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Showing content with the highest reputation on 12/03/10 in all areas

  1. A gift form Italy to the Community
    2 points
  2. Sigh... FC2 Manual, section "Weapons Delivery", page 291: Step 1 Acquire the target with radar (i) in either LRD (2) or the TWS (Rctrl-I) sub-mode. Step 2 Place the TDC on the radar contact wit the (;), (,), (.), (/) keys and press the (Enter) key to lock the target. Once locked, the radar with automatically transition to an STT lock. When in TWS mode it is possible to lock up to 4 targets simultaneously. The first target will be the PDT and all subsequent targets will be SDTs. When within visual range, the VISUE (6) mode can be used. Step 3 Use the dunamic launch zone (DLZ) on HUD and vertical situation display (VSD) to determine when the target is within range (in VISUAL mode there are no cues on VSD). When the target is within Rtr range and the shoot cue is provided, press the weapon release button on your joystick or the (RAlt-Space) key on your keyboard. I'm sorry, but saying something like this: ...just doesn't work. It is telling that I made pretty much exactly the same explanation as was already in the manual, and then it worked. That tells me one thing that I sort of hoped not to use here, but this here is just insulting... I'm sure ED won't mind if I apologize on their behalf for giving you a simulation. ;) You can always re-map it to something sensible - like your joystick. ;) Imagine that - the russian ministry of defence doesn't want you to launch million-dollar missiles without first achieving launch parameters? Now that's just way weird! No. You use the weapon jettison command. Seriously people, ED makes simulators. ED does not make airborne FPS. That's why it comes with a manual.
    2 points
  3. Предлагаю моделирующему для нашего проекта сообществу морально готовиться к переходу на новый формат моделей EDM. Для чего потребуется обзавестись максом 2010 и новыми плагинами. которые будут выложены на форуме в какое-то из ближайших времен. Что сулит этот переход: - возможность применения specular map - возможность применения normal map - возможность применения multi-sub материалов - предполагается возможность использования костей и морфинга, что пока находится в стадии разработки Для объектов появится возможность использования динамических эффектов, типа загрязнений, заливаний водой, заснеживаний и т.д.. зависящих от внешних условий. В любом случае, новые модели техники, строений, оружия, человеков и животных должны изготавливаться с обязательным наличием specular map и, если есть целесообразная необходимость, bump map. Постепенно, даже очень постепенно:) я буду выкладывать документацию по моделированию для нового формата. Что касается моделей, которые сейчас находятся в производстве для LOM формата. Их нужно продолжать делать в том же русле, но сделать плюс ко всему карты спекуляра. Аргумены имеют обратную совместимость, поэтому анимация сделанная для LOM, будет работать и в EDM.
    1 point
  4. Thrustmaster Warthog Profile for DCS:BlackShark: This is NO TARGET Profile! You don't need TARGET. Simply extract the .lua files and load it into the related columns in the options menu of DCS:BlackShark :thumbup: DOWNLOAD
    1 point
  5. TARS is a plugin which will allow you to integrate DCS: A-10 with Teamspeak 3. The concept is simple: No channel switching in Teamspeak to ruin immersion. Rather, multiplayer communication ought to be accomplished by setting the radio in the plane to an agreed upon frequency and using that. You have radios in the game, so why not be able to extend that level of immersion to the multiplayer environment using Teamspeak? If other Teamspeak users are on that radio channel and they're in the same Teamspeak 3 channel as you, they will be able to communicate with you over any of the radios in your aircraft. If you die and/or go to spectator mode, you will automatically be placed into a parallel “virtual channel” where you can communicate with your fellow spectators without having to switch channels in Teamspeak. We hope to release a beta for testing in early 2011. Since we are in a very early phase of development now, the TARS team's current goal is to gather input from the community at this stage, just in case there's a gem of a feature that heavy-MP users need that we can try to implement in the first phase of the project. Planned features include: Automatic control of your radio communications based on what channel you're tuned to and whether or not your radios are on. If you are on a given channel that other players are on, you'll be able to communicate with them without having to worry if you're in the correct Teamspeak channel. Dead/Spectator enforcement. If you get killed in-game, you will be sent into a spectator mode where you'll be able to communicate with other players who are dead and/or spectating. Radio effective range enforcement. VFM FM radio, for instance, has a limited broadcast range when compared to its AM counterpart. This ought to reflect in gameplay. TARS is planned around a client based architecture, with no need to install extra software or otherwise modify the Teamspeak 3 server where you play. Planned future integration with Black Shark once A-10 integration is complete. If possible (and as a secondary objective), we'll be adding radio filter effects based on things like distance and radio type, for a more immersive gaming experience. There are plenty of additional goodies that may become possible in the future. However the above are the main gameplay-enhancing goals. The purpose of this announcement is to engage the participation of the community early in the development cycle so that we can be as responsive as possible to your needs. When it comes time for beta testing, we plan to fully engage the participation of the community. Update: Here's a video from an early alpha build of TARS that demonstrates some of the above features: Last updated December 21, 2010
    1 point
  6. Warthog covers are closed thanks for all of your orders With out the embroidered call sign This is an example.With the embroidered call sign mine is placed in the position where yours will be embroidered on the cover. An example of the embroidery.
    1 point
  7. Here's a little Christmas whodunit. Can you work out who shot Santa? And how?
    1 point
  8. Всем привет.Я нашол человека который зделает миг 29уб при чем быстро и качественно.Нужна только инфа как запихнуть его в ЛО чтоб все работало.И как зделать так что бы когда допустим жмешь кнопку выпуска шасси то шасси випускались в модели?
    1 point
  9. Нужны чертежи высокого разрешения, желательно по 6 проекций + проекции поперечных срезов, для обработки в Solid Works. Буду очень благодарен за помощь:)
    1 point
  10. If you can stomach it, you might try reading clear through the manual once before you dive in and try flying. That's what I did. It took me about a week, but it was great to have things feel familiar to me once I got into the cockpit! :pilotfly: As you read the manual, right down all the acronyms; you'll need to know these! I'm a civilian flight instructor in the real world, and if I were training you in the A-10 I'd have you start small: 1. First, sit in the cockpit with the power off and just look around. Learn where the electrical panel is, the fuel panel, the radios, the CDU, the MFDs, the UFC, and all the other acronyms. :smilewink: Just sit and take it in. If you've done a read-through of the manual things should look familiar when you take a close look at them. 2. Learn the CDU and MFDs by sitting in the cockpit, turn on the battery, inverter and AC Gens (left and right). Start up the APU, then turn on the APU Gen. Now you can turn on the CDU and the MFDs (CICU switch) and click through the pages, set up waypoints, etc. etc. Go through each and every MFD page with the help of manual. Do the same with the CDU (and note that you can mirror the CDU onto the right MFD). Learn to use the UFC with the CDU. 3. Once you feel comfortable with all the MFD pages and the CDU, now you're ready to try flying the airplane. You can't do combat effectively without knowing how to work the avionics, and if you're like me you won't be able to make yourself sit down to learn them once you start flying and shooting stuff! :D So learn it now while you have the self control. :P When you get to flying the plane, I'd learn the startup and shutdown procedure first. Print off the checklists. Just start the plane up, get everything going, then pull out your shutdown checklist and shut it all back off again! Your next series of flights should build on what you learn previously. Do each flight as a ramp start, and finish it by properly shutting down the plane on the ramp again. 1. Learn to take off, climb up, and just fly the plane for a while. Do turns, climbs, descents, maybe a stall or two to get the feel of it. Then go back and land. 2. Practice taking off, flying the pattern, and landing again. Over and over. :D 3. Load up your plane with fuel tanks and travel pods and do the same takeoff and landing practice with a heavy airplane. 4. Now do the same thing with a bit of wind, then with some crosswind! 5. Go out and practice running through some of the emergency procedures. Do it over and over until you can practically do it in your sleep! 6. Set up a bunch of waypoints and go practice navigation out and back to the airport. (be sure to refresh your memory with the manual first). 7. Set up a cross-country flight from one airport to another that's somewhat far away. A couple times. 8. Set up an in-flight refuelling mission to practice that. 9. Now do one of each of the above at night.. 10. Now you're ready to start playing with the weapons, one at a time... :P Of course, most people aren't going to go through all that... But that's my recomendation to you as a flight instructor. :thumbup: (and yes, I flew this sim for a month before I ever dropped a single bomb or fired a single bullet) :D --NoJoe
    1 point
  11. I've leaked this thread's URL to Julian Assange.
    1 point
  12. Тут всё "разжёвано".
    1 point
  13. **Hypothetical scenario** 2016 DCS: Fast-Jet Amerikanski vs DCS: Fast-Jet Russki O.M.F.G. I can just imagine the moans already........:crazy: For what it's worth.........Please, as real as it gets! Adapt or Dye, but please don't moan :P
    1 point
  14. Pardon the dissent: No, he does not. His complaint really boils down to: He can't just simply fly low and pop chaff and dodge everything like in 1.12. He can't just simply ignore high-flying planes like he did in 1.12 because they'll actually hit you if you keep flying straight at them He can't just simply ignore missiles because they um - hit stuff now. He can't just simply sniff around the ground and LOL at everything above him because the high plane gets EFFECTIVE longer range. He can't just simply sniff the ground and LOL at everything above him because flying low self-jams the radar and the guy above gets more EFFECTIVE detection range. It isn't a matter of valid concerns. It is a matter of not wanting to simulate air combat when it isn't convenient for him. You have the weaker plane? Flipping deal with it like you're supposed to. Fly efficiently, use the notch, quit relying on old FC1.12 tactics which were not realistic. That's my rant :P
    1 point
  15. About 20, I say that from my personal experience as I am used to play in 10-20 range. Eye after time will be used to that frame rate and then you are capable to play. However it is like driving: than: You still can take off, kill and pwn and own as same as you can drive from A to B by Trabant... but you lack comfort :)
    1 point
  16. over Las Vegas on the Nevada Map i only had 7 fps! But on caucasus its from 18 to 50 fps. everything over 25 fps is good. 1920x1080 all on High with HDR on.
    1 point
  17. Better yet, check this: http://www.51st.org/stats/misc.php?pid=10all I must warn everyone that tries to draw conclusions based on these diagrams, as mission design is biasing these numbers. For example, on the 51st server we have: F-15C's only on one side MiG-29S's not present in all missions Not all planes available in the same numbers Only had one 80's week so far etc...
    1 point
  18. А во что на Wii играть? Там же игры убогие. Мне только интересно было боулин попробовать, но я его и на компе реализовал, использовал только WiiRemout, не такая уж затратная позиция. Клюшку им лучше сейчас купить или лыжи, чтоб не стали такими маньяками как мы :joystick:
    1 point
  19. Угу параноик... до этого кейлогеры ненаходил ,а после того как я позапускал сервера с домашнего компа (ка-50 и ло) , стал определять как кейлогер... Месяц к леталкам неподходил, тут выдалось 4 дня выходных и сегодня ключи и ка-50 и ЛО забанены на всех серверах ,в том числе и на импортных ..Ктото хорошо погонял на моих ключиках... Огромное желание прийти в офис к равшану и джамшуту и кидануть им об стену эти дискетки.
    1 point
  20. But this is exactly AN/AXX-1 cutaway! http://www.es.northropgrumman.com/solutions/tcs/ http://www.ausairpower.net/TE-EO-Systems.html
    1 point
  21. Thanks for the link. About the spelling: Eng.: "Sistine Chapel" although since the name comes from pope Sixtus it should be "Sixtine" like in all other languages. "Sisteen Chapel" is not for sure, sounds like a porn movie. :D
    1 point
  22. False and true in that order. The gyroscopic instrument is not dependent on linear speed at all. It shows the same rate of turn at 300 knots as it does on an oversize turn table on the ground. All motion is relative. There is no such thing as absolute speed. As for bank, that is true because the rate at which the gyroscope is turned in the yaw axis is only the same as the heading change rate when there is no bank. At 45° bank the rate of heading change is 70.7% the yaw rate of the instrument due to the misalignment of these axes. The term "turn indicator" refers to the gyroscopic instrument only. It is rare to find the gyroscopic portion without the inclinometer, but they do exist. The combination of the gyroscopic instrument plus the inclinometer is termed a "turn and slip indicator." The term "turn coordinator" is the name for the combined canted-gyro turn indicator and an inclinometer. This is true. The Ka-50 has neither of these. It has an ADI with an inclinometer. The instrument is not flawed but the general assumption of what the instrument shows is not correct. The "slip ball" doesn't necessarily indicate slip. You can be slipping the aircraft and have a centered ball and you can similarly have no slip condition and have the ball not centered. The line between ADI and AH are semi-hazy but I believe the fact that the instrument receives INS information exterior to itself places it squarely in the ADI category.
    1 point
  23. I cut my sim teeth on F-19 and Gunship back in the day. Now think about it HAWXS is probably more complex than those games. Simmers have to start somewhere and DCS is probably a little too much to jump right into. HAWXS serves a very important purpose to the community.
    1 point
  24. Hey man... just stick with it. Early frustration is normal. You'll look back and have a laugh at this when you're up there pwning teh nOObs. In the meantime, any other general frustrations or, specifically if you get mad, PM GGTharos . He knows everything and he likes when you swear and talk dirty in a PM to him. :thumbup: Money trouble? PM GGTharos. Wimmen trouble? PM GGTharos. :)
    1 point
  25. I for one welcome our new arsenic overlords.
    1 point
  26. Over time you'll also see newer batches of units popping up, and in some cases you'll be able to relate fixes/updates to various serial batches. It's just for fun mainly to see where, who and what # everyone has... :thumbup:
    1 point
  27. Hey guys shipment made but for some reason there is a difference in what you quoted and what i have been charge at the post office on international orders. I asked at the post office and got a shrug and a smile so i will check in to it more and let you guys know. Thanks For all the orders:thumbup:
    1 point
  28. [ Just to remind you of 51st model. Prepere for a flight as it was for the first time.
    1 point
  29. Just for confirmation Jazjar, You can fly wings level, and have the balance ball centered. I have done some indepth testing and as follows. In "wings" level flight with the ball centred and at speeds tested between 210 and 250 klm/hr the difference between track and heading can be minimuzed to about 6 degrees. Here are some some videos or helicopters in flight (both different types) with the ball nicely centred. Volume off for first one. The second shows the ball remaining centered during light manouvres.
    1 point
  30. Планируете ли починить это? Мало того что танки разных масштабов так они еще и ведут себя неприлично!:bash:
    1 point
  31. Nice to see that not only was this warning ignored but that the last few pages have been nothing but politics (and even advocating sexual abuse). :huh: Suppose its all ok though as the political posts allowed to remain are pro-western-US claptrap... :disgust: Rules for one appear to be lacking for others.....
    1 point
  32. Hi guys i have change the shipping on the site for international orders to be able to use First class mail shipping this should lower you shipping under $10.00 Dollars U.S. I hope. But using this type of post you do not get any insurance or deliver conformation so there is no refund if you have a lost package I can have the post office trace a customs form bar code that can help if some thing is lost. but with the price as it is i can not affords any lost packages .Uk is now in the shipping choices . I apologize for the shipping confusion but i did not find any one i know up to do a dry run to see how bad the shipping was. Let me know if this works thanks DM
    1 point
  33. Everything will be improved and updated as and when they become highly relevant. For example, an update to missile physics isn't all that important for DCS:A-10C Warthog - effort is better spent on things like the relevant sensors, MFD modeling, datalinks and so on. When we see a DCS fighter I would expect improvements on areas that have previously been of relatively cursory importance - like radars (neither the Shark nor the Hog carry one so updates there would have been wasted energy so far), missiles and so on. This forum section isn't really meant as a place of pointing out things that you'd like improved. The team has a list of things they want to do that is very long already, and "improved realism" and "more detailed modelling" of pretty much every system is already in there. This section is more about those times when the team can get direct assistance in achieving something like that. For example, sometimes the art people need high-res close-up photos of various airframes, ships, vehicles etcetera to help them (blueprints, even if available, aren't always the best to work from, especially not in the texturing stage). Sometimes hard-to-get documents might be sought after. But things like G tolerance and missile dynamics is usually fairly well covered - ED has access to SME's both in the USAF and RuAF. Why something or other didn't get more exactly modelled in a specific product is usually down to time and money - every feature costs money to develop and delays the product, both of which has to somehow translate into additional money to cover the costs. New missile physics in FC2 would have been possible to do, I expect, but might have delayed release by at least several months and raised the price of the product even more. In this line of business restraint on the feature list is very important - unless the developer wants to go the way of 3D Realms and Duke Nukem Forever. If you have questions about how missiles work in FC2, you are welcome to open a discussion in the Lock On section. There have been threads on the topic, including one started by GG when it was getting set for release (if memory serves). :)
    1 point
  34. 1 point
  35. Cool Microrobotic Fly Recent prototype of the Harvard Microrobotic Fly, a three-centimeter wingspan flapping-wing robot. (Credit: Ben Finio, The Harvard Microrobotics Lab) http://harvardmagazine.com/extras/robotic-fly
    1 point
  36. Дмитрий если надо пришлю свою модель двигателя РД-33 которые ставят на УБшки может сгодится
    1 point
  37. Good news guys. Ok I said earlier that only a few panels now appear in the Options/Control panel. If you have some input hardware like a leo board, it will appear as a column as BU0836 in the key assignment screen. Just select the desired category in the drop down list, find your function, then select the JOY button. This is the simple part. It works. Since the LASTE panel exists in the drop down, I selected that category, then the AAP engage/disengage function, then assigned to JOY BTN 12 on my BU0836. Fired up the sim and went into training to verify. Pushing down my push button wired to the leo board is mirrored in the sim. Cool! Now the more interesting part. What about the many functions added to the keyboard.lua (which is now twice in file size in beta 3) that don't appear in the control panel for button assignment? I learned this from Kuky (thanks Dude!). Here are the steps again. 1. Connect your input hardware. eg. BU0836. Fire up the sim. Let it detect the hardware. It'd add a file eg. BU0836 Interface {F92F83B0-DB0E-11df-8001-444553540000}.lua to the path \config\aircrafts\joystick. When you edit it later you'd have to give write rights else you can't save. 2. Go to the adjacent folder 'keyboard' next to the joystick folder, open up the keyboard.lua. Make a backup copy. Even though you won't be editing this file I found out that when I make changes to the BU0836.lua this got changed somehow. Once inside, choose a function you want, say you want to test the oxygen indicator test button in the environment panel, which doesn't exist in the key assignment window yet. You look for it and copy it from the keyboard.lua and paste it to the bottom of the bu0836 lua file. eg [789] = { ["up"] = 1505, ["name"] = "Oxygen Indicator Test", ["category"] = "Environment System Panel", ["down"] = 1505, }, -- end of [789] 3. you add the section in red. If you have a physical button button wired to joy button 12 in the leo board (verify which joy buton in the windows joystick controller control panel), then below is JOY_BTN12. I assume you know how to wire the leo board pins! [789] = { ["combos"] = { [1] = { ["key"] = "JOY_BTN12", ["reformers"] = { }, -- end of ["reformers"] }, -- end of [1] }, -- end of ["combos"] ["up"] = 1505, ["name"] = "Oxygen Indicator Test", ["category"] = "Environment System Panel", ["down"] = 1505, }, -- end of [789] 4. Save the bu0836 lua file. 5. Launch the sim again. Go in and press you push button. The sim will do likewise! Note: the stuff in red will the same for all toggle/push button functions, except change your joy button number. I can't say it'd work for the more complicated pots/encoders, rotary switches etc. I tested it again for the VHF AM panel load button. Worked like a charm. Note: once you do the above, the category you added now appears in the drop down list. Conclusion: now we have hundreds more switch functions to use compared to the original keyboard.lua. Thanks ED! Even if you can't find the category or the switch function in the key assignment screen, as long as you can find it in the beta 3 keyboard.lua file, do the steps above, copy and paste into the joystick input file, in this case the bu0836.lua, then add the section in red and watch the switches come alive! This is really awesome. The only problem is I don't have my OC cards yet! I tested push buttons in three different panels and all worked! Go hook up some buttons and enjoy! And thanks Kuky!
    1 point
  38. Headspace, dude, if you can pull this off you will be LEGEN...[wait for it] ...DARY !! Cheers!
    1 point
  39. Отсутствует информация по файлам skins(лоды мимо) и по используемых в них типам материалов в часности. Например, в старых кабинах(cmd) почти всегда используется материал cockpit (о котором тишина), т.к. он обеспечивает более высокую четкость и позволяет читать приборы и надписи на панелях при большом угле обзора... Далее, в skins фигурирует тип материала "lighting standart", которого нет в перечне доступных материалов в плагине lom utils, но однако он успешно прописывается и используется в кабине ка-50. Так же часто используется тип материала "holed standart", который все-таки есть в перечне плагина, но о котором в мануале так же тишина. Трактовать название и строить догадки конечно можно, но хотелось бы услышать из первых уст как всем этим пользоваться. Так же было бы оооочень интересно узнать про логику работы различных типов материалов, как они дружат с прозрачностью, светимостью, битностью и Z-буфером.
    1 point
  40. Hi guys, after a couple hours I finished a list. This has everything in the game that is keybound by default commands. See attatchment, it was an openoffice excel spreadsheet converted to .pdf. Hopefully there won't be too many errors, it was a fast draft, so much to type I didn't look it over too much, hope it helps you guys. DCS A-10C Default Key Commands.pdf
    1 point
  41. Думаю книгу еще долго не заменит комп. Я например что только не перепробовал - и КПК и букридеры. Для меня некомфортно. Даже ноут и нетбук не дают той мобильности на диванчике. Жду доступной електронной бумаги. Сомневаюсь что скоро будет.
    1 point
  42. Ну-у-у... Наконецто, чтоли:) Мне надееться что это войдет в патч и искать Мах2010 или нет?
    1 point
  43. С сегодняшнего дня пользователи могут понижать репутацию. :)
    1 point
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