Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Ah. That's always been a point of confusion for me in the Viper; magnetic or true as well. Sometimes I see it automatically changes to match what I have set in the HSI as well. Anyway, I shot another ILS and it doesn't put me into the hill, but it does put me quite close to the hill when there's a perfectly flat space along the river right along the runway axis. So I still don't understand the logic of offsetting the LOC to put an aircraft closer to terrain.
  3. Looks like I had to change the name of the folder from "default" for it to work in Saved Games.
  4. This is not MSFS or XPlane. There is no priority. Everything is loaded in demand as the game loads up the models, either in Mission Editor, Mission or whatever as soon as the game needs to show the model with the texture. Separate directories and textures in .dds.
  5. Just realized this was missing...please add
  6. I wouldn't know how.
  7. zipping liveries does not save disk space, because the graphics format of the textures is usually already compressed.
  8. That would be cool,
  9. @lee1hy I asked @Wags about this on his Part 1 video of the Sniper pod: "Hey Wags, great to see the Sniper coming together! I'm looking forward to it! In February 2024 you asked users to submit liveries to be included by default for the F-16C. lee1hy was chosen to deliver these. It has been a while, what is the status on this project?" "Given the strong, negative feedback, we decided to hold off on that." Very sad to see there is such poor communication between ED and the community members who have put so much effort into their liveries. It's outrageous those involved weren't informed they decided to cancel it altogether.
  10. I've been wondering about this. While the visual differences are immediately apparent, are there any differences in the in-game flight models? And what might those differences be? I've heard that the UK Corsair saw improved roll rate due to its clipped wingtips – is this also reproduced in DCSF4U?
  11. Hi all, I hope you're doing well! As development on the 2.0 build of the UH-60L mod is wrapping up I'd like to give an overview of the changes coming to the mod and some thoughts on the future. I was planning to do this in video form (and may still do so later) but I'm recovering from a nasty cold and currently can't stop coughing long enough to talk sensibly. Hence this post will have to do in the meantime One question I know will be on people's minds is "what about the submods?". The answer is simple - it's entirely up to the respective developers. I will be cleaning up the Discord server and rearranging the channels a little, but development and maintenance of the submods remains, as ever, the domain of the respective owners. The first area I want to discuss is art. I'm well aware the artwork of the UH-60L mod has it's limitations and issues. However there are no major art changes in this update. I'd love to do a complete overhaul of the model from scratch but I lack the capacity and capability to do it myself and I'm yet to find someone both talented and dedicated enough to commit to that endeavour. It would require a significant amount of work and time and I see this as being almost the entirety of a possible v3.0 update in the future, if possible. The positive side of this is that liveries _should be_ largely unaffected by this update. With that out of the way let's get into what is coming. The first big change is the flight model. While the engine and transmission simulation remains relatively basic (and will continue to do so) the flight modelling and physics have been completely rewritten. It's difficult to convey a change that is largely a subjective experience but I believe the result is far more accurate and dynamic than the previous version. From a technical point of view the new simulation is now mostly physics based instead of using tabulated data. The stability systems have also been updated and while the Flight Path Stabilization will remain a work in progress for now, I'm happy with the SAS and trim implementations. Speaking of trim, Force Feedback is now supported! You will need to enable this in the mod's Special Options menu. One art change that did come in is the use of the rotor blur system. Aside from a great visual update this also allows for flapping and coning animations which really improves the rotor disc effect. A new feature that many have asked for is the door gunner AI. The UH-60L now comes with the possibility of adding M60 and M3M door guns that are controlled by AI gunners. These gunners can be controlled with an ROE toggle key and a simple UI is also available to show their status. The M3M is a little fictional liability I included but I think it fits nicely. Another big change coming in 2.0 is the new 'DAP' variant. This is loosely based on the MH-60L Direct Action Penetrator. Since many of the capabilities that make up the MH-60L are not possible to implement in a mod (e.g. FLIR, laser designation, terrain radar...) I've compromised by taking the UH-60L and giving a ridiculous (but realistic) amount of dakka. The door gunners are replaced by M134 miniguns that can also be toggle to fix forward for pilot fire control, and the ESSS pylons can take the following weapon options: * 2x M230 30mm chain guns * 2x GAU-19 .50 rotary machine guns * 2x M134 miniguns * 4x FN HMP-500 .50 machine guns * 4x M260 7-shot rocket launchers * 4x LWL-12 12-shot rocket launchers * 4x M261 19-shot rocket launchers * 16x AGM-114K Hellfire laser guided missiles * 8x Air To Air Stinger missiles Custom cockpit panels have been added to the DAP variant for both the pylon weapons and door gunners. The DAP variant also has the fuel probe enabled by default for air to air refueling. Both aircraft now also have more options for fuel bags. The older 230 and 450 gallon tanks are now in stock. For the cargo haulers I'm pleased to announce that this version supports the new cargo system for loading and unloading crates and troops onto your aircraft. It's also now possible to release your slingloaded cargo, although it continues to have no effect on the flight model at this time. A number of other quality of life and bug fix changes have been added, and so I'll wrap up by listing some of them below: * Various DGNS bug fixes * Added FLY TO course support for DGNS * Various CIS, HSI and VSD fixes * Added sunglass/visor * AVS-7 now only visible when NVGs are on * Moveable crosshairs on the DAP variant * Overhauled damage model with new collision geometry and damage values * Doors can be removed or added from the Ground Crew menu * Added crew models (visibility can be toggle from interior as usual) * Interior geometry updated for proper enclosure and better lighting effects * Added working windscreen wipers * Various fixes to radios and ground crew calling * Fixed RWR displaying symbology outside of RWR * Fixes for fuel tank mass calculations and AFMS display * New documentation * New installer I'm sure I've missed some things but I'll leave them for you to find them out! --Kinkku
  12. Ok, understand. But in which priority does DCS looks them up to use them? Like this? Saved Games/DCS/Mods/<aircraft name>/Liveries Saved Games/DCS/Liveries/<aircraft name>/<livery name> DCS World/CoreMods/aircraft/<aircraft name>/Liveries Which would imply to only place new liveries in Saved Games/DCS/Mods/<aircraft name>/Liveries What format have these liveries to be stored? Do they have to stored as .dds in there seperate directories or can the directory be packed as a space saving .zip?
  13. Hi @mbucchia I don't know if you've had anyone else report this, but I didn't see it described anywhere else here or on Steam. BLUF Oasis works great for me every time I install it. When done flying, I turn off my headset and SteamVR. The next time I restart my headset and SteamVR, I consistently get the message below about my GPU having trouble communicating with my headset. After uninstalling/reinstalling Steam/SteamVR/Oasis, it works again. This has happened every time without fail. Thank you
  14. Today
  15. Actual external liveries. Controlled and non controlled aircraft. Cockpit Textures. User made liveries that you download on the internet to enrich your experience. Optional and by default empty. The path is not right, btw. It should be: Saved Games/DCS/Liveries/<aircraft name>/<livery name> Cockpit AND external textures/liveries that comes with an aircraft MOD by default.
  16. Offline might help, but my observations when I've used it before Pimax still tries to 'phone home' on a number of different endpoints (well, at least does for me - I rolled back to an older version that's in the 20's when I experience issues, and haven't updated since). I'd be very keen to know if this has been 'fixed' so offline is truly offline with zero internet connectivity, or whether it still goes online with numerous communications in offline mode. Are you able to confirm?
  17. Where does DCS look for liveries? And which location is prioritized in case the same liveries are installed more than once in seperate locations? I found these locations: DCS World/CoreMods/aircraft/<aircraft name>/Liveries DCS World/Mods/aircraft/<aircraft name>/Liveries Saved Games/DCS/Liveries/<aircraft name>/Liveries Saved Games/DCS/Mods/<aircraft name>/Liveries There may be even other locations. I also found the same liveries as .dds files in a directory but also packaged in a .zip file. Which ones does DCS use? I would like to store them at a single location in their most size efficient form, preferable as a .zip.
  18. Thank you so much for you kind words, really appreciated buddy.
  19. Yesterday
  20. Do we have any sort of timeline or idea at all when V1.2 might come out? This is quickly becoming one of my all time favourite aircraft in DCS!
  21. Go into offline mode (hover your cursor over your avatar at the top right).
  22. I should of went to Duxford I really messed up lovely pics you have people & lots of hidden detail.
  23. And same here. Corsair is grounded
  24. Same here. I give up ... My Corsair will stay in the hangar until fixed. It has too many problems to be considered airworthy just yet. It will be great when fixed though.
  25. The gear extension and retraction is powered by the utility pressure circuit. You can check the gauge on the pedestal to see what it's status is whenever the generators are connected. Normally it seems to load the utility circuit down to about 2500 psi from about 3000 with a reference aircraft. I'm not sure about the 2nd part. It sounds like even good touch-and-goes cause enough wear to slow down the gear extension and retraction.
  26. Do you think the issue is in the software? The reason why i ask, is that i am still in those 14 days trail. (Few days left) If it is hardware related (faulty headset ect) than i have to return the headset back to Pimax. At rhis moment the performance of the Super, is like day and night. Daytime missions is superb, but the nightime missions is the opposite.
  27. BA-52 "Wyuga" - ELINT pod for Su-22, with the "Lutch" indicator. I made it so when you equip the Wyuga, the TV in cockpit gets replaced by the screen for KH-58 and 25MPU targeting. Now comes the fun part - coding the sead indicator and logic using Su-25A avionics
  1. Load more activity
×
×
  • Create New...