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Is it missing from the hook? Pretty sure there is a bit of dash wobble. Get yourself some transducers and bring a bit of life in. Works well. I expect the herc will have a constant hum through the seat. The hook is a great module for transducers...
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Boss_ak86 joined the community
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L-39 принимает сигнал от штатных, и немногочисленных РСБН на Кавказе. Миг-29 их сигналы то же принимает. У Миг-21 - своя байда!
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FlamingTorch started following Spino's Modern F-15 Mods
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FlamingTorch joined the community
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Please accept my apology, because I see now that you were clear in your first response saying that it would be revisited and improved. It seems the combination of me responding before having my morning coffee, and my memory of previous discussion of this topic, led me to not read and comprehend what you plainly stated above. As far as how long it takes, I’m content to wait until you guys can devote the time needed to the issue. HB has a long history of continuously improving their modules, so I’m confident it will eventually be addressed.
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It's a tough call. When I see how you get thrown around in a GA in MSFS, even in moderate turbulences.... a middle ground would be nice. The Air in DCS could be more lively. But I think that is more an issue of the atmospheric model in DCS and less an aircraft specific issue.
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Single Players: What would win you over to a multiplayer server?
Ramius007 replied to Dangerzone's topic in DCS 2.9
I split my time betwean pve and pvp, SP pve is usually played on "hardcore" settings, but people who claim that AI planes can offer higher or even similar level of challange as human players are dellusional.It's possible against begginers of course, but even semi advanced player will be stronger than AI. Similar level of detachment from reality are claims about cheating being part of pvp, it's practically non existent. Dream come true would be server that offers realistic scenario based on realistic order of battle, with many MOVING AI ground units, but with human players in air as opponents. -
Noticeable stutter and slow loading
BJ55 replied to celestHawk's topic in Controller Questions and Bugs
The P4000 can't run complex games, better if you use it only for your professional software and buy a game-only machine. -
Is there a way to set the difficulty via F10 Menue
twistking replied to Eisprinzessin's topic in Mission Editor
You can have spawning of units controlled by flags. So F10 would set some flags which would then be used to determine which units to spawn. Be aware that all the group activations should happen after the player set those flags, otherwise you would need to deactivate units, which is less straight forward i believe... I don't think there is a way to manipulate units skill setting with the ME tools though. *edit* Easiest way (but limited in many ways) would just be to spawn a limited set of groups for the "easy" experience and just "late activate" more groups for higher difficulty if flags are set appropriately. Would only need a few triggers.- 1 reply
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Баг! Писали-не писали? При переключении на щитке настроек ИЛС на сетку и обратно на день, ИЛС переключается на ночь и обратно в день уже не возвращается
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You could be right about the Gazelle though I can't remember for the Kiowa. I find the Kiowa is the easiest of them all actually. The Gazelle for sure had some "sticky" issues a while back. It was like one of the skids was glued to the ground. Especially sand in the PG. Tought me a neat trick though. Whenever I take off in the Gazelle, I'll apply right pedal torque, (I pretty much know how much about now), push cyclic forward and pull the collective in a firm steady motion, like you say, and off I go.
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I know what you mean. The tendency to tip over sideways due to "sticky" skids. The best way to deal with that (imHo) is to actually know (roughly) where you need to position the cyclic for a hover, hold it there right from the start and then carefully add collective until it starts moving. Of course you need to counteract any tipping moment immedietly (but measured, not erratic). "Jumping" up to overcome the critical phase is a workaround, but I think it reinforces problematic habbits and should be avoided if possible. (I always imagine I have an accident victim with a spinal injury on board....)
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ED, we need help as modules have been abandoned by Polychop
Ornithopter replied to peeter's topic in Polychop-Simulations
Thanks. I always appreciate it when somebody comes in and can lighten it up a bit. -
ED, we need help as modules have been abandoned by Polychop
MAXsenna replied to peeter's topic in Polychop-Simulations
@Ornithopter Well, in this scenario you're the girl and PC is you! Just kidding, couldn't resist! -
If I’m understanding the real manuals correctly: At an AoA of ~26 the stick pusher activates and drives the stick forward to lower the AoA. However, with a force of 17kg, the pilot can override the stick pusher and pull more AoA
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Virtual Weapons Academy welcomes new pilots!
Mark0306090120 replied to Mark0306090120's topic in General DCS Squadrons
We have a new cycle starting this weekend! Come and join us and learn an airframe or topic of your choice! We offer pretty much every airframe and external topics like LSO, CATCC, Combined Arms (soon tm) and more!- 5 replies
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- educational
- dedicated training
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(and 5 more)
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Single Players: What would win you over to a multiplayer server?
Ornithopter replied to Dangerzone's topic in DCS 2.9
Coop need not be PvE. And PvP need not occur on open free-for-all servers. Obviously one can have a private server, with opposite teams both playing for "realism", thereby avoiding the pitfalls of the open servers. I've seen Milsim groups though that not only don't do PvP, they consider even the concept of it to be "unrealistic" as if it were some kind of blasphemy. I never understood how that could be...A skilled human opponent instead of a predictible AI? I hate to say it, but my guess is that a large number of MilSim-style/PvE only types would get their butts handed to them on a platter if they had to fight against a skilled human being. IMO, its an entirely new level of difficulty and requires a much higher level of skill. The open server people might not know how to communicate like a real pilot, fill out a comm card, or keep a tight formation, probably can't even navigate in the dark, but when it comes to shooting down the enemy, they are GOOD. -
Visibility range of aircraft external lights
twistking replied to twistking's topic in DCS Core Wish List
I think it doesn't really matter. It's safe to say that currently every aircraft, be it a flyable module or AI is "broken" when it comes to the rendering of ext lights. I used to do bug reports for those issues, but they got ignored, so that's why it's a humble wishlist item now. I'm afraid that ED is silently aware that ext lights are broken since forever, but acknowledging that as bugs would put too much pressure on them to actually fix it?! It should not be rocket science to do it right, but would just need one orchestrated effort from the engineering and art departments. Every other game does this well and does it well since forever. It's negligence for the night environment and not an illusive art problem or a complex technical challenge. I sometimes hope that this is something that is on the back burner until vulcan get rolled out, but on the other hand it should not be complex enough for the vulcan switch to even affect it too much. It's a frustrating situation...- 15 replies
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Literally unplayable
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- You have parked cores. Try unparking them first to see if the situation improves. - SRS is throwing exceptions. There is a updated version available. - HFSExport.lua is throwing exceptions. - You have many mods, both in your 'saved games' and overwriting the DCS install. You need to remove your mods, run a DCS repair. Then try again. If it works better then slowly start adding back your mods
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Not sure why you guys conclude "HB say its intended, they wont fix it" when I keep saying the opposite. Sorry if the messages have not been clear enough, so let me try it one more time: The current behavior is "working as expected" but that doesnt mean that it won't be improved/changed. As I keep repeating, it is on the list and it will eventually receive another pass so that the lag is gone. Please do not misinterpret that some things take longer than you want for lack of interest or willingness to change and improve something.
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I made a mission, which i want to have in different difficulty levels. The pilot shoud be able to select at the mission start via F10 menue (F10 - other) the difficulty of the mission. is there a way where i can set options that the later spawning enemy squadron has 1, 2, 3 or 4 wingmen? Or set the skills from Zero to Ace? Thanks in advance
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Gryzor started following M10 not being completed
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Same issue
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А по поводу АРК что? Л-39 на каком РСБН живет на 21ом или 29ом?
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I guess you're right. For me having 3 WPT with 3 RSBN and 3 ARD with corresponding PRGM is enough for the Mig 29 missions at this moment. I hope the manual will be more documented in the future on this matter. Cheers
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If you watch the Reals Videos on YT , you can see how everything moves: Cables, Seats, Sun Visors, etc. Even the Pilots get shaken around. That's completely missing from the CH-47F, and in the C-130J, it's just the Microphone Cables. There's simply not enough life in VR.