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following this topic, very nice idea thanks for sharing
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known issue MFD exported viewport brightness & contrast - critical on TGP
Yeti42 replied to ZACHI's topic in Bugs and Problems
Yep, it is a pain in the !@#$, I can't believe they haven't fixed it yet, it's a real problem for anybody with an exported display -
dorimon joined the community
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Yes! This was exactly what was I looking for. Thank you.
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MAXsenna started following F10 key: Back key after viewing Map
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F10 key: Back key after viewing Map
MAXsenna replied to Hikaruncat's topic in Utility/Program Mods for DCS World
@Priest pretty neat solution! I don't wanna waste any buttons, so I just say "map view" and "cockpit view". Also, you can use buttons/hats to browse the radio menu, and those hats/buttons will only browse the radio menu, when the radio menu is open. But, I don't use the radio menu, I use VAICOM, a free plugin for VoiceAttack. I just mention it for users in general. Cheers! -
LarryTheLizard started following DCS Su-35S MOD, from CODENAME FLANKER Community
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The water injection controll mechanism we have now is the one installed in the final Goodyear built Corsairs, which were also the final F4U-1 series planes built during the summer of 1945. All contracts were quickly cancelled with the end of the war. Vought had already converted production to the F4U-4 model early that year. Only the manuals were updated in 1946. Engine management shoud in no case be simplified to make it more "fun". There are other sims for that, or difficulty options in DCS themself. Make it optiopnal if you have to, a special option "indestructable engine" or so.
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Наткнулся на неплохую виде презентацию самолета. В числе прочего наконец-то удалось разглядеть квадрант РУД с обозначенными режимами работы: TAKE OFF = взлетный; MAX CONT (maximum continuous) = максимально продолжительный или номинальный; FLT IDLE (flight idle) = полётный малый газ; GND IDLE (ground idle) = земной малый газ; MAX REV (max reverse) = максимальный реверс. Как и предполагал, у него полноценные реверсивные воздушные винты с выходом лопастей на отрицательный шаг и очень эффективным торможением на пробеге, вплоть до остановки.
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nawin556 joined the community
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Howdy all, following some questions/suggestions by Rooman296 I've added in some flak types to the explosives table. Initially, it's set to 0.0000001 damage so that it will produce light and sound only. (If you set to 20 it will create an additional explosion near the detonation site of the flak) This will produce light for time time flakkery Only change was adding in the below into the explosives table: ---***AAA set to 0.0000001 so there is no extra damage but there is light and sound - added for night time use*** ["weapons.shells.Bofors_40mm_HE"] = { explosive = 0.0000001, groundordnance = true }, --WWII Bofors 40mm AAA ["weapons.shells.Flak18_Sprgr_39"] = { explosive = 0.0000001, groundordnance = true }, --WWII German 88mm Flak 18 ["weapons.shells.Flak41_Sprgr_39"] = { explosive = 0.0000001, groundordnance = true }, --WWII German 88mm Flak 41 ["weapons.shells.KS19_100HE"] = { explosive = 0.0000001, groundordnance = true }, --Modern Soviet 100mm AAA ["weapons.shells.QF94_AA_HE"] = { explosive = 0.0000001, groundordnance = true }, --WWII British 94mm AAA ["weapons.shells.ship_Bofors_40mm_HE"] = { explosive = 0.0000001, groundordnance = true }, --WWII Naval Bofors 40mm AAA ["weapons.shells.Sprgr_34_L70"] = { explosive = 0.0000001, groundordnance = true }, --WWII German 88mm Flak 36/37 ["weapons.shells.Sprgr_38"] = { explosive = 0.0000001, groundordnance = true }, --WWII German 88mm Flak 38 ["weapons.shells.Sprgr_39"] = { explosive = 0.0000001, groundordnance = true }, --WWII German 88mm Flak 18/36/37 ["weapons.shells.Sprgr_43_L71"] = { explosive = 0.0000001, groundordnance = true }, --WWII German 88mm Flak 43 Change can be downloaded here: https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_3.4.2_Standard_With_Ground_Ordnance.lua At some point I'll make an enable/disable flag if I continue to make any changes to the script - currently no changes planned I've also spun it out into a separate script:
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Yes, pretty much so. By 1945 and particularly after the battle of the bulge, there were too many allied fighters and not enough Luftwaffe to shoot at. This is why many otherwise “unemployed” Spits and P-51s were send to do fighter-bomber stuff, in spite of not being great at it, especially the Spits. As ground pounders and AAA fodder the thousands of existing Spit IX variants were just as good for that as the Spit XIV, so the latter were not rushed to replace the older IXs. On the German side the situation was reversed - they would have replaced every older 190 and 109 with D and K variants, but just couldn’t.
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MAXsenna started following Flak Flash Script
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That looks really cool! Awesome! Sent from my SM-A536B using Tapatalk
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Internal cargo finally works! Awesome addition to the Hip!!!
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buur started following Personal kneeboard?
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Simply place the file in the C:\Users\xxx\Saved Games\DCS\Kneeboard folder and you should see the page in any mission with any plane.
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MAXsenna started following A-26 Invader
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Because we cannot fly the MiG-15 and the Sabre there? The time period is also wrong. It's already released, and no. Can't compare. With 4.0 in 10 years maybe. You should read the rules. Discussing other sims is not allowed here. You should also read the Wishlist rules, thoroughly. You start to remind me of another frequent participant. You could also learn to use the search function, some of your own wishes has been wished for before. Cheers!
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DCS World 2025 Screenshots and Video Thread
WaffenCat replied to ST0RM's topic in Screenshots and Videos
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Кампания ФОРПОСТ МИ-24 от Stone Sky/Техническая поддержка
WaffenCat replied to STONE SKY's topic in DCS: Mi-24P Hind
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Jennifer Gates joined the community
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Interresting that it worked for you after a restart. I tryed to fly that Nellis mission which comes with the module several times but its just impossible to taxi. But -Rudel- mentioned in another thread that they will have a look after dealing with the WEP issues.
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precise5478 joined the community
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stevey666 started following Flak Flash Script
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baba001 joined the community
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I meant if I fly for example in Buddyspike Blue Flag servers, so I could write down some frequencies, coordinates and other notes. I managed to get this working on my own missions, but it would be great to have "common" kneeboard which you could view in any mission.
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Military Assets for DCS by Currenthill
MAXsenna replied to currenthill's topic in Static/AI Mods for DCS World
That was not a whole lot of information. How would anyone know? The DCS.log will probably tell you. My guess it's either you've installed them wrong, or they conflict with some other mod you have installed. Cheers! Sent from my SM-A536B using Tapatalk -
Gadreel started following F4 - Route planning tool and WSO - how to?
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zaxc7788 joined the community
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Ah, that's great! Did you solve your issue? I was going through my emails yesterday, but I couldn't find anything, but it's like five years ago. Sent from my SM-A536B using Tapatalk
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The Flak Flash script enhances nighttime flak fire in DCS by adding explosion light effects. Unlike default DCS, where flak explosions lack additional lighting, this script overlays a configurable explosion at the detonation point, simulating flashes that reflect off nearby aircraft. It will also reflect in the cockpit, leading to a more immersive (and more petrifying) experience. (Note, if you use the latest splash damage 3.4.2 script this is technically already part of it) Youtube Example: The script simulates nighttime flak explosion flashes. By default, it uses an explosive power of 0.0000001, producing a small sound and light flash without smoke or extra damage: local explosive_power = 0.0000001 Setting the value in the script to 20 it creates a larger explosion with a smoke puff. Explosions near clouds generate a significant light flash due to cloud scattering it. See the example video for a demonstration. The refresh rate is set to 0.1 by default, the lower this value then the more accurate the tracking, but the higher the performance cost. local refreshRate = 0.1 Logging can be enabled by setting this to true - (note, initially this was set to true by default for anyone who just downloaded it) local logging_enabled = false --Toggle logging on/off This is for the below ammo types, but i've only tested with 2 of them so let me know if there are issues. The KS19 is the only modern one I think. I'm probably missing out on some newer Japanese ones too so let me know. local FlakShells = { ["weapons.shells.Bofors_40mm_HE"] = { explosive = explosive_power}, --WWII Bofors 40mm AAA, timed fuzes ["weapons.shells.Flak18_Sprgr_39"] = { explosive = explosive_power}, --WWII German 88mm Flak 18, timed fuzes ["weapons.shells.Flak41_Sprgr_39"] = { explosive = explosive_power}, --WWII German 88mm Flak 41, timed fuzes ["weapons.shells.KS19_100HE"] = { explosive = explosive_power}, --Modern Soviet 100mm AAA, timed fuzes ["weapons.shells.QF94_AA_HE"] = { explosive = explosive_power}, --WWII British 94mm AAA, timed fuzes ["weapons.shells.ship_Bofors_40mm_HE"] = { explosive = explosive_power}, --WWII Naval Bofors 40mm AAA, timed fuzes ["weapons.shells.Sprgr_34_L70"] = { explosive = explosive_power}, --WWII German 88mm Flak 36/37, timed fuzes ["weapons.shells.Sprgr_38"] = { explosive = explosive_power}, --WWII German 88mm Flak 38, timed fuzes ["weapons.shells.Sprgr_39"] = { explosive = explosive_power}, --WWII German 88mm Flak 18/36/37, timed fuzes ["weapons.shells.Sprgr_43_L71"] = { explosive = explosive_power}, --WWII German 88mm Flak 43, timed fuzes } -- To use the script you need to add the lua onto the mission as a DO SCRIPT action. Example (from the splash script): https://youtu.be/SPkZbNnSVP8?si=XE1HGd9ULsR5lUCH&t=59 User files: https://www.digitalcombatsimulator.com/en/files/3346486/ Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/OtherScripts/FlakFlash_v1.0.lua -- FlakFlash_v1.0.lua
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speed-of-heat started following Where did all the combine harvesters go ??
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Where did all the combine harvesters go ??
speed-of-heat replied to Hotdognz's topic in DCS: Cold War Germany
Queue up the worzels- 1 reply
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Foremost, @Don Rudi, thanks for making this campaign. Same as Scotch75, I had no issue with the Ye-Zb navigation mission per se. However, it was really hard to taxi to RW29 - my corsair was sluggish and unable to turn - tail wheel unlocked, differential brakes and over 2000rpm wouldn't work. After restarting DCS it worked fine. Probably related to a taxing bug or so. Have you Corsair pilots out there experienced the same? Not sure if it is addressed in the fix you've mentioned, but I've got "an out of ammo" - recording telling me to RTB, when there were still plenty of rounds left. Thanks once again... I'll put it on hold until the fix is out.
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When you’re on finals and you’re all nicely trimmed out use power to adjust your glide slope.