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Okey thanks all for the help, I will wait for the full Steam release then, looking forward to it very much!
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CWG Sandbox - Rotorhead Edition 45 missions in 1
Don Rudi replied to Don Rudi's topic in DCS: Cold War Germany
Hi everyone, I just updated the mission. It was reported that the tank battle for the Hind near Wolfburg didn't start. This is fixed now. Download link remains the same. Also, I haven't back about the NVA Mi-8 livery - sorry -
Moreover the repair manual indicates that the blocking circuit is tested with 2us pulse, while the 29 radar runs HPRF at 6us (166khz), so clearly that blanking circuit can handle a PRF 3 fold higher than the radar PRF.
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What we need from the Encyclopedia for Skinning Going Forward
Mach3DS replied to Awacs_bandog's topic in DCS Core Wish List
Not just rotate. But actually move the model off axis. Like you can with the MV. This lets you get views of areas that are not centered in the FOV. In addition, currently with Shift+Mouse Click+Drag you can also rotate the model around it's own axis which is very helpful in conjunction with ALL the other aforementioned things. None of this matters at all, if all the textures are hidden/inaccessible and encrypted. Encrypting the model is one thing. Hiding all the textures and file paths via texture encryption negates all this effort anyway. We don't know the names of files, can't use any files as a base to start from. If you don't have the ability to create UV meshes, then you can't really even recreate textures from scratch. SO this whole thing is academic. The model encryption was never the biggest issue. -
Have tried this a few times now and it seems pretty consistent. In mission editor I can hit targets nearly dead on accurate using CCIP with bombs and the CCIP marker is visibly responsive as expected. However, when I try the same thing in a multiplayer server, the CCIP symbology seems a lot less responsive to aircraft movements and the bombs are way off from where the marker is. Pre-designation doesn't seem to make a big difference. Guns and rockets seem to work as expected in both. In the Mission Editor gameplay, I start with the plane in the air. In Multiplayer, I've started both cold and hot starts but seem to have no accuracy with the bombs. Am I doing something wrong or is this a bug?
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Is it even worth to work on that crap? It seems like it was designed to be shot down.
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Это особенность симулятора а не модуля.
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And the same counter argument is also true. There is an declassified document published in moscow 2011 that mentions the syncing between the radar and SPO. (Also ascessable on a online classroom website) So yes, It is as simple as mentioned above.
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Точно так же работает
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NineLine started following How to use ground weapons?
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There is a known issue with RBKs, thanks!
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Mike Force Team started following Tornado115105
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coolsly joined the community
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настраивал по видео Максима. Вот одно из его видео
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@Cgjunk2 I‘m not an expert on this, but I agree and also disagree with you. Even though the plans (i.e. blueprints etc.) might be available or you could simply go to that very plane and measure it‘s cockpit with a ruler, it‘s probably just way easier to do a 3D scan of that cockpit and its relatively complex shapes, right? That being said, this makes sense, if the model doesn‘t exist already which it obviously does for the Hornet. As for better textures…I gladly take them, but then again, I don‘t see the need. Looks good to me…
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celestHawk started following Assets Menu
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Hello, Is there a guide how to hide an module from the main menu so I can see only those I would like without - South Atlantic, China Asset and in my case Echo 19 icons. Not to remove them or not to use them anymore but just to hide them from the menu? Most of the modules I don't have I deleted from DemoModes folder. null
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Alright people I got some breakthroughs to share For everyone else out there who might be facing issues, I've managed with my specs (see at the end of the post) to get 72fps, almost stable with small amount and very tiny stutters. My story goes as follows: First of all, for people using Pico 4 with cable (USB-C 3.2), with the tethering trick, in your VirtualDesktop (VD) in PC you need to activate "Encrypt local traffic". This will prevent you from getting BSODs (found that the hard way). An issue that I got was that although I was getting 60fps for some reason even in the menu, my frames were dropping to 35 only to come back to 60 after 2 seconds. I realized that this was more like a pattern, so searching about it revealed that this was caused by SSW in Pico's VD named "Synchronous Spacewarp". By turning it off help on reaching for 72fps stable. My Pico 4 settings in VD: - Resolution -> Ultra (RX9070XT) - Environment Quality -> High - Frame rate -> 72fps - Desktop bitrate -> 120mbps - VR Framerate -> 72 fps - VR Bitrate -> 120mbps - Sharpening -> 75% My DCS settings are bellow (Obviously you need to have the "Enable VR headset" option, it's not in my settings as I opened them in 2D to make the screenshots): null PC SPECS: I7-13700k 32GB RAM RX9070XT SSD (with only DCS in)
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Selay joined the community
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Crystal Super, bad lenses, terrible eye tracking/foveated rendering
Gun Jam replied to Gunfreak's topic in Virtual Reality
I had the G2 and the VR1 and just now switched to the super. If you want really bad eye tracking use the VR1. With the super i've found eye tracking to be 100% spot on (although using DFR sometimes i feel like it needs to be faster but that could just be less than ideal DFR settings as well) Text looks clear but Ive also noticed the sweet spot on the super is not that good its actually pretty small and does require you get a good fit with the HMD but once fit correctly its quite nice. My big issue is Ive not be able to get the super to run stable and as such a 100% of my time has gone to troubleshooting why it keeps crashing rather than getting to fine tune it for best experience. I did just submit a ticket. did you have any issues with the OG? DId you ever use the G2? Is there a VR headset that does look good to you? what are your computer specs? I have the 13900k and a 4090 I don't have eye prescriptions and still have good eyesight. The super is by far the best looking VR headset ive ever used and Im not noticing any of the issues you've brought up. The grid and text issue is quite surprising to hear. 1) if you close one eye is is better? 2) if the answer to 1 is no then you should be able to photograph this issue with a ph cam or something if you do that can you post the photo? I would like to see this. -
Hint: third hand anecdotes from unverified sources do not constitute evidence. I could claim to be a MiG-29 pilot and announce that it should explode at anytime a western radar washes over it. I’m sure you’d suddenly find a reason to discount my testimony, hmm? Ultimately, there is documentary unclassified evidence that the radar interfered with the SPO. Now, your argument is that this was a maintenance and parts factor; it is therefore up to the MiG-29 fans to find unclassified documentation to corroborate this claim. It really is that simple
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Hi. I fully understand possible engine limitations at changing graphical settings on the go after rendering started but any improvement to include more items to be changed with the mission running could benefit some aspects of readability and performance calibration. It is been a while the sharpness filter slider have been introduced and still it is greyed out if you want to tweak its value if you're in a mission. I find it strange as many other titles have such option available to change anywhere ingame. This can be a plus for those who needs to tweak the setting and see its results immediately without having to exit to the main menu and wait another loading cycle to see the change take place. Of course there are options such as Visibility Range, which governs many map objects rendering range that requires a whole sim restart to take effect and thus probably unreasonable to be able to be changed while in mission... ...Although other options such as, Shadows quality, Object Shadows Type (flat, default or off), digital display resolution and/or its framerate (half or every frame), Mirrors quality (the new option recently introduced), SSAO, SSLR....or even turn DLSS on or off would be sublime to have changeable during gameplay. A look into that would be appreciated. Cheers Fair Skies
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JJOMWZ started following TUTORIAL RÁPIDO A/A MiG-29A
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Самолёт в плане большинства процедур простой как автомат Калашникова, можно ребенка за пол дня пользоваться научить, Советская школа, одним словом.
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Сейчас Апач летает вообще приятно! Не знаю, то ли я привык к нему, то ли действительно подправили. То ли и то и другое Послушная машина, плавная и мягкая в управлении!
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Hi everyone, One of the big challenges in multiplayer DCS servers is the chat window often gets flooded with automated system messages—like player connects/disconnects, slot changes, server notifications, and mission event logs. While these notifications serve a purpose, they make it difficult to clearly follow actual player-to-player communication during missions. It would be very useful if DCS had a chat filter option that allowed players to toggle what type of messages show up in the multiplayer chat window. For example: Show only player chat messages (hide join/leave and event logs) Show only system messages (hide player chat) Show both (current behavior) This could be implemented as a simple filter button or checkbox in the chat window, giving players more control over what they see. This would make the default text chat far easier to use without missing instructions or conversation drowned out by scroll spam. Would anyone else find this useful, and is this something ED could consider adding as a QoL feature?