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Good as a multiera light bomber (WW2/Korea/Vietnam/CION) My data: A-26B-1 Invader Attack Man Rtng: 2.0/1.0 Damage Value: 31 Size: Medium Bombsight: Ballistic Throttle Setting/Speed in knots Altitude Rng Cruise Full Power Low: 180 280 Med: 220 313 Ceiling: 6735 m Engine Type: RP Cruise Range: 1232 nm Int Fuel: 2387 kg Ordnance Loadouts: Payload: 1816 kg Off Guns: 6 M2 .50 cal. (1.8) Def Guns: 2 M2 .50 cal. in remotely-controlled dorsal & ventral turrets (0.3) 8 500 lb or 4 1000 lb bombs Remarks: In Svc: Sep 44 Dorsal turret can be locked facing forward, total offensive gun attack 2.2. A-26B-50 Invader Attack Man Rtng: 2.0/1.0 Damage Value: 31 Size: Medium Bombsight: Ballistic Throttle Setting/Speed in knots Altitude Rng Cruise Full Power Low: 180 318 Med: 220 328 Ceiling: 6735 m Engine Type: RP Cruise Range: 1232 nm Int Fuel: 2387 kg Ordnance Loadouts: Payload: 1816 kg Off Guns: 8 M2 .50 cal. (2.4) Def Guns: 2 M2 .50 cal. in remotely-controlled dorsal & ventral turrets (0.3) 8 500 lb or 4 1000 lb bombs 14 5 in HVAR Remarks: In Svc: Jan 45 Provision for 6 additional M2 .50 cal. fixed in wings (add 1.8 to off Gun Atk, total of 4.2). Dorsal turret can be locked facing forward, total offensive Gun Attack 3.0 or 4.8 with wing guns. Pacific units carried 125 USG aux fuel (adds 323 kg fuel and 167 nm) vice ventral turret. A-26C-50 Invader Attack Man Rtng: 2.0/1.0 Damage Value: 31 Size: Medium Bombsight: Ballistic Throttle Setting/Speed in knots Altitude Rng Cruise Full Power Low: 180 318 Med: 220 328 Ceiling: 6735 m Engine Type: RP Cruise Range: 1232 nm Int Fuel: ? Ordnance Loadouts: Payload: 1816 kg Off Guns: 2 M2 .50 cal. (0.6) Def Guns: 2 M2 .50 cal. in remotely-controlled dorsal & ventral turrets (0.3) 8 500 lb or 4 1000 lb bombs Remarks: In Svc: Jan 45 A-26B with bombardier position in nose replacing 2 .50 cal. Provision for 6 additional M2 .50 cal. fixed in wings (add 1.8 to off Gun Atk, total offensive Gun Attack 2.6). Dorsal turret can be locked facing forward, total offensive Gun Atk 2.6, or 3.2 with wing guns. B-26K Counter Invader Attack Man Rtng: 1.5/1.0 Damage Value: 31 Size/Signature: Medium/Med Bombsight: Manual Throttle Setting/Speed in knots Altitude Cruise Full Mil Reheat Low: 140 255 -- Med: 148 269 -- High: 156 283 -- Ceiling: 8717 m Engine Type: RP(S) Cruise Range: 1100 nmi Int Fuel: e3210 kg Additional Fuel Fuel Wt. Range Add. 230 USG drop tank 630 kg 255 nmi 675 USG bay tank 1845 kg 745 nmi Ordnance Loadouts: Payload: 5448 kg Off Guns: 8 M3 .50 cal in nose (3.6) 2 LAU-3/3A rocket pods, 4 CBU-14 cluster bombs Remarks: In Svc: 1964 - 73 Can carry 3623 kg internally, 1816 kg externally. Wing tip tanks are permanently mounted, included in the internal fuel value. 1966: Redesignated A-26A. Nov 69: Last combat mission during Vietnam War.
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DCS Su-22 by VinntoreZ - Mod Developement Thread
dali replied to VinntoreZ's topic in Flyable/Drivable Mods for DCS World
Wonderful, thanks for your hard work -
lol never mind! Jester is making the call in all sorts of nonsense situations and I have no idea what logic is behind it. Would be better if he didn't make this call at all. EDIT - and while we are on the subject, if you are going to have this call could Jester please sound less panicky about it? We both have O2 masks on. The unpressurized altitude record is apparently over 70,000 feet. We aren't in any danger even if Jester was right about the cabin pressure.
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Akbar Aziz changed their profile photo
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Su-22M4 Mod Information and Progress - August 2025, Su-22M4 is an FC3 based, free mod of a legendary export variant of Su-17 attack aircraft, It is in FC3 fidelity with a lot of the cockpit being clickable as well as some basic system implementation. These include: - Cold Start Procedure - Generators, Pumps, APU, Gyro spool up, - In cockpit lighting - dimmable flood lights as well as warning lights with master caution reset, - RWR turn on/off with volume and brigtness controll, - Weapon control panel - ripple quantity, interval, master arm, - Basic SAU Channels (autopilot), - Wing Sweep Controll (only cosmetic for now, no effect on flight characterisitcs), CWS like in Su-30 is planned, this will allow for CRT display being usable for TV munition seeker view (Su-22 didnt have TGP). No estimates on that, first version will be released with Su-25A avionics. I choose them because it uses identical targeting system and gunsight as Su-22. Su-22M4 will require Su-25A and Su-27 modules Mod progress (august 2025) What is done: - External 3d model with animations, minor details might be changed, - Remove Before Flight Covers, - Liveries (almost 90 from a lot of Su-22 users, around 50 Polish AF), - Pylons with assigned weapons that can be carried on them, - Cockpit 3d model with basic gauges animated, - In cockpit clickables: Engine Control, System Power, Main Power Panel, Weapon Control Panel,Avionics Power, NWS, Taxi/Takeoff lights, - Wing Sweep Control - 3 Positions: 30, 45 and 63 Degrees, - External Lighting and Cockpit warning lights., - In-cockpit sound system with custom sounds - battery, pumps, gyro, apu, launch tone, - Wallpapers, Icons and stuff What needs to be done before release: - As much in cockpit clickability as possible with modelling systems even with fc3 limitations - Bounding keybind presses to in-cockpit switches and buttons (so they animate properly) - KKR-1 recon pod (cosmetic only) - Wyuga ELINT pod, and maybe a way to correclty target ARM with Su-25A avionics, or at least making it look legit. - Loadouts - Multiplayer Synchronisation Estimated Release Date: Fourth Quarter of 2025
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Ok. But what are the other folder locations intented for? Are they still in use?
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Dude, the A-10C II update has only been released 6 years ago... You need to be patient! Sorry for my cringe comment ED, but c'mon, really, six years for this feature??
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Там пишет - "Curl error (52) Server returned nothing (no headers, no data)" Яндекс - "Ошибка Curl (52) Сервер ничего не вернул (ни заголовков, ни данных)". По русски - "Карл, ошибка! Сервер не хрена не видит на твоём компе!" У тебя там либо антивирь взбесился, либо троян резвится в системе активируя активность антивиря. Так ещё может быть из за модов которые игруля не переваривает и система определяет как вредоносное ПО.
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Hp reverb
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AI do not react to ARH at all.
Rhayvn replied to Rhayvn's topic in Aircraft AI Bugs (Non-Combined Arms)
No, it's not. It takes less than one minute to recreate in the ME as you should know because you did it. All your specific questions are pointless because the answer to them is All. It's not a specific situation. One track file will not show that and people tend to dissect the specifics of a track file rather than looking at the base game issue that this one is. I'm also a little annoyed that something that was so obvious (Noticed in the very first post patch engagement) and prevalent was missed in testing and we are now stuck with it until ED decides to fix it. Which could mean a month or more where BVR lacks even a modicum of challenge. I already spent enough time testing the different aircraft, missiles and waypoint settings to waste more and go and turn track files back on and risk the return of the micro stutters that turning them off eliminated for me. I'm happy to help track down more obscure or difficult to recreate issues and have done so many times in the past. That isn't necessary here. Besides, some yahoo will always post a track for me when the problem is this easy to recreate. -
Давно не обновлял. С ...17 на ...19 скачало-установило более 10 гигов. Обновление прошло успешно без сюрпризов.
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[SLOW PERFORMANCE] Unusually long load times and close times
Akula replied to SOLIDKREATE's topic in Game Performance Bugs
For poops and giggles I tried the shader cache fix….. I’d don’t really help but at least I wasn’t getting insane stuttering in the game. for now I’m just going to leave hyperthreading disabled as that seems to be the only tried and true fix for all the symptoms described in this thread. -
JLean joined the community
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I thought so All good, everyone does late night word salad sometimes lol I had to add the 'f' word to my iphone dictionary so that would stop happening
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Hello everyone. Good News (for me ). Thanks to Calvin and Cindy, the new headset arrived today. That was quick. And what can I say, everything is working as I expected so far. The main problems are all gone. The fans are whisper quiet. The displays don't get visibly darker or brighter when I look from bright to dark areas and vice versa, and I no longer have to move the headset to see sharp with my left eye. Thank you also for your support.
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JayJ started following KUB launchers not turning when 1S31 is turing and tracking
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Tobias00723 started following Scripting Tips, Tricks & Issues
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How can I animate a static object using a script?
Tobias00723 replied to Misuta-T's topic in Scripting Tips, Tricks & Issues
As far as i know you cant.... -
I've also been having issues with the game freezing and even totally locking my computer so that I have to do a hard reset but I think I've found the cause of the problem. For me it seems to be Beam Eye Tracker, after shutting it down the game runs fine.
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Hope this will be fixed soon!, Really eager to use this on my missions, have already made my systems I have been playing around with this in MP (non dedicated) and seems that some field do not work yet, hope we can get these options too to make this fully integrated in the Scripting API! values extracted from warehouse file in any .miz (These seem to not work yet using coalition.addStaticObject) "unlimitedMunitions" "unlimitedAircrafts" "unlimitedFuel" The following do seem to work already for those that dont know yet : "allowHotStart" "dynamicSpawn" "dynamicCargo" So as of now you will need to manually put in all aircraft, weapons and fuel to make it so you can use the spawned helipad (As far as i know) Hope the team can do this!! @BIGNEWY
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Using Pimax Play 140.4, QVFR, QV Companion @120% I get: Marianas mostly 90fps, low level over Guam 65-75 fps. (Ultra Shadows- Low might yeild 90) On the ground at Anderson 90 fps. Germany mostly 90 fps. Berlin low level 65 fps (side view awful). Sinai mostly 90 fps. Conclusion: despite some attractive features the latest Pimax Play is inferior to version 140.4 with QVFR & QVC in pure performance terms. Hopefully Pimax have some PP under development
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eekz started following Turbulence
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Saab SK-60 Trainer
Raffi75 replied to VR Flight Guy in PJ Pants's topic in Flyable/Drivable Mods for DCS World
@Rudel_chw I agree with you. I don't hold any grudges against anyone. I know they've started work on the J35 Draken, and now I'm patiently waiting. I've seen the posts on Discord and respect every decision the developers make. I personally follow the principle: family first, work, life, then everything else. -
Maneuvering On The Ground With Differential Braking
AG-51_Razor replied to AG-51_Razor's topic in Bugs and Problems
Although this problem is made worse by a wind over the deck or cross wind, that is totally moot as the problem still exists with no wind at all, sitting on a ramp at Nellis AFB on the NTTR map. The plane should be able to turn (with the tail wheel unlocked obviously) about the axis of the inside main landing gear with little more than the power required to taxi. It doesn't. In fact, it merely comes to a stop. This behavior is not realistic, not correct and very annoying. I really hope that M3 is able to fix this issue and I doubt very seriously that it has anything whatsoever to do with ED's new suspension system. The P-51 and the Jug have been able to do this since the first day they appeared in the game - years before "the new suspension" was adopted. The only progress towards solving this problem that I have seen is @Rudel posting on this thread acknowledging that it even exists. At least that is a start. -
im sorry was late and wrong thinking, i mean something like attack, or suggest
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Variable Behavior of coalition.addStaticObject()
Tobias00723 replied to Grooveline's topic in Object Bugs
Sorry have been doing some tests and still puts a smoke at 0 ASL I tested it with heliports where if i put in "Heliport" -> 0ASL "Heliports" -> 0AGL so still pretty sure this bug is something todo with the "category" field -
Second option for official paid module skins...third option for unofficial mod skins.