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  2. The DCS: F-16C Viper is based on the United States F-16CM Block 50, roughly M4.2+, which operated in the 2007 timeframe. The DCS: F/A-18C Lot 20 is based on the United States Navy / US Marine Corps F/A-18C in the 2002(ish) time frame. This is from modules' subforum descriptions and FAQ. And you're right. Yeah, no. Only on paper.
  3. Lessay & Stoney Cross are 6,000ft, I think.
  4. Do you have random failures enabled in settings? Maybe this caused the loss of airspeed. Not flown on Afghan map in icy condition but did a lot on kola map up to -15 degree Celsius and never realized a loss of airspeed on the IHADDS.
  5. Can you perhaps upload your mission so we can take a look? Can you show how you set up the frequency with all the advanced waypoint action? And why does it need to be two in the same group? Why not just copy the tanker?
  6. This right here. I treat it as if DCS WW2 development is feature complete and no new development is planned or expected.
  7. That's what she said.
  8. Hi, I am very new to DCS and am just trying to get to grips with the f16 module which I recently purchased. I seem to have screwed up something because the hat view which worked previously now won’t function properly. It’s gone from a smooth view to non existent or jerks sporadically. The other SU training and f4 E work as normal. Any ideas what’s wrong - apart from me being a clutz Thank you.
  9. Interesting, I've been trying to make a Jericho mission myself, and so far this is my best effort creating a stand-in for Amiens Prison. See the wall and machine gun bunker at the bottom? That's what makes it a prison! Eh, eh, genius, amirite? Now, I know what you're thinking, "damn, I wanted realistic but that's a little TOO realistic ... if any WW2 veterans see it, their PTSD may get triggered" ... but I decided to take the risk, and go all-in on immersiveness. If you look real hard, you might just spot George and Weezy Jefferson on the top floor, in their dee-lux apartment, in the sky high-high. Apparently, they were both spies for the frogs. Who knew? Except for Florence, that is. Who do you think turned them in? See? With ingenuity like this, I hardly think Ugra needs to trouble themselves with making an Amiens Prison. I mean, I highly-doubt a better one could be made.
  10. Can we do anything in flight to combat this drift? I know of FIX and A-CAL options on ICP. Should we re-align INS in Air mode ? Or are there some other solutions ? JDAM will already hit slightly off from target, even if mark point is precisely sitting on a ground vehicle. I tested this. In real life, JDAM has 5 meters radius where it will hit. After all it targets INS coordinate and coordinate is not point, but area. So do not engage tanks and maybe heavy armored vehicles with JDAM. For pin point accuracy use laser guided bombs and mavericks.
  11. True. PGM stands for probability after all. But I always go to PGM2 just in case.
  12. After summer break, I upgraded to 1.41.2, reinstalled QV Companion (just as a precaution) abd got everything to run smooth again ar 72Hz without having to change anything. Tried PP Quadviews (while deactivating QVC), but I had big problems only achieving 35 FPS and a lot of stutter. But one thing bothers me - pressing volume + button on the Super does not open the Pimax Menu anymore, just keeps increasing volume. @Calvin.PimaxDo I habe to activate it in the settings or is this mandatory feature gone?
  13. Today
  14. I use the TMS switch in all trimmings, as it is more reachable, while the conventional trim hat I use it for POV look-around. Wish it has the sensitivity setting like that in the MSFS. Or perhaps DCS could have made it in finer step for each push.
  15. Okay roger that, will try it. But I hope it won't affect the slew rate in other sensors too much.
  16. Thanks much folks. I was under impression the GPS/INS in F16 is similar to the EGI in the F15E, which gives exact location plotting. That being the case, does it mean for JDAMs they would all hit a little off from targets too? Or they should be spot-on since they are guided via satellite GPS?
  17. I'm trying to make a mission, and in part of it, the Allies try to cross the Seine just south of Le Havre in Higgins Boats. Problem is, it won't work because the estuary is so shallow ... too shallow even for Higgins Boats. The thing is, I thought those boats only had a draft of like, 4 feet? I know nothing of the water navigation in that area, Is the Sienne estuary really that shallow?
  18. Yes, I do have - the default 'F' key and I have a key bind on my Xbox controller. They both work only after I 'physically' press the switch in cockpit with the mouse. Just checked once again - 'Cold and Dark' missions as well with 'Free Flight' for F/A-18 the switch is movable with a key bind from keyboard ('F' key) and controller. Missions - 'Ready on the Ramp' as well 'Takeoff from runway' in Mission Editor - the switch is active after mouse click!
  19. hey pilots, I have a small problem with setting up multiple tankers in the same group. I'm building a mission in which I need pilots to perform air refueling together and simultaneously, so I created a tanker group in the mission with 2 tankers; let's call them Arco 1-1 and Arco 1-2. Since they are in the same group, I can only have one radio frequency, i.e., 280.000. Then I realized that I can set a frequency for each unit in advanced waypoint actions (AWA); hence, I created 2 different frequencies for each unit, 280.250 and 280.750, but when I jump into the mission, I can only see and talk to Arco 1-1 in the comms menu at 280.000! It totally ignores the unit frequencies. Is there a trick to make this work? Am I doing something wrong, or is this a DCS limitation?
  20. I think the simplest no-cost way would be to use https://www.autohotkey.com/ to build some macros e.g. set Ctrl-F1 or whatever to run through that sequence, without having to build anything. I guess you're talking about Voiceattack which allows for macros without having to use the voice part. Assume you can link that to a button box with dcs-bios or whathaveyou. The elgato streamdeck lets you build macros for its big friendly buttons through its software, and you can have pretty much infinite commands and profiles for whatever scenario.
  21. I deleted all skins, cause I completely reworked them. I´m in final testing now and hope I can upload the new ones over the week / weekend. Will let you know.
  22. Wish I could + infinity. I mean I really feel like we've already been paying to experience this. The modules have all the detail baked into them & most importantly a price tag to reflect this only for the core game to not allow us to explore it in a realistic manner. Generally in the commercial flight-simming industry it is true that 'study-sim' & having system failures simulated necessarily go hand-in-hand. I am aware we get a 'random system failure' option but it's basically pointless. In multiplayer it just randomly fails one system on a given plane and its the same system on the same plane every time the mission is loaded. That blows. Mind you this is when aircraft are set to 'client'. I pretty much only fly that way so I just turn it all off. I and many players would find it rewarding if during thorough ground procedures we were actually checking to make sure things were working for a reason. You know, the same reason those procedures even exist and got modeled & sold to us right? I seriously have to ask, how hard is it to implement the following?: === Within triggers rightmost menu: 'ACTIONS' -SET FAILURE: (this is already there) --Dropdown menu named 'UNIT': Select which of the air units that have been placed you want. (This is not there.) --Dropdown menu named 'FAILURE': (this is already there) --Probability (%) <> 100 (this is already there) --Within (mm) <> 1 (this is already there) === Just off the top of my head this would allow for something like the following to be done: You set a moving trigger zone around a carrier & fly an F-14B on approach to land. A trigger is set in the mission that within 5 seconds of any and all F-14Bs entering that proximity to the moving carrier & with your MSL altitude lower than 450' you will get a right compressor stall that complicates your landing, but there's like a 30% chance of it anytime those conditions are met. Just adds a level of immersion, as though these jets have been used plenty. It would also allow for any amount of AI planes to have their systems triggered to fail too. It would put the power in the mission editors hands to determine when which failures can happen. As for the 'random system failures' checkbox, it would make sense if it were to be randomized & generated on a per load/instance basis instead of per mission-file basis like I was saying. Honestly one could (should?) make a bug-report of this as: 'feature that's not working properly' or better yet 'is improperly neglected/missing from the game'. Like I said, we've been sold this immersion. If FS 2004 pay-ware addons could offer it, why cant DCS in 2025????????????????? No exaggeration, look up PMDG 737 for FS2004.
  23. It is possible. I’ve seen small sections of manuals for planes that use R-77, and it works with STT, even if the radar is only receiving the position of the enemy and sending the datalink signal to R-77. It is how J-11A fires it.
  24. I think we're all wondering about that. It might be damage to the carrier deck. I'm not 100% sure. There's another thread on that in here, but no definitive answer that I'm aware of. If your plane is still working, go for another lap!
  25. Thanks for the advice & you were right , I was not following the checklist. I will follow & hopefully , no more problems with the gear. One other thing I have been wondering about & I'm not sure this is the right forum to ask , but it's this: On many of my carrier landings I notice what looks like pieces of my damaged aircraft fly up in the air. I'm thinking I must have touched down too fast or hard. When I look at the F2 view though, I don't see any damage except for sometimes missing the tail hook (the plane continues to operate as if it still has a good tail hook though & the whole plane seems to be fine). Is this a work in progress on the damage model?
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