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That seems like sound logic. Personally I'd expect ED to announce a date at least four weeks before, even if they have to delay things to make it happen, so that they allow time for Steam pre-sale. Just my guess (and no doubt a cynical one).
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Yep, there are some edge cases where a slight reduction in RPM can eke out a bit more performance. But this cannot be used as an explanation why the aircraft does not match its published performance figures (which were measured IRL at max RPM setting, unless stated otherwise in the manual).
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mаксим changed their profile photo
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Implement FumeFX technology on DCS Core
Silver_Dragon replied to Silver_Dragon's topic in DCS Core Wish List
Foam and Bubbles Tutorial. -
Asus Prime Z790-P D4, MSI RTX 3090 GAMING TRIO X, Corsair HX1000 ,Cable PCIE 4.0 50cm for sale with very good price. Ask me please.
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Here some screens and the link to the MOOSE based showcase mission: https://tetet.de/dcs/missions/vwv-showcase-moose-005.miz [EDIT] forgot to link the README: https://tetet.de/dcs/missions/VWV Moose Showcase README.pdf For those interested in the script: https://tetet.de/dcs/missions/vwv-showcase-moose.lua And some screens, featuring the VSN F-4B and A-4E-C as well: https://tetet.de/dcs/screens/vwv_showcase/Screen_250902_111558.jpg
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thrashant started following Cockpit lights color correction
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Hello! Please adjust the hue, saturation, and brightness of the clock lights (and possibly the engine temperatures as well). Brightness - is too high for a non basic flight instrument. Hue - it stands out from the overall lighting color palette because it has too much green; it needs to be shifted towards red. Saturation - is too high, it's an overly acidic yellow. It looks unattractive and unrealistic. The saturation needs to be reduced towards a soft white. In the second screenshot, I've adjusted the colors to what I believe they should look like. I work professionally with video, and these color issues are very noticeable to me. I would be grateful if you could fix this. It will make the cockpit perception more realistic. We are looking forward to this fantastic project. Thank you!null
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Wow, since 2021 and still WIP? Yeah.
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Is the D9 the best kept secret in Warbird Simming?
Nedum replied to Stevecat's topic in DCS: Fw 190 D-9 Dora
Wait till the "sudden death" of the D9 engine will catch you up. Yesterday 3 times in a row, out of nothing, without any annoying sound beforehand, the engine dies like it got a headshot. No Enemy ever was shooting at me. First time it was 15 Minutes after the Thunderbolts Fureball Mission. Flying over the airfield, waiting till all Doras has landed. Speed around 300 KM/h. The engine stops without any noise. At first, I thought I was out of gas, but no, 50 % fuel left. The second time, I tried my luck against the AI Mustang UFOs. MW 50 on full speed, >starting< a 30 m/s climb. Speed was 600. Without a noise, the engine stops running after 20 seconds. I do not use any kind of Mod. The D9 is a long story of a sudden death engine bug, lasting more than 6 years, and ED is unable to fix it. The DCS D9 is no secret weapon, but has a secret, that's for sure! -
Nvidia Smooth Motion - 590.26 preview drivers
SpecteRED replied to Raven68's topic in PC Hardware and Related Software
I tested smooth motion yesterday: 9800x3d, 96 Gb RAM, 4070 ti All the tests were in the multi-player. I just logged on to the server 4YA (Caucasus) and watched the FPS on the runway. All maxed out, DLAA Nvidia driver 581.15, without smooth motion: 130-140 fps Nvidia driver 581.15 with smooth motion: 40-50 fps in game and 90-100 in Nvidia Nvidia driver 581.08 with smooth motion: 100-120 fps in game (and i saw drop fps) and 200-240 in Nvidia So 581.15 is unstable. 581.08 is better, but fps in the game lower then without gen and fpas unstable (simetimes drops) -
some basic FPS hud and weapon, walk animation would be so cool with some delta force2 vibes. This could be start very basic. Also the Steelbeast example is very good.
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Folks I get the speed of development is frustrating for some, I have passed the feedback to the team and as soon as we have news to share we will. But please make sure you keep to the forum rules when posting here. I have hidden two posts that break our rules. thank you
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Ich vermute, dass die Aktualisierung der nicht-englishen Manuals bei ED wegen vieler anderer, dringenderer Tasks keine besonders hohe Prio hat. Im Zweifel halte ich mich dann eher an Chucks Guides. Die sind besser gepflegt und deshalb meist auf aktuellem Stand.
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yes quadviews, usually happens more when other settings like SSAO are enabled.
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draconus started following Shimmering without any AI or Upscaling and Dark square shades in VR
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I’ll need to forward this to the devs for further testing. Just to confirm, it’s only visible when QV is activated, right?
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A few words to open your eyes to the "problem" because some still have trouble naming what is what and what is the cause. Shimmering comes from 2 things at play together: poor/no AA and image movement. This means high number of contrasting pixels constantly changing at fps frequency because of your constant head micromovements or any movement that comes from what is happening on the screen (ex. you flying forward 99% of the time and that it's a problem on a monitor as well). We can play with AA but no head movement smoothing I'm aware of. MSAA does help somewhat but is not best for it. DLAA/DLSS does it pretty well but comes with its own blurring/ghosting. Image sharpening exaggerates the shimmering issue. AF has nothing to do with this. You can turn it off and have blurry textures in front of you, losing any runway lines in the process, it may seem like some shimmers are gone, but only those coming from the textures, not those from distant objects and edges. You have to differentiate between DLAA/DLSS (or any other temporal AA) ghosting and VR reprojection (ASW for Oculus). Double aircraft, edges, artifacts all come from RP/ASW - you can only disable it in your VR software or try to set it all up low enough that you keep your headset on full fps. Ghosting like multiple blurred shapes around some details or asynched gelly looking MFDs come from temporal AA. Now pick your poison. As always higher fps, higher res and better hardware performs better. It's not a problem of DCS only - other games may just do AA and head movement smoothing on their own and have generally higher fps, automatically setting it best for your hardware, so you won't notice it. Not.
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Ich kenne nur das englische Manual mit aktuellem Inhalt
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Would you please show us your DCS VR settings? I only saw this if Blooming and/or Lens Flare was enabled with Eye Tracking running. Was a thing long time before QV was a thing.
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I don’t think that is correct. I also have read this that SSAO solves it. But it does not. If SSAO has anything to do with it, it must be in in combination with something else that we don’t know what is. Weather and lighting conditions impact how visible it is. But it is there, SSAO On or Off doesn’t matter. SSAO off doesn’t matter and I hope that Eagle Dynamics and Pimax don’t believe that is the solution. Because then we will be stuck with the problem.
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Currenthill Asset Pack (from 4/25/25 Newsletter)
Vähäkylä replied to NineLine's topic in Currenthill Asset Packs
Hopefully we can get early MANPADS like RedEye and Strela. The mods are finicky. -
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F86 SABRE JET COCKPIT REPAINT. BLACK VERSION
buceador replied to akarsdcs's topic in DCS: F-86F Sabre
I have moved the DCS original .zip file out of the root, as to DCS finding the textures somewhere else, nobody else has flagged this as a problem so I will continue to try and track down the cause. Many thanks for suggestions. -
At a fixed manifold pressure (and mixture), engine shaft power generally rises with RPM and peaks at the maximum permitted RPM. Accordingly, thrust power at the propeller, Pthrust=ηp Pengine, is also maximized there. However, in some cases a small RPM reduction (with a constant-speed prop) can increase net thrust power if the drop in helical/tip Mach moves the blades out of the transonic regime and boosts propeller efficiency enough to outweigh the modest loss in engine power. This is more likely at higher altitudes and higher true airspeeds, where the speed of sound is lower and tip Mach numbers are higher.
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June 2025 - DCS VR Optimization Stutter/Jitter Generic Checklist
Dangerzone replied to Dangerzone's topic in Virtual Reality
I don't use the DCS FPS Limiter. I've been using rivatuner instead. Finer adjustments (ie, not jumping by 5fps) , and I can make changes to it if needed in realtime without having to close mission.