All Activity
- Past hour
-
I just tested it. I wasn't aware of it. It's a start. Great! Thanks for the tip.
-
Buzzer1977 started following QF-4 livery and pilot disable draw argument
-
Dows anyone know if there is a QF-4 livery for the F-4E with a pilot disable draw argument in the custom_args section so the cockpit will be empty?
-
Freezes for multiple seconds at a time
silverdevil replied to _picon's topic in Game Performance Bugs
this is a fairly common error i think. really no good solution. do you have WinWing MFDs? if so do you have vsync or gsync enabled? turn those off and retry. -
Large aircraft deactivate after landing at an airfield
razo+r replied to Petard's topic in Bugs and Problems
It despawned because the parking spots are too small for it. So in that sense that is the expect behaviour as designed. -
I tested the ALQ-184L jammer on the A-10CII against the TOR M2 [CH], the result is quite surprising since the ECM is able to break the SAMs' locks. (very interesting feature) The SAM also seems more susceptible to ECM in general as it reduces the engagement distance when compared to other SAMs. The TOR [ED] does not seem to follow this logic. I report this characteristic because it does not appear to be in line with the other SAMs in the game. The updated SAM is more susceptible to ECM than the previous version. Repro steps: I fly toward Tor M2 I wait for RWR to signal the launch. I turn on the ECM Result: The Tor M2 [CH] does not behave under ECM like other DCS SAMs. Jem_TM2_test.trk
-
11TSG - RECRUITING (EU) (Multiple Airframes)
11TSG_Official replied to 11TSG_Official's topic in Squadron Recruiting
Fresh bump, and updated post ^^ -
11TSG - Multi SQN group (EU)
11TSG_Official replied to 11TSG_Official's topic in General DCS Squadrons
Fresh bump and updated post ^^ -
I stumbled upon this very thread after facing a similar issue multiple times with the MiG-29A, so I'll share all the data I saved here to keep everything in the same place. Flying a simple 1v1 dogfight between my MIG-29A and a M2000C, I found out that the track diverges very rapidly, to the point that there is nothing in common between the original flight and the replay. I've tested this multiple times, and the outlook of the combat sometimes changes dramatically. The AI in replays completely ignores the flight path and actions it took during the real flight, and develops a mind of its own. A coherent dogfight turns, in the replays, into a mess where my plane still follows the original trajectory, but is fighting against (and firing weapons at) thin air, whereas the target is now actively trying to get a shot out of my plane. This is repeatable for each flight/replay combination. I've seen multiple instances of the 2000C shooting me down in the replay whereas I won the fight during the flight. For testing purposes, I flew a 1v1, which voluntarily kept long to generate data, and won in the end to illustrate the change in outcome that often happens in replays. I saved a bunch of files for diagonistic: ORIGINAL_TRACK is the track saved immediately after the flight. Logically, it should show me winning the fight (it does not). REPLAYED_TRACK is the the track produced (and saved) by playing ORIGINAL_TRACK (it should show the issue, and have me not winning - but it's unreliable anyway). Because neither tracks can be trusted - that's kind of the problem - I also saved two Tacview files: ORIGINAL_FLIGHT_TACVIEW is the Tacview file produced during the original flight. Because of the track bug, it's the only file that is trustworthy when it comes to how the flight was actually performed. It shows me downing the 2000C at 095858. REPLAYED_TRACK_TACVIEW is the Tacview file produced during the replay of the flight. It has nothing in common with ORIGINAL_FLIGHT_TACVIEW save for my trajectory and weapon employment, and I can be seen fighting ghosts in it. At 095858, I'm shooting at nothing whereas the 2000C is closing in my 6, and tries to shoot me down at 095902. As one would expect, the longer the mission, the larger the difference between the replay and the OG flight. I've had very short dogfights (sub-30s) replay most the time the same, because errors and changes don't have the time to propagate. Still, even on such short flights, sometime the difference is massive (for instance, I had a frontal gun engagement turn from a complete 2000C destruction in the OG flight to a single flaperon loss in the replay. In that replay, the 2000C shot me down afterwards because I flew a straight line - there were no ennemies anymore to worry about in the OF flight at this point). Longer dogfights never replay correctly. As it stands, tracks are unusable as a mean to save a flight. Tacview is the only tool that can store trajectories and results in a reliable fashion. Yeah, the problem seems to be markedly worse when maneuvering. ORIGINAL_FLIGHT_TACVIEW.zip.acmi REPLAYED_TRACK_TACVIEW.zip.acmi ORIGINAL_TRACK.trk REPLAYED_TRACK.trk There you go. You now have two example of the issue. Note that this isn't Spit-specific, it's a sim-wide problem. I could replicate that with any plane and the two examples provided include the 109, the Mosquito, the 2000C and the MiG-29A.
-
Even with a larger page size, still the same issue. Also, changed the power settings to best performance (ie, no parked cores) Not sure if relevant, but I do get this message in the log around the time the freeze happens: "2025-09-06 12:17:41.781 WARNING WORLD (Main): ModelTimeQuantizer: ANTIFREEZE ENABLED" I would expect that the explanation be somewhat straightforward by looking at the ETL file (and see the stack traces) by someone who has access to symbols (that is, not me :-))
-
This is something to add on my "to do list" when mig-29a is released.
-
roger. you have two choices. one is to install a mod manager for the latest version of DCS and try the old mod. the other choice is to wait until the official module arrives. i have no idea how long until. rumored for 2026. https://forum.dcs.world/forum/613-dcs-eurofighter/ my bet is the original modder stopped work on his mod.
-
Hi, When can the community expect the first moving images of the BO? So, first videos in DCS where we can get a first impression of the module? Or is it still too early?
-
In DCA, only Mistral will acquire ground target, but will miss. R-73 and R27 you can try already now in longitudal mode. Sufficient to kill airplane on a ground without entering kill zone of most shorad
-
Thank you Master for the explanation, I didn't even know that you can control the camera up and down, thanks!!
-
Yes, ground targets can be targeted with R-60, should also be possible for the Mi-24P. However, it is not (yet) implemented in DCS.
-
Cowboy's (NOT a) SeaHawk UH-60a Mod (AI only)
H60MTI replied to prccowboy's topic in Utility/Program Mods for DCS World
I know this is wicked old and don't know if the creator still tweaks this or not but either way I'll drop this anyway...Any chance of ditching the old M-60's from the CE windows and adding some modern weapons? Regular UH-60's run M-240H's SOAR runs M-134's Pedro runs M-134's and GAU-18's SAOR DAP's have the M230 on the #1 side/left/driver side pylon on the stubby ESSS I honestly have no idea what the Navy uses. I've never had any interaction with them before. I've only seen the Blackhawk, SOAR's aircraft, and the Pavehawk. Also, ditch the SOAR wings on the pilot doors and could the "UNITED STATES ARMY" be a light black like on their aircraft? -
In DCS ? I agree. But in DCS you can only hit grounded air units, while the seeker does not react to rest, as it should in RL. Hopefully it will be simulated in the future. I tried with AIM9 and nothing.
-
Hi Ghostrider 147 Thanks for the great feedback Mate. The Royal Navy and the El Salvador Corsair's are active and downloadable in DCS User Files, the New Zealand Corsairs were only uploaded Yesterday and can take a while to go Active so just keep checking and hopefully they will be available to download soon. Cheers
- Today
-
Ironhand started following Kola Map: ENBO Bodo Airport AI get stuck on runway at Landing
-
The same thing happens with Meta Quest Link. With Wi-Fi and with cable.
-
Have a look at this manual. https://irp.fas.org/doddir/army/fm100-2-3.pdf it documents the Order of battle and structure of soviets units. the quick and dirty Group of Soviet Forces in Germany (Army Group) - 5 Armies + attached airborne and independent Tank regiments. 1 Army - 3 to 4 Divisions 1 Division - 4 Regiments 1 Regiment - 4 Battalions 1 Battalion - 3 Companies 1 Company - 3 Platoons 1 Platoon - 3 or 4 Vehicles Each of these units would have attached supporting units such as Recon, artillery, Air defence, Anti-Tank etc. copious details in the linked document. NATO units would be broadly similar but more often by a rule of 3 instead of 4, for each level.
-
These links are no good mate. They are all dead. I'm trying to find people using the Eurofighter mod of 1.0.7 or later that can zip up the file and make it available here please.