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Showing content with the highest reputation on 11/17/22 in all areas

  1. Thanks guys @flanker1 unfortunately, these 2 and the UAZ-452 I've released earlier are the only russian vehicles I got ------------------------------ A couple of Somali'ish trawlers for the ship pack The update is almost ready to ship (uhuh), just some cleaning up to do here and there, update the readme and that's it! For the last hour I tried to have multiple spawn point for the mobile sea base but I'm just a donkey when it comes to code and I just can't make it work. So screw it, you'll spawn on the helipad like a civilised pilot.
    11 points
  2. I seem to recall that at one point this mod also had an effect on the ship wake size/length. Given this from todays OB changelog, does this alleviate the need for this "fix" in the mod? Supercarrier Fixed: Carrier wake too short
    6 points
  3. Hi, just a note of appreciation to Razbam for today's update ... particularly the addition of more airfields: and also the improved night lighting: Great map, I'm loving flying on it
    5 points
  4. No fix at all for the mixed Russian/English cockpit for the KA-50 that was an introduced bug in 2.8, pretty disappointed this has not been sorted in 2 patches since 2.8.
    5 points
  5. P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations Bomber formations updated Carpet bombing performance optimized Ice halo enabled More realistic turbulence levels Spitfire IX The Big Show Campaign by Reflected Simulations Bomber formations updated Carpet bombing performance optimized Ice halo enabled More ambient chatter added Radio procedures improved - you only check in with control over the Channel Ingress altitudes adjusted - flight lead will stay low and climb only over the Channel. More realistic turbulence levels DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations Mission 10 workaround for JU88 AI crashing into ground units. Bomber formations updated More realistic turbulence levels Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations Bomber formations updated More realistic turbulence levels DCS: P-47D Wolfpack Campaign by Reflected Simulations Bomber formations updated Ice halo enabled UK AAA improved More realistic turbulence levels DCS: UH-1H Paradise Lost Campaign by Reflected Simulations Ice halo enabled More realistic turbulence levels DCS: F-14A Zone 5 Campaign by Reflected Simulations AI skill levels adjusted to better match the new AI BFM Improved AI breaks Fixed the landing checklist in the intro mission More realistic turbulence levels Bozo calls Speed & Angels instead of Jester DCS: F-14A Fear the Bones Campaign by Reflected Simulations Ice halo enabled Recovery tanker functionality added to mission 1 More realistic turbulence levels DCS: Spitfire Beware! Beware! Campaign by Reflected Simulations Intro mission progression fixed Ice halo enabled Increased bomber speeds to reduce AI glitches Carpet bombing performance optimized UK AAA improved The Bet mission - AI will now put up a fight More realistic turbulence levels F-86F Hunters over the Yalu Campaign by Reflected Simulations Ice halo enabled More realistic turbulence levels
    4 points
  6. No, this is not planned. Completely new set of rivets for the wings. Some rivets are smaller, others bigger. Quite the difference.
    4 points
  7. Razbam F-15E radar SAR mode More pictures https://discord.com/channels/536389125276827660/544231925263630336/1042220363272159342 https://media.discordapp.net/attachments/544231925263630336/1042216459457278013/Dcs.Closedbeta_2022-11-16_00-13-01-1.mp4 https://media.discordapp.net/attachments/544231925263630336/1042219788245671966/Dcs.Closedbeta_2022-11-15_18-38-43-1.mp4
    4 points
  8. I spent hours trying to figure out why my fps performance was really bad on Enigma's Cold War server multiplayer. Turned out it was one setting that was the culprit. Shadows, any quality. I noticed enormous performance reduction when looking at the front line 30-50+ miles away. In some cases my fps was steady at 60-70 with shadows flat then upon turning head in VR towards the front, my fps went down to 35-40. Shadows flat -> high I saw basically no further performance decrease. I figured out a good way to repro this issue on ECW server. I jump into a Su-25 facing away from the front. Then just by looking behind I immediately see this performance problem. Attached are the requested VR perf issue files. I have also attached a screenshot of example settings where I have shadows off and my performance is great at close to 90 fps in the same test environment. SHADOWS_FLAT_45FPS_cold-war-northern-eye-production-v151-20221116-134836.trk dcs.log DxDiag.txt
    3 points
  9. I was surprised and disappointed that there was no mention of a fix for multicrew in the November 17th patch. Anyone know if this is the official November patch? Or is this more of a mid-month hotfix? This is going to suck if we have to wait until late December for working multicrew.
    3 points
  10. Some files in my DCS_World_OpenBeta\Mods\aircraft\MB-339 folder have today's date (MB339A.dll, FM config.lua, some training missions and so on...), so maybe there were changes, but they are only missing in ED's patch notes or are these changes which were missing last time but were present in change notes. I guess @6S.Duke is busy finding this out. Update: There is a message on discord, that the changes didn't make it in the patch. They are working on it. Don't know it this means, there will be an ED hotfix? I guess something has changed, the warning panel looks a bit better. There previously was a background which was too black. This is no more the case or it's my eyes
    3 points
  11. Continuing the CAS execution check list for the Type 1 control series, post the "talk on" correlation video I give you the ATTACK! The attack includes brief dialog about a reattack and some of its possibilities as I go through four quick passes of AGM65s, GBU54s and of course.... GUNS!!! Post Attack one of the 12 steps CAS procedure is the BDA and I quickly glance over it. If you want to get into the weeds on that BDA subject, I invite you to read the 3-09.3 CAS Pub.
    3 points
  12. confirmed for me also dx11backend = {flipMode = false,} works only with vsync enabled in DCS
    3 points
  13. It is still a work in progress currently, and to not set up wrong hopes, I cannot give an estimate right now, apart from "it is getting there."
    3 points
  14. It's the norm. Every real aircraft behaves differently with trim. Some have big increments, some you can trim very fine This is indeed how real aircraft behave. Trim is not meant to reduce control forces of a given attitude (that would be an ATT - HOLD mode), this is substantially wrong and is exactly what I can the in the sim community as expectation - use trim to level of perfectly. However, the massive difference is: trim neutrals control forces for a given aerodynamic state. The aerodynamic state changes with every little fragment of a knot, with every fragment of a degree of bank or yaw, etc. The slightest input or force changes this balance, and there you go, the trim is not correct any more. Not fundamentally, but it just wants into a slightly different state. If your speed and bank is constant however, in a modern jet with a very fine trim, like the Hornet, it should be fairly stable. The Viper is a different story. This behaviour is best observable in small aircraft (that's why I am a fan of very basic flight training and not starting of in a Hornet or something fancy) You set a certain trim, forces are almost gone, and you let go of the stick/yoke. The aircraft will make small changes again and again, around this perfect state the trim dictates. Basically it will oscillate around this state very smoothly, given near perfect conditions and roll stable.
    3 points
  15. This post didn't age well.
    3 points
  16. Thanks a lot, I love having more red force aircrafts .. and these look really great, can't wait to use them on a mission I'm looking forward to seeing you add even more aircrafts to your collection .. hopefully something more cold war appropiate, like the Il-38 May:
    3 points
  17. I may have some good news. Devs were able to replicate the crash using one of the track files sent through the auto-report feature (you know, the grey popup window often showing up when DCS crashes - it's very useful to devs) and they are working on a fix.
    3 points
  18. Временное (надеюсь) решение проблемы с производительностью VR в 2.8. Суть в том, чтобы вернуть возможность переключения DCS в фуллскрин режим. См тред: У меня с окулусом все получилось. В случае с G2 не понятно - то ли эффекта нет у всех, то-ли у некоторых. В общем: - в DCS в настройках VR отключаем опцию "использовать системное разрешение" для зеркала; - в свойствах ярлыка, либо экзешника dcs.exe на вкладке "совместимость" включаем опцию "Отключить оптимизацию во весь экран"; - в dcs-овский autoexec.cfg добавляем строки: dx11backend = { flipMode = false, } Запускаем DCS, жмем alt+enter, игра переходит в фуллскрин, но вместо зеркала на мониторе видим черный экран. В шлеме всё ок. Провести детальное сравнение возможности нет, но по ощущениям похоже на 2.7. Я даже включил низкие тени и плоские ландшафтные. А еще опять отказался от OXRTK, т.к. без него в окулусе довольно прилично работает репроекция.
    3 points
  19. https://twitter.com/RAZBAM/status/1592726171493740544
    3 points
  20. Hey IronMike, you might be unable to comment on this currently, but I remember y’all gave us an update, I think it was on your Facebook page back in July, and one of the comments on it mentioned y’all were working on the ALR-45 sounds, which when done was one of the last major hurtles for the Early F-14A, and Iranian version. How is that work going? Also, if you have any other potential progress updates on the Early F-14A I would love to hear those as well. But if you cant share anything at this time I understand. Thanks!
    2 points
  21. Operation: Six Towns * The mission will run this Saturday, 19.11.2022, around 1900 zulu * Server name: Close Air Support * Server IP: 94.130.217.211 * Note that the mission runs for 8 hours, unless one side is victorious * All ground units, helicopters and weapons are limited in numbers, so fight sensibly Situation: RED holds a main airbase in Rayak and has a FARP further northeast closer to the frontline. BLUE holds a main airbase in Al-Dumayr and has a FARP further nothwest. * The objective is to capture and hold all 6 towns across the borderline to gain superiority in the region. * The 6 towns go by the following codenames: Alpha, Bravo, Charlie, Delta, Echo and Foxtrot. * Red holds Alpha, Charlie and Echo at mission's start. * Blue holds Bravo, Delta and Foxtrot. - All helicopters, weapons and ground units are limited in numbers. - Each coalition has 8 x air-defence groups. - Each air-defence group consists of 1 x Shilka/Vulcan, 1 x Strela/Avenger and 1 x ammo truck. - In addition, Red has 2 x SA-8's at the main airbase, Rayak. - Blue has 2 x Rolands at the main airbase, Al-Dumayr. - Tanks are only available at the main airbases to fortify the defence line. - Combined Arms players can move their ground units anyway they see fit. RED has the following ground units available at mission's start: 40 x BTR-82A's 22 x BMP-2's 06 x BMP-3's 08 x T-80U's 48 x infantries holding Alpha, Charlie and Echo with 16 at each BLUE has the following ground units available at mission's start: 40 x LAV-25's 22 x Bradleys 06 x Stryker's MGS 08 x Abrams' 48 x infantries holding Bravo, Delta and Foxtrot with 16 at each Objective: - Search and destroy enemy ground units around the six towns, the objective. - Provide CAS for friendly ground units. Waypoints for all helicopters: 1- Alpha 2- Bravo 3- Charlie 4- Delta 5- Echo 6- Foxtrot 7- Friendly FARP ----------------------------------------------------------------------------------------------------------------------------------------------------------- Mi-8's/UH-1's CTLD and Sling Loading: Picking up troops via CTLD: - Assault Squad: 4 x MG's and 4 x RPG's - MANPAD Squad: 1 x MANPAD and 2 x MG's - JTAC Squad: 1 x JATC, 1 x MG and 1 x RPG For troops' insertion, make sure you're at least 3 km away from the FARP/airbase you started at. Sling Loading: - There are 5 containers close to the FARP. - Each container weighs 820 kg (ca. 1810 lb), for UH-1's it's 325 kg (ca. 715 lb). - Sling load 1 container, unhook it in the Red Artillery area to rearm 2 artillery vehicles. - RED: The 2 artillery vehicles are: 1 x MLRS Smerch and 1 x 2S19 Msta. A total of 5 containers for a total of 5 x MLRS Smerch and 5 x 2S19 Msta. - BLUE: The 2 artillery vehicles are: 1 x MLRS and 1 x M109 Paladin. A total of 5 containers for a total of 5 x MLRS and 5 x M109 Paladins. ----------------------------------------------------------------------------------------------------------------------------------------------------------- RED Frequencies: 124 MHz is the common freq. for all Red players - Channel 0 on R-863 FARP Torba ATC: 127.5 MHz - Channel 4 on R-863 Rayak Airbase NDB - 716 kHz FARP Torba NDB - 690 khz BLUE Frequencies: 251 MHz is the common freq. for all Red players - Channel 1 on ARC-164 FARP Dallas ATC: 255 MHz - Channel 3 on ARC-164 Al-Dumayr Airbase NDB - 488 kHz FARP Dallas NDB - 464 khz
    2 points
  22. It is. Just like the R-73, the R-27ET is pure IR homing and its IR seeker needs to lock on to the target before you get launch authorisation. So the acquisition range of the IR seeker is the limiting factor and in a head-on situation, this is quite short due to the target's main heat emmission(engines) being obscurred by its airframe. This in turn can also cause the seeker to loose its lock after launch, which may be what you are experiencing. Generally speaking - don't use IR missiles for straight head-on engagements
    2 points
  23. Thanks for the heads up, and for the track. Issue reproduced and reported.
    2 points
  24. 2022 december - confirmed
    2 points
  25. The IFE discord got a post a couple hours ago in the news channel:
    2 points
  26. Devs answered: this is correct as is. In the real aircraft, collective and cyclic are not movable as long as the hydraulics system is not up and running.
    2 points
  27. You're welcome to roll back your game to those patches and dominate AI to your heart's content. Maybe the AIM-152 mod is more your liking?
    2 points
  28. Pitot heat is not anti ice. I don’t know what Toten is talking about, but it is IMPOSSIBLE to overstress the Mi-24 engines, Mi-8, or Ka-50. The engine governor will automatically cut fuel flow at max temperature. The manual says to only have the engine at take off power for 5 minutes to reduce maintenance over the life of the engine. PilotMi-8 former head of Belsimtek who made this module and is former Army pilot of Mi-8 said you could run engine at full power for consecutive flights and not notice anything until many flights later. What happened to you sounds like icing. You said you turned on pitot heat but when you get the “ICING” warning you need to turn on “Anti-Ice” by the generator panel by your right elbow. You need turn on anti ice from auto to manual; then flip engine/dust protection anti ice from off to on for both left and right engine. All three switches need to be up for anti icing to work. It’s a good idea to turn on pitot heat at the same time. Another person said they got engine problems at caucuses. If you go high the temperature decreases. You don’t have to get that high on a usually colder map like Caucuses to experience 0 degrees Celsius and icing. Be aware that anti icing will cause about a 20% decrease In power. If you need to hover with anti icing your hover weight needs to be 900 kg lower then without anti ice. Credit for photo is chucks guide, which I heartily recommend
    2 points
  29. 2 points
  30. Im not trying to be mean here, but I dont think it's a bunch to ask for properly working settings. Please understand our frustration with the worse performance in 2.8. Thanks.
    2 points
  31. Not all fixes are easy, suggesting it is neglected is not helpful. Thanks.
    2 points
  32. We will have a check Inviato dal mio ASUS_I005D utilizzando Tapatalk
    2 points
  33. The map was released into Early(!) Access like yesterday (in DCS times)... If you want to keep having fun with DCS you'll have to be more patient.
    2 points
  34. There is no unitary time when a military aircraft is Armed for munitions release. It depends heavily on the tactical situation, the mission, and may even come down to individual unit-dictated procedures or aircrew preference. Like so many aspects of military operations and procedures, it is always "it depends."
    2 points
  35. Cool, did not know that! Appreciated!
    2 points
  36. The notch is a thing and should be modeled. The DCS notch is overly wide, and should be corrected, along with representation of radar and missile track recovery functionality. And the notch should only apply when the defender is challenging the correct emitter/antenna pair at the correct time- pre-active, the launching airframe, post-active, the missile. It's difficult to get into effectively, and even harder to stay. Entry should not be an instantaneous break lock, because track files and recovery methodologies exist for a reason. Flat out notching a launching opponent should require substantial seconds spent running the 90, rather than passing through as part of a turn away, because it's going to take time for the attacking radar to run out of track recovery time.
    2 points
  37. any judging of the map by me is only going to be done after the release of the map now, because i believe enough has been said and taken on by Ugra that saying anymore is likely Going to repeat information already said, along as Ugra listen to the community regularly which looks like they are planning to continue on doing everything should go great after release
    2 points
  38. maybe some tweaks to guidance though? (that damn notch climb maneuver). I would point out one thing, that people say its "trash", but in comparison to what exactly? AIM120? wow a late 1960s missile is bested by missile from 1991? What a shocker. In those 20 years only other missiles which can be compared with it was AIM7 Sparrow, Matras, R24 and R27R/T variants.
    2 points
  39. Ich würde auch keine 3000er in das System stecken. RAM-Upgrade auf 32 GB wirst Du wahrscheinlich positiv bemerken (läuft vieleicht etwas "geschmeidiger" aber nicht unbedingt "schneller") und bleibt kostenmäßig im Rahmen. 64 GB ist in diesem Fall Verschwendung, da gebe ich Bananabrai recht. CPU-Köpfen lohnt den Aufwand nicht. Das bisschen Mehrleistung..... Es sei denn natürlich, Du machst es auch aus Spaß am Basteln. Wenn Dein Budget knapp ist. Für das Geld einer 3080/90 bekommst Du auch eine gebrauchte 1080ti (das ist schonmal ein Sprung zur non-TI) + eine bessere CPU+MB (auch gebraucht). Wenn ich mir Deine Einstellungen ansehe, sticht mir die merkwürdige Auflösung ins Auge. Was hat es damit auf sich? Ansonsten könntest Du ohne allzu große visuelle Einbußen noch die globale Cockpitbeleuchtung deaktivieren. Und wake-turbulences in den gameplay settings (CPU heavy) falls Du es noch nicht hast. Edit: Wenn es Dich etwas tröstet. Auch mit einer 3080, einem 5000er Ryzen und 64 GB brechen die FPS bei vielen AI-Einheiten/Scripten/Multiplayer hin und wieder deutlich ein.
    2 points
  40. Moin. wenn du Bock hast zu basteln und aus deinem System noch was raus zu kitzeln klingt das ok. Für den Mehrwert am Zocken klingt mir die Investition aber recht groß. Ich denke du wirst keinen großen Unterschied zwischen 32 und 64 Gb Ram merken. Bei einer 3080 oder 3090 bleibt deine CPU der Flaschenhals. Wenn du planst in 1-2 Jahren den Rest auch zu erneuern, würde ich jetzt nicht in 64Gb "neuen" RAM investieren. Dann holst du dir leichter eine GPU deiner Wahl und fängst nächstes Jahr oder das Jahr danach an ein neues Grundgerüst aufzubauen. 750W sind n knappes Eisen für eine 3090 und Übertaktung.
    2 points
  41. Hi, thank you for the report, the team is already aware and plan to improve the landing gear sitting position in a future update.
    2 points
  42. Looks so beautiful……I wanna go sneeking with it between the trees
    2 points
  43. Hey! It's definitely possible. But it would be an outlier within the Swedish Military Asset pack scope. I've tried to keep the scope to mainly assets in use by the Swedish Armed Forces, with the outliers being the assets that ware in service before, or assets that are planned to be in service. I won't say definitely no, but it's not on top of my list right now.
    2 points
  44. I decided I needed to add a Russian ISR plane to the collection, so here it is. As a bonus, I am also including civilian and C2 variants. ======== Available now. Download link is in the first post ======== Tupolev Tu-204/214 variants (AI only) The Tupolev Tu-204/214 (Russian: Туполев Ту-204) is a twin-engined medium-range narrow-body jet airliner capable of carrying 210 passengers, designed by Tupolev and produced by Aviastar-SP and Kazan Aircraft Production Association The Tu-214R (NATO: "Mullet") is a special mission version of the Tu-214 commercial transport aircraft, developed under the codename ‘Project 141’, to replace the Il-20 Coot ELINT platform. Designed to loiter in a friendly or uncontested airspace at high altitude and at safe distance from targets or along the border of a country under surveillance, the Tu-214R is configured to carry sensor packages to perform ELINT (Electronic Intelligence) and SIGINT (Signal Intelligence) missions. The MRC-411 multi-intelligence payload also includes side-looking Synthetic Aperture Radar (SAR) and other Signals Intelligence (SIGINT) and Communications Intelligence (COMINT). This mod includes 2 selectable aircraft type in the Mission Editor (with additional variants selectable by using liveries): - Tu-204/214 - Tu-214R Included are various liveries, by plane: Tu-204/214 (CLP) - RUS Redwings Airline (Tu-204-100B) - RUS Rossiya Special Flight Squadron (Tu-214PU) - RUS Tu-214ON RF64519 (Open Skies) - RUS Tu-214ON RF64525 (Open Skies) -RUS Tu-214PU SBUS 64529 Tu-214R (CLP) - RUS Russian Air Force 64511 - RUS Russian Air Force 64514 Notes: The planes will be alphabetically listed with the C's (Cowboy's Livery Pack Tu-204/214). As always, this is my artistic representation based on photos of the actual aircraft / my modeling skills, and not necessarily 100% accurate. =========================== USE AT YOUR OWN RISK Installation: unzip the files and copy the entire contents of the 'Mods' folder in the zip file to your DCS user files folder, example: C:\Users\[YOURNAME]\Saved Games\DCS.openbeta\ (You should end up with a "CLP_TU214" folder under Mods/aircraft, example: "C:\Users\[YOURNAME]\Saved Games\DCS.openbeta\Mods\aircraft\CLP_TU214\") ===== To UNINSTALL: simply delete the "CLP_TU214" folder from the above location (Do NOT delete the entire 'Mods' folder as this will remove any other mods you may have installed) =========================== Changelog: v1.2.0123 (2023-01): Fixed bug preventing proper display of 64514 livery and aircraft configuration v1.1.1215: Added 4 variants and respective liveries, incl: Tu-214ON and Tu-214PU-SBUS types v1.0.1115: Initial Public Release
    2 points
  45. I'm curious if any progress has ben made with this issue.
    2 points
  46. I'm talking about flying at dusk, when sun has already set below the horizon. First of all, usualy the western sky should be much more vivid blue (google dusk blue sky). Next, when flying at higher altitude and descending towards ground, the horizon is quickly turning darker and darker untill it is completely black, which is not correct. It gets slightly darker, but not black. And I'm talking even about Persian gulf map, where sun sets into the sea, so it should be quite a lot of dusk light after sunset.
    2 points
  47. 2 points
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