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Showing content with the highest reputation on 08/15/22 in Posts

  1. Razbam F-15E FAQ ver. 2 https://cdn.discordapp.com/attachments/544231925263630336/1008508215643873381/Frequently_Asked_Questions_ver_2.pdf
    11 points
  2. All the long journey now has an end point, the Cockpit is 95% complete, they will never be 100% really. My Facebook has a lot more pics and vids that cant be uploaded here due to size, but thanks all on the ED Forum, Open Hornet, @bnepethomas for all the Help over the last 2 years https://www.facebook.com/BenF18Sim/ Ben
    5 points
  3. Hey guys! I got a little tired of fixing stuff and making the 3d models lighter so I put together a little easter egg yesterday. It's the Swedish prototype MBT Strv 2000 T140/40 with a massive 140 mm main cannon and a side mounted 40 mm autocannon. The project was eventually shut down and Sweden chose the Leopard MBT. Consider this a what-if scenario, just for the fun of it. Well, it gave me new energy to continue the work... I also updated the one-pagers on the initial post with the updated and new assets.
    5 points
  4. Naja, der Suez-Kanal ist eine der strategisch wichtigsten Wasserstraßen auf dem Planeten. Besten Dank nochmal an die Ever Given für das QED. Da Suez und Port Said ausdrücklich genannt wurden und der Suez-Kanal bekanntlich zwischen diesen beiden Orten verläuft, haben wir also schon mal eine Basis für haufenweise fiktive, aber plausible Szenarien. Dann bin ich auch durchaus gespannt auf den Moloch Kairo und die Frage, inwieweit die megalomanische New Cairo City-Baustelle in der Map abgebildet wird. Es gibt halt noch andere Perspektiven auf eine DCS-Map als nur historische Akkuratheit zu bestimmten Zeitpunkten in der Vergangenheit. Und für die Bibelanhänger unter den DCS-Spielern werden regelmäßige Besuche beim Berg Sinai vermutlich künftig zum Pflichtprogramm gehören.
    5 points
  5. as someone who has experienced the modding rollercoaster, I understand your feelings. Projects may take months or years of effort and there is, frankly, little external payback or gain. Updates may break something you spent exhausting hours completing, you may receive criticism and demands from people that received the results of your effort for free, and you are constrained by what can actually be accomplished within the mod environment. That being said, I hope you climb back into the saddle and release this project. Your work is appreciated, and it would be a shame to see another good contributor leave the community.
    5 points
  6. 8 Sqn RAF Lossiemouth - E7A Updated. WT001, WT002 and WT003 - The RAF is only getting three. NATO AWACS badges on the nose. I have some slight reservations about this scheme, it does not quite match up with how modern RAF aircraft are being painted these days but this is how the UK MOD is saying they will be painted, se we will have to wait and see if the real thing is any different. https://www.dropbox.com/s/7c9xbzid8js2oz8/CrazyEddies RAF 8 Sqn E7A Updated.zip?dl=0
    4 points
  7. The Mirage F1 Fighter Weapons School This mission consists of 16 seperate tasks (each connected to a client slot). The FWS will teach you everything you need to deliver weapons in the F1. The tasks include 1 navigation task, 10 air to ground tasks and 5 air to air tasks. You will practise navigation using TACAN offsets, air intercepts, correct usage of the radar guided R530, low level bombing, toss bombing, pop up attacks - to name a few. Each task is described in the accompanying 26 page PDF manual. You will receive all necessary attack parameters, gunsight depressions, sight pictures, waypoints and target QFE to quickly be successful in your new Mirage. In addition, the manual includes pictorial guides about cold start, radio usage and how to create and use waypoints using TACAN offsets. Enjoy! https://www.digitalcombatsimulator.com/en/files/3325430/ +++ change log +++ V 1.0 11.08.2022 - initial release V.1.0.1 13.08.2022 - corrected magnetic declination in manual, fixed no gun ammo for air to air slots
    3 points
  8. Object export was turned off this afternoon. Again, and this goes to everyone reading: if you have concerns about something on the 4YA servers, please come and raise it with us directly. You can PM any of the staff who've posted on this thread or open a support ticket in our Discord server, if you're on Discord. Encouraging everyone to install and use cheat software, especially when that's your very first response after discovering something's not right, is simply going to get you banned. Responsible, community-minded players don't do that sort of thing. We're committed to maintaining a safe and fun server environment that's free from cheats and malicious software.
    3 points
  9. Can you actually say what you want instead of beating around the bush?
    3 points
  10. Well, it looks neither MAX or me understood it. Can you rephrase it?
    3 points
  11. I don't understand the question. Is it too easy or too hard. Commanche wasn't even trying to be a sim. It was an arcade game.
    3 points
  12. I really hope they do a su-30mkk, or j-10. Tbh I just hope they are successful. Deka out here doing the platinum standard but never really got the recognition they deserve for it because the jf-17 is relatively unknown.
    3 points
  13. OK, its solved. the answer was right under my eyes. you will also need vc redist 2013 correctly installed as well. turn out mine was some how corrupted. the support page mentioned this, and it was under a For MSVCR120.dll:. I just have to download a new copy and repair it. thank you @silverdevil for the help
    3 points
  14. Thanks to Rudel_chw's encouragement, I converted the Fighter Weapons School into a simple training campaign with 16 separate missions. I am waiting for some volunteer testers and their feedback, then I will upload it.
    3 points
  15. Playable performance on the current Marianas map would be nice before they start new versions.
    3 points
  16. I wish Fond memories of LAN parties... 20 sweaty teens packed into a room, running extra power from the neighbours because we kept tripping the circuit breakers, empty pizza boxes and soda cans piling up in the corner, etc Unfortunately, we are very much a farming community and I'm the 'only computer nerd in the village' Means I get to help them with their PC problems and they get to help me with repairing fences and rounding up stock in return
    3 points
  17. thnx nightowl, great song by gerry rafferty btw, for the info. i suppose that is an important feature ppl like. hottom, you are missing out on the best feature of all video games, that is communication...flight communities are much more polite than adolescent fps.
    3 points
  18. Daniel on his way again to make DCS some bs Ace Combat throw away title, your ideas are terrible and you continue to pollute both DCS and the internet with this garbage.
    3 points
  19. and the manuals which all call out CFT. FAST Pack was the original program but it was largely abandoned. There were versions with internal ECM, internal IR, extra motors, and internal weapons, and many other things.
    3 points
  20. I have zero issues with deserts and welcome more. I don't think DCS's map list could even be considered complete without an Iraq map that also features Iran and Saudia Arabia. It's not even like all deserts are the same, so I don't get why this complaint comes up.
    3 points
  21. I have reorganized - see this thread for information:
    2 points
  22. It would be nice to see a mod get marked with a mod tag. For example something like this (mod) HMS Hermes This way as new assets get added we can tell if we have mod or official DCS asset
    2 points
  23. as stated above, I have NOT included any paratroopers in this release. The capability is built-in for future development. nevertheless, some smart people out there who already have paratrooper models built and coded as a weapon system (ex: Hercules, DC3, private mod, etc.) might figure out that all they need to do is add the corresponding loadout to line 787 of the M28 lua file. That smart person would also know that they would then use "ground attack" in the mission editor with unguided bombs to drop the paratroopers. And finally, they would use a script to identify when those paratrooper "bombs" hit the ground and spawn troops at that point. I do not condone or support any unauthorized changes to my mod to do such a thing edit: as stated above, I intend to develop paratroopers, paradrop cargo, etc. at some future date (in fact, I mistakenly forgot to remove an early test build cargo model that I was using to evaluate paradrop capability from this release -- but you won't find it in-game). If anyone has a good paratrooper model that they are willing to share (public domain), please do so.
    2 points
  24. Yes, as expected, I kind of screwed up on the regression test. There are two bugs in the current release for cloners that will affect you if you are using persistence with static objects. Version 1.5.1 is enclosed below, will be part of the coming release. Sorry about that. cloneZone.lua
    2 points
  25. Thank you and we look forward to bringing you the remaining features during early access.
    2 points
  26. You will need to be patient. thank you
    2 points
  27. Nineline, You mentioned that Combined arms is not being made into a sim? What? why not. I personally would pay the 80$ for a full fidelity Stryker, M1 Abrams, Bradly, BMP, M4 Sherman... etc. Is it "Digital Combat Simulator"? or Just "Digital Something we can't decide Simulator"? I bought CA when I read "Many future update and improvements..." bla, bla. I am interested in all aspects of military hardware. I buy most of the modules, but let's be honest, Combined Arms isn't worth half of what you're charging for it...when it's on sale. It's just not enjoyable to play. bugs and track reports aside, it's not fun. it's not engrossing. There are 2 modules I feel like I kind of got fleeced on. Combined Arms, and South Atlantic. Now that's just my feelings, and such. My opinion. But I run a training squadron, and no one I've met enjoys playing combined arms. and again, this is just my take, but Ed is a business and if you have a module that the majority of players don't seem to enjoy playing, maybe it needs a serious rework. Now, i cough and laugh whenever I hear someone say "but in war thunder..." yeah, it's a video game. Which is why, it really hurts to say, but if war thunder can make a Panzer IV that I can hook to rudder pedals and steer with the tracks (differential drive and braking.) , and has a 3D damage model... I don't see why ED can't and do it better to boot. Make a M4 Sherman or any tank to the level you've made some aircraft. Hey, have Aerges do it, they did great on the F1. Or India Fox Echo... Again, just my opinion, but if ED decided to even attempt to break into the market of fully clickable ground vehicles, Ed could bring in so much of the market share from people who honestly don't want to fly. I know several guys who will RIO all day, they just don't fly. They don't like to fly. They like to run systems and blow stuff up. They'd jump at a chance to play an M1, a Bradly, or anything. So is it "Digital Combat Simulator"? or not?
    2 points
  28. The team decided they needed to complete some features before starting a trial option so the trial users have the best possible experience during the early access.
    2 points
  29. Currently there exists the very rudimentary control of artillery via side's commander unit, allowing for the addition of a target, and then the artillery unit waits a few minutes, and then fires. Alternatively, a player can hop in the vehicle and fire on the target themselves, using a relatively simple display for distance to aim. What I ask for to improve gameplay and enjoyment of utilizing these features is as follows- If it's not present already- skill-based dispersion and artillery working times for AI units. A well trained crew should be able to calculate faster and have less spread for rounds on target. Special ammunition capability (and a loadout dropdown for it)- Currently weapons only have HE rounds. but the ability to utilize ammunition like Krasnopol, Copperhead, and/or Excalibur munitions for extra precision or additional Forward Observer utility (as well as with helis and the like), with ability for a player to enter in Laser Code/GPS information. Additionally, sensor fuzed weapons (logic/models available from the CBU-97), cluster munitions (CBU-87 and others), smoke rounds, and more. Advanced Fuzing for impact, delay, and near-surface-burst HE, and for adjusting height of function for timed release munitions like smoke and cluster bombs. Angles of Fire and Propellant Charges- Add the ability to specify low/high angles of fires, and allow players to prepare ammunition with a particular propellant charge value (selected prior to reloading, and requires unloading/firing and reloading to change value). Additionally, possibility of Multiple Round Simultaneous Impact missions for certain platforms. Firing tables/Improved angles- Currently only distance to the nearest hundred meters (for low angle fires) and the most imprecise of horizontal aiming (an azimuth tape with an arrow and 5 degree increments) are included for players. The addition of a higher-precision azimuth display (to the nearest 6400 mil, or to nearest hundredth degree), an elevation angle display (in similar units), range to the nearest meter (in both low AND high angles), and a pop-up GUI rangetable as potential toggleable options would be beneficial for players trying to use these platforms. Map-Marker/FO/FAC-A integration with AI Artillery- The ability to direct or transmit, somehow, an artillery mission via the F10 map using map markers as aiming points, the F10 menu to list/read off MGRS/Lat-Long coords (or even transfer them via SPI), and control fire-missions from the menu or some sort of interface, including guiding in rounds with a laser designator (as notated above), with either ground or aerial forward observation components. Possible integration of digital fires systems for advanced platforms, should they exist. I feel that the addition of these features would enable artillery (and even the Combined Arms module) to flourish within DCS, and improve player experience overall by adding additional tools to mission makers, additional interactions between CA and dedicated module players, and new dynamics to the battlefield for interaction.
    2 points
  30. It should be a bug. It is not a compressor stall. Engine is not correctly modelled. It needs some work. I am sure that they will find a fix soon.
    2 points
  31. Works like a charm now (OB 2.7.16.28157)! Cold & Hot Cold on ground & hot on ground SP & MP Thanks!
    2 points
  32. Carrier-type breaks are prohibited at AAFB. They use the "standard" pattern altitude (1500 ft AGL / 2100 ft MSL). He actually made a pretty decent base turn, which is 45* AOB and -7VV for the overhead pattern.
    2 points
  33. It's early access just for some weeks.... stay cool ladies,.....
    2 points
  34. Totally agree, I've always loved the 19S and it's had a rather interesting history but flies under the radar!
    2 points
  35. Когда уже поправите модель повреждения?Ми-24 падает с 2-х метров и сразу взрывается,Голливуд блин...а Апач с 20 метров падает на танк и отскакивает,как резиновый мячик и дальше летит,выдерживает 3 пуска ПЗРК,после которого даже мелких повреждений нет.,выдерживает прямое попадание ЗУ...
    2 points
  36. Also rein grundsätzlich gibt es für jede Map nutzbare Flieger, nämlich jede verfügbare Maschine ist auf jeder Map nutzbar. Wenn man sich selbst darauf beschränkt, nur historisch korrekte Szenarien fliegen zu wollen, verpasst man doch das meiste.
    2 points
  37. The moment you bank the aircraft, the proportion of the lift vector opposing gravity reduces (until at 90 degrees of bank, there is none!) so the nose will drop. SO the moment you start your final turn, you need to apply a fistful of power to counter this effect. Similarly, as you roll out, you need to pull a bucket of power off to counteract the "ballooning" effect as more of the lift vector returns to the vertical. Have a look at your power input as you commence the turn - you don't alter it until the nose has fallen. Anticipate this ... so as you initiate the bank, give it a handful of power. The more the bank, the more you need to give it. You should be able to balance this so that it becomes a simultaneous roll/pitch/power movement. Pull that power back off and maintain your desired AOA/descent angle. Then, as you roll out, pull the power off (quite a lot) and tune your roll rate to keep the AOA in the bracket. As you return to level flight, re-apply the power. Summary: Initiating bank - short (significant) handful of power to counter the nose drop. Rolling out - short (significant) reduction of power to counter the ballooning effect. Hope this helps. Now go practice
    2 points
  38. Definitely interested in seeing more of your wing sweep cover and mechanism. I'd be inclined to go with a momentary hinge metal roller lever micro switch for the cover more than a push button but either way.
    2 points
  39. nullReady for painting parts and laser engraving
    2 points
  40. Point out which on my list is viewable and _clearly readable_ in that screen shot. You’re attempting a burden of proof reversal by asking me to prove a negative. Instead of playing a cat and mouse game of semantics, circular logic and passive-aggressive comments have the courage of your beta testing title and address what I said. What did I post that isn’t accurate, can be seen from that screen shot and is _clearly readable_?
    2 points
  41. If that's in VR then I need a new headset.
    2 points
  42. Maybe we realize its a Beta and will only get better. The Shark was like the 64 at one time.
    2 points
  43. If you downloaded the two original sets, Only download the new version of set two. Copy the unzipped file into the original folder and allow overwrite. It will only overwrite the original files, leaving any wake files in place. But the main sub lua files, from the new wake add ons, have data corrections which need to be added. So easier to just re add them as instructed by the authors. All these subs will be up-dated with new code and wake files in time.. Hope this helps. I also have a late addition. BREAKING NEWS! New sub spotted off the coast! https://www.dropbox.com/s/9ls6c0o0mu6bwkx/Proteus Submarine.zip?dl=0 For fun! And no, I have not gotten her to shrink .....YET! Enjoy! UN-armed.
    2 points
  44. If you wanted to call this a FAST pack I ain't gonna stop you
    2 points
  45. It took a little time, but it was great fun creating both the mission(s) and the manual I was looking forward to the F1 ever since the first announcement years ago. I will expand the mission set, as soon as new weapons and/or F1 variants become available
    2 points
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