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Showing content with the highest reputation on 01/19/23 in all areas
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Hi guys. We have reworked the pitch control to reduce sensitivity, I think you'll find that curves become much less necessary after the next patch. More than an FM issue it's an issue of how a 'home' control stick that has no trim movement or reaction forces is represented in-game (this is a design choice for the developer). Regarding lateral stability, at high AoA it's recommended to use the rudder. We've also reworked the NWS controls and the result is a more satisfactory behaviour on the ground now. Keep in mind it will still be quite sensitive, according to how it is in the real aircraft. Some work on high AoA behaviour will continue to be done after this update. Also, @chichowalker is a former F1 pilot so he will be able to solve your doubts better. In general, the next update will change many things and I think you will like the changes.7 points
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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 document7 points
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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. DOWNLOAD6 points
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By ED, new weapons coming as GBU-15 y AGM-130 with the RAZBAM F-15E6 points
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I have collected about 1600 datapoints, with 40/50 charts like this: This is the speed at impact of an AIM-54A Mk47 in one of my testing scenarios: Mach vs range. I'm in the process of putting together a short video showing the results. There are a few nuances with the Phoenix, is much more interesting and complex than the AIM-7, for example. Yesterday I pushed the introduction, which aims to clarify some of the points necessary for the Phoenix to work. Moreover, manual loft is just that "bit more" over an appropriate geometry and employment parameters: I still see so many players launching down in the weeds at target 50 nm away and cold or flanking. No missile will ever catch those targets. In a couple of days, or early next week, I should have the Part II out, showing sweet spots for the different variants, tests vs low / offset targets and a couple of interesting observations. As I said, it's a bit more complex than the loft of the AIM-7. And I reiterate: this is not some sort of holy grail or hidden secret, this has been a thing since LOMAC, but it was not always necessary (ah, the old Mk60.. ). Manual loft won't make your missile perform better if you do not know what you are doing, actually, it is the simplest way to trash your missiles.6 points
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6 points
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Literally 12 pages of SME's, enthusiasts, and I believe, at least 1 person from the company that makes the module, telling you, it's not gonna happen, and yet, here you still are, trying to push for it anyway... Ya, you're right, visual impairment is a real thing. Perhaps forums aren't the right place for you.5 points
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@Rudel_chwI can't wait to start working on the Mirage F1 once I'm done with the Viper update.5 points
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Just wanted to say thank you for this beautifully made module. I am really enjoying it and love the fact that we get fly the upgraded versions. I think more devs should do this. I'm sure you have alot of work but I would happily pay for ground attack variant like EQ,CT or CZ. Keep up the good work Aerges and I wish you all the best.4 points
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In this DCS: F/A-18C Hornet video, we’ll look at some of the changes coming to the Electronic Warfare, or EW, page. This consists of new ALR-67 symbols and enhancement. It’s important to understand that enhancements are regarding an existing emitter contact on the EW display, they cannot be displayed independent of an emitter symbol. Let’s get started. First, we have a new symbol for Early Warning Radars, or EWRs. These are the large, low-frequency radars that operate independently of a SAM site. These now appear as stylized radar dish. Another new symbol is for radar-guided anti-aircraft artillery units like ZSU-23-4 or Gepard. This appears as a bent line with two protruding lines on the top. Now let’s look at some of the new symbol enhancements. First is an open-X symbol that will surround an emitter symbol that is also jamming. If the FLIR is slaved to an emitter on the EW page, a circle will surround the correlated symbol. When a HARM is handed off to emitter also on the EW page, a staple will be drawn below the EW symbol indicating the two are correlated. If an EW symbol is correlated with a friendly radar contact, a hemisphere will appear above the symbol. If, however, the radar contact is ambiguous, it will appear as a staple above the symbol.4 points
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4 points
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4 points
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This is the result of the fact that a large part of people coming to DCS are looking for an arcade air equivalent of Counter Strike rather than a simulation ... Almost like wishes for hanging a set of 8 pieces of AGM-114 or 4 pieces of M134 under the OH-58D ... And probably in the topic for each module, such "flowers" are found. In the case of this topic, after the declaration from RAZBAM that there will be no option to remove the CFT, this topic should be ended. But unfortunately, every now and then someone comes who hasn't read more than the last page, maybe two... and so on...4 points
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This taking a while to get out of the door is probably frustrating for all parties involved. Especially for The_Fragger, this is his baby and I am sure nobody wants to see this getting released more then he does. Stuff out of your control can be super frustrating, respect for all the people that still want to make this happen after all this time. Good things come to those that wait. In the mean time we have plenty of stuff to enjoy in DCS and one day the Bo-105 will be there, Im sure!4 points
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4 points
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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.4 points
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3 points
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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...):3 points
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3 points
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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: 120.0003 points
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They arrived today and from various pics around it was apparent this may have required a little more work than it actually did. By mounting the UFC/HUD directly to the 8040 but then using the mounting clamps for the side mfd's I was able to get them in a position that much better matched the VR cockpit and I wasnt having any issues reaching forward for the knobs and getting the correct ones. It does feel like I have to reach a little further forward than they appear in VR but that can be solved if I want. I was planning to cut various pieces of 8040 to directly mount the mds to but the clamps in this orientation seem to work well. It was apparent from before they arrive that with the UFC/HUD on the 8040 the lower mfd would not align well enough. Some longer m5 bolts using nuts as spacer replacements brought it out. To this point, less work than I thought and unless I really need some placement finetuning in VR I think I can leave it like this3 points
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3 points
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I also am using this mod, to essentially remove shadows outside of the canopy, set shadows to medium (the will be hi res in the cockpit, but no cascades, or very few, outside the cockpit) note that this will not deal with the "soft flat shadows" issues which seem to be completely separate Shadows Reduced Frame Rate Impact v2.zip3 points
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@YbuQc sorry, running a bit late with checklists update. Probably in the next update... For the time being I just had time to add a new function to directly upload datacards to Discord. I plan on making a detailed video showing usage, and maybe refine the GUI a bit more... time providing3 points
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Hi mate, welcome to the forums. Dunkirk aerodrome is tricky, perhaps not the best place to learn how to land short with a heavily powered aircraft. Besides bear in mind the concrete area is really short, not necessarily intended to be "the whole runway" but a part of it, don't hesitate to use the grass area also, you aren't getting off runway. I don't know exactly what you do for trimming, yes you should trim your aircraft properly in every moment of the flight and landing is a critical one. It's not that hard to proper trim, but you need to practice it. No secret, just trim your aircraft until you feel no upward/downward force in the stick and the aircraft flies "hands off" in the pitch axis. Uncontrolled glide paths are a common source of problems while landing. Also remember the old adagio in aviation, 80% of the landing is a good approach, so if you're struggling to manage the aircraft in that situation don't try to push it with short landing glides too close to the runway, take your time making a proper landing pattern the long you need it. Once you learn the basic it's easier to make shorter patterns later on. Yes, to right turning props it's usual the left tendency in general, but make no mistake, torque works both ways, left when you add power, right when you cut it, so it's pretty normal when you cut throttle to notice the right tendency or lack of torque because the aircraft is built to counter the left torque present most of the time. Anyhow in a Fw190 you shouldn't make an approach with no engine unless you are really high, when you come in with your engine on the right oposite torque is not that much of a problem. Maybe you're trying to land too slow and that's why you notice even more that. Remember 240-250 is a good glide speed for the 190, which will be 210-200 when crossing the threshold, and after roll out and cutting engine you'll touch ground about 190-180 Km/H or so. Good luck .3 points
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Hey there, Sorry at this time I don't want to share it for local reference since I haven't finished it, and I've had previous documents of mine ripped by virtual squadrons without my permission. When I finish a basic overview of the F1 I may make it more accessible once I get someone to clean my work up.3 points
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Uhh but that’s feet, not meters .You’d need about 2000 more .Not sure I follow your take off performance calculation anyway . Probably would need to match your smoking habits for that.:) Not to leave you empty-handed , I found this old video from the german armed forces . Its in german, but you can at least use the autotranslated YT subtitles. Ignore the cheap attempt at Top Gun vibes, but it gives a few interesting glimpses of the F-4s radar screen at work while scanning for /locking a target and the gunsight in action, plus some short but nice air combat maneuvering training scenes .3 points
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3 points
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That is correct. I mention it in the change log. It's because of DCS/me limitations. There is a certain envelope I have to keep within, if I want the max range I have to increase the min range or the other way around. If I find another way to do this I will update the missile in future releases.3 points
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Using 3d laser scans to improve the quality of the model and improve scaling. the scans for this particular section were abit messy but there is still enough detail to see the longerons and the square in the wing where the emergency dingy is stored. Scans with less area can be more detailed to the level where you can see panel lines and induvidual rivets but due to the nature of the scans (this one with holes was 22 million polygons), its not feasible to do with larger components such as a whole wing3 points
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3 points
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Soon to be released in the Misc Military Assets by Currenthill - the M142 HIMARS. It will be featuring three different weapon loadouts: GMLRS GLSDB ATACMS3 points
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3 points
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Well I ended up going down a rabbit hole after seeing an image of this F-4E (68-0345) with a single piece windscreen forward of the canopy bow: Apparently close to the end of production, F-4E's coming out of the micky-D factories in the 80's had these, and they ended up in Missouri ANG units as well as I believe a Greek export bird or two. Curious if anyone has more info or an official source on this!2 points
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This is a big ask, but would it be possible for those of us with hand tracking to eventually see the arms and hands of the virtual pilot in VR take the place of the current nomex gloves? I think this would be a total game changer for those of us who fly in VR with the pilot figure turned on. You can already get a feel for what it would be like if you currently fly with the Apache pilot turned on and watching him move his hands/arm to interact with the monocle. It would be awesome if we could reach up and pull it down ourselves. I have not tried it yet (need to be the hand tracking soon), but there have been some YouTube videos surfacing about hand tracking now working a lot better after the most current updates (video below, not mine). If we already have hand and arm movement with the Apache pilot, I would love to extend this to hand tracking where we can see ourselves reaching forward and interacting with everything in the cockpit in the VR body. I think this would turn up the immersion factor a lot. It has already been done on other VR games, I feel like ED could eventually pull it off. Thoughts?2 points
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...with any other DCS warbird by ED (apart from Dora) I would add. Can't comment on I-16, 'cause I don't own it. Both Fw-190s in DCS are quite demanding to land smoothly from my subjective perspective, Dora being even worse of the two. Gear down and flaps down, if slowing a bit too much they glide like a piano and increase sink rate at alarming rate . They have their own brutal charm I admit, but I wouldn't recommend them for warbird training when someone new comes to DCS. @noelgallagher if you really really want to practice operating from the shortest fields, have you considered doing it with the free Mustang for a while (which is much more tame in comparison) and once you're consistent and comfortable with flight modelling in DCS in general - then switch back to more tricky Anton?2 points
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Given the quality of these mods I really don't want to complain though noting a few things I came across 1. if we drive the lead vehicle in the group the other ai vehicles in the group don't follow the leader. However if we set the lead vehicle to ai, the other vehicles follow suit. 2. Autopilot is not working, if we press c the vehicles dont drive themselves to waypoints.Not sure if it is a known behavior. I tried above with the civilian suv.. not tried with other vehicles. I'm getting really obsessed with the civilian Ural. Such a beauty! Pretty sure the next few days n dcs, I'll be on the road driving rather than in the air flying.2 points
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The images in the manual including the Crimea are from an old 2006 version, we have no plans to include the Crimea in Caucasus terrain. In the future we will change the images in the manual. thank you2 points
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so turning off the shadows on the canopy glass saves about 1ms on the GPU and CPU for me...2 points
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Coolie Left or right long will make the MFCD SOI. However, in this case you don't get the "NOT SOI" message because neither of these MFCD pages is a sensor, so you cannot make the MFCDs SOI. Switch to the TAD, TGP or MAV to be able to make a MFCD SOI.2 points
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2 points
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The Viper RWR is WIP at the moment. Expect a lot of new/changed functions for the Viper RWR in one of the next OB updates.2 points
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While still waiting for this campaign to drop, do you plan more F 14 Campaigns? I mean now we have the RAG and Zone 5 as "Training", will you send us to deployment with stuff like CAS or Recon or things like this?2 points
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@RodBorza @jubuttib @MAXsenna Since I have already brought up the subject once, you three deserve that I take the trouble to explain to you in more detail what lies behind my educated guess. However, I am currently working on 2 more videos on APACHE flight behavior, in general, which I would like to complete beforehand. It will therefore take a few weeks. In any case, thank you very much for being so open to the topic and the discussion.2 points
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You guys are going about this the wrong way. It is just a matter of getting the boat going fast enough. I’ll have a word with the coal shuffling guys below decks - and alert the fleet because the wake we are about to create may flip the destroyers escorts over.2 points
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Kann ich bestätigen! Mit VR gewinnt man ein vollkommen anderes Erlebnis in DCS und mag nicht mehr anders unterwegs sein!2 points
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2 points
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2 points
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Thanks first of all for the map, I can't wait to fly on it! One question out of curiousity: Will Egyptian SAM revetments be included or should we add them manually in the mission editor? Egypt is full of them, the picture below is just the currently active ones we can see on publicly available imagery. If you need any help to find SAM revetments, I would be happy to provide a .kmz file with hundreds of active and empty sites. It's not a must have but I am just curious and hyped2 points
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Frank sagt es richtig. Die Grafik entspricht nicht der höchauflösenden Auflösung vom Monitor, was vorwiegend für die Landschaft und Gebäude gilt. Aber bei dem Feeling in 3D-VR bekommt man das eh nicht so mit. Gruß Carsten2 points
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