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Showing content with the highest reputation on 11/21/22 in all areas
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Really? I guess this isn't for you then But if this is too stressful you can just hop in the trawler and enjoy a warm cup of coffee. The quiet humming of the engine and the sound of the waves against the hull is very soothing7 points
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CAVET - It seems that some are not able to replicate this, so beware, investigations are continuing I am normally a proponent of using the latest driver version.... however, the results speak for themselves: Driver Version FPS appCPU renderCPU appGPU 457.30 69.43 8.31 6.71 12.86 512.95 73.79 9.39 6.90 11.89 526.86 67.82 7.87 6.60 12.78 all the tests were conducted with the same settings, and in OpenXR, using a track and stabilised HMD position to minimise any changes on head movement. The driver can be found here: GeForce Game Ready Driver | 512.95 | Windows 11 | NVIDIA.6 points
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Except SAU not working properly, ARU not even in slightest way working properly, Radar much to efficient at low altitude, Strangely modeled elevator behavior at high altitudes (over 15 000m) pulling hard with ARU in manual mode set in position "Take off" (strangely it's also the same position in "Auto" mode on these altitude) gives slight, gentle turn with about 2G. Plane is able to sustain 9,8 G (it was reduced couple months ago from previous bigger value). However many MiG-21 pilots reported exceding G over "11" without damaging a plane in DCS MiG sustain just 9,8G. If you pull 8,5 G crazy ARU may cause exceding G to over 10 and brake your... Wing tips (sic!) instead of bending your wing, but it's ok. You can fly (and land) MiG-21 without wings anyway. Other case is gyro sight - switch positions give different effect as expected: in pure Gyro mode only 300m range works as expected, auto ranging works different as expected (based on original flight instruction), A2G mode - shooting unguided rockets with rdr ranging and gyro gives also wind correction -> way too acurate, A2G bombing sight is a pure fantasy. It gives you precise hit point for FAB's with wind correction. A ballistic table For manual bombing with various dive angles and sight deflection angles doesn't exist. Also MiG-21 Cluster bombs are able to kill every server since I play DCS, Letherneck / Magnitude never attempted to correct these issues. Engine flames out after exceding 1300KIAS which is a total fantasy (and explanation given in DCS manual is made-up total fiction. It doesn't fit liquid mechanic, or jet engine behavior). Speed shall be limited by loosing longitudinal/directional stability and there is a proper description how it works in real MiG-21. And "the devs " are well aware about it. Modelling a proper behavior is too much effort i suppose? Engine flame out (due to over-speeding) is pure fiction (and a lie). If you report any problem the answer is "It's old module so we're not supporting it - in fact you shall be graceful for everything we make around it anyway. You shall not expect any support for an oldest DCS module. Currently all resources are directed towards F-4U anyway. No MiG-21 major updates before F-4U release." Except that, it's a legendary plane, and most neglected module in DCS With my best regards Kermit6 points
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Good evening everyone, I'm coming to you now with a live report interrupting your usual forum browsing. It appears a man playing a video game is shocked it is not completely true to real life and ''knows'' things. Amazing. Stay with us as we continue to report on this developing story later tonight. Back to you, Bob.5 points
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Updated my RWR mod to include the recent 152A missiles and the Swedish Military Assets that have sensors.4 points
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4 points
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This little package contains a Bell Longranger L3 type helicopter model with some liveries. This is only AI and has only some basic animations, PBR textures and no damage model or weapons. It also has some model and texture fixes to be made, but it takes forever and so I thought I might as well release it before waiting another 6 months...I made this for myself to gain/improve some skills in 3D modelling, texturing and lua scripting, and because I like to get more civil Helicopter OPs into DCS. Tested with DCS 2.7.8. UPDATES: current version: 0.1 - liveries pack provided by @Urbi (not available anymore) - liveries pack provided by @crazyeddie (separate link see "ADDONS") DOWNLOAD: https://www.dropbox.com/s/7yt7rbqgol495ei/Bell_206-L3 AI.zip?dl=0 INSTALL: Unzip the package. 1. Copy the content of "Liveries" into your "Saved Games/DCS/Liveries" folder. 2. Copy the content of "tech" into your "Saved Games/DCS/Mods/tech" folder The package includes a basic livery template. ADDONS: - @crazyeddie provides a beautiful new liveries package, download here: https://www.dropbox.com/s/n82g1x6485p3hjg/crazyeddies_Bell 206 Liveries.zip?dl=0 CREDITS: This mod was inspired through the work from Upuat, EightBall, Nibbylot and Damientrix. I used some snippets of lua-scripts from each of these authors and modified them for this project, as I did prior to my HH-60 mod. The 3D model of the helicopter was downloaded from GrabCad and it is allowed to be used for royalty free usage and distribution. The author of the original CAD model is Mr. John Fall, and I am grateful he allows this model to be used for free and appreciate his beautiful CAD work. I made a lot of changes to the original model though, and had to import it into my 3D environment with a number of tedious conversions. Finally, thanks to Urbi and Crazyeddie who reworked textures and provided additional (and enhanced) liveries. Anyway, I hope you like it. Have CIVIL fun!3 points
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I just love the AJS 37 and all the good work put down into it. I do however remember talk about the J 35 Draken as well? That would be a nice companion (or naturally the JA 37 - even though I guess the systems being more complex than in the AJS makes it hard)... Two J 35 on an exercise back in the days, adhering to the Swedish tradition of flying low...3 points
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3 points
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^ Although I'd absolutely love to have a more up-to-date and accurately modelled -21 as many others here, I have to ask - seriously, what world do some of you guys live in and what do you expect? Every PC game / addon / any software product for that matter has a fixed, practical shelf-life after which support either ends completely or is limited to making sure the product only launches at all. The fact that it's still sold doesn't change anything. It's no different to Win-XP and Win-7 dedicated programs that one can still legally buy, even though they're not supopsed to be used anymore. In DCS universe ex-Belsimtek modules are a good example as well, cause no matter what NineLine and BigNewy say (or are allowed to say), in practical terms they're expensive abandonware nowadays. At some point, unless developer offers a paid overhaul (like for A-10C of Ka-50), updating and bugfixing becomes not financially viable. So yeah, if M3 say they will throw in some last free tweaks for the MiG after F4U is done, I don't realistically expect anything more.3 points
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Geeze.... Sometimes I could kick myself for freely giving the benefit of doubt. With every post you make, you disqualify yourself even more as reasonable dialogue partner.3 points
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True. WX is pretty hard to simulated. And the DCS frame is pretty old. The better sims are getting, the more nuance details you will still feel missing from real flying. Get some support dude, I think you are not breaking anyone's dream of DCS but only your own. Always like to read from people that never had the opportunity to fly IRL and describe their passion about the sim. People who are dreaming of becoming a real pilot. And then real pilots like you come around and 'talk'. Why was that again? Because nothing will change until you rant around? And now it will? And of course it will be fixed faster now... because a 'real' pilot showed up... Thanks for making other simmers really like us. Back to you bob.3 points
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Hello, The project was apparently dead, but it's not... I have to apologize everyone here because I disappeared and thank many of you for the personal messages I received. It was only a very busy year (mostly because of chip shortage) and some personal commitments that left me zero time for flying or coding. I'm still unable to fly, but here and there I have time for coding. I saw OpenKneeboard with much interest and I know that Fred is a sharp software engineer, still I hadn't time to explore his work yet! To answer a recurrent question, VRK and OpenKneeboard are similar tools. They share the purpose but have some relevant techincal and user experience differences . This is why I feel that supporting VRK is still a good idea. Also, I put some striong effort in making VRK the best tool for the kind of operations that my squadron do, that's something I have to care about. Anyway, let's go into interesting details: Next verion (2.0 series) will enter alpha today, I have two major bugs to fix before beta. The new code base is alredy there and working OpenXR support including OpenComposite, OpenXR-Toolkit, Steam implementation, Pimax-OpenXR and hopefullty anything else. WMR is included but not yet tested. MSFS is also working. Most of this work has been inspired and derived from the impressvie work make by Matthieu Bucchianeri with OpenXR-Toolkit. His tools lead the way to have VRK working on OpenXR. To clean some mess in the code I removed the "native" support for Oculus, it has alway been problematic and I feel that it will get worse with time. I may consider re-adding it if OpenXR will show a significant drop in performance. Oculus users, please let me now your opininion on this matter: it's long time since I turned on my Rift. Complete ceanup of some convoluted requirements and razionalization of used libraries. This will continue in time with the aim of improving resource usage and performances. I should have posted this before, but given my difficulties in the last year I made the choice to wait hand having something done to put on the table. Although it's not DCS, the image is the real proof that OpenXR is in place: Sorry for the quality. I have no other option (yet) than the smartphone camera when using non Steam OpenXR. Ciao!3 points
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The Su-27 very much can be beaten by geometry and also the MiG etc can lose their energy if you are patient enough. By the book, means what book exactly? 30 seconds is your ideal window, which means your main goal is to win the merge and shoot them right there and then. After the 30 seconds your chances to win decrease dramatically. Especially with human opponents. I forgot the calculus, but it is quite dramatic. In the end, your job is to shoot the guy, not to display some geometry. And, ofc, knowing how to do this or that, especially in PvP, helps a ton to get into a favorable position, flip a position, etc etc. But you're still not there to display an airshow, but to shoot the guy. However you can. The AI now just pulls too hard too consistently for long periods of time, inhumanly so, hence insisting on some geometry is pointless. I leave the fight with a) enough fuel and b) almost 2/3rds of gun ammo left, despite snapshots. Snapshots are super important, especially when flying against humans. The big difference with Ai and humans is that a human will always try to pull the nose on you, when you come head to head again, even if he sacrifices for that, but on a nose to nose you will have ammo flying your way. The AI, when shot at first, will just not do that, which can be exploited. The 1nm pole: Imagine the aircraft is set on a 1nm stick. In most cases you need to fly around that stick first to get into a good shooting position. A lot of folks want to just get nose on and force it, getting in a non favorable position. That's just a mental/visual aid, which a Gripen pilot told me who got that from his BFM instructor, an oldschool Viggen guy. Just imagine that stick, and try to fly around it first. But sometimes, like with the AI pulling a constant 9Gs or similar shenanigans, that is not really possible. Hence you need to be able to do snapshots well. Snapshots are not luck, it is something you need to practice. Flying geometry is nice, being able to hold your turnrate is something one needs to know anyway, but if it doesn't serve you to kill the guy, it is worthless, too. And btw, if you want to fly BFM PvP, practicing against the AI is a very bad thing. All my advice here is predominantly meant for how to beat the AI as is, not on how to develop a skillset in human vs human BFM. But in parts, it applies there, too, ofc. Do what works, not what someone told you one should do. Finally, explain a bit more what regime you mean, cause I showed you 4 different ones. (I would also carefully suggest, if it takes you 8 minutes to kill the flanker from the IA mission, it is not the same regime, it should never take you that long.) Which is the whole point, to be flexible to go from a sustained turn to instantenious to forcing the angles to creating separation, etc.. as needed. The bottom line of this remains: the AI is still extremely easy to kill, because it isn't as flexible as you can be, while a human opponent can be exactly that and turn it on your head. EDIT: One more thing that slipped my mind: going from slow to fast and vice versa: it can be done very quickly, but you need to manage your pull. There is a technique, which I call simply "fapping" the stick, lol, and it works basically both ways: if I want to gain speed, I go from pull -> release -> pull -> release, which works also if you want to pull more G without bleeding off speed, which goes a bit like pull -> increase -> ease off to (initial) pull -> increase -> ease off to a bit more pull -> increase -> ease of to yet a bit more pull than before -> increase ... gently. Try to practice that quickly going from 150 to 250 to 350 to 450 at a constant between 4 and 6 G (choose one and hold it) for the first, and for the second train holding around corner speed while going 3G to 4G to 5G to 6G to 7G while not losing corner speed. For me both these skills do much more than geometry. Also against humans.3 points
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Weather IRL is so complex, that you can't even model it with a super computer very well. So I'd lower my expectations on what can be done with a flight sim... All you might get at best is some kind of probability that the aircraft is being shaken around a bit. I don't think this will ever feel like real flying for any of you real pilots.3 points
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3 points
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Я почему спрашиваю,купил данную игру лет пять назад,накупил кучу модулей ,карт,а играть так и не могу,ибо нету геймплея! Чорт подери! Мисси,кампании,это затычки которые меня абсолютно не устраивают,он-лайн также не мое,по разным причинам.Почему в БзС малобюджетном есть прекрасная вещь как Карьера,а здесь со всеми плюшками и совершенностями не смогли сделать подобное в начале проекта? Сколько еще ждать? Дайте ответ пожалуйста,когда я смогу играть в эту игру,вы углубились во всякие системы подсистемы,а простенькой аля Карьеры так и не сделали,уверен многим она нужна,сесть на час-два полетать, пожить виртуальным пилотом!3 points
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Please stay on topic. This is about the performance drop in Open Beta, and not the very helpful advice to switch to stable. We get it, we know it. Create your own appreciation thread for the stable branch and let people do their testing here.3 points
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LSO will call on every approach “you are slow” “power” “power” when gets the super carrier correct calibrated for the F-14 ? this bug is since release and was mentioned many times…. but still no response from ED2 points
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This is a status report, And screens from the latest OB of my progress. Although I wanted to get the MK46 torpedoes to work, (They are supposed to track targets) There has been no joy. So, We must use the in sim Lt 58 These are fire and forget, and pray they hit the target! I(t is possible to do, as the following screens will show. More work is needed but I will release these in smaller sets, so the wait will be shorter. Without further ado, I present, The WWII Fairmile C Motor Gun Boat!2 points
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Thank you ED. I am very happy to be able to see the tail rotor in its proper pitches. Move it on the ground or see the rotor disk flatten or thicken in flight depending on pitch. It is very cool. However, I have absolutely no idea what that patch note was about a graphical update to the oil cooler fan? Anyone noticed a difference? The center looks a bit more detailed to me but that’s it2 points
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Let me elaborate on my answer If the tanker lands within 20 minutes, then there's something wrong with the basic setup, and Zyll's video should help solving that. Once that's solved, the tanker should be able to stay on station for ~4 hours. After that, the tanker must land, refuel and resume its mission. But as far as I know, the "LandReFuAr" waypoint responsible for that only works with land bases, and not with naval units. Theoretically, you can do some clever tricks with triggers and scripts, by spawning a new tanker once the dry one lands. But since this approach already involves scripting, I suggested to use Moose, as it takes over the whole routine of creating and managing the tanker. TL;DR Once you watch Zyll's video and solve whatever is wrong with the initial setup, you'll likely won't need the rest of this post. Now for the scripting. It could be very confusing, indeed! But it becomes really simple once you understand how the scripts work in DCS. In my mission there are two units: * A carrier group named "HST", * And a dummy S-3B Tanker placed anywhere on the map and named "Arco". Then there are two triggers: * The first one simply loads the main Moose library. * The second one executes the script that talks to Moose and turns that dummy S-3B into the actual tanker attached to our carrier. As evident from their names, both triggers run on the mission start: The script itself: ArcoHST=RECOVERYTANKER:New(UNIT:FindByName("HST"), "Arco") -- this finds our dummy S-3B named 'Arco', and attaches it to our carrier group named 'HST' ArcoHST:SetCallsign(2) -- number of the desired callsign from the dropdown menu in the Mission Editor, #2 is Arco ArcoHST:SetTACAN(43, "ARC") -- tanker's tacan ArcoHST:SetRadio(343) -- tanker's radio frequency ArcoHST:SetTakeoffAir() -- the tanker will be spawned in air ArcoHST:Start() -- actually spawns the tanker There are additional arguments and commands described in the manual. They're currently working on the new model: As for the skins, I'm using this pack: https://www.digitalcombatsimulator.com/en/files/3307156/2 points
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As an alternative quick and dirty test, I've just run both 512.95 and 526.98 back to back in both 2D and VR; I didn't reset any profiles. KA50 instant acces Haifa to Megiddo tour (ramp hot start on Syria), no touching controls, look forwards, then left, then right; granted certainly not a sample that incorporates a large range of different graphical variations. In 2D it pegged at 180fps (5.5ms frametime) and in VR it pegged at 14.1ms (71fps), the same result with both drivers to within 0.1ms appGPU.2 points
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2 points
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I've added the Radar guided missiles to the RWR mod. DCS RWR Symbology (digitalcombatsimulator.com)2 points
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Updated database to include missiles from the AIM-152 AAAM by Spino and Currenthill and Swedish Military Assets mod sensors by Currenthill.2 points
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I have a installation copy on my HDD, if you want it Pm a private, I have done some research and is hard to find on internet, it seems to be discontinued, I found other app that seems to do the same called openModMan https://github.com/sedenion/OpenModMan Don`t know if works well with DCS, haven`t tried it yet.2 points
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Still in BVR, the basis is speed and altitude. Still the F-15C is the most effective fighter of the era of jet fighters. And I'd venture to say that apart from the F-22 and F-35, no non-stealth fighter can surpass the F-15C/EX in air combat. And let me add that air combat is not same as dogfight. Dogfight - VvR - is panic, stupidity and imbecility. No one with the potential of the F-15C will enter a fight "for fun" where the odds are always 50/50. The F-15 was made for ranged combat. And since he's doing pretty well in a dogfight, well, none of the pilots in their right mind will be pushing to it.2 points
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Yes, this is a trick post, especially when the great (and free) UH-60L is involved. No, no, no, none of the helo modules purchased is a regret, I am not a collector, as I don't buy things I don't like. Frankly, I am still trying to figure out the Apache, which happens to be very different from the Jane's one. Even Hind is a different beast to conquer -- this is the only copter out there which can rush into the hail of machine gun and AAA fire and get out of there. Then you can shoot down unsuspecting low-flying jet with a smug on your face.2 points
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when i got the rtx 4090 it would not be recognised at all by the Varjo headset until I installed the new nvidia driver for it. To be fair, at the moment DCS running really smooth with the 4090 at max settings so not a bother2 points
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Hi @_SteelFalcon_ We've marked this as a potential bug for a review by the team. Thank you.2 points
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2 points
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IIRC the "unrestricted satnav" option doesn't apply to the date of satnav availability, but to the side of satnav availability, because satnav is only available to the side that has the US in it IIRC and with the unrestricted satnav option all sides will have access to satnav (provided the mission date is more recent than 1994).2 points
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как упоминал тов. Aero4000 ранее, при одних и тех же линейных диапазонах отклонения органов управления (почти одних и тех же, с Ми-8/24 отличаются миллиметры) как реализовать почти в два раза большие угловые скорости, например крена? за счет чего? Ответ: только за счет повышение эффективности управления. Это значит, при одном и том же единичном отклонении РППУ (например), возникает большая угловая скорость (да и ускорение тоже) - на 64м по сравнению с Ми-24м. Следовательно, движения РППУ должны быть как минимум в 1.5..1.8 раза меньше для достижения одних и тех же угловых скоростей. Что в реальности, что в модели. Поэтому рекомендации прежние: 1) кисть должна быть расслаблена (а для этого локоть должен лежать на бедре или на столе, или на какой-либо подставке. В крайнем случае (для джойстика) - основание кисти должно упираться во что-то); 2) характер движений ОУ - еще более "упреждающий"; 3) "размах" движений ОУ - "мизерный"; 4) промежуток между началом движения и обратным компенсирующим движением - меньше (чем на других вертолетах). 5) надо научиться висеть (и вообще летать) без САУ. Этому способствует "мантра" (постоянно себе напоминать): "короткие-плавные-двойные движения...короткие-плавные-двойные движения.." Исследуйте свой моторный навык. Пробуйте чуть длиннее движение, но чуть раньше возвращая; чуть резче возвращая, но чуть короче ход... и так далее. Да, и где написано, что на 64м должно быть научиться летать легче (т.к. "много передовой инженерной мысли вложено") ,чем (например) на Хьюи... или Ми-8?)) Легко тогда, когда понимаешь как работает аэродинамика и физика моментов, особенности конструкции/компоновки вертолета, наработан хороший моторный навык. Если бы и в реальной жизни было действительно так легко с ЛА (как многим ожидается), то гораздо больше бы людей могли бы пилотировать вертолеты и самолеты. Но этого не происходит. В Вашем случае, думаю после какого-то определенного количества часов произойдет качественный "скачок" в уровне владения вертолетом (сформируются новые нейронные связи). Когда сменится настроение "внутреннего осуждения" (почему Ми-8 легче?? где ожидаемая простота?) на подход спокойного, но постоянного приложения усилий в плане тренировок, без ожидания непременного результата. Но произойдет - точно. * к слову, я когда-то, когда учился на Ми-2, дольше многих осваивал вертолет до самостоятельного вылета)) Но когда "понял" - многое потом стало "само собой" получаться))) в пятницу еще не умел висеть "как гвоздь",(далее два выходных), а в понедельник уже сумел!))2 points
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2 points
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Just an update. Finally got around to upgrading my PC. I ended up going with 13700, DDR5 6000 and what a difference. My FPS went up, My GPU is a constant 97% utilization. So I guess consider it confirmed @edmuss @M1Combatit was a CPU bottleneck. You where spot on. It was just too old for this type of game.2 points
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This unrealistic ground mapping is present in both the f-16 an the f-18. For the F-18 see here: Sadly there was no response to this since July. Let's see whether we can get a comment this time.2 points
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2 points
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From the November Mini-update by Cobra: If it's the full thing or a reduced one I'm not sure, but something's coming. So a few more weeks with IC issues...2 points
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I think this is just a rando venting and not really to be taken seriously. @OP Some of the stuff you mentioned is a somewhat reasonable take, a lot of it is a bit ridiculous though, too, especially ''I know I'm right'' Yeah... if you have to pat yourself on the back, it's not as much a confirmation as you think. And bye. These 'Dear John' letters when somebody leaves a video game are so much fun @@ Nobody cares, man. Their CS reps aren't going to chase you down the hall screaming ''NO, GOZR, COME BACK, WE MIIIIIIISSSSSS YOUUUU UWU''2 points
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So you'll just assume someone's gender by the tone of their voice. Talk about exclusionary.2 points
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Not abandoned. Besides the new aircraft mods they are working on, AND, the FM;s They are creating for them, And trying to stay on top of all the fixes and requests, I suspect they have their hands full! They monitor these threads. News will be provided when there is news to share. Thanks for understanding! Cheers! And Happy Holidays!2 points
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In Wags' F-16 Cold Start tutorial video (~3 years ago) you can see the nozzle position gauge going to 0% when SEC is selected and returning to normal (~97%) when PRI is selected. The same can be seen in every Cold Start video I can find when the SEC check is performed (such as this one, from ~1 year ago). I just rolled back to the initial 2.8.0.32066 version, released on the 28th of October - over 2 weeks before this change to the SEC mode was even announced (announced on the 15th of November) and I've got the nozzle opening and closing when selecting SEC and back to PRI - nothing has changed in the November update in this regard and I’m pretty confident this has always been the case. 2.8.0.32066_F-16_SEC.trk2 points
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@rato65thanks a lot mate Yes, you'll need CA. Those driveable ships are actually amphibious ground units (like the BTR-80 or the LAV25) as I've never figured out how to make a proper driveable ship. I wont make them all driveable, only those with a half cabin. This means the new trawlers (research, somali and armed somali) the speedboat shown above and a version of the new tug, to which I've added a helipad. I'd love to make them all driveable but the other ships require the interior to be made from scratch so...in a future update maybe?2 points
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2 points
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Get your ass off from your computers and go pick up girls on the F-15E. Let everyone pick up the girl WSO that suits him I do not see any problem2 points
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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."2 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.2 points
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