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Showing content with the highest reputation on 12/11/22 in all areas

  1. Before the last update this year....one render for you (but not the last)
    12 points
  2. In this DCS: AH-64D video, we’ll discuss the Performance (PERF) page and how to read the data and plan your flight. Thanks to BradMick for creating this video.
    6 points
  3. The updated DCS F-16C manual is now available on the DCS website on the Downloads>Documentation page. Respectfully, Raptor
    3 points
  4. We all will thank you for your sacrifice if it comes out then
    3 points
  5. Would be nice to at least have it as an AI unit...I get it they are making it a full module, but would be nice to finally get that little bit offered up when the Tomcat was announced as a backup tanker.
    3 points
  6. With finally getting my new PC put together and (finally) being able to truly enjoy playing DCS. I took a long hiatus from the game because it was just too frustrating to try to play on my laptop. It's a decent enough machine, but I knew I wanted more - much more. So I spent the last year gathering parts for my new build. I got it assembled and moved DCS over, and started playing again. What a colossal improvement. I was getting 20-30 fps on medium-low settings with the laptop, and now I'm getting 120-140 fps on High, running at 2560x1440P. The game looks beautiful, and it's got me inspired to start spending my time learning to fly, instead of just watching TV. I decided to set my GPU to 144Hz, turned vSync on in my monitor, and turned vSync on in DCS as well. Moving DCS was a breeze. Skatezilla's Updater helped, for sure. I'm on 2.8, and everything is stable, with all my modules intact. As a side note, I also have MSFS 2020 installed, and man oh man is that a gorgeous game. Ultra settings, and I'm getting 120 fps pretty consistently. Components: Corsair 5000X RGB (I LOVE this case.) ASUS Tuf Gaming VZ27W (144Hz w/vSync) EVGA Supernova G6 850W Gold (Total system is drawing around 620W at full load. Right where I want to be for this power supply.) MSI B550-A Pro Fenvi FV-AX3000 WiFi6/Bluetooth PCIe card. AMD 5800X Mild OC to 4200MHz (I bought it a month before the X3D came out.) EVGA RTX 3090 Ti FTW3 24GB (when the prices dropped a month ago, I couldn't resist.) HP V10 32GB (2x16GB) CAS14 (XPD running at 3600MHz) Sabrent Rocket 500GB PCIe M.2 Gen4 SK Hynix Gold 2TB PCIe M.2 Gen3 Corsair Hydro XD5 pump/reservoir EKWB CPU block (I may water-cool the GPU in the future, so I decided to build an open loop instead of getting an AIO. XSPC TX240mm Ultra-Thin Radiator. 10 case fans (6 RGB / 4 non-RGB) So far, I've very happy with the thermal performance. I'm still tweaking the fan profiles, but when running these sims I'm seeing good numbers: CPU maxes out around 55°C, which is right in the sweet spot for this processor. GPU maxes out around 60°C, which is well within its air-cooled performance envelope. Case ambient temp is holding right around 25-35°C. Not too bad, overall, what with that GPU furnace in there. The ultra-thin radiator seems to be hitting above its pay grade as well. I'm loving the fast load times I'm getting now. The OS is on the smaller M.2 drive, and all game files are on the bigger M.2 drive. All told, including tax and shipping, I've spent about $3,400. I'd budgeted $2,500 so I'm just a l-i-t-t-l-e bit over budget. Next stop..... VR!
    3 points
  7. Hi all, appreciate you are passionate, but please read the forum rules at the top of the forum. 3rd party's will release information when they are ready about their projects. You will all need to continue to be patient. off topic removed thank you
    3 points
  8. Got my own Eurofighter model working in Unreal. There's no flight simulation happening - it's not even actually moving - the gamepad just controls pitch and roll around a point. Control surface movement is probably excessive, and I realise the foreplanes aren't simply linked to pitch input as they are here. It was complicated enough just getting this far, and I'm pretty pleased with the amount of new stuff I've learned in the process. Detail of the cockpit...
    3 points
  9. For a time i've been suspecting this, so tonight i finally kicked two of my training missions, one against a SARH equipped Flanker and the other against the ARH equipped Eagle. External inspection confirmed, though i didn't record a video. Jester launches chaff at certain point when faced with a semi-active threat, but never against an active one, not even after the missile has gone active and the RWR is screaming. Attached Tacviews bellow: Tacview-20221211-041509-DCS-BVR F-14A duels VS F-15C.zip.acmi Tacview-20221211-041125-DCS-BVR F-14A duels FOX 1 Su-33.zip.acmi
    2 points
  10. DCS WORLD: KA-50 Black Shark 3 || IGLA Air to Air Missile In this DCS world video we will be taking a look at the Igla Air to Air missile for the KA-50 Black Shark 3 which is releasing soon!
    2 points
  11. Linked is a video i made showing the issue. I dont know if this is intentional but this has been going on ever since the open beta 2.7.18.30348 patch. What happens is when you press TMS right with the FCR as SOI in CRM mode it seems to move the current steerpoint very far away, or something else happens to it. After you have pressed TMS right TWICE again (Interval between presses can be completely random) it returns to its ordinary place. You can see in the video after i pressed TMS right ONCE the steerpoint moves from 27.9NM, heading 295 to 517.8NM, heading 283. In the HUD you can also see the steering cue just completely dissapear. Is this a bug or is it correct-as-is? The recording was on the instant action "Takeoff" mission in Caucasus in SP, though this happens anywhere. Cheers!
    2 points
  12. subtle, how would that be presented in a game footage trailer though..
    2 points
  13. More axis support for volume, brightness, and contrast knobs is needed. The WinWing panels offer a lot here, but these knobs are not supported at all.
    2 points
  14. Read ATP 3-52.4 which is a public document regarding air control. P-877 is another great public document.
    2 points
  15. Dawn of the 11th day, 20 days remain. Nearly a month after Cobra said the phantom was nearly finished. I can guarantee it's releasing this year, because I'm going on vacation from the 23-30th....
    2 points
  16. so to summarize: in NAV mode with FCR as SOI and in TWS mode, no contact on scope at all, pressing TMS right changes bearing and range information to a steerpoint. however no inputs for steerpoint change has been made at all with either the rocker switch, on the DED or on the HSD itself. That new bearing and range points to the default start location of the neutral bullseye and therefore the position of the compass rose on the F10 map at all times (even moving the neutral bullseye wont change it). Pressing TMS right a second time does not do anything. pressing TMS right a third time returns navigation information to the selected steerpoint as indicated in the DED. If the original steerpoint is inside the radar range, the white steerpoint marker can be found on the FCR. upon pressing TMS right the first time, that disappears, only to return after pressing TMS right 2 more times
    2 points
  17. F-16 campaign set in Syria.... Won't be ready for quite some time, but it's in production. I know there are a couple campaign devs who are working on Viper campaigns as we speak, they'll be out before mine, for sure.
    2 points
  18. Hey @Sandman1330! Glad it was sorted.... Yeah, it's a tough one, and there is some randomness to it, for sure. That scene from Flight of the Intruder was the inspiration behind the bomb run, tracers and such I'm glad you found the "Skip to Push" feature useful here. This is exactly the situation I had in mind when I thought of this feature. It's good to see it's put to good use. And @BuzzLine, thanks for the comments! Glad to see you enjoyed it.
    2 points
  19. that is definitely an interesting one. see my track, somehow it seems to show range to the Bullseye compass circle on the F10 map, even though blue bullseye is much closer.. i have no idea how to explain that. my approach: 1. tested behaviour shown in the YT video by OP. (TWS -> TMS Right -> range to STP shows distance as explained by OP -> TMS right again -> nothing happens -> TMS right again -> back to correct STP distance and heading). noted that he is on the ground, so i figured maybe "no-rad" due to weight on wheels 2. so i took off, gear up, tested again. still same issue. 3. tried to figure out where that 500+nm range comes from, checked map to see where bullseye is. found bullseye rather close, yet the neutral bullseye/the compass rose is right that distance away as shown in the plane Track is here as it is 1.5MB too large: https://drive.google.com/file/d/1jZSJyVOFYHbxG6rzji87hXynh4hGbWdY/view?usp=sharing
    2 points
  20. As the physical third dial on the real live GBU-10/12/16 to set the code for the bomb to load, the laser designator on the TGP matches this limitation. IRL there is even more limits, as different services (USAF, Army, NAVY/USMC) have designated ranges of codes... The third and fourth dial on the bombs range from 1 to 8 so Laser Codes on these LGBs can physically be set between (1)111 and (1)688. Seems the manual has that wrong. Should say "the third digit between 1-6 and the last two digits between 1-8"... May take a while to be fixed, but good spot. Thanks.
    2 points
  21. The Onion is depicted on the EGYP charts (p.14) Others are visible on Jeppesen sectionals, and probably on Navigraph charts.
    2 points
  22. Теперь до конца января фиг чего особо нового будет, ИМХО... я вот F-15E жду, ну и многоядерность, а джои как ни крути наше всё, вот и...
    2 points
  23. How is there no direct hit? check the top left picture again. There is basically no gap between the humvees at all it would be a miracle to not hit them directly.
    2 points
  24. I did that already. Place a unit on top of the building (A), and another one next to the building (B). Run your mission. Press F7 to read each unit's altitude. The building height equals A minus B.
    2 points
  25. Ребяты! Тут тема про обсуждение официальных новостей. Заходишь сюда почитать, он планируемом введении анимированной модели сфинктера пилота и её влиянии на геймплей, пусть и с очередным падением ФПС. А тут уже две страницы про джойстики да резисторы!
    2 points
  26. This is normal. In real life. You focus the NVG for the outside world and adjust their height on the helmet rail so that you can glance under them to read the instruments. Obviously this is not possible in the sim
    2 points
  27. Hi all, we dont need any more documentation on this, it is just a low priority item on our list currently. thanks
    2 points
  28. Can we get the charles de gaul carrier battle group too
    2 points
  29. Some fleshed out SAR (and CSAR) could be really fun in the upcoming C-130. Find people in the ocean in really $hitty weather, drop a dinghy and coordinate the rescue effort.
    2 points
  30. Ok, I'll be the one to point at the pink elephant in the corner In times where one needs an additional mortgage in order to purchase a GPU: My no.1 wish for DCS: Performance improvements
    2 points
  31. Attached track shows a single zu-23 set to minimum skill killing a passing F-16 going at mach 1.26 in its first burst. Even when set to minimum skill, the AI is still absurdly good at shooting flying targets. https://streamable.com/psxiqd Another issue is that the AI pretty much instantly finds targets as soon as they pop up behind obstacles. Attached is a track where a zu23 (minimum skill) instantly finds an apache from 2 kilometers away as soon as it unmasks itself behind obstacles and trees. Keep in mind the PoV in the video in super zoomed in, without zoom and the naked eye there is pretty much zero chance you would ever spot that helicopter visually. https://streamable.com/0sdokc ai_trees.trk zu23_firstburst.trk
    2 points
  32. NOTE: The "unused switch" is another name for the "MTT Promote" switch. In this DCS: AH-64D video, we’ll look at the next, big new feature coming to the AH-64D: the Image Auto-Track, IAT; and its Multi-Target Tracker sub-mode, or MTT. Earlier, tracking a moving target through the TADS would be done with the Linear Motion Compensator, or LMC. However, using LMC effectively can take a lot of practice, and it can be quite difficult to use if you do not have a controller with a good mini stick. IAT will make target tracking super-easy and can be used with either the FLIR or Day TV cameras. Because IAT can only be used from the TADS, we’re in the CP/G seat using the TEDAC. Controls that we’ll use are the Manual Tracker and MTT track promote switch on the Right Handgrip and the Image Auto-Tracker (IAT) switch on the Left Handgrip. The Multi-Target Tracker is a sub-mode of the Image Auto Track, in that it allows you to maintain an image auto track on more than one target at a time. There are two types of MTT tracks: a primary track and up to two secondary tracks. Let’s first talk about the primary track. To designate a target as the Primary Target Track for MTT, simply use the Manual Tracker to place the TADS line of sight (LOS) reticle over a target (stationary or moving) and press the IAT switch up. Once tracking, the TADS LOS reticle and the IAT tracker gates will center on the target and the TADS LOS will follow it unless the line of sight is broken. When line-of-sight is broken, the IAT will switch from image auto tracking to inertial tracking, which will be seen by the IAT gates changing to four solid boxes. If the line of sight is broken for an extended period, the inertial tracking gates will change to low-confidence gates with each of the four boxes segmented into smaller boxes. When used in conjunction with LMC, this can be effective in maintaining the TADS on a target with intermittent obstructions within the line of sight, such as buildings in an urban area. If we slew the LOS reticle off the primary target, note that the IAT gates becomes thinner. To bring the LOS reticle back to the primary target, you can press aft on the IAT switch to the OFS, or Offset, position. Note that a small dot within the IAT tracking gates displays the precise aiming location that the TADS will slew back to when the Offset switch position is used. If you wish to change this aiming centroid within the IAT tracking gates, simply place the TADS LOS reticle at the desired location and press the IAT switch up. The aiming dot will update to the new centroid location, but this can only be done within the boundaries of the IAT track gates. The TADS will always try to maintain the primary track within the FOV of the sensor that it is maintaining the auto track. This means that if the target were to reach the edge of the TADS FOV, the TADS will begin to follow the target so the primary track can be maintained. However, if I were to initiate a track in FLIR Narrow FOV, but then switch to DTV, the TADS is now at a higher magnification, and the target is outside the FOV of the DTV. Note that the primary target, track 1, is clamped to the side of the TADS nearest the target with a solid tracking bar and a single bracket indicating that it is the primary track. To drop the track, press aft on the IAT switch to the Offset position any time the LOS reticle is within the boundaries of the primary track’s IAT gates, which is indicated by the gates themselves being bolded. As you can see, this can be a very helpful tool for engaging a single target on the move. Where MTT can become an even more powerful tool is the ability to create two secondary targets in addition to the primary target. With a primary track created, I can manually slew the LOS reticle over a different target and press forward on the IAT switch to designate it as the new primary target, track 2, and the previous primary target, track 1, becomes a secondary target. A secondary target will have a flag attached to it with the track number. It will be bold if the LOS reticle is over it, dashed if there is no LOS and using inertial tracking, or dotted if in a low confidence track. Just like a primary track, secondary tracks can also have inertial bars when outside the TADS field of view. However, unlike the primary track, the TADS will not attempt to maintain the secondary tracks within the TADS FOV and may slew the TADS to maintain the primary track at the expense of dropping any secondary tracks. In the top right of the TADS will be the total number of tracks. If I select OFS from the IAT switch, I can delete the current primary track and set the most recently created secondary track back as the primary track. Repeated Offset commands can clear out all track files, or I can hold the IAT switch to the Offset position for greater than 0.5 seconds to delete all tracks immediately, without needing to slew back to each target one at a time. To cycle the primary target between tracks, you can press Spare Switch forward and Spare Switch aft on the Right Handgrip.
    2 points
  33. Nouvelle mise à jour du MOD OV10 Bronco qui passe maintenant en version 1.08!!!! Liste de Changements : -> Ajout de missions d'entrainements ainsi que d'actions instantanées. Merci à @rudel-chw pour ces superbes missions. -> Ajout de nouvelles livrées : TASS, NASA et bien d'autres. merci à LeonisMara, Scorch71, JP Gabobo, Wildserpant51 pour leurs livrées ajoutées dans le mod. -> Texture FIX. -> Optimisation du Code (LUA and C++). -> Optimisation du 3D (suppression de polygone). -> Optimisation des textures (PNG to DDS). Merci à @EightBall pour la conversion ainsi que pour les explications. -> Modification du modèle de vol : le vol dos stabilisé n'est plus possible et ajout d'inertie au roulis. -> Les Switchs sont assignables. -> Controles au clavier implémentés. New update for the MOD OV10 BRONCO. It is now in 2.8 version!!! Change log : -> Adding training mission and instant action. Special thank to @rudel-chw for all of this perfect missions. -> Adding new liveries : TASS, NASA and so much. thank to LeonisMara, Scorch71, JP Gabobo, Wildserpant51 for your beutifful liveries. -> Texture FIX. -> Code optimisation (LUA and C++). -> 3D optimisation (suppressing dead polygone). -> Texture optimisation (PNG to DDS) Spécial thank to @EightBall for the conversion and explication. -> Flight model tuning : Stabilised inverted flight is not longer possible and roll has been modify. -> Switches are now bindable. -> Keybord control are now implemented. The link stay the same for download the new version!!!! https://splitair.gumroad.com/l/fwzxn Thank to all of you, i see a lot of people enjoying the mod and help other, stay as you are!!!! (modifié) Discord SplitAir https://discord.gg/xrNhbETp5q
    2 points
  34. I tried to recreate the downing of the night hawk in Serbia on 27.03.1999. As a reference I used the page from the book written by one of the members of the 3rd rd, 250 rb PVO, colonel Slaviša Golubović, named "Pad noćnog sokola", ISBN: 9788633505970. Translation of the 2 pages: ------------------------------------------------------------ Page 50: Detection, tracking and attacking of F-117A, March 27th 1999. Target parameter at any time was not lower than 12km. At the moment of launch, target was already receding. Page 51: Altitude maneuver of F-117A, upon visual observation of launch from ground During two unsuccessful attempts of tracking with station for missile guidance, airplane does not change the movements of parameters, it remains at 6.000m (20.000 ft). After the third attempt of detection and start of successful tracking on angle and distance, there are no changes i movement parameters of airplane. Upon visual observation (by pilot) of first, and following the second missile NEVA, airplane initially throws IR decoys and immediately starts sudden climb maneuver. It quickly enters the clouds above, while continuously climbing. The first missile tracks successfully and meets airplane at 8km altitude and distance of 14km. ------------------------------------------------------------ The attached miz and trk file attempt to replicate the flight profile of the F-117A. Skill level for S-125 is set to Excellent. Skill level for F-117A is set to Rookie. SA-3 vs F-117A.trk SA-3 vs F-117A.miz
    1 point
  35. Thank you, this helps! Still want a slider do adjust HMD position though tbh
    1 point
  36. Thank you so much for doing this, you are awesome!!
    1 point
  37. I love a fixed gunsight and I’m useless with gyroscopic ones. was there any fixed mode for the gunsight?
    1 point
  38. http://forums.airforce.ru/matchast/6451-knyuppel-dn-10m-s-miga/ https://www.avito.ru/magnitogorsk/kollektsionirovanie/knyuppel_dn10m_mig_rus_aviatsionnyy_shturval_samolet_2308820469 Называется ДН-10(М или Н). Если интересно кнюппель на РУС Миг-29\Су-27 называется КУ-31С, кнюппели триммирования 4КНР\4КНРМ-1\4КНРМ-2\8КНР (разное исполнение грибка и количество положения).
    1 point
  39. I am trying to set my custom views, and I know all about LeftAlt-C and RightAlt+Num0. What I can't seem to figure out is how to move my view laterally, not pivoting like moving my head. I have tried holding down my middle mouse button, but the view still swings. I want the camera to slide laterally left or right so that I can zoom in on the MFDs and capture the custom views. I've tried every combination of ALT, Ctrl, Shift and WIN keys, to no avail. Any input would be greatly appreciated. P.S. - I do have TrackIR, but it is centered and paused in the normal pilot view, if that means anything... P.P.S. - You can close this out. I found the magic combo: RIGHT CTRL+RIGHT SHIFT+Numpad 4 (or 6). It was in the Camera Alternative list. I'm gettin' too old to do this anymore! -= Florida =-
    1 point
  40. The PC version of the Oculus software updated last monday from 46.0 to 47.0 so with that one you're up to date. V 47.0 release notes: https://forums.oculusvr.com/t5/Announcements/Meta-Quest-Build-v47-Release-Notes/td-p/1004145
    1 point
  41. Confirmado ...NO funciona en la actual versiòn de DCS ...¡¡¡
    1 point
  42. 1 point
  43. GPU-5/A never entered service with the E model, and I’m pretty certain it was only ever slung on a test bed aircraft (which was actually a B model). So while the E model has been cleared to use the GPU-5/A, it was never actually integrated into the E model’s systems. AGM-65 on the other hand actually did get integrated into the E model’s systems, and was in service for a time with at least one air wing.
    1 point
  44. По идее немного. Но вот видеопамяти там подвози камазами и мало не будет. А если кончается видеопамять - то начинает сажаться ЧКвС из за кучи узких мест видяха-ОЗУ. А вообще авиасимы всегда были пожирателем ресурсов и были недешевым удовольствием в плане железа. Пожалуй, это сейчас самые требовательные игры к связке проц-видяха-память из всех возможных. Ну неоптимизированное сырье типа последнего Мехварриора после релиза в расчет не берем.
    1 point
  45. Nearing completion could mean anywhere between weeks and months away. Just speculating about delays don't really work out though, especially when we don't really know how severely the impact was from the hurdles that Cobra mentioned.
    1 point
  46. Evidently you've been reading different material than me (we can start with the aircraft's own real-world flight manual and performance charts). If you're expecting Su-27 performance out of the jet then I don't know what to tell you, you're not going to get it and you never will. Wait until the Phantom or F-8 or an F-100 or any other fighter from its own era comes out and compare to that - or hell, compare it to the F-5, which is a near perfect match for it (as evidenced by the fact the US has long used the F-5 to simulate the 21 in DACT) or the F1 (which in my experience so far, it eats alive without much difficulty). The 21 can catch sleeping Hornets unaware but if you expect to beat them in a low speed 1 circle fight or in sustained turns then you're really, really barking up the wrong tree. Funnily enough, the biggest issues the module has are all its systems. The ASP has capabilities it shouldn't (CCIP for bombs, instead of just rockets and guns, and the pipper's ability to lock to things), the radar overperforms and shouldn't be able to lock/stabilise on ground with the locked beam mode (though really the bis shouldn't even be able to carry the Grom in the first place), the navigation system is painfully lacking compared to its real-world capabilties, and the autopilot doesn't even begin to reach what the one in the real aircraft does. Stabilise mode right now just applies an absolutely horrific damper/lag on all your control inputs, when what it should actually do is provide the ability for the jet to essentially auto-trim and let the pilot just fly it by pointing the nose with the stick and then letting the autopilot do the work. "Nerfing" is a funny term to use in a game that markets itself as a simulator. To me it just sounds like maybe you should spend less time deluding yourself about the capabilities of a nearly 70 year old airframe (or at least, a 50 year old upgrade of it) and more time getting a feel for the aircraft, because once you do it absolutely will live up to what it's supposed to do in terms of handling. In fact, it probably does a little too much at low speed and high angles of attack. Don't carry too many missiles, don't go into a fight with more than 2000-2200 litres of fuel, never carry external tanks into a fight, and don't just monkey the stick around like you're in a Hornet. Less is more.
    1 point
  47. Since some people are complaining about the volume for the RWR warning sounds, here's a temporary fix until volume control is enabled. All you have to do is edit the following sdef files: Location: Mods/aircraft/AV8BNA/Sounds/sdef Files: RWR_Threat.sdef RWR_Threat_AI.sdef RWR_Threat_Launch.sdef RWR_Threat_Lock.sdef RWR_Threat_Lock_SAM.sdef Modify the GAIN (volume) value to a level you feel comfortable with.
    1 point
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