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  1. @Arrow11Glad you like it --------------------------------------------------- Available in the first post
    12 points
  2. 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
    12 points
  3. Updated 3/22/23 Makes canopy glass clear. Should apply to all modules but only tested on A10C-II, Hornet, A4E-C, Black Shark 3, and Viper. Adjustments: Last value of line 101 adjusts opacity. Default is 1 and 0 will be completely clear. Mod is preset to 0.2. Shadow on the glass is removed by default for better frame rate. If you want to restore the shadow, remove the comments (//) at beginning of line 88 and 89. Notes: This mod may also affect MFD and HUD glass if the module uses same material. Does not pass IC as of DCS 2.8.5 on 5/18/23 Install: Extract to DCS Main install path or use Mod manager. DOWNLOAD
    10 points
  4. Hi folks, I have created a new Online, Persistent Dynamic Campaign. The focus is on realism, set in 1992. While there are a few liberties for gameplay sake, the ultimate goal of this server is to provide players with a Dynamic Campaign, with 24/7 Persistency, where everything you do matters, and everything you do remains through re-sets. Server name: "Maples Dynamic 92" password: "dynamic92" SRS: dynamic.borderzone.ca Operating on Open Beta. **MODS HERC/UH60 REQUIRED** What makes it "Realistic?" -Loadouts are time period correct, some AIM120B for some squadrons in limited numbers, mounting restricted to enforce scarcity. No JDAM, No APKWS, RCAF CF-188 gets Fox1 Only etc etc... -Each squadron has 32 aircraft, once they get to 0, no more jets. -Everything you destroy will leave wreckage, come back in 4 days, it will still be there. -Weapon/Fuel/Equipment is tracked, lose the weapons or waste them, they will have to be resupplied using the Herc, or sling load from the port. -Every 5 hours server will re-set (lots of warnings) time runs 1:1, but weather will change dynamically. -Red will respond to your incursions, both in the air, and highly realistic IADS is in place (Thanks to Walder) -You have three lives per server session, lose them, and you're done, players finding exploits around this will be tracked and banned without warning. (Other than this one) -CSAR is implemented, use the UH60 to save yourself and/or others to return a life to yourself. -All Jets are set to 50% fuel (and most Helo) to ensure use of fuel supplies, jets are hot started with exception to Heli. Everything you NEED to know is located in the ALT+B (Briefing) Screen. If you have comments/concerns, best place to find me is a new discord: https://discord.gg/XyZvaves Welcome to the Maple Dynamic Mission Israel Vs Syria 1992 -Mostly period correct weapons -Support from US CSG9, and forward deployed AV8/A10 -Enhanced SAM Threats (Using SA-11 vs SA-10 due range) -Much shorter flights in general -Supply Blue is SET from beginning, only way to re-supply Blue is Herc flights from Larnaca (Cyprus) -3 lives and you're out (Same 5 hour re-set cycle) -Mods Required: Herc / UH60 -Flight over Lebanon/Jordan is prohibited, do it too much, too often, or too long, they will say hello, you likely won't say hello back -This server is designed to emulate realism if you fly carelessly, you will die rapidly. Don't less this discourage you, learn, fly together, use tactics. You will not survive trying to MK82 dumb bomb something behind enemy lines. -Waypoints are pre-set for target areas. (See ALT+B) and below to know where they are. -Enemy factory is a deep strike target, destroying all buildings will cut enemy supply, meaning they will eventually run out of fuel and weapons for aircraft. FARP/Airbases are capturable. However, only FARP will Auto Generate Apache slots on next server run, dependent on how many Apache's have been transferred. UH60 need's to be manually added, and will be "regularly" once FARP Captured, and UH60's are in inventory (Someone needs to fly them there) Airbases, once captured, will be stripped of fuel/supplies, as landing at a recently captured airbase for supplies is far from realistic. -There is a team of aggressors, trained to provide a more engaging experience, including dynamically responding with ground forces to counter blue's moves. You will not know when these players are online, and are handpicked from our internal community. If the realism level of this server isn't to your taste, I understand, there are plenty of other options in this amazing community for more relaxed gameplay. I am open to suggestions. **This playtest will last for approximately 24 hours, and may shutdown occasionally for bug fixes, but persistency will be maintained.** **PASSWORD: "dynamic92" SRS: dynamic.borderzone.ca FAQ: How do I Supply? ANS: Grab a Logistics HERC, and use the DSMC CTLD Menu, to spawn Fuel/Ammo crates. Then use radio menu to load crate. Fly to Ramat, and drop crate (Will release in front of the HERC) into the crate drop area (Marked on F10 Map) On Server Re-set the fuel/ammo will go into inventory. To bring replacement F16/F18, spawn in the "ZSUPPLY" Jets, fly to Ramat, and go back to spectators, jet will be available immediately, note these jets can carry no weapons. EXTREME THANKS to "Chromium" The creator of the DSMC Environment which makes this possible! The creators of CSAR/SRS/IADS and the teams behind the UH60/Herc and A4 Mods! Of course, to the Eagle Dynamics Team as well. ****************Below is copy paste from the missions ALT+B Screen, available in game******* WP1: HOME PLATE LAND BASED (RAMAT DAVID FOR USN) WP2: BORDER ISRAEL/SYRIA WP3: THE'LAH WP4: KHALHALAH WP5: MARJ RUHAYYIL WP6: MEZZEH WP7: QABR AS SITT WP8: MARJ AS SULTAN NORTH WP9: MARJ AS SULTAN SOUTH WP10: DAMASCUS INTL AIRPORT WP11: AL-DUMAYR WP12: AN NASIRIYAH WP13: SAYQAL WP14: INDUSTRIAL MUNITIONS/FUEL FACTORY/REFINERY (DESTROY THIS AND ENEMY EVENTUALLY RUNS OUT OF THE ABILITY TO FIGHT) ****************************************** OBJECTIVE: ERADICATE ALL ENEMY FORCES INSIDE THE CAPITAL CITY. ONCE BLUE GROUND FORCES OCCUPY THE CAPITAL CITY, WITH NO REMAINING ENEMY FORCES, ISRAEL WILL HAVE WON THEIR CAMPAIGN. BE AWARE, DAMASCUS IS FULL OF REGULAR, RESERVE, AND IRREGULAR GROUND FORCES. CLEARING WILL REQUIRE CO-ORDINATED EFFORT FROM FIXED AND ROTARY WING, ALONGSIDE GROUND FORCES. TO REMOVE ENEMY AIR FORCE RESPONSE, DESTROY ENEMY AIRCRAFT/HELICOPTERS, AND/OR DESTROY AND CAPTURE THEIR AIR BASES. WE WILL NOT BE MOVING FRIENDLY JETS INTO ENEMY AIR BASES, BUT TO CAPTURE AND REMOVE ENEMY RESPONSE, DESTROY ALL ENEMY GROUND FORCES, AND BRING FRIENDLY TROOPS OR GROUND UNITS OF ANY KIND TO THE AIRBASE. AVOID USE OF FIRST PERSON COMBINED ARMS PLEASE, BUT BLUE GROUND FORCES NEED TO BE ADVANCED BY A TACTICAL COMMANDER, BE CAUTIOUS, THE ENEMY OUTNUMBERS US SIGNIFICANTLY, ENSURE AREAS YOU WISH TO ADVANCE TO HAVE NO TO MINIMAL ENEMY GROUND THREAT IN REGION. ONCE OUR FORCES ARE GONE, ONLY REPLACEMENT IS VIA HERC DROPPED UNITS OR CTLD HELO. ********************************************** CAPTURABLE FARP: ANY LANDED HELO'S WILL TRANSFER HERE WITH ANY SUPPLIES, PLUS CRATES AT NEXT MISSION LOAD (EVERY 5 HOURS) AH64 SLOTS WILL BE CREATED AUTOMATICALLY, IF YOU NEED UH60 SLOTS, LAND ONE, DE-SLOT, AND MESSAGE MAPLE https://discord.gg/XyZvaves, THESE HAVE TO BE ADDED MANUALLY ************************************************** NAVY TANKER: SHELL 7-1: 271.000 | 71X (24,000) SHELL 8-1: 281.000 | 81X (21,000) CARRIER: 120.000 | 74X | ICLS: 18 | LINK4: 336.000 RECOVERY TANKERS: HOUR 0 - 1:45 - ARCO 3-1 | 331.000 | 31X HOUR 1:30 - 3:15 - ARCO 4-1 | 341.000 | 41X HOUR 3:15 - END - ARCO 5-1 | 351.000 | 51X **************************************** TANKERS OVER RAMAT DAVID: ARCO 2-1 | 321.000 | 20X (SLOW BASKET) TEXACO 6-1 | 316.000 | 66X (BOOM) **************************************** LASER CODES (SEE YOUR BOARD NUMBER IN ROLE SELECTION SCREEN, AND ADD A 1 AT THE FRONT. (EXCEPTION TO ROTARY) ******************************** AWACS: CYRANO 9-1 | 309.000 ******************************** BLUE HAS NO AUTO SUPPLY. NEW WEAPONS/FUEL MUST BE TRANSPORTED FROM CYPRUS BY C130, PLEASE DEPOSIT CRATES INSIDE DESIGNATED CRATE DROP AT RAMAT. ****************** RAMAT UH60 ARE DESIGNED FOR LOCAL CSAR, BUT PRIMARILY LOGISTICS TO ROSH PINA, AND FARP ONCE CAPTURED. HAS THREE WAYPOINTS. WP1: ROSH PINA WP2: FARP WP3: RAMAT ******************** NOTE: YOU CANNOT MOVE JET SPAWNS AROUND, LANDING AT ANOTHER AIRBASE OTHER THAN THE ONE YOU DEPARTED WILL LOSE THE JET FROM BEING ABLE TO SPAWN, EXCPETION TO F18, AS GAME DOES NOT DIFFERENTIATE BETWEEN HORNET BEING LAND OR NAVAL BASED. *** RUNNING OUT, OR OUT OF A JET TYPE? GRAB A "ZSUPPLY" ROLE AND FERRY THE JET, NO WEAPONS AVAILABLE, WP1 IS RAMAT, USE TACAN TO FIND CARRIER IF REQUIRED. LAND AT THE CORRECT AIRBASE THAT HAS SLOTS (RAMAT FOR F16, OR RAMAT/CARRIER FOR F18/F14) AND GO BACK TO SPECTATORS, JET WILL GO INTO THE INVENTORY FOR USE, ALONG WITH ALL FUEL ON BOARD. (YOU HAVE TRAVEL TANKS) *****NOTE FARP UH60 WILL ONLY WORK ONCE ONE IS BROUGHT FORWARD AND FARP IS CAPTURED (LAND AND DE-SLOT)****** **PORT SUPPLY HELOS ARE FOR SLING LOADING CRATES TO RAMAT, FUEL/AMMO/UNITS. YOU CAN CARRY THEM TO THE FRONT, OR LEAVE AT CRATE DROP. CRATES REMOVED AND ADDED TO SUPPLY WHEREVER THEY ARE LEFT** SRS: dynamic.borderzone.ca **COMMON FREQUENCIES** COALITION: 264.000 RAMAT TRAFFIC: 124.500 AWACS: 309.000 MOTHER: 120.000
    6 points
  5. Hi folks, With the Black Shark III expansion, I thought it would be a good idea to improve a few lacking sections on top of adding the new features implemented by Eagle Dynamics. So there it is. The page count increased from 200+ to 420+... happy reading! Changelog (18/01/2023) Updated Start-Up procedure Added INU drift section and navigation fix procedures (Overfly and Shkval methods) Added Igla air-to-air missiles Added ODS (Onboard Defense System) section Added MWS (Missile Warning System) logic Added a proper Powerplant & Ancillaries section Re-wrote Sensors section Re-wrote Weapons section Improved Cockpit & Equipment section Improved Datalink section Added EKRAN information Improved information on takeoff and taxi Typo and errors fixes across the whole document
    6 points
  6. Hi all, just to mention we will be adjusting the travel distance of the pedals but the twist action is correct as is. 20230117_193147.mp4 Thank you to everyone who PM'd me about this issue
    6 points
  7. Hi, I often see posts saying something is wrong with various flight models, and it is usually based on feelings of something isnt right. I would suggest if you have actual evidence something is wrong you should present it to the dev team. Please also include a track replay example. thanks bignewy
    6 points
  8. 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.
    6 points
  9. 1. CIVILIAN ASSETS PACK - NAUTICAL v2.1 DOWNLOAD v2.1 Content, installation, credits, etc: README.pdf If you have downloaded v2.0, it appears the armed trawler isn't engaging targets. Download this lua, place it in "\Civilian Assets Pack - Navy v2.0\Database\CAP Ships" and overwrite. for those who wish, here is the "unpimped" version of the ships (no girls in bikini). Grab the edm files, drop them in the mod "Shapes" folder and overwrite. CrazyEddie made 6 additional liveries for the J.R. More Tug, be sure to check them out! 2. DCS: COMBINED FARMS Link to thread 3. CIVILIAN ASSETS PACK - VEHICLES V1.0 DOWNLOAD v1.0 20 vehicles (including variants) and 1 static object (shown in the picture above). Goes in the ...\Saved Games\DCS\Mods\tech folder. In the mission editor the vehicles can be found under ground units --> civilian vehicle --> CAP - "..." A showcase mission with all the vehicles is included. DEMO mission demonstrating the ability to turn the lightbar on and off with the spacebar: CAP VEHICLES - Lights Toggle Spacebar Addtional liveries by CrazyEddie: DOWNLOAD Many thanks to @tobi for the .edm exporter for Blender ALL VEHICLES ARE COMPATIBLE WITH COMBINED ARMS Some vehicles have animated drivers, others don't Some vehicles have destroyed models, others don't Some vehicles have LODs, others don't No rhyme nor reason to it, just depends on how lazy I was that particular day...Harmonisation is planned for a future update. Customisable lightbar reflectiveness/brightness through liveries (only for the police cars at this time): CUSTOMISATION FOR SOME VEHICLES: Extra liveries by CrazyEddie (separate download) PICTURES: And more --------------------------------------- Old post (these vehicles will be upgraded soon...or later...):
    5 points
  10. Iskander-M may be in development... Yep, just as Lt. Turbo describes it. But I made all three weapon systems for the M142 as missiles and they can therefore be engaged by SAMs. That doesn't mean they're easy to defeat though, some systems will do great, some will struggle and some won't do at all, haha.
    5 points
  11. From Ron’s Twitter: Gotta say the Mudhen with mavericks looks weird AF… but I’m down for giving it a try.
    4 points
  12. UPDATE: the A-10C_2 debris had nothing to do with this. @Hobel found out that it was caused by the jettisoned racks (AI units jettison their racks as soon as they take important damage). It seems all jettisoned racks are affected. So far we identified these: LAU-10 LAU-131 LAU-68 BRU42 LAU88 M299 LAU117 We are yet to find what simultaneously creates 76 ballistic objects on the GaW server (76 / 2 = 38 , 38 / 2 = 19 - this does not ring a bell). We need a MP track showing the 76 objects (SP is OK too, since the issue affects both SP and MP).
    4 points
  13. The Heatblur Simulations team and our wonderful partners at TrueGrit would like to wish you a wonderful 2023! Have a great new year, full of joy, great times and awesome sim experiences. 2023 is a big year for Heatblur, and we’re grateful that you’re along for the ride. It’s going to be a great one! We’ve just wrapped up a very tough 2022. From a personal standpoint for many of our team, with personal tragedies and the invasion of Ukraine taking its toll on us and our timelines. Despite this, we look back at 2022 with some pride. We’ve seen tremendous growth in capability and size, forged new partnerships and shipped features and improvements throughout the year. While still playing catch-up; we’re working as hard as we can to finish the first of our next generation of high fidelity simulation experiences, starting with the F-4E Phantom II and leading towards the Eurofighter Typhoon. While we missed our mark on the F-4E Phantom for a 2022 release; we’re now very close to full completion of all major elements: flight model, radar, weapons systems, and other key major systems- and even content such as another full length Meteor album. You’ve seen a sneak-peek in the 2023 and beyond video, and we can’t wait to fully unveil the aircraft that we’ve built over the past two years. For the Phantom- and all of our new products- we’ve invested heavily into building our next generation platform and framework. This enables faster future development, intrinsic multithreading, more dependable multicrew synchronization, far less of a maintenance burden, and new standardized features such as wear & tear, aircraft persistence, mass dynamics, and far more. In addition to this; we’ve also had our sights on JESTER v2, a complete rewrite of the JESTER AI system which will enable faster AI development and ease of use for integration in future aircraft such as the A-6. On the Eurofighter front, we continue to lay the foundations of this module through application of our next generation framework. Soon, the majority of the work will remain in high level parts: radar, weapons systems, displays and flight control systems- all leaning and benefitting from the completed next generation core. As an incredibly complex aircraft and project, the Eurofighter will be a litmus test for our team to ensure quality and accuracy while avoiding excessive technical debt. These considerations are key for a project of this scope and size, as we strive to minimize maintenance burden and excessive sustainment resources. You should expect to see much more Eurofighter development progress in 2023 as we begin to approach an early access release and feature completion level. We also look towards 2023 with continued love for the Viggen and Tomcat. We capped off the year with another major Viggen patch, and now set our sights on another round of additions to both products. We’re working hard to get on target on the early F-14A, which remains the largest piece of the F-14 yet undelivered, among of course other outstanding and promised features, such as TARPS and FORGE. Further Viggen improvements are slated for the early part of this year as we continue product sustainment. It’s time to get rid of those Early Access tags and square these aircraft away. Quality, consistency and pushing boundaries are our top priorities, and we’re as excited as ever for all that we’ve been cooking. Stay tuned for the full Phantom unveiling and for other exciting announcements with new partners and beyond. Thank you all once again for your dedicated support and passion. That’s what drives and motivates us, and we’ll make sure your faith is well placed with each upcoming release. Sincerely, Team Heatblur https://fb.watch/i6AzJl7JE1/
    3 points
  14. Evening doodle Some surface wear and tear of the paint. cockpit area has most wear along bottom surfaces towards the lowest point and leading edges that get debris going their way. Generally those areas that get alot of manhandling and such.
    3 points
  15. Congratulations for this superb video, once again, I recommend it to everyone, a treat, I love it because you make good use of all the possibilities of the RAFALE, thank you again. No official date we are still waiting a bit on the side of the HUD and suddenly we are still thinking about some improvements. Bravo pour cette superbe vidéo, une fois de plus, je l'a conseille à tous le monde un régal j'adore parce que tu exploites bien toutes les possibilités du RAFALE merci encore. Pas de date officiel on attends encore une peu du côté du HUD et du coup on réflèchis encore a quelques améliorations.
    3 points
  16. Downloading now. this is amazing. Thanks so much. Any chance of having women (clothed) as some drivers? Also, any chance of a CIVILIAN PERSON PACK? Where you have men and women and even children that walk/run and have 'panicked' states / Changes of clothes / colours of clothes? Desperately need these for CAS missions and rescue missions.
    3 points
  17. @BIGNEWY@Flappie I recreated the issue with the MiG-21 with a simple mission. When the MiG-21 jettisons the UB-32 pods with the S-5 rockets, 66 objects are created, 2 (the pods) are cleaned up but 64 objects are not (likely the rockets) and are shifted to the map origin point as in the original report when they reach the "ground". Thinking about the 76 objects in the GAW mission it is likely that the pods and other stores which are jettisoned together are counted in that total but only the rockets (hydra in that case) are not cleaned up correctly. So something like 8xpods + 56 rockets + some other stores could get you to 76 initial objects created. I hope these latest discoveries will lead to a comprehensive fix and the players won't have to create a track and report for every pod/munition combination. type99_jettison_test.miz
    3 points
  18. Here's the updated version without the WWII Assets (apologies for that!), and also the tankers fixed. I simply replaced them entirely, it seems updating the tacan adv wp option didnt help previously. They should work now. Note: you have to be in T/R for tankers, not A/A. All fixes will be included in the coming patch. F-14A_IA_Caucasus_Training Day.miz
    3 points
  19. I've made a mod for it until ED fixes it.
    3 points
  20. This is 100% not an actual behavior of the helicopter. There is a minimal (read that as barely noticeable) roll with forward cyclic application in the real aircraft. It’s an incorrect behavior in DCS that’s well known and been discussed to death.
    3 points
  21. Yep, the issue is that the RBS-15 Mk4 is a modern antiship missile with a low sea skimming capability. This makes it very hard for the old ships with their old radars to detect and engage them. If you try some of my modern Russian or Chinese ships, they will definitely engage the RBS-15.
    3 points
  22. "We are happy to announce that the Tornado campaign to come with the initial release will be created by none other than Baltic Dragon & Reflected Simulations. They will work together on the project to provide you with the best possible campaign to start your virtual Tornado journey" This is what AviaStorm, developer of the legendary Tornado, announced on Christmas Eve - and both @Reflected and myself are honoured to be part of the bird's long awaited coming to DCS World by Eagle Dynamics.
    3 points
  23. Hi, I'm very pleased to announce a new free campaign for Mirage F1. F1 Equilibrium 1975 has been released! 12 fully voiced over missions. Documentations and briefing. Please read the briefing in the first mission to avoid trouble in executing the campaign. It's 100% free. Feel free to modify, make youtube video, add missions. What ever you want. Cheers Daniel APR-2025 :Updated to DCS 2.9.15 MAY-13- 2023 : Updated to DCS 2.8.4. JAN-08-2023 : Update mission 3. Trigger error. JAN-05-2023 : Initial Release
    2 points
  24. Dear All, The Heatblur Simulations team and our wonderful partners at TrueGrit would like to wish you a successful and joyful 2023! Have a great new year, full of joy, great times and awesome sim experiences. 2023 is a big year for Heatblur, and we’re grateful that you’re along for the ride. It’s going to be a great one! We’ve just wrapped up a very tough 2022. From a personal standpoint for many of our team, with personal tragedies and the invasion of Ukraine taking its toll on us and our timelines. Despite this, we look back at 2022 with pride. We’ve seen tremendous growth in capability and size, forged new partnerships and shipped features and improvements throughout the year. While still playing catch-up; we’re right back on track on finishing the first of our next generation of high fidelity simulation experiences, starting with the F-4E Phantom II and leading towards the Eurofighter Typhoon. While we missed our mark on the F-4E Phantom for a 2022 release; we’re now very close to full completion of all major elements: flight model, radar, weapons systems, and other key major systems- and even ancillary content as another full length Meteor album! You’ve seen a sneak-peek in the 2023 and beyond video, and we can’t wait to fully unveil the aircraft that we’ve built over the past two years. For the Phantom- and all of our new products- we’ve invested heavily into building our next generation platform and framework. This enables faster future development, intrinsic multithreading, more dependable multicrew synchronization, far less of a maintenance burden, and new standardized features such as wear & tear, aircraft persistence, mass dynamics, and far more. In addition to this; we’ve also had our sights on JESTER v2, a complete rewrite of the JESTER AI system which will enable faster AI development and developer ease of use for integration in future aircraft such as the A-6. On the Eurofighter front, we continue to lay the foundations of this module through application of our next generation framework. Soon, the majority of the work will remain in high level parts: radar, weapons systems, displays and flight control systems- all leaning and benefitting from the completed next generation core. As an incredibly complex aircraft and project, the Eurofighter will be a litmus test for our team to ensure quality and accuracy while avoiding excessive technical debt. These considerations are key for a project of this scope and size, as we strive to minimize maintenance burden and excessive sustainment resources. You should expect to see much more Eurofighter development progress in 2023 as we begin to approach an early access release and feature completion level. We also look towards 2023 with continued love for the Viggen and Tomcat. We capped off the year with another major Viggen patch, and now set our sights on another round of additions to both products. We’re working hard to get on target on the early F-14A, which remains the largest piece of the F-14 yet undelivered, among of course other outstanding and promised features, such as TARPS or FORGE. Further Viggen improvements are slated for the early part of this year as we continue product sustainment. It’s time to get rid of those Early Access tags and square these aircraft away. Quality, consistency and pushing boundaries are our top priorities, and we’re as excited as ever for all that we’ve been cooking. Stay tuned for the full Phantom unveiling and for other exciting announcements with new partners and beyond. Thank you all once again for your dedicated support and passion. That’s what drives and motivates us, and we’ll make sure your faith is well placed with each upcoming release. Sincerely, Team Heatblur
    2 points
  25. Chuck's Guide to the AH-64D is finally available! *** Link: https://chucksguides.com/aircraft/dcs/ah-64d/ *** I am a few months behind schedule and I apologize to all of you for that. This project was a huge undertaking, and I still have trouble wrapping my head around the fact that I started working on it back in March of this year... 9 months ago. As they say in the business, I was stuck in scope creep hell for a while. The Apache is one of the most complex modules in DCS, but I do not think it is prohibitively difficult to learn. The page count (770) might seem daunting at first, but keep in mind that the operation of the AH-64 is overall not that complicated once you understand the basics. It's a machine of war with modern capabilities that can do many, many things in all sorts of environments. As some of you may know, the Mudspike website is shutting down. With the help of a kind and generous soul, I have found a new home at https://chucksguides.com/, which is where you will find the latest versions of my guides. The next few weeks will be a kind of "test run" to work out the kinks and see what works (or not) with the website. Expect some changes/improvements down the line, but I believe what we have now is functional enough to be useful to the community. Happy reading and Merry Christmas to all of you! Chuck
    2 points
  26. There have been multiple instances where Aim-54C has simply failed to go aqquire a target or go active in a given situation that simply should not happen, Today I got the most blatant case of this that i literally just closed DCS. I was flying on the GS server at angels 45 ish at mach 1.6-1.7 to engage a F15 going about mach 1.8 also at angels 45 ish, I fired a Aim-54C at about the 1:19:15 mark on the Tacview file at a range of 45NM. The Aim 54 proceeded to close to 8NM with the nose pointing RIGHT at the F15 and then proceeded to pitch up and come within 1.9NM of a F15 who didnt change course or even MANEUVER in response to this missile. So, why did it miss? Target size was set to large, we supported it until it supposedly went active, so why? Here is a link to the file serverside: https://drive.google.com/file/d/13LGyIMA63Dr6FgT7i2ryfBsdIv5zVFqq/view?usp=sharing Here is a link to my track file clientside: https://drive.google.com/file/d/1YCZ6DCQ42_kI1r5Mz36Pdn2L6-5mJIVa/view?usp=sharing And here are pictures from tacview itself Edit: I would've included a direct video clip of the whole thing happening but my rio and I's reaction to watching this happen was quite... Vulgar and wouldn't be appropriate to post on the forums raw, so I'll upload one without audio:
    2 points
  27. 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
  28. Fire from plane.trk На этот раз не так заметно, но все же. Кстати на 750 км/ч огонь и дым встали по центру, так как и ожидалось-бы. Вот еще Fire from plane_2.trk Под конец такой попался, но по ошибке трек не сохранил
    2 points
  29. You’ll need waterproof faith! You won’t get it off a flat top. Even an FG1 wouldn’t do it without a bridle slingshot. Seeing how many Phantom ‘Echoes’ it would take grinding below the bow of a carrier to bring it to a stop could be fun however.
    2 points
  30. @Moezilla Thanks for the .miz file. I can confirm what you said. As I said above, it seems ALL jettisoned racks are affected. A fix is already in the works for jettisoned racks. Now, maybe some other things are also causing these eternal ballistic objects. I tried countermeasures, but they are not (ATGM ammo is another source of eternal ballistic objects but it's reported already).
    2 points
  31. That's why for all mod going in DCS core it's better to use a mod manager like OvGME And did see you could edit opacity ??
    2 points
  32. I myself prefer the simplicity of Steam VR. Did not much care for going down the rabbit hole of all those Open XR Toolkit settings and I did not see that much a performance difference on my end. Have not tried it since getting this 4090 GPU though, may give it another shot just to see.
    2 points
  33. My turn to speculate wildly, and look foolish later. Vietnam map. Given that the tet offensive began in 1968 January 30.
    2 points
  34. I don't have any idea of the real behavior of the plane but when we look at this video of the flight of a Mirage F1 during an aerobatic show we can see that the DCS F1 does not behave like the real one. In this video you can easily see the aoa, the speed, the altitude, the afterburner, the movements of the stick and those of the pilot. I tried to reproduce this situation with an unarmed plane with 50% of fuel but I was unable to cancel the unwanted yawing movements of the nose. It would be interesting to have the opinion of a real Mirage F1 pilot.
    2 points
  35. @Thinder Have you tried to adjust the axis curve settings for your Inputs? It's rather difficult (impossible) to account for all the different input-devices out there. That's why the input curve editor is a thing. When controls are perceived as too nervous, that usually helps. Also keep in mind that that your "home simulator" doesn't have the resistance of the flight surfaces that the real aircraft would - so your basically flying with super human strength.
    2 points
  36. Doesn't matter, both are the same version currently. Tanker might be hidden on the map, a2a TACAN might be broken, try to follow the general direction from messages and find it with radar. And LOL for finding the SAM the hard way
    2 points
  37. https://sobchak.wordpress.com/2013/04/27/gau-19b-su-oh-58d-kiowa-warrior/ That'd be nice for sure!
    2 points
  38. A. The Camera's only faced back in those cockpits and not on the displays themselves (for the Actor's shots), All front facing shots were over the pilots shoulder (who was a real USN Pilot and not an actor)., and Most of the Front facing shots were CGI'd over for hollywood effect (Fake Radar Screens etc), but for the most part the pilots flew w/ Stats and ADI Pages up and not classified displays.. There was not a single shot of the ACS in the movie, in fact, they portrayed the back seat like a pre-ACS Hornet, with the cloned MPCDs from the front seat. The Actors themselves never sat in the front seat while the jets were operating, they only sat in the back seat for a few select shots (Low G Maneuvers, Flybys and formation flights), most of everything else was mockup on motion platform w/ green screen back drops to place them in the scenes recorded by the US Navy Pilots with empty back seats. (which was also the same way they filmed the cockpit scenes for Top Gun in 1985.). In fact they used the same F-14A Cockpit Mockup for the Tomcat Scenes in Top Gun Maverick, They green screen'd the cockpit and rendered a tomcat body over a hornet for most of the inside out facing shots or outside facing in airframe shots. Ground Taxi and Static shots used F-14A-85-GR Buno.159631, this jet was also Scanned for the rendering for the Aerial Scenes. B. Even the cameras recording, are not the same as having the Engineering/Technician Manuals Required to create the systems at the level DCS Aircraft are. C. All the Foxtrot Models that were fitted with the IMAX Camera System for recording the actors where Block I's, 2 of which went to the US Navy Blue Angels after filming. D. Back to B, Images of the Cockpits are everywhere, the cockpit layout and likeness isnt classified, systems functionality, displays and coding are , E. I've sat in Numerous Tomcats, Hornets and Super Hornets during my teenage years. HOL (Higher Order Language) is the Programming Language used in the Lot 25 and Above Super Hornets in conjunction with the new processors. SCS (System Configuration Set) is the programming Language used in Lot 24 and Below, and Legacy Hornets, SCS-25X was the last Version for Legacy Hornets, and Block I Super Hornets, Super Hornets were upgraded to the new processors and HOL while in the fleet. I've already explained what ACS was earlier in the thread, as well as HoL actually.
    2 points
  39. Thank you for your hard work. You allow many to touch the dream.
    2 points
  40. I'll give you some dos and don'ts. Viper wins acceleration from 300-400 knots, so you really want to use that range unless winning the rate fight is easy. Sure the Viper accelerates great above that but so do most other aircraft. The Viper is very powerful when the pitch is a little below the horizon, probably 5-20 degrees down. Turning in that range is called a slice and it is a very powerful maneuver for the Viper. Unloading to under 1G ASAP (stick forward) with the nose 5-20 degrees under the horizon accelerates you like crazy. 10 degrees down and 0.5 G at 300 knots will get you to 400knots in a couple seconds. This is the check and extend and is very powerful for the Viper. This maneuver is mostly about reducing the induced drag by reducing AoA so it is less effective above about 400. Very good at 300 though. Don't turn with the nose above the horizon unless you need to slow down to make turning room. This is a high yo-yo and a very common maneuver for the Viper. A typical error is to bring the nose too far above the horizon causing undue speed loss. As long as you finish this maneuver above 300 knots with the nose below the horizon then you can check and extend to get back your speed. The usual thing that happens after a hi yo-yo in the Viper is a low yo-yo (acceleration maneuver). Out of plane maneuvering is typical for energy fighters like the Viper. If you want to go over the top, do it EXACTLY vertically. Angles fighters like the Hornet and Eagle won't follow you unless they have energy on you, in which case you should have done a check and extend first. Do not accelerate while going vertically but try to sustain your speed as long as possible. In the vertical, roll to whatever angle you want against the target in their turn (aim for a point above and behind them). Make sure you account for enough radius in the turning circle from the target because you are going to come down on them hard and fast and don't want to waste speed trying to get turning room on them. In other words, make sure you don't end up going too fast to turn in behind them. 250 at the apex is what you're aiming for and probably 230 knots at the apex would be the minimum. Much slower than that and you should have started the over the top faster or spent less time in the vertical. (The Viper typically loses pointing straight up vs things with two engines). This sets you up for a check and extend as your nose falls 5-20 degrees below the horizon. Don't go too fast though, else you will waste altitude. 300-330 is plenty fast here and is the minimum turn radius for the Viper so it will preserve your altitude as you pull through the vertical and away from the earth. You have the option to check and extend again as you're coming out of the loop 5-20 degrees below the horizon. If you are going, for example, 450 knots and you want to do an instantaneous turn into the targets turn circle, bleed off speed at a rate that will leave you at around 330 when you are closest to them. (330 is the minimum radius turn speed for the Viper.) When coming close to the target SUSTAIN 330 knots to get behind, even if the target begins to extend away in his turn circle (your line of sight is moving up your canopy). As long as you are directly behind the target spatially (low aspect angle), the increasing HCA (Heading Course Angle, aka angle off) isn't a big deal because you can just check and extend to a lag pursuit. Practice maintaining full pitch deflection at 330 with a really deep slice but be careful not to let the nose get too low, it takes a lot of energy and time to get back up. A split-s is a good maneuver for the Viper at 330 (minimum turn radius). Have a nice check and extend before you come out of it. You will notice the Viper is very powerful 5-20 degrees below the horizon but most angle fighters like to climb in an oblique maneuver (climbing turn). Don't follow them into this as you will eventually lose. It is best to allow a vertical separation. A quick check and extend can get you over 500 knots fast while they're still at corner speed and you can do a hi yo-yo or even an over the top to get back on them, with energy. This might surprise them because they think they're beating you due to the expanding vertical distance and your check and extends are gaining them angles. If they're inexperienced they are probably getting too slow because it looks to them like they're beating you and they get excited and start pulling too many Gs. For an IR fight you do want to get into a 1 circle (I prefer the term nose to nose) but get out of the flat scissors asap by converting it to a rolling scissors. The airplane at the top is going slowest and the airplane at the bottom is going fastest and you want to get behind them. I'll let you figure that one out but don't forget about check and extend. If the target gets an angle on you pop flares and disengage the afterburner even before they Fox2 you. Hopefully you are going well over 400+ knots at that point. I think this covers all the Viper's most obvious strengths and weaknesses that I've noticed. Obviously do the don'ts if you have energy on the target but you might be surprised at how much doing the don'ts will ruin your energy management. I didn't really talk about aspect angle but you should be able to work it out with the info I've given. BTW, turn circle is the geometry of an aircraft's sustained turn and turning room is the ability to turn into their turn circle (get behind them).
    2 points
  41. I’m sure it’ll launch just fine. The problem is it’ll stall and fall into Davy Jones’ Locker right afterward. Note that on carrier launched F-4s -American or UK- the landing gear is raised (similar to the F-5) before launch to increase the AoA. This system for obvious reasons was deleted from the land based models. Without that extended nose gear , a naval Phantom will stall and fall into the drink. As would a land based F-4E bereft of catapult assistance.
    2 points
  42. Back of a cigarette packet calculations I’d say a take off roll of around - with absolute minimal fuel and NO ordnance - likely around 1100 meters. Then IMMEDIATELY form up on a tanker. Not too sure of accel rates for J79, but even if being generous, launch from flat top unlikely. Airspeed would be so low that the moment you have to rotate nose up due to no more deck, you will immediately be in buffet and stalling out, prior to becoming a speed bump for the carrier.
    2 points
  43. Yes. I'm just talking about how they just used the S530D for the AI models of the F1 that carried the S530F as a placeholder until the S530F could be added.
    2 points
  44. Eh? How is it unrealistic, like at all? While only having one very specific aircraft and no variants is absolutely less than ideal (personally, because it doesn't lend itself to a comprehensive experience and often I'd like to have accurate variants for my scenarios), it does make sense to do it that way - it manages scope, gives you a clear and well-defined end state to the module, simplifies research and falls in line with the entire goal of DCS, according to its own product description. Especially, when you consider that we have more than enough trouble as it is getting modules completed and working properly for features fully within scope, without needing to dramatically expand it and that's after you consider that we have items that have either been axed or weren't planned to begin with, despite falling well within the narrow scope of some modules (especially the F-16 and F/A-18). Surely, if we're having such a problem getting aircraft completed as it is, the last thing we should be doing is piling on more and more features, when we haven't even got the ones we already have working properly? Surely, if anything is 'unrealistic' it's vastly adding to the scope, when we have enough trouble with the scope as is. The Harrier is weird because they initially went with a mid-ish 2000 version but then later on changed its scope to the 2010s. IMO, what they should've done is make 2 distinct variants, instead of making a hybrid. This way both sides of the aisle are happy with the minimum amount of compromises, even if the 2 aircraft are largely copied and pasted from each other. Taking Wags at his word, the 4 HARMs thing is in scope for the module - it isn't inaccuracy. If they wanted to make multiple versions of the F-5, then I'd absolutely be happy with that and it keeps everybody happy with the least amount of compromises. What I don't want is taking an aircraft and trying to fudge its way into trying to represent everything, while being accurate to nothing, especially given the above.
    2 points
  45. Hi, Massun92. Thanks for the great assets. I'm trying to retouch your TUG texture as civilian airlines' liveries like ...
    2 points
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