Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 11/25/22 in all areas

  1. No. HB is better than that. They have certain standards of realism, and a magic catapult launch system doesn't factor into it. E is the land based version, end of the story. You'll get a Navy Phantom later.
    7 points
  2. 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.
    5 points
  3. I'd rather wait for proper B or J Don't like the idea
    5 points
  4. Why not give some support to OPENXR, it was promised long ago that ED would work on improving the VR experience, but every time there is a graphical update, VR users are penalized without. Now in STEAMVR the experience is terrible.
    4 points
  5. Yeah, Would be a nice Christmas present
    4 points
  6. 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...):
    3 points
  7. Hello pilots and friends. We've been working on real time lighting and improving terrain textures, a couple of screenshots of progress:
    3 points
  8. Very unlikely- as we plan to start work on the Navy Phantoms very quickly and this would simply end up being a distraction
    3 points
  9. Und Schnee ist... oh Wunder... abhängig von der Temperatur. Willst Du Schnee, muss die Temperatur runter. Der Tip klingt zwar, als würde ich Dich für blöd halten, aber selbst auf der Kaukasuskarte im Winter sind die default Temperaturen meist zu hoch für Schnee. Wenn das alles passt wird aus dem Regen in den Presets Schnee.
    3 points
  10. I slapped these together quickly yesterday for my own persona use. Any one interested? If so Ill post on userfiles
    3 points
  11. 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!
    2 points
  12. So, I've been meaning to sit down and do this for a few weeks and have just now found the time. I'll try to keep it short, but it won't be, so I'll try to keep it dense. I was an Aeroscout from 1988-1993 flying the old OH-58 A/C. Back then, the scouts were unarmed for the most part, save a M-16 jammed across the glare shield and my .38 revolver in my survival vest. For this reason, we typically operated in a scout/weapons team with an AH-1S following as our armament. The Apaches and 58D were just coming online when I left the Army. I'm loving the DCS Apache and am chomping at the bit, but not holding my breath, for the Kiowa Warrior. I've been observing how the Apache is being employed on several servers and very much so on the Rotorheads server. I have some observations to offer tactics-wise that some may find helpful. This will apply to the U.S. attack and utility helicopters specifically as the Russian helicopters are designed differently and for different doctrine and they are employed more like very low level, very maneuverable, fixed wing aircraft that happen to be able to take off and land vertically. Keep in mind, I was in a very different aircraft with very different equipment and very different times, but I think this advice should still hold true. If there are any Apache or Kiowa Warrior vets here that have anything to add or critique or correct, I welcome the input! 1) Here's the biggest thing: I see a lot of folks just hovering at 800, 1000, 1500 feet AGL for many minutes, lobbing hellfires at bad guys. If you are doing this, you are really missing the advantage of a helicopter which is to utilize cover and concealment to survive. You should unmask just high enough to spot and shoot the threats that are in range. In some threat situations this may be fine but for the most part, the longer you are way up there, the more likely you are to be tracked and shot down. It also leaves you with less evasion options especially when trying to evade from a state of zero or low airspeed (-60kts). 2) Too much hovering. You present a more difficult target to track when moving even if it is at just 30-40kts and you have a quicker response for the aircraft to deploy to cover if you are engaged. Also, you will increase the flight endurance by keeping hovering to a minimum. This is also a great way to avoid settling with power. Also, if you are hit, it is easier to autorotate with some forward momentum and it gives you a better chance of getting to a safe landing location. 3) Unmasking in the same spot twice in a row. This is a cardinal sin! I learned this in my first trip to Hohenfels maneuver area where we war gamed with m.i.l.e.s. equipment. On a night scout mission, we unmasked from cover and saw a OPFOR tank nestled in a tree line. We immediately masked but didn't get a good fix on the type and exact position soooo, popped right back up in the same spot and this time, Mr. tank had his turret pointed right in our direction and shot us down (simulated)! 4) More of a courtesy: Calling "rifle" on comms and coordinating laser codes with others to avoid targeting conflicts and other pilots frantically dumping precious flares and diving for cover every time a friendly Apache fires a missile. Along the same lines, I typically set my countermeasures on bypass, so I'm not wasting flares on friendly fire, and I don't carry chaff. If you have your helicopter close to or down in the weeds, radar guided AA should be a non-factor and then you can carry more flares. Also, if you limit your altitude, and a radar guided weapon is fired at you, you can easily defeat it with cover or concealment. If you are still with me here, my typical planning and profile looks something like this; Before departure-I set a start point in the TSD, and alternate, and then note a point that is about 10K from the FEBA with good terrain relief or concealment, trees or buildings, and set a release point there, in the TSD. Load 50-60% fuel and 90 flares plus weapons of choice. If there are preprogramed CM's or TGT's on the TSD, I make note of them and plan for my ingress from the RP to avoid contact. Countermeasures on bypass, Acq to TADS, left MFD to Vid/TADS so I can see what the CPG or George is looking at. During the day, I will jump in the front seat for a sec to set TV instead of FLIR if I have no CPG. If someone knows how to do that from the back seat, let me know. After takeoff-Climb to about 800ft AGL so I can safely get my head in the cockpit for a minute without driving into the ground. If no CPG, I get George set up and WASed on hellfires and have him look ahead at the next waypoint. Make sure all exterior lights are off, countermeasures on, weapons armed, gun WASed. Set direct to RP and note the flight time. I usually use flight time plus 30 to 45 minutes, depending how far away I get from the RP, for my bingo time. When I'm all fenced in, I head down to treetop height for ingress, around 100kts, using terrain features to mask my aircraft. Approaching RP-A click or two out from RP I will pop up, keeping my speed up, high enough to get a good view over the terrain. I have the CPG or George do a quick look at 10, 12 and 2 o'clock. If nothing, back down to the weeds and because I'm expecting enemy contact but don't know where or when, I proceed a little more methodically. 40kts, quick pop up every couple of clicks, quick scan, if we make contact, back down in the weeds and head that way at 60kts, quick pop up now and then while under way until I'm in hellfire range. Targets in range- At this point, come to a hover behind cover or concealment noting the terrain around us as we prepare to engage. Identify ahead of time the next firing position and where it is safe to break to cover and always know the safest egress. Unmask, just high enough to see the target and either fire if it has already been acquired or, spot, lase and store, then immediately deploy back to cover. Don't get fixated on multiple targets and drift higher and higher in a hover and remain exposed. Fixating is easy to do and I'm guilty of it myself. Hard to resist easy pickings but when that Strela shows up that I didn't see before or it spawns in near me and I'm 1500ft in the air with nowhere to hide...bad news. Kill one, back to cover, I reposition laterally (not actually flying sideways but actually moving to positions to the left and right of me) instead of moving forward, below the tree line or terrain feature then pop up and repeat. A lot of times it pays off to bob up to just do a scan from 9 to 3 o'clock and, from close to far, to identify any threats you missed, just spawned in, or are a greater threat than your target group, without engaging. When all targets in range are cleared, I go back down, 40kts, bounce cover to cover and repeat the above until new targets present themselves. In the thick of it- I stay low, like weed top level, and moving 30-40kts, unless I am actively popping up to search or engage then quickly back to cover. Avoid flying over groups of trees and if I have to, always make notes of clearings to duck into or autorotate into if I get hit. I don't want to have to crash land into trees. Pop up only high enough to see and engage targets and don't unmask in the same spot twice in a row. If that manpad, Zeus monster or Strela, sees me and doesn't have time to fire, he surely will get me the next time I expose my helicopter in the same location. Great thing about helicopters is if one gets disoriented or loses SA, one can just scoot to cover, land and get regrouped. Egress-No matter what phase of the fight I'm in, I ALWAYS know how I'm getting the heck outta there! At Bingo (ingress+30 to 40 minutes fuel time) or Winchester, whichever comes first, I get down and fast, staying in low ground. 10ft AGL is a lot of work but it's a blast! 120kts, 10 feet off the ground feels pretty fast. In fact, all this is a lot of work and a few hours of it is pretty tiring. Often my rear end hurts from clenching, working rudder pedals. I probably actually have a higher "fatality" rate from pilot error than I do from being shot down. But the more I fly, the better I get. Night and other considerations-The dark offers a level of concealment that allows to fly a little higher up, 200 to 500ft AGL. Keep in mind though that the dark only protects you from visual acquisition. The Apache is fully capable of operating down and dirty in complete darkness and I usually don't change my strategy. It does require significantly more focus and SA to do safely. I will usually ingress, egress and land using NVGs and then transition to IHADDs when I'm close to the RP. In situations where the AA threat is non-existent, flying and attacking from altitude is fine but it is a good idea to stay moving. I'll usually do orbits, engaging as I approach and then breaking when I'm close to small arms range. This makes it easier to maneuver if a threat does appear, make it easier to autorotate if the need arises and uses significantly less fuel than hovering. Like I said, there may be some new considerations that I'm not aware of due to the ancient nature of the helicopter I flew in. I would love to hear some thoughts, positive or critical, on this from Casmo or other guys that flew Apaches or Kiowa Warriors. And one last thing, if anyone sees me, Aeroscout'88-'93, on a server somewhere, feel free to hop in the CPG seat and we'll go put some warheads on foreheads!
    2 points
  13. There are 100 other threads on whether or not the ground unit accuracy is realistic or if it matches the ability a human player (with combined arms) would have. I don't think i care. I'd like to have a mod or lua, some ability to detune them to what i think ground unit accuracy would be. I'm running DCS liberation and after a 120nm ingress to be sniped by a Nona through clouds at 5kft while it also engages my ground units is ridiculous. So everyone feel free to go argue about if that is realistic elsewhere, i don't care, just want to detune the AI units to my liking. Average/Good/High skill levels just aren't quite enough.
    2 points
  14. Hello, with this short article, I would like to briefly describe how I make DCS "flyable" in VR for me. Maybe the following text can help beginners. But maybe there will be more ideas and suggestions from the community that will help me to further optimize my settings. So- here we go: DCS delivers many effects and visual highlights right from the start that make this simulation look so fantastic. Unfortunately, virtual reality is still in its infancy and these beautiful effects are a source of frustration. Basically, one could say: All effects that are created by post-processing drastically slow down the VR user. These post-processes are typically processes such as vertical correction, anti-aliasing, but also post-processed light effects and reflections. Another problem is the temperature of the graphics card. My card gets quite hot very quickly. It reaches its peak performance very quickly; the system recognizes the temperature peaks and starts to throttle the performance. So before going into DCS, I turn off all the anti-aliasing filters in all the programs and make sure the graphics card is sufficiently cooled: - In the graphics card settings, switch off all FXAA, MSAA, etc. or set to "application controlled". - In the VR application (in my case Oculus Rift) switch off MSAA! (Otherwise Oculus will render with MSAA all the time). - Manually control the fan of the card (in my case Nvidia Control Panel - Lalt+Z : Fan on 80 % - (Yes- it is loud, but I have a headset on and only hear the engines when flying anyway, the temperature stays at a decent 54 degrees Celsius during the whole session). https://www.nvidia.com/de-de/geforce/geforce-experience/ In the DEBUG TOOL of Oculus you should deactivate most of the settings. Especially "Adaptive GPU Performance Scale" and "Asynchronous Spacewarp." In DCS itself you can only do 2 things: Either: Use a high resolution (Pixel Density) for the VR goggles and do without all post-processing (pixel density 1.5 or higher). or: Use a low resolution and allow certain post-processing. (Pixel-Density 1.2 plus SSAA 1.5 plus MSAA 2 as an example). Textures: HIGH - looks fantastic. However, there can be considerable judder in online mode. The problem is that not all textures from all modules fit into the RAM. So, if you want to land your FA-18 on the carrier after a long flight and at the same time a new player spawns on the carrier with his F-14 and chooses a new skin, the landing becomes a stutter orgy. Lighting calculations of the bump-maps can slow down the system. MEDIUM - looks acceptable and allows fast loading in online mode. You no longer recognize every single screw and rivet on your fellow pilots. LOW - fonts and labels in the cockpit are usually no longer legible - unusable setting in my view. Terrain Textures: HIGH: The terrain has bump maps textures which have to be calculated depending on the incidence of light. The resolution is high (pixel-per square meter) and there are reflections. LOW: No bump maps (relief which gives the textures depth) and the resolution is lower. I try to keep the HIGH setting whenever possible and performance allows. But if you set it to HIGH then it will effect all terrain textures: Houses, Trees, Cars and so on. If I just want to see high resolution ground textures and low res. houses (don't want to read every house number) I rename the LOW texture files in the terrain folder- I just delete the ".min" part of the files by hand and copy them back. So I can speed up the Map a little bit. WATER: Water is displayed and calculated over the entire map even when flying over the desert. Therefore, this setting has a high value! HIGH: Waves and whitecaps are highly resolved textured. Waves are displayed in 3 dimensions. Very high influence on the overall performance - not recommended. MEDIUM: Waves and whitecaps are low resolution textured. Waves are displayed in 3 dimensions. Still very high influence on the overall performance- Not recommended. LOW: Water is flat and without whitecaps. But looks acceptable. Highly recommended for VR! HEAT BLUR, DEPTH OF FIELD, LENS EFFECTS, COCKPIT GLOBAL ILLUMINATION and MOTION BLUR are post-processing effects and should UNCONDITIONALLY be switched off! These effects are very performance-intensive and only something for filmmakers and photographers. SSAA: Personally, I love this option. SSAA renders the resolution in a higher setting (resolution x 1.5 or resolution x 2) and can scale it down again. The trick is that the pixels are only calculated once and not twice or four times as with MSAA. This means that this post-processing mode is faster. I can recognize just as much with a pixel density of only 1.2 with SSAA 2 as without SSAA but a pixel density of 1.8. However, the image with SSAA is much softer and not as pixelated. Unfortunately, you have to test whether you prefer a high resolution in the VR glasses or whether you accept a lower resolution in exchange for a somewhat softer image. SSAA 2 plus MSAA 4 will unfortunately melt every system. What just works is a pixel density of 1.2, MSAA 2, and SSAA 1.5. In short: High resolution - no post-processing Low resolution - low and specific post-processing The card driver is also important. In my case, the latest driver from Nvidia (526.98- November 2022) was a total disaster. I had to reset it to a version from September this year. The best thing to do is to ask Google which version is the best (that means not the newest) for your graphics card. Example for today: · Nvidia driver 399.24. For the Pascal series of graphics cards. ... · Nvidia driver 466.77. Added support for 3080 Ti and 3070 Ti. ... · Nvidia driver 471.11. Added support for the latest Windows 10 version 21H1 released in May 2021. So much for my experience. If you have any further tips and tricks, please feel free to share them with me. I like to learn from your experiences. Cheers TOM
    2 points
  15. Hi @BIGNEWY made some more tests, and here are the results, helped by @edmuss , for a 12600k, 4090, 64GB and reverb G2, on openXR with fresh new Win 11 install and last nvidia drivers. Settings on HIGH, just playing with terrain shadows. Made all tests twice to be sure. And perf track is disabled of course. As we can see, we have a lost of performance between 2.7 and 2.8, even without shadows, around 0.5ms of GPU, nothing on CPU. The real problem is with shadows, on 2.7 we can see that flat shadows costs just a little (0.4ms) where it costs a lot more in 2.8 (1.5ms !!). And the total lost for default shadows from 2.7 to 2.8 is more than 20% for me. Hope it can help and you will be able to find something in your team, if I could contribute don't hesitate ! Thanks a lot
    2 points
  16. Hi, The Viper damage modelling is a WIP and it's understandable. But please increase the priority of this task. Currently almost every hit will results in fuel leakage (I've even had one after an aircraft collided with me during taxi on a MP server). It makes it very painful and annoying fighting other A/C in DCS that can sustain much more damage (they'll have system malfunctions when hit but not necessarily a fuel leak). In MP, after the enemy hit you - they'll just bug out or start "wasting time" knowing that you've got 30 sec left until you out of fuel. Thanks!
    2 points
  17. Just an FYI: Joystick Gremlin has options when using an axis as a 2-stage trigger to specify which "direction" the axis is coming from to avoid this issue. For example, stage 1 of the trigger could be defined as 0%-90% when entering the range from below. This prevents it from triggering again when coming back down and entering the range from above 90%.
    2 points
  18. Stable version no good for me and many others who are all about MP and not much interested in SP. Due to the DCS business model the beta version is more often than not the version used for the best MP servers. Happy landings, Talisman
    2 points
  19. Thanks a lot @dburne and @silverdevil I'll take a look to these products. I didn't figure that flying with DCS was so expensive... I mean, not dcs itself... a new monitor, a throttle, a new winwing throttle because the first one was broken, a new mouse, a new keyboard, i'm thinking 'bout a new desk and tobii eye tracker, maybe a lonely life because my wife will leave me 'cause we're really short of cash... thanks dcs!
    2 points
  20. Very nice @rato65, thanks for sharing! Pretty clever to have just the base as a seashelf object
    2 points
  21. As requested, F-14 quick mission Caucasus "Take Off". Graphics settings in my options.lua: VR section: ["VR"] = { ["bloom"] = true, ["box_mouse_cursor"] = true, ["custom_IPD"] = "60", ["custom_IPD_enable"] = false, ["enable"] = true, ["enableHMDMask"] = true, ["hand_controllers"] = false, ["hand_controllers_debug_draw"] = false, ["hand_controllers_joint_throttle"] = false, ["hand_controllers_use_stick"] = true, ["hand_controllers_use_throttle"] = true, ["interaction_with_grip_only"] = false, ["mirror_crop"] = false, ["mirror_source"] = 1, ["mirror_use_DCS_resolution"] = true, ["msaaMaskSize"] = 0.33, ["pixel_density"] = 1, ["pointer_use_type"] = 0, ["prefer_built_in_audio"] = true, ["use_mouse"] = false, }, Graphics section: ["graphics"] = { ["DOF"] = 0, ["LensEffects"] = 2, ["MSAA"] = 0, ["SSAA"] = 0, ["SSAO"] = 0, ["SSLR"] = 0, ["ScreenshotExt"] = "jpg", ["anisotropy"] = 4, ["aspect"] = 1, ["box_mouse_cursor"] = true, ["chimneySmokeDensity"] = 10, ["civTraffic"] = "", ["clouds"] = 3, ["clutterMaxDistance"] = 0, ["cockpitGI"] = 0, ["defaultFOV"] = 69, ["effects"] = 3, ["flatTerrainShadows"] = 0, ["forestDetailsFactor"] = 1, ["forestDistanceFactor"] = 1, ["fullScreen"] = false, ["heatBlr"] = 1, ["height"] = 1200, ["lights"] = 2, ["messagesFontScale"] = 1, ["motionBlur"] = 0, ["multiMonitorSetup"] = "1camera", ["outputGamma"] = 2.2, ["preloadRadius"] = 150000, ["rainDroplets"] = true, ["scaleGui"] = 1, ["sceneryDetailsFactor"] = 1, ["secondaryShadows"] = 0, ["shadowTree"] = false, ["shadows"] = 4, ["sync"] = false, ["terrainTextures"] = "max", ["textures"] = 2, ["useDeferredShading"] = 1, ["visibRange"] = "High", ["water"] = 2, ["width"] = 1200, }, Besides that, the usual Nvidia driver stuff for less latency and max power and SteamVR resolution at 3010x3010 per eye.
    2 points
  22. The latter. It affects the entire nav system, not a single waypoint position, as it corrects the accumulated drift of your INS.
    2 points
  23. Wie man Regen einstellen muss hängt vom verwendeten Wettersystem ab: Bei Nutzung des neuen Wettersystems: Es gibt drei Wolkenvoreinstellungen wo Regen mit dabei ist. Sind glaube ich die letzten drei in der Liste der Wolkenvoreinstellungen. Da steht auch "Regen" in der Bezeichnung. Bei Nutzung des alten Wettersystems: Wähle eine Wettervoreinstellung mit Regen aus (1), setzte die Wolkendichte (2) hoch (muss glaube ich mindestens auf 8 oder so stehen) und wähle bei Niederschlag (3) "Regen" aus. Bei Nutzung des dynamischen Wettersystems: Entweder studiere Meteorologie oder tu wahllos zufällige Werte einstellen und hoffe, dass es Regengebiete gibt
    2 points
  24. They have already said that a Navy version will be coming. Just wait for it.
    2 points
  25. ну во-первых обогрев ПВД не включен.
    2 points
  26. In many cases they should not even be able to fire, particularly BMP3. AI routinely fires guns with telescopic sights at targets way outside the telescope. It's not possible to lead a fastmover, or even a helo in many cases, with a small FOV sight, since you'd have to pull so much lead the target will disappear. You can't hit what you can't see. IRL, few weapons without radar guidance can even be fired at a fastmover. Even the ZU-23 should not be a threat to anything faster than an A-10, as long as it's not flying directly at it (and even then, rapidly changing range brings its own challenges). Of course, realistic dispersion would actually make them harder to evade. Right now, it's pretty simple to dodge the whole burst if you can see it coming.
    2 points
  27. Hardly "no extra work". You'd need a launch bar, with the real E doesn't have. No dice, this is a land-based Phantom. You should be able to trap, hook is the same as on a Navy Phantom. Gear isn't, but you're not taking off anyway.
    2 points
  28. Amen. BMP3 being a better AAA than shilka is .. bovine excrement. Lowest level ai ground fire should be mostly decorative, hardly effective.
    2 points
  29. Monster Tech are very high quality and easily attached/detached. Not sure if they offer ones for your particular setup but have a look they have several. I had both an extended I use with my Gunfighter Pro and a standard I use with my Virpil CM3 Throttle and also a collective mount for my Virpil Rotor collective. Love their mounts.
    2 points
  30. It would be more realistic to set it in the mission editor and then you’re stuck with it… but since you can’t actually do a walk around of your jet and set the code yourself they gotta give the pilot some way to set the code you want. I believe the real jet actually lets you put the laser code of the bomb in the DSMS inventory the way DCS does. It doesn’t change anything on the bomb but it shows the laser code to the pilot and if you have two LGBs with different laser codes it would step through them separately when cycling profiles. So what we have is pretty realistic with the one compromise of it actually changing the code set in the CCG.
    2 points
  31. 120 degree LTWS > 60 degree TWS with more clutter on screen. And while the APG-73 tracks less targets in total, it constantly creates trackfiles even in RWS. They're just hidden from the pilot. This is different from the APG-70, which does not do this in RWS. This allows immediate tracking when switching modes. No one here, including me, has said the Hornet outperformed the Eagle. A larger antenna ensures much higher gain. This is a strawman. MSI is not a buzzword. It is capable of a lot.. That doesn't mean that the Strike Eagle doesn't do alot as well. RWR integration in the eagle is mainly for blanking and preventing interference between Radar, Jammer and RWR. It does not integrate RWR data like the Hornet. You're clearly locked in your view, probably due to your bias for the jet you turn wrenches on. You don't know much about the Hornet, and when you're proved wrong (see my previous 2 posts) you move the goal post (now its performance, BIT, and 'nothing is fully digital' again'). BTW.. your analogy doesn't work. we do know what's in them, we know how fast they are, we know how much memory they have, we know they were both built by the same company, and they were both expected to be best in class.
    2 points
  32. 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!
    2 points
  33. 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
  34. nullImmersion. These Graphics are mods we have downloaded from "DCS Downloads" We also use Moose to script our missions.
    2 points
  35. I Have set up a working ICT. Take as long as it takes DCS to rearm & refuel. As soon as the AC crosses into the trigger area for that ICT a Fuel truck, a MMS line truck and Crew Chief are dispatched to that spot. They stay for 2 min the move away. The reason for a ICT area is for immersion. Also to encourage the"Team effort" immersion (Ground Crew & Air Crew) as seen on the Super Carrier. instead of spinning around at the end of runway and rearming on the shoulder with half a dozen others. There is a tone of eye candy on the the airports, immerse your self in this "Simulator" In our Mission we give extra scoring points when using the ICT area. As well as points for bringing home a crippled AC, surviving a successful Ejection. but losing a life and/or AC has a SEVER reduction in your score. Every target ground and air is scored. Your score is posted to our web page. You literally can bet on your "Bombs" score with your buddies. PET PEEVE: Fly out to target/dogfight, win or hit the target then eject and grab a new AC and do it over. Pilots that do that lose my respect.
    2 points
  36. I see a lot of 'what-about-ism'. It seems you are trying to sell yourself rather than the F-15E. Otherwise you would provide details on why you believe, through your tactical maintenance experience, the F-15E is (in general) more modern than the F/A-18C. Most of the the systems you mentioned are still superior on the Hornet. The tri-color displays? The 2 mission computers that fuse data from 5 simultaneous sensors? Weapon systems computer? Well it works in both jets... But the Hornet can employ more varied weapon types. Pilot interface? You mean like Fly-By-Wire, ACLS, Auto throttle, Spin recovery? Jamming suite? Smaller RCS wins in the SPJ category (not that DCS cares). I'm pretty sure both jets can use most of their systems at once. I dont need to stop at the radar, either. I believe the RWR is the same dated one from the F-15C. The F/A-18C's ALR-67(v2) is certainly more modern. Integrated with Jammer, HARM, Radar, INS. Stop making this about you. Provide some bullet points as to why you believe the F-15E has more modern avionics than the F/A-18C.
    2 points
  37. One of the keys to happiness is expectation management. Personally, I have what I’d consider fairly significant and relevant flying experience and I love DCS. Considering what one can do for the cost of the Hornet module, I don’t know what you expect for $80.
    2 points
  38. 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
  39. Hey all. I have put out some big updates for our Wolf Pack warbirds server. I was just going to list the updates and call it good but there are a lot of things that I updated so I made a tutorial video (just under 4 minutes long). You can also read the mission briefing if you load into the server. I encourage you to check it out.
    1 point
  40. Please ED, you already added these two great looking types of technicals. Surely it shouldn't cost too much of your resources and time to remove the weapons and add them as regular unarmed pickups. Please We could really use these pickups aside from the 3 polygon civilian car we have now As a bonus, but I don't want to push it , a few different colors would be icing on the cake.
    1 point
  41. Dank Eurer Hilfe: der Flug im Regen war der Hammer - optisch die Wucht. Und auch gut gemacht das das Wärmebild nicht "magic" durch allen Regen/Wolken hindurch sieht, hat mir gut gefallen und dank Karte kommt ja auch irgendwo an
    1 point
  42. OK this conversation is done, it is not going anywhere.
    1 point
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...