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  2. Thanks, I look forward to this valve being available, as I wanted to edit an Emergency Procedures training mission and just realized it isn't implemented yet.
  3. Any discussions thus far to work this into the DCS Core?
  4. At least give us working windshield wipers on that old bird!
  5. Thanks bandit. Keep Up the good work !!
  6. @bandit648 absolutely outstanding work and thank you again! Just spent few hours at twilight time doing nothing but looking around with life-like beautiful views.
  7. G'day BigNewy, I have included some screenshots also. Launcher Screenshot 2025-08-16 070050.jpg shows that modules removed from the list and flagged in the "Available" button. Launcher a Screenshot 2025-08-16 070144.jpg shows the available modules for install. DCS start a Screenshot 2025-08-16 070533.jpg shows 4 modules flagged available for install by the red 4 over the modules button on the start screen. DCS start Screenshot 2025-08-16 070412.jpg shows modules that are available to install after DCS is started. Even though the files are still in their install directories, a selected module is redownloaded again. Also Is there any way to remove the install prompt for just those particular modules? I don't want it to effect other modules such as the soon to be released C130 for example. Thanks for your assistance with this issue. Correct removal of modules.zip
  8. Just use Virtual Desktop.
  9. I desperately would love to see this happen
  10. Great news ! The PSVR2 headset using the PC adapter now works with DCS World with Eye Tracking AND Quad views ! Huge performance boost. Especially compared to my Quest 3 with stereo rendering. I needed the following: PSVR2 Toolkit (https://github.com/BnuuySolutions/PSVR2Toolkit) OpenXR Eye Trackers 1.2.2 (https://github.com/mbucchia/_ARCHIVE_OpenXR-Eye-Trackers/wiki) Quad Views Foveated 1.1.3 (https://github.com/mbucchia/Quad-Views-Foveated/wiki/PlayStation-VR2) All simple installations of opening MSI files and dragging a DLL file into Steam. With identical specs in DCS, i went from Quest 3 72hz x1.3 render resolution pegged at 36fps with ASW enabled on Normandy during D-Day to running PSVR2 120hz x1.3 render resolution at 50-60fps *no motion smoothing* its fantastic. Cheapest OLED VR headset on the market with freakn Eye tracking! Note - DCS recognizes the eye movement as a AXIS control . Be sure to go to settings, controls, general, axis and clear out all the configurations under the PSVR2 headset.
  11. I could set and save the default front view FOV just fine for my taste.,as other snap views. If there is a way to get read of the pilot I 'd be more than happy.
  12. Noticed the same thing today, also with the UH-1.
  13. Agreed. I'm already working on some other ideas for v1.9.
  14. Turning with wind should always be more difficult than without, but this won’t really work for us in DCS on the carrier because we don’t have ground crew running around to move our planes for us like they did back in the day. It was a great idea to add this in for realism, and realism is something this entire community wants, but I think (myself included) I’m backpedaling on that idea now. Compromises will need to be made for sure. Maybe some keybindings to translate the airplane left-right only when on the carrier could be a solution? Not very realistic, but it would simulate ground crew helping us get in position for takeoff. On the Super Carrier, we just have to get close enough to the catapult, and ground crew will shift the plane left or right as needed for proper lineup. So, something like WASD keys to move the plane around on deck might, or might not be a good idea. Hopefully we’ll have a super Essex one day as well. In the screenshot from an old video below, I counted almost a dozen guys man-handling the plane. We don’t have this… yet. I want it, we all want it, and when it comes out I know I’ll be among the first to say my frame rate sucks with a dozen crew running around, and why did they have to add them, lol. I haven’t seen videos of Corsairs taxiing around a deck like we do in DCS, but it’s something we have to do for now, and the realism of weathervaning isn’t mixing well with the sim-isms we encounter in our chairs at home. It’s all about compromises that need to be made, and part of the learning process and feedback cycle of early access modules, between the devs and us, the community. It’s such a great plane, and I look forward to the future when things are even more ironed out. Keep up the great work M3!
  15. I think, its my personal taste, the stars intensity is a little overdone. Maybe like 25% less brightness could fit better.
  16. У Арли Берка Томагавки материлизуются внутри задних пусковых ячеек .Крыши ПУ не открываются
  17. Какие боеприпасы там есть ?
  18. Today
  19. HARM IDs: 414 Project 22160 132 Tor M2 415 Project 22160 with Tor M2KM 134 Pantsir-S1 135 IRIS-T SLM STR
  20. Thanks for the feedback!
  21. I noticed this completely by accident. It doesn't bother me much. I usually look straight ahead and to the sides, rarely at the stars.
  22. Just for my own understanding, because I am interested in the reasons "why," as well. Going over the chucks guide again, the engine is fed from the fore and aft reservoir tanks. The reservoir tanks are fed via the corresponding fore and aft internal tanks. The fore and aft internal tanks are fed via the internal wing tanks. The wing tanks are fed via any of the 3 external fuel tank options. From what I am reading (and cross referencing the chucks guide), in layman's terms, the external tanks are drained first. Then the INTERNAL wing tanks will be drained. Then the Internal fore and aft tanks will be drained, and lastly the fore and aft reservoir tanks will be drained. That makes sense. The filling diagram seems less clear - from either ground or air receptacle, fuel is fed into centerline external tank and the fore and aft reservoir tanks, and then into the external wing tanks, via the externals? If that is the case it should not mater what the fuel state of the aircraft internal tanks are? Or does the fore and aft reservoir tanks feed the internal wing tanks, which in turn feed the external? Even then the centerline tank should fully fill anyway? I suspect this is a problem with the chucks diagram, as it seems to imply that the rest of the fore, aft, and resveior tanks are all filled in series AFTER the external and internal wing tanks are filled. This does not seem to align with the real world case as stated by RogueSpecter or the model's behavior in game. RogueSpecterGaming, from reading your technical comment, specifically that the valve to the line outlet of the internal wing tanks is open when the wing tanks are not full, and closed when they are, would mean that if the draining sequence was reversed for fueling, that once the wing tanks are full, that valve for the line out (or the inlet into the internal wing tank from the refuel manifold?) is closed, and therefore unable to fuel the external tanks? As to why the internal wing tanks fill before the external, is that a consequence of residual pressure in the externals? At that point it's a DiffEQ problem about how quickly the external tank can depressurize vs the rate at which the internal wing tanks are filled, with a supposed equilibrium around 5,000 pounds IRL, and 4000 lbs in-game. That makes sense. I think. Regardless, thank you for the technical explanation.
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