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Please please please please tell me the campaign is -not- going to take place over Russia. It would be incredibly silly.2 points
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An interpretation (fictional) of an old ageing cockpit for the P51D not much else to say. enjoy. http://files.digitalcombatsimulator.com/en/181207/1 point
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I think it is a known issue. In dcs world still present. Near hosta there is a huge bridge. I put some tanks for crossing the bridge but they Stop and dont cross the bridge. What is more, if you put a convoy from hosta to gelenzik in the road near the coast, the convoy stop in all bridges I've attached a track. Thanks bridge.trk1 point
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Move that post to AI section please I check the naval units and found some errors, the test has been focused on some aspects: - Coastal Gun Support A fire mission over external landing beacon of Kuboleti Airbase - Anti-Air Warfare No mission assigned, 4 aircrafts groups (P-51 and others slow targets) to test surface to air missiles and anti aircraft guns. Others 4 aircraft groups (F-15, F-18, F-16, Su-33) to tes surface to air missiles at long range. Al test has been make with a Task Force placed on front of Kobulety - Anti-Surface Warfare --Short Range No mission assigned, 3x Armed Speedboat at cannon range 1-2 Nm of each ship Al test has been make with a Task Force placed on front of Kobulety --Long Range No mission assigned, 1xCarl Vilson/2xBulk Fighters and 2x Armed Speedboat at cannon range 30-50 Nm of each ship Al test has been make with a Task Force placed on front of Kobulety -Airborne operations --Helicopters --Airplanes Russian Force Task Group: 1x Moskva (A) 1x Pyotr Velikiy (B) 1x Rezky © 1x Neustrashimy (D) 1x Grisha (E) 1x Molniya (F) 1x Kutnesov (G) NATO Force Task Group: 1x Normandy (H) 1x O.H. Perry (I) 1x Carl Vinson (J) -Coastal Gun Support test: (A) Forward AK-130 130mm cannon turn to target and fire, but MR-145 Lev FC radar (over the bridge) don't turn to give fire control guidance to the AK-130 (B) Aft AK-130 130mm cannon turn to target and fire, but MR-145 Lev FC radar (second radar antenna aft) dont turn to give fire control guidance to the AK-130 © Only a aft AK-100 100mm cannon turn to target and fire (superior or inferior aft turrets, not both), but MR-105 Turel FC radar (radar antenna forward the funnel) don't turn to give fire control guidance to the AK-100 cannons (D) Forward A-109 100mm cannon don't turn to target to fire, and the MR-145 Lev FC radar (over the bridge) don't turn to give fire control guidance to the A-109 cannon (E) Aft AK-176 76mm cannon don't turn to target or fire, the MR-123 Vympel FC radar (radar antenna over and aft of the AK-630) dont turn to give fire control guidance to the AK-176 (F) Forward AK-176 76mm cannon turn to target and fire, the MR-123 Vympel FC radar (radar antenna over the superstructure) dont turn to give fire control guidance to the AK-176 (G) Kutnesov not equiped with medium or heavy cannons. ------------------------ (H) Forward and Aft Mk-45 155mm cannon turn to target or fire, Mk41 VLS, launch BGM-109 tomahawk missiles, but VLS doors no animated, and missile don´t launch vertical and turn to target. (I) Aft Mk-75 76mm cannon turn to target and fire, but Mk-92 FC radar (radar antenna over a plataform forward of Mk-75) is missing. (J) Carl Vinson not equiped with medium or heavy cannons. - Anti-Air Warfare (A) Forward AK-130 130mm cannon don't turn to target and fire, MR-145 Lev FC radar (over the bridge) don't turn to give fire control guidance to the AK-130, forwards, port and starboard AK-630s turn to different targets, the MR-123 Vympel FC (one aft forward AK-130s, forward port and forward starboard AK-630s cannons) radars don't move to give FC guidance to ak-130 cannons, 9V55R (Sa-N-6 "NATO designation navy system" Grumble, not Sa-10) launcher open fire, but Top Dome FC radar (aft Sa-N-6 launchers) dont turn to target to give FC. Osa 2M Launcher fire missiles (port and Starboard aft hangar) and follow targets and MPZ-301 Baza (forward the OSA Launchers) dont turn to target to give guiadance FC (B) Aft AK-130 130mm cannon don't turn to target or fire, MR-145 Lev FC radar (second radar antenna aft) dont turn to give fire control guidance to the AK-130, 48N6E2 (Sa-N-6 "NATO designation navy system" Grumble, not Sa-10) launcher open fire, but Top Dome FC radar (aft superstructure) dont turn to target to give FC. Forward Top Dome FC no present. 9M330 (Sa-N-9 Gauntlet "NATO designation navy system" not Sa-15 Tor) launcher fire, but Cross Sword (Aft Top dome) dont turn to target to give FC (missing other FC on forward). 6 Kortik turn, fire and follow targets. © AK-100 100mm cannon don't turn to target and fire, MR-105 Turel FC radar (radar antenna forward the funnel) don't turn to give fire control guidance to the AK-100 cannons, the 2xOsa-2M fire missiles but the MPZ-301 Baza FC (over the bridge and forward MR-105) dont turn to target to give FC guiadance. (D) Forward A-109 100mm cannon don't turn to target to fire, and the MR-145 Lev FC radar (over the bridge) turn but no give fire control guidance to the A-109 cannon, follow the target of the Kriztan [sa-N-9 Gauntlet], that system fire, cross dome FC radar (over mastil over bridge) follow target. Kortik follow and fire missiles and cannons (E) Aft AK-176 76mm cannon don't turn to target or fire, but the AK-630 follow and fire, the MR-123 Vympel FC radar (radar antenna over and aft of the AK-630) dont turn to give fire control guidance to the AK-176 and the AK-630. Forward Osa-2M follow and fire, MPZ-301 Baza (over the bridge) dont turn to target to give FC (F) Forward AK-176 76mm cannon dont turn to target and fire, the MR-123 Vympel FC radar (radar antenna over the superstructure) turn to give fire control guidance to the AK-176 and the AK-630, the AK-630 turn, follow targets and fire (G) Kutnesov cannons or fire controls radars don't turn to targets or follow them, but fire missiles and cannons. ------------------ (H) Forward and Aft Mk-45 155mm cannon don't turn to target or fire, Mk41 VLS fire to target, but four SPG-62 FC iluminator radar dont turn to target and give fire control guidance. Mk15 Phalanx, Mk38 Bushmaster and M2 machine gun turn to target and fire. (I) Aft Mk-75 76mm cannon or the Mk13 missile launcher turn to target and fire, the Mk-92 FC radar (radar antenna over a plataform forward of Mk-75) is missing. Mk15 Phalanx, Mk38 Bushmaster and M2 machine gun turn to target and fire. (J) Mk65 turn to target and fire, missing six Mk95 iluminator FC radars. Mk15 Phalanx fire to targets. Missing RAM missile launchers. Short Range Antiship Warfare (A) Forward AK-130 130mm cannon turn to target and fire, MR-145 Lev FC radar (over the bridge) don't turn to give fire control guidance to the AK-130, forwards, port and starboard AK-630s turn to different targets, the MR-123 Vympel FC (one aft forward AK-130s, forward port and forward starboard AK-630s cannons) radars don't move to give FC guidance to ak-130 cannons. (B) Aft AK-130 130mm cannon turn to target or fire, MR-145 Lev FC radar (second radar antenna aft) dont turn to give fire control guidance to the AK-130, 6 Kortik turn, fire cannons and follow targets. © Only a aft AK-100 100mm cannon turn to target and fire (superior or inferior aft turrets, not both), but MR-105 Turel FC radar (radar antenna forward the funnel) don't turn to give fire control guidance to the AK-100 cannons (D) Forward A-109 100mm cannon turn to target to fire, the MR-145 Lev FC radar (over the bridge) don't turn but to give fire control guidance to the A-109 cannon or follow the target. Kortik follow and fire cannons to the targets. (E) Aft AK-176 76mm cannon turn to target but not fire, the AK-630 turn, follow and fire, the MR-123 Vympel FC radar (radar antenna over and aft of the AK-630) dont turn to give fire control guidance to the AK-176 and the AK-630. (F) Forward AK-176 76mm cannon turn to target and fire, the MR-123 Vympel FC radar (radar antenna over the superstructure) turn to give fire control guidance to the AK-176 and the AK-630, the AK-630 turn, follow targets and fire (G) Kutnesov cannons or fire controls radars don't turn to targets or follow them, but fire cannons over targets. ------------------------------ (H) Forward and Aft Mk-45 155mm cannon, Mk15 Phalanx, Mk38 Bushmaster turn to target and fire. turn to target or fire. M2 machine gun dont fire to target. (I) Aft Mk-75 76mm cannon turn to target and fire, but Mk-92 FC radar (radar antenna over a plataform forward of Mk-75) is missing. Mk15 Phalanx, Mk38 Bushmaster turn to target and fire. M2 machine gun dont fire to target. (J) Mk15 Phalanx turn to target and fire. Long Range Antiship Warfare (A) P-500 Bazal [sabdbox] system open fire. (B) P-700 Granit [shipwreak] System not open fire © No equiped with long range antiship missiles. (D) No equiped with long range antiship missiles. (E) No equiped with long range antiship missiles. (F) 3M80 Sunburn [Moskit] system open fire. (G) P-700 Granit [shipwreak] System not open fire. ------------------------- (H) AGM-84 Harpoon System not open fire. (I) AGM-84 Harpoon System not open fire (J) No equip with long range antiship missiles. Heliborne Operations (A) Only a helo landing capable. No hangar door operation or approach lights. Hangar can carry 1xka-27 (B) Only a helo landing capable. No hangar elevator operation or approach lights. Hangar can carry 3xka-27 © No equipped with landing pad. (D) No equipped with landing pad. (E) No equipped with landing pad. (F) Only a helo landing capable. No hangar door operation or approach lights. Hangar can carry 1xka-27. (G) Only a helo landing animation, but 9 landing spot available. No elevator operation. Hangar can carry 21xka-27. If more 1 helo get landing the first landing that disappear. ------------------ (H) Only a helo landing capable. No hangar door operation or approach lights. Hangar can carry 2xSH-60B (I) Only a helo landing capable. No hangar door operation or approach lights. Hangar can carry 2xSH-60B (J) Only a helo landing animation, but unknown landing spot available. No elevator operation. Hangar can carry 13xSH-60B or similar. If more 1 helo get landing the first landing that disappear. Airborne Operations (A) No capable. (B) No capable. © No capable. (D) No capable. (E) No capable. (F) No capable. (G) Landing operation on Kutnesov has a chaos, if two or three groups of airplanes get to landing to the some time, aproach control dont diference incoming aircrafts, make crash on the landing pads. the airplanes float on the runway searching the direction to exit them. Runway spots don't concordat with capable landing spot. The airplanes move to parking slot, collide with parked aircrafts. ------------------------ (H) No capable. (I) No capable. (J) Same problem with the Kutnesov, the planes turn to make circles on the runway, explosed to collided with the incoming aircrafts. 3D models errors (A) Missed 3x MR-712 [Palm From] radars, MR-750 Fregat-M [Top Plate A] don´t turn, need new model. (B) Missed 3x MR-712 [Palm From] radars, MR-700 Fregat [Top Steer] don´t turn, need new model. © MR-310U Angara-M [Head Net C] don´t turn, need new model. (D) Missed 2x Volga [Palm Frond], need new model. (E) need new model. (F) model Ok. (G) Two MR-750 Fregat-M [Top Plate A] appears in the model, one fixed, other turn, collided in same space. Missed or not turn 3x MR-212 Vaygach-U [Palm Frond] radars, need new model. ---------------- (H) Model Ok (I) Model Ok. (J) SPS-64 (over the bridge) and SPS-48 (on mastil aft bridge) don't turn, missing SPS-49, SPS-67. Need new model. Other issues -Continuous engine start up and shut down. -Ships don't use ECM, countermesures, decoys or evasive movements with are under attack. No Anti Submarine Warfare (ASW) system simulated. -Ships don´t use recon lights in nocturne operations (military or civilian) out wartime.1 point
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I know we've had quite a bit of discussion on the behavior of CBU-97/105s already, so my apologies if this is getting to be a bit too much dead horse beating, but the CBU-97 thread currently ongoing in the A-10C section inspired me to check out the current state of the CBU-97/105 in World 1.1.2.1. After doing a few tests with AI dropping CBU-105s, here's what I've found, both good and not so good: 1. The animation and effects are now much more detailed and accurate to video I've seen of the the CBU-97 in action. A fine improvement. 2. Overall, target detection seems to be much improved. My high terrain stress test from this thread, showed 5 out of 7 targets engaged on the first drop both with and without wind, which is quite good considering the hilltop target area. 3. Total coverage area per single drop seems to be decreased, but probably more realistic. Target detection exhibits a clear preference for targets as close as possible to the center of the dispenser pattern. Repeated drops tend to engage targets at an increasing radius to the pattern center as closer targets are eliminated. Seemingly random engagement of targets at extreme ranges also appears to be a thing of the past. Although somewhat disappointing in terms of potentially decreased kills/drop ratio, I assume this behavior is as intended, as it jives with what I've heard about target detection "clumping". 4. My most worrying observation: The penetrator itself seems to have been nerfed. At first I thought they were simply missing their targets (although this may still be an issue with targets that start moving), but more testing with slow-mo revealed that while the penetrators have no problem dealing with trucks and light armor (BMD-1s for example), they perform quite poorly when engaging heavy armor. The images below illustrate how ineffective they seem to be against T-80s, and their performance against T-55s is only somewhat better. Is this by design, or is it a bug? Two tracks illustrating this ineffective behavior are attached. 5. I also encountered an odd issue where the CBU would be dropped followed by the AI immediately diving into the bomb, at which point the bomb would be "absorbed" into the plane, never to be seen again. I encountered a total game freeze while testing that may have been a result of this, but the second track exhibits this behavior without crashing. It can be seen on the second drop. I welcome any and all dev/tester commentary on these observations and possible issues (mostly items 3-5), especially if these things are already noted as WIP or known issues. World1121_CBU-105_PoorPerformance1.trk World1121_CBU-105_PoorPerformance2.trk1 point
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Hello there. I thought I would make a little contribution to the DCS series/simulator community alongside my first appearance on the forums. I have created a new 1-4 player (2 recommended) co-operative mission named 'Blindsided'. Revision 2 is out, new forum thread: http://forums.eagle.ru/showthread.php?p=1549069#post1549069 Download from: http://files.digitalcombatsimulator.com/en/218169/ Revision 1 of the mission can still be downloaded from: http://files.digitalcombatsimulator.com/en/181026/ Original version can still be downloaded from: http://files.digitalcombatsimulator.com/en/181010/ "Scramble! and defend Batumi airdrome against a sneak attack by well armed insurgents. Then take the battle to them." The mission is aimed at pilots reasonably comfortable with either the KA-50 or A-10C in combat tasks and start up, and has a moderate difficulty level. It is something originally created for myself and a friend to truly get into the ins and outs of combat, but it has grown a lot since. Hopefully it should be enjoyable for those learning, as well as a tightly co-operative experience for more advanced players also. It also demonstrates a feature I think would be a useful addition to the series as a whole, mobile units carrying a loadout of troops to deploy on the move. Given the feature is not fully implemented into the series, it is of course a scripted workaround for now. All in all the mission features a good few scripted events, complete with airlifted JTAC to make the battlefield come a bit more to life as well as provide a twist or two. I'd love to get some feedback, or even see a track or two of people taking the mission on. At any rate I hope you will enjoy the mission if you give it a try. Featuring: Co-op and single player (Multiplayer server with 1 client) support. Note: Difficulty higher for single player. Plenty of scripted events with radio traffic (text with audible notifier) and miscallaneous detailing. Some more aggressive, scripted AI behaviour. On the move troop deployments. JTAC available (but not necessary) for final operations. Be a part of a team where your actions truly matter to the outcome of the mission.1 point
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Hi all, Just found this document of the procedure to start up the shark. Really nice explained, with images. I've not checked it with official checklists. All my credits to the creator of this document. Found on this site: http://www.pcpilot.hu/dokumentumtar/dcs/black-shark/2237-dcs-ka-50-startup-procedure.html PS: if this is already posted on the forum, this thread may be removed. I did the search but found nothing.1 point
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I'm here. Jokes aside - we'll I guess we'll see how well DCS World & P51D behaves, if it remains in the lists. So far, the few days I've been hosting, it's remained listed. (not the past week though - been offline).1 point
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Don't worry I'm making some noise inside ED for you. I can't promise anything however. Nate1 point
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Hi I saved a track. it is a little long but after I finish my mission and rearm. you will see at the same time I rearm and suddenly the Toad is repaired same time then the R-60 and the RBK of the inner pylons are complete dislocated payload fail.trk1 point
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Quoted - and we'll hold it to you. Remember, the world ends in 2012. :D1 point
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There is a community TS3 server ower at simhq ;)1 point
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:megalol:so if a rock is a rock expt when its flying..then stoned is something you get after being rocked? unless your a drummer and rock is what u do and stoned is what you get..:music_whistling::lol::doh: and it is Friday...:punk::puke::smoke:1 point
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Ну тут - как сказать, как сказать... 3000 об/мин - это 50 об/сек, т.е. полный цикл 720° КВ проходит с частотой 25Гц. В цикле - для 12-цилиндрового мотора 12 рабочих вспышек, диаграмма индикаторного момента выглядит вот так (по горизонтальной оси - градусы поворота КВ, по вертикальной - % индикаторного момента): Выбиваем из работы один цилиндр: Выбиваем ещё один цилиндр, работающий последовательно с предыдущим: - получается, что даже при RPM=3000 имеем в такой ситуации неравномерность (тряску) по индикаторному моменту с частотй 25Гц. Если FPS раза в 2-3 выше - такую тряску уже можно вполне комфортно показывть на экране монитора. У нас в RoF рабочие обороты пониже, в основном от 1200 до 1800 RPM (и это без учёта их "проседания" в случае проблем с двигателем), так что овчинка, на мой взгляд, выделки стоит. А тряску 12-15Гц уже отлично передаёт тот же MS FFB. :) Дык "а кто сказал, что в походе будут кормить?" © :D Тоже вариант. :)1 point
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Juli@ - полупрофессиональная карта для работы со звуком, требующая обязательного наличия усилителя для наушников (за отсутствием встроенного). Для игр - сомнительное капиталовложение. Либо покупайте Beyerdynamic DT 990 (pro) если очень хочется именно дорогие уши. Для игр можно остаться и на имеющейся.1 point
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I work as forest engineer and I tell you in the forest with normally dense canopy usually you cant see anything flying above you. You have to be in a quite wide clearing to see target for enough time to take a shot.1 point
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PeterP, you make me lol with your "Dr. Frank N Furter"....:megalol:1 point
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Oh don't worry about the later missions, they get easier! Spoiler alert: Turns out the two warring factions overcome their differences through peaceful diplomacy and a cup of tea. The rest of the campaign is filled with uneventful missions simply transporting teacakes and nibbles to diplomatic gatherings and joint-faction dinner parties. "DCS:Warthog - Rose-Tinted Glasses Edition"1 point
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Wow, what can I say, I guess I'm not the only one to feel like this. :) Thankyou to everyone for the support shown in this thread and a Hugh thanks for those who gave me extra Rep, that I wasn't expecting. ED I truly hope this has shown you how much we do respect what you give us. Please keep up the amazing work. Truly loving the P51 at the moment. :) Cowboy10uk1 point
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Well, you need to be flying a Russian aircraft, have an A-50 airborne on AWACs, be properly tuned, have bandits airborne, and call the AWACs to notice it. Once all those factors stack together, this bug has a very high probability of being missed. And for it to be reported, if the person is not an ED tester then someone needs to make a forum post about it. So not really that strange. Good job taking the initiative and posting about it! Regular forum members can be the second line of defense against bugs, especially if they take the time to properly characterize bugs and report them in a clear and concise manner. Anyway, if this one still exists in DCS: World, I will take the time to fix it and also create a decent bug report on it. Well, I can probably fix it, but even if I can't, I should certainly at least be able to pin down what is malfunctioning in the code.1 point
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Even if it was not for the rest, and although I never really appreciated air combat, I bought LockOn on 2005 just because of the excellent physics model. Back than my rig wasn't up to the requirements, but now I have an i5 2500 and a Geeforce GT 450 1GB, plus 8 GB RAM on windows 7 Home Premium 64 bit. I am sure DCS-World will run on it :-) And... birthday comming along ... will be 48 in a few days so... Guess what :-) Great video, great simulation platform... How much I, and many, would love an incursion into civil aircraft, even if some hybrid like the C90 or Kingair also used for military operations, a Cessna 337, etc...1 point
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That must be one of the dirtiest but yet impressive hardware hacks I have ever seen! :thumbup::thumbup:1 point
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My wish: A westerns allrounder like the Su-33, maybe the F/A-18C or F-16C. + simple FM like the other jets in FC + simple cockpit, not clickable + A/A features from the F-15C (Radar on the left MFD, weapons) + SEAD feature from the Su-25T (lock-radars-feature, AGM-88) + A/G features from the A-10A (CCRP/ CCIP, GBUs, GP-bombs, Mavericks + TV Screen on the right MFD) + A/G Radar-guided weapon feature from the Su-33 (AGM-86) I don't know, if FC2 is so modular built. But when, it would be cool and maybe not to complicated for ED. kind regards, Fire1 point
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No one is perfect. Only somebody almost :music_whistling: :P:D:thumbup:1 point
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Ive found the autopilot modes to be extremely important in this aircraft. Fortunately I have a Logitech keyboard that I have mapped the autopilot modes to. In particular the mode that autocenters the aircraft is extremely helpful if your aircraft get totally out of trim. Learn the autopilot mode young padawan and you will become one with the Frog.1 point
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If you exit the Autoplitot on a highly banked turn, the plane will be trimmed for that turn. If I rememer well from my Su-25 days... you have to options: 1- Reset trim as soon as you exit AP 2- Before turning off AP, turn on Level AP, and once in level flight, turn off AP (this was my preferred system).1 point
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Приборная скорость Поскольку "налёт" у меня небольшой (всего год назад познакомился с "Забытыми сражениями"), а голова "думает" в метрической системе, некоторое время понадобилось, чтобы найти оптимальный способ быстрого пересчёта миль (узлов) в километры, (футы в метры переводятся легче, ибо множить на три проще, пусть и с погрешностью). Сначала рисовал большие таблицы, потом пришёл к решению в прикреплённом файле. Хотя со временем понемногу стал привыкать и к милям, картинка до сих пор приклеена над монитором на стене (правда там ещё и "компас"). Как бы там ни было, если для кого-то сей циферблат окажется полезным, -- на здоровье!1 point
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