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  2. They do but not just any statics or placed anywhere. Your best bet is a Hornet put exactly in the spawn spot.
  3. Guess pictures tell more than a thousand words, here is how a kneeboard hint could look like: null For verification, this is how the real world approach still looks like today (mag numbers changed over years, but the absolute form of the approach is the same): Also makes it quite clear why the approach is like that - when your nav aid is offset, you always need to come up with a compromise: either end up with the correct heading, but parallel to the RW, or with an angled heading like at SFAL.
  4. I don't think the devs are not aware or indifferent of this effect. However, simulating contrails effected by wind can quickly amount to a huge number of calculations, depending on the amount of aircraft, weather and flight path. It would probably slow down the simulation a lot when it is already struggeling. Think of an high altitude furball. My guess, it is a deliberate sacrifice for performance.
  5. Excellent post - addresses precisely what I'd imagined a QAG to be. This is a clear design / high-level view of what should be the Player / QAG interface and feature set. The Current QAG is built very much from the perspective of attempting piece together something from the existing structures. It is incoherent in terms of what it want to achieve and how the player interacts with it. The Design above flows, it leads the player though intuitive simple options, and gets them to the cockpit quickly. The job of the QAG is to take care of the details. The player might then have the option to use the mission editor/planner should they wish. Overall the goal of the QAG should be a Randomised mission, generated though a simple intuitive interface, and not for the player to manually build the mission in a simplified mission editor. I believe the OPs design, while not perfect, illustrates succinctly what could work, and also the minimum of what a Player would expect of a Game interface. Nate
  6. Oh. So while the directors don’t detect statics, the spawning still does? That’s great. Thanks!!
  7. As you can see the sniper pod and the DTC is still developed. If you track the progress between updates on the DTC you can estimate how long it will take. Also a big thing are the RWR Handoff PRF Tones. I cant wait until the F16s RWR does not sound like a gameboy any more. Enough stuff still about to come, I'd say.
  8. Looks like however Todays stock is empty!
  9. Hi everyone, It seems the AGM-154A JSOW-A does not account for the drift of its bomblets when correcting for the wind. The weapon seems to correct to fly itself directly over the target, but the bomblets will encounter drift due to the wind as they fall. In order for the bomblets to actually impact the target, the JSOW should fly such that its flightpath is upwind of the target, so the bomblets drift into it. With high-enough crosswinds (the track below is tested with a 15 knot perpendicular crosswind at 33 ft), small-enough targets and high-enough function heights (tested with it set to 1000 ft, with an actual functioning height of ~1340 ft AGL) it can lead to a total miss, doing no damage. With 0 wind however, the same target set-up has all targets destroyed. I am waiting for a 01 GOOD alignment (testing with the F/A-18C). AGM-154A_WindCorrection.trk AGM-154A_NoWind.trk
  10. Over the past few weeks, I’ve been putting together a full series on how to employ Paveway II laser-guided bombs in DCS World. Even for the "basic" level delivery, I tried to include detailed description of your tasks in the cockpit. And hopefully, you'll discover new ways of dropping your GBUs, giving you more flexibility for various tactical scenarios across a range of real-world inspired delivery profiles. There I covered level, dive, pop-up, toss and loft bombing, with a focus on geometry, timing, arming delays, and how all of this ties into tactical decision-making. The idea is to help you make informed choices in planning and execution, especially in more demanding scenarios like high-threat airspace. Example of "tactical balance" study for one of the profiles. Guess which one... Each article comes with a set of kneeboard pages, built from ballistic tools and in-game testing. You’ll find release distances, time of flight estimates, impact angles, and recommended fuze settings, i.e. all that can actually help you hit the target and survive the pass. Example of geometry study of the dive profile. Even if examples are more centered on my module of predilection, the F/A-18C Hornet, any module carrying Paveway IIs will benefit. You can start here, the full index is in the introduction post (Patreon). From there, you can jump straight into any of the profiles. A usual, I'll appreciate any feedback or questions. And if you're into this kind of detailed weapon employment, there's more on the way!
  11. Okay "Ironhand", thanks for the link to "contrails not moving" from 777coletrain. That link gives a far more clear and correct discription of the bug. The discripion of the bug in that link is mentioned to the team, by "bignewy". Hope it can be fixed in the close future. Regards
  12. You don't read with understanding, or maybe you don't know what F4U is and what this thread is mainly about? Kola came out over a year ago, everyone or most have it. Even logically, if you write about something in terms of "pre-order" - it means one thing, it has not been released into the world yet.
  13. You asked for the price of Kola map, didn't you?
  14. However, a new target release date would be nice.
  15. Regarding 2.) According to another post somewhere in this forum done by Myse1234, the pod when its loaded to the aircraft its always full of chaffs and full of flares, and the option to change the slider was removed intentionally. Regarding 1.) maybe @MYSE1234 knows more, since this is coding stuff.
  16. https://www.digitalcombatsimulator.com/en/shop/terrains/kola_terrain/
  17. Reshade.log attached! This is using MSAA 2x (to be compatible with 8.0) because I did not like the ghosting with DLAA\DLSS even with the K preset.. ReShade.log
  18. Today
  19. I don't think the topic of this discussion is about ED and RB relationship as it was mentioned earlier. Topic must be closed now once answers are given already.
  20. It did not change with any updates since years. I found this pic most helpful: As you can see it's easy. Ex. you want to put statics on Cat 1 and block it from being used. Just put static Hornets on spots 11, 5, 9, 14 thus no aircraft are designated for Cat 1. Spots 1-4 (Six Pack) are not active in MP and are used once at the start of the SP mission so +1 second to all spawned aircraft is needed. Also check this: https://wiki.hoggitworld.com/view/DCS_editor_carrier_spawns
  21. I was thinking if it was an official configuration variable, there might be something. But if this is more from the SDK or things we're not supposed to know about, and someone has somehow figured it out by tracking what's in the DCS files and doing trial by error and testing, then that probably answers why ED are so quiet on all this. It's not something that we're supposed to know about. Just a pitty though that ED couldn't have thrown us a bone and said "Try this setting" instead of leaving us to have to hack through the files to find a solution, but on the flip side - I'm grateful to whomever came about the discovery so we have a solution to a problem! But now it's really got me wondering how many more secret autoexec.cfg configuration variables are available.
  22. Btw. I'm curious about the price. Is there any news? In this case, there is no pre-order. So there is no -30% discount perhaps. I don't know if F4U is supposed to be released as EA or not (EA usually guarantees a -20% discount). Sometimes there is something like "Launch discount" in a very short time. So maybe that will be an incentive? Last option, no EA, full price.
  23. In fact it will be included in next Open Beta update.
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