed and how much power were you giving it? The Corsair SHOULD require a lot of right rudder on takeoff and landing.
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1. My pilots big head is all over my mirrors even though I do not have the "Pilot Body" box checked in the main menu settings. Any way to turn him off? 2. The plane has a violent shake going from Max Carrier take off RPM down to 2550 continuous RPM. Is that supposed to be that way? It seems to settle after a few seconds on Continuous Power. 3. Constant rudder trim is needed again as the plane is pulling hard to the left like it did back in June at release. This was fixed as of last week, but now seems to be back again. 4. The artificial horizon, once uncaged, now seems to register the opposite of my actual turn and banking. If I'm banking right, it's showing left for example.
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Weather mod v1.8.1 for DCS
bandit648 replied to bandit648's topic in Utility/Program Mods for DCS World
How did you install the update? If you're using a mod manager, and uninstalled 1.8 then it should work. If you just copied it over that won't work. There's folder/file in the mod that need to be removed. \Bazar\shaders\common\samplers11.hlsl needs to be removed.- 330 replies
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Weather mod v1.8.1 for DCS
Cepacol replied to bandit648's topic in Utility/Program Mods for DCS World
Still having very long loading times =/- 330 replies
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SA-15 launching on aircraft up to 40,000 ft
Rhayvn replied to inZane's topic in Ground AI Bugs (Non-Combined Arms)
It's a bit over-tuned. You have to get within about 7 miles for FOUR HARMs to have a chance for 1 to get through reliably. It will shoot down 5-7 incoming GBU38/54 in a swarm before the remainder hit. IF they are all close together. Good luck to you if you have to use GBU12s and It's moving. Or, if you do not have 4 HARMs or 8 GBUs to expend on it. Unable to test yet for simultaneous attacks from different directions. New HARM code for it appears to be 132. -
It is working as intended on my end. Fine tuning between 0% and 50% is possible. Any cockpit mods?
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Weather mod v1.8.1 for DCS
bandit648 replied to bandit648's topic in Utility/Program Mods for DCS World
***If you downloaded 1.8 on August 12-14th, download again for the hotfix. There was a bug causing long loading times. Also recommended to clear your shader cache Saved Games\DCS\fxo and metashaders2 folders. 8/14/2025 - *HOTFIX* Updated to version 1.8.1 - Fixed excessive shader cache generation and long load times.- 330 replies
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Thanks for checking. @BIGNEWY Do you know what could be behind this mystery patch note?
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Guys, Just seen the Pre release video, looks like the module is coming on well. Congrats. Don't forget the Caution / Jump lights (red/green respectively)! I mention as in the brief look at the video the one thing that struck me was they were off during the drop - they should cycle up from red to green (and obviously back to red when out of release parameters for DZ) to indicate launch acceptability range. Anything that is going out the aircraft, be it pallets or people then they are on green. Good luck with the rest of the dev, are you doing the full CARP implementation, loadmaster station and ECHS MFCD that can be interacted with for Onload/Offload/Combat offload,Airdrop, Jettison etc. Is this something that you can jump to in VR as a crew position etc, rather than some overlay? This also leads me onto another point, how are you modelling HARP and two stage equipment drops for cargo? Does this involve work with ED surely for the physics of how that works re similar to HALO principles. I mean the module has the possibility to be the most complex planning module in DCS if you are going into calculating drops in any detail. Have ED or yourselves done some modelling on the different principles of this, the different parachutes and systems and are the varied meterological conditions in game affecting these drops? Are you planning to do JPADS? I ask as from a Multiplayer perspective, and no doubt the third party campaign devs this could prove invaluable. For example in MP players could drop cargo that for example with say moose/mist could then spawn into an asset that are used in MP missions such as command towers etc. This would give the module alot of capability, also with a far greater precision for HARP operations with safety from ground threats. Edit * Also how is cargo loading going to be simulated? Is there any movement of this be it vehicles / winch /crew etc? Can we loads troops?
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Eventually I have the desire to go VR, but for now I’m using a 65” LG 4K C3 OLED tv. Sent from my iPhone using Tapatalk
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I can't set the HMD knob (using mouse cursor) to any setting before it turns on to 50% by itself. I checked the key binding for it, and it isn't assigned to anything. I can't figure out why it keeps moving to 50% setting by itself. Is anyone else seeing this?
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Hey guys, it’s been a while since I posted. I had to put my project on hold for a bit. Just busy with life! I’ve began reworking all my panels to be more dimensionally correct. I’ve also been scouring the interwebs trying to find the most accurate toggle switches I could find. The right side console panels are basically done. I also don’t have much to do on the left side to be done! I’ll post those soon! Everything will be backlit too this time! Ready to get back after it! Hope everyone is well!
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There's a lot of good info on those pages. I have tried to make a mission where you could fly as a Door Gunner while the AI automatically takes you around a circuit. But the Ai pilot instead prefers to do a NOE flight than flying at the set altitude. Meanwhile, other Huey set as transport flies at the set altitude until landing. Don't understand why this is happening. I'll investigate further. The mission I made is attached below. Huey Door Gunner Test Flight.miz
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I have more confidence then usual in ED for this 1. it’s actually a pretty simple jet. No MFD pages, limited HOTAS, no pods or crazy GPS weapons. 2. Obviously MiG-29 is close to their heart with 1-2 Ex MiG-29 pilots on staff, and obviously alot of people that probably know about it and collecting info on it their whole lives. These two things I think will lead to it releasing in a good state
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I have a two ship AI flight of F-16's that come in to land while I am starting my plane. I can allocat the parking spot for one of the F-16's via the Landing option but how do I allocate parking for his wingman? He disapperas to a totally different part of the airfield! Thanks
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What is that mystery fairing under cockpit ?
Mini_is_Drunk replied to DmitriKozlowsky's topic in DCS: Mirage F1
Cosmetic only -
mkel2010 started following Training Mission 13 Not Progressing
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F-16 Lesson 13 - Air-Air TWS and TNDL Use only progresses as far as the first set of targets for the TWS portion of the lesson. Once those targets are shot down, the next part of the lesson never appears. I flew it twice with the same result. The Track file is from the second time through. Lesson 13 - Air-Air TWS and TNDL Use.miz_14082025_14-28.trk
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Who wants to make best Mi-24 mod ever?????
AeriaGloria replied to AeriaGloria's topic in DCS: Mi-24P Hind
I’m sure there’s lots that would love it. It’s one of the biggest reasons I enjoy the Ka-50 sometimes -
I have been trying to practice carrier approaches & have found that my engine quits most of the time after just one or two approaches. I see that the cylinder head temperature drops very easily with the rpm at 2400 & the manifold between 20 & 30 usually. I don't know what I'm doing wrong. I've tried both leaving the cowl flaps alone after spawning into the carrier landing mission & also continually adjusting them , but the engine always seems to quit. I had to give up for now on the Corsair School campaign carrier qualification mission since the engine doesn't last long enough for me to do 5 landings (not that I could do that many anyway, I'm new to this, but the engine thing makes it doubly hard). Here's a track. Thanks in advance for any tips. F4u engine quit.trk
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Bacmagrit joined the community
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Helios Users- New Mosquito FB MK.VI Profile 1.0.0
MadKreator posted a topic in Multi-Display Support
Version 1.0.0 of my Helios Profile for the Mosquito FB MK.VI. Hope you all enjoy! Download here: https://github.com/HeliosProfiles/DCS-Mosquito-FB-Mk.VI-Profile-by-MadKreator37/releases/latest User Files: Soon For support and help visit: CaptnZeen/ Helios Official Discord: https://discord.gg/VEjZ8RB4u7 or MadKreator37 Discord: https://discord.gg/u8gT7DPHcV -
I think I've resolved the issue by switching to MSAAx2 and turning off DLSS. The only things Ive set inside the NVIDIA control panel are the power setting to Performance and prerendering 3 frames. I'm using Virtual Desktop to connect. And yes, the Gamma slider does react in-game. With the changes I made today, the HUD colors are now consistent regardless of the background.
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Version 1.0.0 of my Helios Profile for the Mosquito FB MK.VI. Hope you all enjoy! Download here: https://github.com/HeliosProfiles/DCS-Mosquito-FB-Mk.VI-Profile-by-MadKreator37/releases/latest For support and help visit: CaptnZeen/ Helios Official Discord: https://discord.gg/VEjZ8RB4u7 or MadKreator37 Discord: https://discord.gg/u8gT7DPHcV