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насколько я помню в VR индикация была даже больше чем сама рамка, приходилось немного придвигаться вперед чтоб видеть все.
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That's fair enough. Thank you for the explanation and, of course, it's already a new great feature
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Bonjour à tous, Je souhaite créer un nouvel escadron sur F16C, donc je poste ce message pour les ames perdues qui n'osent pas faire le pas vers le multijoueur et venir jeter un oeil à mon serveur discord. https://discord.gg/qrqjKfXZM6 Au plaisir de vous croiser.
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If you read my posts you’ll see the context - it’s pretty straightforward. Yes late war I was as you say - while the initial cadre of pilots were still around in numbers - 1:1 Again…as per operations/loss records/latest research.
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ED has not explained how the world map will be presented. As it gets closer to being finished, we likely see more information. Mike Force Team
- 11 replies
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Interested Would you consider shipping to Belgium?
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Yeah against a single oppenent, I can bank on the 29's ability to get speed, and altitude and throw the missile further and faster then my oppenent usually, if I decide the high approach. In that case yeah I don't really need chaff. But against a second oppenent in the flight I would like some chaff to help with notching the wingmans shot though.
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There was a great DOS game called AV-8B Harrier Assault that depicted a fictional US/Indonesian conflict on Timor using a basic dynamic campaign. Played a lot of it when I was a kid. I really looked forward to recreate that experience in DCS, but first Check Six said that their map won't be including Timor, and now our Harrier is as good as dead.
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Did some recent update broke elevator trim in P-51D?
-Cipher- replied to milo85's topic in General Bugs
p51 trim.trk here's a short track showing its working, if you provide a trk file showing otherwise it could help. -
I'm quite confident CommandT is going to make at least another video when v1.2 drops .
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Hello, I am having some issues with my light not working after this last update. here is what I am getting from the error and dont know what it means could you assist, thank you. TMHotasLEDSync v1.0.9 Physical USB HID devices managed by script! Currently plugged USB HID devices[2]: 1: "Joystick - HOTAS Warthog" - "USB\VID_044F&PID_0402&REV_0100" 2: "Viper TQS" - "USB\VID_044F&PID_0412&REV_0200" USB HID device with hardware id "VID_044F&PID_0404" cannot be found Error: (internal) cannot associate a filter with the selected USB HID device "VID_044F&PID_0412" USB HID device with hardware id "VID_044F&PID_0413" cannot be found USB HID device with hardware id "VID_044F&PID_0416" cannot be found USB HID device with hardware id "VID_044F&PID_0417" cannot be found USB HID device with hardware id "VID_044F&PID_0438" cannot be found USB HID device with hardware id "VID_044F&PID_0439" cannot be found USB HID device with hardware id "VID_044F&PID_0432" cannot be found USB HID device with hardware id "VID_044F&PID_043A" cannot be found USB HID device with hardware id "VID_044F&PID_0420" cannot be found USB HID device with hardware id "VID_044F&PID_0428" cannot be found USB HID device with hardware id "VID_044F&PID_0421" cannot be found USB HID device with hardware id "VID_044F&PID_0429" cannot be found USB HID device with hardware id "VID_044F&PID_0422" cannot be found USB HID device with hardware id "VID_044F&PID_042A" cannot be found USB HID device with hardware id "VID_044F&PID_041B" cannot be found USB HID device with hardware id "VID_044F&PID_041C" cannot be found Virtual HID devices managed by script! Connecting virtual joystick...Done Device name set to Thrustmaster Combined Connecting virtual keyboard...Done Connecting virtual mouse (absolute axes)...Done Server socket listening on TCP port 29914 main returned 0
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PSVR2 - now works with Eye Tracking and Quad Views!
Qcumber replied to proxlamus's topic in Virtual Reality
After using the PSVR2 most of today I am not convinced enough to replace my QP. In my opinion the QP is at least equal or superior in all elements except for the display port link. In testing though I cannot see any obvious compression artifacts with VD or Meta Link and the PSVR2 showed the black borders at lower FPS which I don't see with Meta link. I think my initial thoughts regarding better "softness" and "less jaggy edges" are related to Steam VR rather than the PSVR2. I tried Steam link a while ago and was not impressed. Playing around today I managed to get some impressive results. -
Well, that’s standard SARH battle. Then there’s the closing to the merge
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Pioupiou joined the community
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Carrier landing issue as Essex not as #1 in group This issue was initially noticed when we attempted to have more than one USS Essex carrier in a single ship group. Aircraft can spawn and launch fine from any of the carriers, but the issue arose with landing. The arresting cables didn't function upon return to any of the carriers besides the number one carrier in the ship group. This is confirmed in the provided track file. Track file test: - Takeoff from #2 Essex carrier. - short pattern and attempt to land on #2 Essex carrier. bolter. - Moved over to #1 Essex carrier, successful landing. Also to note, this issue does not occur with the Super Carrier. I had replicated the test and attempted the same process with the F/A-18 and F-14 with no similar issues I had with the Essex carrier and F4U Corsair. In all attempts, easy comms were used to test if established communications had any effect on carrier landing ops. No effect was observed. Only note is that Essex carrier comms do not function when carrier is not in the #1 slot of the ship group. As our group (vCTF-58) plans to have Task Groups (up to 22 ships in one group, 4 of which are carriers) this will become more of an issue when we would like to be able to launch and recover from any of the carriers in the same group with the same heading. A temporary solution would be to separate the carriers in the own group in the same formation, but this becomes an issue for out mission makers. Tests were made in single player but issues were similarly noticed in multiplayer. carrier issue.trk
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Did some recent update broke elevator trim in P-51D?
milo85 replied to milo85's topic in General Bugs
I don't use auto rudder, take off assistance or simplified flight model, I don't have any devices with force feedback. -
Более подробно о FFB https://ffbeast.github.io/
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Having same issue - MFDs are lit up and can see my Windows background, but SimAppPro only recognizes MFD. Also, it won't recognize either for Game Peripheral Display.
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I bought it on release chuffed to have another vintage prop. I agree with those disappointed with the sounds. I’ve heard em startup as well as fly and they’re far more meaty and grunty. It flies ok, like a Jug-lite maybe? It needs work on ground handling too for me. I haven’t flown it much lately and I spend most of my flying time in the old birds and swap around, I just haven’t fancied the Corsair as much as I’d have liked to. Definitely worth having though, carrier landings n all . I wouldn’t give it back.
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Did some recent update broke elevator trim in P-51D?
-Cipher- replied to milo85's topic in General Bugs
Hi @milo85I just checked and it works fine for me. just make sure "auto rudder","take off assistance" and "Simplified Flight Model" are disabled and your force feedback settings are set accordingly. -
Σας καλωσορίζουμε στο τέταρτο φροντιστήριο για το Mirage 2000C που πραγματεύεται τις μεθόδους προσέγγισης και προσγείωσης σε συνθήκες περιορισμένης ορατότητας (ILS). Το παρόν video παρέχει συμβουλές ΑΠΟΚΛΕΙΣΤΙΚΑ για εικονικές πτήσεις!
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EA-18G Style Electronic Warfare Script
sgtslippy replied to __Timberwolf__'s topic in Scripting Tips, Tricks & Issues
Operational note- for the folks that use this in multiplayer, seems to only really work with a single Growler (or Crowler if you're not using it with a -C). Script will recognize multiple valid jamming platforms based on how you set up the script, however the menu options get confused once you spawn in a second, differently-named unit (e.g. works fine for Gauntlet 11, but breaks when you bring in Gauntlet 12). By no means a dig at the script, it's awesome. Just putting the note out there in case someone is looking. -
Can you tell us anything about the improvement of RCS modelling in the DCS engine, and how closely that will be tied to the F-35? I'm curious whether improved RCS modelling is something that will be introduced concurrently with the F-35 or whether we are likely to see those changes incorporated earlier as part of the ongoing game engine improvement. Also, can you share anything about whether RCS modelling will be improved on existing aircraft, and whether there has been any decision on whether 3rd party modules entering EA between now and when RCS modelling is improved will be required to incorporate any required extra data into their modules at entry to EA?
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Planning on using greater energy and cranking, and banking on your missile getting there first?
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I dont think that the walking pilot animation would have been good enough. Also, the pilot feature here involves other actions, like opening doors, jumping/crouching, or shooting an M4. You will notice that, in multiplayer, you cannot see the "walking ejected pilot" of other players. That is purely a client side thing. Re VR/missing pilot body being noticeable: that's because your legs are straight out in front of you, directly in the field of view. The same isnt true when walking around with your arms at your side. In any event: I'd like to implement a better walking animation and drive it through this feature, and I might even do it. But I want to be fully transparent about what the feature does today, and what you should expect on release.
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Вот и хорошо! А нашлемка, соответсвует реалу + -?