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Словно сейчас это такая проблема. Много что по машине уже давно в свободном доступе. Это где то четвёртая-пятая часть с общими данными из того что есть у меня в запасниках. Остальное уже более подробное и я тут обложки вроде уже показывал в прошлом году.
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Hi AnoopFlash, before the thread is moved to the correct section being about the F-16C instead, I'll have a go at responding it: Firstly on your track, your handling of the Viper is a bit messy. These auto pilot modes are not like the ones found on civilian aircraft, they are just to help to get to a level flying, holding an attitude pitch etc... They are very sensitive and pilot's inputs can easily overpower them as designed. It is a war machine after all. Attached a track with me taking control of yours. Every time I activate any sort of autopilot hold I let go of my controls and the plane acts as it should. Remember that when you're in a climb or descend, the altitude hold will make the aircraft chase the altitude it was in at the moment the switch was flipped, so a further adjustment beyond straight to level flying is expected. Course hold is also working as expected from your track. See page 125 onward from the Viper manual for the auto pilot systems descriptions and functions. Also: Have a look on your dead zones for your controls if there is any unwanted output that's affecting the auto pilot. Practice manual level flying and steady attitude without the autopilot. Fly it gentle and steady around where you want the plane to stay before activating any autopilot modes. ALT Pitch and ATT Hold working as intended.trk
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[MOOSE] RAT - Random Air Traffic
DrDetroit replied to funkyfranky's topic in Scripting Tips, Tricks & Issues
Does MOOSE/RAT not work with Afghan map? Got the latest version, but nothing spawns. Works great on my other maps, just not this one. Good day, DrDetroit -
Thankyou, I'll give that a try.
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Yes, could be annoying, but we will see that when available. Thanks a lot for the info.
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PSVR2 - now works with Eye Tracking and Quad Views!
Morat replied to proxlamus's topic in Virtual Reality
Yes. I can't agree more. I reckon the PSVR2 is now the goto HMD for anyone who wants to play DCS on a smaller budget than a 90 series card and a $2k HMD. There's now a huge jump in cost between the PSVR2 and anything better. -
Because the Corsair didn't have automatic cowl flaps.
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HSD and HUD showing target at different azimuth
uboats replied to tekwoj's topic in Bugs and Problems
i'm working on it. should be an issue. -
Hi Ladan. If you can't reproduce the "bug" no one else can be asked to do so. Many ways this could be attributed to improper procedures such as leaving anti skid off and making the wheels lock up under braking. So it is a non issue. That's not really accurate because when we interact with these modules we are doing hundreds of things. Read this post bellow:
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HFXLegion started following Broken ARH missile correction
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I discovered a serious problem with ARH guidance in DCS: when the missile rises to a certain angle above the launcher, it periodically loses guidance, which significantly changes the flight path and causes the missile to overshoot the target. For demonstration purposes, I took the Aster-30 missile from my HDS mod fork. In the first case, I deliberately set Head_Type = 6, to make the missile SARH. As you can see, the flight path is normal, with no sudden changes in turn rate. Now, I will demonstrate the same rocket with the same configuration, but Head_Type = 2, That is, I simply changed the guidance type from SARH to ARH. From 15:30:25, it is clear that the missile is losing guidance, causing it to periodically stop aligning its trajectory, which leads to excessive altitude gain and, as a result, overshooting the target. I am almost completely sure that this behavior should not occur. Many modders “fix” this problem with active_radar_lock_dist = 120000.0, -- any value equal or greater than missile's max range , which, of course, is fundamentally wrong and leads to the rocket always seeing the target, although this should not be the case. I am also attaching both tracks for more details ARH.acmi SARH.acmi
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Ok, i was able to reach Mach 4.25, launching it from 67 800 ft, with no target, in boresight mode
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Show/Hide hands additional mappings needed.
rentreal replied to AZDane's topic in DCS Core Wish List
How do you show/hide hands? I have no Idea how to do it. I have a solution, but I dont like it: ...\[GAME FOLDER]\CoreMods\characters\models\glove_L.chanimgpu ...\[GAME FOLDER]\CoreMods\characters\models\glove_R.chanimgpu Edited: scale = 1 to scale = 0.1 So, the game will just scale the gloves to 10%, you still can use them as Controller, you still can see the pointer and it's green/blue source line -
awesome man thanks for that! Question : I remember in the ERO mod there were also S5 missiles and S300 missiles as well as static objects but seems like I cannot find 'em anymore now. EDIT : OPS, sorry, you wrote it : "In version 1.2.1, ERO static objects were moved to the Air Defense section to be able to add them to group templates. Thanks man! Hope you'll keep on workin' on this with time, don't let these mods die! They are precious!
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Reshade VR Enhancer Mod (VREM)
Zhanny001 replied to lefuneste01's topic in Utility/Program Mods for DCS World
Yes im using WMR seeing i have not gone over to windows 11 yet and havnt updated my system. SteamVR and Oasis will not give me the option to use OpenXR anymore which then reduces my performance cause they are worse options. The mod is working with steamVR as i mentioned in my post but this is not an option. -
PSVR2 - now works with Eye Tracking and Quad Views!
Cytarabine replied to proxlamus's topic in Virtual Reality
A bit of a late reply, but I have both the Quest Pro and the PSVR2. The Quest Pro still has the better edge to edge clarity (those lenses are something else) but in basically every other way the PSVR2 is better for DCS. While I have to suspect the high end headsets will be better; from a value standpoint in DCS having a wired headset with OLED panels and eye tracking support for the price is incredibly good. -
Just for fun, I ran my TRK file thru Tacview. At the start (full fuel and 2 AAMs), I was sustaining about 16°/sec turn rate. As fuel weight decreased, the turn rate slowly increased. By around 1000kg fuel remaining, I was up to 19°/sec. With 500 kg remaining, it hit 20°. I've been feeling that changes were being made to the FM for awhile now. Just wasn't positive. Seems like they're real.
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I would imagine there will be an option to turn it off.
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The Encyclopedia in DCS says Mach 4.5, but the best i've got is Mach 3.99. I've tried all the AIM-54 variants in different profiles. I'l try some more, but i doubt i'll get past Mach 4
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It's more like something constantly scanning the pilot's head area. Even if it detects a signal from the lowered helmet-mounted sight, it continues to work. However, this can be quite annoying for the DCS user.
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no, it like the tracker for a vr headset if you have one, it keep spinning.
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In case of trouble with Pico Connect after messing up with OpenXR runtimes, go to SteamVR settings and (re)set SteamVR as OpenXR runtime. See second image in first post. You will be back to the default setup. Another potential cause of trouble could be some of the active OpenXR API layers. You can selectively activate/disable these from the SteamVR settings to find which one might be the culprit.
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Correct. I've also noticed some strange behavior here. Behind the glass, there are elements that constantly rotate. It creates the impression of small screens that constantly pulsate with reflections. I'm afraid this could be very annoying while flying. Interestingly, we have the same sight in the Ka-50, for example, and nothing rotates there, even though the system is the same.