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Swedish Military Assets by Currenthill Release Version 1.00 I'm happy to announce the first release version of the Swedish Military Asset pack for DCS. I ask you to please keep the following in mind: This is a one-person hobby project, as I have a full-time job! There will be smaller issues that I won't catch in testing, since there are so many assets (thousands of lines of code, closer to 90 EDMs and hundreds of textures). I'm aware of a lot of time consuming issues like too high poly count models, models with lack of details etc, these will be fixed one by one over time in iterations. Main focus now is to release the version 1.00 as a starting point. I'm not a fan of waterfall projects that never finishes. It's very large in size (12 GB) due to the amount of assets, models and textures. Dial-up users won't be happy! When released I truly welcome user reported issues in this thread, I will track these for future iterations. But please refrain from focusing too much on weapon specifications. I do a lot of research, as do probably a lot of you, but as you know OSINT sources often differs in their facts. And since we'll probably never know the correct answer for most of these questions, there is no point in arguing them. I spend a lot of time trying to emulate weapon system function, not design. I do my best to implement realistic weapon systems that won't be overpowered. Be aware though, some of these assets may feel overpowered just because they are much more modern than many of the ED assets in DCS. Again, this is a version 1.00 release. Also, these are a list of already known issues or limitations with the current version. Infantry movement animations needs work. Infantry death animation needs adding. Models have high poly count. Models have high resolution textures. Duplicate models and textures between assets since I keep the different assets separated in the structure for development purposes. Please feel free to report issues in this thread, while I will certainly log them for incident management, I can't guarantee I will be able to answer everything in the thread. I will be handling new and known issues in the background, as well as adding more assets, for the next release version. Don't forget to check out the included PDF - it's a collection of all the one-pagers explaining the asset's different capabilities. All the assets are located under country "Sweden" and have the prefix [SMA] ! Please DO NOT redistribute this mod without permission! Complete (12 GB) Download link: https://ln5.sync.com/dl/4b3a558a0/khdyc75n-duep36g9-s9ciibnd-mgtt8ph5 Split zip (2.9/2.9/2.9/2.3 GB) Download link part 1: https://ln5.sync.com/dl/0bb184e70/imktjfwz-qs9n2xpd-gr2e6kvj-7f4srq8j Download link part 2: https://ln5.sync.com/dl/37cff4390/fdbz475h-h4r5n9nd-3y55fu9p-mz3khmyj Download link part 3: https://ln5.sync.com/dl/71b327dd0/ju9hmeyp-xd93qxzt-3twj9ban-3vab9m22 Download link part 4: https://ln5.sync.com/dl/5a5589e30/5st2rhvv-qh7db7km-wagyfug2-4prhzwky6 points
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Status update: I'm currently uploading the mod to a new hosting service. And I will publish both a complete package and one split in four parts.5 points
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DCS: F-16C Viper | Non-Cooperative Target Recognition (COMING SOON) In this DCS: F-16C Viper video, we’ll talk about the Non-Cooperative Target Recognition, NCTR, that can be used to identify the aircraft type. As many of you are probably aware, this system compares turbine blade signatures of different engines to a database of associated aircraft types. This can be a useful system to identify the aircraft at beyond visual range of up to around 25 nm. Because NCTR requires the radar to see the engine blades, there some important requirements: First, the target nose or tail must be within 30-degrees in azimuth and elevation of your nose. Second, the target must be within about 25 nm. Third, you must be in Single Target Track mode. To interrogate with IFF and NCTR at the same time, press and hold Target Management Switch Left for greater than one second. (Left Control + Left Arrow) Let’s look at this in action. We are STT on a high-aspect target at around 30 nm. To perform an NCTR print, hold the Target Management Switch to the left for greater than one second. When you do so, it will both perform an NCTR print on the target and perform an Identify Friend or Foe interrogation along the line of sight of the STT target. If the target is outside the range and angle constraints, an INVL, or Invalid, message will appear on the Fire Control Radar, FCR, page. Now that we are 24 nm, we will perform another TMS Left Long press and we can see that the target has been identified as SU27, meaning an Su-27 fighter. It’s important to note that because we both performed and IFF interrogation and an NCTR print, we now have two identification sources that allow the Rules of Engagement tree to identify the target as hostile, indicated as red. Meaning you will be able to identify hostile targets with only ownship systems.5 points
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Полностью согласен! Как мне кажется, вся эта куча мала из-за сторонних разработчиков, которые делают то, что им нравится и у которых нет слаженности между собой! Думаю и ооочень надеюсь, что в ближайшем(не точно) будущем, все это уравновесится... Эх, мне бы добавили к имеющимся Ми-24 и Ми-8 ТВД Афгана(которую, вроде как делают), да кликаб Су-25 и я на долго бы покинул чат! P.S. /зануда mode ON/ и /зануда mode OFF/ А это прям улыбнуло5 points
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14 октября 2022 года Дорогие друзья, Готовы сообщить, что наш партнёр и разработчик, компания OctopusG объявляет о высокой стадии готовности их очередного шедевра – легендарного Ла-7, поступившего на вооружение ВВС РККА Советского Союза в конце войны. Подробности ниже. Эта неделя прошла в интенсивных работах по подготовке к выпуску обновления DCS World 2.8. Оно принесёт в игру много нового, включая движущиеся облака в системе генерации погоды и новые возможности редактора миссии. Спасибо за Ваш энтузиазм и поддержку. Команда Игл Дайнемикс DCS: Ла-7 Знакомьтесь Самолёт Ла-7 созданный ОКБ Лавочкина на базе Ла-5ФН, является одним из самых известных советских истребителей завершающего этапа Второй мировой войны. Он являлся вершиной линейки Лавочкина военного периода и прекрасно проявил себя в руках асов ВВС Красной Армии. В конце войны, на этом самолёте воевал Иван Никитович Кожедуб, имевший более 60 подтверждённых воздушных побед. Ла-7 оснащался 14-ти цилиндровым радиальным двигателем АШ-82ФН – уже собственным развитием АШ-62, созданного на базе американского Райт-Циклон R-1820. АШ-82ФН был вершиной советского двигателестроения военного времени; надежный и простой в обслуживании, оснащенный системой непосредственного впрыска топлива, он выдавал 1850 л.с. на взлётном режиме. Самолёт оснащался двумя 20-мм пушками ШВАК. В конструкции широко применялась дельта-древесина. Самолёт имел великолепные лётные данные, не уступающие лучшим образцам самолётов противника на малых и средних высотах. При создании Ла-7 был широко использован опыт, накопленный OctopusG во время разработки DCS: И-16. Самолет будет иметь полностью интерактивную кабину, детально смоделированные системы и выдающуюся лётную модель, основанную на многолетнем опыте DCS World. Работа над модулем идёт полным ходом. Планируемая дата Раннего доступа - первая половина 2023 года. Динамическая погода Что нового После этапа разработки и тестирования новых движущихся облаков и погодных эффектов, таких как радуга и гало, мы обновляем DCS World до версии 2.8. Погодные эффекты имеют специальную оптимизацию под устройства VR, что обеспечит стабильную и гладкую картинку. Версия 2.8 станет крупным обновлением для DCS World. В ней появятся такие погодные явления, как радуга и ледяное гало. Параметры ледяного гало можно будет задавать через редактор миссий, а движение облаков будет зависеть от настроек ветра. Одновременно, мы улучшили визуализацию дождевых эффектов и устранили редкие, но неприятные артефакты объемных облаков. Управление экспозицией и алгоритмы тональной компрессии были изменены для создания более качественной и реалистичной картинки. Также доработаны плоские тени на МФД и затенение элементов кабины. В завершение мы рекомендуем вернуть величину гаммы до значения 2,2, на которое мы настраиваем графику DCS. Ждите новостей о выходе DCS 2.8! Благодарим за поддержку.5 points
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The first post in this thread and the Version 1.00 release post has been updated with new download links!4 points
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Its standard in many airforces around the world to tow aircraft back into the shelter. In DCS, after finishing a mission and you are back on the ground, its impossible to get back in the shelter you came from. When i visited an AF base in Norway back in 2021 i got to see how they do it. They had two winch cables that came from the back of the shelter and pulled the aircraft back. Not asking for anything fancy but just having the ability to get towed back in would be awesome!3 points
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Thing is not the 15 FPS. It the frametimes that counts. Seeing this example, the 4090 might be the first card where you can run a stable 45fps reprojection with all settings cranked up to "high". You wouldn't even benefit from a 6090 because you would always be stuck in reprojection because from here on, DCS will be CPU limited. So, the benefit is really cranking up all settings to high (that said, with a varjo aero!). Is it worth 2000 bucks? For some of us yes, for some not. I didn't expect that kind of impact myself and am torn right now whether to buy or not. With a mild tendency to say yes. Because from now on and until the CPU limit isn't addressed, this card will serve you a long time unless new headsets are coming out with a lot higher resolution. I really can't see this coming in the next years. If you look at the current new releases (Pico, varjo, etc) they all have the more or less same resolution and are opting in for better features like wireless, eye tracking and so on. As technology evolves (eye tracking, Vulcan) the demand will rather decrease than increase. But that's just my two cents here.3 points
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Not entirely true Here at the RNLAF, the F-16's get winched backwards into their shelters, with the pilot still in his seat. Once the aircraft is back inside, the boarding ladder is placed and the pilot will exit. I'm sure The Netherlands is not the only country doing it this way, although I can imagine, many/most other aircraft types might not have winching lugs3 points
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I think that is a bit dissapointing - I was really hoping that this unit would help me tidy up my cable issues.... I run my cube sim screens and cougar MFD's ( current set up) all through powered hubs, if that helps answer the OP question, although the cubesim screens are 800 x 600 and use USB and the winwing are 1024 x 768 I believe? The same res screens ( 1024 x 768) I just got to go behind my Apache MPCD frames use an HDMI each, which was a right pain, as my card only has one HDMI outlet. Which is why it might shows USB3 to PC HDMI on the back of the unit in that manual illustration. TBH, its a bit annoying we dont know for sure and not only that, if they are selling as a complete unit, why could they not make them with say all three bezel frames using one cable and the same with the power supply...... that just needs a simple mini hub in the unit and a simple AC split cable. The screens will need a cable each if they are HDMI.3 points
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Starting to crawl back, a bit late for my taste. Let this ripe, the last word on "what GPU can I actually afford with the future electricity bills in mind.." hasn't been said yet nor have those astronomically high kW/h rates reached all those who will eventually get them and open their eyes, paired with a new Gas bill that will scale likely. With -5k€/year on the energy side you will have to rethink, if you like it or not. There is no room for such idiotism in the near future for most users. A Gaming Rig that will consume ~500w total while .listen...GAMING.. will become a different taste for most in central Europe where energy prices skyrocket. The US might be different in that regard but if it hits Europe hard it will hit & affect every market.3 points
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All that document says is that the missile searches an uncertainty volume around the cue. It does not state how that volume is defined. It also does not state that the volume is static. It very much stands to reason that if there is a loss of update, that the missile should expand its parameters to find something. And just to be clear Cheapshot is not snipping the missile before it is active. Cheapshot is snipping the missile at HPRF active, so Cheapshot tactics implies the missile is HPRF active and searching for or has found the target. US Army Brevity link CTRL-F Cheapshot in that document. Without HPRF, or HPRF indications in the cockpit in DCS it is currently Impossible to do Cheapshot tactics. There is no terminology for snipping the missile before HPRF active, that would be a trashed or snipped shot, or just not supported to active.3 points
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I’m aware of the issue with bandwidth limitations. I’m at the gym, but will take care of it when I get back home.3 points
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A set of 7 generic liveries (no markings, roundels, etc) Drop in C:\Users\%username%\Saved Games\DCS.openbeta\Liveries\L-39ZA DOWNLOAD3 points
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Yeah, pushbacks have been a very long requested item, right now the only things are static objects that come with the Supercarrier - though they are all fully animated, which gives me hope.3 points
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Others may have more information than me, but I don't believe we've had any word at all from Hollywood. In terms of Vaicom, I think at this point we should assume his absence is permanent and the current version is the final one we will get. I hope he is ok, and has just decided to step away for whatever reason. His wellbeing is most important, of course, but as far as Vaicom goes, I hope maybe Hollywood (or anyone he might have passed ownership to) emerges at some point to at least hand this over to the community to maintain, but I don't think we should count on that either. I guess it remains to be seen whether Vaicom works properly with DCS 2.8.3 points
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The switch caps? https://smile.amazon.com/gp/product/B0915RTQHX/ref=ppx_yo_dt_b_search_asin_title?ie=UTF8&psc=1 The square caps and large barrel caps I printed on my resin printer Update, got most of the engraving done, going to have to reprint the engine start panel, the warning stripes burned through to the infill, tried to fix it with white sealant, but it looks like ass, so a do over. The inner ring of the TACAN concentric knob has to be reprinted, the tolerance was a little too tight, and the engraving was a bit off center. Still haven't painted the thumb wheels, so the vent air flow wheel is missing. I need to source some better volume knobs too.3 points
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I have finally found some corroborating sources that S-8OFP2 should have more rocket burn time/power then other S-8 variants. Increase rocket motor energy is referenced here, you can use Google translate https://m.tvzvezda.ru/news/201806251657-kptc.htm It notes one of the advances is use of MTT composite fuel over balistic. This article also mentions the rocket has increased energy compared to earlier S-8. https://en.topwar.ru/171651-s-8ofp-bronebojschik-novaja-raketa-iz-starogo-semejstva.html A common theme in these statements is that increases in rocket motor technology, allowed them to use a smaller motor and a 2-3 times heavier warhead, while still having range increase from 3-4 km to 6 km. https://www.ainonline.com/aviation-news/defense/2018-07-10/new-air-ground-rocket-russian-attack-aircraft?amp These claims of using a smaller engine with modern fuel to makeup for a 2-3x heavier warhead might also be from changes to the rocket body and smaller fins that reduce drag. There is also exhaust vanes (like the hydra) that also produce roll mean that the despite smaller more aerodynamic fins, it can still spin fast. These qualities could make up for a small part of the increased ballistic performance. So With how the motor is spoken of having more energy, it makes sense that ED would put in their patch note when introducing S-8OFP2 that “Enhanced fragmentation effects and increased engine burn time.” Which makes it sound that, engine power can stay the same, and only changes need to be engine burn time and the sighting information of modules using the weapon. I understand if ED just does not have a good enough reason to pay attention on this rocket. And I understand if despite the claims that OFP has increased motor energy/burn time, it is the interpretation of ED to not change motor from previous S-8 unless more information is known. That brochures and defense exhibitions are sometimes not enough to model an unguided rocket. However if the patch note from its introduction is correct that it only needs extra burn time, then I think it would be a fantastic way of making this rocket more realistic, and a good comparison to the Hydra rockets we have in DCS. Thank you for reading and I appreciate the thought even if not possible. Thank you for reading!3 points
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The next RTX will prob be in 2 years, and unless NVIDIA can make a big performance jump like this time again expect the usual 30-35% improvement from the 4090. The high-end GPU is getting up to a point that it's not really much of a factor in performance now, it's the CPU that really needs to catch up in single core performance as long as we don't have multi-core DCS engine.3 points
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Hi again, Just finished adding mission M08 for low-level bombing. I have edited the 1st post to reflect this addition. Here is a short video of the attack part of the mission: Now only the last mission remains to be done: Air-Air missile use, against practice drones. With that this set will be complete, tough most likely it will have to be revised once a new version of this Mod appears. Best regards, Eduardo3 points
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3 points
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It'd be really, really nice to have any real ground crew.3 points
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/зануда mode ON/ Я сюда инвестирую ещё со времен фланкера. Развитие не может не радовать, но с каждым анонсом вопросов больше чем ответов) Не поймите меня превратно, я радею исключительно за развитие его популярности и продаваемости. Можно же развивать направления более целенаправленно? Вот у меня есть МиГ-15 и Сейбр, но нет Кореи. Вот у меня есть Залив и F-18, но нет Ирака. Вот есть Сирия, но нет немокрых для неё, есть только уже устаревший МиГ-21 и вот недавно Мираж появился. Вот есть крокодил и А-10, но нет Афгана. И т.д. и т.п. У меня куплено 99% дополнений и я обязательно куплю Ла-7, чтоб поддержать уважаемого Octopus-а, но если бы симулятор был более "совместимо" разбит по эпохам и модулям, он был бы гораздо более увлекателен. Да даже, черт возьми, за счет наличия не столько карт, сколько противоборствующих модулей, онлайн был бы гораздо сильнее развит и соответственно росла бы его распространенность и популярность среди тех же людей, что сейчас гоняют в тундру. /зануда mode OFF/3 points
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That's correct, rudder FBW model is not 100% done yet. We are still getting more information on this. As a result, the aircraft might get excessive slide in this condition Flat turn rate and rudder authority is still being tuned as well.3 points
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The M229 is just a bigger-bang version of the M151. There is also a penetrator version in DCS, but since most of DCS's objects don't model armour or penetration I'm not sure it has any use. Basically the way damage works in DCS is just based on a sort of health bar for the vehicle, which is depleted by various incoming hits in an simple arithmetic fashion. Fragmentation is not modelled in any way at all, meaning whatever rocket you choose it will perform much worse than you expect if you land a lot of very-near misses and never actually directly hit the target. Essentially the only use for rockets in DCS is against infantry (where a near-miss will be effective) or buildings (where you can actually score direct hits). For infantry the 151 is more than enough. For buildings the 229 is probably a better choice since a high proportion of the rocket is payload, so you get a better "payload to overall weight" ratio. Either way the main doctrinal use of rockets (as an area suppression/neutralisation system) doesn't work at all in DCS, so most of the time you are better off either carrying a few for infantry groups, or none at all.3 points
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I've been chasing after VR perfection for a long time, and having installed my 4090 last night I can finally say I've got it. 10850k @ 5ghz 32gb ddr4 3600 RTX 3090, now 4090 Reverb G2 using OpenXR Test scenarios I use: BF109 Channel Bomber Intercept Mission BF109 Channel Low Level Hell Mission AH64 Marianas Free Flight F16 Syria Free Flight I can run 100% locked 45fps ASW with all settings maxed other than shadows on low/flat, MSAA 4x. No drops below 45 on any test scenario. Only downside as anyone who uses ASW knows is that BF109/Spitfire props and AH64 and KA50 rotors suuuuuck using reprojection, so I tried to see how I could get to 90fps. Alternatively, I can run 90fps 95% locked on the same settings, but with shadows and cockpit global illumination off and MSAA at 2x. The drops that do occur are CPU bottlenecks. I will be getting the 7800X3D as soon as AMD releases it early next year to resolve the CPU issue. In order to get to this level I had to turn on FSR @75% resolution, 80% sharpness. I don't really notice any quality degradation. If I were to choose, I do prefer the locked 45 reprojection as it felt smoother without the CPU bottlenecks, but I imagine I'll switch full time to 90fps using FSR once I get a new CPU. In either case, the GPU is never at 100%, only drawing ~300 watts, so for sure the 4090 is the first cpu that can actually pull off high resolution HMDs. With the 3090 I had to turn all shadows off, clouds to low, terrain distance to low, FSR on, msaa 2x and was only able to get 45fps with reprojection, which would often drop to 33 in low level flights such as the f16 syria and ah64 marianas above.2 points
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Like I said "anything significant"2 points
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The question is. Of those 10, how many need to go directly into a usb C port in the pc and how many could be regroupe on a single USB port on the pc through a hub2 points
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Well, considering the excellent quality and variety of e lements in your work, I think that the interest in your Mod will expand much further than just users interested in Swedish power.2 points
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Everything seems to be working now. I love this mod. Makes planning for Kola Map a lot of fun.2 points
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I might be in the minority here but considering the full pack is 11G I appreciate that each mod is self-contained and I can pick and choose if I want some or all of them installed at any time.2 points
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I'm not forcing to ANYONE to change their "plans".... I'm just pointing out them what is the actual situation related with WW2. I don't mind what "are" their "What If... future plans". if you want to white knight them.... go on! you have a lot of hard competence in this forum. The problem is that they want to be everywhere like God but in fact they've been nowhere for years with or without FPS friendly techs or with already in market maps, that's what the OP initially pointed out and She/He's fully right.2 points
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Thanks so much Currenthill, you are a saint - really looking forward to this long anticipated Mod & the hard & dedicated work you have put in. Already trying to save for a 2TB SSD, as my 1TB dedicated DCS is now drive is full! Would appreciate if some kind soul could maybe upload a torrent of this mod (with Currenthills blessing?) As also getting time out on direct download, as this mod is rightly very popular2 points
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You've made your point @AirMeister, but people come to this thread to, at some point hopefully, read about 4090 performance with DCS. And, I don't want to "feed" you, but also: 1. Realize that it might very well be possible, that you overestimate (over-expect from) multithreading/Vulkan 2. It's Vulkan, not Vulcan...2 points
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I think we are forgetting a crucial part in interaction between the crew on intercom. I played a lot of ARMA in a hardcore milsim community back in the day and some operations we didn’t make contact with the enemy at all during multiple hour sessions. But the fun we had among the men was priceless even though everyone was playing his role seriously2 points
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Going from 25 ms (40 FPS) to 18 ms (56 FPS) GPU frametime is quite impressive, that is a 40% performance increase. Still hard to judge the raw gain since the CPU is completely bottlenecked. We need to see benchmarking where the CPU frame rate stays well below the HMD refresh rate to see the real gain from the GPU.2 points
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Thank you very much! (Lycka till på gymmet)! Best regards: Otulf2 points
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I pray the Phantom. I would like to get the Eagle as well eventually but it can't beat my favorite aircraft, that being the Phantom.2 points
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I've read through your previous posts... At the end of the day, this is a game, and for ~97% of the player base this is a past time, and an outlet of fun. One could argue that NO module is made 100% to it's real life counterpart. I think it was important for HB to set the expectation early with the fact that this is an "amalgamation" build which gives HB/TG some leeway in terms of what to build. With that in mind, you shouldn't need to scrutinize any possibility of a system just because YOU haven't seen public data on the matter. Remember, the lead person on this project is a previous Eurofighter pilot. If you're that worried about this module being a waste in terms of realism, don't buy it. Nothing, and let me be clear, NOTHING in DCS is perfect, and we should take everything with a grain of salt. Sit back, relax, and have some fun2 points
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If you can mark a target with a rocket, you might as well kill it. The issue with the rockets is that you need a direct hit, meaning square on, while in real life rockets are area weapons, meant to be fired in a general direction and wiping out everything in a general area, while in DCS rockets do near 0 damage if they land even just ever so slightly next to a target that has the slightest bit of paper armor. What good is your "personal MLRS battery" when you get no kills. All it does is produce a fancy firework show. The way I see it is, I can either have 38 rockets or 8 hellfires. Or in other words, I could have 2, maybe 3 kills on vehicles or 8 guaranteed kills from a way greater standoff range (provided that you have a human CPG). Marking targets is great and all, but if you can mark it, you might as well kill it. And even without smoke rockets you could mark with your laser. Nearly all modern, western aircraft have a laser spot tracker. And even without that, you can feed them the coordinates. I never found a use for smoke rockets, vehicles smoke on their own when you hit them with a hellfire, no need to waste your pylons for something that has no effect. As for night illumination, that is great for the Ka50 which has very limited nighttime capability, but the Apache has FLIR. Maybe it would be useful in real life to support troops on the ground or something, but not in DCS when you can put something on that actually has an effect. Given the limitations of the vehicle damage models, the lack of frag simulation, the borked up ballistics calculations > 3km (they always land short it seems), the fact that you have a gun that can kill an APC in 3 direct hits but has 10 times the ammo that you get with your rockets (and soon 40 times the ammo with the removal of the aux tank) and also can swivel around and that you can have missiles instead of rockets means that rockets in DCS are only ever useful if you fight a lot of large groups of infantry without AA capability. If you actually want a decent chance to kill something with rockets, you need a decent salvo size if you want a certain certainty of killing it. And when you have to fire 8-12 rockets to get a kill from 3km away, you might as well just shoot a hellfire from 8 and then you're still more efficient with what you can actually carry in terms of kills per trigger pull. Sure, rockets are cool, they look great, and they do actually work against squishy humans, but for anything else it's just a waste of payload and space right now until frag and vehicle systems are simulated. The utility rockets are even more situational. So I disagree, they are meant to be inaccurate, they are inaccurate, but in DCS they must get a direct hit to do anything. In short, it just doesn't work out. Between the gun and the hellfire you get something that can kill from 0 to around 2.5km and something that can kill from around 3km to 10km. Rockets are sort of landing in the right area around 500m to 2.5km without blowing yourself up. They're great fun to use, but again, only effective against infantry. Of course you can kill a truck or APC with it, but at that point why not just use the gun? It's way more accurate, you get way more ammo and you get more standoff capability if you take missiles instead.2 points
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I think we need to stay on topic. RTX-4000 series effect on DCS with hardware. This topic is important to DCS users and allowing informative hardware decisions going forward.2 points
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14. Oktober 2022 Liebe Piloten, Partner und Freunde! Drittanbieter-Entwickler OctopusG freut sich, die La-7 für DCS World anzukündigen! Somit wird es bald einen weiteren legendären Warbird für euren Flugzeughangar in DCS World geben. Bitte lest weiter unten die Details. Wir danken euch allen für die treue Unterstützung. Wir haben wirklich Glück, dass wir solch eine Community haben. Diese Woche möchten wir euch die Neuerungen vorstellen, die mit Version 2.8 kommen werden. Version 2.8 wird ein Wettersystem-Update mit sich bewegenden Wolken enthalten, Einstellmöglichkeiten für den Missionseditor und mehr. Vielen Dank für eure Leidenschaft und Unterstützung. Viele Grüße, Eagle Dynamics DCS: La-7 Vorstellung Die Lawotschkin La-7 ist ein berühmtes sowjetisches Jagdflugzeug, das gegen Ende des Zweiten Weltkriegs zum Einsatz kam. Sie war das Kronjuwel der sowjetischen Flugzeugkonstruktion des Zweiten Weltkriegs und feierte große Erfolge durch das Fliegerass der Roten Armee Iwan Nikitowitsch Kozhedub. Die La-7 ist mit einem leistungsstarken ASh-82FN-Kolbenmotor ausgestattet - die Spitze der luftgekühlten Motoren - und ist mit beeindruckenden 20-mm-ShVAK-Kanonen bewaffnet. Dank seiner hohen Leistung kann dieses Jagdflugzeug mit den besten Achsenjägern konkurrieren. Das Team von OctopusG hat seine Erfahrung bei der Entwicklung der DCS: I-16 genutzt, um die La-7 so genau wie möglich zu entwickeln. Ihre La-7 wird ein vollständig interaktives Cockpit, eine detaillierte Systemmodellierung und ein hervorragendes Flugmodell haben, das auf jahrelanger DCS-World-Entwicklungserfahrung basiert. Das Modul ist sehr weit fortgeschritten und soll im Jahr 2023 im Early Access veröffentlicht werden. Dynamisches Wetter Erscheint bald Nach ausgiebigen Tests der neuen sich bewegenden Wolken und Effekte wie Regenbögen, sind wir bereit, das Wetter in DCS World in der kommenden Version 2.8 zu aktualisieren. Das Wettersystem beinhaltet Optimierungen für VR und wir sind zuversichtlich, dass dies zu einem stabileren und reibungsloseren Erlebnis führen wird. Version 2.8 wird ein großes Update für DCS sein, und ihr werdet neue atmosphärische Effekte wie Regenbögen und Eishalos erleben können. Die Einstellungen für den Eishalo-Effekt wurden der Wetter-Registerkarte des Missionseditors hinzugefügt, und die Wolken bewegen sich nun entsprechend der Windrichtung und -geschwindigkeit. Der Regeneffekt wurde ebenfalls verbessert, und seltene volumetrische Wolkenartefakte wurden behoben. Das Tone-Mapping-Verfahren und die Belichtung wurden angepasst. Wir empfehlen eine Gamma-Einstellung von 2,2. Die flachen Schatten auf den MFDs und die Schattierung im Cockpit wurden ebenfalls verbessert. Wir freuen uns, euch dieses Wettersystem-Update zu präsentieren, und sind auf euer Feedback gespannt. Weitere Neuigkeiten zu DCS 2.8 folgen in Kürze. Abermals vielen Dank für eure Leidenschaft und Unterstützung. Viele Grüße, Eagle Dynamics2 points
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I chose this issue because it is important for me, and I think (okay, it is maybe my opinion only) it very important to simulate these things properly for emergency situations and so on... For example - I will take few rounds from AAA and some things stops working, I know there is walkaround regarding to NATOPS for example and guess what It is useless because it is not simulated how it should be.... BTW: what about clock time delay 6 seconds every 20 minutes? It is fixed already? Maybe it is "minor issue" aswell, but dont forget that F-14 is navy plane and have correct time for CASE III is essential. Maybe I'm criticizing too much, but at the end of the day these things matters.2 points
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Уважаемые вирпилы, Мы с большой радостью анонсируем проект DCS: La-7! Ла-7 — легендарный истребитель конца Второй мировой войны, венец творения советских авиаконструкторов, неоднократный победитель во множестве воздушных поединков, рабочая лошадка самого знаменитого аса ВВС Красной Армии Ивана Никитовича Кожедуба. Самолёт Ла-7 оснащён мощным форсированным мотором АШ-82ФН - вершиной развития моторов воздушного охлаждения, и обладает грозными 20-мм пушками ШВАК. Благодаря своим скоростным и маневренным характеристикам этот истребитель способен уверенно тягаться с лучшими образцами боевых истребителей Германии и Запада. При разработке модуля наша команда естественным образом опирается на опыт разработки DCS: I-16. Flight Model Ла-7 является дальнейшим развитием высоко оценённой публикой лётной модели И-16 и создаётся с использованием уже отработанных технологий. Модуль находится в высокой степени готовности, ранний доступ запланирован на начало 2023 года.2 points
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Dear pilots! We are happy to announce the DCS: La-7 project! The Lavochkin La-7 is the legendary fighter of the end of the Second World War, the crown of creation of Soviet aircraft designers, a multiple winner in many air duels, the workhorse of the most famous ace of the Red Army Air Force, Ivan Nikitovich Kozhedub. The La-7 aircraft is equipped with a powerful ASh-82FN piston engine - the pinnacle of air-cooled engines, and armed with formidable 20-mm ShVAK cannons. High performance allows this fighter to confidently compete with the best Germany and Western combat fighters. During developing this module, our team naturally relies on the experience of developing the DCS: I-16. La-7’s Flight Model is a further development of the highly acclaimed I-16’s Flight Model and is being created using the same technologies. The module is at high degree of readiness, and the planned date for entering Early Access is early 2023.2 points
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Thanks for the kind words everyone, I've decided to proceed with the release of the Seaking since it's in an usable state already. It's neither as polished nor as complete as I orginally intended but it works. I'm doing a "low profile" release so I can focus on the ship pack and I'll revisit the Seaking later. Seaking Pack v0.5 There are 3 variants (Sikorksy SH-3A & SH-3H and Westland Mk48) as well as 2 static ones with folded rotor and tail to place on a carrier deck (SH-3H and Mk48) For some reason I couldn't get the liveries to work with the AI SH-3A or the static Westland variant. No idea why, I'll investigate later but if anyone has a clue, please let me know. EDIT: Eddie came up with a quick fix for this issue, it will be integrated into the pack but in the meantime have a look here In the mission editor, the AI Seaking can be found under the helicopter tab (it should appear at the very bottom of the list) The static object variant can be found under Static Object -> Structures -> "Static - Seaking" Credits : Original 3D model and UK livery by Julialt (CGTrader) US Pilot 3D model by CombatSystem3D (CGTrader) US Navy Liveries by Gunslinger22 German Navy livery by Neo47 Belgian Coast Guard livery by Eightball Special thanks to Admiral189 and CrazyEddie for allowing me to use their AW-101 as a template, to Backy51 for helping me with the lua as well as Tobi for the Blender exporter.2 points
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These are steps that need to be made to get towards our final goals. We are able to release in steps so you get to enjoy aspects as we go along.2 points
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