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  1. In this DCS: AH-64D video, we’ll discuss the new George CP/G target identification system. Earlier, the George CP/G was unable to distinguish between friendly, unknown, neutral, and hostile targets. This could easily result in blue-on -blue incidents if not careful. This new system addresses this and offers different levels of target identification that the mission creator can select from. To determine how the CP/G identities units that it spots, it can be determined by how we set up our Labels and F10 map view options. Let’s select Options and then the gameplay tab. From Labels we can select from the following: Full and Abbreviated allow the CP/G to automatically know the unit’s coalition and unit type. Symbol Only allows the CP/G automatically knows the unit’s coalition. And No Label or Dot requires the CP/G to manually identify everything about the unit. From the F10 View Options, we can also determine how CP/G unit identification is displayed on the F10 Map: Map Only and My A/C require manual CP/G identification. With Fog of War and Allies Only, the CP/G will automatically identify the unit’s coalition and unit type. Using these options, you can set CP/G unit identification from an arcade level in which the CP/G is all-knowing to a very realistic level in which various factors are considered in identification and the CP/G can make mistakes. Later in this video, we’ll use the most realistic settings of No Labels and Fog of War on the F10 Map. In the Mission Editor aircraft window in the right-most tab, we have a new AI IFF option. When set to AUTO, the CP/G will use the Label and F10 Map options we just discussed. When set to Simple, it will instantly identify the coalition and unit type; when set to Label, it will use realistic spotting to determine the unit type but then automatically determine coalition; and Realistic will require realistic spotting to determine unit type and coalition. For realistic unit and coalition identification, two primary factors are considered that include: Angular size that is based on distance and profile of the unit. For example: a head-on unit will be more difficult to identify than one being viewed from the side. A unit type being assigned to more than one coalition can affect coalition identification. During the realistic CP/G identification process, unit identification will go through three steps: The general unit type of air, ground or naval. The unit category such as tank, IFV, utility, etc. And then the specific unit type such as T-72, BMP-2, etc. When identifying a unit, the CP/G will use the TADS/FLIR and use multiple field-of-views to acquire and then identify the unit. You will be able to see this through the VID/TADS page. If there is more than one acquired unit in the line-of-sight designated area, the target list is displayed in the bottom, left of the screen. By default, only hostile and unknown units will be listed; friendly units would only be listed if no unknown or hostile units are identified. If an unknown is then determined to be friendly, it is removed from the target list. Listings are color-coded: Friendlies are blue Unknowns are yellow And Hostilities are red If instead you wish to view all units, you can press Right Long with the target list in view, or back to just unknown and hostile by pressing Left Long. To have the CP/G change the zoom level of a target, you can press Up Long to zoom in or Down Long to zoom out.
    7 points
  2. 5 points
  3. Heatblur, considering we are getting actual Sweden in a map, it is time for you to step up with this. Come on, since 2017 you could have made this into a MODULE !
    5 points
  4. There seems to be errors with the ALTITUDE HOLD functions with the latest OB patch. 1. The box around the RADAR ALTITUDE digital readout (IHADSS and FLT page) now doesn't appear with ALT HOLD engaged. 2. BARO HOLD doesn't work at all. No engagement, no EUFD advisory, no box around altitude readout. 3. RAD ALT HOLD is now rubbish, doesn't really work well.
    4 points
  5. Here's the airfields listed from the official announcement without the 'and more' stretch goal airports that might be added Excellent pick for a map imo. Low population density and two seasons make sense for double High on scenery and elevation appearance Can be reused for most time periods and active in WW2 Nice straight forward East-West geography with clear borders and uncomplicated land mass for ground unit travel Great Norweigan coastline for funflights The area has a very dense serving of DCS modules that would be at home Looking forward to it.
    4 points
  6. Are you on Open Beta? If not, go to DCS in Steam, select Properties>Betas and opt into "openbeta - Public beta versions"
    4 points
  7. Update 08/03/22 the link to download it : https://www.digitalcombatsimulator.com/en/files/3325280/
    4 points
  8. Well, I would say yes and no ... if you look back to where they come from I assume they have worked with a much worse and quite as demanding engine if you think about how bad the former FS flightsim was optimized and what they were able to deliver there with sometimes less impact than the original landscape textures, mesh and airports...
    4 points
  9. Not until Orbx are ready for that, as soon as they are we will add a section.
    4 points
  10. Hope this helps. Please read the video description, which contains a few corrections for a few mistakes I made, it was a quick, one-take recording.
    4 points
  11. Available soon on the ED website
    4 points
  12. Yes, this is great! The swedish assets pack will fit perfect into the kola map……It‘s such a perfect combination the assets pack should be implemented into DCS as an official addition, who knows?
    4 points
  13. Kola and the Northern Flank have long been areas of interest. Always wanted them and it's amazing the amount of info that's out there open source. Fiddled around a bit with the locations of the AD networks and airfields for the 1970's Cold War (Warsaw Pact). NATO, Sweden and Finland are all late 80's early 90's. It should make a really fun map. nullnull
    4 points
  14. Question about what I see in fog, specifically at ground level. Apologies if this is already addressed in other posts; I saw only posts about clouds (which look fine to me). Whenever I'm at low level in fog, I think particularly at night or if the sun is at a low angle, I get really weird ghostly-pale effects for buildings. Often this looks much lighter than ambient lighting should allow. A couple of screenshots attached. Both are from the MiG-21bis instant action mission for PRMG landing at Nalchik (not my finest landing, but I was in a hurry!). One is through the canopy and toward the sun; the other is with canopy lifted and away from the sun to eliminate possible lighting effects. The effects are the same for the PRMG landing mission in other regions (I think it's Syria that has a PRMG landing instant action, but might be Persian Gulf). They don't seem sensitive to changing system settings like lens flare or anisotropy, but I realise there are thousands of possible combinations of settings. I get the same effect in VR or on screen; screen is of course a little sharper (but the weird lighting is still there). I'm using the latest regular 2.7 release via Steam, not the open beta. My question is whether this is a bug; whether it's something I can fix by editing settings, or whether it's just a quirk of the current weather system that will be fixed in future updates. Thanks in advance!
    3 points
  15. Hey all, I'm in need of a lift - or at least a little nudge as I have found myself losing my enthusiasm over VR the last few weeks. It was only this spring that i finally broke down and built a new PC and picked up a Reverb G2 v2. I have increasingly been finding myself disenchanted with VR and its implementation. I'm currently sitting on a 5800x, 64 GB Ram, 6900XT (that i paid far toomuch for just prior to the price crash) and my G2. I have installed OpenXR and the Toolkit and even read, viewed and researched the multitude of resources and suggestions around AMD and OXR/WMR I just feel like I am spending faaar too much time fiddling around trying to get things smooth, clear and in my sweetspot. Its more time fiddling than just enjoying the game. I'm locked at 45 fps and still drop below that sometimes and feel like the learning curve is still so high that I'll never get optimized. Then i look at the poor resolution in my G2 (compared to 4k on 2D and I just think... man with my rig I should just buy a 38" 4K monitor and go back to TrackIR. I'm sure i could drive some pretty nice visuals in 2D. Maybe VR isnt for me... how did the rest of you get over this funk? Thanks for any suggestions....
    3 points
  16. More missions you can enjoy with the Mirage F1. I have modified missions already in the game and replaced the player aircraft with the Mirage F1. All have been tested and are good to fly. Feel free to submit more missions via GitHub or this thread. Enjoy! https://github.com/asherao/MirageF1Library/ (You can download all missions at once here: https://github.com/asherao/MirageF1Library/archive/refs/heads/main.zip) Current missions available (click to download via direct GitHub link): Mission | Date Added Caucasus: MF1 Mission - AWACS | 2022JUL27 MF1 Mission - Airbase | 2022JUL27 MF1 Mission - Hercules | 2022JUL27 MF1 QuickStart - Ground Attack | 2022JUL27 MF1 QuickStart - Intercept | 2022JUL27 MF1 First Jet Strike Fighter | 2022JUL27 MF1 Flight Suit Attitude | 2022JUL27 MF1 Hunter Becomes the Hunted | 2022JUL27 MF1 MiG Sweep | 2022JUL27 MF1 Street Sweeper| 2022JUL27 MF1 Sabre Strike| 2022JUL27 MF1 Caucasus - MiG-21 Ground Attack | 2022AUG02 MF1 Caucasus - MiG-21 Intercept | 2022AUG02 Nevada: MF1 QuickStart NEVADA - Ground Attack | 2022JUL27 MF1 Nevada - MiG-21 Ground Attack | 2022AUG04 (Beta) MF1 Nevada - MiG-21 Intercept | 2022AUG04 (Beta) Normandy: MF1 QuickStart Normandy - Camp Attack | 2022JUL27 Syria: MF1 Syria - MiG-21 Dogfight | 2022AUG04 MF1 Syria - MiG-21 Ground Attack | 2022AUG04 MF1 Syria - MiG-21 Intercept | 2022AUG04 MF1 Syria - MiG-21 Take Off | 2022AUG04 Missions Total: 21
    3 points
  17. Newsletter Discussion thread for July 29th. DCS: Kola | AH-64D Animations | Free WWII Asset Pack
    3 points
  18. Locked as requested. I hope you are all having fun with the F1 thank you
    3 points
  19. EE for INS, if I recall correctly.
    3 points
  20. Are we going to get a forum area to discuss this map? Will Orbx be added to the 3rd party dev section?
    3 points
  21. You're welcome. I enjoyed the time I had looking for this information! I wish I knew this test pilot. He knows how to tell stories! An interview of the guy: https://www.aerocontact.com/videos/4187-meet-the-a320neo-first-flight-crew-etienne-miche-de-malleray
    3 points
  22. 1980s ASW is simulated very well and reasonably in-depth in Sonalyst's Dangerous Waters with controlable P-3 Orion, MH-60 Seahawk, 688i, Oliver Hazard Perry, Akula, Kilo. With sound propagation, sound bouys, different types of sea floor, sound layers, passive and active sonars, magnetic anomaly detectors, FLIR cameras, different types of passive and active guided torpedoes, mines etc. "The hunt for Red October" in cold waters north of Kola Peninsula would be great in DCS, but to be close to Dangerous Waters level of fidelity and to be attractive and reasonably realistic it would require dedicated specialised 3rd party to join and make it.
    3 points
  23. Just by chatting with some of the guys, they refer me to NASA TP-1538 with logical diagrams. Just beware that this is a pretty old graph that may not be applicable to current-day FLCS. It's just used to illustrate the Slow In Fast Out circuit. I'm trying to explain it without touching the unintelligible side, such as lag filters and washout filters. Dial it into Matlab and make a comparison with and without such circuit: As you can see from the time response, the one with Slow In Fast Out (SIFO) circuit increases roll rate command a lot slower than the one without. It almost took it 2 seconds for the SIFO one to reach the set command value. But they both took only 0.5 sec to decrease from the commanded value to 0. I think your quote is a great explanation.
    3 points
  24. Plus the work in progress screenshot shows exact problem that Razbam's map has, of many others -low fidelity / low resolution satelite textures in mountains. Let's see, but if it is the new standard then I will stick to Marianas and Syria maps.
    3 points
  25. I will buy the F1... not immediatly, but I will. So I'm already thinking about a campaign involving F1 in Syria... I've got some ideas. Probably Royal Jordanian F1...
    3 points
  26. It was for me as well. It's in early access, maybe in few years it will become a beauty. Remember that lots of people are apparently enjoying it and think it is the best map. Same will go for Kola, people who fly high and do A2A will not care about lack of detail down low. I am mostly interested in low level ground attack and also fly Hind or Apache from time to time, therefore for me low level details must much or supass those if Marianas or Syria. We will see. I will wait in anticipation and hope.
    3 points
  27. We do plan on adding better vapor effects, etc on our modules in time, however lots of other stuff needs to be done before that.
    3 points
  28. Taaaaakeeee my MONEEEEEH! LOVING IT!
    3 points
  29. @Rudel_chw I've just found an even better source of information here, about the ATAR+: http://www.aeromed.fr/AEROMEDN59.pdf , page 14. It reads: This modification was interesting. It consisted in adding to the ATAR 9K50 a true ADF (allumage dans la foulée), just like the one from the Mirage 2000 M53 engine. It might be necessary at this point to explain how the good old ATAR 9K50 afterburner sequence worked, before comparing it to the ATAR+ sequence. To sum it up, the pilot needed to wait for the 9K50 to almost reach its dry thrust nominal speed engine before initiating the afterburner sequence (figure 1). With this modification,the afterburner sequence could be initiated in anticipation, well before the dry thrust nominal engine speed (figure 2). Anybody who worked with afterburner-equiped engines knows that igniting fuel in a nozzle strongly reduces the pumping margin because of thermal obstruction [overpressure] if the compressor compression rate is not maintained to a more or less constant level. Regulation anticipates the afterburner sequence by controlling the nozzle opening. This can be observed on combat aircraft during takeoff. If the nozzle stays closed, the engine will pump and risk a compressor surge, and it won't be able to give the expected thrust boost, a source of disappointment for the pilot. If the nozzle is opened too much, the engine won't ignite. This ATAR+ modification was only working below 27.500 feet (more or less) because this information was transmited to the engine by the aircraft air data computer. The trick was -among other things- to trigger overspeed (engine speed going from 8400 rpm to 8900 rpm - this was used over M 1.4 until then) as soon as the throttle was moved to the afterburner position, which allowed the engine to meet the proper afterburner conditions 3 to 5 seconds sooner. The author was a test pilot who worked on this ATAR modfication for the SAAF Cheetah. But I guess the principle is the same for our Mirage F1 ADF. Actually, he says this modification was tested on a Mirage F1AZ.
    3 points
  30. Мне лично критерий выбора региона для новой карты остался непонятен ).Ну есть же такие замечательные варианты как Афган или Вьетнам. Ну да ладно. Одно хорошо, карта - сплошная вода да сопки/ёлки, тормозить не будет.
    3 points
  31. 3 points
  32. Еще бы какой-нибудь более современный российский истребить - отбиваться от желающих бомбить Североморск
    3 points
  33. Программа для эмуляции ввода с клавиатуры при использовании игровых контроллеров (джойстиков, штурвалов, педалей и т.д.). Изначально делал для себя, так как готовые решения по разным причинам не устраивали. Основные особенности: Работает с любыми устройствами, определяемыми в Windows как игровой контроллер Определяет до 128 кнопок на каждом устройстве + переключатели вида (Point of view) Возможность работы с осями устройства, настройка зон осей Произвольное количество профилей для разных игр / конфигураций / джойстиков Настроенные пресеты (паттерны) возможно использовать в нескольких профилях Поддерживается эмуляция системных клавиш, разделение клавиш Win, Alt, Ctrl, Shift на левые и правые Раздельный маппинг на нажатие и отпускание (удобно для тумблеров) Не требует установки, не требует дополнительных драйверов или устройств Страница проекта: https://github.com/tjden88/JoyMapper Скачать: https://github.com/tjden88/JoyMapper/releases Скриншоты:
    2 points
  34. Awesome! Looking forward to seeing what you come up with.
    2 points
  35. Guys, on top of setting the detent value, did you tick the box on the left to use the said value ?
    2 points
  36. I have been flying DCS almost exclusively in VR since the days of the Oculus Rift CV1 and DCS 1.5. It took me a little while, experimenting with settings, mostly in DCS, to figure out what had the biggest impact on my individual experience. I found that there were a lot of things that some consider "essential" that were performance killers, and honestly, I found that I didn't miss any of those things after turning them off/down. Beyond that initial experimentation, and some occasional up-tweaking each time I built a new rig that could handle more, I haven't spent really any time on mods, tweaks, or chasing FPS dragons that the next guy said he was able to catch. It is what it is, and I'm happy with it. In my opinion, flying DCS on the pancake just doesn't do anything for me, no matter how much "better" things look. I was on a LONG hiatus from DCS until VR came along and gave it new life.
    2 points
  37. Maybe you should check the work ORBX has delivered for other flight simulators since many years. My first contact with them, was when they re-textured whole Australia for the previous Microsoft flightsim in 2008. The way they combined highres satellite images with handcrafted stuff was really gamechanging and they have come a long way since then. Most of their work are very detailed designed airports, but they have done some really great area works for today's flightsimulators with a high degree of details that work very well, when doing VFR flights. As I am not sure if it's allowed to post some example videos from other flightsims with ORBX landscape here, one may just search for example for a clip on YT called 'Great Britain North - First Look Video - Amazing for Low & Slow Pilots!' Sure that's made for a quite different sim technology, but with the experience of ORBX on several very different flightsims I have a lot of confidence that they could achieve a real high level of details and quality of work in DCS, too. And as others already mentioned, maybe we can get some polished add-ons for certain cities, areas and most important airfields on other maps, too, if ED and other 3rd parties will allow this kind of DLCs for DCS that ORBX is most famous for in other flightsims. The biggest challenge for them may be that they have to ad a certain level of destructible structures to map objects, what they never needed and have done to my knowledge in the other civil flightsims. In the example screens shown by ED you can see that they are aware of this feature and seem to include destructible object structures. So I am really looking forward to their first product for DCS. Edit: or maybe check out their brand new South America Mesh for the civil flightsim (on YT e.g. 'Stunning Scenery | South America Mesh | ORBX') that already has got a great photorealistic scenery inside, but with 'only' a resolution of 20 meters that ORBX mesh cranks up to 10 meters with its own mesh and textures.
    2 points
  38. I think the land areas are much more comparable, remember that most of SA map is open water. That said, I'm hopeful, if only because they can't be unaware of the fact people will want to fly the Viggen down in the weeds on this map. It must look pretty down low, since that's where the only Swedish jet we have plies its trade.
    2 points
  39. Yeah, they wouldn't have to write a whole new engine... they'd just have to rewrite EVERYTHING ELSE while simultaneously modifying UE5 to be fit to purpose. THINK OF THE SAVINGS!!11!!1! Like they have already done, by working on Vulkan and multicore overhauls... True, and yet these threads pop up with dismaying frequency literally every time some bs advertisement touting *insert* developers latest iteration of *insert* random technology is sent out. Maybe the next time ED talk about the systems work they're doing, they can use some obnoxious fonts, flashing seizure inducing animations, and one of those stock images of the guy sitting in front of TV while his hair gets blown back. That seems to be what the crowd likes to see @@
    2 points
  40. I have a feeling you won't be alone!
    2 points
  41. Just going to tack onto this thread since I just remembered that the F-18 and F-16 in mid-2021 had an update where they got a new flare type and by extension, the F-18 received more flares that can be used. This new type of flares used on both aircraft is slightly less effective compared to the older style of flares found on other jets (JF-17, A-10s, FC3 Aircraft, etc.). If ED were to do this for chaff to simulate the basically a 1/4 charge that BOL chaff has along with implementing a BOL-IR style of flares, it would be pretty cool and could allow for a better LAU-138 implementation in DCS.
    2 points
  42. I gotta agree with @LanceCriminal86. It was either a statement like that or the teasing "soon :)" which translates to like "OH HOLY <profanity> IT'S ABOUT TO COME OUT LIKE RIGHT NOW BRO". To give my most pessimistic view I think it might come out by Feb of next year latest, if it gets really badly delayed, but I think Heatblur will keep their initial statement of this year. The F-4 has probably been on the chopping block for quite awhile and has been the big focus of their development, given we've seen very little about their other proposed modules. Obviously all speculation, and the pessimism might be right, or it might drop literally tomorrow. It might not drop until 2030. Who knows.
    2 points
  43. Как же Кольский без Ка-27/29? Это ж основной вертолет в этих местах...
    2 points
  44. Huzza! I can finally aerobrake! Thank you Heatblur for the suspension update!
    2 points
  45. Agreed. as a person who has been in dcs ww2 since when we just had the 51, dcs ww2 mp is in its healthiest state ever. the fact we have 2 compelling mp servers that cater for every type of playstyle is excellent. tbh its up to the community whether dcs ww2 survives and we can not live in the past. if you had said to me that DCS mp would be in this state all those years ago i would of snapped your hand of quicker than the Hungry Crocodile.
    2 points
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