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  2. Sometime ago Ugra said they will consider doing a Cold War vehicle pack after phase 3, this is my list of some of the vehicles that should be there, please feel free to correct me or to add your own ideas. Thanks. NATO: Tanks: M-26: Early cold war, mostly US but also French and Belgian service. [img]https://i.imgur.com/dACgnu6.jpeg[/img] M-47: Almost every nation used this one. [img]https://i.imgur.com/1fiuCOK.jpeg[/img] M-48: Another one that saw great use, US, Norway, Germany, Spain... [img]https://i.imgur.com/gevlRDx.jpeg[/img] AMX-13: A french strange concept, saw heavy export use, in Europe, France, Belgium and the Netherlands: [img]https://i.imgur.com/xRBirWx.jpeg[/img] AMX-30: French MBT, used by Spain as well. [img]https://i.imgur.com/zGc2NEA.jpeg[/img] Warsaw Pact: Tanks: T-62, in Europe only the USSR used it, but in so huge numbers it needs to be here: [img]https://i.imgur.com/a23yV7s.jpeg[/img] T-64, very advanced, very expensive. USSR only again: [img]https://i.imgur.com/XCK7UWJ.jpeg[/img] T-72: we would need either a soviet variant or even better the export M one, as this one was used by everyone and his aunt. [img]https://i.imgur.com/hi9KwUu.jpeg[/img] [img]https://i.imgur.com/hi9KwUu.jpeg[/img] Anyone know how can I make the images visible please?
  3. Hi, How do I set up A/A, A/G buttons LED to sync with DCS? If I understand correctly it should work this way once I turned on "sync with DCS" - it's done (pic1) and the backlight now is synced whenever I control the Primey Console Brightness Knob. However AA, AG buttons are not light up when I enter AA or AG mode respectively - I can only turn their LEDs separately in the app settings (Pic2) null
  4. Not in this case. Every data card I have seen on the sidewall were all the same in style (not data). From the birdcage to late FG-1Ds. I can't even find DECALCOMANIAS schematic for that particular item either.
  5. That's a rather optimistic estimate
  6. They work as the Kh-29L, they just aren't guided by laser rather locking to a point on the ground and sometimes they catch a moving target
  7. Since I've opened this thread, I think that even with the hardware I have, I'd been too greedy. I've switched my Meta Quest III from 90Hz refresh rate to 72Hz and the pixels x 1.4 to 1.3 in 4864 X 2592 and it's obviously better now. I think that the issue was a VRAM problem.
  8. In ship.lua ,these codes are for The CIWS (Close-In Weapon System) at the forward right position: GT.WS[ws].angles_mech = { {math.rad(180), math.rad(-180), math.rad(-5), math.rad(70)} } GT.WS[ws].angles = { {math.rad(10), math.rad(0), math.rad(7), math.rad(70)}, {math.rad(0), math.rad(-150), math.rad(-5), math.rad(70)}, {math.rad(-150), math.rad(10), math.rad(19), math.rad(70)} } so,how to write codes for The CIWS (Close-In Weapon System) at the forward left position? and would you plz exlain these codes line by line? thanks in advance.
  9. You plan on doing the 250th Anniversary livery for the D?
  10. I'm assuming that some of the testers are doing some input (I don't know, just speculating) to the FOBs and the like. I mean it would be nice, so +1 for this as well. I think though that they'll let us know when they post an update for it.
  11. My english is pretty bad,Most time I need google translate to edit message
  12. Today
  13. as per title, in CA you can drive around but i have not control of the weapons, the vehicles fire on their own even when it's a player driving them
  14. Irgendjemand an einer (wenig) gebrauchten Valve Index interessiert. Inkl. Zubehör (Lighthouses, Controller)? Falls ja, einfach PM, dann klären wir alles weitere.....
  15. How? There's no mouse interaction. The cursor doesn't change to green.
  16. hello. you both should start your own topic in case your issue causes are different. post you DCS.LOG in the new topic.
  17. Yurgon

    Wissenswertes

    Das kann ich dort auch nicht herauslesen. In einem Discord war tatsächlich ein Bekannter betroffen, der hat aber nicht dazugesagt, welches Windows er nutzt. In seinem Fall schien ein Reboot zu helfen, immerhin.
  18. It would be nice if the Mission Editor showed a waypoint list for the selected route in whatever grid format you choose. This would allow easy sharing of exact routing between different airframes in multiplayer. I haven't seen a way to do this without hovering over each waypoint and copying the grid down in the mission editor, unless I'm missing something.
  19. Was für ein Display!
  20. Насчёт F/A-18 не знаю, но что вы называете таким "долгим" сроком? CVN-71 в 2002-м провел 160 дней подряд в походе, например. Воздействие агрессивной среды, самолеты не прямиком с конвейера туда попадают, опять же.
  21. Well, I did some testing just now and woo I've taken @RealDCSpilot advice and installed the latest DLSS and set it to Performance and Preset K. Sharpening I guessed at 0.2, I haven't played with it yet so I don't know what image/performance compromise will be needed. I've upped the SuperSampling in Steam to 130% (from 100) which I reckon is quite a big leap! The Image Quality is fantastic! Hard to quantify, of course, but as an example I can now read the smudged and faded cockpit labels in the F-14B without moving my head. I used to have to lean forward and get close in. The countryside looks amazing and it still rips past smoothly. My first impression as I loaded in was "Wow, that's much better". Framerates have dropped back, as you'd expect, but I'm genuinely holding >50 FPS everywhere, even when taxiing at Ramat David. The range seems very small, which I wasn't expecting. I don't see over 60FPS in my test mission but it is always smooth and that's all I need. I did try 150% SS to start with and found that the FPS dropped to unacceptably choppy levels if I went very low over Lake Gallilee - possibly because I have water at Medium against all advice. Moire effects are improved too, even the fences at Ramat hardly shimmer now when before they were an horrible mess. Anyway, that was my test mission Cat vs Eagle instant action in Syria. I'll see how MP holds up but I'm hoping it will be OK as I've got a decent CPU and I'm now mainly GPU limited. I'm sure there will be more tweaking to come but I think I have a very solid baseline with much nicer visuals. @JMW I tried to reproduce the glitch you described but I couldn't. The brightness appeared uniform, even when I ducked into the cockpit and squinted at the sky out of the corner of my eye (without moving my eyes, of course). So I can't help you there, sorry. @mbucchia You are a legend amongst VR enthusiasts! Thank you so much for your work. Specs for reference. CPU: 9800X3D - Stock Clocks / AIO cooler GPU: Asus 4080 (vanilla, no overclock) MEM: 64Gb @ 6000MT/s Storage: PCIe Gen 4 2Tb WD_Black SN850 (PS5 version!) for DCS, 1Tb Samsung 980PRO for Windows. MOBO: ASRock X870E Nova WiFi (hoping it doesn't pop my CPU!!)
  22. Hi, I like the Kola map a lot, but noticed that villages and small towns are mainly concentrated around airports. We can see the names of all towns/villages throughout the map in the mission editor, but most of them are not (yet) represented on the map. I understand that it's a big ask to have all of them represented, but will there be some more added in the near future? It would certainly fill the large voids we sometimes come across when flying on the map (where there should be some villages IRL), which I personally find its biggest shortcoming. Thanks!
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  23. Feature Overview StrikeFire lets mission editors and GCI/JTAC controllers use F10 map markers to task friendly launchers to strike nearby enemy ground/static targets. The system assigns one round per target, enforces true range envelopes per missile family, and throttles engagements to prevent AI lockups. It also provides quick spawn presets for H-/K- at the marker position, plus a one-shot CLEAN command to remove all units created by this script. Image Tutorial : Step 1: On the F10 map, place a marker anywhere and enter [H-BRG]. (Please ensure the distance between the launcher and the target is within 8–160 nautical miles.) nullStep 2: Place a [FIRE] marker near the enemy target you intend to strike. Step 3: Enjoy! Key Features Type [FIRE] (or plain FIRE) in a marker and the script will scan within SEARCH_RADIUS (default 3000 m) and auto-assign shooters. One round per target with de-duplication so clustered units aren’t counted multiple times. Hard range checks: GMLRS 8–160 nm; ATACMS 8–160 nm; 9K720 40–215 nm. Spawner: H-/K- presets; each launcher is its own group (can fire simultaneously); supply trucks are merged into a single group. Type CLEAN in a marker to delete all units created by this script. Installation In Triggers → MISSION START → DO SCRIPT FILE, load StrikeFire.lua (or use DO SCRIPT and paste the source). No dependencies. Works on Dedicated Server. Marker Commands (F10 Map) [FIRE] (brackets optional; FIRE also accepted) Coalition inherits the marker creator (Blue/Red). The script treats the marker owner as friendly and fires on enemy. Scans for enemy Ground + Static within SEARCH_RADIUS meters of the marker. Allocates 1 round per target using the nearest launcher that is in range and has remaining budget. Temporarily sets ROE to Open Fire, then restores it shortly after. The marker is auto-removed when processing is done. Spawner keys (place in marker content) H-BLK, H-SEAD, H-DS, H-QRF, H-BRG → HIMARS presets. K-HE, K-CL, K-MIX, K-DS, K-BRG → 9K720 (Iskander) presets. Legacy aliases also supported: HIMARS-BLOCK, HIMARS-SEAD, HIMARS-STRIKE, HIMARS-QRF, HIMARS-BARRAGE, ISK-*, 9K-*. Spawns at the marker point; each launcher is its own group; supply trucks merged. The marker is cleaned after spawning. CLEAN Removes all units created by this script. Quick Reference (Tuning) Adjustable parameters near the top of the file: ------------------------------------------------------------ -- Configurable Parameters ------------------------------------------------------------ local SEARCH_RADIUS = 3000 -- meters (search radius around marker) local FIRE_RADIUS = 120 -- FireAtPoint dispersion (m) local MAX_BATTERY = 24 -- max launchers that can be tasked at once local DEBUG = false -- debug output & temporary markers ------------------------------------------------------------ -- Weapon Ranges (nautical miles) ------------------------------------------------------------ local RANGES_NM = { HIMARS_GMLRS = { min = 8, max = 160 }, HIMARS_ATACMS = { min = 8, max = 160 }, ISK = { min = 40, max = 215 }, } ------------------------------------------------------------ -- Ammo Budget (per-vehicle effective cap) ------------------------------------------------------------ local TARGET_BUDGET_PER_FAMILY = { HIMARS_GMLRS = 6, -- per-vehicle target budget HIMARS_ATACMS = 1, ISK = 2, } Usage Tips Ensure each launcher sits within its family’s range; otherwise the target may be skipped. The script de-duplicates nearby units; if you want looser clustering, increase DEDUP_EPS. Keep one launcher per group so multiple vehicles can fire simultaneously. The script briefly sets ROE to Open Fire and then restores it; adjust the delay with RESTORE_ROE_SEC. Troubleshooting No shots fired? Check: The marker’s coalition (Blue markers direct Blue launchers to attack Red, and vice versa). The target is within the marker’s SEARCH_RADIUS, and at least one launcher is in range. Ammunition isn’t exhausted (per vehicle: GMLRS 6, ATACMS 1, ISK 2). License & Credits Free for use in missions and servers. Please credit “StrikeFire — Remote Ground Strike.” Strike Fire V1.lua
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  24. The Misters says it is too early to say at the moment.I think maybe the Dymnatic campaign,mig29,AAQ33 sniper pod,F18 MSI...etc maybe have a higher pority...But Fat Amy can bring a HUGE new player to DCS. The Misters says it is too early to say at the moment.I think maybe the Dymnatic campaign,mig29,AAQ33 sniper pod,F18 MSI...etc maybe have a higher pority...But Fat Amy can bring a HUGE new player to DCS.
  25. Ok i've just checked again, sorry it's a week later than I said. But it's still respawning without tasks when using late activation. I'm just using a basic MIST respawn script that I've used for other missions over the years, anyway here's what I have tried: if not Group.getByName('GroupName') then mist.respawnGroup('GroupName', true) and: if (Group.getByName('GroupName') and #Group.getByName('GroupName'):getUnits() < 1) or not Group.getByName('GroupName') then mist.scheduleFunction(mist.respawnGroup,{'GroupName', true}, timer.getTime() +1) and finally: if mist.groupIsDead('GroupName') == true or (Group.getByName('GroupName') and #Group.getByName('GroupName'):getUnits() < 1) then mist.scheduleFunction(mist.respawnGroup,{'GroupName', true}, timer.getTime() +1) I know all of those pretty much are just minor variations on the same respawn script but I figured I may as well try as many different once I can find via the forums just in case something has changed in the last year or so.
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