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Showing content with the highest reputation on 11/24/22 in all areas

  1. Parade-Beispiel für einen Sturm im Wasserglas. Jungs, ist doch eigentlich alles pups-egal, oder? Die Macher der A-4 haben doch mehrfach ganz klar gesagt, dass sie sie nicht kommerzialisieren wollen. "Forever free!" Schon vergessen? Und ED hat halt mal 'ne Ausnahme gemacht von der "Regel". Und wir wollen am Ende des Tages doch nur geile Flugzeuge zum spielen haben. Welcher Lizenz-Klamauk da im Hintergrund abläuft oder nicht..... who cares!
    6 points
  2. I will just leave these here! Interested? A bit of pylon work is still needed but I could be convinced to release a early WIP version, Will look nice next to the VSN YF-12! As a mater of fact, I have used a modified VSN mod as a base. So credit goes to the VSN team for allowing me to do so! It is Turkey day in the USA I an feeling generous! With enough interest, you could be flying this as player before the sun sets! Your vote counts! Let me know! Have a great dinner! Turkey Stupor here I come!
    5 points
  3. I slapped these together quickly yesterday for my own persona use. Any one interested? If so Ill post on userfiles
    4 points
  4. Version 1.1.10 Maintenance Update This update brings a number of small enhancements and bugfixes, most of them under the hood. The most important change is that DML now consistently supports quad-point-based zones. The biggest omission was that DML's Zone library did not fully support quad-based zones: it could not reliably generate a random point inside the polygon. As a result, cloneZones's randomized spawns did not correctly support polygonal spawn zones either. After a particularly frustrating re-read of my Analytic Geometry books from high school I realized that I was overthinking the problem, and came up with lightning fast and reliable way to create random points inside a polygon. This I then folded back into DML's zone handling library, and now DML's handling of polygonal zones make them full citizens. And yes, when you now randomly spawn spawn units inside a polygonal trigger zone, all units reliably distribute over the surface of the zone, and all stay inside the zone. Currently I'm working on a possibly big new addition to DML: adding the ability to pass more than integers with flags. This work is entirely experimental, and will work on top of ME, and only in the context of DML and scripts that use DML. And it may not work at all. Currently, I'm merely exploring an extension to DCS's all too limited flags, and it'll be interesting to see if it works - and how it would integrate with DML. The enhanced flags I tentatively named 'Semaphores', for obvious (I hope) reasons. The majority of other changes involve maintenance and bug fixes. Changes Documentation Main - Circular vs. Quad-Point zones - more elaboration Modules Owned Zones 1.2.3 - fixed a bug relating to persistence cfxZones 1.9.2 - quad-point zone support across the board - random point in zone cloneZones 1.6.1 - spawning in polygonal zones - added support for cloned task "search and engage" - added support for new task 'Recovery Tanker' - rndLoc spawn: removed erroneous offset dcsCommon 2.7.10 - semaphore groundwork (experimental) messenger 2.1.1 - (cosmetic only) output suppressed if no text to avoid line in display persistence 1.0.5 - slightly improved sanity checks in readConfig radioMenu 2.0.1 - corrected bug in installMenu for Groups (nod to @GumidekCZ for providing the fix) Enjoy, -ch
    4 points
  5. 3 points
  6. The famous (and expensive) P1-1 OTTO Pushbutton, now replicated using a 6mm threaded tact button from Aliexpress and then 3d printed ring to go around it This is the exact store page I bought the switch from https://www.aliexpress.com/item/1005004689177372.html I've also updated one with a "hidden flange" where there is a 1mm lip around the edge and the tube is slightly undersized, for putting into holes where you want to glue it at the top and not have it fall through. (some B8 Grips) Here is the thingiverse page https://www.thingiverse.com/thing:5654238
    3 points
  7. Oops... Added to first post. Thanks.
    3 points
  8. Sure, start at waypont 0 set in the advanced waypoint go to "Perform Command" and select immortal on with the box checked. Then at waypoint 2, set immortal off by unchecking the box. See screenshots: nullnull
    3 points
  9. Несколько лет в неё играю, отличная песочница, прекрасно подходит для тренировок. С наземными юнитами бывает сложно-цели зачастую располагаются в плотной застройке. Данная миссия есть для всех карт, кстати. Русского перевода не встречал-да и он не нужен, там все понятно, стоит только попробовать, потыкаться в радиоменю.
    3 points
  10. It depends a bit on the task at hand. The A-10 excels at the jobs it was designed to do: Killing tanks Close Air Support (CAS) Combat Search And Rescue (CSAR) Forward Air Controller, Airborne (FACA) aka Airborne Forward Air Controller (AFAC) First of all, the aircraft has a bunch of features to help it perform all of the above (some of them were fielded more or less recently, most of them were there from the start). Long loiter time Excellent maneuverability Large weapon payload and weapon variety "Signature" weapons AGM-65 Maverick and of course the 30mm GAU-8 with its 1000+ rounds of ammo Survivability, redundancy (the pilot's titanium "bathtub", among many other features) and ruggedness Sensor and HOTAS integration Helmet Mounted Cueing System Situational Awareness Datalink Tactical Awareness Display with moving map features for enhanced situational awareness Flying the A-10 in DCS is pretty easy, though it does require a fair amount of hand-flying because it's only got a rudimentary autopilot. But it handles great. Understanding it and flying it well takes a lot of time and practice, but that's certainly true for most DCS modules. The other thing about the A-10 and its community is that the pilots are all specialized in the above mentioned tasks. They don't have to learn all the ins and outs of SEAD or DEAD, deep strikes and all that fancy stuff, and Air-to-Air basically consists of "create problems for the enemy and survive until help shows up". So the A-10 will never replace allrounders like Viper and Hornet, because it can only do part of what they can do. But it's really good at doing its core job, which very simply put is protecting the boots on the ground. The module in DCS is simply fantastic and totally worth it, and works very well together with the other airframes.
    3 points
  11. Unfortunately, the current release does not have the RONSAR and camera systems that are equipped on the -ON. However, there may still be a little room left in the textures to fit more parts without adding additional textures/memory overhead. I will consider adding it to the wish list for a potential future update.
    3 points
  12. 1. CIVILIAN ASSETS PACK - NAUTICAL v2.1 DOWNLOAD v2.1 Content, installation, credits, etc: README.pdf If you have downloaded v2.0, it appears the armed trawler isn't engaging targets. Download this lua, place it in "\Civilian Assets Pack - Navy v2.0\Database\CAP Ships" and overwrite. for those who wish, here is the "unpimped" version of the ships (no girls in bikini). Grab the edm files, drop them in the mod "Shapes" folder and overwrite. CrazyEddie made 6 additional liveries for the J.R. More Tug, be sure to check them out! 2. DCS: COMBINED FARMS Link to thread 3. CIVILIAN ASSETS PACK - VEHICLES V1.0 DOWNLOAD v1.0 20 vehicles (including variants) and 1 static object (shown in the picture above). Goes in the ...\Saved Games\DCS\Mods\tech folder. In the mission editor the vehicles can be found under ground units --> civilian vehicle --> CAP - "..." A showcase mission with all the vehicles is included. DEMO mission demonstrating the ability to turn the lightbar on and off with the spacebar: CAP VEHICLES - Lights Toggle Spacebar Addtional liveries by CrazyEddie: DOWNLOAD Many thanks to @tobi for the .edm exporter for Blender ALL VEHICLES ARE COMPATIBLE WITH COMBINED ARMS Some vehicles have animated drivers, others don't Some vehicles have destroyed models, others don't Some vehicles have LODs, others don't No rhyme nor reason to it, just depends on how lazy I was that particular day...Harmonisation is planned for a future update. Customisable lightbar reflectiveness/brightness through liveries (only for the police cars at this time): CUSTOMISATION FOR SOME VEHICLES: Extra liveries by CrazyEddie (separate download) PICTURES: And more --------------------------------------- Old post (these vehicles will be upgraded soon...or later...):
    2 points
  13. This will be a thread with links to each mod I have for Viggen, to hopefully make it easier to find where to download the mods and to find information on what they do. I'll still leave the download links in the threads they already are in, and also post any updates there as well. New Viggen liveries: Liveries that change the splinter camo to a more realistic one. Also added and corrected some of the external details of the aircraft. Passes all IC Cockpit texture mod: This mod is a custom livery and changes the internal cockpit textures with different additions and corrections to them. The result is a cockpit a little closer to what the real deal looks like. Available in a couple versions: Swedish, English. Each have a version that passes script IC, and one that pass both script and texture IC More realistic EP08 This mod changes the appearance of both the HUD and the radar screen to look more like they do in the real aircraft. Changes include color changes and the size and placement of a few symbols This mod does NOT pass texture and script IC More realistic HUD Adds some more realistic limitations of the HUD where you see a more limited area of the HUD. What it does is it simulates the pilot actually having two eyes and giving the FOV each eye would have. Available in both a 2D version for use on a monitor, and a VR version for VR use. Two versions are available one that passes script IC and one that pass both texture and script IC. More accurate Apparat 27 This mod adds and changes RWR sounds to all units with a radar in DCS. The result is a much more dynamic and alive sound. It also corrects the sensor FOV so you get warnings you should be getting This mod is already partially incorporated into the base module, so it no longer has as much of a drastic change as it once did, still recommended though. TLDR: Adds more blips and bloops... This mod does NOT pass script IC EP13 scan line Removes the scan lines on the EP13 screen, and chromatic aberration if wanted. This mod does NOT pass script IC I think that's all of them for the moment
    2 points
  14. Offshore Wind Turbine Mod UPDATE: October 25th 2023 - shapes not showing - fixed - stopped shape is now a structure, not a vehicle - download link is updated below. version 0.3, November 23rd 2022, by rato65 - initial release INTRODUCTION: A large (approx. 100m) Wind Turbine as installed often in the Offshore Wind Parks in the North Sea and elsewhere. Can be used on- and offshore. Rotating or stopped. Tested with DCS 2.9.0.46801 DOWNLOAD: https://www.dropbox.com/scl/fi/wv4q1rn3pwiqa7bz2mjzs/offshore_windturbine_mod.zip?rlkey=eojwf9m0nctwcry0f2s35a68e&dl=0 INSTALL: Unzip the package. 1. Copy the content of "tech" (3 folders: "Windturbine_Offshore", "Windturbine_stopped" and "Windturbine_Base_Offshore") into your "Saved Games/DCS/Mods/tech" folder. USAGE: 1. Offshore (rotating): - in ME under Static Structures/Seafloor-Objects choose windmill_base_offshore and place it into a water area. - in ME under Vehicles/Unarmed choose windmill and place it on top of the windmill-base-offshore object. Make sure you enabled the model visibility in ME and use a proper zoom to place it correctly aligned. 2. Onshore (rotating): - search either for a proper flat and leveled ground surface, or make one using i.e. a FARP object. - in ME under Vehicles/Unarmed choose windmill and place it onto the flat ground or i.e. a FARP object. 3. Stopped (not rotating): in either of the above scenarios, you can place a non-rotating static turbine. Just choose the windmill_stopped object from ME/Static Structures. CREDITS: The 3D model of the wind turbine was purchased by myself as a royalty free model from TurboSquid.
    2 points
  15. First off - I'm not an engineer , nor exceptionally smart - so I had to lean heavily on this awesome community for inspiration and help. And trust into the motto: " just start and figure it out as we go" Big shout out to @Bog9y and @Xpendable- who've been an amazing helpers and gave me loads of feedback and input. Also to @sea2skyfor the general idea of creating a generic cockpit, that doesn't have to be suuuuper detailed and usable for multiple applications. I started with the typical setup some of us have - 2x Cugar MFDs and a small Numpad in the middle as my desk setup - it's easily built up and easily removed. As I played more and more, and also began to fly more serious ( thanks TAW JTF88 !) my setup stayed built up more and longer - and I wanted to make things more realistic and playable. I started building @obious designed AV8B UFC as well as @FoxDelta After that was done, soon I saw @sea2sky generic F18 cockpit , and I wanted to design something similar - generic but rooted in the AV8B. I learned how to use Shapr3D ( Fantastic Ipad app, if you have the iPencil as well) and designed the cockpit in it. I wanted it to be a small profile / small footprint type of simpit, that I could move around - hence the setup with the rollers and the "platform" that goes just up to the seat. The side panels are moveable as well, so that you can get it all together From this it went to a local CNC shop, got the wood adjusted it and painted it - and through the different building stages we ended up with this: things I still want to do short / mid term: 3 WinWing MFDs, 1 WinWing takeoff panel built in Throttle built into the left panel Figure out storage for my keyboard and kneeboard when not in use Glare shield Better seat solution Questions?Tips ? Comments? let me know €dit: Embed fail...will upload hi res pics once I find the will to do it all again
    2 points
  16. My somewhat educated guess would be that the answer to the question why the F-16 is not roll stabilized is simply that the F-16 is one of the earliest applications of a fly-by-wire flight control system, and it would have been too complicated to integrate full 3-axis stabilization. For example, even today, integrating new weapons for the Typhoon (aka Eurofighter), which is fully 3-axis stabilized and follows a "carefree handling" philosophy, requires making changes to the flight control software, simply due to the fact that those weapons change the aerodynamics and thereby the behavior of the aircraft in flight. Today, where we have access to more powerful avionics systems, better test equipment, better simulations, better software development environments, and where engineers have a lot more experience with fly-by-wire systems and the software required for it, this is a much more manageable effort than it was in the 1970s. Back then, overcomplicating the F-16's flight controls would probably have impeded the integration of weapons, stores and other equipment, and as a result, it would possibly have made the F-16 project unfeasible as a whole.
    2 points
  17. 2 points
  18. I wish there were an area close to the active runway for arming the jet´s weapons prior to departure, and secure them after the flight. I mean remove/install the safety pin on every weapond loaded (altought those pins are actually not visually implemented yet) That would increase the feeling of carrying live weapons aboard.
    2 points
  19. amen to that. I still hope for a Christmas miracle nevertheless
    2 points
  20. Glad to hear that --------------- I've updated the first post and added a link to v2.1 which contains the new lua for the armed trawler. It's the only difference with 2.0 so you don't need to redownload the mod if you have that version, just grab the new lua (also linked in the 1st post)
    2 points
  21. @SilentGunThanks for relaying Cobra’s message. We can cut a little slack, it was a difficult year for them, and I prefer a delayed full-featured successful release over a hasted half-baked one.
    2 points
  22. Removing the outboard wing cannons will probably do more for the Anton as a fighter than the EN boost. Regardless, both options should be available.
    2 points
  23. And if there is a missile hit, in 95% (I would say no matter which one, specially Fox1 and Fox3), is a guaranted death. So no ejection. Please check that as well.
    2 points
  24. I was having exactly the same issue with the Worlds Apart Campaign for the UH-1H - this top tip from Rudel_chw fixed it - many thanks Rudel!
    2 points
  25. 2 points
  26. From my understanding it’s not an often used feature. They just select EO power on when they FENCE in. Most pilots I’ve talked to said they much rather make positive switch changes rather than relying on a system to do it passively, because that way they know for sure it is done. Or alternatively they leave EO power off until they start thinking they might want to use it (i.e they get passed a line 5 of “Armor”). I believe for the health of the seeker they don’t like to leave them running unnecessarily all mission. As far as which one you use t’s an either or. pilots can either choose the system to auto select EO power on when I cross a certain steerpoint, or I can tell it to turn on 10 minutes after my scheduled takeoff (for instance). I can’t tell my jet to turn it on 10 minutes after takeoff and turn it on at a certain steerpoint because those are mutually exclusive commands. To your actual question though, I suspect in the real jet though if you input a time it would override the steerpoint option and the other way around. Cant speak to how the real jet handles that but it would be consistent with the general way the systems seem to work.
    2 points
  27. I hate to try and revive a dead thread but I hope they address the A10CII concerns.
    2 points
  28. Just like Rudel I would like to thank you for yet another magnificent plane for DCS. Could I ask you or any other of the many talented people in this comunity, to create a livery for the Tu-214ON Open Skies Reconnaissance version of this aircraft? More info and details can be found here: https://thaimilitaryandasianregion.wordpress.com/2016/02/23/tu-214on-open-skies-reconnaissance-aircraft-russia/ Thank you in advance. Keep up the great work! P.S. I almost forgot the eye candy!
    2 points
  29. It’s not up to Heatblur. Supercarrier and its features are an Eagle Dynamics product. If ED wants to let third parties use the SC assets, THEY have to do something they are historically loathe to do, which is make a documented API and provide their code. They aren’t that kind of company. So the alternative is you have to wait for ED and ONLY ED to step up. Which, how long have we been waiting for the SC to set up a Tomcat specific Ball? Or LSO grading for the F-14? Heck, how many YEARS now has the “new missile API” been just around the corner?
    2 points
  30. If it needs fixing then report it and let it be fixed. Making alternative atmosphere and physics sliders for everyone does not make sense.
    2 points
  31. As someone who doesn't browse Reddit as frequently as here, here is the post from Cobra from Reddit: "Release dates and our timelines are frequently memed here; sometimes for good reason, but we made our 2022 announcement with extreme confidence at the start of the year. This was based in having already spent a year developing the Phantom and growing our team into a full-time, professional outfit. We're spending a lot of money developing our DCS modules, past and present currently and no-one wants to release our next flagship earlier than me, trust me on that. No measure of good planning could have predicted a huge chunk of our art production manpower to disappear overnight due to Russia invading Ukraine, and that I would be out of action for two months due to a family tragedy. To say it's been a tough and outright chaotic year is an understatement and a half. We've increased spending significantly and hired more people than planned this year to make up for lost time, but even at a full sprint and standing on the gaspedal only gets you so far. A benefit to this is of course that we'll be better equipped to tackle future challenges. Apologies for the "non-answer" as to a specific timeline update, the situation remains dynamic enough for me to avoid offering a public committal. We're burning the candle at both ends to revert to the intended timeline. The power grid situation in Ukraine just this week is yet another factor that just popped up, uncertainty is ever-present currently. To offer some detail on the Phantom itself- it's that we are working to make DCS: F-4E a step up in every way. We're going deeper and more detailed than we have ever done before, across both core and base systems (hyd, electrical, etc.) all the way to the frontend (Radar, JESTER v2, etc.). For our next slew of aircraft we've developed our "NextGen" core- which completely revamped every single part of our codebase and we're developing to a diligence and detail that is quite novel. We want to go beyond the F-14 and further ourselves and our products as much as economically feasible. Overall, and most importantly, thank you for the interest and being excited though. No matter how tough this year has been- getting a legendary module of a legendary aircraft in your hands is all the motivation we need to power through." -Cobra8472 Its unfortunate that its most likely not going to release this year but this gives a lot more clarity as to what is going on with the project and the company as a whole.
    2 points
  32. No, I think this checks out. I just assumed that the burble effect sucking you down would be on regardless of the tick box. As it's quite a different thing from aircraft wake turbulence, I thought this was completely separated. I thought I felt that down draft, in a nice way, after the burble was implemented, but I guess it was placebo then. --- As a sidenote, I never fly with wake turbulence on because of the unpolished state of it. In DCS a fighter can flip another fighter of equal size over if #2 flies through #1's air 20 seconds later, making an ordinary 4-ship overhead break with 5 second break intervals about the most dangerous things you can do in the game, which is not representable of real-life aircraft of fighter jet size. It's a shame, because certain aspects of the wake turbulence feel great! The tech is absolutely impressive, but would need massive tweaking. A nice quick and non-controversial solution (to avoid the debate), would be to change the setting from an on/off tickbox, to a 0.0-1.0 slider, setting the intensity of the turbulence. Ideally a similar one to scale how long the wake turb hangs around before it fades out. But I guess this is something for the DCS wishlist section.
    2 points
  33. For predicting the raw single-player fps performance, Heaven Benchmark comes relatively close. When you gain 3% fps in heaven, you will likely see +3% in DCS as well. Mind though, that DCS has several performance killers, that doesn't scale as linear. Heavy Scripts, lots of AI, multiple video feeds and so on and so forth.
    2 points
  34. My bad you are right, I was just looking for people that own the aircraft, I asked my question somewhere else and got my answere.
    1 point
  35. И снова отвечаю здесь сам же себе =)), так как возможно кому-то это пригодится, если кто-то столкнется с такой же проблемой. Оказывается в SteamVR есть такая настройка (см. скрины), где можно поменять масштаб мира. Поэтому я выключил "Принудительное межзрачковое расстояние" в настройках DCS, и поменял масштаб мира в SteamVR. В итоге ощущение объектов и виртуального пространства настроил, и контроллеры с вирт. руками остались совмещенными. Проблема решена. Единственное, все таки осталась просьба к разработчикам. Дело в том, что под каждый самолет надо подбирать отдельный масштаб. Например, на Fw 190 A-8 как бы я не подбирал, но виртуальные руки не дотягиваются до нужных переключателей. Чтобы РУД дать до упора надо перемещать все тело вперед, иначе не дотянешься, или же делать маленький масштаб мира, но тогда кокпит и сам самолет видится миниатюрным и игрушечным. Можно ли сделать как было раньше, когда виртуальные руки были как бы продолжением контроллеров "как на палках"? Лишь в таком случае возможно было дотянуться, не перемещаясь всем телом вперед. Ну или может сделать какую-то настройку, чтобы можно было немного регулировать длину виртуальных рук?
    1 point
  36. Can't see why not, as long as each target is lased independently and roughly in the same vicinity.
    1 point
  37. Did some F1 on F1 close form Echelon, Line astern and transits from Echelon Left to Echelon right through close line astern. I did not detect any "Suck in" effect in normal echelon. In transiting through the close line astern position the roll inputs were imo consistent with what I expect most of the time. Occasionally a severe wing drop occurred. Trying to figure out exactly where this occurred is problematic as it had a certain amount of randomness to it. Transiting the line astern slightly low and around 5 aircraft lengths back the encounter with wake turbulence was gross and way overdone imo considering we are similar types and identical weights and AOA etc. Retested with Wake turbulence off and things were to me more consistent and dare I say it felt more natural in close formation.
    1 point
  38. Are these letters abbreviations for something?
    1 point
  39. 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:
    1 point
  40. Just as an aside to this, i have gotten into the habit of editing the default stick and keyboard controls .lua to change the manual trim wheel values from 0.3 to 0.1, its around the line 800, then mapping my actual stick trim hat on to the trim wheel rather the cockpit stick, this gives you much finer control of the trim as you surfaces move less.
    1 point
  41. Great looking tree, but everything still looks very bright
    1 point
  42. Please could you make also VF-11 Red Rippers squadron skins in early months of 1980 from Navy onboard carrier Forrestal: this will be very appreciated. And why not skins of VF 74 Be Delivers too? 1978 1981 Thanks
    1 point
  43. При всём при этом конструкции поршневых ЛА эволюционировали в сторону ликвидации гаргота для улучшения обзора (тот же Мустанг, Яки, Спиты) - это факт, с этим сложно спорить. Просто так ничего не делается.
    1 point
  44. Good day Mate! Happy Fourth Of July! Want America back? PLEASE! Gone to hell in a hand basket! Good luck with it! Best if you install the mod and take a look see. Your prayers may have been answered! BTW, you can now PM me on the forums. I cleaned out my inbox. and send a new post from our shared thread with Oban. Lost it during the summer clean out! LOL Cheers!
    1 point
  45. Yes, this should be a super main thing heavily bolded and pointed out in the documentation cause it is something that causes just about everyone to have issues with. It is in the documentation but sort of just briefly mentioned.
    1 point
  46. Hi baudie, Welcome and try this, see if it helps. Cheers.
    1 point
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