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Showing content with the highest reputation on 01/19/15 in all areas
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More things are wrong than right with this, and one of the updates broke a couple things since the last time I worked on it, but I figured some people might enjoy it anyway. I wanted to get this a little more complete before releasing it, but I don't have a lot of time to work on it. As some of you can probably tell, a lot of it is ported over from FlightGear. All mod assets are either under Creative Commons license or public domain, and a copy of the licenses and credits is included in the mod doc folder. This mod includes a (horribly bad) EFM so you can land and take off from almost anywhere. If the nose wheel gets "stuck in the mud" you can get it out by going full power and rocking the wheel left and right. One of the first features of the EFM you will notice is reverse thrust, so you can make extra short landings or reverse on the taxiway. 0% thrust is at 50% throttle, so keep your throttle centered on the ground if you don't want to reverse. Also avoid using reverse thrust in the air. The mod also includes an extremely rudimentary damage model, so the Twin Otter can be shot down by other airplanes, but there is no visual damage (other than fire). I don't recommend cold ramp start because the canopy close command is currently broken. The EFM also does not include startup/shutdown (but weapon damage can reduce the thrust of the engines). Lights don't work on the player aircraft so stick to day ops only. Fuel drain is sort of modeled (and drains too quickly) but nothing happens when you run out other than a couple caution lamps coming on. Also, nothing is clickable. Basically the only thing you need to worry about is throttle, rudders, ailerons, elevator, and flaps. Don't expect much, but have fun. Download here: http://www.digitalcombatsimulator.com/en/files/1228636/2 points
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Полноценное модулестроение простым пользователям не доступно. Можно попробовать сделать летающий объект, но боевые системы, радары, частично навигацию, свои звуки сделать нельзя. Не хватает буквально десяток другой функций. Речь не о нелетабах, а о полностью собственном модуле с нуля. Зато чисто для души объект для полетать вполне себе по силам сделать, даже разные мфд и ИЛС свои можно понарисовать. По поводу плагиата. Могу ошибаться, но если мод некоммерческий и за него денег не просят, то какой тут плагиат? Просто указать что используются модели таких-то авторов и все. ЕД же не предъявляет ничего к нелетабным модам.2 points
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DCS F-86F Sabre https://drive.google.com/open?id=0B-uSpZROuEd3THlxU21ucmE5Uk0 Enjoy!1 point
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Hi Pilots, as the Mig-15 will be launched soon, I've made a small North Korean ground units pack :smilewink: PLEASE DELETE THE PREVIOUS V0.1 PACK IF YOU HAVE DOWNLOADED IT Content : - BRDM-1 - UAZ-452 Bus - BTR-40 - JS-122 Tank - T-44 Tank - ZIS-5 Fuel Truck - For AAA unit, you can easily use the default ZU-23-2 of DCS V0.2 log : - Added ZIS-5 Fuel truck - Mod Pack is JSGME ready - All fireable units are now Combined Arms Compatible - LODS added for better FPS - All units are labelled "North Korea" in the mission editor - still a little bug on the "Fire Point" of BRDM-1, I can't correct the connector as I do not have the original 3d file. NOTE : I'm not the author of the originals 3D models.They are FREE models with VALID LICENCE for game mods & machinima movies. I've reworked meshes & textures. Licence is valid ONLY for free distribution. Except, UAZ-452 & BRDM-1 converted from BEZCL Vehicle Upgrade Pack to work well with latest build of DCS World. BRDM-1 & UAZ- are bit High-Poly for games, be careful for low-end PC's. DOWNLOAD HERE DCS 1.2 : https://drive.google.com/file/d/0Bzy06scTcPcnazBxRy01Tjh6blk/view?usp=sharing DOWNLOAD HERE DCS 1.5 : https://drive.google.com/file/d/0Bzy06scTcPcndnV5ZmZsYklKRTA/view?usp=sharing1 point
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Dear Eagle Dynamics it's now the year 2015, the games you are producing and publishing now are niche in the niche little corner of the market, so why instead of being nice to the small (potential) customers, you continue to shove outdated DRM with troubled history to your fanbase? this way of doing business is very outdated and of contrary with the recent trend on the niche market. I've been long wanting to get into DCS world, but everytime I saw the DRM displayed in the steam store page it just left sour taste in my mouth and mind so I keep back away from it, also the fact that even the non steam version also said to have similar DRM. I'm rather surprised that this matter hasn't been in the spotlight here, so if I am wrong then feel free to correct me.1 point
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Thank you very much for all your work. I've been reading the quick guide and will be able to use my checklist ... :pilotfly:1 point
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О модуле WWII Я думаю, что популярность DCS (и продажи модулей) только возрастет, если будет выпущен модуль WWII с набором перечисленных мной ботов и летабов (по одному американскому, немецкому и русскому бомбардировщику, русский истребитель) и несколько известных миссий на юге. Это уже к ED Team. Уважаемый Laivynas, а вы что по этому поводу думаете?1 point
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You can't define it like that. We have a bunch of random capabilities from different times thrown together. Our Su-27 is the S version, now what capabilities it's missing I don't really recall. But from what I remember R-77 still isn't really in service IRL in Russia. F-15C has mostly features from 80s era, except for the AMRAAMS, specifically the C5 which is from ~ 1999. Albeit important things are missing from the missile, like not flying to last known intercept point in case bug is lost, and some other stuff. Essentially we have a downgraded slammer, and then I haven't mentioned the infamous guidance issues, but all of the missiles suffer from some sort of guidance problems, so that's fine I guess. We're also missing key features like datalink that already existed back in the 90s and the RWR is missing a ton of functionality.1 point
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The SU-27 is , AFAIK, late 1980's and early to mid 1990's timeframe. However , I beleive that, F-15C is at best from 1996-98. AIM-120C began deliveries in 1996, achieving full operational capability in '98. For 2003 F-15C, the AIM-120C would be C-5 or -8, or AIM-120D. By 2003 F-15 had HMCS and AIM-9X early capability.1 point
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Скриншоты для илюстрации Вдогонку к написанному мной взгляните скриншоты некоторых готовых самолетов WWII из моего списка. Все они в свободном для скачивания доступе на форуме X-Plane. В качестве ботов, а то и летабельных модов для DCS было-бы достаточно. P.S. На Douglas A-20C Havoc в войну стрелком-радистом летал мой отец: "Прекрасный самолет, Пешка по сравнению с ним - корыто", они по ленд-лизу поставлялись (последний снимок - советский А-20).1 point
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серверов с ограничением вооружения посчитать по пальцам одной руки, все ждут следующую версию ибо надоело под каждый билд всё перерисовывать. вся проблема со 120ками отпадёт при "нормализации" войнушки, ибо сейчас тупой догфайт в DCS сравним с догфайтом в БЗС. фронт двигает наземка а не количество 120ок на душу населения. в БЗС никто не спорит с превосходством "синих", но скорость пикирования фоки ничто по сравнению со скоростью передвижения т-34:))) в БЗС сейчас войны нет (намёк) в общем миссиоделам надо просто продумывать что для сервера приоритетнее. Честно говоря непонятно почему разработчикам просто не сказать прямым тестом "да, натовские ракеты лучше". Красным пилотам просто надо искать способы противодействия и улучшения взаимодействия, раз уж мы в таких условиях оказались.1 point
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Нет не нахожу, как раз именно потому он и симулятор, что позволяет моделировать разные ситуации. которых даже нет в реале. Кроме того я уверен, что Су-27 оборудованные для использования Р-77 были. Может быть в единичных экземплярах в ГЛИЦ или еще где. Так что ничего такого я тут не вижу. Другое дело если вы моделируете скажем столкновение Су-27С из части N, где Р-77 отродясь небыло с частью M, вооруженных F-15C, у которых они были - тогда да, неисторично. Скажу более того, я не вижу особого форсу в том, чтобы каждый раз доказывать аксиому, про то что у самолета с активными ракетами есть преимущество в ДВБ, однако я исторически за время знакомства с этим проектом вижу целый пласт игроков, который (я никого не хочу обидеть), гордо выпятив губу с всякими разговорами о реализме - занимаются садо-мазо вступая в лобовое ДРБ с одним или несколькими F-15C, заведомо лучше вооруженными (8x120C) . Типа зато исторично. Тут очень сильно играет роль психологический фактор страны-принадлежности Су-27, звезды на крыльях, от того и вызывает то самое раздражение и чувство, что "красным" снова недоложили мяса. Я даже Вангую чего хочется аудитории - им хочется "нагибать" F-15 в встречном ДВБ если у того Амраамы, а у нас Р-27Р и если это будет возможным то тогда действительно возникает вопрос, стоит ли называть DCS ГС3 - cимулятором. Другое дело, когда люди сомневаются в излишней неустойчивости к помехам и другим контр-мерам у ракет семейства Р-27, споры об этом идут на авиафорумах в течении десятилетей. Абсолютную объективность и железобетонные доказательства пока еще не привела ни одна сторона.1 point
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Ну это само собой разумеется! Автор выше указанного мода, ничего же вроде не нарушил? Еще раз повторюсь, крайне не хватает ЛА Второй Мировой войны.1 point
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Since when can we not go over Mach 2? 1220kn IAS is well over Mach 3 at 35000ft and I don't know of an aircraft that can go Mach 2 at sea level. I have taken the MiG up to Mach 2.05 a lot of times1 point
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Wish for quite big update in DCS 2 Multiplayer is requested here. Hop-in hop-out multiplayer for planes just like Ground Commander has for ground vehicles. And if there's no client driving it, AI takes over aircraft control. In editor: Instead of selecting a "skill" for the flight and choosing a "client", just check-mark box for "player can drive/fly", similar as for CA units. ED please start treating pilots as entities and dividing them into AI pilots and Human pilots. Where AI pilot always replaces human pilot in case client looses connection or quits in his current state (Alive, unconscious or dead) and immediate takes over vehicle routines. I'm totally not going to discuss how annoying it is to see plane disappear mid air or see how people quit when getting shot down not allowing me to confirm their vehicles crash. Thus solution also adds hop in hop out multilayer, as any client can replace AI pilot (in flight too, mission designer controlled). This will also allow airplanes to be spawned already on ramp, and be part of environment while awaiting for client human pilot or be available to be dispatched by Ground Commander as AI on request. DCS 1, creating all these separated human flights and AI flights is just ridiculous in time in editor, and aircraft static objects just to add environment on ramps (yet blocking ramp slot) imitating human planes, where these could actually be planes ready and waiting for human to take or AI to take on request of GC? Get it ready for multi crew as in current state pilots are only an editor setting of flight, not own AI object or human entity and GC resource, whether limited or unlimited. So units not fed by AI or human crew are basically as current static units instead of separate static unit routine, unless it's just a shortcut to place crewless unit on map.1 point
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Plan, yes, but no guarantee on how soon I will update it. I started work on this over a year ago, just doing a little bit at a time. Next part in development is a simulated turboprop model, but it isn't ready for release yet. I have the turbine engine itself done but I need to model the propellers and the governor system. I also plan further down the road to put the amphibious version into DCS. I've figured out how to detect when the plane is in water and I can simulate buoyancy forces from pontoons with an EFM. Don't expect that until after the new engine model (and maybe a new aerodynamics model). I kind of want to wait until DCS 2.0 anyway in case water detection changes. It depends upon where you get the model from. With the FlightGear model I had to convert the model to 3ds format, then reassign all the texture materials and build all the animations from scratch. Some FlightGear plane part models are centered at the origin with their position defined in separate files, so those have to be manually moved to the correct location. I also had to cut holes in the panel model for the instruments. Aircraft systems and flight modeling from FlightGear is obviously not compatible with DCS at all. In any case, Using a prebuilt model is definitely faster than making your own, and it could be ported to DCS pretty quickly if you used an SFM, but as bad as my EFM is, the SFM was simply unacceptable for the Twin Otter. The DCS SFM does not handle STOL props very well at all and can't do field landings. Don't expect any other planes from me any time soon, but maybe some day once this is fleshed out (or if a third party puts out a nice high quality Twin Otter for DCS) then I might switch to something else.1 point
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This is not the first mod to have a late release, so have patience and understanding ladies and gentlemen. If you've been around DCS long enough, you should understand this is the usual thing to happen with every module and its necessary for a better product release. Complaining about it here has never made a mod be released quicker.1 point
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Is it such a big deal? we have way too much spare time if we complain about a plane for a game being released a few days later than planned...1 point
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The game is wrong. A/A jett will punch off the 7's/120's from the fuselage. To jet the wing 9's/120's, the pilot has to press the EMER JETT to punch the pylons. From a F-15 maintainers forum: "Anything that uses impulse carts can be jettisoned or dispensed unarmed...with exception to striker initiated practice bombs such as a BDU-33." "Launcher and rail type dispensers can not be jettisoned unles attached to an end item that uses impulse carts. So yes, to safely get rid of missles on a wing the pylon must go..." "The eagle if I remember correctly has two Jettison modes. Selective Jettison and Emergency Jettison...if emergency is selected and used the aircraft will jettison all pylons and anything loaded on them unarmed and all racks will release stores unarmed as well to provide a clean jet for maneuverability or emergency..."1 point
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this pretty much echos what was said to pilots of the F-15C that were so used to SFM and how it reacted to certain situations. etc.1 point
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"Final Countdown" began my love of the Tomcat , and military aviation . I saw it in the theater with my dad , who was an enlisted man on an aircraft carrier (CV-16 Lexington) in the CIC .1 point
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The intention is that it further randomized the flow of the missions. Sometimes you will meet the enemy in force, sometimes you go in understrength and get rescued by the cavalry later etc. A variable injection of aircraft into the battle at variable times will create different tactical situations and prevents too repetitive combat situations. The tactical justification of this setup would be that only a limited amount of airframes would be ready for alert take-off at a given time, with more aircraft getting airborne as they become available. But I am aware that the right balancing is very important and it is open for improvement. My goal is that sometimes it is a turkey shoot, sometimes you are flying into deep s***, but in the long run you should be faced mostly with manageable challenges. Since a dynamic campaign is so chaotic, it is important to collect a lot of empiric data. So I am very glad for all feedback, whether you think something should be adjusted or it is spot on. I will continue to collect the feedback and evaluate if eventually a change should be made.1 point
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Если ты везешь подвеску с каким-нибудь похабным характером,и у тебя имеется увод автопилота,выключать его для того чтобы стабилизировать вертолет,нет уж батенька увольте.По градусу индексы установил по центру и едем дальше. Мы всегда так и делали.1 point
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I'm no aerodynamicist, so I don't understand why forward movement of the CG should have an effect on the roll rate. Could you explain, please.1 point
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