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  2. 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.
  3. thank you, we have reproduced and reported to the team.
  4. 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!
  5. 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.
  6. 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.
  7. 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
  8. 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
  9. 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: https://www.youtube.com/watch?v=z-LaZb6VQv8 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
  10. 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.
  11. When you’re on finals and you’re all nicely trimmed out use power to adjust your glide slope.
  12. I understand, i just wanted to say i just completed mission 8 and it was by far the most fun i've had in any AH-64 campaign, i felt like a badass doing dive attacks and following JTAC orders. Thanks for all the hard work you put into this campaign
  13. That may be the case that nutation is less desirable for the real WSO's but I really don't feel like Jester runs the Elevation enough to make up for it, and as far as the provided keybinds go, he fights you on the two we've mentioned so far, the antenna angle and gain. I at one point was basically holding the gain increase keybind so that he could track a target over water intermittently, while he tried to adjust it back down.
  14. Yeah I believe it works the same way as ships. So I think its "start from parking hot" or "cold", and then you will be able to choose the park number on the barge. Its a really cool addition in DCS. You might want to make the barges indestructible if you're in an area which is getting shelled though, because I think once it gets damaged too much the helicopter just falls through the floor. Its a really great addition, the first time I tried it there were seagulls flying around and it sort of makes you feel like you're on a pirate ship
  15. Post moved, thanks
  16. Anyone else feel that the rudder is far too effective at low airspeeds? Even at the start of take-off it feel to me like it’s linked to non-existent nosewheel steering! However big a rudder might be, it is pretty ineffective until you’ve got at least a few knots of airspeed over it, even with all that prop slipstream. It also seems over-effective in the air in slow flight, especially with power off. Still, maybe I’m wrong, i’ve never flown a high-powered warbird. Just doesn’t quite feel right in my experience.
  17. Today
  18. Thank you for the update. I hope all is good with everyone that supports and involved at IFE.
  19. Hi GT FreeFlyer - Yes, before the recent FM update the 6 degrees right aileron trim was necessary - but now I find it isn’t, so has the flight model been dumbed down a bit?
  20. I gave it another try yesterday, but its kind of useless. The module is unaplayable for me. But I understand that the devs have to deal with more than this. Thank you @-Rudel- for mentioning, that you are going to look into it after you have dealt with the WEP Issue. If I can support you with a track file, let me know. I will wait and hope it gets fixed soon. I love the module!
  21. The 1:1 profile isn’t right for a game like this where you need to look at your 6:00. I doubt anyone uses that in DCS. I can’t tell what that’s about. It seems like it’s about the HMD not displaying on the side screens in triple setups. I use a single screen and don’t experience this.
  22. Been flying over Hatay, lots of enemy targets some are infantry units some are armored, tried all weapons but George took lots of time to fire and sometimes didn't fire at all, I was in range and high enough to give George the best chance to fire but he didn't and it happened with more that 5 enemy units.
  23. Good news! No more CTD! Bad news: George can't "see" FCR targets despite me seeing that he's got the tads right on them. They show up as unknown and he refuses to lock and engage them. He also won't engage with guns after selecting multiple targets in an area search. Very much appreciate all the work being done on the module. Fingers crossed that the rest of the kinks get worked out with George!
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