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I'll try starting a ticket
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Not just incomplete, but broken. I have a small group of friends that play on my private server and VOIP hasn't worked for a number of us since its release. I honestly don't understand how a single guy (ciribob) can code, test, release and maintain a custom solution (SRS) for all these years and ED cannot (or won't). As far as I'm concerned, it's a choice. Like many "features" they release, VOIP is an MVP (minimally viable product) with emphasis on Minimal. This approach creates technical and feature debt that often never gets addressed. In the case of VOIP, at least we have a working, feature rich solution called SRS. Save yourself a headache. Install SRS from GitHub and don't look back.
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Aye...he also mentioned the Whiskey. We'll just have to wait and see. Either as the next helo would be fantastic, and I think it's safe to say both are coming at some point.
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Maybe CH-53 we'll see from the third party. It's possible, from what I know. For now, ED will take care of Blackhawk (my speculation, but there's been quite a bit of talk about it. Also from Wags a while back).
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Gorn557 started following Units disappear when saved mission is loaded
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I have had several saved mission in which units seem to disappear when I load the save. Here is an example; note the MiG-25s in particular do not appear to show up in the saved mission. I am including the original mission, the saved mission, my track file, and my logs. Saved mission bug.7z
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Based on the Chinooks I've seen, and all the photos and video, when a rear gunner is operating on a CH-47, the ramp is normally around the "horizontal" position as opposed to the "down but without the tongues" that is current in DCS..This ramp down position also makes landing difficult without ramp striking, which is not the normal case in actual 'Hook operations. So I have 2 questions: 1: why is the ED implementation in the "ramp down/no tongues" position ? and, 2: Can we have something more accurate? TJ.
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douca started following S2_Press no longer slews WMD-7 back to selected waypoint
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Pressing S2 to return the slewed TGP back to the selected waypoint no longer works From what I've understood, and from my experience in the JF-17, if you slew the TGP away from a waypoint and then hit S2_Press, the TGP will re-slave to the selected waypoint. This is no longer the case, if you slew the TGP away from an area track and then hit S2_Press, the TGP will return to the location of area track, not the selected waypoint. Steps to recreate: Enter AG master mode Select WMD-7 TGP on one MFCD (middle on in my case) Ensure TGP is in "SLAV" mode (should be default) Slew around and press "T5_Press" to enter area track on locations within 21NM (can be point track aswell) (Optional) Slew further from this area track but don't press "T5_Press" Press "S2_Press" and see the TGP slew to the location of the area track established in step 4. I've added step 5, as without step 5 the TGP will just slew to the same place it's already looking. Step 5 is optional as the lack of slewing to selected waypoint is not affected by a further slewing after area track is established. It does not matter if the selected waypoint is a normal waypoint or a markpoint, both shown in the trackfile. An additional issue I've found with the WMD-7, but I'm uncertain if this is new so I won't make a new topic. When slewing around after establishing an area track, even within 21NM slant range, the TGP will enter the "dumb mode" or "off axis snow plow" of no area, point, or INS track and will drift with aircraft movement. IIRC as long as you were below 21NM (and weren't looking at something impossible to get a contrast based area track on) slewing would keep the pod in an area track. JF-17_TGPslew_CZ_bug_test.trk
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Unrealistic Urban density hurts both performance and immersion
EricJ replied to EvMstein's topic in Bugs and Problems
It's Early Access, and more or less Iraq had that density in the urban environment (I mean it was fairly dense now that you mention it when I was there), so I'm not too sure how it's ":unrealistic" in any sense. Yeah it's taking a minute to be finished, but I don't think it's that bad. -
As noted in Dora thread, mission file can override player's settings in special options tab, including takeoff assist and autorudder. It's been like this in DCS for years. Stock taxi and takeoff training missions for both 190s are good examples as both have takeoff assist forced on whether you want it or not. It's very likely that custom mission you played had this override set up as well.
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I mean I didn't see the country from the air a lot, hardly, but I think it's looking good so far though.
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My compliments to ED and the map team...beautiful! Just a great job all around. Delivered as promised. Can't wait to build a CAS template on this map at some point.
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NineLine started following Lit cockpit lights and Spitfire Mirror Freezes Last Active Image
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This has been requested for a while; I have bumped it internally.
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05. September 2025 Liebe Piloten, Partner und Freunde! Wir freuen uns, bekannt geben zu können, dass der Vorverkauf für die DCS: MiG-29A Fulcrum für die DCS Steam Edition jetzt live ist. Macht euch bereit, euch in das Cockpit der klassischen 9.12A-Version der MiG-29 zu schwingen und eine authentische, frühe Fulcrum mit "Look-down/Shoot-down"-Radar, IRST, Helmvisier-Zielzuweisung für die R-73 „Archer“ und der GSh-30-1-Kanone zu erleben. Der Vorverkauf läuft jetzt auf Steam und in unserem Shop. Wir sind begeistert, Fortschritte für ein bevorstehendes Update der DCS: South Atlantic Map teilen zu können, das mehr Details, Realismus und Optimierung bringt. Um das beste Erlebnis zu bieten, wird das Standarddatum im Missionseditor auf den Sommer der südlichen Hemisphäre eingestellt. Die Veröffentlichung dieses Updates markiert auch das Ende der Early-Access-Phase für diese Karte. Der Support für diese Karte wird jedoch nicht enden. Seht euch die Screenshots dieses fantastischen Karten-Updates an und lest die Details unten. Diese Woche präsentieren wir die chinesische Jianqiao Virtual Flight Group, die ihre "Tactical Response Challenge" enthüllt, ein team-basiertes PvE-Event. Die Anmeldung ist offen, und das Event läuft vom 3. Oktober bis zum 15. November 2025. Wir laden euch ein, eure Crews zu sammeln, eure Taktiken zu verfeinern und Teil dieser ehrgeizigen Demonstration von Können und Teamwork zu sein. Vielen Dank für eure Leidenschaft und Unterstützung. Viele Grüße, Eagle Dynamics MiG-29A Fulcrum Vorverkauf auf Steam Sichert euch noch heute eure DCS: MiG-29A Fulcrum für Steam mit 30 % Rabatt. Eure Fulcrum auf Steam wird zeitgleich zur Veröffentlichung verfügbar sein und funktioniert nahtlos im Multiplayer. Kauft jetzt im Vorverkauf, um zu den Ersten zu gehören, die sie fliegen. Bitte beachtet, dass der Preis bei Veröffentlichung auf 63,99 US-Dollar (20 % Rabatt) steigen wird. Südatlantik Entwicklungsbericht Ein Update für die Karte DCS: South Atlantic befindet sich in der Entwicklung und ist für eine anstehende DCS-Aktualisierung geplant. Jeder Flugplatz wird optimiert, um den Grafikkartenspeicherverbrauch zu senken. Die Texturen werden erheblich verbessert, wobei die Flugplatztexturen vervierfacht und die Gebäudematerialien verdoppelt werden. Die Vegetation auf der gesamten Karte verwendet jetzt einen neuen Verteilungsalgorithmus für eine dichtere und natürlichere Abdeckung. Schneeverteilungs- und Kachelungsprobleme werden ebenfalls behoben. Normalmaps werden aktualisiert und über die Landmassen von Argentinien und Chile integriert, um die Oberflächenreliefe und Lichtreaktionen zu verbessern. Die Flugplatzbeleuchtung und visuellen Systeme werden komplett überarbeitet. Alle Beleuchtungen nutzen neue Technologie, und die Flugplatzbeleuchtung reagiert auf Starts und Landungen. Die PAPI-Lichter in Ushuaia werden ebenfalls ordnungsgemäß ausgerichtet. Specter Studios fügt animierte Flugplatzradareinheiten hinzu, wo es angebracht ist, und ersetzt alle Windkraftanlagen durch Karten-spezifische, animierte Modelle, sowie eine Vielzahl neuer Flugplatzobjekte. Eine große Anzahl von Flugplätzen und Points of Interest wird überarbeitet, darunter: Port Stanley, Ushuaia, Ushuaia Helo Port, Mount Pleasant, Punta Arenas, Puerto Natales, Mare Harbour, Rio Gallegos, Rio Grande, Provenir, Franco Bianco, O Higgins, Almirante Schroeders, San Julian, Comandante Luis Piedrabuena und Pampa Guanaco. Die Missionsplanungsqualität wird ebenfalls verbessert. Die F10-Karte zeigt Landesgrenzen und Hubschrauberstandorte zusammen mit zusätzlichen visuellen Verfeinerungen. Das Standarddatum im Missionseditor ist jetzt der 1. Oktober 2024, sodass für neue Missionen standardmäßig Sommertexturen ausgewählt werden. Sobald dieses Update veröffentlicht ist, wird die Karte funktional vollständig sein und den Early-Access-Status verlassen. Verbesserungen und Fehlerbehebungen werden jedoch fortgesetzt. Denkt daran, dass ihr jetzt kaufen könnt, während der Early-Access-Rabatt von 20 % noch verfügbar ist. Specter Studios hat eine DCS-Forum-Seite für den Austausch über ihre Projekte. 2025 Green Balmoral Cup Tactical Aviation Simulation Competition Veranstaltet von der Jianqiao Virtual Flight Group (JQvFG), einem Mitglied der DCS-China-Community, wird dieses Event der erste Flugsimulationswettbewerb sein, der sich auf die umfassende taktische Reaktion von Luftstreitkräften in multifaktoriellen, komplexen Gefechtsumgebungen konzentriert. Wir ermutigen all unsere chinesischsprachigen Mitglieder, sich dieses faszinierende Event anzusehen. Das Event stellt die Teilnehmer vor umfassende Herausforderungen: Von der Überprüfung grundlegender Flugfähigkeiten über das Bewältigen widriger Wetterbedingungen, das Meistern individueller Kampftechniken, die Ausführung teamtaktischer Koordination, die Anpassung an Gefechtsfeldvariablen durch Geheimdienstdatenfehler bis hin zur Restrukturierung des OODA-Entscheidungszyklus (Beobachtung-Orientierung-Entscheidung-Handlung). All diese Fähigkeiten werden in Missionsszenarien integriert, wie: Offensiv-/Defensiv-Luftkriegsführung (OCA & DCA) Gefechtsfeld-Luftraumabriegelung (BAI) Luftnahunterstützung (CAS) Aufklärung & Überwachung (R&S) Luftbetankung (AAR) Der Wettbewerb findet vom 3. Oktober bis zum 15. November 2025 in einem team-basierten PvE-Format statt. Für weitere Details folgt bitte dem offiziellen Bilibili-Account von JQvFG. Bleibt dran für die vollständige Berichterstattung und Live-Übertragungen des Wettbewerbs. Großzügige Preise erwarten die Gewinner, und wir freuen uns darauf, Einzelpersonen und Organisationen willkommen zu heißen, die sich auf ein Aufeinandertreffen von Intellekt und Mut freuen! Abermals vielen Dank für eure Leidenschaft und Unterstützung. Viele Grüße, Eagle Dynamics
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Yeah really disappointing how little footage was captured at this event..
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This would be great...we need more Marine aircraft. 99.9% sure the next one is the AH-1W...which is also a great way to go. Will support whatever though.
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P-51D-25 - Joystick/Keyboard & Briefing/Load screen image... gone!
Art-J replied to Bowie's topic in General Bugs
Your description of what you did during troubleshooting is confusing. What rob pointed out above is - aircraft folders with customized diff.lua files, located in Saved Games/[...]/Config/Input, if deleted, cannot "regenerate" during reinstall, as neither reinstalling nor repair command can bring them back. Unless some 3rd party software is involved? So we're not sure what and how you've done with which folders really. -
Hey, I'm noticing in part 2 of the campaign that the carrier is consistently set to sail at a 30+ degree angle to the wind. This leads to a significant crosswind component over the deck, especially considering the wind speed in most missions is 10+ kts, making launch and recovery unrealistically difficult. Considering the realism-first nature of the rest of the campaign and the consistency of the offset, I'm assuming it was not done to add an (unrealistic) level of extra challenge to the missions and is instead a bug in the setup.
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Sorry, not seeing this, is it a custom mission? Sorry for the late reply.
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TL:DR - I think the script works perfectly if you define the internal fuel capacity only. Tested the script in the P-47 by setting the fuel capacity to 370. Rearmed the P-47 to 100% fuel and the script displays 369 gallons which is pretty close to the theoretical max (I wonder if they are accounting for usable fuel amounts). Added drop tanks and the total gallons goes up by each drop tank capacity. Fuel percentage may be calculated differently based on tanks attached. I've noticed in the rearming menu, if you put empty tanks on an aircraft, like the F-14, your current fuel percentage will change because you've increased your capacity. If you've ever landed an F-18 with empty drop tanks, refueling takes longer and when you move the fuel slider in the rearming menu to 100%, that 100% now represents internal fuel plus drop tanks. Tangent/Story time: I rearmed the P-47 down to 0% without drop tanks. The script then displayed 1 gallon. When that gallon was used up the engine shut off. From the rearm menu, I left the fuel slider at 0% and added two 150 gallon drop tanks. Script now reads 300.4 gallons and the rearm menu now shows that I'm at 81% fuel. 81% of 370 is roughly 300. But, going from 81% to 100% fuel in the rearm menu from this configuration now displays 669.2 gallons by the script. This is the correct value for fuel in gallons. But I have no idea what the game is doing with its percentages calculation. If 81% = 300 gallons, adding 19% more fuel then adds 370 gallons. That math isn't correct so I'm assuming that DCS calculates that fuel percentage based on internal tank capacity and cannot display over 100% in the rearming menu. Setting the script to use percentages agrees with this. The script will show over 100% with drop tanks equipped and the amounts are accurate (with in a small margin of error). With the script set to 370 gallons (full internal) for a P-47, with full internal fuel plus two 150 gallon drop tanks, the script displays 180.9% fuel. 181% is the calculated value. BTW - the fuel capacity, when set to the internal fuel amount, is super accurate. I think DCS is doing all its work based on usable fuel only, which might explain some of the math not lining up exactly. When the script reads 0.1 gallons left, the engine is running. As soon as it ticks to 0.0 the engine shuts down. Sorry I haven't said this before GTFreeFlyer, but thank you for this script. It is a great tool. As an aside, it's funny to see the Fuel Consumption and efficiency when you refuel the aircraft. Also, pointing the script at AI aircraft gets some very interesting results. The AI seems to be supernaturally fuel efficient. Cruise at 15k feet for a human player sees roughly 70-75 gal/hr at ~200 knots IAS in the Corsair. An AI flying that profile gets ~36gal/hr in the same configuration. No combination of RPM, Throttle, Blower, cooling flaps can match that for a human player.
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Урон от ФАБ-500 очень низкий! В чем причина?
Starodumov replied to Andrey_BZL's topic in Баги и Проблемы
Верно, кидаю пятисотки - пугаю ворон и смешу натовцев. Ещё нужно нарисовать нормальные взрывы, они просто ужасны. -
douca started following BRM-1 laser guided rocket will always show INRNG on HUD
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When in AG MM, with BRM-1 selected, there will always be a flashing "INRNG" cue on the HUD. It doesn't matter the range of the SPI, relative bearing to the SPI, or pitch of the aircraft, according to the HUD you will always be in range to deploy BRM-1s. Steps to recreate: Enter AG master mode Ensure master arm is ARM Ensure BRM-1 Laser guided rockets are selected on SMS Move SPI to test In case of the trk file it was an air start, but this issue is the same if cold starting. It is also the same in singleplayer or multiplayer. In the track file I point move the SPI around, with two separate sensors, and finally turn around so that the SPI is behind my aircraft and the entire time the HUD is still indicating "INRNG" JF-17_BRM_INRNG_bug_test_V2.trk
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NineLine started following Spitfire and Autorudder
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@kazak thganks for the report, sorry for the delay in replying. Have you ever tried just using the Take Off assist and not using the auto rudder, instead using your twist for rudder? I apologize if I am misunderstanding the request. I believe the autorudder needs to be loaded at mission load and is not something that can be turned on and off during the mission. Thanks!
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Ryzen 9800x3d/64gb DDR5 amd expo/RTX 5090/4tb m2/ Win11 pro/Pimax crystal light The video is Super smooth for me, I got fps as high as 115fps sustained in the air and 75 on the ground whilst playing the artic thunder campaign for the F/A 18 C. Same for my test with the F16 doing the Caucus Map, free flight mission.
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QF-4 livery and pilot disable draw argument
II.JG1_Vonrd replied to Buzzer1977's topic in DCS: F-4E Phantom
Yeah, it's the latter. I doubt that there is a work around. Am I correct in that assumption? Although this would be a cool feature, it would only be applicable to drones and not really worth Dev time to implement. Besides, it's a NOLO aircraft and shouldn't have live player. You seem to be implying that it would work in an AI aircraft to remove the crew. Where would the draw args be placed? Should there be a copy of the livery for AI use only with the args in it's description lua?