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Showing content with the highest reputation on 11/11/22 in all areas
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No ETA and I'd be hard pressed to actually tell you which pack is going to be released first. What's left to do isn't the most exciting to do (LODs, night lighting for the ships, adding drivers to ground vehicles, etc). Finished the night lighting for the Akademik Cherskiy Polishing the old airport services pickup trucks yet another new ship coming to the pack10 points
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8 points
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Je vais voir ce que je peux faire. i think this one may be welcome too Ingame using the Frenchpack script which is provided with the pack, you'll be able to : - Deploy your tactical group with Leclerc platoon, recon,log, SAM and artillery. - Give them orders directly with radio menus, with automated recon, sitreps and all. - Request CAS or SEAD missions. - Get automated artillery support, same goes for opposing Ai btw. It'll even ask for arty support if an helo is spotted hovering very low for some time. Very fun surprise (Deactivable ingame) - ENI Armor will face the enemy or conduct random maneuvers to get more dynamic engagements. (Deactivable ingame) - Request artillery support in one single click (Same goes for other supports) - Deploy this little boy for recon purpose. (Once I'm done coding it lol) Many other things........ Which will be explained in the manual. Basically if i may dare this is what Combined Arms should allow right at the beginning7 points
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As someone who actually does project management as a job IRL you don't have a public test build, you have a primary public release that you are releasing as WIP, and a backup stable build that your community barely touches. There are a wide variety of methods used by software firms to keep their open betas and test builds from becoming the primary version their customer's are using, in order to avoid this very issue. ED does pretty much exactly the opposite of that and spends all of it's marketing promoting the open beta releases while barely mentioning the stable version. As an extremely predictable result the primary product your customer base is consuming is the open beta, and that customer base is going to have some expectations of a base level of functionality. And honestly, it really doesn't matter what you think about it, what you label things, or how much you argue about it. Your customers have developed expectations as the very predictable result of decisions you've made in how you position the product, and they're going to be upset if you don't meet them. Telling them they're not allowed to be upset is just going to make them more upset; this is marketing 101 stuff. Positioning it as a WIP/Open Beta buys you a lot of leeway to have glitches or temporary downtime in functionality, but tapping the open beta sign at your power users when they're upset it's just straight not working for them anymore is not going to get you anywhere productive.5 points
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I want to share a huge performance boost that I bumbled into and can reproduce reliably. I have a pretty low end system for running VR, and after about 9 months of tweaking every possible thing, it's finally playable with this one trick. Dang. System summary: Core i9-10980XE @ 3.0 -4.1Ghz 32GB NVMe RAM RTX 2060 Super, 8GB of VRAM Pretty low-end card for VR yes? 8GB just isn't much, neither is the 20 series. But as long as I keep all in-game textures Low, Shadows off, trees low, anything that requires loading more VRAM, I can make it workable. That brings up my premise here -- I'm trying to get maximum FPS/fluidity and stutter-free as possible while in VR. Don't care about eye-candy yet. Here was the situation, the Oculus setting and DCS result before I began: FRESH install of DCS, because I moved all my licenses for many reasons from Steam over to ED. Note that I still had crap performance even after I reinstalled native DCS, that wasn't what helped framerates. I bring it up because I am making the change and getting these stellar results with a completely vanilla, mod-free installation of the latest DCS 2.8 - there is nothing else to complicate my test. DCS in-game settings are all turned down to be as fast as possible. - Low textures, sliders low, shadows Low, etc. The only exceptions are MSAA = 2x and Anisotropic Filter = 16x, I always have those on regardless because they make it visually bearable. Oculus Quest2 -- Using Link Cable to a truly 1Gbps USB3.0 card, Oculus Menu settings at 120Hz, Res Slider all the way to the right. Yes...to the highest resolution possible. Baseline using these: F-16 Viper, Caucasus, Instant Action - Takeoff and Apache AH-64D, Caucasus, Instant Action -- Runway takeoff (also, I'm using only the ingame FPS/Frametime Counter to measure) Before change: In-game menu: 45FPS solid line F-16 in game: Avg of 32 FPS, dips into 27 near cities/units, max of 45 at altitude looking up through canopy. Micro stutters frequent, in all phases. Apache in game: Avg of 29 FPS, dips as low as 19 near units/fires/smoke, max of 34...never saw higher than that in many hours and missions. Micro and macro stutters abound. After change: In game menu: 90FPS solid line F-16 in game: Solid avg of 45 FPS, dips to maybe 40 while on the runway looking at the city ahead. After takeoff and a little bit of altitude it averages 60FPS with a Max of 84 FPS looking up. No stutters at all. It feels as fluid as water in all phases, I love it! Apache in game: It holds a solid 43-45 FPS in all situations except in the middle of burning fires and smoke, where it dips to maybe 38 at the lowest. This is remarkable considering I was seeing FPS in high teens before....awful. It gets a Max of 62 FPS when at high alt and looking down away from the rotor, but it just never dips down low enough to notice it lagging in just about any phase of flight. I can fly it so much smoother and better, it feels like butter. Best of all, it looks good -- very playable to me. Someday I'll throw a 24GB card at it and then make it really pretty. But everything is clear, crisp, I can read all gauges in the Viper and Apache just fine. What's the secret? Desktop resolution size, basically. I was unwittingly running mine full-bore for the last year, and I assume that it's been sapping resources from VR. Once I found this way to definitely force re-size it and use a specific start procedure, I come into the game with hugely better performance. Most importantly, I can reproduce it at will and turn the performance gain on and off by only modulating the desktop resolution size here in Oculus Tray Tool (OTT) profile. In OTT, as far as I can tell there is only one way to do that -- create a Profile for the DCS executable, and use that Profile. I was always just setting the main menu settings of OTT and running it, but if you use a Profile you can activate two important features at the red arrows below. Audio confirmation box -- a nice lady informs you when OTT recognizes DCS launch so that you know your Profile is applied -- after all, you're in an HMD and can't look. Desktop Resolution -- The first time I saw this box it was set to my real desktop resolution of 3440 x 1440. I changed it to the smallest possible, 800x600, and eureka! -- THAT is the performance gain. I think now DCS is not trying to render the 2D desktop game at highest resolution and stack it onto VR load, and at 800x600 it's not a bad drain? Seems plausible to me. null One last super important thing. There is literally only one way to make sure this works, at least for me, after changing it. I swear the Oculus will cache Link settings inside the HMD and it caused me a lot of frustration as random changes didn't seem to affect anything. So, as a general method to make your life easier, after making any change to Link, disconnect Link cable entirely and then restart the HMD. Doing this makes sure all Link configurations get reset. If you want to just try what I did and quickly see if it does anything for you, I highly recommend doing it like this: Shutdown Quest app and hardware, disconnect Link cable (this is important) Launch OTT, Create a profile as above. I haven't tested any settings like ASW, SS >1.0 yet but like I said... this is barebones yet very playable and a good place to start. On the main page, my key Link settings are: 2912 Encoding width, bitrate 150, Sharpening Enabled Save that profile by closing the Profile window and then hitting Save on the main OTT menu. Recycle it with the Services tab for good measure. Close OTT and Oculus app. Delete all files in \Users\you\Saved Games\DCS.openbeta\fxo and metashaders2 folders. It may not matter if you skip it, but I hypothesize that it actually is important in this procedure to make sure DCS rebuilds them cleanly within VR/desktop combo environment. Reboot PC Once you've done all that one time, this is how you're going to launch DCS every time. Launch procedure: Launch OTT. Hit View/Edit Profiles and put a checkmark on DCS if it's not already there, verify the 800x600 setting is still there, and close the Profile window. Either Start or Recycle the Oculus service from the Service and Startup tab of OTT, probably best to just recycle it in all cases before next steps. Make sure Oculus App closes and reopens when you recycle. (NOTE: for me, sometimes OTT crashes at this point, I don't know why. I just start it again, recycle again, and make sure it stays running after it shows Status as a green UP in the Service tab.) Minimize all desktop windows including OTT and Oculus App. Do NOT close or exit them, just minimize them to bar. Remember it's going to run your desktop in 800x600, so if you get another window in front of DCS it can ruin your session. No windows showing on the desktop here = no future trouble. Put on Quest2 HMD, start it up. Once it's at "home", and only then, plug in the Link cable. You'll see an info bar let you know Link is ready. Launch Oculus Link with your controller as usual. Once into the infinite white world of Link, immediately shutoff Explore and have it where it's just you, the infinite plane, and the oculus Dash bar in front of you. Then point and click the Desktop button on the dash to enter your PC desktop in VR. It is REALLY important that you do not launch DCS from the Oculus Explorer or Library or anything other than from the PC desktop, via VR. There is something about clicking the DCS icon on your PC desktop with the mouse - while in VR - that can make or break this, at least in my tests. TL;DR - You want to click the DCS icon that's on the desktop, using your mouse (not Quest controller), to launch DCS. When DCS launches, you'll first hear the nice lady report that the OTT profile is active and you'll see part of your PC desktop - at 800x600 with giant icons, is the initial VR splash screen. That will have the DCS launch splash almost entirely filling it up. Get excited right now because it's working for you, the VR version of your desktop is truly rendering at a super fast, low resolution now! Once the in-game menu loads, hit R-Ctrl + Pause and look at the menu framerate. It might be much better here, maybe not. But fire up the same mission you baselined before doing all this (haha you did pre-test right?) and tell me if it helped you, I'm super curious! I suspect that older/lesser cards like mine will see most benefit. If you did all this and it doesn't improve, you might've already had your desktop rendering at a decently low setting. Remember that I went from my highest 2K resolution to 800x600 ... from one end of the spectrum to the other. I imagine that your own results will vary depending on how big this delta is for you. I'm very tickled. I can fly lookin really good in VR at 45 FPS or greater all day now.4 points
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Yeah, seeing the same on iPad. The current forum is pretty mobile friendly. For users who prefer to use an app in order to browse a website, by all means, do so. But I see no reason to prevent people from actually browsing the website in a web-browser unless they first click something like "Continue on Safari". In terms of usability, that is not great.4 points
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What I really miss at the moment is a Free Fire option for George AI. There are many situations when I am facing large formations of soldiers and vehicles. Sometimes under fire. Gun selected. IT MAKES ZERO SENSE in that situation to designate every single individual soldier, truck and btr. I want George to be able to fire and engage the entire group in rapid succession. It’s essential when using the Gun.4 points
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I don't know for Sweetfx in particular, but there are reshade presets especially for VR, which do basically the same - sharpen and contrast. You should find them with a search here in the forum.3 points
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Because it is NOT a 1942 Spitfire IX. The F Mk.IXc introduced in 1942 had a Merlin 61 rated at +12lb max boost The LF Lk.IXc with a Merlin 66 rated at +18lb was introduced in 1943 and was still in frontline service - at that boost rating - in January of 1945.3 points
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First uninstall the main mod, then go to the SNOWLESS MOD you downloaded and navigate to Mods/terrain/caucasus/vfstextures and rename everything that ends with winter to autumn (like "NoiseAutumn" for example), do this for all 9 folders in the vfstextures and then simply add and overwrite (if needed) all 9 "____Autumn" folders to the main mod - Mods/terrain/caucasus/vfstextures. Reinstall the main mod and that should be it. The Standalone SNOWLESS winter mod contains some more tweaks as I understand but for me it works regardless. Now I have both winter versions at the same time.3 points
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3 points
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12/16/22 Preface: In this Friday's OpenBeta update, the easy coding fixes have been added for the P-51, 190s, Spitfire, 109, and 47. However, the Mosquito has been missed. Additionally, the armor plates that are missing from DCS entirely haven't yet been included. Items that were fixed in the 12/16 OpenBeta update will be highlighted in green, and marked with the update date. TL;DR: Many warbirds have incorrect armor values, or are missing armor. If you open the x-ray.edm in the Modelviewer, and the individual aircraft's Lua, you can see the IDs from the Modelviewer and see what those objects' properties are. Please click on the photos here, as while I've minimized them in this post so it doesn't get cluttered, but if you click on them you will see them in better resolution. The P-51D (INCORRECT): [FIXED: DEC 16, 2022]The headrest and seat back armor (aka XArmor01 and XArmor00) - If we open Aircorps Library and look at the drawings for the late P-51D, like ours, we will see that these are two pieces of armor welded together. The headrest being 7/16", or 11mm...and the seat back being 5/16", or 8mm thick. Meanwhile in DCS, it is given a thickness of 22mm! For both plates! Almost three times the value of most of the area of the armor. I have an idea on how this value came to be, but I'll drop it into the spoiler below: [FIXED: DEC 16, 2022]The armored glass (aka XArmor02) - In DCS, it is given a thickness of 75mm. Using the schematics from Aircorps Library, we can again see that it is 1.5" thick, or 38mm. [FIXED: DEC 16, 2022]The instrument panel (aka XCockpitElement02) - In DCS, this is given a thickness of just 1mm! In truth, the instrument panel is a part that's for once, thicker in truth, coming out to 0.128", or 3.25mm. [FIXED: DEC 16, 2022]The firewall (aka XArmor03) - This is given a value of 12mm in DCS, or just a scratch under 1/2". For our 51D, it appears that a more possible value would've been 1/4", or 6.35mm. The P-51D (MISSING): The coolant header tank armor - This is a piece of armor that has been missing from the Mustang's damage model. It is 1/4" thick, or 6.35mm, and lies just forward of the coolant header tank within the engine nacelle, between the coolant header tank and the spinner. In summary for the P-51: -[FIXED: DEC 16, 2022]Change XArmor00 from 0.022 to 0.008 -[FIXED: DEC 16, 2022]Change XArmor01 from 0.022 to 0.011 -[FIXED: DEC 16, 2022]Change XArmor02 from 0.075 to 0.038 -[FIXED: DEC 16, 2022]Change XArmor03 from 0.012 to 0.00635 -[FIXED: DEC 16, 2022]Change XCockpitElement02 from 0.001 to 0.00325 -Add coolant header tank armor. Steel, 0.006352 points
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Relevant both for SP and MP. When you choose a friendly unit on the F10 map - beside the alt/speed/hdg that appear in the bottom left corner - please add it's current UHF/VHF/FM. For SP - that would be nice particularly in situation when the brief in missing data or it's old a corrupted (old missions) and you want to hook to a tanker or contact AWACS etc. In MP - that would be very very useful on server to get in touch with other flights. Additional idea, is to put all AI units in the kneeboard as a table in the following format: unit call sign, mission, type, freq, tacan. For example: SHELL 1-1, REFUEL, KC-135, U237.5, 73Y. That would be awesome!2 points
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When the HARM is selected as weapon, the TGP does not move to the new SPI when the waypoint is being changed. it doesnt move with HARM in HAS nor in POS mode. EDIT: only after a CZ, the Pod jumps to the new STPT/SPI. but with the CBU87 the pod moves instantly. Switching to any other weapon (here a cbu87 set to CCRP), it does. changing back to the HARM, it doesnt. When HARM selected and steerpoint is changed, TGP stays fixed on previous STPT (1). The HSD SPI cross however is at the new STPT (2). BUT: when moving the Pod around STPT 1 and even entering point track, the SPI on the HSD still stays at STPT 2. It seems to work fine in NAV mode with TGP set to A-G, as demonstrated in the beginning of the first track. Tracks added. TGP SPI issue with HARM selected.trk TGP SPI issue with HARM selected_2.trk TGP SPI issue with HARM selected_3.trk2 points
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Some lighting assets in the structures set of the mission editor would be great, especially for constructing Farps. also a longer fence asset as well for the same reason2 points
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Actually, if you're doing this for a SimPit and wanting to pull an ejection handle. In the real world, that's a single pull... not three.2 points
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nur für Faule ——— @AzraelKurita bzgl. Sitz, wenn es nur um praktisch, aber nicht like original geht, alte, Autositze (ohne Ohren! möglichst schmale Lehne) sind recht praktisch und kosten beim Schrotti kein Vermögen. Das Ringsrumgedöns aus Item Profile - Nut 8 z.B.2 points
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11 ноября 2022 года Дорогие друзья, Второй по счёту турнир Shadow’s Trophy Tournament уже объявлен! Напряженные испытания снова бросят вызов пилотам любого уровня. Приглашаем ветеранов и новичков ознакомиться с новой трассой и попробовать себя. Подробности на сайте организаторов. Мы улучшаем искусственный интеллект Петровича (виртуального члена экипажа Ми-24П). В этот раз улучшениям подверглись его способности по оценке окружающей ситуации и действиям в спокойной обстановке. Читайте подробности ниже, а также, ознакомьтесь с руководством по взаимодействию и управлению Петровичем от Wolfpack345 (англ.) Объявляем, что мы вернули в продажу самые популярные комплекты. Одновременно, хотим напомнить, что приобретение DCS: Ка-50 Черная Акула 2 сейчас позволит сэкономить при приобретении обновлённой версии Ка-50 – Черная Акула 3, выходящей в скором времени. Благодарим за энтузиазм и поддержку! Искренне Ваши, Команда Игл Дайнемикс Shadow's Tournament Онлайн гонки на вертолётах Команда VIRPIL Controls объявляет о проведении второго турнира онлайн гонок на вертолётах Shadow’s Trophy Tournament с 11-го ноября (начало квалификации) по 17-е декабря (финалы)! Призовой фонд в этом году составит рекордные €8,000! Победители получат призы в виде полных комплектов управления VPC для вертолётов. Турнир этого года будет разбит на три категории, и пилоты, занявшие 1-е, 2-е и 3-е места в каждой из них, получат главные призы от VIRPIL Controls. Уже сейчас можно потренироваться на специально выделенных сайтах компании. Для получения дальнейшей информации, правилах, и месте проведения квалификаций и гонок посетите специальную страницу форума VIRPIL Controls “Удачи! И приятных полётов!” VIRPIL Controls Team Ми-24П Отчёт о разработке Работы по совершенствованию ИИ Петровича продолжаются, и наши последние усилия были посвящены работе этого члена экипажа. Фоновая активность ИИ осуществляется всегда, когда нет активной боевой деятельности, вроде стрельбы из ПТУР или ведения разведки местности через прибор наведения. Эта работа почти завершена, она позволит Петровичу вести наблюдение за окружающей обстановкой, возникающими угрозами и своевременно предупреждать о них. Петрович будет смотреть по сторонам и предупреждать о замеченных пусках ракет или стрельбе в сторону вертолёта. Зрение Петровича секторное, это означает, что если голова повернута влево, то он не сможет заметить пуски с правой стороны, и наоборот. Петрович может заметить ракеты по их дымному следу, и на достаточно большой дистанции. Однако дальность обнаружения работы зенитного и стрелкового вооружения ограничена 2,5 километрами. Петрович не будет заваливать вас сообщениями; он будет оценивать скорость и траекторию угроз и принимать решение представляет ракета или трассы очередей реальную опасность или нет. Как и человек он будет ошибаться иногда, и сообщать, например, о ракетах хоть и летящих примерно в вашу сторону, но захвативших другую цель, а не ваш вертолёт. Голосовые сообщения будут содержать сведения о направлении на угрозу по часам, в диапазоне от 3 до 9 часов. Петрович будет автоматически задействовать средства противодействия при визуальном обнаружении угрожающих пусков ракет. Мы также приглашаем вас посмотреть видеоматериал от Wolfpack345 с обзором функционала Петровича и его возможностях. После отработки технологии, она будет постепенно перенесена на DCS: AH-64D Ка-50 Чёрная Акула 2 Комплекты со скидкой В преддверии выхода Черной Акулы 3, мы напоминаем, что комплекты Черная Акула 2 + Ми-8МТВ2 или Черная Акула 2 + Огневой Рубеж самый лучший вариант получить больше модулей по меньшей цене и сэкономить при будущем обновлении до DCS: Чёрная Акула 3. Не упустите эту возможность! Искренне,2 points
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Here´s a bit about fine aiming and maneuvering with rudder in combat. Basic flight you don´t need it much at all in a jet except for landing and take-offs. Pedals are often overlooked, but very very useful to have. Z-Axis in a stick makes you prone for using rudder when you don´t want to, and when you do it eats the precision from the other stick axis. Pedals are pretty awesome to have, even if they don´t seem like the sexiest purchase at first.2 points
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Thank you for the report! I have a new model in progress. And, I hear a rumor that Currenthill may be planning one for his mod pack. Stay tuned, almost ready. @Чарик80 I can ask Mario if he will do this.2 points
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Today for fun I modeled this flight, for fun and relaxation. Are we close with other variables of this flight? Just from curiosity2 points
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I've just learnt that a fix is coming... You must be living in the future.2 points
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Some of those "Youtube tests" was wrong as they are not comparing same pixel count, i did my test over Oculus software and, as @speed-of-heatsaid, comparing similar end pixel counts gets similar performance and visual quality, theres no magic2 points
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2 points
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Mosquito FB.VI May 1943 (Merlin 25 prob. around August?) Spitfire IX July 1942 (our subvariant is a bit later 1943). Both the Mossie FB.VI and Spit IX served in large numbers to the end of the war, so they are not out of place in late 1944/45 scenarios, though a bit outdated. The Channel and Normandy maps however are a bit early for the P-51D, P47-D30, 109K4, and 190D9 - these fit the battle of the bulge. During the Normandy campaign (and before) the P-51 were “B” and P-47 were pre D25 Razorback models, and 109 were G6/G14. The FW190-A8, Spit IX, and Mossie are good for these maps. So, if we get 109G6 we have a good representation of the LW main fighters of the 1944 period. The G6 served in large numbers till the end of the war, the 109K4 never reached the numbers to be the “main” LW fighter.2 points
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You're partially correct. Its definitley not a parking brake. The emergency brake handle does not dump hydraulic pressure into the left hydraulic system like you said, it reroutes pressure from the right side, or the emergency brake accumulator. Hydraulic pressure from the right side charges the emergency brake accumulator when the #2 (right) engine driven hydraulic pump pressurizes the right system. Under normal conditions the left hydraulic system provides all hydraulic pressure to operate the wheel brakes. The emergency brake handle is used in the event of the aircraft losing normal braking due to a loss of left side hydraulic pressure (i.e. left engine/hydraulic pump not operating, hydraulic leak, damage to the left system, etc...). If the emergency brake handle is pulled and the right hydraulic system is operational, the wheel brakes will use right hydraulic pressure and the pilot wil have unlimited wheel braking (but not nosewheel steering or anti-skid). With the emergency brake handle pulled and no right side hydraulics are available, the wheel brakes will use the pressure in the emergency accumulator which has enough pressure to give the pilot five full applications of the brakes. During normal operations the emergency brake handle should be pushed in. The only time it should be pulled out during normal ground ops is if the pilot had to start the right engine first for some reason, then you'd want the emergency brake handle pulled so you can use the brakes with right side hydraulics before the left engine and associated hydraulic pump is started... Short of wierd maintenance issues, I'm not sure why a pilot would start the right engine first. Normal procedures is engine #1 then #2.2 points
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That will be excessive for the purpose of these kneeboards. Besides, such precise magvar would only be valid over a tiny area of the map.2 points
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Do a search. Known issue/working as designed. You'll find mega-levels of prior discussion on this.2 points
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Haven't been online in many months. Sad to see this server go but I understand the decision. All great things must come to an end. I made many, many great memories here. I was in the midst of medical residency during the early pandemic, and your server was a way to relax. Hats off to Alpenwolf for nine years of faithful service. And thanks, friend... see you again.2 points
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In VR I’ve noticed that stuttering and high frame times comes from within the cockpit when looking out through the glass reflections. In the F2 view looking at the aircraft from the outside the frames times completely smooth out. While in external views and moving around scenery there is very little impact on frame time or FPS. It seems that reflections and external lighting impacting the cockpit see’s the biggest drop in performance. The trees also seem to have a really weird shine to them when in direct sunlight, when observed through cockpit glass also sees a hit in FPS. Opening and closing the cockpit while looking at any object that is reflecting has a fairly large impact on the Stuttering. there must be an issue somewhere with lighting reflections..2 points
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Waiting for a patch to fix the fps drop, when ed does I'll check the mod on the current version.2 points
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What difference would that make? It’s just this map that is an issue, and that is simply because Ugra haven’t been bothered to add in one line of code in the last 2 years to make this work!2 points
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I tried some different screen capture software, but it didn't seem to really capture the issue quite like how I experience it in person, so I went old-school and used my phone to record the monitor. This is pretty accurate with what I'm seeing in game.2 points
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Hey everyone, just want to let you know that for 2 weeks I won’t have much access to the internet, let alone DCS. I’m going on a surf trip to a remote island without my laptop. I’ve submitted tons of campaign fixes and improvements to ED, so that should be coming soon. In the meantime, if you experience weird AI behavior please report it in the general AI section of the forums with a track attached - all my missions have been out there for at least a year, working smoothly, so if something suddenly starts acting up, there’s a 90% chance it’s due to some new DCS AI bug or inadvertent change, and it’s good to make the devs aware. Alright, enjoy the missions, and happy hunting.2 points
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2 points
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HAVE DOUGHNUT-Tactical (Vol II) (published 1 August 1969, declassified 23 Mar 2000, and released publicly 29 October 2013 through the George Washington University's National Security Archive) discusses the APQ-72 (F-4B), APQ-109 (F-4D), APQ-120 (F-4E) and AWG-10/APG-59 (F-4J) performance vs. the MiG-21. Some summations: The APQ-109 acquired the MiG-21 on average 5-10% further away possibly due to the difference in beam width and redesigned radar reflector. Head-on co-altitude, average detection was 20NM with an average lock-on achieved at 15NM. [1] Tail aspect detected at 25NM and tracked at 17NM on average. [1] Abeam, detection averaged 35NM and tracked at 28NM. [1] Ground clutter at lower altitudes complicated the radar tracking problem. Both the APQ-109 and APQ-120 were practically blind looking down, and using the auto-acquisition mode in a look-down scenario is also not useful as it only sweeps 12,500 feet, leaving no-time for a forward quarter shot. [2] The F-4B's APQ-72 performed comparably, but aspect was not provided: 5-15K Feet saw a max detection of 32NM, and an average 20-25NM. Track range maximum was 18NM and average 15NM. [3] 15-30K Feet saw a maximum detection of 40NM, average of 30-35NM. Track range was 27NM max and 25NM average. [3] The F-4J's APG-59 fared far better in Pulse Doppler modes; apparently the pulse mode was worse at high altitudes. The APG-59 averaged 45NM forward-quarter detection with a maximum range of 62NM, and on two occasions, the F-4J spotted the MiG-21 immediately upon takeoff from 15K feet (look-down), detecting, acquiring, and tracking by 50NM. [4] There's some things to keep in mind, of course; I have no idea how they tweaked the APQ-120 (if at all) from 1969 to the mid-1970s (roughly the period the first F-4 Headblur releases is supposed to be representing); the document mentions an expanded auto-acquisition mode to 30,000 feet would be desirable, but this still doesn't change the limitations of a pulse radar looking down, and I don't know if "desirable" became a requirement and actually happened.. Also, if the F-4E is coming with AIM-7Es, it's good to have SA earlier on, but your engagement range is still less than the average head-on tracking range of the APQ-120. Also, although this shouldn't need to be stated, a large fighter or a bomber would be seen further away. Suffice to say, I don't plan on being able to see a MiG-21 rooting around in the dirt from long ranges, at least until a model with a PD radar is released. Sources: 1. Defense Intelligence Agency, HAVE DOUGHNUT-Tactical (Vol II), 1 August 1969 (Declassified 23 Mar 2000), 1-33. 2. DIA, HAVE DOUGHNUT, 1-34. 3. DIA, HAVE DOUGHNUT, 2-36. 4. DIA, HAVE DOUGHNUT, 2-37.2 points
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The first post has been edited. Have fun with CAUCASUS REDONE REV. 2, guys!2 points
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ok thanks will pass this across to ED as the grass is their bag as we cannot change it, much to my dismay2 points
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Sound mode is very limited, I recommend going the telemetry way instead. Buy $30 simshaker sound module. Assing the soundcard which will feed the Buttkicker. Install free simshaker for aviators software. Start it. Start sound module. Now when dcs starts, it will read the modules you fly, and you willl be able to customize many effects for each. Guns, turbulence, geffect, sppedbrakes, hook, wing folds and many more. With a 0-100 range for each. Let me know if you are missing more info, glad to help u2 points
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Собрал и взвесил-10600 гр. Ход педалей максимальный-190мм.Есть возможность уменьшить ход-шарнирные подшипники нужно свести центра. Тормозные площадки тоже имеют возможность изменять угол-общий 60грд.1 point
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Until it changes because the weather is dynamic. AI override makes sense as an option.1 point
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I mean it is a pulse radar with little filtering, so low alt performance should be terrible due to sidelobe and clutter issues. Look down should in general be bad, but its going to be better at higher altitudes and lower grazing angles. Its also gonna depend alot on the target/aspect/strength of return. Best case its gonna be fine at med/high alt in lookup/co-alt situations. More modern systems for sure. But who knows if it will be modeled. Stuff like 70's era SA-10 were using basic LPI/LPD techniques even back then. But ED's modeling of SAM radars and actual SAM guidance techniques for even stuff like the single digit sams is not good, esp the SA-2 and the SA8, i.e. in terms of not modeling actual guidance modes or the optical trackers correctly. And honestly I do not think it is a priority for them to fix it.1 point
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Ok, snowless winter is done and below you can see a sneak peek of it. I spent many hours adjusting the mod to 2.8 lighting, making sure target spotting would be possible. The REV2 will be published tomorrow, so stay tuned! I have some good feelings about it!1 point
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Many thanks and appreciation for updating your mod to work on 2.8.1 point
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I have two bass-shakers under my seat (left-right) with simshaker for more than six months. My experience is that I cannot fly without them any more, when you startup the helicopter you can feel the slow rotation of the rotor. The immersion is so much better with the shakers/ I am using an external usb sound card with Nobsound NS-20G and 2x Reckhorn Body shaker.1 point
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Exactly. ED has already announced that they will do a WW2 version of the Marianas map. The F4U is almost finished now and M3L has shown screenshots of Japaneses ground assets they are working on. Thus all elements for a minimum viable Pacific scenario would be there if somebody makes a Zero. You have to start somewhere. I fully expect that F6F or Zero or both will be announced this year. Otherwise too many things like the Pacific Theater sub forum here or the Fw190A repainted as a Zero in the 2022 and beyond video wouldn't make any sense.1 point
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