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My radar min and max altitude are locked together
QbanRambo replied to ldl01031's topic in DCS: F-16C Viper
STT Mode? -
Mike Force Team started following MaggotMunch
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Mike Force Team started following GoodbayAmerica
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Updated video link, apologies for the previous mistake
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Next up. It should be noted that these are old skins when Skatezilla and I tried to make a Super Hornet mod of our own. That didn't work out for various reasons and so these are just adaptations (on the modified 3D model that the CJS team uses now) from those old textures. Which is why I can crank out so many. I mean I'm a machine, but not that quick at least. Anyway this is the old 2015-16 era VFA-102 CAG livery that I've always liked too:
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Where is the JF-17 official manual? I can only find a chuck's guide.
Rudel_chw replied to Napillo's topic in JF-17 Thunder
Hello @uboats .. I see that on the last DCS update there is still no sight of an English Flight Manual. While the translation that @CreepyLP did is a great help when studying this aircraft details, I still would prefer a proper human-translated manual, can you please update us on the current situation? did you find a translator? I love this aircraft and was hoping to re-make my old JF-17 training missions, and having proper documentation is a big incentive for me. Best regards, Eduardo -
need track replay Dotted lines when zooming with ATP
BIGNEWY replied to szymixzmb's topic in Bugs and Problems
please include your dcs log and a short track replay example so we can investigate. thank you -
Pand changed their profile photo
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I've shared the concerns with the teams, the problem is we in a backlog currently for manuals and the translations for each language. I hope we can share some news soon. thanks
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I was having the same issue, it's not the gameMessages.dlg file you want to update. You want to add/update the gameMessages.lua file on line 58. By default it takes your main view width and uses half the screen for the game messages bounds. I modified that to be 1/3 of the main view. Adjust as appropriate. Scripts/UI/gameMessages.lua if HMD.isActive() then width = main_w / 3 else width = 600 end Either add/update the file into your existing mod zip, or you can use my updated zip that is mod manager ready. Hope this helps! Cheers. Taz1004_UI_TextSize_Pand.zip
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Hello, I know, wrong forum but I didn't seem to be getting any exposure in the input device forum. Thank you. Just upgraded my warthog to TQS and AVA base for stick. Everything works as should except for one thing. The RDR/CURSOR ENABLE button on the middle of the hat does not "ENABLE" the target in the F-16 like it should. It is mapped correctly, stock DCS mapping and I have verified that the button is actually alive via TM settings. Even the keyboard action of "ENTER" in DCS doesn't work. Therefore I am unable to lock up a radar target for AIM120 use. Any thoughts? Am I missing something stupid like, Turn The Radar ON? I don't ever remember doing that but when in Dogfight mode, I see NO RDR at the top of the HUD. Thank you
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Rudel_chw started following Roadmap of Mi-24p ?
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Well, another DCS update went by and still no Flight Manual for the Mi-24P ... what pisses me the most isnt the low priority that this item seem to have, but the fact that the thread about the manual got closed: DCS is supossed to be a "study-level simulation", but how can I study an aircraft without its manual? ... for me it is an essential item and is the reason why I had to leave this module aside.
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Changes to the behaviour of net.dostring_in()
The Stick replied to BIGNEWY's topic in Scripting Tips, Tricks & Issues
Well, your Sinai Tourist mission worked like a charm - just flew from Ben Gurion to Cairo. Happy to report there was neither a hitch nor a hiccup -
I ordered a RTX 5090 FE...what have I done?
Hiob replied to rapid's topic in PC Hardware and Related Software
lol We can't buy (afford) GPUs anymore - so we summon them..... -
I ordered a RTX 5090 FE...what have I done?
Qcumber replied to rapid's topic in PC Hardware and Related Software
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Force feedback Joystick from Moza
VR Flight Guy in PJ Pants replied to Thunderchief2000's topic in Input Devices
I notice that the latest software, 1.0.6.41, there may be a new setting "Game Force Feedback Gain" and set to 100%. It contributes to shaking of the stick when flying F-16 in DCS World. Since I use only as F-16 profile, I turn it off to 0% and now the stick "shaking" is gone. -
ich bin die Ka mit der AB9 noch nicht so lange geflogen, hatte aber beim Anfliegen auf das Ziel mit der Kannone eigentlich keine Probleme mit dem FD. Ich hebe mit ausgekoppelter Trimmung ab und trimme dann so bei 80 bis 100km/h das erste mal. Hast du eine Verlängerung drann? evtl. ist es ohne doch unschön. 4kg ohne sind schon nicht wenig Ich fliege mit 25cm unter dem Stick. Mit welchem Profil fliegst du die Ka? hast du dir selbst eines gebaut oder eines kopiert. Ich habe mir für den Apachen eines gemacht mit dem ich auch die KA fliege, dort habe ich das losbrech moment etwas gelockert so dass ich den Stick ca 5 cm mit kaum Kraftaufwand bewegen muss. evtl. hilft dir das weiter.
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Selling my MeganeX Superlight. Orignally it was a pre-ordered one and shipped in March 2025, which turned out to be a defective HMD. It took quite a while to figure out together with Shiftall that it actually was the device itself and not my tracking setup that caused the issue. Together with shipping and customs clearance thats the reason why I got the new replacement device so late. I am selling the replacement device which is brand new, and in its original packaging. I just opened it to see if there is everything needed to re-sell it as I dont need it anymore because I am using a Varjo Aero as HMD now. I never used the replacement MeganeX. I also ordered the lighter and longer active USB cable which will be included. Invoice included too. PM for price.
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I think it's related to how AI flap animation is modeled, if they're cruising at low speed, they can't decide whether they should be up or down. AI FM is fairly limited and particularly inadequate for the F-14, you can easily see that when you've got an AI wingman and are flying at a speed where your wings are partially swept. The AI will have a different degree of sweep, despite flying at the same speed and altitude.
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The WE177 is modelled and works like one but It might end up being a glorified smoke bomb.
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The main gun used on the Samuel L Chase (Arthur Middleton-class attack transport) carry 4x 3"/50 (7.62 cm) Mark 22 and a 1x Mk22 3in/50 The problem with DCS is that there seems to be a "standard" shell for all of them, with an anti-aircraft function that doesn't fit with reality. On fact, the SLC has only a bar with 40mm cannon ammunition The 3"/50 (7.62 cm) Mark 22 has that ammunion: AP Mark 29 Mods 1 and 2 HC Mark 27 Mod 1 1 AA Mark 23 Mods 1 and 3 1 AA Mark 27 Mods 1 and 4 1 AA VT Mark 31 Mod 1 Illum Mark 21 Mods 1 and 3 Illum Mark 24 Mod 1 Illum Mark 25 Mod 1 About AA ammo: The AA Mark 23 and its associated Cartridge Case Mark 3 were considered to be obsolete by the end of World War II. HC Mark 27 and AA Mark 27 were the same projectiles but assembled with different fuzes. These 3" (7.62 cm) HC rounds were unique in that they were the only ones of that type issued by the USN that did not have a base fuze in addition to a nose fuze. Mk22 3in/50 ammunition: AAC Mark 34 Mod 10 AAC Mark 35 Mods 1 to 12 AAC Mark 47 Mods 0 and 1 AAC Mark 49 AAC Mark 52 AAC Mark 56 Common Mark 32 Mods 1 to 4 AAVT Mark 31 Mods 1 to 11 Special Common Mark 38 Mods 1, 2 and 3 Special Common Mark 46 Mods 1 and 2 RAP Mark 57 2a Illum 3a Marks 27, 30, 44 and 45 WP Mark 46 Chaff Mark 78 Projectile Description: Special Common had a windscreen with a thin hood and the body was strengthened to enhance its armor piercing qualities. Postwar, some Special Common were given a dye bag for spotting. Available colors were blue, green, orange and red. Common Mark 32 had a windshield but no cap. AAC Mark 35 and Mark 49 projectile bodies could be used with Point Detonating (PD), Mechanical Time (MT) or with proximity (VT) nose fuzes. When issued with MT or VT fuzes they were considered as being AA rounds, but when issued with PD fuzes, they were considered to be HC rounds. Changing the fuze also resulted in slight changes in the total projectile weight and burster weight. For example, the Mark 35 with a PD fuze weighed 54.3 lbs. (24.63 kg) total with a 7.55 lbs. (3.42 kg) burster. Controlled Variable Time (CVT) fuzes were introduced post-war. AAC Mark 35 could also be issued as B.L.&P. or as B.L.&T. for target practice. Projectiles that used MT or PD nose fuzes had an instantaneous contact type base fuze while a blind plug was used in place of the base fuze for those projectiles using VT nose fuzes. The AAC Mark 47 was designed as a heavier projectile using new, lighter weight fuzes so as to maintain the same overall projectile weight. However, the fuzes never appeared, so only a few thousand of the Mark 47 projectiles were manufactured. Window and White Phosphorous (WP) rounds were available, many as special Mods of the Illumination Mark 30, Mark 44 and Mark 45 projectile bodies. Chaff rounds were available for jamming different radar types. Chaff Load Mark 15 was for X-band while Chaff Load Mark 21 was intended for S-band. Chaff projectiles used a MT nose fuze that triggered a small ejection charge and the loads were dispensed through the base of the projectile. About ammunition: Outfits listed are the design figures. Pre-war destroyers normally carried about 100 to 150 rounds per gun plus 100 - 120 illumination rounds per ship with the balance carried in magazines on Destroyer Tenders (AD). After 1940, outfits for most destroyers were increased to the design figure plus about 200 illumination rounds per ship. As the war went on, ammunition stowage on new designs was increased where possible. Some examples: Late war Fletcher (DD-445) class carried 525 rounds per gun in magazines plus 50 ready rounds per gun (these totals may include illumination rounds). The A.M. Sumner (DD-692) class carried 352 rounds per gun in magazines plus 50 ready rounds per gun. The A.M. Sumner class also carried 292 illumination rounds per ship in magazines plus 48 ready illumination rounds per ship. This was same capacity for the Gearing (DD-720) and Robert H. Smith (DM-23) classes. This large increase in ammunition weight over the design figures resulted in destroyers losing two to four knots in maximum speed from the design specifications. However, the stowage for pre-war destroyers could not be so greatly increased. For example, the Farragut class destroyer USS Aylwin (DD-355) had about 250 rounds per gun in magazines plus 50 ready rounds per gun in 1944. The rebuilt USS Selfridge (DD-357), which had traded her eight SP guns for five DP guns after receiving torpedo damage in 1943, carried about 43 ready rounds per gun and 260 rounds per gun in magazines. She also carried 22 ready illumination rounds per gun and 85 illumination rounds in magazines. By 1945, the new battleships in their magazines carried 500 rounds per gun, primarily AA Common and AA VT, plus 40 special types per gun. In addition, they had 55 ready rounds per gun. The older battleships that had replaced their mixed secondary batteries with a uniform battery of 5"/38 (12.7 cm) guns were able to store roughly the same number of rounds of ammunition as they had for the older guns. For example, USS Nevada (BB-36) during the Normandy operations in 1944 carried an outfit of 7,426 AA Common rounds (equivalent to 464 rounds per gun) vs. 4,830 5"/51 (12.7 cm) rounds and 2,400 5"/25 (12.7 cm) rounds. Ready rounds for all ships with base ring mounts were stored in the upper handling rooms which were located directly beneath each mount. Ships with pedestal-mounted guns had their ready rounds in splinter-proof boxes located near the guns. Outfits for most ships during the early part of World War II consisted primarily of AA Common plus illumination rounds. As noted above, changing the nose fuze type allowed these rounds to be used as AAC or as HC. The Porter (DD-356) and Somers (DD-381) classes as originally built with SP guns carried mostly Common rounds, but they did carry a few AA Common rounds which were intended for use against torpedo bombers and other low-flying planes. Starting in late 1942, AA VT projectiles were introduced and became increasingly available as the war went on. By the middle of 1944, most front-line ships had about three AA VT rounds for every one AA Common round. The usual practice was to fire this ratio at attacking aircraft. The smoke puffs created by the time-fuzed AA Common rounds allowed the fire control officers to assess and correct the accuracy of the firing control solution and also provided target guidance for the gun crews of the shorter-ranged 40 mm and 20 mm AA guns. VT fuzing reduced roughly in half the number of rounds fired per aircraft shot down. A notable success with VT ammunition was that of USS Abercrombie (DE-343) which shot down a Ohka (Baka) rocket glider bomb in May 1945, firing only two rounds. From: http://www.navweaps.com/Weapons/WNUS_5-38_mk12.php http://www.navweaps.com/Weapons/WNUS_3-50_mk10-22.php
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Mission Start Issues, Show stopper for air-start missions
BIGNEWY replied to LeCuvier's topic in Bugs and Problems
great to hear you solved it. enjoy -
When I use Sniper and zoom on the airport the lines are dotted and these dots are moving. I am aware that the image quality shouldn't be very good but the objects shouldn't be pixelated so much. They should rather appear as blurry and with a grain effect
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Mission Start Issues, Show stopper for air-start missions
LeCuvier replied to LeCuvier's topic in Bugs and Problems
Thanks for checking. I reviewed on my end and it was a binding to the airbrake. -
Sorry, not at this time.
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I have the same issue. The same modules in-game, have the correct text. This is only a launcher issue (for me).