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@Fighter29 Подскажи пожалуйста, где здесь гашетка стрельбы из пушки? Откидную гашетку пуска вооружения вижу, а вот где стрельба из пухи? nullnullnull
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Trigger 1-1 joined the community
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Все 4 пункта мимо))
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I believe I figured out the problem,,, in the irst video by grim reapers the same picture you posted above which is from the manul is different from the one he shows in the vid.., its labeled on top as ir and radar lock above the solid circle with cross. Which I interpeted as a radar lock.He even comments about it in the vid as thinking the radar was off and was surprised to see it was on. This is what confused me. I expected a broken circle as my radar was off. I will grab a screen shot to illustrate what I mean and podt it here ,then you can see my confusion.
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Да, ты прав. У Вайпера именно так.
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No worries, happens. In fact, 90% of bug reports end up as some sort of user mistake. Totally normal, glad you figured it out [emoji106]
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Repository for Jester scripting examples and mods.
dink_whickerson replied to Amarok_73's topic in DCS: F-4E Phantom
Does Jester Modding even work? I have tried the example mod, downloaded some simple ones and nothing. I don't even see the allow jester mods in the mission builder using the f4e! What am I not understanding about jester mods in the F4E. -
RedLDR joined the community
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Не хрена ты не читал. Я свою ошибку признал но не одна местная шавка этого не заметила. Так что утрись сам.
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А вот тут ты промазал)) . Работают Вайперовы планки в игре именно такт как написано, то есть это у него не директора
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Я твой поток замутненного сознания успел почитать, прежде чем он был удален. Не с твоим бэк граундом кого-то тут подкалывать в принципе. Я свою ошибки признаю легко, учись.
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Thank you Zabuzard, I'm sorry, but after some tests, I think all is my fault and my problem was due to I use a wrong joystick profile. I use CTS utility by Home Fries but he seems to have stopped his utility development and he has not yet developed a profile for the F-4E, so, I tried to use his generic DX profile but it doesn't work. If I load the F-14 profile, it works (I guess I loaded the key/joystick mapping from the F-14 profile what also may have caused the issue loading DX profile) I will have to find the best way to do between using/adapting his F-14 profile, or use his DX profile, or simply not using CTS when I use the F-4E module. What confused me was I saw the stick moving, so I thought it was changing the trim, but looks no. Now, I see that when I trim, it moves also the little stick hat (with a green dot), what it didn't do before ... Again, sorry as it's a false issue, all my fault !
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Мануал из игры это сильно. Нужно смотреть что показывают данные планки, а они показывают какой крен/тангаж нужно задать в моменте, чтобы выйти на требуемую траекторию. То есть это директорные планки.
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true
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Как так то?!? Перепутал, да? Бедолага.
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Спасибо за внимательность! Это я перепутал с Вайпером. Старею)) Это у F-16 директора не директора. null Он не сбрасываемый вроде как
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Most Efficient BVR climb and Highest performance Speeds
ARM505 replied to AeriaGloria's topic in DCS: MiG-29A Fulcrum
The Alan Wise 'Flight Manual' just states: "The available flight range computer is used for computing and indicating the available flight range by reference to the information on the fuel reserve and consumption and true airspeed" So...not much help on the specifics of what those variables might be, where they're obtained from, or how it's calculated. I couldn't find any other reference, but then again, it's not like it's easily searched (I only have the actual book, not an electronic copy). -
SEPECAT Jaguar GR1.A By SkyForge Studios
Tengah replied to Cam1McH's topic in Flyable/Drivable Mods for DCS World
Hate to ask... But is there any news, updates? Is this mod still being worked on? -
РСБН маяки и ПРМГ ты ставишь сам, в свои миссии. По умолчанию этих маяков нет. На Кавказе есть только. Но совсем немного. Ну и конечно маяки будут, если автор миссии, которую ты взял откуда-то, позаботился о них.
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Ребят,а как во время полета сбросить подвесной бак? Тут уже спрашивали,но вроде ответа никто так и не написал.
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correct as is Khost : missing airplane runway
Minsky replied to Michael-Fr's topic in Bugs and Problems
This is not a wishlist, and you're not following the discussion: @f-18hornet thanks for that, guys! The ex. Khost Heliport now looks million times better. Now all that's left is to add a similar texture to Khost Airbase. -
Да , конечно , постоянно выкручивались . И ППМ вместо аэродромов и Аэродромы вместо ППМ, если там есть аэродром . И АРК забивали только ближний или дальний, чтобы охватить большее колличество аэродромов. Причем с каждым годом задачи ставились все сложнее , маршруты длиннее и полеты продолжительнее с множесьвом ППМ на максимальную дальность с двумя и тремя ПТБ, а техника старела. Все эти проблемы закончились, когда появились дешевые навигаторы . В частности мой КПК ASUS 696 с 2009 года решал задачи навигации на много лучше и точнее чем СН-29 ))
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Подскажите пожалуйста, где взять данные актуальные данные по РСБН для аэродромов (каналы навигации и посадки).?
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In the recently released F4U and MiG-29 mods, I discovered two interesting items in the cockpit: the Mark 3A Navy Plotting Board and the NPL-M pilot logbook calculator. The addition of these devices greatly enhances the flight simulation experience. However, currently, both devices only have models and animations; they lack any actual functionality. The NPL-M, in particular, cannot even be used in the game; it can only be viewed in the 3D model viewer. I made a video about this discovery and uploaded it to a video platform; one of the comments was very interesting. “If this flying slide rule can be integrated into F10 and used to draw lines on the map like in Arma 3.5, it would be very useful. At present, it can only be used for fun and is not very useful.” “If ED is willing to delve deeper into WWII and early Cold War aircraft, it is indeed necessary to release a 2D tactical map drawing page for players to use, similar to the various drawing tools and slide rules in Silent Hunter, and it will also facilitate other production teams to create innovative content.” “Yes, there are quite a few ED World War II and Cold War aircraft that do not have modern inertial navigation and GPS. I think it is very necessary to release this so that players can draw routes, calculate wind deviation, and plan routes, which will improve the realism and convenience of the program.” This made me realize that it's not always a good idea to make everything in video games into 3D objects; many operations still require a 2D user interface. Looking back at my gaming history, I believe one game excelled in its 2D UI design: the Silent Hunter series. Its tactical map interface allowed players to freely draw lines and mark tactical information with a pencil and eraser, and even use tools like rulers and protractors to measure distances and angles. The Wolfpack mod further enhanced this by replicating the functionality of handheld devices like slide rules and various information tables. Through sophisticated graphics, this 2D interface still managed to create a highly immersive and realistic simulation experience for players. Currently, the kneeboard in DCS can only display images, which is not a problem for modern aircraft. However, with the addition of more and more Cold War-era and WWII aircraft modules, pilots of these aircraft, which lack modern avionics, need to use pen and paper to record information and plot flight paths, and also need to use handheld devices for calculations, such as the E6B flight computer. This is clearly insufficient. The community has already seen various attempts to implement these 2D features, such as the "Mk. 3 Plotting Board App" implemented as a Windows desktop application, "Scratchpad" implemented using parts of the NS430 code, and the bombing tables in the F-4E Phantom II module. However, these methods seem to lack elegance and integration. Therefore, if a 2D UI interface similar to a flight deck panel could be provided, along with some simple API functions for manipulation, that would be ideal. For example: 1. Rotate, zoom, and move images (for creating various 2D elements) 2. Set image transparency (for background maps) 3. Read flight data (to update the data displayed on the panel; players shouldn't have to manually calculate the aircraft's position in real time) 4. Draw lines, text, and vector symbols (implementing core drawing functionality) ... Therefore, leveraging the creativity of the development team and the community, many interesting flight vehicles and functional mods will emerge in the future, while also avoiding unnecessary duplication of effort by third-party developers (such as the bombing tables created by the HB team), allowing the development team to focus more on the creative design of the features themselves. This is my first post on the ED forum, and I think this interesting idea shouldn't go unnoticed. Please disregard any grammatical errors that might occur due to Google Translate.
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