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  1. http://www.digitalcombatsimulator.com/en/files/173106/ VERSION 2.1 POSTED 24-APR-13 (changes to mission in bold) - 6 player co-op - live AFAC slots - extensive voice over and radio calls (sample: ) - about 3.0 hours to complete - many thanks to my friends at the 1st VFW for help with the voiceovers! :thumbup: - suggest do not fly this as a two ship, minimum four ship, six preferred! - maps below are provided in PDF format (higher res) in .zip download - V2 ramp start at Batumi - V2 mission, convoy is sped up, reducing mission time a little - V2 various small tweaks, fixes OPERATION HACIENDA Georgia is in turmoil. Over the past 72 hours, South Ossetian separatists have seized control of Tbilisi and are now operating with near impunity in and around the capital. The Georgian government is in shambles. With the capital engrossed in lawlessness and violence, civilians are fleeing in droves. Without sufficient warning, US Embassy personal were unable to escape Georgia prior to South Ossetian forces seizing control of both the local airports and roadways. As of 1600 hours, the resident USMC unit, callsign GRAPPLER 11, had barricaded the embassy compound and were actively defending against an onslaught of separatist attacks. These attacks are believed to be deliberate actions by rouge separatist factions unconcerned with bringing the United States into the fray. The embassy Marines are relatively lightly equipped with a few Stryker ICV/ATGM and armored HUMVEES, with limited anti-tank and anti-air capability. They can only be expected to hold out a few more hours against the increasingly organized efforts against them. A convoy of these armored vehicles is being organized to transport the all personnel from the embassy to the Tbilisi-Lochini airport as soon as a transport can safely land. A C-130 out of Incirlik, callsign PONTIAC, is inbound to extract these personnel once the airfield is secured. Supporting roles will be provided by A-10's (CAS), F-16's (SEAD) from 31st FW Aviano, and a KC-135 from Incirlik. Latest intel reports an SA-8 battery digging in near Tbilisi-Lochini airport, as well as numerous ZSU-24-4, mobile ZU-23 and at least one SA-19s setting up in and around the city. An Ossetian SA-9 is reported to be operating in the northern part of the city. MANPADS units are also available to separatist forces and may be deployed. Enemy air assets are expected to limited to helos. Anticipate highest anti-air threat axis' from the north and/or near the airports. Additional intel will be provided as it becomes available by Airborne Battlefield Command and Control Center (ABCCC), EC-130E callsign CYLON 41. SEAD: DALLAS 2 (4x F16d) will be tasked with elimination of the SA-8 battery near Tbilisi-Lochini and any other SAM threats identified. AAR: 2 KC-135s will be available: ARCO 7 (275.300, 60X) at tanker track POSEIDON (south of Khashuri) SHELL 3(305.225, 47X) at tanker track ARES (located 30mi south of Tbilisi) ARCO/POSEIDON will only be available until 1930 hours. If air refuel is required mid-mission, stagger trips to SHELL/ARES to ensure A-10s are over target and providing CAS at all times. ROE: Engage any direct enemy ground or air threats to the embassy/USMC personnel or to the mission. IF ITS ADVANCING ON THE EMBASSY, ENGAGE AND DESTROY. Given the high volume of potential threats in the area, ordinance management will be critical. If it is not a direct/immediate threat to the embassy, convoy/route, or extraction flight at the airfield, continue to monitor but do not engage. A-10 Flight Tasks: 1) Refuel w/ARCO 71 at tanker track POSEIDON. 2) Coordinate with GRAPPLER 11(USMC) to support defense of embassy compound. 3) Clear any remaining AAA or ground threats near Tbilisi-Lochini airfield. 3) Provide CAS for GRAPPLER 11 during convoy transport of embassy personnel from ALAMO to HACIENDA. 4) Upon safe egress of embassy personnel, escort Pontiac 11 to Turkish Border. Land back at Batumi. All flight plans include AR tracks, Anchor/Hold positions, IPs, Alamo, Checkpoints (CP) Alpha to Delta along the convoy route, and Hacienda. MISTY 4......2x A-10C (AFAC) HAWG 5......2x A-10C (CAS) TUSK 8------- 2x A-10C (CAS) DALLAS 2--- 2x F-16d (SEAD) CYLON 41....EC-130E (ABCCC) FOCUS 11....E-3A (AWACS) (333.225) ARCO 71.....KC-135 (275.300, 60Y) SHELL 31....KC-135 (305.225, 47Y) PONTIAC 11...C-130 (TRANSPORT) GRAPPLER 11...USMC Units, US Embassy Additional radio callsigns: ALAMO = US embassy compound HACIENDA = Tbilisi-Lochini (International) airport A-10C LOADOUTS: 2x AGM-65G 4x GBU-12 7x M151 HE Rockets (8xLUU-2/MISTY) ALQ-131 AN/AAQ-28 LITENING POD 1150 CM Radios: Package Comms/AWACS = 333.225 UHF MISTY 4 Flight Comms = 31.900 FM HAWG 5 Flight Comms = 75.500 FM TUSK 8 Flight Comms = 66.600 ARCO 71 = 275.300 AM SHELL 51 = 305.225 AM ------------- Mission by Joyride 476th vFG (aka deephouse)
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  2. Well the G has the heavy warhead, would work nice on a bunker...if we could find one that was not a cave.
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  3. Sure... This is the Script-Code I am using - and it works as expected: // S3 as FOV (short press) and Pinky (long press) SetShiftButton(&HCougar, S3); MapKey(&HCougar, S3, TEMPO(FOV,0)); Just adjust the TEMPO-Value as you like... :smilewink:
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  4. Putting some distributed computing into the game wouldn't do much good for the graphics section. But maybe you could use it to distribute the server load, meaning that some client handles this AI squadron and another that bunch of ships and the server is only left with the task of negotiating who is dead and who is not. It is not that hard as it sounds. I already implemented an peer to peer load balancing algorithm during my time at Fraunhofer. Implementing it into DCS is a whole other story and would mean that a lot of code needs to be rewritten and even worse, a lot has to be redesigned. Therefore I don't think it will happen because the benefits are pretty slim. Lets just hope that DCS is currently refactoring its codebase to merge the BS2, A-10, P-51 and FC3 products. After that, they will have time to refine the codebase, ad multicore support, a dedicated server and other new and cool stuff. so long Mathias
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  6. I demand that you make an appropriate excuse and then go buy a TrackIR immediately! :D Seriously you won't regret it. Out
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  7. Starforce Support: Here is a updated list that should wipe away all confusion, because this includes the GPU.
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  8. The differences between the i5 2500k and i7 2700K is: .2GHz of clock speed and the i5 does not have Hyperthreading. If you are going to overclock, the clock speed difference really doesn't matter for you, the two have pretty much the same ceiling both thermally and voltage-wise. Hyperthreading will not benefit you in DCS, it's mainly a utility for server functions (not DCS server, things like web servers, database servers etcetera) and video encoding - and of course Folding@Home. Basically, if you are on a budget, go for the i5 unless you specifically intend to do a lot of video encoding and similar. Especially since you would be forced to go lower than the i7 2700k. If you, on an i7, have to go lower than 2600, the i5 2500k (even without overclock) will give you better performance in DCS. So as it looks to me, i5 and 7970 looks like a win-win for you. Also, of course, i7's below 2600k (basically anyone without a "k" in it's name) cannot be overclocked pretty much at all. The only OC venue on those is baseClock, and on Sandy Bridge chipsets this clock governs everything - CPU, RAM, PCI bus, even the USB... So you would be unlikely to get more than a 7% overclock with that, and even then it's with the most expensive motherboards on the market.
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  9. Hi Kenan, sorry but my english not good i hope that i understand what do you mean :-). My experience: I've no problem with A10DCS and Falcon BMS, if you use the GUI, you dont have need nothing, because the GUI write for you the scrypt about the axis. Once you've finished creating your profile, RUN the profile (that automatically load the axis profile and button on your Warthog) and go in the setup page of A10 or Falcon (or other). For A10 (example) go in the OPTION page then in the on the CONTROL, here click on the AXIS ASSIGN (center down box), here click two times on the HOTAS SLEW ORIZONTAL, in the window that appair try to move the SLEW (left and right more time for the orizontal) if everything works should be recognized automatically the axis that you moved, and you can see it. Repeat the same for the VERTICAL and move Up and Down the Axis :-) I hope that help.
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  10. please browse through this threads to get a overview: Beginnings of a pit http://forum.lockon.ru/showthread.php?p=1393813 http://simhq.com/forum/ubbthreads.php/topics/3269689/Thrustmaster_Warthog_Extension.html My warthog extender Extended Warthog Stick with industrial spring for more feedback
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  11. Этим самолётам, наверно, примерно по полтинику или больше лет. И летают. На них детали оригинальные? Или только корпус тех времён, а начинка современная? Панель, смотрю, на фото модерн.
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  12. К сожалению, ни скриншот, ни видео реальной картины не показывают - а именно, не видно, как и что раскладывается по мониторам. Вместо этого сделал несколько фотографий, думаю, что разглядеть, что я имею ввиду, можно. Иллюстрация 1: Вот так стартует миссия при настройках: В системе: extended desktop, 3 монитора, центральный - N1, Primary. В игре: Разрешение - 5760х1080 (1920х3)х1080 Конфигурация: 3 монитора. Видно две из описанных проблем: во-первых, игра выбирает в качестве центрального крайний правый, центральный монитор становится "левым" (да, он действительно левее крайнего правого :)), "правый" монитор в терминах игры отсутствует, а мой физический левый монитор - черный. Во-вторых, "граница" между изображением с соседних камер игры сильно искажена. "Несколько камер" - это практически цитата из описания режима "3 монитора" из мануала к игре, который гласит, что в этом режиме изображение формируется как-бы с трех камер, стоящих в одной точке в виртуальной кабине, но развернутых по углу относительно друг друга. Так вот, ИМХО, этот самый угол таков, что для получения реалистичного "панорамного" обзора, надо, чтобы боковые мониторы стояли практически под 90 град. к оснвному, а голова пользователя была бы внутри этой "буквы П". Что, имхо, в жизни бывает крайне редко, мягко говоря. Вот так выглядит стык двух мониторов в этом режиме: Обратите внимание на верхнюю линию "домиком" - а ведь это - горизонтальная линия верхнего обреза двери. Теперь второй вариант. В системе - группа Eyefinity, результирующее разрешение с учетом коррекции рамки - 6040х1080, то есть 1920х3 плюс некое количество пикселей по горизонтали, в которых находится изображение как-бы "за" стыками рамок мониторов. В игре - разрешение 6040х1080 1 монитор. Вот так это выглядит: Как видите, игра корректно определяет середину всего этого хозяйства (что и немудрено - она же видит 1 монитор!). Обратите внимание на стык изображения на границе 2 мониторов: Линия нижнего обреза окна - абсолютно ровная, стыкуется где надо. И с точки зрения визуализации панорамного обзора, ИМХО, такая картина значительно лучше. Но есть одно "но". Видимо, из-за чрезмерно сильно растянутого разрешения игра к краям "монитора" (считаем, что это у нас один большой) вводит перспективные искажения с размытием. Видимо, для бОльшей реалистичности эффекта "периферийного зрения", или для создания эффекта панорамы на одном мониторе. Но, КМК, интенсивность этого эффекта явно чрезмерна, а главное - непонятно, можно ли это отрегулировать. Посмотрите сами на ландшафт в центральном мониторе и к краям на фото выше. Что скажут бывалые и разработчики?
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  13. The bug are also here, mainly disconnection, aircraft spawn into another (free slot aircraft must be already on the parking and not spawn, that will be more realistic and avoid this bug). And my connection don't cause any problem for EVERY other game/software, i play BF3 without see any lag problem or disconnection, same for a lot of FPS game... Game where the position have less than a centimeter of precision in the map, same for Arma 2 and Same for Orbiter with MP addons who the full solar system are here and the ship of the other player don't get any problem like that. Maybe little lag will never be eliminated but its only in aircraft simulation that i see bug like that. I prefer a simulator where the aircraft follow a logical route before have a confirmed position with the other player and who can spawn from one position to another some time than actual where we see the aircraft make ground aerobatic maneuver or kill us by a nonexistent collision... The only thing one aircraft and do on the ground its follow a trajectory, well limit aircraft for only follow a FLUID trajectory on the ground and not see it can go under ground sometime... Same for the fact than an aircraft can't cross the map in a single second, its not a UFO, its supposed to be an A10C (i never have see aircraft who can do it anyways), just script it, i don't get why (except position rectification under CONFIRMED POSITION -> and not every time) and aircraft can do thing over the possibility of this flight model... I prefer have a ½ of delay or more than actual multiplayer MAYBE in direct but with this list of bug, and another people with nice connection speed together have see them have a lag... Its not the fault of my connection, the multiplayer simple must be totally rework like a lot of other things anyways...
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  14. тут от одного скриншота всю игру переклинивает (не думаю что р51 далеко ушел от предков в этом плане), а вы про пулеметы/ружья
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  15. Разработчикам модели А фотопулемет не хотите сделать? Баловство конечно, но было бы приятно привозить с вылетов черно-белые снимки подвернувшегося под пулеметы противника. Да и для "разведывательных" миссий можно было бы использовать. Можно сделать не фотопулемет, а фоторужье, чтобы при нажатии на боевую кнопку производился один снимок. И ресурсов вычислительных меньше надо, и разбирать снимки проще.
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