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Showing content with the highest reputation on 02/11/12 in Posts

  1. Linebacker and myself attacking an airfield and it's surroundings. Having a wingman sure helps.
    2 points
  2. When/if DCS:FastJet comes around what is the outlook for Active missiles and is there hope for a better active in FC3? In FC1.12 all dead actives (maddogs) had a nasty habit of locking onto anything within the full scope of their excessively modeled gimbals. This proved to be a arcade style maddog multiplayer nightmare. Thankfully in FC2.0 this issue was partially addressed with realistic gimbals and what was deemed possible to do with FC resources at the time. Unfortunately these missiles when being unsupported still have a habit of acquiring targets at their max gimbals when in fact their seekers should be scanning on their nose. The process of an active is to be fired with full support of the radar, the information from the radar is then updated to the missile so as when it reaches the inertial stage the missile knows where its target will be so in that respect the shooter can drop support of the missile and defend while the missile continues onto the active stage where if the target keeps on its similair course the missile will intercept and easily find its target in its scan basket. But if the target changes direction and altitude drastically during the inertial stage then without support from the shooter the active will find itself with an empty basket and will supposedly stay in seek mode. A sweep of 11 degrees a second is not going to find much in its full gimbals of near +-60 degrees quickly, but FC2's actives regularly find its targets at max gimbals immediately. How is this going to be addressed in DCS.. is it.. and is it possible to make FC's actives more modern combat and less space combat. What about ECM and ECCM? Is the research going to be good enough or are we just not going to get this level of simulation anytime soon?
    2 points
  3. This might get a little complicated, so bear with me. Firstly, let's take a look at the Fuel Counter in the cockpit. It consists of five digits, such as: "05500". If you open the file mainpanel_init.lua in the folder \...\Scripts\Aicrafts\A-10C\Cockpit, starting on line 808 you will see how the animation of this readout is defined in the config files. You have three arguments - 90 controls the first digit (tens of thousands), 91 controls the second digit (thousands), and 92 controls the third digit (hundreds). The last two digits are not animated and always show "00". All cockpit animations are played on a scale of 0-1. So you have to convert the actual readout of the display into a decimal format. In this case, the actual readout is from 0 to 10. So, if you want the trigger to work when the first digit reads 5, you have to divide 5 by 10. Using this value (0.5), you can enter the Min and Max values into the trigger condition (such as "0.48" and "0.52"). In this case, when the animation reaches the set range (indicator in the cockpit showing '5'), the trigger will be activated. An example. To make the trigger work when the fuel readout reaches 05500 lbs, do the following: Once -> Cockpit Argument in Range (90), (0), (0) Cockpit Argument in Range (91), (0.49), (0.51) Cockpit Argument in Range (92), (0.49), (0.51) -> Message to all (or whatever)
    2 points
  4. Кому от этого легче? Практика на этих же серверах показала, что не в ракетах дело. Асы по-прежднему обижают нубцов, увешанных р-77.
    1 point
  5. I'm off back to Afghanistan on Op Herrick 16 early April now Paul, so I wont be able to provide the Livestream. However, Ells, who is now a full member after passing his Final Assessment this morning, has more than enough experience to carry the 74th Colours by sponsoring the event for Livestream. I will speak to him and get him to engage with you. Essentially, no change to the plan, it's just that it wont be my hardware doing it. I will suggest a time for evaluation of the 'stream' from Ells's system and connection. Regards 'T'
    1 point
  6. First off, never tried game mode - can't comment on whether it's easier or not. If it is easier, it will mean you having to relearn down the road though. It also adds a level of confuscation, not knowing when you are seeing the simulation trying to help you and when you're seeing actual helo behaviour. Easy, it is not. One of the first things to realize is that the DCS Ka-50 isn't trimmed for hover when on the pad (this is in the manual IIRC). This means that if you just haul up on the collective, you will in fact move rather than lift off into a stable hover. This is true-to-life. In real life, you'll rarely see no-wind conditions either, so it is something you may as well get used to. Ease the helo off the wheels, paying close attention to what it is trying to do as the weight comes off the wheels and correcting accordingly. RCtrl+Enter is good for seeing your control inputs, but you can't be staring at it or you'll never catch the cues you do need. Practise almost lifting off. Get the nose wheel off the ground, get a feel for what the helo is trying to do (make sure the brakes are off - RCtrl+Enter is useful here to make sure you have no control mapping conflicts), then gently reduce collective again and let her settle. Repeat until you are completely comfortable with this. Then start making small hops, just getting airborne and putting her right down again. Once you feel completely in control so far, start moving around in the hover. Forward - stable hover - forward - stable hover - left - stable hover - right - stable hover. Start turning, left and right, always returning to a stable hover. Easy does it. Finally, a word of encouragement: My own helo piloting experience comes exclusively from PC simulators. Jane's AH-64D Longbow, DI's Hind/Apache, the SAR series, FS (crap) and finally DCS:Ka-50. With the possible exception of the SAR series I, as an aero engineer/fixed wing pilot, find Ka-50 by far the most believable and challenging. A while ago, I found myself dumped into the RHS of a very high fidelity full simulator of a veritable whirlybird hotrod. 15 seconds after asking to skip the demonstration of the controls and have at it myself, I was asked which helos I'd flown before. That's a comment which I think ED should take great pride in. Those fledgling virtual aviators struggling with getting your heads (and hands, and feet) around controlling the Ka-50 can learn from the above: It is bloody hard - you're getting the full deal here - so do not despair. Keep at it, work it gradually and it will all come together sooner or later - and it will feel like sooner, even though very much later is the feeling you have when starting out. :) A good set of controls is almost a necessity though.
    1 point
  7. Plane Spotting. Airbus A319 S7 Sukhoi Superjet 100 Aeroflot Mikoyan-Gurevich MiG-31 Airbus A321 Ural Airlines Bombardier CRJ-200 UTair Boeing 737-800 Transaero rMPfUk0sBns&feature=player_embedded
    1 point
  8. и всё же с наземными (и неназемными тоже) наводчиками Су-25 обрели бы второе дыхание и использовали бы весь свой потенциал, а не кидание бомб на глазок и самоубийственные атаки с УР. http://ru.wikipedia.org/wiki/%D0%A5-29 (все источники на странице указаны, из пальца ничего не взято) БОМАН в игре есть. :captain:
    1 point
  9. Well by doing what I outlined and within the modelviewer go to "View>Dialogs>Show Liveries Dialog" allows you to select from the textures you have added to the sim.
    1 point
  10. If you're into carrierops for FSX vLSO v0.4 has just been released and Sludges latest hornet mod is also available.
    1 point
  11. until the day we see more multi cpu support, we wont see better visuals anytime soon, imo first dcs series needs to branch more of the code onto more cpu cores, even though the audio is dedicated on one thread, still needs more horse power, fingers crossed we get the new "edge terrain engine" dedicated running on a cpu core. so for all u dual core guys it time to upgrade if u can.
    1 point
  12. 1 point
  13. От чего так в онлайне лежааат сервакии.. От чего же строения в неебе летаюют.. У портов, прислонившись вирпилы сидят.. И запросы в сервак так печаально кидают.. Я пойду по локаалке, приватам я раад.. Может это лишь все, что в сети я узнаююю.. От чегоо так печально вирпилы летяят.. Под комбезом душу ласкааеет..))
    1 point
  14. Замечательно, а в чём заключается "имение отношения" к Изделию 63? Бездоказательно. Вы уверены, что говорите именно про ГСН "Тубус-2"? Извините, конечно, но это полная чушь. Х-29Т стоила в ценах 92го где-то 6,5 тыс. зелёных. Маверик - где-то от 160 до 270 тыс. их же. Ну а "бронированная техника типа" Абрамс М1 А2 стоит от 4 до 6 лимонов. Так что одна Х-29Т, разворотив Абрамс, окупит и себя, и, минимум, ещё шесть сотен такиж же, как она. Но даже если бы произошло офигительное чудо, и Х-29Т стоила бы 4 лимона американских рублей :shocking:, это не служило бы непреодолимым препятствием к её применению против танков.
    1 point
  15. TOH News - Updates, language pack, sample models, official betas Lot things happened recently on the Take On Helicopters front so let me sum them up :) 1st) patch 1.03 was released http://takeonthegame.com/take-on-patches-bainbridge/ then we released small language update for 1.03 patch, which includes French, German, Italian, Spanish languages next to English, Czech read more: http://takeonthegame.com/take-on-helicopters-language-pack/ download: http://takeonthegame.com/game-updates/ 2nd) we released full sample model of medium helicopter for model makers so they can learn / use it for TOH read more: http://takeonthegame.com/take-on-sample-model-and-livery-templates/ download and details community WIKI: http://community.bistudio.com/wiki/Take_On_Helicopters:_Samples 3rd) we just started official beta branch (like for A2/OA games) which include new flight model , changes and improvements etc. read more: http://takeonthegame.com/take-on-beta-patches/ download: http://takeonthegame.com/download/beta-patches/ 4th) new TOH beta brings new surprise (tho expected) in post-process anti-aliasing modes and that's implementation of SMAA (enhanced subpixel morphological antialiasing) next to already existing FXAA (fast approximate AA), btw. FXAA in TOH has FXAAsharpen filter hardcoded as enabled compared to OA where is optional in config read readme_smaa.txt and readme_fxaa.txt for more details 5th) more news later this or next week :) stay tuned and watch our pages
    1 point
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