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Showing content with the highest reputation on 12/20/22 in Posts

  1. Разработка модуля DCS: Ла-7 идёт полным ходом. Чтобы немного скрасить ожидание, мы подготовили для вас серию небольших заметок о разработке модуля, о самолёте и его элементах, о связанных с самолётом личностях. И начнём мы с небольшого сравнения. На фоне И-16 - представителя истребительной авиации начала Второй мировой войны, самолёт Ла-7 существенно более совершенен не только как боевая машина, но и как объект эксплуатации. Первое, что нужно отметить - конечно шасси. Больше нет тех мучительных многоэтапных процедур по подъёму/опусканию стоек посредством не слишком надёжного ручного механизма. Отныне уборка и выпуск шасси осуществляются простой постановкой гидравлического крана в соответствующее положение, что позволяет сосредоточить внимание лётчика на выполнении задания. Помимо этого, наличие триммеров в каналах тангажа и рыскания уменьшает утомляемость лётчика при пилотировании, повышая чувство комфорта. Для запуска мотора больше не требуется внешнее электрическое питание или ручная раскрутка стартёра. Автономность процедуры обеспечена бортовой системой сжатого воздуха. Закрытая пилотская кабина - также немаловажный элемент по части комфорта полёта. Единственное, чем отличался самолёт для лётчика в негативную сторону - присутствием удушающей жары в этой кабине от мощного мотора, с которой не справлялась система кондиционирования. К счастью, этот момент физически не затронет наших виртуальных пилотов. Разумеется, эти минимальные удобства были неотъемлемой нормой того времени, но для ценителей красной поршневой авиации настают поистине комфортные времена!
    9 points
  2. I started my work on the BS3. Looks like it's very similar to the BS2.
    8 points
  3. I'm on pins and needles for the 2023 and beyond video.
    6 points
  4. Rapper und Bürger aus dem Personenkreis "schreib wie Du sprichst" müssen stolz auf Dich sein.
    6 points
  5. I can agree with this atleast. My general mood has washed out a bit because even if it drops from the clouds like an eagle after an unattended small dog and releases this very second I'm going to be away from my flying gear and unable to enjoy it, I think we'll atleast get to see some of it as the 2023 and beyond video's star appearance, alongside the F-15E and who knows what else. Don't really keep my ear to the ground, would hope to hear more about those extra Vietnam lovelies like the Hun and the Skyraider, but doubt it on those. Phantom though? I'd bet on it we're gonna get to see it atleast a little bit. Minimum I'd expect is a repeat of the last teaser, but the gunsight is in game.
    5 points
  6. Да, уже в процессе. Будет вообще круто.
    5 points
  7. sometimes I wonder if the HB employees lurking on this forum sit and laugh their asses of about all of our speculation and theories
    5 points
  8. In order to entertain you while you are expecting the new DCS: La-7 module, we have prepared for you a series of short notes about the module development, about the aircraft and its elements, about personalities associated with the aircraft. Let's start with a little comparison. Against the I-16, a representative of the fighter aviation of the beginning of World War II, the La-7 aircraft is significantly more advanced not only as a combat vehicle, but also as an aircraft to pilot. The first thing to note is the chassis of course. Those painful multi-stage manual procedures to raise and lower the landing gear are left behind. From now on, the landing gear is just controlled by setting the hydraulic handle to the appropriate position, which allows the pilot to focus on the task. In addition, the aircraft has pitch and yaw trimmers that reduces pilot fatigue during flying, increasing the feeling of comfort. The motor start-up procedure no longer requires external electrical power or manual spinning of the starter. The autonomy of the procedure is ensured by the onboard compressed air system. The closed cockpit is also an important element in terms of flight comfort. The only thing that differed the aircraft for the pilot in a negative direction was the presence of suffocating heat in this cockpit from a powerful engine, which the conditioning system could not cope. Fortunately, this aspect will not physically affect our virtual pilots. Of course, these minimal conveniences were the undisputed norm of that time, but truly comfortable times are coming for connoisseurs of red piston aviation!
    4 points
  9. This is my 1st DCS modding. T-Tail Twin Jets mod project. vol.1 : McDonnell Douglas DC-9 (-30) and MD-83 (-81/82/88) --- version 0.0.5 on 28th/Jan./2024 . MD-81/82/88s have the same shape to MD-83 (different engine power or fuel amount, cockpit architecture). I have a future plan to add Boeing 717 (MD-95) variant, but its priority is not high. Other family --- DC-9 -10/15/20/40/50 or MD-87, MD-90 --- are no plan. Download : https://www.digitalcombatsimulator.com/en/files/3328018/ All 3d and 2d works are done by me. Current limitation: No LOD 2-3 (LOD 1 and 4 exist), No damage models. Skins have less weathering and miss some caution paintings. version 0.0.5 upgrades --- LOD 1 and 4, collision models, night lighting. vol.1's liveries --- DC-9 -30 : Eastern1981, Eastern1986, Iberia1986, KLM1985, KAF C-9K 1987, NWA2005, swissair1982, TurkishAirlines1992, USAF C-9A 1999, USN C-9B 2006 MD-83: AerolineasArgentinas2009, andes2019, AustralLineasAereas2011, BulgarianAirCharter2015, DeltaAirLines2016, EuropeanAirCharter2022, IranAirtour2018, Spanair2008, TWA1991, KTHY1997(fictional - trib. MD-90) USAF C-9A Nightingale, VC-9C "Air Force Two" skinpack is published here : https://www.digitalcombatsimulator.com/en/files/3328235/ This skinpack contains 14x C-9A skins + 3x VC-9C skins. US Navy C-9B (DC-9) Skytrain-II skinpack is published here : https://www.digitalcombatsimulator.com/en/files/3328148/ This skinpack contains 17x Navy C-9B + 3x leased DC-9 skins with 12x squadrons' tail codes. Those C-9A / VC-9C / C-9B skins' template (paint Kit) is here : https://www.digitalcombatsimulator.com/en/files/3328253/ You can change registration numbers or squadrons into you want. Alitalia, Ati, eurofly skinpack is published here : https://www.digitalcombatsimulator.com/en/files/3328409/ American Airlines, Allegiant Air and USAir skins published here : https://www.digitalcombatsimulator.com/en/files/3328845/ Turkey and EU, Iran append skinpack is published here : https://www.digitalcombatsimulator.com/en/files/3329614/ (Onur Air, atlasjet, ankair, flyair, AOM, IranAir, crossair McDonald's, TendAir, Venus Airlines) Nordic append skinpack is published here : https://www.digitalcombatsimulator.com/en/files/3337437/ (DAT, Finnair, Norwegian Air Shuttle, Viking, snowflake, Blue1, Meridiana) ----- vol.2 : Embraer ERJ-145 and ERJ-135BJ (LEGACY 600/650) --- version 0.0.2 on 21st/Oct./2023 . ERJ-145's AEW/C and ASW variants R-99 was in my future modding plan, but now abandoned because of another modder publishes it. Other variants ERJ-140 and -135 are no plan. Download : https://www.digitalcombatsimulator.com/en/files/3329489/ All 3d and 2d works are done by me. Current limitation: No damage models. Skins have less weathering and miss some caution paintings. version 0.0.2 upgrades --- LODs, collision models, night lighting. vol.2's liveries --- ERJ-145 by countries : USA -- JSX, AmericanEagle2015, DeltaConnection2015, UnitedExpress2006 / Mexico -- TAR Aerolineas UAE -- rotana jet / Iran -- ATAairlines / Israel -- AyitAviation 4X-EMP Argentina -- AmericanJet, LASA / Australia -- AustralianCorporateJetCentres, JETGO Airliner in Europe -- flybe (blue belly , white), HOP! Charter in Europe -- AirChartersEurope, PanEuropeenne, Windrose Brazilian Air Force (Força Aérea Brasileira) -- 2x Low-Viz + 1x High-Viz C-99A ERJ-135BJ's Air Force transport and Government : Brazilian Air Force VC-99B, Honduras Air Force, Cyprus, Serbia Other 20x BJ liveries are charter or private. European airlines append skinpack for ERJ-145 is published here : https://www.digitalcombatsimulator.com/en/files/3337361/ (Air France Regional, Alitalia Express, AMELIA, brussels airlines, Cirrus, City Airline, Crossair, Dniproavia, finncomm, KLM exel, LOT, Luxair, PGA, Regourd Aviation, Rheintalflug, Skyways, SWISS, Team Lufthansa, BAE Systems) Charter Business Private jets append skinpack 1 for ERJ-135BJ is published here : https://www.digitalcombatsimulator.com/en/files/3338042/ (Vista Jet, Air Hamburg, Air-X charter, AMSair, premiair, Gama aviation, TAG aviation, Comlux KZ, RCC etc.) --- This project will be expanded to other makers / other T-Tail Twin Jets. vol.3 : BAe-125 / Hawker 800 vol.4 : Fokker F28 (-1000) , (Fokker 100 if possible) vol.5 : Bombardier CRJ (100/200 and 900) vol.6 : Tupolev Tu-134
    4 points
  10. Here are a pictures with the cones of all 4 missile directional finders. To make it clear what area they cover. Each direction finder has a visibility cone with an angle of 110 degrees. It is worth noting that there are noticeable dips between the direction finders at 12, 3, 6 and 9 hours. That is, from these directions, missiles can arrival undetected just above the helicopter.
    4 points
  11. Saludos a toda la comunidad hispana de DCS.Acabo de fundar un nuevo escuadrón dedicado unica y exclusivamente a DCS WORLD. En cuanto tenga el DIscord totalmente listo, dejare por aqui un enlace al mismo para todo aquel que esté interesado.Un abrazo a todos. Este escuadrón se ha creado con la idea de volar DCS WORLD ,en modo estrictamente COOPERATIVO creando nuestras propias misiones o campañas en un entorno lo mas realista posible.He decidido no crear academias de vuelo ni nada por el estilo ya que creo que ralentiza la diversion y la forma de hacer las cosas.Si que nos enseñaremos unos a otros a aprender las caracteristicas y los procedimientos de los complejos modulos de DCS WORLD asi como del editor de misiones.Es muy importante que cuentes con un equipo potente que te permita disfrutar de DCS WORLD en su apartado multijugador y sobre todo disponer minimamente desde un principio de un TRACK IR y un HOTAS, ya que la experiencia me dice que si no se dispone de ambos perifericos , se pierde muchisimo el tiempo intentando amoldarse a un jugador que no los posea.La idea es explotar el realismo de este simulador no solo en combate si no tambien en apartados como la radionavegacion, cartas de vuelo etc.. volando con una climatologia lo mas real posible y en cualquier hora del dia y utilizar unas comunicaciones mas o menos realistas. Enlace a DISCORD https://discord.gg/DpySyr99ts
    4 points
  12. Hello, I got so tired of returning to DCS every year only to be met once again by the spreadsheet and the old briefing page that I decided to make my own. As it stands, DCS is severely lacking in the mission planning department. The most important part of any real mission is planning, and currently we still have no way of easily pre-planning our waypoints, even for aircraft that - traditionally - live and die by them like the Viper or Viggen. The data cartridge feature for the Hornet, teased years ago, is also nowhere to be seen. As part of getting back into image editing, I decided to make my own concept art of what I'd like to see replace the aircraft selection, Briefing, Mission Planning, and even Re-arm screens. Chiefly, I wanted to allow players to: - Configure waypoints, target points, popup points, etc according to their mission and aircraft instead of having to use the existing waypoints, spending 30 minutes punching co-ordinates, or using tacked-on systems like that for Heatblur's aircraft. - Create and manage groups, including being able to choose from the already-available callsigns. This allows flights to actually use the in-game groups and callsigns properly and organise into coordinated and cohesive flights. Players also have an overview of other groups and their tasks. This requires a new aircraft spawning system, similar to the one basically every other game on the planet (and MOOSE/MIST) uses, where players are simply spawned into whatever parking spot is available instead of fixed, late-activated aircraft (though that can absolutely remain an option for high-effort singleplayer missions and campaigns) - Be able to configure every aspect of their aircraft such as weapons, fuel and ammunition; but also data cartridge options previously only found in the ME or not at all, such as default MFD pages, rocket pod modes or bomb laser codes. Players can also easily synchronise loadouts. I came up with a concept for a three-tab planner where the first tab replaces the aircraft selection screen, and the second and third replace the mission planning and re-arm/refuel screens: START Tab: This is what the player sees after joining a server and choosing a side. Here, the player has an overview of friendly forces. They can see all other flights, and by selecting them in the PLAYER FLIGHTS (which in hindsight should have been called OTHER FLIGHTS since it includes AIs) section they can see their waypoints and their task. They can also join another flight or create their own under MY GROUP, choose a starting base, and a callsign. They can spawn at any base that is on their side, has enough of their aircraft in its inventory, and a free parking space, obviously including FARPs and carriers. This page also has the traditional briefing and weather information. This tab can be restricted by the mission creator for highly curated or singleplayer missions. Threat and detection rings can also be displayed. In the far future the WEATHER section could feature weather radar imagery. FLIGHTPLAN Tab: Here, the player can configure their group's waypoints, including special waypoint options such as Target, Orbit, or other special types such as those used by the Viggen. If a target's position is known, the waypoint can be fixed to it for PGM delivery. There is also a MISSION TASK option to let other players and controllers know what the group is up to. The tab also allows configuration and adjustment of radio channels. All of these options can be locked by the mission maker if so desired or appropriate. "?" icons open small windows explaining what each option does. AIRCRAFT Tab: Here, the player can select their loadout and expendables, as well as their data cartridge, like the re-arm menu. This tab and the FLIGHTPLAN tab can be recalled at any friendly airbase via the radio or ESC menus without reloading the aircraft in order to re-arm and refuel during continuous operations. Imgur post with annotated versions A feature like this is critical to any game that calls itself a combat flight simulator. I really hope this inspires Eagle Dynamics to finally improve this aspect of DCS. This, together with native mission state-saving, would in my opinion allow the community to effectively create their own dynamic campaigns, serving not only as a stopgap but also as a step towards a native Dynamic Campaign in the very far future. Even regardless of such plans a feature like this, on its own, is very important. I find it difficult to believe this is too difficult for the team that managed to make volumetric clouds work in a twenty-year-old game engine. Peace
    4 points
  13. Hi, No offense taken, your message is detailed and constructive! Yes, IRL you barely hear the engine inside. I agree that there are pro and cons for making the engine more audible from the cockpit. And there are actually pro and con users regarding this, the beta testers that helped us adjusting levels actually liked them... and were maybe not representative of the full user base. And on the other hand we had ground crew feedback asking us to shift the whirl by a halftone as it wasn't matching... everyone tends to focus on a different detail And yes we have no professional sound designer in house! The big work done here was coding an "engine sound engine". I agree there is still some work to be done in samples and levels, you can hear in the video above some upcoming changes. Cheers!
    4 points
  14. Spitfire MkIX In flight cockpit cam. Temperature gauge visible form time to time. 2:17 coolant temp ~90° Idle before T-off (7 lbs/in²) 2:50 (In climb) coolant temp ~ 100° (7 lbs/in²) 3:02 descending 4000ft/m, 300mph coolant temp ~85°-90° 5:06 level flight (longer time period) 210mph coolant temp. ~90°-100° (+6 lbs/in²) / oil temp. 60° 6:21 level flight 220mph coolant~90° oil ~60° (+1 lbs/in²) With my best regards Kermit PS. I recon ... there's no "milk" spilled on the windshield as in DCS is...
    4 points
  15. The downside is you just broke your plane. If all you care about is guns only BFM, with magic airstarts then it doesnt make a difference. In a real F14 you would never fight BFM with flaps down because A) it will break your plane and B) it will break your $%&345! plane you lunatic and you might crash at some point because of it and even die so don't do it. Ever.
    4 points
  16. Just FYI, we are following this thread. Indeed, we need be a better solution to "mods vs cheats problem", not like the current all-or-nothing one.
    4 points
  17. Привожу картинки с конусами всех 4-х пеленгаторов ракет. Чтобы было понятно какую область они покрывают. Каждый пеленгатор имеет конус видимости с углом 110 градусов. Стоит заметить что есть заметные провалы между пеленгаторами на 12, 3, 6 и 9 часов. То есть с этих направлений ракеты могут пролететь незамеченными чуть выше вертолета.
    4 points
  18. Hello! Just a very straight forward question. When can we expect the 2023 and beyond video? All year round that has to be the one video I'm always excited about and just curious if we can expect it on christmas eve or sometime else? Thank you in advance!
    4 points
  19. When taking off from the carrier, and after making their breaking turn, AI aircraft go into a steep climb with burner until they reach 10,000 ft. Even your wingman will do this, irrespective of what you're doing, which of course makes them expend a lot of fuel right from the start (especially for the F/A-18C). Real life Case I procedures (good visibility, daytime) require departing aircraft to, after the clearing turn, to proceed on a parallel course to the carrier (BRC) at <300 kts and <500 ft until 7 miles out. Real life Case III procedures (low visibility, fog and/or night) require departing aircraft to not perform a clearing turn (as each departs with at least 30 sec intervals) to proceed on a straight course and a steady climb at <300 kts until 7 miles out. (After that they'll arc towards their first waypoint maintaining their speed and climb until 10 miles out, plus there are some radio procedures for this, but all that is not quite as important for this purpose). My wish for this list is to include this AI behaviour for Case I/III so that they don't burn right up to 10,000 ft. Love your work.
    3 points
  20. The AIM-120 has an issue where if launching on a group of targets the missile will consistently acquire the wrong target when activating its seeker. When the missile goes pit bull, the missile will consistently acquire the trailing aircraft in a formation instead of the intended target. The two targets can have almost 1nm of separation between them, and the missile will always go for the trailing target on seeker activation. 120_group_leading shows this quite clearly. The missile is fired at the LEFT/Leading target in the formation, and acquires the trailing aircraft instead. Note that the missile displays unusual guidance, most probably due to receiving (in this case) incorrect datalink data for the wrong aircraft. When the situation is reversed and the trailing aircraft in formation is targeted, the missile has no problems discerning the two targets even with a much smaller separation between the two. 120_group_trailing shows this with a separation of ~500ft between the two aircraft, yet the missile acquires the intended target in this case. 120_group_1&2 show a DTT launch on both aircraft in a formation from a left offset angle. Despite both missiles being targeted at separate aircraft, both missiles go for a single target; the trailing aircraft in formation. Something important to note is that this only occurs when a formation of targets is attacked from a certain direction. 120_group_3&4 show that if the same formation as in 120_group_1&2 is attacked from head-on or a right offset, the issue does not occur and the missiles acquire the correct targets. 120_group_1.acmi 120_group_2.acmi 120_group_3.acmi 120_group_4.acmi 120_group_leading.acmi 120_group_trailing.acmi 120_group_1.trk 120_group_2.trk 120_group_3.trk 120_group_4.trk 120_group_leading.trk 120_group_trailing.trk
    3 points
  21. Обновление 1.4 - Добавлены модификаторы действий: Теперь для любого действия можно добавить действие-модификатор. Основное действие при этом будет отработано только в том случае, если активен соответствующий модификатор. - Тип активации действия: Любому действию или модификатору можно назначить тип активации: ◉ Стандартный (как было раньше) - действие активно, пока НАЖАТА выбранная кнопка джойстика или ось ВХОДИТ в назначенный диапазон; ◉ Обратный - действие активно, пока ОТПУЩЕНА выбранная кнопка джойстика или ось находится ВНЕ назначенного диапазона; ◉ Переключатель - статус изменяется каждый раз при нажатии кнопки или входе в назначенную зону оси. - Новые типы действий: Помимо стандартного и расширенного режимов отработки кнопок, добавлено: ◉ Расширенный режим для осей: на оси также, как и на кнопки, теперь можно назначать двойное и долгое нажатие (нажатие оси = время, когда она находится в назначенном диапазоне. Тип действия также учитывается); ◉ Циклический режим: Назначенные команды будут отработаны несколько раз через заданный интервал времени. Количество повторений может быть задано явно, либо действие может повторяться, пока активно соответствующее действие (хорошо сочетается с тумблерами или типом действия "переключатель") ◉ Секвенции: отработка разных команд по очереди. При каждой следующей активации действия выполняется следующий назначенный набор команд. При достижении конца списка, выполнение начинается с начала (спасибо FenechkA за идею). ◉ Переключение профилей (beta): возможность переключать запущенный профиль по команде с джойстика. * Beta: В процессе тестирования было выявлено, что процесс переключения занимает 30-50 мс. (на моём железе), при этом отработка других команд приостанавливается. Соответственно, при быстром переключении профилей туда-сюда, возможны пропуски отработки команд. Пока я не придумал, как решить это, не загадив оперативную память лишним хламом и не нагружая процессор ненужными вычислениями. Поэтому пока beta. - Эмуляция действий мыши: Кроме набора клавиатурных команд, теперь можно также отправлять в игру нажатия мыши. Поддерживаются 5 кнопок (левая, правая, средняя и 2 дополнительных), а также эмуляция скролла колеса мыши - Автоматическая проверка обновлений: При наличии новой версии, программа при запуске покажет уведомление и ссылку на скачивание. Само обновление пока ручное (заменить скачанный exe файл в папке программы). - Улучшения UI: ◉ Возможность сортировать паттерны по группам; ◉ Отслеживание состояния действия с учётом типа активации, проверка работоспособности с учётом выбранного модификатора в окне настройки паттерна; ◉ Отслеживание отправляемых команд при запущенном профиле для проверки правильной настройки паттернов и модификаторов; ◉ Прочие мелкие улучшения UI. Скачать: https://github.com/tjden88/JoyMapper/releases P.S. В связи с недостатком располагаемых устройств / времени и прочим, а также в связи с обширными изменениями и нововведениями, протестировать все новые возможности маппера как следует не получается. В связи с этим просьба неравнодушым - пожалуйста, сообщайте мне в этой теме или на гитхабе о найденных баголагах и прочих неприятностях, если таковые обнаружатся. Спасибо. Скриншоты:
    3 points
  22. This might be controversial, but I'd be willing to pay £20 specifically towards the cost of accelerating the implementation of multi-threading / Vulkan, if that allowed more resources to be allocated to the project over and above what we have now - if indeed that would help accelerate the project. Why not? We pay good money for modules. So why not specific features?
    3 points
  23. If you study aerodynamics, you will find a long thin wing with no sweep generates a ton of lift with very little AoA. The problem with long thing wings is that they break under high loads and are not the ideal solution for high speeds due to their high drag. The auto sweep on the F-14 was originally tuned maximize lift. But, that proved to be a bad choice for structural integrity, so they optimized it for low drag. At speeds where the wing is full out with flaps, the F-14 generates a tremendous amount of lift compared to typical trapezoidal wings with 35-45 degrees of sweep. Not only is the lift great at low speeds, but also the lift/drag ratio: it is extremely fuel efficient, which makes for outstanding endurance. Variable geometry costs weight, complexity, and money, but it does come with some great benefits. At supersonic and stall speeds is where it shows its strengths compared to most other fighter wings that are optimized for combat at Mach 0.8 to Mach 0.9 with compromises to support Mach 2 flight.
    3 points
  24. The Pilots Notes for the Spitfire Mk IX, XI and XVI 3rd edition, covering aircraft with Merlin engines 61, 63, 66, 70 and 266. On page 9 Para 7, states that only early aircraft had the thermostat. So what constitutes an "early aircraft"? Well the early Mk IX were fitted with the Merlin 61 or 63 presumably. The 66 was fitted to the LF Mk IX that we have in 1943, the 70 to the HF Mk IX and the 266 was the Packard Merlin that was for the Mustang but was different enough that it got it's own designation and when fitted to a Mk IX instead of a Mustang it was renamed a MK XIV. Our LF MK IXc is an early Merlin 66 aircraft by the look of it and there may have been some that were equipped with a thermostat but most likely ours didn't, ours does look like a MK Vc that was converted though so anything is possible. The other interesting part of this paragraph is the note the the radiator flaps open at 115c. In Part III of the manual, para 51 on pg 30 the Min take off temp is 60c so any thermostat would likely be at least that temp, however in Part II para 37 "Testing the engine and services while warming up" : So it is most likely that you would be well above 60c before you finished taxing to the runway anyway. Also interesting is the engine limitations on pg 30, Part III, para 51 the max take off temp to 1000 ft is 135c which would lead one to believe that the engine heated up quite quickly. Since most IC engines are happy around 90c -105c and the radiator flaps open at 115c I think the main problem was overheating not over cooling. So what do we know? Fact: Automatic radiator flaps opened at 115c Fact: Not all MK IX had thermostats Fact: the thermostat if fitted to a Merlin 61,63, 66 or 70 wold be 80c Fact: at MAX Continuous temp limit was 105c with 115c permitted for short periods What can we deduce? Deduction: Automatic radiator flaps likely closed somewhere close to, but under 115c, maybe between 90c and 105c? Deduction: they stopped fitting the thermostat to the MK IX because it was not needed as the engine warmed rapidly and keeping it cool was the primary concern Deduction: Thermostats were not fitted to the Merlin 66 equipped MK IXc Conclusion: our spitfire should not suffer from over cooling and the operating temp should probably not drop much below 90c or Supermarine and Rolls Royce would have taken steps to change the design to ensure that it did not, i.e. add a thermostat to the system.
    3 points
  25. As of now, the old Ka-50 setting affects both modules. If you want to change it for BS3, you need to change it for BS2 special options. Issue reported.
    3 points
  26. @Heinlein I agree there is the possibility that the software developers are amused by our comments and guesses. Yet, some kind of an intermittent update on how things are going with the F-4 would be appreciated. I know we will enjoy the plane one day, but they could be more proactive in giving us timely updates. Mike Force Team
    3 points
  27. Radio communication and discipline totally different from each other.However in DCS its kinda mix of both.Also we should have different frequencies like marshall,tower,approach etc I would like to switch between those channels instead of magic trick.Thanks
    2 points
  28. This is for all you mission editors and other curious people out there There are 3 parts in this guide series: GUIDE #1 - Visual overview of Mission Editor units - JETS AND HELICOPTERS: https://www.digitalcombatsimulator.com/en/files/3327933/ GUIDE #2 - Visual overview of Mission Editor units - GROUND UNITS (minus air defence): https://www.digitalcombatsimulator.com/en/files/3327950/ GUIDE #3 - Visual overview of Mission Editor units - STATIC OBJECTS: https://www.digitalcombatsimulator.com/en/files/3327988/ For SAM air defence see this excellent guide: https://www.digitalcombatsimulator.com/en/files/3327927/ Example photos from the "Ground Units guide" below:
    2 points
  29. Cheers everyone and congratulations to ED for an extremely nice release and a beautiful model of an amazing helicopter. This detail is incredible, have you guys took a close look at the rotor head? Oh... My... Gosh... WOW! Anyway, dear ED, it would be absolutely great if you guys could implement a special option for a fast long alignment. I get the desire for maximum realism and I do like to learn all kind of aircraft systems as well, I really do, but 20 minutes for a precise alignment is, to be blunt, not exactly family friendly. When I want to do a nice flight with my squadron comrades and have to wait for 20 minutes for a precise alignment the evening is over before we actually take off. We have a family, we fly on online servers where you might get shot down not only once in your life and waiting 20 minutes for a precise alignment is not feasible for casual spare time use. Razbam has an option for their Harrier to align the system immediately if desired. It would be great if you could do that for the BS3 as well. Yes, it's not realistic, I get that. But drinking a beer and lauging about silly jokes in discord isn't either, right? That's why it's an option Thanks for consideration Happy landings!
    2 points
  30. Airforce Phantoms had control stick in the back seat. So If I needed to do other work like reading the map/kneeboard, adjusting speaker volume, adjusting some settings, manipulating aircraft functions etc, while flying Would I be able to tell WSO in the back to take over and stabilize the aircraft(just fly in straight line) for short time? This wouldn't be able for Naval Phantoms but It would be a convinient feature added to new Jester AI.
    2 points
  31. This GPU situation is so ridiculous. Only ones that have them are scalpers and I would not buy anything from a scalper. They can burn all I care. EVGA set aside GPU's with a que system for 30xx cards, shame they dropped GPU's now. Only company that tried to look out for us enthusiasts. In fact that is how I got my 3090 FTW3 Ultra when I did, through the que system. Worked great for me. I sure do miss them.
    2 points
  32. ФМ вообще не трогали. ОБдув на висении и на малых скоростях сдеали уже по новой технологии, более точно.
    2 points
  33. А чему удивляться? Это старый трюк. Замедляют ротор до нештатных оборотов, прибирают до нуля тягу, чтобы лопасти не вымахивали, и летят вниз. Чему ломаться-то? Я просто не представляю себе человека, который подпишет план испытаний реального вертолета на подобное. Да и какой практический смысл от такого цирка? Залезть на высоту и спикировать оттуда? Так пока залезат ьбудешь, сто раз ракета прилетит. Боевые вертолеты на высоте живут крайне недолго.
    2 points
  34. Added them internally, should be available in the next update.
    2 points
  35. Hello, quick update : Out of the expected core team of 4 people, we already have 3. We are still looking for a 3d artist to join the project. The goal is for the position to be paid in the long term. Send me a pm if you are interested, bonus point if you are in France or EU. We have a 4 years roadmap from start to finish. Current plans are to try to create an official DCS module if everything goes well, and quality standards are met. A studio will be created if the project goes well enough. More details about the global project, business plan, design philosophy and workflows, will be shared in private. Send me a pm if interested. Even very motivated beginners are accepted, so don't hesitate. As soon as this position is filled, active developement will start, as every other aspect is now ready. Aigle2
    2 points
  36. I think the F4 will be one of the main stars in the video. Even if it's not a 2022 release I think the release is imminent.
    2 points
  37. The question was....If they do know, why not say so? It wasn't do they or don't they, maybe they do or maybe they don't. (You've changed the premise of the question and then claimed to have answered it.) Your first reply was essentially an explanation of why companies don't give exact deadlines but that wasn't what was asked. If the project has indeed been delayed to the point of no longer being able to release this year, then why not say so? The original question didn't ask for anything other than that, no request for a new estimate or for an explanation of why it's been delayed. The orginal question simply wanted to know why they wouldn't tell us if they know it's not coming this year. And it's a fair question. Key phrases are in bold italics.
    2 points
  38. I may skip the CFTs on this one, since that changes the position of the fuselage AMRAAM launchers. Difficult to deal with.
    2 points
  39. Here is a couple pics of the new OEM TM Throttle Slew that came with my HOTAS Warthog. I bought mine about 4 months ago, if that. It looks similar to the Delta.
    2 points
  40. Подогреваете наши пуканы перед НГ? Замечательный кокпит
    2 points
  41. Hi guys, @xoxen and I ran another benchmark to compare the RTX 4080 against the RX 7900 XTX on our similar systems. This time on the Marianas map to put our machines in a more GPU bottlenecked scenario. Xoxen kindly flew the mission, provided the track file and a recording of his system playing the track file to put both system in the same scenario for comparison. I've attached the track file for anybody else that would like to run the same benchmark/track to compare their system. Overall, the RX 7900 XTX seems to be around 10-20% faster across the entire track. I've also gone and done a mild overclock on my card and ran the same track file for comparison, which resulted in another 10% gain over the XTX and around 30% at times faster than the RTX 4080. We used the same settings as before, which is Plazma's 1440p settings. Marianas Benchmark.trk
    2 points
  42. А можно вопрос к разработчикам. Планируется ли сделать модель аварийного покидания более достоверной, хотя бы визуально? Сейчас это смотрится очень упрощенно. Отцепление буксировочного фала Общий вид ракетной установки и буксируемого члена экипажа, у которого уже начал раскрываться парашют. ...ну как минимум чтоб хотя бы лямка была визуально видна и "ракета-буксир" не так высоко
    2 points
  43. @Curly, I have flagged with @Yo-Yo, there is a lot of meat there to review so may take a bit to get a response back. Thanks for your detailed report though.
    2 points
  44. Просьба поделиться инсайдом, когда будет обновление на стабильную версию. Хочется в ка-50/3, но не хочется бету. Спасибо.
    2 points
  45. Improved in possibly the most useless way, but this was a 5 minutes work... If you are nerd enough to add a potentiometer to your headset Dcs.Closedbeta 2022-12-19 15-50-04-1.mp4
    2 points
  46. At the very least it gets looked at. SMEs will surely be able to answer that. The current implementation is equally just a conjecture as nowhere it says that this function is limited to lau117…all it says is that you need mavs on both wings since it fires one per side and a maximum ripple of 2 missiles total. what i dont get about your statement, why would this be listed in the patchnotes if now we need to bring up evidence to even support the feature YOU listed in the patch as „fixed“, as in what exactly did you fix? It wasnt there before the patch in the first place, how could it possibly have been broken?
    2 points
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