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I have had a quick olok at the updated S2 to see if there were any changes to the description.lua's. He has made a very small change to the radome texture but that should not affect anything in my liveries pack.
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Isn’t it should be directly point to the target and then launch approve beeping?
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this has been reported thank you
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Vielleicht wird's in 3Q/2025 zusammen mit MiG-29 Fulcrum Release ja noch was. Sind ja noch 7 Wochen hin. Ich habe jedenfalls schon mal 'ne neue SSD gekauft, weil es auf der 2TB zu eng wurde.
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iuqrul started following Guía Completa del SU-25T para Principiantes
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make night sky more realistic, including milky way
Dangerzone replied to nir's topic in DCS Core Wish List
I'm not saying that the night sky doesn't have room for improvements, but I've flown plenty of hours at night across remote areas, and I can attest that I've never seen a sky like the on in the OP's post. Moonless nights tend to be black - and it can be difficult at times to determine if the dot on the horizon is a lone farmhouse, or a star in the sky. Full moon nights are different, give a clear horizon, and surprisingly a lot to see as well on the ground (tree's structures, etc). But the OP image is a long exposure capture, that takes in a lot more eye than the human eye see's - and bringing something like that into DCS would be in the lines of being more unrealistic than closer to realism. Yes - stars can be more visible at the higher altitudes, but still nothing like a long exposure photograph. Saying that - a very rare occasional meteor/shooting star would be kinda cool, and I agree with the city light glow. Not sure though how much extra processing this would add to DCS - and if some - I'd be happy for it to wait until Vulkan is done. -
That train is gorgeous. Sodor mission to liberate Henry from his chains and its people from the tyranny of the fat controller please
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SD and TB. I'm with you on expectations with the dynamic campaign engine. I think history with new new Mission Generator, the save game feature (which honestly, I think some of the 3rd party stuff has served better, and for many years already), the more recent inclusion of Dynamic ally created FARP spawn options (that still have issues), to name a few - I'm actually preparing for the DCE to be something that I probably won't be touching for quite some time after release and still be using 3rd party solutions (like SRS vs the internal radio function). I really hope I'm wrong. But likewise, I'm aware it would be unfair to put these prior experiences on a new 3rd party dev. This is ASC's moment to shine. I think of other 3rd party companies that have raised the bar (HB, and Urga), and see no reason why the C130 couldn't be released with a similar raise in the bar. in some ways it's interesting to see posts about "I won't buy another 3rd party module after the RB incident" - where I find myself exactly the opposite - I have higher expectations from 3rd parties with what will be delivered. I guess in fairness - in part - they only have their own modules to maintain and ED has a lot more going on. Re the C130 - I'm already dreaming of the options available in MP missions that it could be used (as I'm expecting to be using it there, and planning accordingly. I'm certainly not going to be leaving it up to the DCE to be the provider of purpose and opportunity for the C130), so contemplating what else can be done by myself and the community to make this thrive.
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Ich denke mal das wird bestimmt noch etwas dauern bis die 2. Phase zur Erweiterung abgeschlossen ist. Kürzlich wurden ja erstmal fixes der bestehenden map gepatscht.
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F-22A Raptor mod enhancement mod
Wiggo replied to Nightstorm's topic in Flyable/Drivable Mods for DCS World
From github grinelli main. If you dont know how to use git bash -> do not even bother. And afterall, did not see anything new, as I cant fly with it. I think it doesnt take superlong that there will be update anyways... Hope ED released that TWS multilaunching / locking from its shakles. -
ChuckyChuck started following VR Performance Issues - Start here and How I Fixed Micro Stutters (Pimax Crystal Light)
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Buta started following Wrong display of"FPLN MGMT&ALTN MGMT" page in CH47's CDU
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Hello, I can't see FPLN MGMT and ALTN MGMT page in the latest version of CH-47, but from my tests, I can enter those pages but have an error displaying them. Screenshots from older version: FPLN MGMT page: ALTN MGMT page: I have tried out those: 1) In current version, when I do "IDX"->"↓ key"->"CDU key 3->" and it gives me a FPLN page. But I can use FPLN MGMT functions if I remember where its corresponding key is. e.g. I can ERASE FPLN by clicking "CDU key 1<-". I can confirm FPLN is deleted from central MFD & CDU. 2) For ALTN MGMT, when I do "IDX"->"↓ key"->"CDU key 4->", it gives me a black screen. But pressing buttons also works like 1). 3) For the ALTN page, when I do "IDX"->"CDU key 4->", it gives me PROCEDURE/PATTERNS page. But again, pressing buttons also works like 1). My .trk performs the same as I mentioned above: CH47 issue.trk
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Tricky11 created a squadron: Red Squadron
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I am using the original S2 Tracker - I did not realise he had updated it. How the Mod is named does not matter all that much In the updated version he has blanked out the Liveries line, see line below --Mounts relative paths for EDM, Textures and Liveries To make the liveries work just remove the -- in front of that line, it should now look like this. Mounts relative paths for EDM, Textures and Liveries You can create static model in several ways either in the tech folder or the aircraft folder, it does not really matter which you use as long as the details in liveries description.lua's are named correctly they will wotk in either setup, and the liveries line is activated (see above). Personally I put them in the sircraft folder but change the entry.lua's to make them structures, not as aircraft that dont fly !! Thats a bit too complicated to explain here but that will not affect how they show up in the liveries fiolder - use them as he has made them and make sure the line above is activated and they should show up under aircraft or structures.
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The only advantage to using a lower resolution is if you want to have a windowed mirror rather than full screen. I set mine to 1080 with a 1440 monitor. It has no effect on performance.
- Today
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Hi, we are going to need a track replay to understand what you are doing. How far are you from the points used for reference? Are you pointing your TPOD to the base of the chosen object, or centre mass? According to your description, it sounds you're not considering parallax errors when performing the procedure and, therefore, have a deviation. But this is speculative without a track. To create a track replay fly the mission, reproduce the issue, then exit the mission, during the debrief window you will see an option to save track, then you should have that track in your saved games dcs track folder. thank you
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Hind cpg atgm launching werid (maybe a bug)
Raven (Elysian Angel) replied to Ddg1500's topic in Bugs and Problems
Yes, that’s how it works. -
The Chinook is an ED produced module. I'm sorry, that is not public info, and this thread is on the RAZBAM issue, please stay on that topic. Thanks.
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Что-то могло такого в жизни произойти? Надеюсь, что только хорошее.
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The British 250 and 500 lb MC MkII should fit the bill, but I don't think there is a 1000lb MC in stock MC is equivalent to American GP. ..
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Generally speaking the prop pitch should be set to max RPM on approach so you’ve got the optimum setting for a go around, and also the best response when making power adjustments at a relatively low airspeed. (However, I know little about high-powered warbirds and it’s possible the SOP was to have the recommended RPM set a bit lower so there was less torque when applying full power for a go-around? - one for the experts!) But if you’re trimmed out properly then the idea is to react instantly to any deviation from glideslope and airspeed, so things don’t get out of hand and you don’t need any major control inputs which de-stabilise you. Convention is to use elevator to maintain airspeed, and power to maintain rate of descent - but bear in mind that at low short-field approach speeds power is more or less the most important control, because you are speed-unstable. Hence power adjustments are your primary control for both airspeed and rate of descent.
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In VR? If not in VR, then is something wrong with your configuration. But it's still very strange that there is such a huge difference between these 2 maps. Do you have any other map, if so, how is the fps there? Which 14th gen do you have btw? I have the same gpu as you do, but I have amd 9800x3d, and I have no issues what so ever. Also in VR, locked on 72fps. And I'm running undervolted gpu with settings 0.925mV @ 2600MHz, and memory clock +800Mhz.
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Hey waterman - don’t be discouraged, the trains look authentic and fantastic, it’s people like you doing stuff like this that brings DCS to life!
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It's not a bug, you need to learn how to shoot. Once you find your target, you comand Petrovich to align helicopter and you will get your tone.
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reported Ground Unit LUV Tigr: no more lights at night?
Rolds replied to cfrag's topic in Object Bugs
Any progress on this? I was planning to use the LUV tigr as a signal light for a mission only to discover its functionality changed and found this thread. By the way giving us more options for lights at night (spawn able and de-spawn able, ability to signal with morse, changing color) would be really helpful! Also, shouldn't all vehicle lights work like the LUV tigr? why is it special? Shouldn't we have an option to select if vehicle lights are on or off at night? -
This depend on the mods inside structure (how and where modded files are stored). OMM handles non-zipper (aka 'Directory' or 'Development') Mods without problem, it was designed for that in part. You simply have to put the folder within your Hub's Library folder (using file explorer), and it will appear in the list. What may fail is the Mod itself due to wrong installation. Because OMM is not magical, and will install/apply the Mod by putting (and comparing etc.) its content (content of the Mod's folder) into the target directory. So, you have to look inside the mod folder to verify how modded files are organized, so it can be properly installed in an automated way. To say it quickly, the inside files and directories structure of the Mod' folder, must replicate exactly the target file and directory structure, like a "mirror". The Mod's files are the "modified" reflect of the target folder. Finaly, once you have folder (or "development") Mod properly installable (that copies the files on the right place in the right order), you can even convert it into a zipped Mod using the Mod Pack editor, it is fairly simple since the operation is mainly automated.
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@DrDetroit you are doing better than me at this (i am struggling with very similar challenges - too fast or too slow and uncontrolled yaw at the last few seconds); i am lucky to get 3 wire hooks in 50 tries. Many thanks for the advice @Saxman, looking forward to trying out these techniques and generally reducing the amount of extreme profanity i have been uttering lately.