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Then what is your question? You say something about fire or guide in SNP 2 is wrong but you also mention STT firing?
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Maneuvering On The Ground With Differential Braking
-Rudel- replied to AG-51_Razor's topic in Bugs and Problems
Where did I say "its a less important thing"? The programmers can't do two things at once. Especially since the engine modeling and WEP are very laborious. The list is simply a "note" that we are aware of problems. Not the status of when the problem will be fixed, sorry. -
First, adding a GBU-54 to the F/A-18C wouldn't be dragging into infinity since and afterall the GBU-54 and its functionalities are already modeled thanks to A-10C2. And regarding your points: 1) Perhaps having modeled a 2012 F-18 would have been better in order to go along with for the example A-10C2 which you mentioned. But on the other hand, there's probably not much diference between a 2005 F/A-18C and a 2012 one, this apart from very small diferences such as carrying GBU-54 which is what's being requested here. 2) I fully and totally disagree with you and I can't see the logic of that reasoning of yours. There's nothing that prevents a 2005 F/A-18 to be fitted in 2012 with a GBU-54. At the same time there's no way on Earth that a 2005 F/A-18 could go back to 1989 (unless someone invents Time Travel!) 3) This argument isn't nearly bad as the ones you gave ("If you want the GBU-54, just get the A-10C2". "If you want the GBU-54 on the F-18, just play a different game"), not even by a long shot! My argument doesn't force you to play like I would like to but your argument forces me to play like you want to. Get the diference? Besides, if I wanted to use the GBU-54 with the A-10C2, I wouldn't be here in this part of the forum (DCS F/A-18)!
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It’s based on the SM Avionics manual which is later 2000s. Our F-16 is based on the October 2007 TO 1F-16CM
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I did see a small decrease in CPU frametime (about 3%) which could be within the margin of error but as far as quality, very diffcult to assess. There is still some smearing and it seems less than previously but very hard to measure.
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My choices (of the above choices) are: Chinese Aerobatics Team / Vietnam Camo 2072 / Vietnam BM 2047 / Czech MiG-17 "Red" / Indonesian Aerobatic Team Red / Egyptian Nile Valley Camo / United Arab Republic / US "Have Drill" Camo / Randy Ball 1611
- 3 replies
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- mig-17f
- red star simulation
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Probably nothing. Im new to the whole DFR and pimax thing. Ive found all versions to have some serious issue. I cant get consistent results from anything yet and I cant figure out how to replicate or reproduce problems or stop them lol. with PP latest 1.41.2 I did get it to run at 75 to 90 fps several times but its also crashing still and sometimes will revert back to running at only 35fps. It all seems highly correlated to mbucchas quadviews its complex... lots of combos.
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Thank you so much - I will run this and report back! Thank you again!
- Today
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Justin1Ntime started following Performance Issues with the new Pimax Play SW
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I upgraded to the latest version of Pimax SW and noticed a considerable hit on my FPS. I have an OG crystal. In the new SW under the DFR section when I set the RR to 100% in the gaze section and 5% in the prereferral section my FPS settles in at 55. If I downgrade my SW 1.39 or 1.40 and I use Mbucchas QV and the QV companion tool and turn off QV in the Pimax SW, I can crank my RR up to 200% and maintain a nice 72FPS. What am I doing wrong? I have not adjusted any other settings other than the DFR settings between the old SW and the new SW.
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Help making an Tu-22M Anti-Ship Attack
JG7_X-Man replied to JG7_X-Man's topic in Mission Editor Tutorials
Sorry! Thank you so much!!!!!! -
Rudel_chw started following OV-10A Bronco mod by Split Air team.....and MORE
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OH-6A by Tobsen and Eightball
Rudel_chw replied to tobi's topic in Flyable/Drivable Mods for DCS World
I didn't say that, but anyone that keeps asking for more things instead of enjoying what we already have been given, does come across as a bit ungrateful. -
TACT 25-1 Tactical Air Combat Tournament Signups are in Discord Tactical Air Combat Tournament, TACT, is an air-to-air competition among DCS squadrons with a high emphasis on PVP. It's designed to run over a couple of months in a championship type format (exact details will depend on the amount of teams that sign up). As many matches as possible will be streamed live. The event has its own discord server, check it out here: https://discord.gg/yK76uK4x Schedule TACT 25-1 will run late September to early December. The exact schedule will be published after sign ups close. Teams can reschedule their matches based on availability, within reason, and as long as it isn't detrimental to the playoff schedule. Prizes There will be no prizes. We fly for glory! Streams We will try to accommodate as much live streaming of matches as we possibly can. Like past seasons, we will invite several popular streamers that can contribute to bringing TACT alive for the audience. Streamers/Links: TBA Missions There will be a total of 4-5 missions in the event. All missions will have similar distance, layout and weather (e.g. no extreme mountains or overcast). Some missions will be flown in theaters other than Caucasus. Only if both squads can field enough pilots in a given theater can it be chosen. The fall back option is to fly on one of the Caucasus missions. Results submission Match results shall be submitted by the winning team in the TACT discord (results and tacviews). Any disputes will be resolved among team representatives in the TACT discord. Signup Please see Discord sign up channel for full details on SIgn ups TACT RULES LINK TACT 25-1 RULES Only full fidelity modules are allowed. The match format is a 8 vs 8 , best of three rounds air superiority mission. The tournament is open for virtual squadrons only. We recognize that not all squads can field 8 pilots (+ reserves) for every match. If a Team expects to be short on match day they are allowed to recruit up to 2 additional temporary pilots to complete the 8 plane roster during group phase matches. Mercenaries are subject to the below rules Each team is given mercenary “tokens” 1 merc playing in 1 match (regardless of round numbers flown) equals 1 token use Teams are given 2 Merc tokens for the group phase Teams are given 1 Merc token for the playoffs Tokens do not carry over from the group phase into the playoffs To allow smaller teams to join, teams also have the option to combine into composite teams. A composite team may consist of up to two squads. Example: Squad A of 5 pilots combine with squad B of 4 pilots, to form Team X. Together they can put up at least 8 pilots. Bullseye will be centered between the starting airfields. Surrounding bullseye, there will be an engagement bubble*, 90-96 nm in diameter (3 nm warning zone). TACT 25-1 will be run without any AWACS. All aircraft must be within the bubble at least 10 min after the first aircraft enters the bubble. Each round consists of one sortie per pilot. If a pilot lands, he/she cannot take off again**. After being shot down or crashing, the player must leave the server until the round ends. Each round is won if one of the two mission criterias is achieved. i) All of the opposing planes are destroyed while the winners have aircraft within the bubble ii) if a team has total air superiority in the bubble* for 5 min. At least 1 aircraft must land after the mission criteria is reached. The script will announce the winner by a message. To promote combat and active engagements, the remaining pilots must land at the opposing team’s airbase. Returning to one’s own airbase is considered a loss of that aircraft. A team must not intentionally destroy the takeoff airfield/runways to hinder the other team's landing. If a pilot disconnects after the match starts (*GO GO GO* call), they are considered dead and must leave the server for that round. (team is allowed to have reserve pilots in the server up until the gogogo, at that point any extra pilot must disconnect) Home Team will always start with the BLUE side, Away Team starts with the RED side. Then the teams will switch sides for each following round. Weapon restrictions, see last page Specific rules: Jester is allowed Changing planes between rounds is allowed No stream sniping Use of all ECM is prohibited Use of 16 s or 32 s memory mode for the F/A-18C in the FCR is prohibited If your aircraft is dead in Game master, you are to immediately eject/disconnect, under no circumstances is a dead in game master aircraft allowed to engage enemy aircraft. No DCS instrument exports may be used to overlay the game window. Exports to other screens/MFD are allowed as usual. Random samples of server screenshots may be taken Violations to these above rules will result in a round loss for the offending team DCS bugs and exploits must not be used to gain an advantage. Examples include (but not limited to) current ECM modeling, extreme memory mode in the hornet (16+ seconds), AOA rolling missiles, or any other issues with dcs that may arise. Issues here are subject to review and may result in a warning, round loss, or further punishment Teams should avoid unfriendly or unsportsmanlike behavior. Not every rule can be explicitly stated and teams should fly to the spirit of the competition. *Bubble script logic description: When plane enters the inner zone, a message is sent to the group to inform them entering the zone. When plane exits the inner zone the group will get warning about exiting battle area. When plane exits the outer zone, it is counted as being out of the battle area and a message is sent to the group. When plane re-enters the outer zone a warning is given about re-entering the battle area. When plane re-enters the inner zone it's blown up. When plane (inside the zone) speed reach below 5 m/s and altitude above ground less than 7 m, it will be exploded. When plane crashes the slot is reset so that it can enter the battle area again. Weapon restrictions:, No A2G weapons (including TALD and nukes). Two further restrictions will be in place A maximum of 6 (six) AIM-120 on any airframe. A Maximum of 8 total missiles on any airframe NO AIM-9X on any airframe. Violations of the payload rule will lead to an automatic loss of that round. See list below of allowed loadouts. ------------ Allowed ordnance: Aim-7 (all versions) Aim-9 (only 9M or older, no 9X) Aim-120 (all versions, max 6) Aim-54 (all versions) SD-10 PL-5EII Super 530D Magic II R-3R, R-3S R-60, R-60M LITENING TGP, ATFLIR TGP, LANTIRN TGP, WMD-7 TGP, KG-600 SPJ pod, SPS-141, ASO-2 All fuel tanks ------------ *A quick RTB is allowed before combat has started to resolve INS or payload issues. Signups are open! MISSIONS coming soon
- Yesterday
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Hi. Currently - Combined Arms driveable vehicles have a "Visible before activation" option that allows the vehicle to be visible before being controlled. Adding this option for aircraft that "takeoff from ground" or "takeoff from ramp" would allow mission editors to populate flight lines that otherwise look rather empty when populated with mostly "client" aircraft, unless populated with static or uncontrollable aircraft. If these assets are then destructible, then this would also add a PvE or PvP element where a flight line's aircraft could be vulnerable.
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Will C-130 be compatable with the new DCS route tool?
hotrod525 replied to gdotts's topic in DCS: C-130J
He probably mean the tool that allow you to create a custom flight path and load it on the plane in SP/MP. -
MnMailman started following Building a new dynamic campaign - a long journey
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investigating mk82, 83 bombs explosion radius too large after update?
gmangnall replied to SalakauHeadman's topic in Weapon Bugs
The problem is that CAS missions are no longer possible. You cannot drop a bomb anywhere near friendly troops they have to be well outside of their firing range. It's ridiculous. -
OH-6A by Tobsen and Eightball
Amadou Fall replied to tobi's topic in Flyable/Drivable Mods for DCS World
Who said I was not grateful? -
AttilaTheHun1994 joined the community
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Gunthrek Academy: F/A-18C Hornet
-=Bagel=- replied to Gunthrek's topic in DCS: F/A-18C Hornet Tutorials
Update v1.1.5: Gunthrek Academy: F/A-18 Hornet - Bagel Fixpack Edition -
HSD and HUD showing target at different azimuth
tekwoj replied to tekwoj's topic in Bugs and Problems
The AG radar was untouched, target was either waypoint with tgp slaved or tgp selected. You can even see the waypoint circle in the correct position on the radar. HSD is the only one not in line with the TGP and HUD indicators. -
Military Assets for DCS by Currenthill
Sierra99 replied to currenthill's topic in Static/AI Mods for DCS World
Do you have any latitude in what you can model for DCS? We need a P-14 Tall King that works with the SA-5 and a a genreal EWR for the Cold War Germany map