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13 points
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The only thing I'm wishing for at this moment is multi threaded engine, Vulkan and properly managed game assets with LODs. This is fundamental. Without it you will not have any resources for anything else than injecting a few more cosmetic shaders. ED should stop with anything that they can put on hold and build the engine as fast as possible that all those study level models deserve.6 points
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6 points
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Multithreading will be first, then vulkan, both in progress, we will share more news when we are ready thanks6 points
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5 points
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I totally disagree. It's a sim as you said and the purpose of a sim is to simulate something and it should do so as accurately as possible. Requesting laser code change from a JTAC is indeed something that should be added, as it would be realistic.5 points
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Currently clouds and weather effects are only GPU side decorations. They are not a part of simulation thus nothing in the simulation can interact with them. Just like planes flight model cannot detect you are entering a cloud (warbirds should feel it when you enter a large cumulus) change in humidity, giving radar returns, can be seen by sensors can be seen by ai, even rain should effect flir picture etc..... they are all linked together. weather is not the part of the simulation running on cpu, only temperature, wind force, direction, pressure etc map wide statics changing in function of altitude. Deka is finishing Jef by the end of the year and they made it clear that weather radar is not going to be implemented since weather radar needs weather being a part of simulation. C-130 team which is minimum a year away from EA also informed people that weather radar is not going to be implemented despite being shown in teaser pictures of the cockpit (which is a shame because flying a long haul cargo plane is fighting weather) So my forecast is that we are minimum a year away from such things. I believe ED will finalize the cosmetic weather first and than bring its parameters step by step to simulation. Based on the pace of work that we see from introduction of volumetric clouds till now we can set up our two weeks time frame around 1-3 years until it gets implemented. Edit: 17/10/2022 I have seen a coming soon teaser from C-130J team. So maybe we can get the simulation in 2 years instead of 3 years time.5 points
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DCS: F-16C Viper | LADD Bombing Mode (COMING SOON) In this DCS: F-16C Viper video, we’ll discuss the final bombing mode coming to the Viper: The Low Altitude Drogue Delivery, or LADD, bombing mode. Much like CCRP toss bombing, LADD allows low altitude toss bombing ingress attacks, but provides some unique parameter settings that are not available in CCRP toss bombing. While certainly an interesting option, and included for the sake of completeness, I think you will find the standard CCRP toss bombing preferable. I may be incorrect, but I is my understanding that LADD is more designed for tossing airburst nuclear weapons under very defined conditions. And no, we have no plans to add nukes to DCS. Let’s get started. First, we’ll select AG master mode and then select LADD from the bombing mode options, note that you cannot select it from the nosewheel steering / missile step switch rotary. On the LADD SMS page, select the Control sublevel to setup the delivery. At OSB 10 we can set the desired release angle, which defaults to 45-degrees. Let’s select it and set it to 30-degrees in this example. Next, press the LADD options at OSB 6. In the center of the page, we have three options. At the top is the Pullup Range, or PR. This defines the range at which we will initiate the pull up to the entered release angle. It defaults to 25000 feet, but for a 30-degree release angle, 40000 feet is a better choice. Unlike CCRP Toss that automatically adjusts the PR based on the release angle, you must manually set this is LADD mode. As a general rule, for release angles: use 45000 feet for 45-degrees, 40000 feet for 30-degrees, and 35000 for 20-degrees. Press Enter to save the value and move to the next selection. Next is the desired weapon time of flight in seconds. We’ll keep the default 28 seconds and press enter. Last is the Minimum Release Altitude, or MRA. Upon pull up, you must reach the entered altitude in feet within 5-seconds. If you take longer, the weapons will not release. This will probably be the most common reason for weapons not separated and “correct as-is” tags being added to forum posts. Given that we are at only around 500 feet, I’m going to lower the MRA from 1100 feet to 800 feet. Press enter to save the value and then Control to return to the main LADD SMS page. Note that In the center of the page we have our release angle, pullup range, time of flight, and minimum release altitude listed. I’ll unpause now. The target point from which the release is calculated is indicated on the HUD as the box. Fly to align the Azimuth Steering Line on the box. As with CCRP Toss bombing, the Vertical Steering Bar and the Release cue will move to the Flight Path Marker as you near the pullup range. Unlike CCRP Toss, there is no anticipation cue indication or release scale on the HUD. As the Vertical Steering Bar and Release Cue near the Flight Path Marker, press and hold the weapon release button. Once the three symbols intersect on the HUD, the Vertical Steering Bar and Release Cue will reset up the ASL and you’ll initiate a smooth 4G pull up while maintaining the FPM on the ASL. Once the FPM is at the entered Release Angle, 30-degreees in this case, hold the FPM at the angle and wait for the Release Cue to march down the ASL to intersect the FPM and the weapon will be released automatically. It’s important to note that LADD is probably the least accurate of all the bombing modes and bombs may fall on target, short, or long.4 points
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I had a 3080 before 4090 and unfortunately, with only 10GB of VRAM, RTX3080 really sucks with high resolution headsets. It's been sort of "okay" two years ago, but ED increased VRAM usage since then, especially with the new modules, terrains, and AI units. I have a simple mission with AH-64, overcast and IHADSS on, sitting on a tarmac in Caucasus. Even at SS 70%, the mission was nearly unplayable on a 3080, with GPU frametimes around 23 ms. Now with RTX4090 the frametimes dropped to 9.5 ms at the same location and settings. Also CPU frametimes dropped from 11ms to 8.5 ms, since it doesn't have to juggle the textures in and out of memory. Turns out that mission requires more than 17 GB of VRAM at the very beginning, and it only gets worse as you keep flying. So in this particular scenario at 70% SS, I went from low 40-ish, not enough for reprojection to kick in, to a pretty stable 90 fps. Even at 150% SS it still hovers around 90 fps, the increased resolution simply does not seem to take much toll on a new card.4 points
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I recently tested out the performance differences between my new 4090 and 3080ti with the Ryzen 5800x3D in my Quest 2. I am using Gryz's complex benchmark mission to allow others to replicate my test method. https://www.digitalcombatsimulator.com/en/files/3309507/ I disabled ASW in the oculus debug tool to get a true frame time graph with MSI Afterburner. I'm running the headset at 120hz and maxed out the render resolution slider In game, I kept the Pixel Density at 1.0 and always used the High Preset. Results Gigabyte Gaming OC 4090 EVGA FTW 3 ULTRA 3080 Ti The improvement is pretty remarkable for very smooth VR performance. Ignoring the jumps at the end and beginning of the benchmark, the 4090 stays around 75-91 fps while the 3080ti only maxes out around 50 fps. It is a night and day difference. (See more info with MSI Afterburner by opening the .hml file attached) With ASW enabled and using the VR preset, I rarely ever entered any sort of reprojection. HardwareMonitoring.hml3 points
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3 points
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It doesn't really matter whether it's a couple years old or brand new, progress on single core performance had been slow, and DCS uses only one for everything except audio (which isn't exactly a huge CPU hog). CPU is the bottleneck in almost every practical scenario, particularly with high end GPUs. I'm not touching my PC's configuration until multicore comes out. It's perfectly flyable as it is, and while I'd like more eyecandy, I want to build my new rig to get the most of the new tech.3 points
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Yeah but the 80xx series of cards may be out before multithreading is... Fwiw still hanging on with my 3090 myself.3 points
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3 points
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https://twitter.com/RAZBAM/status/1581689496843657216 https://twitter.com/RAZBAM/status/15816891665422295043 points
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We do know some portions of it are incorrect, but honestly? Far from garbage. And there's a limit of what we can ask of Dolphin887, who did the code and flew 21s. It's a matter of some underperformance and overperformance in certain regimes. What's more pressing are avionics issues. NavAIDs, etc. and the ASP especially.3 points
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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-wagyfug2-4prhzwky3 points
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Hi all, thought we would share a little tease of some work in progress for a future update. Night sky clouds.mp4 we hope you enjoy. thank you Eagle Dynamics2 points
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I'd like to offer my suggesstion for the Normandy Map. That being the P-61 Blackwidow. Specifically the P-61B-15 variant which was the most produced model. I think this plane would be an instant hit with everyone who flys WWII aircraft.2 points
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Is there any way to make Petrovich launch flares If he detects a incoming missile? Seeing how he has a complete panel I asume he launch CM If the need arise during real life combat missions, is possible to make him automatically deploy flares If there's a launch against our chopper?2 points
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2 points
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2 points
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2 points
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I've been thinking the same when I got the 3080. Yeah yeah, allocated doesn't mean it's actually used, gpu drivers can adjust to less VRAM, 10GB will be fine, etc. Then DCS got to a point where I couldn't even bring any VR menus or overlays in VR on top of DCS, because everything would slow down to a crawl and stutter massively from VRAM shortage. It may not always be 17 gig and up, and it may run fine on 16 GB card, but it certainly requires above 10GB. To my understanding, OpenXR only shows VRAM usage by the game, and does not take into account VRAM required for your system and other apps working in the background. I did some comparisons yesterday, but just as I didn't see any performance benefit on my system before, I don't see it now. FFR improves things a bit, but I can also enable FFR with SteamVR for similar results.2 points
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It's a copy of an F1CZ flight manual. You can find them readily online2 points
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I've hit a few maneuvering fighters with Phoenix active off the rail. To be honest, I did not think they would hit because they flew a straight line path and as mentioned before, they were slow. But then to my surprise, they turned hard to lead the target and boom. I fired 2 because I thought the first one was messed up, and they both hit! Best $3 million I ever spent! v6, boNes2 points
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On my case, I enjoy learning every aircraft peculiarities as they were during their service .. to me, learning navigation by Dead reckoning, VOR or TACAN is equally as interesting as learning an INS, and probably more challenging.2 points
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you will have to do this each time windows boots as it resets, i set a scheduled event (to run with admin privs (which you need to turn them off) to run logman stop HolographicShell -ets i have it run just before i start DCS2 points
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Hi, Adm. Kasatonov class ship hit by 2 Rafale B firing Exocet missiles from 35 nm, and flying at 6000 ft and 490 knots... It was simultaneously attacked by naval units and firing anti-ship missiles at 2 Arleigh Burke II, and missiles against anti-ship missiles fired by 2 HSwMS Visby FAC. Fly low....2 points
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No problem! The reason for the 103A to explode after launch is because the PM103 STR lose contact, and that is because the Su-25T targets all have ECM pods which they turn on when under threat. I tried your mission and set ECM use to never - and the missiles won't explode. I also removed the ECM pods, same result - the missiles won't explode. This is because the 103A has TVM guidance, where the 103B has its own radar seeker and isn't dependent on the PM103 STR. On a sidenote, even if you keep the lock, it's still a challenge to hit a target at max distance (you can set a lower intercept range). Especially since the targets will start diving behind hills in this particular mission. And I would also set the asset skill level to excellence.2 points
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Yes this is created by the IDF Mod. Known issue. You most likely need to do a full DCS repair.2 points
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This might help out in creating missions with layered SAMs.2 points
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Link geht bei mir nicht. Geht wahrscheinlich nur bei dir, weil auf "meine Anzeigen" verlinkt ist2 points
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So I just noticed this problem (my frame rate in menu only, was constrained to 60 something in 2d), my fix was to go into NVCP and change the max frame rate to 1000 (it was set to OFF), go into game and my frame rate in menu was now back to 180 or so, and then exit and then go back to NVCP and turn max frame rate back to OFF... and in game it still seems to be constrained (again only in the 2d menu) I was playing with max frame rate to see if it had any impact in VR, it didn't, but i wonder if it is more "sticky" than we had thought. also setting NVCP Vsync to fast also seems to fix the "issue"2 points
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Il problema è che per affrontare seriamente il discorso terze parti dovresti conoscere il contratto che le terze parti firmano, altrimenti sono chiacchiere. Per inciso, hai tutto il diritto di esprimere un opinione, e sono curioso di conoscerla. Ma le congetture rimangono tali.2 points
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Correct AFAIK, still no on the RWR, but a missile approach warning system was on cards at some point, it is unclear if it still is however.2 points
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Checking CPU frame times is the real test I believe. Most games use few cores and their use get shared out amongst all cores so the overall percentage CPU usage always appears low, even if it is the performance bottleneck.2 points
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Second public release of the Armed Blackhawk mod (v2.2) is out: https://www.digitalcombatsimulator.com/en/files/3326421/ Updated M134 pylon model & GAU-19 added, as well as a "SeaHawk" inspired capability MK-46 torpedo's. Feature updates & bug fixes as well.2 points
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Yes, I am well aware that I will not be around forever. When I first offered this plugin to the community almost exactly a year back, I have no idea how it was going to be received. Firstly, other than local PC backups, I have a private server to host my codes but I will be moving it to GitHub soon - as a private repository for now as I have yet to decide on the long term direction of DCS-COINS. Will look to implement a mechanism to convert the source code in GitHub for public release if there is no update for 12 consecutive months to ensure possible continuity by other developers. The next release within a day or two will have the fix along with some execution enhancements. Currently, still testing some adjustments to the PP files.2 points
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TN is for Track number. It’s basically the datalink ID of the aircraft you have hooked or the aircraft that sent the thing you have hooked. It’s useful if there are multiple aircraft sending info over the link so you can make sure you are looking at the right planes data. It’s also the “address” you’d send a message to on the message page.2 points
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2 points
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Wow, this is some really great additions for DCS! Really looks like high quality add one’s! Thank you for sharing all your work! I haven’t had a chance to download and try them out but will tomorrow for sure! I just wanted to say thank you for all your hard work on this. This is going to make ambushing enemy convoys look more realistic! I’m not even sure I know what all the units are that come with this! Again, thank you!2 points
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Edit: adding three short tracks on Caucasus to demonstrate the issue for CCIP, CCRP Loft (i.e., toss bomb), and a level CCRP drop from medium altitude. The CCIP and toss bomb attempts score zero hits and fall notably short. The level CCRP drop gets closer and scores 1 or 2 hits but the majority of submunitions fall short. This isn't a bug report per se, because the issue (or something related to it) has been reported here. However, the issue with CBU-97s falling short when using CCRP loft is making it hard to enjoy the new toss bombing symbology for the Viper. They even fall well short of the intended impact point when using CCIP. As I mentioned in the linked thread, it's almost as if they would be on-target if it weren't for the submunition separation and parachute phase, which modifies the normal trajectory below the burst altitude. Other bombs seem to be working great with CCIP and CCRP. CBU-105s also seem to be working as intended. This is frustrating because the CBU-97 is one of the most capable and entertaining munitions to use in DCS, and it's one of the things that really sets the Viper apart from its multirole peers in the sim. Accurate CBU-97 bombing with the Viper is pretty important in my humble opinion, and I hope this gets fixed soon. Any word on progress? Thanks in advance! cbu97_falls_short_CCRP_Loft.trk cbu97_falls_short_CCIP.trk cbu97_falls_short_CCRP_Level_Drop.trk2 points
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Ever wonder why these companies don't go ahead and add the grease to their hardware during assembly rather than consumers needing to take them apart to do this after receiving to get them working ideally? Frankly I find that a turn off to motivating me to consider the stick. And it is not just Virpil, VKB also. I just took my Gunfighter apart earlier today to do the same, add some Nyogel to where the clutch plates clamped. PITB, not too mention one screw on the PCB I would have to remove was apparently already wallowed out from assembly so I could not get one of the clutches done. Impossible to get that screw out to remove the PCB. We pay a lot of money for this hardware, I would expect better really.2 points
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Hind guys are cowboys, they'd attack with just a giant knife welded to the nose2 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.2 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/2 points
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The above procedure is what the 2/5 sqn teaches new pilots. It's the Truth as revealed by the Holy Father. Everything else is not official procedure, even if it works, whether you like it or not.2 points
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It depends on the Aircraft / community, but especially with the F-15E this was a common technique. The bombs on each side of the jet would be set up for different codes. Dropping one from each side with own ship lasing one code and wingman lasing the other code. Would allow near simultaneous impacts of two weapons on two separate targets, without the dust and impact smoke obscuring the laser (difficult to coordinate two drops from two aircraft and still get simultaneous impact).2 points
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