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Showing content with the highest reputation on 10/02/22 in Posts
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The asset list is frozen for version 1.00. I'm doing release version 1.00 testing in iterations right now. Fixed a large number of issues the last couple of days and have found more today. Small things, but since it's 37 assets by now, there are a lot of test cases. These are the version 1.00 assets.10 points
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Poly, Any update on your long awaited Kiowa. Just looking for something small to keep the flame lit. Can you shed just a glimmer of light so we no its still progressing. Much appreciated. Still highly anticipating this module.6 points
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Yeah, probably due to download limits. Use this link meanwhile: Frigate Admiral Kasatonov 1.0.0 by Admiral189 and Currenthill https://drive.google.com/file/d/13KEE4x00kB9o_0e-S276dlepE4oajEEE/view?usp=sharing5 points
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Already did, just didn't have the time to reply proper yet. It is on the list, albeit a slightly lower priority currently, we have a ton of stuff going on as we speak, but hopefully within the next 2 patches or so. Thanks for bringing it to our attention!4 points
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The DDR5 show is so bad that many shops and retailers bundle 32GB-DDR5 to a AM5 Board for free, just to push the whole thing forward. Most of the DDR5 promises made are still not here yet, neither could you do 128GB with confidence and sure no promised 256GB. And what did they say about Volts....I see the same volts applied as with DDR4. Maybe in the server space that comes to play already. 5800X3D, 64GB DDR4 , no stress...none of those new CPU's is actuallyfaster than that AMD chip. Many reviews skip it because it would show how badly they all perform vs. the 3D chip.4 points
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Maestro, even the old sparrow would open up the doppler gates if it couldn't detect a target using pre-launch information. This is the real problem with dropped tracks, the missile will drop certain constraints and you may have unexpected results, ie. it now gets to choose what it locks onto - with enough intelligence it may be able to choose one among many targets that best fits the criteria, or just the first thing it sees. AIM-120 has a search mode; I know it's not represented in the game, but I want to point out that CHEAPSHOT tactics are real, and they have a place (maybe not quite how DCS players use them, but they exist). In addition, there is an 'infamous' British experiment where they did not want to buy the data-link for the 120, and the Pk ended up being about the same as sparrow. With datalink it is twice as good as sparrow (this is 120A/B era). I know Pk is pretty nebulous but at least it gives an idea that something more is going on in there, so I think any target in a 120's search basket should be in danger. Let me know if you need the relevant info as proof - again I just have sparrow docs, not 120 ... but we're talking old sparrow (7F) and you might imagine a 120 would do much better.3 points
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It’s dead Jim. If they aren’t answering that’s an answer isn’t it?3 points
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@Vibora Any info what's going on? Without FFB springs the module is practically unplayable.3 points
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I would say don’t worry about the skins too much. If you release a skin template the community will do the rest3 points
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Here, check out Karon's great website. https://flyandwire.com/category/gaming/dcs/f-14-rio/3 points
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Download | Discord | Youtube About IDF Mods Project We are a group of hobbyists and aviation enthusiasts with an aim to develop an accurate representation of the Israeli Air Force within DCS We are working hard on a lengthy roadmap of several kinds of mods ranging from 3rd party module mods, to AI ground sea and air assets. Features F-16I Sufa F-16D bl.50\52 F-16D bl.50\52 ( No Spine ) Two Seater F-16I\D Cockpit With Multicrew Capability New F-16 Weapons -Iris-T A\A Missile -Python 5 A\A Missile -Delilah Cruise Missile -Spice 2000 Bomb -Spice 1000 Bomb -GBU 39 SDB Clarification: New Weapons Replace Existing Weapons AN\AAQ-33 Sniper Advanced Targeting Pod CFT + 600 Gal Fuel Tanks FAQ 1. Is the mod standalone or based on the F-16C? The mod is based on the F-16C you must buy the Official Module, But you can fly on both aircrafts at the same time. 2.How accurate is the F-16I\D models? The model of the F-16I\D is 100% accurate, we have made many efforts for it to be and look like the original, including textures. 3. Which liveries are included in the mod? At the moment, there are liveries for all the squadrons in the Israeli Air Force. liveries of other air forces are added by the community. 4.Is there a clickable rear cockpit and multi-crew capability? Yes. There is a rear cockpit that have multi-crew capability. 5.Will there be a change in the cockpit? The new cockpit has a few changes that exist in the real F-16I. We made the cockpit from scratch so these changes were added. we tried to be as precise as possible. 6. Does the Lantirn pod function in DCS? The Lantirn pod is not active in DCS, however its weight and drag exist. 7. Do the weapons function as in reality? Our weapons have a unique and accurate flight model that suits them, according to the type of weapon. The weapons replace other weapons in DCS so the systems on the plane remained the same. 8. Does the mod corrupt the integrity check? Yes, unfortunately the mod corrupts the integrity check. 9. Is there a paint kit to create liveries? yes, this is the F-16D Paint kit download. liveries examples available on our discord. Cockpit Sync FAQ Unfortunately, part of the synchronization in the cockpit does not work, that's why we created a FAQ that will cover this part 1. Startup Desync The pilot starts the plane as usual, the WSO performs an auto-start (Lwin + Home). 2.In Cockpit Sync / Desync MFD screens are desyncing, which means that both the pilot and the WSO can use their MFDs separately, including their systems. Some of the buttons in the rear cockpit do not have a physical button on the plane, to activate these buttons the button must be keybind (laser arm, master arm, and master modes) all analog gauges are synchronized with each other. 3. External Model Sync The entire external model is synced, including the wheels, flaps, air brakes, and afterburner 4. Payload Desync If the plane starts off on the ground with loadout on it, the WSO has no ability to see the loadout, in order to solve the problem re-armament must be performed. 5. Fuel Desync There is no synchronization in the aircraft's fuel systems For More Updates - Join Our Discord2 points
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So, I've been meaning to sit down and do this for a few weeks and have just now found the time. I'll try to keep it short, but it won't be, so I'll try to keep it dense. I was an Aeroscout from 1988-1993 flying the old OH-58 A/C. Back then, the scouts were unarmed for the most part, save a M-16 jammed across the glare shield and my .38 revolver in my survival vest. For this reason, we typically operated in a scout/weapons team with an AH-1S following as our armament. The Apaches and 58D were just coming online when I left the Army. I'm loving the DCS Apache and am chomping at the bit, but not holding my breath, for the Kiowa Warrior. I've been observing how the Apache is being employed on several servers and very much so on the Rotorheads server. I have some observations to offer tactics-wise that some may find helpful. This will apply to the U.S. attack and utility helicopters specifically as the Russian helicopters are designed differently and for different doctrine and they are employed more like very low level, very maneuverable, fixed wing aircraft that happen to be able to take off and land vertically. Keep in mind, I was in a very different aircraft with very different equipment and very different times, but I think this advice should still hold true. If there are any Apache or Kiowa Warrior vets here that have anything to add or critique or correct, I welcome the input! 1) Here's the biggest thing: I see a lot of folks just hovering at 800, 1000, 1500 feet AGL for many minutes, lobbing hellfires at bad guys. If you are doing this, you are really missing the advantage of a helicopter which is to utilize cover and concealment to survive. You should unmask just high enough to spot and shoot the threats that are in range. In some threat situations this may be fine but for the most part, the longer you are way up there, the more likely you are to be tracked and shot down. It also leaves you with less evasion options especially when trying to evade from a state of zero or low airspeed (-60kts). 2) Too much hovering. You present a more difficult target to track when moving even if it is at just 30-40kts and you have a quicker response for the aircraft to deploy to cover if you are engaged. Also, you will increase the flight endurance by keeping hovering to a minimum. This is also a great way to avoid settling with power. Also, if you are hit, it is easier to autorotate with some forward momentum and it gives you a better chance of getting to a safe landing location. 3) Unmasking in the same spot twice in a row. This is a cardinal sin! I learned this in my first trip to Hohenfels maneuver area where we war gamed with m.i.l.e.s. equipment. On a night scout mission, we unmasked from cover and saw a OPFOR tank nestled in a tree line. We immediately masked but didn't get a good fix on the type and exact position soooo, popped right back up in the same spot and this time, Mr. tank had his turret pointed right in our direction and shot us down (simulated)! 4) More of a courtesy: Calling "rifle" on comms and coordinating laser codes with others to avoid targeting conflicts and other pilots frantically dumping precious flares and diving for cover every time a friendly Apache fires a missile. Along the same lines, I typically set my countermeasures on bypass, so I'm not wasting flares on friendly fire, and I don't carry chaff. If you have your helicopter close to or down in the weeds, radar guided AA should be a non-factor and then you can carry more flares. Also, if you limit your altitude, and a radar guided weapon is fired at you, you can easily defeat it with cover or concealment. If you are still with me here, my typical planning and profile looks something like this; Before departure-I set a start point in the TSD, and alternate, and then note a point that is about 10K from the FEBA with good terrain relief or concealment, trees or buildings, and set a release point there, in the TSD. Load 50-60% fuel and 90 flares plus weapons of choice. If there are preprogramed CM's or TGT's on the TSD, I make note of them and plan for my ingress from the RP to avoid contact. Countermeasures on bypass, Acq to TADS, left MFD to Vid/TADS so I can see what the CPG or George is looking at. During the day, I will jump in the front seat for a sec to set TV instead of FLIR if I have no CPG. If someone knows how to do that from the back seat, let me know. After takeoff-Climb to about 800ft AGL so I can safely get my head in the cockpit for a minute without driving into the ground. If no CPG, I get George set up and WASed on hellfires and have him look ahead at the next waypoint. Make sure all exterior lights are off, countermeasures on, weapons armed, gun WASed. Set direct to RP and note the flight time. I usually use flight time plus 30 to 45 minutes, depending how far away I get from the RP, for my bingo time. When I'm all fenced in, I head down to treetop height for ingress, around 100kts, using terrain features to mask my aircraft. Approaching RP-A click or two out from RP I will pop up, keeping my speed up, high enough to get a good view over the terrain. I have the CPG or George do a quick look at 10, 12 and 2 o'clock. If nothing, back down to the weeds and because I'm expecting enemy contact but don't know where or when, I proceed a little more methodically. 40kts, quick pop up every couple of clicks, quick scan, if we make contact, back down in the weeds and head that way at 60kts, quick pop up now and then while under way until I'm in hellfire range. Targets in range- At this point, come to a hover behind cover or concealment noting the terrain around us as we prepare to engage. Identify ahead of time the next firing position and where it is safe to break to cover and always know the safest egress. Unmask, just high enough to see the target and either fire if it has already been acquired or, spot, lase and store, then immediately deploy back to cover. Don't get fixated on multiple targets and drift higher and higher in a hover and remain exposed. Fixating is easy to do and I'm guilty of it myself. Hard to resist easy pickings but when that Strela shows up that I didn't see before or it spawns in near me and I'm 1500ft in the air with nowhere to hide...bad news. Kill one, back to cover, I reposition laterally (not actually flying sideways but actually moving to positions to the left and right of me) instead of moving forward, below the tree line or terrain feature then pop up and repeat. A lot of times it pays off to bob up to just do a scan from 9 to 3 o'clock and, from close to far, to identify any threats you missed, just spawned in, or are a greater threat than your target group, without engaging. When all targets in range are cleared, I go back down, 40kts, bounce cover to cover and repeat the above until new targets present themselves. In the thick of it- I stay low, like weed top level, and moving 30-40kts, unless I am actively popping up to search or engage then quickly back to cover. Avoid flying over groups of trees and if I have to, always make notes of clearings to duck into or autorotate into if I get hit. I don't want to have to crash land into trees. Pop up only high enough to see and engage targets and don't unmask in the same spot twice in a row. If that manpad, Zeus monster or Strela, sees me and doesn't have time to fire, he surely will get me the next time I expose my helicopter in the same location. Great thing about helicopters is if one gets disoriented or loses SA, one can just scoot to cover, land and get regrouped. Egress-No matter what phase of the fight I'm in, I ALWAYS know how I'm getting the heck outta there! At Bingo (ingress+30 to 40 minutes fuel time) or Winchester, whichever comes first, I get down and fast, staying in low ground. 10ft AGL is a lot of work but it's a blast! 120kts, 10 feet off the ground feels pretty fast. In fact, all this is a lot of work and a few hours of it is pretty tiring. Often my rear end hurts from clenching, working rudder pedals. I probably actually have a higher "fatality" rate from pilot error than I do from being shot down. But the more I fly, the better I get. Night and other considerations-The dark offers a level of concealment that allows to fly a little higher up, 200 to 500ft AGL. Keep in mind though that the dark only protects you from visual acquisition. The Apache is fully capable of operating down and dirty in complete darkness and I usually don't change my strategy. It does require significantly more focus and SA to do safely. I will usually ingress, egress and land using NVGs and then transition to IHADDs when I'm close to the RP. In situations where the AA threat is non-existent, flying and attacking from altitude is fine but it is a good idea to stay moving. I'll usually do orbits, engaging as I approach and then breaking when I'm close to small arms range. This makes it easier to maneuver if a threat does appear, make it easier to autorotate if the need arises and uses significantly less fuel than hovering. Like I said, there may be some new considerations that I'm not aware of due to the ancient nature of the helicopter I flew in. I would love to hear some thoughts, positive or critical, on this from Casmo or other guys that flew Apaches or Kiowa Warriors. And one last thing, if anyone sees me, Aeroscout'88-'93, on a server somewhere, feel free to hop in the CPG seat and we'll go put some warheads on foreheads!2 points
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Greetings, Would it be possible for you to update the weapons labels for the F-14s to the new DCS standard? I don't think it would be challenging to implement, but I think many would appreciate this change. I have attached the picture to specify exactly what I mean. Thank you so much! Kind regards2 points
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Does the police light actually do anything besides going on and off? I realize DCS' light simulation is far from being optimal, but so far I haven't been able to illuminate, much less "ID" any other aircraft with it at night.2 points
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new version uploaded "VSN_G91Y v2.7.18.03 FC3 SFM-EFM". Now both versions should work at the EFM is was still the input Wrong.2 points
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Here is one more which i also posted to my insta. Excuse the quality the limit is 5mb. All thanks to admiral and currenthill for this breakthrough mod. Still exploring all the functionality added! InShot_20221003_002830500.mp42 points
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available here: https://www.digitalcombatsimulator.com/en/files/3326152/ update 10/04/22 syntax error corrected2 points
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What is your point? In the context of a Simulator? This is not war thunder Enviado desde mi ELE-L29 mediante Tapatalk2 points
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Up to now, I expected not to purchase anymore Maps and concentrate on mastering more aircrafts, but having all these assets available is really making me re-consider and get the Kola Map when it's released, thank you so much @currenthill, for creating these2 points
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https://www.digitalcombatsimulator.com/fr/files/3326151/2 points
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Loft tweaks are going to require eventual shift to the new guidance API when ED makes it available for Phoenix. The issue is that the loft gain only has one option, and needs to be set in relation to making actual long range performance shots possible. There is no ability to "bucket" a set of loft gain responses based on altitude, speed, or range, and there is no moderation of the value once set. Thus, to make certain the 54 can function effectively at its signature ranges comes the expense of mid-range (25-45 mile) shots folks *think* it should easily make. But as crews have expressed- there are reasons that particular region had cutouts and shot holds, not simply including the Phoenix performance itself. And, to be frank, even if loft bucketing or gain moderation comes after a guidance API change, there's still going to be a reduction in comparative performance in the noted ranges. It's Big Chungus, missile body and impulse designed to carry initial velocity and inertia out to the 60-100 mile region to intercept all targets- large, small, and maneuvering. That design requirement implies limitations that pure impulse and maneuvering authority can't overcome as it works in higher (relative) density air when it has to come back down too early in the profile. Use Phoenix like a Phoenix. The implications of controlling the fight are unavailable to any other weapon in DCS, just as it was unavailable to any other weapon prior to Meteor. While the target is deciding if he wants to live and surrendering all their SA to do so, you're setting up the followup- all while they're not getting to use the envelope where they're superior. And be warned: jamming is soon going to reinforce this, with the Tomcat having the only method of positive target ID prior to burn through when operating without AWACS. An F-14 that didn't used to jam because of the resulting becon effect can now do so- and unlike you: he can still tell what you are at valid HOJ range.2 points
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seems at the moment it works only as SFM…you need to activate it by clicking on the cmd file in the module folder - also modify the entry.lua file this way: --make_flyable('VSN_G91Y', current_mod_path..'/Cockpit/A10A/', G91Y, current_mod_path..'/comm.lua') make_flyable('VSN_G91Y',current_mod_path..'/Cockpit/A10A/',{nil, old =17}, current_mod_path..'/comm.lua')--SFM2 points
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correct, though im not so sure about it having a radar mode applicable to it, i see some kind of sea search mode being thrown around a lot in online discussion but haven't been able to find any info on it myself would like to add something to this Spain had plenty of assets for anti-shipping, maritime patrol and ASW in both the airforce and navy by the time the F1M upgrade started being developed, not just the hornet, aircraft like the P-3, the SH-60B and AB-212ASW are the first that come to mind It doesn't make sense to add this kind of capability to a stopgap upgrade of a plane the airforce wanted to get rid of as soon as possible, especially for weapons the airforce would never even bother to buy2 points
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Instantaneous selection, copy & paste. If anyone is interested in testing an early version, give me a shout.2 points
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помните, что основным источником разбалансировки являются два аспекта: 1) работа РОШем 2) работа педалями первый - непременно вызывает необходимость работы всем остальным, потому надо стараться не допускать быстрых перемещений, если необходима точность пилотирования второй - кроме изменения направления также вызывает изменение соотношения моментов относительно и продольной оси (по крену), потому требуется работа РППУ (для сохранения ГП - левая педаль -> РППУ влево, и наоборот). Думайте об этом, чтобы пилотирование сначала было осознанным, а потом навык перешел на уровень подсознания.2 points
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I'm very certain that the Beagle is inbound soonish, that the Mig and Tuc probably after that... long before a new Mirage gets started! IF it gets started... as It's not clear Raz will make a full fidelity Mirage 3, I just want it! I guess my issue is just that Raz have teased SOO SOO many possible future projects, I want them to focus on certain topics more than others. As interesting as the IA-58 Pucara is, with the free mod being available, I'd rather they try the Mirage 3 and EE Lightening... in that order!2 points
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A light that should illuminate aircraft, as that is its sole function. It works on the Mirage 2000, and I thought I saw it showcased in one of the F1 teaser trailers though I could be misremembering.2 points
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An RTX 3080Ti is like a 3090 (non-Ti) just a wee bit slower, but with half the VRAM of its bigger brother. ....and there's the problem with it. I don't think I could justify paying that much for a GPU with "just" 12GB of VRAM (still way too expensive for what it is, IMHO). ...but that's me, and I'm not you. DCS is littered with textures of humongous sizes, and 16GB (or more) of VRAM would be ideal, as it can make a difference with VR, single 4K, or 3X screens. But, at the same time (for reasons we could speculate, but not important here), given two GPUs of same segment, one from Nvidia and one from AMD, the former will have more "raw power" and perform better than the latter at higher resolutions (again, that's VR, single 4K, or 3X screens). If DCS and VR is your sole interest in gaming/simulation, you'll find there's a reason why the RTX3090 is so popular with DCS users who demand the best performance. It has the better "raw power" (of Nvidia), nulling the performance issues that, sometimes, the RX6900XT may have, while packing huge ammounts (24GB) of VRAM that its other brothers (RTX3080/Ti) sometimes may lack. Yes, it comes at a really high price though (and it's worth waiting for its price to go down, IMO). I'd say that the RX6900XT and RX6950XT 16GB, are the better deal (IMO) if you also have other gaming/simulation interests beyond DCS. They strike a balance of good performance and great ammount of VRAM. While still a lot of money, at the tempting prices that they now start to go for, they are no longer outrageously expensive as the Nvidia counterparts are (you probably noticed it). If at discounted price, I'd grab one instead of an RTX3080Ti. For me, the next best alternative is the RTX3080 12GB, if at lower price (as should be), itself just a tiny little slower (marginally?) than the RTX3080Ti 12GB and with same VRAM.2 points
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Game-altering changes happen all the time. Missions are updated to account for those changes, or are not updated and end falling into disuse. Players adapt to the changes by altering their tactics or finding something else to fly. That's just life, and it's true of every module. Just look at the Viper. Six months ago I could be confident of getting five or six kills per sortie with a full load of -120s. Today it's closer to two. Changing AI skill settings in the editor won't make an appreciable difference until and unless ED do some further work on the AI's ability to defend. No more perfectly timed split S, no more hitting the notch with precision. AI needs to defend to be believable, but needs to do it without perfect situational awareness. To ED's credit, it's far better today than it was a year ago and I'm confident that this will continue to improve.2 points
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It will be very interesting to see how this compares to the 5900x and DDR4. Bitmaster is right there, the DDR5 does not scale well or have guaranteed compatibility when using x4 sticks as we have seen so far with Intel Z690. How it works with AMD's new design is yet to be seen as far as I know. I would have got 2x32gb sticks just to be sure.2 points
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Sorry for the question, is the G91 flyable? how to use the CMD files? Thanks to anyone can reply and help.2 points
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This isn’t the first time this has happened and get the feeling ED are for whatever reason slowly weening is off the full screen function. For me I notice the difference but think it may be more of a trackir thing as in it’s a lot smoother when in full screen as opposed to windows mode, actual fps is negligible. I like others have mentioned here also use the volume osd to confirm what mode the game is running in - c’mon ED give us a quick fix please, it really does make a difference for some of us, thanks2 points
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Happy Saturday Guys! The Russian Frigate Admiral Kasatonov version 1.0.0 has been released. You can find it on the first page of this forum. #27. Please give thanks for CurrentHill for an amazing job on animations and her weaponry along with hull textures. As always please PM me with any technical issues! Thanks.. Enjoy Guys! Admiral Flota Kasatonov is an Admiral Gorshkov class frigate of the Russian Navy and the second ship of the class. The Admiral Gorshkov class is the successor to the Neustrashimyy and Krivak-class frigates. Unlike their Soviet-era predecessors, the new ships are designed for multiple roles. They are to be capable to execute long-range strikes, conduct anti-submarine warfare and to carry out escort missions.2 points
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That's not a Phoenix problem though, that's an AI and mission design issue.2 points
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Gents, the two programmers are so busy with the F4U testers, that we cannot dedicate the time needed to fix a lot of the major issues just yet. We've mentioned fixes will be coming, but most are worth redoing as we develop the new MiG-21. We're fully aware of most issues, both graphicly and logically.2 points
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That will likely NOT work with DDR5 at this stage. My advice, check what speed your board supports with 64GB @ 2x32GB-modules and buy that as one 64GB kit. With 4 modules, the supported speeds dump WAY DOWN at this stage of DDR5 degree of ripeness.2 points
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В англоязычной части форума уже некоторое время обсуждается идея разделения модулей и их дефолтных ливрей. Чтобы люди могли скачать только саму модель, а дополнительные скины для нее загружать-удалять по мере необходимости через менеджер модулей. Или выборочно для каждого модуля, или единым паком "Дополнительные ливреи". Вопрос возник в свете того, что сейчас абсолютно каждому юзеру ДКС "навязывают" около 42 гигабайт ливрей. Не интересен Томкэт? Все равно скачай 12 гигабайт скинов. Не летаешь на Апаче? А 10 гигабайт ливрей поставь. Пофигу на поршни? Держи еще несколько гигов. И так далее. Дальше, разумеется, ситуация будет только ухудшаться, т.к. модулей меньше не становится. Что думают по этому поводу разработчики?2 points
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If anyone wants to try, add below two lines to saved game\dcs\config\autoexe.cfg, and see if it works options.graphics.Precaching.around_camera = 10000 options.graphics.Precaching.around_objects = 20002 points
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