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What about next Wags’s videos?
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Just "watching" a track, doesnt tell you anything about whats wrong with the code in the background. Thats what they look at.
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У-ф-ф-ф. Да менять её на совершенно новую смысла нет, достаточно тюнингонуть. Потому что хоть её в 2003 году и назвали PFM, но это не значит, что теперь она не имеет право на правки (право на правки ) и улучшения пока в игре не появился следующий уровень продвинутости лётной модели. Но как говорили сами разработчики, проще написать с нуля, чем лезть в код 2003-го года. Поэтому я так и сказал - заменить. Но также я сказал, что буду рад любым исправлениям. Заменят одну только 3D-модель, уже хорошо. Если полёт на Су-25 и в жизни представляет из себя такую же колбасню, то ладно. Но по отзывам (опять же могу судить только по отзывам с этого форума) летавших на нём, тряски на большой скорости нет. В игре же тряска какая-то невероятная.
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reddyanna0id joined the community
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EVdW-Vamp started following dump switch key occupancy
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Hello, At the moment, the Dump switch in the settings can only be placed on one button. So only a key occupancy with ON/OFF. It would be great if this one also got two separate occupancies. One occupancy option for ON and one for OFF. I have a change switch in my sim-pit for this, it is possible to use it first by using button9 and button9-off. But at every start, the switch automatically gets up, which of course wastes fuel. Have a nice flight!
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dddaika joined the community
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With the Easy Communication option disabled, everything works for me. Can you give me a track file of the mission?
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Thanks for confirming proceedures were the same... Not sure what I was doing wrong before but it works now
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Interesting. The script uses the built in function to get the fuel, which is returned as a percentage (value zero to one). What I’m doing with the script is simply multiplying that with the total capacity that you set in the script. I’ll have a look to see what’s going on later, but what I’ll do is simple and you can try if you want. Set fuel capacity to zero in the script and then I’ve coded it to show the text in the mission as percentage instead of gallons, and it will give you an idea what’s happening. It almost sounds like DCS is giving a value of more than 100% fuel remaining if you are carrying the drop tanks, which I did not expect. I didn’t test for this, as my speed trials were with a clean configuration. If you get to it before I do, let us know what you’ve found. Thanks for the feedback
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Просто надо с терминологией разобраться. "Поменять FM", о чем пишешь ты, - это замена текущей полётной модели на какую-то другую. Более продвинутой модели, чем PFM, в игре пока нет. Другое дело - внесение исправлений. Как, например, "поменять операционную систему" и "внести исправления". Это не одно и то же.
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I'd like a way to reactivate the old F-4 in the mission editor. I'd like to have F-4Gs appear in a mission, and while the old AI F-4 could carry the AGM-88 the new one can't. Hopefully some day we get an F-4G but until then can I bring the old AI jet back?
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SYRIAN INCIDENT - DYNAMIC CAMPAIGN SQUADS vs. SQUADS
Teknetinium replied to Teknetinium's topic in Tournaments & Events
Syrian Incident – BLUEFOR Coalition Status Update Coalition registration has reached capacity with 8 squads now confirmed. Additional BLUEFOR squads will be assigned a reserve role, ensuring operational readiness given expected weekend availability fluctuations. Reserve squads provide vital flexibility, maintaining campaign balance and momentum when primary teams are unavailable. We are pleased to announce that 16 squads have signed up for the Syrian Incident - dynamic campaign squads vs. Squads. To maintain optimal gameplay for organization and participants we are implementing a soft cap of 16 squads. Any squad registering beyond this number will be assigned a reserve role. We appreciate your commitment to Syrian Incident - Dynamic Campaign Squads vs. Squads. DCS experience at highest level! -
serverproject joined the community
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They don’t look the same in real life because the flow structures themselves aren’t the same. What you see (length, thickness, “ropey” texture, breakup) is set by how each airframe generates and distributes lift and where the shear layers roll up into vortices. Why appearance differs by aircraft Lift distribution → tip roll-up strength. Vortex strength scales with local circulation Γ (Kutta–Joukowski). Airframes with more outboard loading (planform, washout, control-law scheduling) produce stronger, tighter tip vortices that persist longer and condense at lower ambient humidity. Planform & aspect ratio. Lower-AR, thicker, highly loaded wings (e.g., F-35) tend to form denser, longer-lived tip filaments; higher-AR wings with more even spanwise loading (e.g., F-15) generally yield broader, faster-breaking vortices under the same AoA/Nz. Leading-edge devices/LEX & chines. Jets with strong LEX/chines (F/A-18, F-35) generate leading-edge vortices (LEV) that interact with or overshadow tip vortices, changing the visible pattern (sheets, “fog banks,” twin ropes) versus a pure tip-only signature (typical F-15 in many regimes). Tip geometry & twist. Tip shape (raked/squared), dihedral, and washout alter the core radius and breakdown distance; that’s why some aircraft show thin, coherent “wires” far aft, while others show short, puffy trails that break down early. Compressibility & regime. At transonic/high-q, shocks and accelerated cores drop static pressure further, so condensation onset and thickness vary with Mach and control-surface schedule—again, airframe dependent. Persistence/visual thickness. Core pressure deficit and axial velocity set condensation envelope and entrainment rate. Strong, tight cores look like thick cylinders in humid air and remain visible well aft; weaker cores look skinny and dissipate sooner. Concrete contrasts (same weather, comparable AoA/Nz) F-35: Lower AR, high wing loading, chines/LEV interaction → longer, denser, more persistent wingtip filaments; visible even in relatively dry conditions. F-15: Higher AR, more even spanwise loading, significant washout → tip vortices appear but break down sooner; less frequent long “cables” unless humidity/AoA are high. F/A-18: Often dominated by LEX/leading-edge vortices and canopy/forebody mist; wingtip trails are not the primary visual. So the statement “there is zero visual difference” conflates a global humidity/AoA trigger with airframe-specific vortex morphology (core size, breakdown length, dominance of LEV vs tip, etc.). The physics guarantee different looks across types, and that’s exactly what photos and demo flights show. Implication for DCS A global effect tied only to AoA/Nz will miss these differences. Expose per-module parameters (e.g., reference W/S, AR, washout, outboard-loading coefficient, tip-geometry factor, LEX/LEV weighting, breakdown-length scale) and drive: Onset threshold (humidity × core Δp), Core radius / visual thickness, Persistence / breakdown distance, LEV vs tip contribution by regime. That would capture why F-35 trails look longer/denser, F-15 trails shorter/softer, and F/A-18 shows strong LEV structures even when tip trails are modest.
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It worked! It worked after I put in another e-mail address, confirmed the address and then it let me in on my original account.
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Worked for me just now Thx!
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MOZA force feedback base AB9 How to get started?
British_Dragon_14 replied to hannibal's topic in Input Devices
Hi, does anyone have a fresh Discord invite link please? Thanks! -
Had some issues and had to do a full repair. Now Model Viewer doesn't have the drop-down textures bar. Also, I now have a "VP00 ToneMapper" (which I've never seen before but it's pretty useful for adjusting lighting) and an "OmGui toolbox" which I have no idea what it does. Are there other dropdowns that might be useful and how does one activate / deactivate these bars? There used to be a thread called "Useful tools and tips for Model Viewer" but it seems to have been removed. Why? I sure wish there was better documentation about all of the tools and features of the MV. Anybody up for doing some advanced tutorials or another "tools and tips"?
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Are there any mods or other assets for Eastern airliners? Populating the skies of the GDR is tough with the basic assets in DCS. A Tu-154, Tu-134, and IL-62 are sorely needed.
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investigating Game crashes when joining cpg seat (multicrew)
Ourorborus replied to Keyser1800's topic in Bugs and Problems
Still happening. Surely this could be fixed by now. Makes it really difficult to get a helicopter squadron up and running when every second crew combination fails to work. -
Yes, and there is only one option: "default." That option does not show the corrected indicator.
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Please Address Game Bloat from CoreMods & Excessive Liveries
Nealius replied to celestHawk's topic in DCS Core Wish List
I never said I couldn't afford it, I pointed out a flaw in someone's logic in thinking that everyone lives in the same country with the same currency and the same availability of products. Single install. My dedicated server is on a different drive. The narrow-mindedness and constant straw man fallacies in this community are absurd. Please stop with stupid discussions like this to defend unreasonable software bloat.- 68 replies
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With all maps and most of DCS aircrafts installed my DCS installation requires approx. 1.45TB SSD space, Saved Games included. A 2TB SSD will be ok I guess, but as I have other games too I decided for a 8TB SSD. Unfortunately I do not have access to any faster web connection than 50MBit/s. DCS updates often requires a few hours. The last DCS update was 110GB for me.
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+1
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gudang4d joined the community
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Same stack trace as your other logs. Yeah as I mentioned earlier, given this is 100% reproducible with the 1st mission and always when switching from hellfires to rockets I'm not convinced that these settings and other system changes will resolve this. Let's see how you go anyway though. I'd recommend going back to Stone Sky to let them know the exact circumstances, i.e. only occurs in the first mission, always occurs when switching from hellfires to rockets, and see if they can reproduce that. Do those same steps work in other missions, i.e. switching from hellfires to rockets only causes this problem in the 1st mission, switching to those in other missions is fine? Does it matter when you do switch to rockets, i.e. if you switch immediately after flying for a bit it crashes, or only after a certain point in the mission? Curious as to whether or not there are other trigger actions in that mission which expose this problem. The stack trace is a little similar to an apache crash from a few patches ago where a certain set of steps would trigger it, unrelated steps though to what you're describing. Depending on the above testing, and reproduction of this crash in the 1st mission by Stone Sky using those steps, we can ping the ED dev team to see if they can replicate anything as well.