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Showing content with the highest reputation on 01/03/23 in all areas

  1. MASSUN92´s Animated ground crew and lights MOD -- DOWNLOAD IT FROM: HERE! What a journey, right? As mentioned in today's newsletter (May 17, 2024), the asset pack will become part of the DCS core, allowing everyone to use the assets in their missions without needing to download anything. This does NOT include the animated ground crew and lights, which will still be available for download from the link above. ------------------------------------------------------------------------------------------------------------------------------------------------------ Before addressing some questions, I would like to thank all of you, the community, for your support and positive vibes. This achievement is also partly yours. On one hand, your support for the asset pack pushed me to make it better and bigger. On the other hand, I'm sure ED wouldn't have noticed the asset pack if so many people weren't using it and creating wonderful bases with it. So feel proud, we've achieved something fantastic! ------------------------------------------------------------------------------------------------------------------------------------------------------ - What's going to happen with the mod? I will continue developing content because I enjoy doing it. I love seeing what I create come to "life" within the simulator. According to my discussions with the people at ED, there's a possibility of adding more objects in the future, so feel free to leave suggestions below. - What will happen to the missions created with the latest version of the mod? As far as I understand, and I could be wrong, they should work fine WITHOUT the mod installed. - Will there be improvements? We have an agreement where I will make some minor future corrections to the models. Beyond that, I don't know what the future holds. ------------------------------------------------------------------------------------------------------------------------------------------------------ - Who I am? Hi to all! My name is Patricio Massun, I'm a 3D artist and architect from Argentina. My job is mostly related to arch visualization and asset creation for renders. I use this mod to practice some lowpoly, game-ready, real time rendering technics. I use Blender for all my work. All the models of the mod are created entirely by myself and the textures are from ambientcg (old cc0textures.com). All the export process is based on the EDM exported made by Tobi and use the tutorials from Grajo (Without them the mod would not have been possible). - About the mod:
    9 points
  2. Turns out that the HB Ukrainian team of developers were working in an isolated farmstead in east Ukrain when the Russians invaded. The F-4E code was left on the hard drive of a computer, disconnected from the internet, 100 miles behind enemy lines. Cobra847 was tasked with training a team of soldiers to parachute across enemy lines and retrieve the hard drive. The soldiers, recruited from murderers, rappers and criminals on death row, are promised commuted sentences. In spite of their history, the 12 men prove a spirited and courageous unit. However, 2022 passed and the team was not heard from. This is why HB were unable to give us any news or even screenshots of the module. Now, with just 2 days to the 2023AB video Cobra and IronMike have taken upon themselves to write the entire code from sctratch. They have been frantically hammering away at their keyboards while being sustained by the other HB employees on a strict diet of Redbull, sugar, and espresso shots. Each of them has worked through multiple keyboards already that fell apart sending Caps Locks and spacebars flying everywhere. Will they make it in time for a 2023AB video? It only takes one broken typing finger for this effort to fail. I dont know bout you all, but I will cheer for them and keep my fingers crossed.
    8 points
  3. The naval variants are very important to us and not a distant afterthought, FWIW. We had to start with something - in this case we felt the -E was a great representation of the Phantom to begin with. That doesn't in any way diminish the importance of the naval versions though- do keep that in mind. We don't play favourites.
    8 points
  4. Still WIP'ing the lightbars I couldn't find "one preset fits all" for day/night/low light but fortunately I can alter the brightness by modifying the beacons' relflector roughmet. So you will be able to select the appropriate brightness simply by selecting a livery.
    6 points
  5. We are hours away from seeing the video. Hopefully some good news!
    5 points
  6. No, I don't have anything publicly available on hand currently other than that this has worked in prev. versions of DCS. It was then broken again sometime around June-August, and then fixed again afterwards before being yet again broken in a recent update. I am trying to downgrade my DCS install to provide you with a track showing evidence of this, but that's going to take some time. Regardless, this is a pretty common sense thing. It's a guided weapon and there's been zero documentation of the change in any of the patch notes. Please pass this forward to the devs for review in the meantime.
    4 points
  7. "Home - For The Holidays" -In game lighting -In game camera and depth of field
    4 points
  8. Confirmed info on the release date of the F-15E: It will be released when RAZBAM releases it. If anybody don't believe me, not my problem
    4 points
  9. Hopefully the Phabulous, Phamous and Phantasic Phantom coming really soon
    4 points
  10. Halliburton was founded in 1919 and Cobra was born in 1991, just move one digit and you've got 1919 or 1991 from both of those! Must be a connection!
    4 points
  11. A7 CORSAIR II FOR DCS WORLD ARTWORK The Corsair has had a tumultuous journey! 2022 saw the completion of our complete remake of the A7 3D model, which took a significant amount of time. With the aid of Iakov, our new artist, both the external and internal models of the A7 have been completely remade from scratch as we've previously discussed. The remake started work in 2021 and was completed around Q3 in 2022. The remake is significantly more detailed than our original model, with almost all elements of the aircraft accurately modelled, including maintenance areas. Having such a detailed model delivered by Iakov meant that lots of work was required in terms of optimizing the model to extract the maximum possible performance, without compromising much detail. This is still ongoing, however most of the exterior has now been optimized, as well as large chunks of the cockpit. Work is ongoing to optimize the remainder of the cockpit so it can then be textured. Work has begun on UV mapping the exterior model and to that end we have created a dedicated Paint-Kit team, who are providing value feedback during the UV mapping process to ensure that our paint-kit is as easy to use as possible for livery artists. Work is also well underway in animating the cockpit & exterior as well as setting up clickable areas, which has been very helpful in allowing us to start testing more systems in-flight using proper procedures. FLIGHT MODELLING The A7 Flight Model has undergone extensive work this year, especially in the first half of the year, with much of that work being 'behind the scenes' so to speak. This year we've been working closely with Research in Flight, an aerospace & hydrodynamics analysis company that creates tools for aerospace engineering applications. They are the developers of Flightstream, a sophisticated numerical flow solver and one of our primary tools that we use for CFD analysis & data collection for the A7. We have been working closely with them to enhance & improve our A7 Corsair model, to the point where we have been able to supply validation studies and case tests against the real wind-tunnel data we have gathered. The A7 model has also been used to test & assist in development of new control surface analysis techniques being integrated into Flightstream, in turn also enhancing our data collection capabilities for various control surface & damage configurations. CFD COLLABORATION & NASA PRESENTATION As part of our collaboration, we spent some time this year developing some internal tools to aid in the collection of CFD data; not only for the A7 but also for any model we wish to analyze. One such tool that I developed personally was a utility that facilitated the conversion of an OpenVSP model into a solution-ready FlightStream model. Without going into too much detail, what this accomplished was an extremely fast & efficient method for simple OpenVSP geometry models to be analysed in great detail in FlightStream. For us, this allows us to gather CFD data in a fraction of the time required using traditional modelling techniques. Our work was shown off at the 2022 NASA OpenVSP workshop, and we have since made the tool publicly available, where it is now being used around the world in both academic & commercial design purposes. We have even been informed the utility is being used over at Boeing! It is our hope that this simple tool will make CFD modelling more accessible to all sim developers. For further reading, you can see the presentation slides that relate to the relevant Flightstream developments here. Of course, all this only matters if it helps us to develop the A7! Although it's taken some time, these developments have been a worthy time investment. By forging a new workflow, we're able to tweak & experiment with our models in a fraction of the time to get the best results possible when testing unusual aircraft configurations. If you've worked with CFD or know alittle about it, you'll know that it is an enormously time-intensive process using conventional techniques, and almost always requires constant model tuning & tweaking to collect valid results. As we are now developing the advanced aspects of the A7 Flight Model, this has been absolutely essential when testing non-standard configurations. For example, using our workflow we've been able to run tests and collect data on virtually every control surface interaction possible, in order to assess the relative significance of unusual interactions and determine how best to model them in-sim. Some examples include interactions between the flaps & elevator at various high Angle-of-Attack configs, forces in a spin and leading to a spin, spin recovery analysis and post-stall analysis. Furthermore, this new modelling workflow has provided us with a very efficient means to study the effects of airframe damage on flight dynamics, an aspect that is often modelled with only very simple approximations due to data limitations. Not so anymore! DESIGN & DEVELOPMENT OF CONTROL AUGMENTATION SYSTEM (CAS) AND AUTOMATIC FLIGHT CONTROL SYSTEMS (AFCS) In terms of Flight modelling, the latter half of 2022 has been heavily focused on designing & developing the CAS for the A7 Corsair. This has been a huge undertaking and admittedly has required a large amount of time on my part devoted to studying advanced engineering control system design principles. Although we don't have the exact equations used in the real aircraft CAS, we do fortunately have enough information on the inputs & outputs of the system to be able to reverse engineer it. This has required us to approach the situation in much the same way as the original aircraft designers, attempting to carefully craft a control system that meets the requirements of the airframe and pilots. Although work is still ongoing, we are quite pleased with how things are shaping up and are confident that with the feedback from our SME's we will be able to fine-tune the CAS to operate almost exactly as the real system would. Flying with the CAS switched on is a completely different experience than flying with it off; the airframe is incredibly difficult to control without it. Therefore, it is absolutely critical that we get this right and we are dedicating an appropriate amount of time & resources to try and achieve this. The CAS is only one part of the A7's AFCS, which is used not only to enhance flight stability but also for Autopilot control of the aircraft. The AFCS is being developed in tandem with the CAS and has made significant progress in 2022. The primary Autopilot modes (HDG, ALT, ATT, Airspeed) have all been developed & implemented. We are currently in the process of refining the Yaw Stab system, which stabilizes and corrects for aircraft slip and assists in turn coordination. CAS & AFCS naturally have a strong interconnection with the control surfaces and thus required a complete rewrite of all of our control surface models. This was completed in 2022 and are controls are now working in harmony with the AFCS, respecting defined authority limits and behaviours. As a pilot you will need to be aware of & respect these limits to ensure that you are working with, and not against, the AFCS. The A7 Corsair is not a simple airframe to fly; it has extensive quirks that need to be understood and mastered for the aircraft to be flown effectively. The AFCS is a quintessential part of this; understanding & mastering it will be a key component of flying the A7 well. OTHER FM DEVELOPMENTS On top of everything discussed above, this year we have been working to refine our mathematical classes & methods implemented in our codebase. Focusing on optimization, we have been spending time implementing new methods of data processing that require less computational resources to achieve the same result. An example of this is interpolation and look-up table (LUT) modelling, which is the foundation of data processing in a simulator and one of the primary methods used to implement CFD & aerodynamics data. These calculations happen thousands of times every second and have thus been a big priority for us in terms of code optimization. As discussed in the CFD section, we have developed a new workflow that has allowed us to quickly and efficiently analyze aircraft damage scenarios and the impact of damage on Flight dynamics. While still in-progress, we have been very pleased with the data we've been able to collect and are currently busy expanding the Flight Model to include damage modelling. SOUND DESIGN Although still only in the very early stages of development, work has begun on sound design for Corsair! Thanks to the collaboration from some amazing people in the community, we've been able to organise the recording of a real A7 during a maintenance engine run. This is of course an extremely rare opportunity, and we are so grateful to the good people at Tulsa Tech University for making this possible! Thanks to some collaborative efforts from 'Armorine' in our community discord (who has also been invaluable in helping us to secure certain documents. Thank you Armorine!), we were able to organise a professional field recording of the A7. The recording was carried out by Tulsa Tech's team of sound engineers & sound engineering students, with the entire engine run captured from various positions by professional grade equipment. The team even went so far as to produce an excellent master of the samples for us! In total we were given an amazing 29 high-quality aircraft samples from various mic positions, as well as 4 completed mixdown tracks. Below you can see some shots from the recording process Tulsa Tech sound engineering team, responsible for the excellent recordings provided. Images provided by Tulsa Tech & Armorine SYSTEM & WEAPONS DEVELOPMENT Alongside all of this, work has continued throughout the year to develop and flesh out the cockpit systems of the Corsair. Once again, we owe our thanks to 'Armorine' for assisting in helping us to acquire some missing documentation. Unfortunately, due to the nature of systems development, we don't have a wealth of flashy screenshots to show here, but I will do my best to explain the various systems under development and the state they are in. One of the biggest priorities this year has been developing the codebase & logic underlying the A7's targeting and weapon delivery systems. To this end, lots of time has been spent refining and further developing the armament control systems: developing correct pylon release cues & logic, release inhibition conditions, developing calculations for interval drops and developing the core logic that underpins the sophisticated weapons systems of the A7. The culmination of this has been the development and integration of CCIP & CCRP weapon release modes; both of which draw heavily from various sensors and targeting systems in the aircraft before making real-time calculations to determine an impact point. We are pleased to say our A7 can now accurately release unguided weapons on target, using both CCIP & CCRP methods that are unique to different weapon types. Work is ongoing to further develop both weapon release modes to include inhibition cues as well as to develop the navigational modes of weapon release, such as Bomb on Coordinates (BOC) and offset bombing modes. Navigation systems also received some development time in 2022, with the INS and tactical computer systems currently being expanded upon and developed. We have developed the aircrafts waypoint system, including storage, recall and editing of flight plan waypoints. We've also made progress integrating information from the navigation systems into other aircraft avionics; most importantly the HUD and PMDS. 2023 will see the detailing & expansion of the INS system; expanding on current modelling of the Inertial Measurement Unit (IMS) and the development of the Doppler Radar, both of which feed information to the INS. We will also be working to implement mark-points, target points and other in-flight navigational systems. As a pilot flying the A7 will require careful monitoring and management via positional updates and pilot corrections; the A7 requires navigational updates to correct for INS drift, in a similar fashion to the Viggen. As we've shown throughout the year, 2022 has seen the development of most of the A7's key avionic systems in various states of completion. The Projected Map Display (PMDS) is integrated and functioning, with current work focused on integrating navigational data from the Tactical Computer, as well as integrating some of the lesser used functionalities. The RWR has been on the backburner for some time due to some limitations in documentation, however we have now obtained the necessary documents and work is now ongoing in developing the RWR fully! The aircrafts multiple radio systems are also well in development, with the primary functionality of all radios already implemented and work ongoing to implement cockpit controls, presets and other functions. The A7 Radar systems are also well in-development as we've previously showcased, with current work focused on radar targeting functionalities as well as navigational cues. As well as all the above, our current codebase is being constantly refined, expanded upon and rewritten in order to be more realistic with its flow of information. To elaborate, we are aiming to mimic the flow of data as it occurs in the real A7 avionic systems, with many avionics being dependent on other systems and prone to certain failures and accuracy limitations. For example, the tactical computer relies upon information from the Air Data Computer (ADC) as well as IMS systems in order to complete navigational and targeting calculations; any inaccuracies in data supplied from either the ADC or IMS will result in flow on errors and inaccuracies further down the avionics chain. In practical terms, this means that simple things like damage or icing to your pitot tubes can result in inaccurate data being supplied to the ADC and thus the Tactical Computer, creating targeting & instrumentation inaccuracies. We want each system to be interacting with each other as organically and realistically as possible, allowing for the accurate simulation of failures, errors and inaccuracies as they can occur throughout the aircraft. To summarise the state of systems development in the A7 Corsair: most if not all systems have been developed and integrated to at least a basic extent, with work now being focused on expanding and developing the advanced functions of each system as well as the interconnections between each system. This will happen in-tandem with the art, as more & more cockpit controls and displays become available and ready to be tied to code work; we anticipate this will be ongoing for much of 2023. WHAT'S NEXT? We've previously discussed our 4-phase development roadmap for the A7, which roughly translates to the following 4 phases: SFM Based model Basic EFM & flight systems Advanced EFM & advanced flight/weapon/avionic systems SME testing & tuning + damage modelling We are currently approaching the tail-end of phase 3, which as expected has been the longest development phase by quite a margin. Our goal is to complete phase 3 and move into phase 4 of development at some point in 2023. We know it's been a long wait and it seems to still be forever away, but we want to say thank you for your patience and hopefully this report can give you some insight into what's been happening behind the scenes.
    4 points
  12. Hey folks, happy new year! This is my attempt to overhaul the pit and fix the illumination issues I came across. I'd like to redo the entire pit, textures, materials, since its looking too glossy from what I have seen. However, I can't really find good pictures of the pit, this is where I ask you for help and feedback. So far I have removed the baked in reflections of the screens, gave the throttle quadrant some hairs and redid the fuel gauge and the heading tape on the cannopy. Additionally, I have upscaled the base textures using AI and used some of Caspers textures. Anyway, have some teasers: Download link, 25.05.2024: https://mega.nz/file/oj4yBTYI#DobWE32VQrap2xNLx7J1YJnXF2GWe4tDeYhF1-NaNII Key: DobWE32VQrap2xNLx7J1YJnXF2GWe4tDeYhF1-NaNII
    3 points
  13. Мы с моим товарищем Amarr Sarum запилили гайд по ДИСС-15. Здесь и теория и практика. Гайд поделен на несколько "уровней" по нарастающей. Надеюсь, сможем этой штукой помочь людям как в освоении навигации вообще, так и на Ми-24 и Ми-8 в частности. Данный документ уже выкладывался на форуме в отдельном треде, но я решил сделать под него отдельную вкладочку. От команды G&A. DISS-15 guide.pdf
    3 points
  14. Indeed. I would give up trying to explain. He is trolling every informative graphics card and hardware thread. First time I have put someone on an ignore list. I don't give a monkeys about team green or team red or whatever, I just want the best experience for DCS and these forums provide a wealth of constructive information.
    3 points
  15. Still waiting for more out of you than just carbon dioxide release. Hoping you don't take too long to present us with your technical analysis of the issue based on published testing methodology and your vast experience of "building PC"... Which has absolutely nothing to with the issue discussed. My 15 year old has built multiple computers... Not exactly rocket science.
    3 points
  16. Nevermind, turns out even if you spawn with HEI loadout and it says HEI loadout, you need to open the 30mm menu and switch from HEI to CM and back to HEI in order to offset the pipper properly.
    3 points
  17. У Максима Савельева новое видео по Як-52, очень информативно разобраны моменты работы системы охлаждения и лётной модели, которые для разработчиков были бы очень полезны! @Eponsky_bot прикольно вышло, синхронно!
    3 points
  18. I admire people who, not being interested in something, not using something, have so much free time that they comment, discuss what they are not interested in in any way... I wish I had so much free time...
    3 points
  19. Hello, I am slowly finalizing my PVP/PVE helicopter campaign in Syria. There are just some cosmetics left. Is it possible to add a custom sound to the mission? I would like to have some ambient music every time I perform a cold start in the mission. Below some pictures of the available targets. There will be around 13 targets for each side to attack.
    3 points
  20. Hi, Today I finished the landing mission: next, a rocket training mission. These will be included on the next version of the Sk60.
    3 points
  21. I don't think that's nice the way you're laughin'. Y'see, my MiG don't like people laughin'. He gets the crazy idea you're laughin' at him.
    3 points
  22. So what we know is that in the real world, the rudder command in the viper will start reducing starting from 14 aoa and will be zero at 26 aoa but in dcs the rudder command stops at 19-20 aoa. I hope ED fixes this if it is not "correct as is" because we know the "knife edge" pass is still not possible. No hate but I would like to see more than one SME look at this because the current SME couldn't recall whether the F16 had prf tones and people pay 80 dollars!!!! for this? Professional Flight Model (PFM) and authentic fly-by-wire Flight Control System (FCS). The most realistic model of the F-16C imaginable, down to each bolt and flake of paint, animated controls surfaces, lights, damage model, and landing gear. Its been over 4 years now and its "close to complete " and we still dont have a proper FM.
    3 points
  23. https://discord.com/channels/1020277498363269120/1020303137145368627/1058724969674190878 We want to take this day and the end of the year to wish you all a Happy New Year. May the new year be filled with joy and peace, may all (or at least most) of your wishes come true in the new year. We as AviaStorm look back on an eventful year, we have accomplished a lot, also thanks to your great feedback and your great support we experienced throughout the year. It has been and will continue to be the biggest drive and motivation to deliver the best Tornado to you - the DCS community. Thank you also for your patience. We know that some things don't always go as fast as we all would like and that sometimes it just takes a little longer to get certain things up and running, for example the promised FAQ. But rest assured, we have not forgotten. But enough of the many words: THANK YOU, HAVE AN AMAZING 2023! We appreciate your support very much and will continue to work hard on our dream module.
    3 points
  24. This should not be a DEV decision, this is a design decision. Someone has decided that the own head is hidden in the F1 view. In all aircraft. And in Apache it is already like that, except for a few specific viewing angles. the head "flickers" on and off. Imagine you were in a dogfight in one of the jets and looking over your shoulder and your own helmet would constantly pop into view. In my opinion, this is not a "wish list" item but a bug (inconsistent). Someone from the design team should please take another look at this. That would be fatal if it happened the same way in the F-16 and F-18 when they get their first person bodies. I really love the pilots bodies but this kills the immersion.
    2 points
  25. Whiskey11's solution above is an excellent option, and probably the easiest and least time consuming way to do this. You can do it with JDAMs too if you have an accurate enough target point, though I don't think we have the official implementation of loft deliveries yet in the Viper, which will really help making longer range lofting attacks with JDAMs. This method can be less effective (i.e. deadly) if there are more low-altitude air defenses along the run-in approach path. If there is fighter cover, it can be very effective as the fighters may not detect you inbound, and then hopefully by the time they know you're there you've dropped and are on your way out at high speed. Another completely unrealistic option is to dance around the edge of the SA-10 WEZ, goading it into shooting low pK missiles at you, defeating them by turning cold, and repeating that until all the launchers are out of missiles. Then fly in above the SA-15 WEZ and drop JDAMs or CBU-105s with impunity. This is great if there's a bunch of low altitude air defenses, but won't work as well if there are additional long range SAM sites around, or if the enemy has fighter cover.
    2 points
  26. Please stop. No, it's you not understanding the product, its volume of production and respective sales, the customer target, the competicion, and the potencial dimension of this issue. 1) Overclockers is ONE hardware shop worldwide among hundreds of thousands (considering online businesses along with brick-and-mortar stores). So, no, they're not representative of anything. 2) This same reference design is provided not just by AMD themselves, but also by PowerColor, Sapphire, XFX, AsRock, Asus and Gigabyte. Only MSI is not selling it. The problem is humongous because all these models of same reference design are the most important, they're the bulk of production and sales/profit of AMD's RX7900XTXs. The AIB models with custom coolers, boards and powerstages are better products but less lucrative, not expected to have as many sold, and why production of these is smaller, as they're necessarily more expensive and in-line with the prices of RTX4080 reference based models - the aimed competitor. The "better value" marketing argument no longer works there (foot, meet mouth), so most of the attention is on models using this reference design sold by all these brands. And why this issue is kind of a big deal. 3) Considering previous points, perceived image is important and damage is already being made to the product, even if turns out to be a simple bad batch. And if it turns out to be more than that (oh boy!), then we could be talking about tens (hundreds?) of thousands of GPUs with the problem, likely requiring RMA - so far denied (sheer incompetence, lack of QC, and anti-consumerism of AMD? I think so). Otherwise, users outrageing on the internet and on the stores by the hundreds, if not thousands, may appear. It could become devastating enough for logistics, costs, public image and brand reputation, even for big companies like NVIDIA (remember the RTX4090's 12pin plug cable issue - which the RTX4080 does not suffer from), imagine that with a far smaller one like AMD. 4) Again, Roman Hartung aka "der8auer" is anything but a "clown" as you said above (FFS.. ). Once again, he's providing public service (outstanding, IMO), giving us and also the manufacturers a heads-up with proof of "lower quality and/or issues" on expensive hardware products, through his own research.
    2 points
  27. Ah yes that's it, I have not installed the map. General tip, please do all tests on Caucasus as far as possible.
    2 points
  28. Прям уж хуже. Дикая скорость на низах (читал до 630 км/ч на форсаже. тут разночтения - где то пишут 600, где то говорят, что это на боевом режиме. на форсаже 630-635). Вираж в районе 20 секунд (лучше только у спита). Две пушки прямо под прицелом - это вам не горох с крыльев раскидывать. Да, на высотах уже не торт, но на высотах мы летаем лишь специфические миссии сопровождения/перехвата бобров. А так с 3 км даже уже не разглядеть самолеты у земли. Так что своя "суперсила" у самолета имеется, и уметь применять её и будет тем самым геймплеем.
    2 points
  29. Sorry to raise this thread from the dead, but it just arrived and I’m terribly excited
    2 points
  30. I am not quite sure what's going on on your side with importing a PDF into OK? Those are the steps I do to get a PDF into OK: After launching OK desktop app select 'Settings' Within 'Settings' select 'Tabs' Then click on '+Add a Tab' and select 'Files (one per tab)' from the drop down menu Within the file selection explorer move to your path with the relevant document and select the appropriate PDF A new tab named like the previous selected document is now added to the menu on the left and that can be moved within the tab settings via drag&drop with your mouse cursor Now, leave the settings and go back to the main page and select the new added tab and it shows the content of the PDF in its window With the navigation marks on the top right you can navigate through the pages To use it withinh VR you have to add key binds or bidn certain controls maybe of your HOTAs or what else you use - even the Hotkeys of graphics tablets can be used for navigation Finally: in this settings page you can manipulate the behaviour within VR
    2 points
  31. Sheesh, i know, from the outside all these OpenXR, OpenComposite and whatever VR API stuff might look quite confusing. But what you are doing there is basically this: Let's have a quick look what OpenComposite is: https://gitlab.com/znixian/OpenOVR "Reimplementation of OpenVR, passing all calls directly to LibOVR." It was made for VR games, that were only compiled with OpenVR support (for SteamVR native HMDs) so that Oculus users could run those games without having to use -- LibOVR (Oculus API) through SteamVR (OpenVR API) -- to get them running on their headsets. Since DCS is running both APIs, LibOVR and OpenVR, you don't need to put anything else in this pipeline! Coming back to the Pico 4, how it can hook into PCVR: Pico 4 -> Virtual Desktop -> LibOVR games (directly via using Oculus Software installed, the VR compositor for Oculus PCVR Headsets) and / or Pico 4 -> Virtual Desktop -> OpenVR games (directly via using SteamVR installed, the VR compositor for SteamVR headsets) and Pico 4 -> Virtual Desktop -> OpenXR games (again, i only know of MSFS2020 being a native OpenXR game - via SteamVR or Oculus Software) -- Since a couple of years the Oculus Software and SteamVR as VR compositors are also able to run games that are compiled with the OpenXR API only (MSFS2020) which is the latest general standard unified API for PCVR. Basically, DCS only needs to adopt OpenXR so LibOVR and OpenVR support will get deprecated instantly. For the Pico 4 this means, it get's OpenXR support automatically because you can run an OpenXR-only VR game via the Oculus compositor or the SteamVR compositor which get's managed by Virtual Desktop. -- Now it get's tricky, the "OpenXR" component of OpenComposite basically originated from the problem Microsoft introduced: Windows Mixed Reality. A third VR compositor for WMR headsets like the HP Reverb G, only compatible with (basically non-existent) WMR API games and OpenXR games (MSFS2020). To make WMR headsets able to play other VR games (the majority of VR games used to have only LibOVR and OpenVR support) they introduced the "Windows Mixed Reality plugin for SteamVR" where all the performance troubles started, especially in the flight sim community, because the Reverb G'series had excellent hardware specs and pricing, but nobody cared about it's poor VR API support when buying it. So all this "OpenXR" development was started by open-source developers, to solve the problem and bring some more features in for tuning. But it's all "middleman translator software", mainly bringing benefits only for HP Reverb owners or VR headset owners with weaker hardware and willing to tune the image quality options even more down to squeeze out some more performance for specific titles. If you don't have a WMR headset, the probability for placebo effect is high. Unless you are really using and needing to turn down rendering options with fixed foveated rendering and stuff.
    2 points
  32. The FAQ said it was a late '74-'75 F-4E, so I'm predicting a non-TISEO block 48 F-4E. They did however say it will most definitely have slats, as well as DMSQ and other upgrades applied prior to this point, e.g. the 5-5-6 mod that puts a HOTAS in your plane. Irregardless, it'll be better than the f@#&ed up one in War Thunder which is a block 48 mesh slatted non-TISEO with DMAS and 1991 TISEO phantom capabilities and a 1970s RWR.
    2 points
  33. Fwiw, in the past i have run DCS Server in a Windows VM on a non-Windows host in my DMZ with the VM only able to see the public internet via a PCIe passed through NIC for some added isolation. Worked fine. I don't trust Windows or gaming platforms at all - this seemed like the best way to reduce the blast radius if Windows or DCS got compromised. Worst case, delete and restore the image and re-harden as necessary. And it can't get anywhere inside the local networks. Someone really paranoid would have the VM provisioned via Ansible, wipe and replace after every mission cycle as a matter of course. Actually, might be a reasonable way to side-step the VM part. Make sure winrm is properly hardened of course! Nowadays people play DCS client on Wine. There's probably no reason why that couldn't be done with DCS server. IIRC its the same set of binaries. That way you eliminate Windows from the possible attack vectors. I couldn't be bothered to mess with Wine personally, and not sure if I trust Wine that well anyway. Nuke and restoring the image is quick and easy enough. I only use Windows for DCS and Assetto Corsa. My daily driver computers are not Windows based so I may have a skewed perspective on things. Another thing to consider... if it isn't being used then turn it off... can't attack something that is turned off. If its a 24/7 box then that is something different. Random thoughts...
    2 points
  34. The reticle seems to follow the FORESIGHT cues, not the predicted rounds impact at target's range based on ownship position at the time of fire. It's fine when the shooter is in the same plane of motion as the target but when the bandit starts maneuvering wildly, the FORESIGHT starts spinning left and right and since the reticle follows it, it spins and jumps all over the place. On top of that, when you factor in exaggerated nose wobble after loaded rolls (very little dampening), the steady aim becomes very difficult. Also, when selecting guns directly from NAV mode, the FORESIGHT is not visible but the reticle dances and jumps like it's still following it. When going to guns after an STT lock, the FORESIGHT is visible. A short footage showing these 2 situations (will provide the track if really necessary):
    2 points
  35. I improved some of the night lighting, on some airframes considerably. The V-22 also and aerial refuel now, but it's a bit janky, at least in my test mission. MAM_lights.zip
    2 points
  36. Thanks everyone! Both wing textures are now completely reworked to an appropriate level. That includes all the new rivets from above as well as new horizontal stabilizers. All that's left to do is reworking and improving the tail texture. After that I'm starting to call it completed so I can start making some actual liveries. You can faintly spot the new rivets. I added these since weathering and leaks sometimes start to build up from those rivets. Comparison shot of the main fuselage and wing between the default and my improved textures.
    2 points
  37. “The F-15E is better at the missions it’s designed to do over the F/A-18C.” Fixed it for you.
    2 points
  38. Добрый день! Предполагается ли в финальной версии Ка-50 Черная Акула 3 обучение с инструктором, говорящим на русском языке?
    2 points
  39. Hey! Which LAU-88 do we have, the LAU-88/A or the LAU-88A/A. They are similar but not the same. The A/A is an improved version of previous. Either way the LAU-88 (/A) or the LUA-88 A/A both can be boresighted. Why do you say LAU-115 when its the LAU-117/A ? - its rather confusing. The reason im asking which LUA-88 is modelled here because you guys had it implemented correctly at first. My assumption is that we have "had" the LUA-88 A/A. Which has a boresight memory setting. It provides the same boresight correction to all missiles on the same launcher. Meaning you only have to boresight one maverick on each pylon. if however we do have the LUA-88 A/A launcher specifically then its missing features.
    2 points
  40. NEWS!!! DCS F-16 runs of out rudder at 20-19 deg aoa cross over aoa2.trkTacview-20230102-144803-DCS.zip.acmi So what is going on @Tholozor @DummyCatz ? this has to be wrong.
    2 points
  41. M3 Reddit... Ki-84 AI A6M5c AI Essex Carrier AI IJN/A AI units. F4U-1
    2 points
  42. С наступающим 2023 годом! Год уходящий выпустил в виртуальное небо DCS Ишака, приходящий даст дорогу Лавке. Пусть для каждого из нас новый год будет плодотворным и богатым на релизы! С надеждой на лучшее будущее, Команда OctopusG
    2 points
  43. Dear all, A little update on the A-10C II. In addition to the primary task of addressing existing bugs, most of the A-10C II work is on the ARC-210 radio. We are nearing its completion that includes the radio head, HUD data, UFC functions, and COMM page. The remaining item is the STAT page change. Once that is complete, it will enter internal testing. Following its release, we will then add satellite radio functions. At initial release it will include VHF and UHF function (RT1). Once the ARC-210 is complete and delivered, it will bring the module to a feature complete state based on the listed features here: DCS: A-10C II Tank Killer (digitalcombatsimulator.com) Aside from the ARC-210, we still wish to add a 1st person pilot model, but this would come after the Hornet and Viper pilots are complete. To add DTC functionality to the A-10C II, we are also considering an update to the TADS that would entail changes to the TDL and CHG SET pages. This would allow both SADL and Link 16 data through a gateway. However, this is not a promise and something that would only come after DTC functions for the Viper, Hornet, and AH-64D. Merry Christmas and all the best for 2023, Wags
    2 points
  44. There is a specific manual that mentions ripple function for the Maverick briefly and all it says in there is that ripple is limited to 2 stations (so let's say mavs on lau-88 on station 3 and 7) so max ripple is 2 missiles, 1 from the left wing, 1 from the right wing. no matter if lau-88 or lau-117 is used. Hint: 1-451 Also, on that same page in said manual, there is specific mention on what the STEP button on the MFD does, and the current implementation is also incorrect in that regard now sadly we're missing the ripple option on the SMS page when lau-88 is loaded. and please, get rid of the correct as is tag, the feature is in the changelog...
    2 points
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