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Showing content with the highest reputation on 01/22/09 in Posts

  1. 1. I can't for the love of God, feel the vibrations when I'm inside the cockpit. This just simply sucks! Will the next patch fix this??? 2. The sound of clicking and switching buttons is clearly..what's the word..uhmm..generic, yes. Generic! If you listen very carefuly, you can tell that not all switches have their unique clicking sound like we expected them to have. I pray the upcoming patch fixes this as it really kills the immersion factor. 3. The modelling of Ka-50 30mm gun is seriously flawed, I dare say scripted. Have you noticed while firing it, the spent cases never hit or bounce off the chopper while simultaneously making hard turns and banks? Did the guys who created this sim thought we were some amateurs and wouldn't notice this??? And please, I can provide a TRACK as a proof so this is not just a baseless claim! 4. The way the infantry soldiers hold their AK-47 or M16 is laughable. His finger is actually resting ON THE TRIGGER all the time!! Hello!?? The basic safety rules dictate unless you're in a firefight, finger off the trigger and in BS, it seems to me all those little guys missed their Basic Combat Training. I'm really worried before I get them with my 30mm they're gonna shoot themselves in the foot and bleed to death. 5. The trees and branches will not bend if I fly/hover near them. I understand the creators of this game had an official explanation as if..something along the lines..the winters in Russia are so hard the trees are frozen solid, thus not move, blah, blah...but I don't buy it. Especially at Gelendzhik, near the sea the temperatures are not that low and this shouldn't be happening. 6. There is no fish. I saw liveleak videos of Afghans dynamite-fishing one of the lakes. I wanna have that feature available in BS, otherwise those Vikhrs are just a prop and the whole theater should have been moved to Nevada desert instead. Makes me sad seeing all of that potential under my pylons wasted.. 7. There are no raindrops on the canopy. I can't fly rain mission without it. It just kills the whole experience, pokes it in the eye and knocks it unconcious. Please, don't get this as a rant. I just want to see BS improved. Thank you.
    9 points
  2. I don't know what is worse, people taking this thread way too seriously, or people who went that far to slapp me with a bad rep because of it? :D Somebody here needs to work on their humor, especially the FBI guys..:megalol:
    3 points
  3. I made this PDF for someone else, but I am posting it here as an attachment in case it is of interest to others. It is a very basic description of the engine dust protectors that we show to our new pilots and mechanics. Note that this is for an Mi-17, but the Ka-50 uses the same engines and dust protectors. PZU.pdf
    2 points
  4. http://uk.youtube.com/watch?v=SRPIau9iiTo&feature=related part 1 http://uk.youtube.com/watch?v=1siHlbCZ_5w&feature=related part 2 http://uk.youtube.com/watch?v=DfCV1T_EiXo&feature=related part 3 http://uk.youtube.com/watch?v=leTPitNbqi8&feature=related part 4 http://uk.youtube.com/watch?v=nSiu5Z1WIyg&feature=related part 5 http://uk.youtube.com/watch?v=DThOxrLEMPU&feature=related part 6 Would be awesome if a translation to English could be possible but thought i would pass it on for the community, Its in many parts, follow the links on the right, but i guess you guys know this already. Happy flying guys.
    2 points
  5. Хм... Мне вот Акула тоже не нравится. Про тех сторону не говорю ничего. Просто я обсолютно равнодушен к вертолетам. И к штурмам. Меня интересуют истребители. Эх... Вот бы их с проработанностью Акулы. Но! Я свой долг перед отечественным симуляторостроением выполнил!:D Купил лицензию Акулы. Посмотрел и положил на полку. Жду истребители.
    2 points
  6. DCS: Black Shark Update: 09 July 2008 After a longer than expected delay due to some new build problems (accurate track file reproduction), I have a new DCS update for you. As last time, most of the DCS: Black Shark effort is focused on identifying and fixed the many bugs that are still in the code. Given the increased complexity of the Ka-50 over previous aircraft we have modeled, the likelihood of bugs creeping in grows dramatically. Additionally, the new Mission Editor, new campaign system, re-vamped multiplayer, and new GUI interface has certainly brought a new set of testing and debugging challenges. We realize that a few of you are a bit grumpy about the delays, but please understand that we wish to release a quality product and not put it out the door with known, significant bugs. In addition to testing and debugging, a lot work continues on missions. These are sub-divided into the single missions, campaign missions and training missions. While there is still a lot of work to do on this front, some of the missions are already in test and this is proving a valuable tool in identifying bugs in other areas of the code. Here are a few items that have worked there way into the code base since my last update: - Track file reproducibility problems have been resolved - Multi-monitor support has been added. Now you can set, i.e. standard view + Shkval view on 2 monitors - New TrackIR support is added - NATO mission editor icons have been added, in addition to new Russian style military icons - English caution/warning lamps have been added to the Ka-50 cockpit - Mission editor keyboard commands have been added (Del, etc.) - Icing and de-icing of blades and pitot tube has been added - Turbulence has been added - Engines icing has been added - Dust influence on engines has been added - Engines deterioration and failures by exceeding normal operational conditions has been added - Hydro system and brakes have been adjusted - Autopilot sensors are adjusted to be more realistic real - Control system channel failures have been added - Triple-head support has been added - Trigger coalition rule has been added t Mission Editor - Weather presets have been added - New GUI music has been added - Installer has been added - Cloud density has been adjusted - Start and end mission string is added to debriefings - New system of preloading resources has been implemented. This may result in objects not appearing right after changing views to a not previously displayed object. This may also give more FPS on not top-line PCs when terrain preloading is set to 80km, but this will probably not cause any FPS changes with terrain preloading set to 20km. - Flatter effect for blades is added (human FM) - Ceilings are tuned (human FM) - This of course is in addition to a long list of resolved bugs. In addition to the 550+ page Ka-50 flight manual mentioned earlier, we have also now completed the 160+ page DCS manual that covers all the GUI elements to include such pages as the Mission Editor, Campaign Editor, Multiplayer screen, etc. So, in a nut shell, that is where we are with DCS: Black Shark and we are still shooting for a release sometime later in 2008. As for after DCS: Black Shark, work continues on other aircraft modules. Although these are certainly works in progress and hardly complete, I have attached a few development cockpit images of the F-16C and Mi-24. To reiterate what was mentioned before, we have a list of aircraft modules that are currently in development and one stage or another; however, that does not mean that we will not consider other aircraft if we have the proper data and feel the aircraft fits well within our entertainment and military simulation lines. Thanks, Matt ---------------- May 16 DCS Update Since the last update, not much has scientifically changed from a new task point of view. This is primarily because we are in feature freeze and are focused on content iteration and debugging. Most of the work on DCS: Black Shark (now on build 46) has been focusing on the following areas: 1- Campaign generation 2- Training mission generation 3- Bug testing with a focus on multiplayer (lots of work to still do) 4- Editing and tweaking of Ka-50 the flight manual (currently 533 pages) 5- Writing of the DCS GUI manual (will be around 200 pages when complete) 6- FPS and RAM usage testing 7- General bug fixing (yes, there are still quite a few) While we realize that many would just wish for us to release it now (particularly after some of the recent videos), we simply cannot do that given all the items listed above. It's too easy to release a buggy and incomplete product when being pressured by consumers and publishers to "just release it". Please be patient. Given that this will be our first self-published product, we want to do it right. With the creation of larger missions in a near-complete mission environment, we are also now tuning and adjusting the simulation for increased frame rates and minimize RAM usage. Mostly given the 6 DOF cockpit, the higher population density or ground objects (buildings, trees, etc.) and the higher elevation mesh detail, DCS will require more system resources to run smoothly. However, we are taking steps to minimize this as much as possible. When complete, we should have a good idea of minimum and recommended system specs that will be realistic and not low-balled. The GUI is just about done with the integration of the Options screen that allows you to set up separate Input options configurations for multiple types of aircraft. So, as we start to add more aircraft to DCS, each aircraft can have its own unique of input command profiles (keys, axis, etc.). Personally, I do all input controller programming now within the DCS Options GUI and I no longer use external profile programs (although that is still an option). Select members of the Sim-Mod team are still working on some terrain enhancements and we hope to have final versions of the Spring and Fall textures soon. Additionally we hope to be updating additional airbase before release. Once complete we can integrate into the DCS code base. The Mission Editor is just about final and just being debugged now. Two nice additions added near the end was the ability to set rules and actions for not just groups but each individual unit within a group and the ability to assign a mobile area trigger that is attached to a moving unit/group. Also, when creating multiplayer missions, each side will now have their own unique text and image briefings. Also, each side can be assigned unique goals. While this will not be a significant feature for Black Shark, which will likely focus on cooperative missions, this will be a welcome feature as we add additional aircraft to the DCS mix. As for what happens after Black Shark, the team has several aircraft modules currently in development (this could include development of 6 DOF cockpits, avionics or flight dynamics). While the A-10A Suite 2 module will still likely follow the Black Shark, the following aircraft are also now planned for DCS in development at one stage or another: 1- A-10A Suite 2 (latest version of A-10A in active use) 2- A-10C Suite 3 (we now able to develop an entertainment version of the simulation we developed for them. We are very happy and excited about this). 3- AH-64A Blk. 49A 4- Su-27 5- F-15C 6- Mi-24V 7- F-16C 8- MiG-29A Naturally, release of aircraft like the Su-27 and F-15C would coincide with integration of advanced flight model for missiles, advanced seeker logic and advanced air-to-air radar logic and modeling. Attached a few very early images of the 6 DOF cockpits for the Flanker and Eagle. The actual order of release is still up in the air. For all of these aircraft, we now have all the needed data to model them properly to DCS standards (very important a big factor of what does and does not go into DCS as a flyable). It is important to remember that all of these aircraft will be modeled to the same level of detail as the Black Shark in DCS. As I hope many of you realize after reading and seeing more about Black Shark, this will be a daunting task but will provide the most comprehensive and realistic simulation of flying these aircraft within a combat environment on the PC. Thanks, Matt
    1 point
  7. Updated 2009-01-29: Updated list of improvements one can make to improve performance. After reading several threads covering the subject of the performance in DCS Black Shark and never finding a good solution. I decided to make some investigation myself and hopefully clear things up. Scroll down for quick instructions on how to improve your performance/FPS. -------------------------------------------------------------------- Background: The game engine runs in a single thread or at least most of the computer load is placed in only one thread. As I noticed by using Process Explorer (available at Microsoft’s download pages). And in my case and for my friends the game always occupies all the resources of a single core (exactly 50% on a dual core computer and 25% on a quad core) indicating that the CPU is the limiting factor. Changing the affinity of the DCS.exe process in Windows Vista (with the scripts uploaded in another thread and also attached in this thread) the performance (frames per second) increases. The reason for this isn't because it allows the game to use all of the Cores, since it is only one thread and therefore can only use the processing power of one core at the most. Instead it allows TrackIR/Sound and other background tasks to run on a separate part of the CPU, separating the game from the other tasks that isn't in the game. The games performance is clearly limited by the CPU (in most cases where one already have a reasonably good graphics card). By overclocking my CPU from 2.4 GHz to 3.0 GHz, an increase of 25% I could see a very clear and close to 25% performance increase in the game. At the same time changing the graphical settings of the game generates almost no change in performance since that doesn't affect the CPU power needed (unless you boost the graphical settings to something extreme that makes the graphics card the limiting factor). This indicates the game is in desperate need of an update that distributes the CPU load into different threads so that more than 50% (25% on quad core) of the computer power can be used! (which will probably be released with a later version/next release of a module for DCS as mentioned in the faq by ED) -------------------------------------------------------------------- If you are subjected to a limited performance because of your CPU (which you can check by seeing if the DCS.exe process constantly uses 50% on your dual core CPU or 25% on your quad core CPU), you can gain a performance increase by doing the following things: Using the scripts that is attached below that change the affinity of the DCS.exe process. (Works best with Vista and later) Overclocking your CPU which gives a proportionally large performance increase (only if you know what you are doing!) Getting a new CPU that has greater processing power per Core. :music_whistling: New Stuff 2009-01-29: Reducing Shadows to Active Planar instead of Full gives me a few extra FPS Reducing Water reflection to Normal instead of High gives me a few extra FPS Playing in full screen instead of windowed (which i usually do in games) gives me an 15-20 FPS boost (even though full screen is at a higher resolution than windowed) (If you know something else or have another affinity script etc. let me know and I will update this post!) -------------------------------------------------------------------- Use any of these scripts improve performance (only for Vista or W7 since on WinXP it doesn't gives any performance increase) I would recommend Jesses's program since it is most user friendly: wombat778's script (DSCAff.zip): Step 1: Extract the contents of DSCAFF.zip into your Eagle Dynamics\KA-50 folder. Step 2: Go to the properties of your Black Shark shortcut and change the Target to the appropriate script/bat file (e.g., use a 4 core script if you have 4 cores, an i7 script if you have an i7 processor, an SP script for single player, etc). Step 3: Launch Black Shark using the shortcut. About 30 seconds after getting into a mission, you should see a big FPS improvement if using Vista. MidSilence's script (DCSAFF.rar): This is an application that MidSilence made which sets the affinity on DCS.exe to all processor available in the system. You need to be an administrator. (Run the script in the background while starting the game) Jesse's program (easiest and most nice looking) Download here http://code.google.com/p/dcsbsaffinitytool/ -------------------------------------------------------------------- My computer specifications: Intel E6600 2.4 Ghz (OC @ 3.0 Ghz) 6 GiB RAM Geforce 8800 GTS 640 MiB Windows Vista Business -------------------------------------------------------------------- DSCAff.zip DCSAFF.rar
    1 point
  8. Set up a ambush for the lead elements of a German advance. Includes a SP and MP version. http://cid-f33d8b1019e6f4ac.skydrive.live.com/self.aspx/Public/Ambush.zip The mission includes radio voices spoken by my squad mate miRage and myself. We still need to work a bit on the uniformity of the voices and a authentic radio sound (and I need to work on covering up my Swiss accent :)) but I think you get the idea what to expect in the future. Two small tips for the mission: Send your wingman to alternative positions through the target points and generally fly with patience.
    1 point
  9. 1 point
  10. I don't know, however I get vibrations when my woman is near me :D
    1 point
  11. What vibrations are you talking about ? from un umbalanced cyclic in a KA50? from the engine (from a turbine??) ? or vibrations from weapon like cannon? Fish, fish are scared my jumps when I run across the river near my house, I don't thing they would be undisturbed by an hovering ka50... the sim is realistic! you have to look for fish under the rocks or plants! they're hiding !
    1 point
  12. Easily Fixed: When you're about to engage/being engaged, swallow a packet of Pop Rocks! Be sure to set your Seasons/Climate/Period in the Mission editor to properly reflect the Mating Habits of the Atlantic Salmon......Will then be able to observe said Salmon in the Rivers doing what Salmon do........ Don't forget to ditch the Rockets - No place for the Fly-Rods and tackle otherwize.... :pilotfly:
    1 point
  13. I can admit - there are no few things but I guess all agree with statement that now BS is most advanced product available for common folks. First time nice graphics is mixed with realism - first time cos Lock on had only graphics. On this nische market area we received first from very long time - product which is good. I don't know if fishes or whatever else animals ex. cows are so important in these games\sims types. Im my opinion and as I guess most people aren't.;)
    1 point
  14. You need to istall a digital butplug thats connected to the game... that way u prob will solve all ur problems!!
    1 point
  15. I think I found it! Are you in the section called "Ins Collective Stick"? On Collective up and Collective down in there I also only get buttons. You should be in the section called "Axis Commands". There you have something called "Flight Control Collective" that should allow you to assign the Z axis.
    1 point
  16. Если для таких как я, то лучше 50х50 :D
    1 point
  17. Oh come on deviletk, it would be awesome to further the sales of DCS and thereby give us better odds at even more and faster deployed modules. I mean, have you seen how many copies they sell of the Gone Fishin' games? Dynamite fishing from an attack helicopter has to be a HUGE untapped market!
    1 point
  18. As we've mentioned in the past, what ED is able to implement really depends on the availability of internal resources. Currently, they are already hard at work on improving the engine in a number of directions, including real-time physics modeling for falling 30mm casings that accounts for wind drift and turbulence, as well as dynamic cockpit switch audio. Unfortunately, the bending trees will have to wait until ED can further develop their "VEGGIEFLEX" foliage engine, which is currently under development. Finally, ED is currently conducting a study of the various fresh water lakes found in the combat region in order to collect accurate data for the sub-surface marine life modeling coming up in "DCS: Revenge of Ramius."
    1 point
  19. thats how i felt at first i was bummed because the whole time i though apache was first because of that interview but what at least changes my feeling is that it will be the a-10c which has some cool stuff. I was thinking it would be nice to have a russian chopper then a US chopper come out 1 and 2 but A-10 will still be fun. I agree though i thought at first "why, we just had the a10 in lomac" but after what i've seen in Blackshark im sure Warthog will be worth it as well. Ill be looking forward to all the modules.
    1 point
  20. The more popular the game , the worse the problem is with that. Bunch of kiddies that get thier enjoyment of gaming by ruining it for others. That is the game for them...
    1 point
  21. Алексей, это отдельный файл - KA-50-LRMpart-1. Прикладываю, надеюсь, сильно не опоздал :) Промежуточный вариант, UK:
    1 point
  22. The thing toward the center is the separator. The inner baffle is the ice cream cone shaped device behind the teardrop shaped fairing stem. The clean air the goes outside the separator goes straight on into the engine. The inner baffle is not solid so the mixture of clean air and dust is swirled around in there (don't ask me how that swirl is created) so that more clean air that was inside the separator can leak out and continue on to the engine. The swirling action throws the dust particles against the channel walls and keeps it in the separator all the way down to the ejector port at the far end. It's all a trick to get some more clean air out of the dust stream and into the engine after the initial inner/outer sleeve separation. Thanks for asking the question, answering it made me understand it better than I got at first glance!
    1 point
  23. К сожалению сегодня ничего не делал. Работы навалилось. Но надеюсь ночью поработаю. зы. Такой аеродром для самолетов хорош. Как раз для ЛО . Рустам на счет новичков.... Можно посадочную палубу сделать. Перед тонелем горизонтальным. Метров 20*20.
    1 point
  24. The reason for the blades rising is the result of dysymytry of lift. It doesn't matter what size the helicopter, this is something that is going to happen irregardless. As the aircraft picks up forward airspeed, three main regions shift in size on the rotor blade. You have the no lift region which is inboard nearest the hub, the lifting portion of the blade, and then the stall region at the tip. As airpseed increase, the no lift and stall regions increase effectively shrinking the lifting area, resulting in the advancing blade rising and the retreating blade dipping. The faster you go, the more pronounced this effect. Now, this is happening to both rotor discs at the same time as a result of Blade Flapping. Now, throw in cyclic feathering (the means of gaining directional control of the aircraft) you're further changing the pitch of the blades through use of the cyclic to generate greater lift on one side and roll/pitch the aircraft. At a high power setting, high speed, so i'd definately say an aggressive right hand turn (the input occurs at the nose on the swashplate, hits its highest point on the left side to result in the roll to the right) would result in a blade strike. Aerodynamically it's supported with a clockwise rotating rotor system (which I believe the lower rotor is if I remember right) Brad
    1 point
  25. Friend, I think it is better when somebody learn "know-how" before public game. It is very frustrating when you are killed by teammate, many people heard my agression when they did that (:P). In my personal opinion public server is not good place to get to know plane possibilities, and doing first training on teammates (read: checking how missiles are exploading on own people).
    1 point
  26. Come on now... Sent your flight to engage bandits, your wingman’s will sort them out like pigeons sorts out sunflower seeds... Wingman’s will report Hinds approaching (don't mix it with Su25, they will get sorted by Su27), so as soon as your wingman’s reports Hinds, sent your flight to engage them, type in: # F1 F1 F3 and "problem" sorted. Easy peezy... Good luck.
    1 point
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