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Showing content with the highest reputation on 09/27/22 in all areas

  1. FAQ Note: This FAQ is very much subject to change, and nothing should be construed as a "promise". This the current intention as of 27 September 2022. Who is developing this map? OnReTech was formed in October 2021 to develop terrains. With more than seven years of experience creating terrains for flight simulators, including DCS, we have assembled a team of dedicated artists, engineers, researchers, and managers to create new and interesting battlefields for DCS World. Why Sinai? The Sinai map is of great historical importance that includes several past conflicts. The map will include different types of surfaces, large and small rivers, forests, fields, and mountains. Large and small cities, many military airfields, road and rail networks, ports will also be included. Despite large portions of desert, the map will also include greenery and forests along the Nile Delta and in Israel. What does the Sinai roadmap include? The project is divided into three phases in total. Early access: first + second phase. Map update: bonus phase with expansion of the detailed territory with 3-4 additional airfields (it's a secret for now; we're still considering which ones). Final release: third phase First phase This will Include a 1500 x 1000 km area. Of this, a 700 by 700 km will be created in high detail and accuracy. Phase 1 will include many large and small cities like Cairo and include landmarks like the pyramids of Giza. Both natural and manmade features will be included. Airfields of the first phase: Egypt: Al Ismailiyah Air Base Faid Kibrit Air Base Abu Sultan Abu Suwayr As Salihiyah Bir Jifjafa/Malez Wadi al Jandali Israel: Nevatim Airbase Hatzerim Airbase Ramon Airbase Uvda/Ovda Second phase. Additional unique objects and scenery for Israel and Egypt will be added. Airfields of the second phase: Egypt: Al Mansurah Az Zaqaziq Inshas Airbase Cairo International Airport Cairo West (Almaza) Bilbeis Air Base Israel: Sde Dov Airport Palmachim Airbase Hatzor Tel Nof Ben Gurion Third phase. Airfields of the third phase: Egypt: Quwaysina Birma/Tanta Air Base Al Rahmaniyah Borg-el-Arab/Intl Jiyanklis New Gebel el Basur Al Khatatbah Kom Awshim Beni Suef Wadi Abu Rish El Minya Hurghada Wadi Abu Shihat When will this map be available? We are planning an early access release in the first quarter of 2023. This is subject to change. How much will this map cost? Base price - $49.99 USD Early access - $39.99 USD What period is this map based on? The map is being designed to represent the 2000s to the present.
    12 points
  2. Nope , no, non , nyet . Been on the pc upgrade merry-go-round long enough . No more until ED implements multi-threading and Vulkan . It's insane to keep spending $2500-3000 dollars a pop for a 10-15 % gain . I'll spend my money upgrading controllers over the next year instead .
    4 points
  3. F-111 AARDVARK ENGINEERING DATA DUMP: https://drive.google.com/file/d/1IeYaBiIWGPMOa-986jdP9WWyNT3SLd7y/view?usp=sharing The F-111 should be in this SIM becuase has had a very long service life and has seen many conflicts that would give us enjoyment for years to come. I have inclkuded flight manuals for the A,B & D models as well as NASA Flight Test Data. @Rick50
    3 points
  4. VSN_G91Y Mod The avionics is FC3 and A-10A With the CMD files you can select the flight model SFM or EFM. VSN Mod Download
    3 points
  5. I think a lot of people forget/don't realise how much fun can be had with Combined Arms simply, whether it be simple "fun" missions or full on Milsim combining Air assets. One of my biggest wishes in DCS would be to see way more interactions/cooperation between players using Combined Arms and FF modules, literally nothing more satisfying than linking coms with one or the other party and helping each other out in some form. But the biggest drawback to this right now is how left behind/aside CA is, very little is made to put some light on it so mass people could actually realise its worthiness/potential. The more people would use it, the more it would be talked about and shown around in videos or whatnot, and therefore the more people would jump in the boat and create actual reason for ED to spend ressources on it. Edit : You also rarely see combined arms slots available in multiplayer servers, with units setup close to front lines ready to be used by someone willing to do some ground combat for a change, once again, if that mentality changed and things were setup to push/incentivise the usage of Combined arms in MP, it would probably have a snowball effect on the community to the realisation of what CA has in potential, and that would lead to ED maybe spending/allocating ressources on it.
    3 points
  6. 3 back to back clean trk files showing the issue. PDSTT and snip via exceed gimbal right after launch. always left hand turn with the missile Aim54OrbitBug1.trk Aim54OrbitBug2.trk Aim54OrbitBug3.trk
    3 points
  7. This is a task we hope to start soon for both AAR and ALE-50. Thanks.
    3 points
  8. Just want to note that ALT-ENTER is a Windows thing not specific to DCS: https://support.microsoft.com/en-us/topic/alt-enter-switches-between-window-and-full-screen-d1b23daa-644d-3fbf-2f5e-c2c779584db5#:~:text=When you run an application,is displayed in full screen. So, whether by accident or design, DCS no longer allows the Windows convention.
    3 points
  9. As per the title, just a note of thanks to the developers. I flew a really enjoyable mission this morning in the Gulf. Took off from Liwa in the UAE on a strike mission into Kuwait (as per Desert Storm in 1991). Couple of tanks, x3 400kg bombs and a 450 mile flight each way. Navigated using mobile TACAN units which I’d placed at Liwa and also an improvised US airbase that had been used by the USMC. Long flight, but extremely pleasurable to conduct. The F1 is very much one of my favourite aircraft.
    2 points
  10. Very nice! I'll happily support your work!
    2 points
  11. Dear pilots and friends. The OnReTech team continues to work on the module. In addition to facilities and airfields, we are working to improve the quality of the terrain surface. We have implemented procedural texturing technology. We worked on the color balance and improved the visibility of details at high altitudes. Now we are testing flights at high altitude and latest updates made the view as close to the view in real flight as it can be. In the next step, we will focus on the foreground, add small vegetation and stones. We will add traffic and details to the roads and rivers, such as poles and trees along the roads, rivers and canals.
    2 points
  12. Some time, the newsletter mention things which happened earlier that week, say new Open Beta version. Fingers crossed.
    2 points
  13. no need, there is already a thread about this and is marked as reported: there is also enough tracks for it. and yes it is not working properly according to that thread and the tracks attached. maybe just merge these posts oh and this one also exists:
    2 points
  14. I really can't pick one, I can pick 2 but not one. The two versions would be the E and the F. They both represent different stages of the F-111's career the E was the definitive Vietnam era, and the F is the final version used by the USAF. I'd want the Vietnam era vark first unless they were a twofer pack
    2 points
  15. It seems that it is quite complete
    2 points
  16. no issues with the default one. since as you said it would be loaded via DTC anyways, we better off just wait for that. as every pilot has his preference in MFD setup, your suggestion for a new default would take me much more time getting things to be the way I like it than it does with the current one as my MFD setup looks very different from yours. so as it will favor you, it will definitely bother me and surely some other pilots too. hence leave as is and hope DTC isnt years away from being implemented.
    2 points
  17. Waiting for an official release, you might want to try this mod: Again, I didn't try it, but it seems a nice mod.
    2 points
  18. Понятно, но это слишком заковыристый способ. Мы сделаем избирательную загрузку-установку террейнов для выделенного сервера.
    2 points
  19. It's normal for users to have different bottlenecks even with the same hardware. This highly depends on the settings and missions. Set 4K+4xMSAA or 2xSSAA and you'll kill GPU. Move whole AI tank division through a city and you'll kill CPU. And whole lot of different other situations, objects and map places inbetween. Clear, right?
    2 points
  20. I'd like to say that I wholeheartedly disagree. The ridiculously loud switches in something like tomcat completely ruin the experience for me. Like in what universe is the faint click of the radalt needle hitting the lower stop post going to be louder than the engines!
    2 points
  21. I admit. I am now launching DCS, not to play, but to see what new module or theater is announced. Even thou we now have, or will have a plethora of European types I still hope that following are offered; 1. SEPCAT Jaguar 2. Hawker Hunter 3. Super Etendard 4. F8N Crusader (late model USN/USMC and French Navy) 5. Blackburn Buccaneer (Desert Storm/Desert Shield modernized). 6. A-7D USN/USANG, HAF outgoing variant. 7. A-4M Super Skyhawk II 8. SUper Lynx 9. AW101 Merlin Chinese AI: JH-7, J-8, Q-5
    2 points
  22. The devs behind 2018's Battletech put it best: Game development is 10lbs of great ideas trying to fit into a 1lb bag.
    2 points
  23. Ah, the source of confusion is now in focus. The dash 36 you posted is a Non-Destructive Inspection maintenance technical order. The dash 34 series are operations technical orders for the weapons systems and weapons cleared for use on the airframe. So the -34 replacement in the list is the T.O. 1F-105B-36S-34. The weapons manuals are always T.O. 1F-105B-34, 1F-105B-34-1, or 1F-105B-34-1-1. This is an example for the F-111: nullnull
    2 points
  24. Very well said, about 99% of the opinion i share too ! This from a realistic point of view seems to be the best option without forcing much more work.
    2 points
  25. It is for me , have they acknowledged it's a bug yet? Have gone back to 2.7.17.29493 Open Beta, ALT-ENTER fullscreen is working fine. So please fix it / change it back.
    2 points
  26. just to add to the post above me, the F1M didnt receive an IFF interrogator either so to put it quickly and badly you only really get an MFD, a hud, and a more modernised way of doing much of the same the earlier variants did
    2 points
  27. N°37 11F 100th anniversary https://www.digitalcombatsimulator.com/fr/files/3326091/
    2 points
  28. Nachdem es ja leider im Gegensatz zu vielen RennSims keine schöne 3D Hangar-Szenerie gibt, in der man seine Sammlung einfach nur bewundern kann, muss man leider immer erst nen Flug starten ... Finde auch, dass DCS da ein echtes Defizit hat
    2 points
  29. I will attach a video by @molevitch of his real life Mil pedals. You can see the microswitch actuation. It takes very little force. The intent is that only when feet are off the pedals are the microswitches released and I’m heading hold. The manual mentions that, it if you need to move pedals while keeping heading hold activate, you need to press the bottom of the pedals with your heels, becuase the micro switches are on the top of the pedals. Now, Mi-8 doesn’t have Yaw Dampening mode of AP. Mi-24 likely has it becuase the swept wings produce large amounts of Dutch roll at high speed (which already has 12 degrees anhedral to reduce Dutch roll, if you look at first Mi-24A prototypes you will see the wing was straight) and the yaw AP dampener helps slow down and reduce the yaw movements that cause dutch roll. The hydraulic cylinder damper in the pedals (called SDV-5000-OA), as you see in sim it slows down your pedals, and if you move them at it’s limit the yellow “high pedal push rate” light comes on. This hydraulic cylinder is the one that is primarily for reducing stress on the tail boom as well as reducing Dutch roll. Since you can disable this SDV-5000-OA hydraulic damper cylinder in the pedals with a red guarded switch by the landing gear. Once it’s disabled the Yaw AP is forced into dampening mode to make sure that even if disabling the SDV-5000-OA means you can move the pedals as fast as you want, the Yaw AP in dampening mode will slow down any yaw movement to make sure that Dutch roll and tail boom stress is minimized. This isn’t implemented in game, but if it was would give you a good way to toggle off heading hold mode permanently. As Admiki said, the Yaw AP dampening mode isn’t damoening inputs, but if you move the pedals it will slow down the increase in yaw rate, and as you relax the pedals will slow down the decrease in yaw rate. This same hydraulic cylinder SDV-5000-OA is the same thing that is automatically trimming the pedals when heading hold mode reaches its limit. You see this in Mi-8 also. When the auto trimming happens you will see that they move at the same max rate of the pedals with hydraulic damper turned on. I believe Admiki answered all your other questions! Even with Yaw Dampener on in game and pedal hydraulic cylinder, you will still see Dutch roll in game but it’s very small compared to Dutch roll with Yaw AP and SDV-5000-OA off. Just yaw left or right fast and you willl see it try to roll with yaw. Sometimes this can cause a back and forth movement/oscillation, and kill you as the wing on the outside of the turn produces more drag(which from a sideslip with swept wings, one wing becomes less swept then the other, and thus produces more drag and lift), causing opposite yaw and starting it all over again. So to be precise it’s not really yaw that causes Dutch roll, but sideslip. As Admiki said, Yaw AP dampeners were basically installed as mandatory on all planes/helicopters with Dutch roll characteristics and especially airlines. IMG_0657.MOV
    2 points
  30. Most mid-range and 3 Generation Old Cards will likely see performance increases. because there's 2 bottlenecks, caused by 1 piece of hardware that will be fixed with the Multi-Core and Vulkan combo. I've posted the same thing in dozens of threads, but there's is likely what you are experiencing, and what will change with those 2 major updates. Vulkan Removes the DX11 API CPU Overhead, the more objects in a scene, the more the DX11 API Gets bogged down waiting for a single CPU Thread to process all the draw calls. Symptoms: As object count grows, GPU Usage and FPS Drop, as a result of the GPU having to Wait for the CPU Thread to process all the draw and GPU commands in the DX11 API Before sending them to the GPU. DirectX technically runs 5 threads w/ DCS, 1 Thread is part of the DCS.exe, the other 4 are DX11 API and Driver Threads, but DX11 doesnt actually use all 5 threads at the same time, as many DX11 API Commands and functions are not able to be processed asynchronously, Sure MS Says DX11_1's command layer is multi-threaded, but the base functions of DirectX11_x are not able to be multi-threaded very well due to the core of DX11 and how it was designed. Result of Move to Vulkan: GPU instructions go directly to the GPU and are processed asynchronously by the GPU, allowing the GPU to stay fully utilized in complex scenes, resulting in higher and more stable utilization and frames per second, Vulkan itself allows for modular integration of Features as well (ie DLSS, FSR, The Long Dev Time: Writing a Graphics Engine from Scratch isnt easy, most developers license a prebuilt engine and integrate their content into it, the larger Developers spend up to 10 years developing engines behind the scenes. and releasing it to be licensed ie. Unreal, Unity etc. Multi-Core Having the DCS Sim Process on a Single thread, forces 1 thread to process everything, this leads to other items waiting for other processes to finish, the larger missions will exhibit the CPU thread having large overhead as AI Functions (Pathing, Solving for every moving object), Physics (Object Trajectories, Interactions), Flight Models, DirectX Command Layer, Weather/Environment, Track Recording, Sensors (Radars, RWRs, IFR, etc etc, of every unit, Aircraft, Ground, weapon). Network (Packets, Connection, Pings), UI Elements, User Input Commands etc. Symptoms: In Large missions with significant units, the DCS.exe Process can get bogged down with all the AI, Sensor, and Physics data alone, Moving to MP, you now have to do all that, and have to sync Player Units, and process incoming and outgoing network packets. Audio and Subtitles can be out of sync with the action, AI movements can be out of sync with the action, Tracks will playback with inputs and movements out of sync or completely fubar'd etc etc. Result of the Multi-Threading, Most of the items will be processed asynchronously, allowing everything to process quicker and more efficiently without having to wait for another to finish. The Long Dev Time: DCS had already started being re-written for Multiple Threads, the Sounds Processing was moved to it's own thread long ago, dividing a large simulation into multiple threads takes time and patience, as they must be divided, written and properly synced. I know everyone is tired of hearing patience, But they are both coming, as stated earlier, elements are in internal testing. There are no distractions/divergent projects, the teams working on the core are working on the core, Modules, Aircraft etc are all being worked on by separate teams.
    2 points
  31. Yeah, but i'm getting old meanwhile. It's just a radio ED. You can do it. Throw the Hog Drivers a bone. Fighters get all the meat. We just want a bone.
    2 points
  32. The delay isn’t a bug, it’s a feature! In an effort to be as realistic as possible DCS is following real world timelines for getting updated equipment on the jet. Congress has approved funding, it’s gotten through testing and development, now it’s waiting on inspection phase inspection cycles on the jet to align conveniently for maintenance to install them… but oh wait the air force is trying to kill the jet again and took away our budget to do the installs so standby on any new updates, put the parts in a warehouse and stand by for words until we forget the part is there… DCS is crushing the realism of the USAF acquisition timeline!
    2 points
  33. Well look what arrived. Works in app but so far can’t get it to work right in game. Had to recalibrate out of the box as you can see the center was way off. First winwing product I’ve had to recalibrate. No profiles available from winwing too. Images before I installed my F-16ex grip. Barely moves in game at all and mostly just in one axis, totally unflyable, will have to wait till profiles are out and I can recalibrate to makes sure it’s not bad or setup wrong. But that will be awhile as I’m working getting prepared for the hurricane.
    1 point
  34. You are my hero, thanks!
    1 point
  35. Thanks to both of you…. I’m going to go away and try all this out!
    1 point
  36. Awaiting the Ryzen 7000 series this is what happened to Ryzen 5000 shelf prices over the last couple of days (at my local PC store): 3 days ago: AMD 5600X: 229€ - AMD 5700X: 289€ - AMD 5800X: 329€ Yesterday: AMD 5600X: 349€ - AMD 5700X: 339€ - AMD 5800X: 449€ Today: AMD 5600X: 379€ - AMD 5700X: 359€ - AMD 5800X: 549€ Really...?
    1 point
  37. 1 point
  38. FONTE https://www.facebook.com/PolyDynamicsDCS/posts/505765464889911 Bye Phant
    1 point
  39. it is not bad, just primitive, like the one on the Viggen
    1 point
  40. Another one for the Marine : 11F n°10 100th anniversary https://www.digitalcombatsimulator.com/en/files/3326090/
    1 point
  41. I found this topic **very interesting**! Thanks for sharing!! It would be a dream flying a real helo. Or perhaps a "safer" alternative like the Cicare Trainer
    1 point
  42. No, not even it close. I'd give it maybe 60% complete. And that's a stretch.
    1 point
  43. That was exactly my point
    1 point
  44. I cringe whenever I see someone decry any changes to any aircraft system in DCS as a "nerf", or that a plane, missile, or other system, is "overpowered". DCS is not about "balance". There's no "BR", there's no skill-based match-making. You either are, or are not, good enough. It's a bitter pill to swallow for some people - even me. I suck against a non-AI opponent. DCS attempts to replicate real-world data of aircraft, weapons, and systems, based on actual real-world data provided by the manufacturer, and/or user(s) - THROUGH THE CORRECT CHANNELS. There's no "balance" in reality. A nuclear-capable nation doesn't use nukes because their opponent doesn't have them - they don't use them because it will harm relations with the rest of the world if they did, so such uses must be weighed up vs the fallout of using them. It's not DCS that determines the AIM-120C-7's range, it's real world scientific research. Likewise, the detection range and parameters of EO for Russian jets (early model Russian jets, at that) is dictated by data that is both accessible by ED and comes from verified, or multiple trusted, sources. If changes were made (and I've not read anything about EO changes in the last few patches), they were made based on data provided to them. Much like the AIM-54 Phoenix missile updates, which have arguably made the missile "worse" (or as I like to see it, more in line with what the missile was designed for - engaging high-altitude, long-range bombers at extreme range) - this was based on data and SME feedback regarding missile performance, from what I understand. All I can say is, learn the new system's limitations and adapt - develop new tactics which better support your chosen strategy and apply them. And if your strategy doesn't work: time for a new one.
    1 point
  45. The Hornet is not finished yet. There is a lot that goes into simulating any aircraft, and the Hornet is exceptionally complex. Lots more to polish off before the plane can be fully released, but that does not mean that the module is bad even in Early Access.
    1 point
  46. А наглядное пособие с выкладками удалено. Так некстати
    1 point
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