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  2. Yup seems the only way. Personally I believe the issues like this shouldn't make it into the game. If it was an aircraft flown more often it would make it borderline unplayable.
  3. A fantastic new video from Wags (see here) shows us how the (as of now upcoming) Mig-29A is set up in Mission Editor for navigation. From what I've seen (my interpretation, I can be wildly wrong), setting up a player-controlled Fulcrum's route is non-standard, and breaks compatibility with all other units. RIGHT NOW when we assign routes to units in ME, the procedure is simple and universally applied to all units (air, ground, naval): add waypoints, and it is understood that a unit follows all waypoints in sequential order. WITH THE FF FULCRUM it seems that - probably only for Fulcrums with Skill of Player or Client - this changes significantly: the first three waypoints placed in ME are now fed into the Nav System's "AD" store (AeroDromes, e.g. for diverts) while all other waypoints added are going to be accessible with the swith in "WP" position. The result is that a (player?) Fulcrum's route now always has to be set up with three divert AD points, and only then adds the "real" waypoints. THIS IS INCREDIBLY POOR DESIGN Why? A couple of points it breaks established procedure that a unit follows a route from first to last waypoint. Now, some units (Fulcrums) follow the route like this: from initial point they go to the FOURTH waypoint. It's not made clear in the tutorial, and I assume that this only holds true for player-controlled Fulcrums, not AI-controlled if there is a difference between how AI-controlled Fulcrums handle a route and player controlled do (player Fulcrums ignore waypoints 1-3), this further breaks usability, as the value of an attribute (Skill) changes route behavior. it makes it more difficult for content creators to visually understand a mission. Remember that in ME all waypoints for all units are drawn and connected. If there are multiple player Fulcrums they all now show the divert points, with the routes criss-crossing the map. it requires that mission creators remember that the FF Fulrcum have non-standard route assignments, and they must know how to handle the "(player) FF Fulcrum case" (the first three waypoints are special). If AI and player units handle routes differently, creators must also remember this correctly. it works against (and destroys) established practice from experienced content creators when they create complex, multiplayer missions that provide slots for multiple player types. Let's look at "Foothold" or "Pretense" as exampls: established procedure is to first place a player aircraft, set up the route, and then copy-paste unit with route. Then, we change the pasted unit's type to a new aircraft. The new units inherits the old route and all is well. This breaks for FF Fulcrums, requiring additional steps - if the content creator remembers that Fulcrums behave differently route scripts that process a unit's route for any purpose (there are lots of them: visualizing a unit's path, automatically providing info about the route, automatically placing units along the route etc.) now could break functionality for FF Fulcrums breaking the sequential logic of a linear route depending on a units/skill is incredibly bad design, as it requires additional coding and is not backward compatible DCS's own 'save state' (which, admittedly, is still nowhere) will have to compensate for this design flaw, and the code will have to check for type and skill, and provide extra code to preserve the AP states it can be a source for errors. AP points can be anything, there is no validation built into ME that the first three points in a FF Fulcrum are airfields. A BETTER DESIGN, more in line with established ME procedures would be: If a mission creator edits a player FF Fulcrum, they can enter AD info from the "Aircraft Additional Properties" tab. This FF Fulcrum specific tab can hold three AP locations AD1, AD2 and AD 3 which can be set to any airfield in the map by means of selecting that airfield from a drop-down, perhaps something like this: I think that the current design smacks of lazy, amateur "let's be low-effort and re-purpose existing data, and to hell with possible consequences for users" attitude that reflects badly on ED's dev team. This kind of ill thought-out 'solutions' to trivial problems, solutions that create more problems for everyone else down the line is one of the main reason why I'm so worried about DCS's future, and I no longer feel encouraged to contribute. What we have here is a brand new, for-profit module that reveals major integration design flaws, that takes cheap short-cuts. That to me shows that too little thought has gone into game integration, or that there simply is nobody at ED with adequate integration skills. This is not a good trend, and further confirms my unease about DCS's future.
  4. Apparently it works as long as the armament control is turned on. You're free to turn it off if you're not fenced in. I don't understand the problem. This supposed to be the MiG-29A full fidelity simulation. If it was like that IRL that's how it should be simulated. It's not meant to be catered for DCS player convenience. Get a grip.
  5. See https://github.com/ciribob/DCS-SimpleRadioStandalone/issues/875
  6. Kfir has a oficial module by Aviron 3rd party. A new Hawk T.1 will requiere a UK 3rd party or similar. Alpha jet, T-38 has moding, wait to someone 3rd party make a oficial module. Enviado desde mi CPH2197 mediante Tapatalk
  7. lee1hy

    VFA-37 8K

    omg fixed now
  8. An indicator for QV problems is the initial game boot up page with the blue sky and clouds. If you have jagged lengths on the top and bottom... it clearly indicates the QV problem about to manifest in your flight.
  9. The AI Mig-15s have very unrealistic FMs.
  10. Because it hasn't been released yet.
  11. Hi, Just returned to DCS after few years. Nice to be back with new powerful PC HW in 2025 and VR... WHen I fly the F86 Sabre it quckly slows down to 200kts as soon as I turn even if gentle turns. Then it takes long time to get up to speed. Is this normal? I know the Sabre has a slow aceleration then it gets fast again. It just looks not normal when flying against AI Mig 15s. I do my kills ok but it requires focus and lots of flaps in turns to keep it stable....
  12. ugra media has make cold war map with parts of Germany, france, benelux, holanda, de Mark, sweden, poland and Cheqhis. Aernes has "plans" to a peninsular Yo canary islands map, OnReTech has a teaser to a Italy, Balkans map, Orbx has Kola (North skandinavia), and surely have plans to a South Skandinavia & baltic map. Ugra will convert your Normandy 2.0 map on a Modern map as ED with the Channel. Enviado desde mi CPH2197 mediante Tapatalk
  13. Same situation that F35
  14. Esac_mirmidon

    VFA-37 8K

    The Litening pod on the center pylon doesnt load the skin texture
  15. Well, it could be independent maps depending on interest of user and his personal location. Then user decides which part he or she wants to install. Phases could be individual map packs. What I do not understand with Germany Cold War map is that phase 3 stops at french speaking part of Belgium while there are key bases in the flemish part like Kleine Brogel, Koksijde, Ursel, Zoersel, Zutendaal, ..., same for a part of netherlands.
  16. Since the last DCS + SRS Update, all clients i spoke to, get massive static as soon as anyone transmits on SRS. It doesn´t matter which comm is being used, also no matter which freq. clicking the PTT button and all clients have to throw away the headphones. Anyone encountering similar things shortly ? This started shortly, used to work fine for years and i can´t yet see what´s wrong...
  17. As you can see from the tags, my request includes a lot of 70's -current trainers and attack aircraft, including the KFIR versions. Alphajets have been and still are used for advanced training. It is indeed a great jet. Along with the T6C texan II it is the mainline in EU NATO training. Nevertheless, I'd be also happy to see a revival of a fully modelled BAe HAWK T Mk1A and upgrades as well as newer LEONARDO M345 & M346 jet trainers. I use the L39, C101, MB339 but the alpha jet is less forgiving and faster. Who said training has to be "easy"? I use the Mirage dual seater and T38A TALON (hope they create the T38C as well) for advanced training too.
  18. has better wait to whole earth technology the actual flat Maps has none capable to reach that distance and size. Enviado desde mi CPH2197 mediante Tapatalk
  19. I guess the Normandy 2.0 update download should start automatically upon next DCS start, correct? I wonder why there is no download when I started DCS a few minutes ago.
  20. Even ignoring the obvious other issues (starting with file size), a map that large would run into serious distortion problems with the existing 'flat Earth' modelling DCS uses. You'll have to wait until spherical mapping is implemented...
  21. 2025 European (Incl. UK) NATO map in various phases including air bases NATO RESERVE BASES (including inactive as to sumulate reactivation) PHASE 1 GERMANY + BENELUX PHASE 2 FRANCE, UK, IRELAND* PHASE 3 ITALY PLUS BALKAN, SICILY & MALTA PHASE 4 POLAND, HUNGARY, CZECH REPUBLIC, SLOVAKIA, AUSTRIA* PHASE 5 ROMANIA, BULGARIA PHASE 6 SWEDEN, NORWAY, DENMARK, FINLAND PHASE 7 LITUANIA, LETONIA, ESTONIA PHASE 8 "THE AMPLIFICATION" MOLDOVA, UKRAINE PHASE 9 ICELAND AND GREENLAND PHASE 10 GREECE, CYPRUS, ISRAEL* PHASE 11 TURKEY, ISRAEL*, ARMENIA*, GEORGIA* PHASE 12 SPAIN & CANARY ISLANDS, PORTUGAL This would comprise all off active NATO bases, RESERVE BASES in terms of air force, radar stations... like the Cold War Germany but updated to 2025 status. A heck of a wish list but seen current developments, it would offer a very big territory from which to operate as a joint NATO force. *EXPANSIONS that could be
  22. I get solid native FPS & this is with ASW off so it's not an artifact of ASW. I see a consistent visual glitch where the frame seems to stutter & there is a bit of a freeze & double image effect. It's not like a frame drop & i can lock the frames at 72hz 80hz. I use VD but i also tried wired i get the same issue. I have a rtx5090 ryzen 9 7950x3d 64gb ram
  23. Today
  24. The INU should not be able to align at high latitude. The greater the latitude, the longer it should take to align the gyrocompass. However, if the latitude is too high (above 60° or similar), it is practically impossible to align the gyrocompass. This mainly applies to mechanical gyrocompasses, which were much less accurate than modern optical ones. However, I also think that this is not simulated in DCS.
  25. Up and running now. XR eye tracking had not installed properly and I needed to reorder the XR layers. Now it's all working fine. Just tweaking settings. My impressions at this stage are very positive. The sweet spot is small but easy to find and keep. Eye tracking is better than the QP. With the QP there is a lot of shadow flickering when transitioning between the foveated region and the low res. This is hardly noticeable with the PSVR2. Sharpness is not quite as good as the QP but the softness means there are very few "jaggy" edges so it does not need any anti-aliasing. I'll feed back in more detail later. I want to try the QP using Steam link and do a performance/quality comparison.
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