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Showing content with the highest reputation on 01/17/23 in all areas

  1. Soon to be released in the Misc Military Assets by Currenthill - the M142 HIMARS. It will be featuring three different weapon loadouts: GMLRS GLSDB ATACMS
    7 points
  2. Hi, Massun92. Thanks for the great assets. I'm trying to retouch your TUG texture as civilian airlines' liveries like ...
    6 points
  3. You could try my approach. For the record I turned 80 last month. So, my reflexes and memory I can promise you is worse than yours. You're in your 30's right. I'd love to be that age again. I fly the Hornet and A-10C II. Two complex planes. The only way I can do it is to have check lists for everything. It keeps me from making mistakes. Give a try.
    5 points
  4. Loaded up to the brim, as it kinda was supposed to be, I expect it to feel rather trucky. But I'm almost sure it'll still be faster than A-10 anyway. Which, granted, isn't a huge bar to clear. When it's lighter however, I'm pretty sure it'll be quite agile. This isn't me saying it'll be a great dogfighter for your average air quake server, because it won't be that. But I'd expect it to handle pretty good for a strike bird when it's light.
    5 points
  5. Er hat nicht gesagt das die 2000 ein TFR hat oder bekommt, er hat gesagt das es dort getestet wurde. Aber dazu gleich weiter. Erst mal der Einwurf: generell besteht hier meiner Meinung nach ein Missverständis was TFR überhaupt ist. Es wird meist unterschieden zwischen TA (Terrain Avoidance) und TFR (Terrain Following Radar -> Geländefolgeradar). TFR kann aber (richtigerweise) falsch interpretiert werden, denn TFR is ein 'device' und keine 'function', im Gegensatz zu TA. Die beiden Begriffe sind also nichtmal auf Augenhöhe. Um was es auch gehen könnte/Was andere leute verstehen: um so etwas wie ATF (Automatic Terrain Following). Laut Wikipedia ist der Begriff TFR tatsächlich als genau das definiert. Nicht jeder hat aber den Wiki Artikel gelesen. Soweit erstmal dazu das unter TFR nicht jeder das selbe versteht, denn für manche hat die A-4E auch ein TFR, was man per se auf Grund der irreführenden Begriffe niemandem übel nehmen kann, zumindest nicht wenn man kein weiterführendes Wissen annehmen kann. Jetzt weiter zu oben: Was genau Razbam testet wissen wir ja nicht so richtig, aber dass sie 'ground radar return code' in der 2000C getestet haben (was man in dem video ja quasi sieht), kann die Arbeit bei der F-15E durchaus erleichtern. Vielleicht haben sie das ja sogar mit dem Autopiloten gekoppelt und getestet, aus Jucks und Freude. Wer weiß. Ich denke @GrafRotz war das eveutell nicht bewusst, was genau was ist. RL: Die echte 2000C kann keinen automatischen Geländefolgeflug. Sie hat einen TA mode. Die 2000D & N allerdings schon. Side note: Ich kenne sogar einen Tornado Piloten der die 2000D im Austausch geflogen ist und er fand ATF in der 2000 sogar besser als im Tornado. Da musste ich fast weinen^^ Bei der Liste fehlen schon noch Flieger die automatischen Geländefolgedflug können: - A400M - Mirage 2000D/N - B-1B - m.W.n. A-6E -... Nicht zu verwechseln mit einer breiten Reihe an Fliegern die einen TA radar mode haben, dieser aber nicht mit dem Autopiloten gekoppelt ist: - F/A-18C - A-7E - A-4E - Mirage 2000C - AJ- und AJS-37 - JAS-39 - Mirage F1 (sort of) - und viele weitere Flugzeuge und Varianten
    5 points
  6. Thank you so much for your great mods. I've been working with the lua files to maximize carrier capabilities for AI take off and maximum spawning on deck and then landing and parking. I've been working to get all the naval aviation mods (planes and carriers) working together and hope to release some lua files soon. Here's some screen shots. Sadly the F-8 is not working correctly at this time but all the other planes are
    5 points
  7. The first batch, which were made from old 203mm M110 howitzers artillery barrels only took 17 days from start of development to being used in combat... They were needed in a hurry for the Gulf War for getting to very deep & well fortified C&C bunkers.
    4 points
  8. I can say, you´re not alone. After about two months flying the Gazelle, I decided to give the Harrier another spin yesterday. On my way to the target, I totally forgot how Mavericks work in the Harrier. So I had to pause and go back to study again. I agree with the "structured approach" Don´t start with a Liberation mission. They cause unnecessary stress because everything is timed. What I usually do is to create a simple training mission with just the aircraft in the hangar. Then I learn startup over and over until I get it. Then takeoff and landings, then I add some waypoints and practice navigation. After that, add some trucks to one of the waypoints and learn each weapon. And then do that over and over.
    4 points
  9. The collaboration with RAZBAM ist still active. The Coder has a new MAINJOB (!). One cannot assume that everyone has 98% of the time to take care of a module. The long lasting time has nothing to do with me or RAZBAM. These are a chain of negative events over which I and RAZBAM have no influence (!) We need to face that and make the best out of it That's life. Thanks
    4 points
  10. PvP имеет классические проблемы всех онлайн-игр: "нагиб любой ценой". Все в курсе про мигание РЭБ, до фикса-костыля, и спам 120-ками. Но не для всех чужой батхерт любой ценой такая уж привлекательная идея... Сейчас PvP - фантагасморичное ползание на брюхе. Сферический конь. Для меня в целом именно онлайн-PvP является унылым контентом. Речь не идет о коллективе единомышленников, летающих в кооперативе, это другая история.
    4 points
  11. You need a structured approach. The reason you were better with the older sims, was simply that they did not have the depth of realism found in DCS. You could just jump in and out and figure it out. All of the modern modules are complex aircraft, you can't expect to just learn them on the fly (pun intended). Being combat effective and safe in these aircraft is a full-time job IRL, they don't just give the pilot a 'Chuck's Guide', toss them the keys and expect them to get on with it. Most modules need not only time, but targeted and meaningful training with specified learning outcomes if you want to progress. I think what you need to do is master the basics first. I've posted this before, but start small. Learn to start it, fly, navigate, and land. Learn the gun, then unguided rockets. Learn dumb bombs. Learn the TGP and guided rockets & PGM. Learn mavericks and sidewinders. Learn tactics and enemy capabilities. Learn IFR, AAR and night ops. Don't try to be combat proficient in one or two flights. If the Harrier is too much of a challenge, then go for the F-5 or the excellent new MB-339. The systems are much simpler, and they can be started with a minimum of fuss. The manual bombing and gunnery will force you to be disciplined in flying your attack profiles accurately and 'by the numbers'. Practice cold starts, until you can do it without the checklists. Get used to configuring the aircraft on the ground to reduce your workload in the air. Build some training missions to practice simple navigation routes, with altitude changes, fuel planning and strict ETAs/TOTs. Small, incremental steps. Slowly building competence and confidence. How do you eat an elephant? - One bite at a time. Don't worry about the hardware. I do most of my DCS flying away from home with an Xbox controller, and it still works just fine. A HOTAS will improve things but it is far from essential. Also, don't worry about slowing reflexes as you get older. If you are relying on your reflexes to save you, then you need to do better at planning. The astronaut (and pilot) Frank Borman said "A superior pilot uses his superior judgment to avoid situations which require the use of his superior skill." Training also helps. Have contingency plans and practice them. The memory thing is age related, fortunately, something like DCS (and other mentally challenging activities) can help slow cognitive decline. As do green leafy veg. Eat kale, cabbage, broccoli etc. Get fresh air and exercise regularly.
    4 points
  12. It's good you wrote it in all capitals, that way ED knows it's really important.
    4 points
  13. 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:
    3 points
  14. Hi, According to the attached charts (declassified 1.16-compliant source https://www.alternatewars.com/SAC/AGM-84A_Harpoon_SAC_-_August_1974.pdf) , it should be possible to release the AGM-84 at altitudes as low as 200 feet at speeds as low as M 0.43. While the source doc is for the earlier AGM-84A, and not the D, any attempt to replicate anything close to this results in the missile hitting the water after release. The ALT cue also seems to show at an arbitrarily set (by ED) minimum altitude of 2500 feet, that is well above the minimum altitude in the charts. Regards, null harpoon_200ft.trk
    3 points
  15. Thanks! At the beginning I didn't know what it should look like. I just added some new screws and rivets in different sizes and shapes and decided they look a lot better than all the dots surrounded by a circle. Now you can actually make out a cross screw head from a torx screw head. Is it necessary? Not really but when I'm adding more rivets, like on the wings, I can do all of them in the same way to have it uniform. Overall it results in a lot more sharper details, which is what I was aiming for.
    3 points
  16. A reminder to all, treat each other with respect and read our forum rules.
    3 points
  17. 3 points
  18. G'day, The greatest BVR advantage is to get your missile in the air before the bandit launches their missile at you. So, some prior knowledge of the bandit's missile capability is very helpful. If they have a longer range missile than you, but it is only semi-active guidance ( like the Sparrow), getting them on the defensive is enough to trash their missile as they have to break their lock and guidance to defend against your shot. When you launch your missile, perform a "crank" manoeuvre. Turn your aircraft left or right of the reciprocal to keep the bandit locked at the edge of your radar gimbals. This effectively reduces that closure speed, as you are now diverging, but you are still supporting your missile. When there is a massive change in closure speed, that indicates the bandit is defending and will probably turn cold and dive. You can now turn back into them and try to keep your radar lock and be ready to launch another missile when they start to turn hot. Look up bvr tutorials on YT, especially the F-pole manoeuvre. Hope that helps a little. Cheers! [emoji1634] Sent from my SM-G998B using Tapatalk
    3 points
  19. Agreed on all of the above. Unless you really train on purpose and specific training goal in mind your advancements will be small and temporarily. I also strongly agree, that a combat enviroment is not a good place to practice. I may add two things - I don't think that reflexes are really that important in flying (maybe in dogfighting - but not even then when you have a game plan). The game you were talking about (mercenary version of wing commander) was probably Strike Commander and that featured F-16's if I'm not mistaken. null
    3 points
  20. I tend to agree. That being said, many mountains in DCS look like mountains, just not when you get too close to a very rough (i.e. low vertex-count) mesh (unfortunately very much in evidence in the western parts of the otherwise beautiful SA map), or in the rare case where you know how that particular mountain looks from RL experience (I have no such experience, as the only regions in DCS maps I ever visited were Nevada and the Haifa area, and on both occasions I was too busy partying rather than to take notice of the breathtakingly beautiful surrounding landscape). One thing that is a but off-putting is when you barely clear a mountain ridge in a helicopter (i.e. slow and close to the ground), and you are literally able to see the "edge" - the vertex line that connects two mesh points. I have no knowledge of how ED's terrain engine works, and I hope that in the future they will support dynamic edge tessellation of mountain ridges to break up long edges and make them look more natural. As an option, of course, because tessellation can be the death of performance.
    3 points
  21. A-6's have a launch bar, and I'm fairly confident there where occasions where phantoms and A-6's shared a boat
    3 points
  22. See above regarding speed... but also keep an eye on your AOA indexer. A green donut is great... if it turns to a red chevron it is time to start pulling less on the stick. Brief "excursions" are fine but do not prolong pulling stick with a red AOA indexer.
    3 points
  23. Sounds were updated about a year and a half ago, based on some real world cockpit recordings. Take a look at this thread:
    3 points
  24. The thing that takes away from the fun of flying is when you pass a mountain and it doesn't look like one. I would love to see something like this in DCS. 1.15
    3 points
  25. What a nice and simple rectangular box. Would be a real shame if someone carved out a certain bit of it and turned it into an L-shape, wouldn't it *wink-wink-nudge-nudge* /s
    3 points
  26. It's part of the simulation, ex. you want to better plan your mission or at least attack direction.
    3 points
  27. Every one of my campaigns comes with a custom background
    3 points
  28. Currently when using the F6 view, upon weapon impact or destruction, the camera zooms out a little for like 1 sec and then returns to F1. Would be nice to have an option where the F6 view automatically switches to ctrl-F11 free look. (I only fly VR and normally don't use external views. Though occasionally I like to get a close up on what I'm blowing up and it can be a hassle for me finding the ctrl-F11 keys, while the F1 key is easy to find)
    2 points
  29. Would it be possible to make some older AIM-9 variants available for some older scenarios? Sadly it was chosen to not make other retro weapons with great cold war potential available. I was hoping though that AIM-9L or P are somewhat upwards/downwards/plug&play compatible IRL and could be used. It is already kinda hard to recreate Greek, Norwegian or other European Vipers. We would be thankful for a bit more fun on this side of the pond, as these nations ordered different equipment.
    2 points
  30. Well well... started reorganizing and cleaning up the diffuse. Some parts i will discard and redo due to the redone panel and riveting map. Had a go at creating masks for the surface wear and test some brushes. not sure if its too much but as its been shown above that its legit. Also repositioned the fuselage cross towards the aft... so double digit bort numbers now have some more space and also stabs markings will work.. Collecting a lot of pictures of dirty surfaces... preferably white vans and trains... people are giving me looks... Of course... the usual UVWs horrors one has to deal with.
    2 points
  31. Don't shout, just go and get it
    2 points
  32. Not an answer adequate to satisfy spoiled children. I want my F-15E Strike Eagle NOW!
    2 points
  33. +1, the AIM-9J (and the AIM-9E) are listed in the real -34 for USAF series F-5E-3s.
    2 points
  34. That is correct, and thank you for pointing that out. Apologies for my sloppy phrasing when I was smart-assing. I deserved that
    2 points
  35. please remember our forum rules when posting about other sims. thank you
    2 points
  36. Hey toan, thank you. I will post the files soon. I've not yet really messed with the landing/parking yet. Getting the AI take off and spawning has been a learning experience to say the least. My goal has been to try and get each carrier to be able to launch at least one full squadron from the deck with the correct aircraft working on the carriers they should. So far I've got Clemenceau 18 aircraft Etendard, Rafale, F/A-18 A/C, E-2, C-5 Greyhound De Gall 16 aircraft Etendard, Rafale, F/A-18 A/C, Superbug, F-35C, E-2, C-5 Greyhound L61 12 aircraft Harrier or F-35B Príncipe de Asturias 12 aircraft Harrier (F-35B should work) And a few others The Mod will will require update both ship and aircfraft lua so it's a bit to sort out, lol. Trying to get the helos now then the landing stuff after that. Thinking of calling it the Nato Naval Aviation MOD. Here a few more screens
    2 points
  37. Guns only: if possible try to force a two circle fight, try to keep your speed above 400 and up to 430 knots as much as possible. If it goes bellow, pull less, if if goes above you can pull some more. Also check always the G number, do not exceed 8.5Gs for a constant pull, else you bleed speed and you will also get blackouts. Not easy to master. In case of Fox-2 engagement, all these does not apply. When missiles are in game, you and everyone else is forced to do a one circle fight, and pull as much as you can, and as slow (air speed) as you can. The point is, to point your nose as soon as possible towards the bandit.
    2 points
  38. Solid answer. @NoodI I am not a trained aviator, but it probably handles only just slightly better than a fully loaded tanker truck on an ice covered road. If only the A-7F would have came to be...
    2 points
  39. I would like to request the option to assign the triggers on the left and right handgrips to be assignable to an axis such as the triggers on an Xbox controller. If we could have this option it would remove the requirement to run a 3rd party program like joy2key. This would also allow both the first and second stage detents to be used without the strange behavior you see in joy2key when you release and it fires the first detent again shooting another missile. This request was already asked for but that thread seems to have disappeared and searching through all my previous posts did not find it. Thanks
    2 points
  40. ^ Me trying to figure out how many ED Miles to burn on this thing and the F4...
    2 points
  41. Hmmmm, looks to be very reasonably price and with good discounts. I really thought it would be more. S79.99 US is about $107 Canadian. Less than the A-10C II which hit $110 Canadian on Steam at one point. No complaints here.
    2 points
  42. I'm happy for the community at large for the F-4E, but I am another one who will be waiting for the Naval Phantom. The only non FC3 planes I have that are not carrier capable are the A-10C (the old one, from before DCS had World after it) and the F-16 (the plane I tried to fly as a career). Everything else has a tail hook, vectored thrust, or is a Helo. Then I did some quick mental math and realized I have all the modules with tailhooks (all official plus the excellent A-4). "Runways are lame" seems to be the theme of my module buying
    2 points
  43. And I would also like to submit VA-72's ODS 'sister' squadron, the VA-46 Clansmen:
    2 points
  44. Cheers guys. I´m lookin to finish the panel and riveting work this weekend. It wont be perfect due to obvious limitations the template provides... but i think the result will be nicer. And i also wanna move on since its quite tiresome. The Dora kinda lacks good documentation in that respect and i have to do a lot of research only to find that i have to work with cutbacks cause the template (model) does not fit, or vice versa. I´ve already tried to crank up the brightness/contrast levels to use that texture as a chipping mask for worn edges similar to what crazybump would generate from a normal map. results look promising! Will have to alter the diffuse according to the panel work but that was forseable hence ive done only minimal work in that field. Still havent touched any of the interour and fuselage, gear wells etc.. but thatll be a step after ive done the exterior shell. Small Update: Finished the taping of the contro surfaces. Will have to redo the cloth structure as it was too coarse previously, makin it look like a haversack. Added the base of the antenna, added hinges and fixed various areas. Unfortunately we´ll have to live without welding seams on the supercharger scoop.. Also, ive fixed the rivetin pattern on the flaps. Pretty nifty what one can find on ebay as ref.
    2 points
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