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Just a heads up; I've had my engine seize as well, while flying one of my self made training missions, usually happens shortly after takeoff. No rhyme or reason to it, everything is set correctly, it happened every time, but only on this one mission. No issues with other missions. So I went into the editor, deleted the player AC and place a new one down and the issue went away and haven't encountered it since. Good luck! DrDetroit
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To give the system a chance you need to be very controlled and Track the target whilst pre designating. Same goes for flying the Dive Toss smooth steady application of G. A wild snatch doesn't give the system a fair go. The Russian manual actually states Pre designation not required with wind < 5msec. It also sates that the Pre designation period needs to be a minimum of 2 seconds.
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Anyone else have problems with the T-pod being out of focus after the last update? It seems normal when in TV mode, but switching to either black or white hot makes everything seem blurry and out of focus.
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If your carrier is moving at a good speed, you can drop full flaps and get blown backwards on the deck. Might help to make the plane lighter if it’s not doing it.
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reproduce it and post a trackfile please
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So, I’ve seen a lot of confusion about Pre Designate. None of the ED material or videos explain what it’s true purpose is they just say “do it if you have time.” I made this short video to explain its true purpose and other random air to ground things. It is actually for wind and target movement compensation, and seems to work very well on both accounts. I almost completely sure Wags demo in his video was slightly misunderstood, you don’t need to track the target for 2-4 seconds with pre designate before releasing lock button. You only need to put pre designate reticule on the target and release, and it’s 2-4 seconds AFTER you release lock button that you have max accuracy (there is minimum time of 2 seconds after releasing lock button before corrections can be completely computed.) This is why if you pre designate and move nose away, the reticule lags because it’s compensating lead for target movement. Anyways no need to watch my video, but if you want every scrap of air to ground knowledge go ahead lol
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Make this game more friendly to beginners and semi-casual players.
Tom P replied to PhantomHans's topic in DCS Core Wish List
To be fair this subsection and forum goes unnoticed minus by the same few that hang around. -
I can double check radar close combat. As for helmet it is as the notes say, you cannot lock with radar as primary sensor from 30-60 degrees off nose. You have to lock with IRST as primary from 0-30 degrees then switch to radar. The switch to radar might be automatic under some conditions such as exceeding IRST gimbal limits.
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Whish list: Ignore threads and ignored user behavior
PhantomHans replied to Draken35's topic in Forum and Site Issues
The forums could really benefit from this update. If we could also make ignored users posts show up in the search that would be fantastic. They are ignored for reasons I don't want to see their BS. -
You’re laser isn’t on and radar altimeter ranging won’t work at high dive angles. Once off the laser needs 32 seconds to stay off before it can be used again. And if triggered will stay on for 30 seconds (you can turn it off early with target acquisition depress). Wait until you can use laser and see the “A” on the HUD
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Thanks all, I appreciate it. The solution to my Corsair issue was in the DCS “FF Tune” settings where I was able to reverse the trim axis. The last update had the nose-up and nose-down trim effects backwards for me, and it was fixable in the DCS options. All good for now.
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Please Fix the Replay system, I'm so tired of this...
rob10 replied to VinntoreZ's topic in General Bugs
They are using totally different tools than what DCS users have with trackfiles. For them debugging having the correct inputs likely lets them see how they are interacting with the program. While I'm sure this is true to some degree, I think too many people who make or watch these videos assume that everyone watches them (they don't) and greatly overestimate their value to promoting DCS. -
cannot reproduce Mirror lag in VR (Meta Quest 3)
Cgjunk2 replied to Socialoutcast's topic in Bugs and Problems
I had the same issue I think. I describe it more along the lines that the mirrors are rendering at a slower frame rate than the main image. I noticed it was happening across various modules. I resolved the issue by selecting the highest resolution option, and deselecting sequential mirror option, and selecting rendering for every frame. In my case, I cod click those options within game sitting in the cockpit, and the results were immediately noticeable. -
I see. I do think those are cool details as well. The Tomcat is full of details like that, and it’s fun to sit in the cockpit in VR to take it all in. But for some reason, lack of those details doesn’t make me feel like it takes away from the hornet experience. Also, ironically, sometimes too much specific detail makes it look less realistic. In the sense that it might end up looking like a picture of a particular airframe parked in a particular museum. When something is picture perfect, it cam ironically seem “less crafted”. It’s fair to say that the tools you use to create cockpits are just tools, but what’s important is the final work and the feeling it gives a user. It is an art form regardless of the tools used. But everyone feels differently regarding what makes good cockpits (or good enough). As long as textures and other details are highly optimized to avoid unnecessary performance loss, it’s hard to be against the idea of improvements. As long as it doesn’t look worse lol.
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theRealTrickFlare changed their profile photo
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also, anyone wondered how the pilot switched on the navigation operation switch, when it's under that glass cover?
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Not a problem just the wrong location for what you want.
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Could someone share how to make those skins and send it to the chat or who ever has custom made ones
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Fight fire with foam I say, life too short for internet arguments. I did run what Juanjo posted through a translator and it sounded positive, the devs spoke recently on a podcast and said they are very much full steam ahead on the F1M and finalising cockpit improvements (sounds like the very dark cockpit that the CE launched with needs fixing too)
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Can some please try to also check the bombing slant range? I just took a calculator and the slant range during bombing is always a minimum of 0.1 NM and sometimes more short. That equals more then 100 feet ground distance. I my bombs also always fall short, even though I do the same as mr. Wagner in his video. Here are 3 screenshot pairs. With simple math one can calculate the slant range = SquareRoot of Distance Squared + Height Squared. In one case the slant range was even less then the flat ground distance (1st screenshot pair). I tried with and without Laser On. Maybe I am missing something, I am not the youngest anymore. I also reported this as a bug on the Discord. Also the range scaling during bombing doesn´t work. It always is fixed on 2.5 nm range scale. During Rocketing the scale startes at 12.5 NM. Cheers
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Добавлено: Дополнительная английская версия ИЛС/ИПВ (игровая, для удобства пользователей). Всё для народа.
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Good catch. Judging from from F-16 startup videos on YouTube (like this one and this one), the hatch is actually supposed to be open on a cold start. As soon as the engine is spooled up (and presumably the hydraulics come online) the hatch can be seen closing. Right now in DCS, it doesn't. I am also able to repeat to get the hatch to close by selecting the gun (either dogfight mode or A-G gun strafe mode) and having master arm on.