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Rudel_chw started following emergency gear release
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Thanks, I look forward to this valve being available, as I wanted to edit an Emergency Procedures training mission and just realized it isn't implemented yet.
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Late production F6F-3 option with R-2800-10W?
303_Kermit replied to MrRistro's topic in DCS: Hellcat F6F
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Any discussions thus far to work this into the DCS Core?
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At least give us working windshield wipers on that old bird!
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Weather mod v1.8.1 for DCS
Esac_mirmidon replied to bandit648's topic in Utility/Program Mods for DCS World
Thanks bandit. Keep Up the good work !!- 343 replies
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Weather mod v1.8.1 for DCS
AndrewDCS2005 replied to bandit648's topic in Utility/Program Mods for DCS World
@bandit648 absolutely outstanding work and thank you again! Just spent few hours at twilight time doing nothing but looking around with life-like beautiful views.- 343 replies
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G'day BigNewy, I have included some screenshots also. Launcher Screenshot 2025-08-16 070050.jpg shows that modules removed from the list and flagged in the "Available" button. Launcher a Screenshot 2025-08-16 070144.jpg shows the available modules for install. DCS start a Screenshot 2025-08-16 070533.jpg shows 4 modules flagged available for install by the red 4 over the modules button on the start screen. DCS start Screenshot 2025-08-16 070412.jpg shows modules that are available to install after DCS is started. Even though the files are still in their install directories, a selected module is redownloaded again. Also Is there any way to remove the install prompt for just those particular modules? I don't want it to effect other modules such as the soon to be released C130 for example. Thanks for your assistance with this issue. Correct removal of modules.zip
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Just use Virtual Desktop.
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Great news ! The PSVR2 headset using the PC adapter now works with DCS World with Eye Tracking AND Quad views ! Huge performance boost. Especially compared to my Quest 3 with stereo rendering. I needed the following: PSVR2 Toolkit (https://github.com/BnuuySolutions/PSVR2Toolkit) OpenXR Eye Trackers 1.2.2 (https://github.com/mbucchia/_ARCHIVE_OpenXR-Eye-Trackers/wiki) Quad Views Foveated 1.1.3 (https://github.com/mbucchia/Quad-Views-Foveated/wiki/PlayStation-VR2) All simple installations of opening MSI files and dragging a DLL file into Steam. With identical specs in DCS, i went from Quest 3 72hz x1.3 render resolution pegged at 36fps with ASW enabled on Normandy during D-Day to running PSVR2 120hz x1.3 render resolution at 50-60fps *no motion smoothing* its fantastic. Cheapest OLED VR headset on the market with freakn Eye tracking! Note - DCS recognizes the eye movement as a AXIS control . Be sure to go to settings, controls, general, axis and clear out all the configurations under the PSVR2 headset.
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I could set and save the default front view FOV just fine for my taste.,as other snap views. If there is a way to get read of the pilot I 'd be more than happy.
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Helicopter floating above hospital roof top helipad
Tomcatter87 replied to gulredrel's topic in Bugs and Problems
Noticed the same thing today, also with the UH-1.- 1 reply
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Weather mod v1.8.1 for DCS
bandit648 replied to bandit648's topic in Utility/Program Mods for DCS World
Agreed. I'm already working on some other ideas for v1.9.- 343 replies
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Maneuvering On The Ground With Differential Braking
GTFreeFlyer replied to AG-51_Razor's topic in Bugs and Problems
Turning with wind should always be more difficult than without, but this won’t really work for us in DCS on the carrier because we don’t have ground crew running around to move our planes for us like they did back in the day. It was a great idea to add this in for realism, and realism is something this entire community wants, but I think (myself included) I’m backpedaling on that idea now. Compromises will need to be made for sure. Maybe some keybindings to translate the airplane left-right only when on the carrier could be a solution? Not very realistic, but it would simulate ground crew helping us get in position for takeoff. On the Super Carrier, we just have to get close enough to the catapult, and ground crew will shift the plane left or right as needed for proper lineup. So, something like WASD keys to move the plane around on deck might, or might not be a good idea. Hopefully we’ll have a super Essex one day as well. In the screenshot from an old video below, I counted almost a dozen guys man-handling the plane. We don’t have this… yet. I want it, we all want it, and when it comes out I know I’ll be among the first to say my frame rate sucks with a dozen crew running around, and why did they have to add them, lol. I haven’t seen videos of Corsairs taxiing around a deck like we do in DCS, but it’s something we have to do for now, and the realism of weathervaning isn’t mixing well with the sim-isms we encounter in our chairs at home. It’s all about compromises that need to be made, and part of the learning process and feedback cycle of early access modules, between the devs and us, the community. It’s such a great plane, and I look forward to the future when things are even more ironed out. Keep up the great work M3! -
Weather mod v1.8.1 for DCS
Esac_mirmidon replied to bandit648's topic in Utility/Program Mods for DCS World
I think, its my personal taste, the stars intensity is a little overdone. Maybe like 25% less brightness could fit better.- 343 replies
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Post your favorite F14 Screenshots here!
AndrewDCS2005 replied to Matic_Prime's topic in DCS: F-14A & B
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viciusnoah joined the community
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arcontus joined the community
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Какие боеприпасы там есть ?
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HARM IDs: 414 Project 22160 132 Tor M2 415 Project 22160 with Tor M2KM 134 Pantsir-S1 135 IRIS-T SLM STR
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Thanks for the feedback!
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Weather mod v1.8.1 for DCS
Raffi75 replied to bandit648's topic in Utility/Program Mods for DCS World
I noticed this completely by accident. It doesn't bother me much. I usually look straight ahead and to the sides, rarely at the stars.- 343 replies
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ASW started following RSBN and ARK Navaids and Afghan Theatre for CombatFlite
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y0shiiiii42 started following How To Modify The Autostart Sequence
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ASW started following DCS: Afghanistan
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Just for my own understanding, because I am interested in the reasons "why," as well. Going over the chucks guide again, the engine is fed from the fore and aft reservoir tanks. The reservoir tanks are fed via the corresponding fore and aft internal tanks. The fore and aft internal tanks are fed via the internal wing tanks. The wing tanks are fed via any of the 3 external fuel tank options. From what I am reading (and cross referencing the chucks guide), in layman's terms, the external tanks are drained first. Then the INTERNAL wing tanks will be drained. Then the Internal fore and aft tanks will be drained, and lastly the fore and aft reservoir tanks will be drained. That makes sense. The filling diagram seems less clear - from either ground or air receptacle, fuel is fed into centerline external tank and the fore and aft reservoir tanks, and then into the external wing tanks, via the externals? If that is the case it should not mater what the fuel state of the aircraft internal tanks are? Or does the fore and aft reservoir tanks feed the internal wing tanks, which in turn feed the external? Even then the centerline tank should fully fill anyway? I suspect this is a problem with the chucks diagram, as it seems to imply that the rest of the fore, aft, and resveior tanks are all filled in series AFTER the external and internal wing tanks are filled. This does not seem to align with the real world case as stated by RogueSpecter or the model's behavior in game. RogueSpecterGaming, from reading your technical comment, specifically that the valve to the line outlet of the internal wing tanks is open when the wing tanks are not full, and closed when they are, would mean that if the draining sequence was reversed for fueling, that once the wing tanks are full, that valve for the line out (or the inlet into the internal wing tank from the refuel manifold?) is closed, and therefore unable to fuel the external tanks? As to why the internal wing tanks fill before the external, is that a consequence of residual pressure in the externals? At that point it's a DiffEQ problem about how quickly the external tank can depressurize vs the rate at which the internal wing tanks are filled, with a supposed equilibrium around 5,000 pounds IRL, and 4000 lbs in-game. That makes sense. I think. Regardless, thank you for the technical explanation.
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Mike Force Team started following harf4ng
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It was mentioned as a known issue in the change log and will be fixed.