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Showing content with the highest reputation on 02/04/23 in Posts
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DOWNLOAD Drop in "Saved Games\DCS.openbeta\Mods\tech" They're all prefixed with "RAP". There are 2 variants for each loco/carriage: one for use on the Syria and Persian Gulf map, one for the Caucasus and NTTR. Trains don't seem to work on the South Atlantic map. Not tested on Normandy or The Channel. CONTENT:15 points
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Hi The Normandy2 map is nearing completion. The development team would like to thank the participants of the DCS Forum for their great interest in the project and for their active participation in the discussion of the first results shown last fall. On the map added the original airfield Orly and standart airfields Stoney Cross, Lymington, Odiham, Deadland, Friston, Amiens-Glisy, Poix, Ronai, which were important for this theater. The total number of airfields will be 65. In recent months, considerable effort has been devoted to the task of streamlining the project, and a great deal of work has been done to adjust the color scheme of the whitewashed component parts of the project - buildings, fields, and trees. Much attention was paid to the original objects of Paris and London, including famous historical monuments. Transport and military infrastructure have been worked out in detail. Original objects Airfields (Thanks to the guys from the forum, they made the changes that were possible) What time is it now?11 points
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5 points
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Hello, Almost 4 years ago I did a Discord bot to share to players what is the current mission on the server, mission time (to see if it's day or night), and even see who is flying on a server without need to start DCS. So I did something using Node.JS + Discord.IO. But it's not a very neat solution because it means each server owner needs to create and host his own Discord. The best solution would be ED to has his own Discord bot because all those data are already available: Then, only one bot would be existing, and server owners wouldn't need to host their own Discord bot to connect their server to their community Discord. Of course I opened to ED a ticket to see if there were interested (maybe 3 year ago?), at this moment we didn't give a next. I continued to develop my bot, I shared a bit more information, server's password, SRS version and parameters for example. But those data would not be accessible from a ED server (I guess, but I may be wrong): But one day, the Discord.io framework wasn't supported anymore, so I had a redo a part of the bot, but the bot was still working, even today is still working, so I postponed a lot before redoing the bot. In the same time, I saw other Discord bot for DCS, for examples https://github.com/DCS-gRPC/Custodian or https://github.com/Special-K-s-Flightsim-Bots/DCSServerBot , but it wasn't the same language (remember, I basically choose NodeJS) and it wasn't the functional possibilities I was looking for. I don't really want to manage my DCS server, I prefer to create more "social" interactions between the DCS server and the Discord server. The last months, I finally re-did the entire bot to migrate from Discord.io to Discord.js and I also redid the lua part. Now, the current bot is sharing more data, and I called it : DIGITAL BOT SIMULATOR The server automatically says when the DCS server is OFF: And I also create a channel to follow what's happening in the mission, as you can see, I can share lot of events : During a dogfight we can see: And sometimes an accident: For now, I share almost everything, but I'll make an easy true/false panel to let the admin chooses what he wants to share on the Discord. I'm also trying to find a solution to talk from the Discord channel to the in-game DCS chat. I already did something working with the old bot, still also working: But the technical solution wasn't very clean, so I prefer to investigate and see if I can do something better. If you want to see the bot running, you can have a look on my Discord server: https://discord.gg/ZUZdMzQ . For now I'm still working on it, but yes : I plan to make it available pushing it to Github with a guide for any admins to download it and use it on it's own server. I just don't know when. If you have any questions, please, do it in a public place (on this topic or in a public channel on a Discord, you can also find me on the official DCS Discord server or on the modding hub Discord server) ). I don't want to answer in private because your question(s) could interests other players. See you soon Asta☠4 points
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3 points
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The C-23 Sherpa would be a great fit for DCS, given its short range, in-theatre role of rapid distribution of parts and personnel.3 points
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Update February 3, 2023 - 1: TTI SP v2.4.2a Added Mirage F1-EE module. Mission will spawn the proper tanker for this module as well. Mission now recognizes several mod aircraft as tanker-compatible aircraft (F-22A will spawn the boom tanker for example) Fixed an issue on Caucasus where a helo mission marker was slightly offset. Ground convoys both red and blue are now randomized at EACH spawn, utilizing the standard 'spawning pool list' method. This means convoy templates are no longer edited within the mission editor. ease check documentation on how to edit convoy spawning pools Fixed an issue where the tankers were spawning too low below low cloud layers. Fixed an issue in Random Air Traffic script where too many AV-8B's were spawning on the LHA-1, along with too many helos. This number has been reduced and options were added. Added an option to remove debug options such as "End Mission" from the F-10 debug menu. Added red/blue_ship_supplytilde to spawning pools and the Zeus spawning list. Check documentation for details. Added red/blue_ship_ls_ropucha to spawning pools and the Zeus spawning list. Check documentation for details. "I'm hit ejecting"/"Eject" friendly voice lines will not play if the aircraft that gets destroyed is an un-manned aircraft (drone). Helicopter related scripts (CTLD, CSAR) will now only load if and when a player occupies a helicopter slot. FARPs are still usable for other aircraft even without CTLD or CSAR scripts. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo53 points
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Update February 3, 2023 - 1: TTI SP v2.4.2a Added Mirage F1-EE module. Mission will spawn the proper tanker for this module as well. Mission now recognizes several mod aircraft as tanker-compatible aircraft (F-22A will spawn the boom tanker for example) Fixed an issue on Caucasus where a helo mission marker was slightly offset. Ground convoys both red and blue are now randomized at EACH spawn, utilizing the standard 'spawning pool list' method. This means convoy templates are no longer edited within the mission editor. ease check documentation on how to edit convoy spawning pools Fixed an issue where the tankers were spawning too low below low cloud layers. Fixed an issue in Random Air Traffic script where too many AV-8B's were spawning on the LHA-1, along with too many helos. This number has been reduced and options were added. Added an option to remove debug options such as "End Mission" from the F-10 debug menu. Added red/blue_ship_supplytilde to spawning pools and the Zeus spawning list. Check documentation for details. Added red/blue_ship_ls_ropucha to spawning pools and the Zeus spawning list. Check documentation for details. "I'm hit ejecting"/"Eject" friendly voice lines will not play if the aircraft that gets destroyed is an un-manned aircraft (drone). Helicopter related scripts (CTLD, CSAR) will now only load if and when a player occupies a helicopter slot. FARPs are still usable for other aircraft even without CTLD or CSAR scripts. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo53 points
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я вот уже несколько лет выпрашиваю правильную карту Кавказа!!! Пускай даже платную!!! Но разработчики не хотят слышать.И этот ужос с кривыми улицами "неизвестных" городов и дорогами не в том месте очень сильно раздражает! Даже в Ил-2 правильная местность и города,хоть и на момент 40-х годов! А за мфс я вообще молчу!((( Может кому та и пофик,но я здесь живу и хочу видеть приближенное к реальности(как в мфс,где и дом мой и гараж и всё остальное на своих местах!),а не фантастические художественные вымыслы!(((((((((((((((((((((((3 points
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After struggling with the Jester interface for a couple years now, I want a cursor for A2A mode. With a human RIO I can tell them verbally to hook a contact to my 2 o'clock 40 miles out, or to hook the hostile contact behind me in my ground stabilized mode. Without a human RIO I'm at the mercy of Jester to hook the right contact, and it's pure luck of the draw, and he never hooks anything useful in ground stabilized. They gave us a way to slew the LANTIRN in A2G mode as a substitute for being able to tell a human RIO to slew left/right etc, (although it's tied to using a head tracker for some strange reason, they should just allow us to ditch the "put the dot in the circle" method and let us map it to an axis), and they gave us q-eyeballs to simulate being able to tell a human rio to move the LANTIRN to something we see outside the cockpit. My wish is to have a similar substitute for A2A mode. Not direct control of the half action TID cursor itself, but some kind of red dot or something I can slew as a substitute for being able to verbally direct a human RIO. Also, they should make every Jester function able to be mapped so we can access via Voice Attack without needing Vaicom/AIRIO which is now blocked by pure script integrity check settings. I'm hoping for major improvements in Jester 2.0.3 points
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This is an exceptionally unrealistic projection at present. We're getting close. Soon we'll have poured two years of very hard work into the Phantom and thus we're rapidly approaching completion. There will be some gaps between releases as this is something that all parties feel is good, but the development or release schedule on a macro level is not influenced by the 15E. Put simply, and with all due respect, we do our own thing and don't really care much about other third parties. I wouldn't even say we consider other releases quite as competitors, as the rising tide raises all boats in DCS. In the end, our release and development schedule is dictated by quality first and fiscal responsibilities second. Exact release day, seasonal timing or other release deconfliction are a distant third.3 points
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thanks for reporting, we will fix hopefully with next update.3 points
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3 points
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Please add the option to the rearm/refuel page, to only rearm or only refuel or both. Sometimes I don't need new weapons, only fuel, but it also updates my armament - that takes unnecessary time.2 points
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Everytime your pilot gets killed, you instantly switch to exterior view greeted with the sound of loud explosion and everything else. This makes DCS as a horror game. Specially when you are not aware. Yes i know Skill issues getting killed first, but you cant not die forever. So it would be helpful if you die you dont get teleported to exterior view rather stay in cockpit but make it that you cant click things like when you die flying helicopter. Or have it as an option for those who prefer to keep DCS as a Horror game Cheers2 points
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Agree .. it's a real shame that 18 months after the Module first appeared it still has not got a proper manual, bad point for ED. While we wait for ED to solve this, I suggest giving Chuck's Guide a read .. was updated last month and at almost 500 pages it covers all aspects of the Hind, Chuck2 points
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Yeah BUMP! I've pretty much quit playing DCS for now due to this paticular bug and the lack of improvement in AIM 120s over the past few years.2 points
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2 points
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2 points
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O.K. Danke an alle Ihr habt mir damit sehr weitergeholfen. Gruss und. schönes WE an alle2 points
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So the question is whether it is possible to have three or more icons, not whether you can have three way switches. The solution, as far as I know is to have text instead of icons when you need more than two states.2 points
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If your so full of knowledge why don’t you try being a little more constructive in actually helping these guys, who reads a manual from cover to cover before jumping in and having fun anyway..2 points
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I'm a big proponent of aircraft from the 1956-80 period and I'm very sympathetic to the ongoing trend in DCS towards Cold War simulation. In view of the upcoming introduction of new modules like Mig-19S, Mig-23MLA, F-4E, F-100D, A-7E but also the Sinai map, a Mirage III/5 would be a great addition to the DCS community. The Mirage III/5 was an extremely successful airplane series. It has served with over 20 air arms around the world. It had a long successful career from 1962 until well into the 90s. In action in major conflicts: Indo-Pak Wars 1963-71, 6-Day War 1967, Yom Kippur/October War 1973, Libya-Sirte 1972, Falkland/Malvinas 1982. Many of these scenarios can be represented with the maps Syria, South Atlantic and the upcoming Sinai.2 points
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If such an option gets implemented, it should rather be just a black screen. Imagine the amount of people who will get confused thinking they are still alive just because the view stays in the cockpit. And then they think DCS is broken because they can't click anything and cannot control anything.2 points
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I calculated the probability that I will be buying the F-15E. Taking into account numerous factors, the economy, the phases of the moon, global warming, etc, and came out with an exact prediction of 0.0%. Repeating the calculation for the F-4E Phantom I get 99.999981% accounting for the possibility that the earth will be destroyed between now and release date.2 points
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Yes, the detection trigger is heavily requested, but some added functionality like time detected and such could make it even more useful. Like you've said there are cases where something may only appear on the radar for a second. Not enough time to really gain any meaningful info. The mission designer might not want this to count as detection. However, there is some functionality to do this as is, such as by timing the detection with a flag counter. But if these things could be built into detection triggers themselves, that would be very useful.2 points
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A simple man can simply say, just make your own datalink system that can work across all other modules that share the same, similar datalink system without knowing every little details. There are documents that outlines L16 capabilities. Similar to how the current IFF is implemented one could argue that its rather simplified but for a greater good that allows everyone to enjoy the product. Just my 2cents, respectfully.2 points
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2 points
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I know that it is almost imposible.. but I would love to have a better pilot AI to just be the RIO in single player missions. Don't tell Iceman to fly straight or climb or whatever. Just he fly and we just make our job. I suppose is very difficult with the AI DCS has. I wish now that AI chatters and drawers are comming, that future AI would learn from humans to do it better so the gat between humans and Bots would be impossible to realize.2 points
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Update February 3, 2023 - 1: TTI SP v2.4.2a Added Mirage F1-EE module. Mission will spawn the proper tanker for this module as well. Mission now recognizes several mod aircraft as tanker-compatible aircraft (F-22A will spawn the boom tanker for example) Fixed an issue on Caucasus where a helo mission marker was slightly offset. Ground convoys both red and blue are now randomized at EACH spawn, utilizing the standard 'spawning pool list' method. This means convoy templates are no longer edited within the mission editor. ease check documentation on how to edit convoy spawning pools Fixed an issue where the tankers were spawning too low below low cloud layers. Fixed an issue in Random Air Traffic script where too many AV-8B's were spawning on the LHA-1, along with too many helos. This number has been reduced and options were added. Added an option to remove debug options such as "End Mission" from the F-10 debug menu. Added red/blue_ship_supplytilde to spawning pools and the Zeus spawning list. Check documentation for details. Added red/blue_ship_ls_ropucha to spawning pools and the Zeus spawning list. Check documentation for details. "I'm hit ejecting"/"Eject" friendly voice lines will not play if the aircraft that gets destroyed is an un-manned aircraft (drone). Helicopter related scripts (CTLD, CSAR) will now only load if and when a player occupies a helicopter slot. FARPs are still usable for other aircraft even without CTLD or CSAR scripts. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo52 points
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Update February 3, 2023 - 1: TTI SP v2.4.2a Added Mirage F1-EE module. Mission will spawn the proper tanker for this module as well. Mission now recognizes several mod aircraft as tanker-compatible aircraft (F-22A will spawn the boom tanker for example) Fixed an issue on Caucasus where a helo mission marker was slightly offset. Ground convoys both red and blue are now randomized at EACH spawn, utilizing the standard 'spawning pool list' method. This means convoy templates are no longer edited within the mission editor. ease check documentation on how to edit convoy spawning pools Fixed an issue where the tankers were spawning too low below low cloud layers. Fixed an issue in Random Air Traffic script where too many AV-8B's were spawning on the LHA-1, along with too many helos. This number has been reduced and options were added. Added an option to remove debug options such as "End Mission" from the F-10 debug menu. Added red/blue_ship_supplytilde to spawning pools and the Zeus spawning list. Check documentation for details. Added red/blue_ship_ls_ropucha to spawning pools and the Zeus spawning list. Check documentation for details. "I'm hit ejecting"/"Eject" friendly voice lines will not play if the aircraft that gets destroyed is an un-manned aircraft (drone). Helicopter related scripts (CTLD, CSAR) will now only load if and when a player occupies a helicopter slot. FARPs are still usable for other aircraft even without CTLD or CSAR scripts. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo52 points
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Update February 3, 2023 - 1: TTI SP v2.4.2a Added Mirage F1-EE module. Mission will spawn the proper tanker for this module as well. Mission now recognizes several mod aircraft as tanker-compatible aircraft (F-22A will spawn the boom tanker for example) Fixed an issue on Caucasus where a helo mission marker was slightly offset. Ground convoys both red and blue are now randomized at EACH spawn, utilizing the standard 'spawning pool list' method. This means convoy templates are no longer edited within the mission editor. ease check documentation on how to edit convoy spawning pools Fixed an issue where the tankers were spawning too low below low cloud layers. Fixed an issue in Random Air Traffic script where too many AV-8B's were spawning on the LHA-1, along with too many helos. This number has been reduced and options were added. Added an option to remove debug options such as "End Mission" from the F-10 debug menu. Added red/blue_ship_supplytilde to spawning pools and the Zeus spawning list. Check documentation for details. Added red/blue_ship_ls_ropucha to spawning pools and the Zeus spawning list. Check documentation for details. "I'm hit ejecting"/"Eject" friendly voice lines will not play if the aircraft that gets destroyed is an un-manned aircraft (drone). Helicopter related scripts (CTLD, CSAR) will now only load if and when a player occupies a helicopter slot. FARPs are still usable for other aircraft even without CTLD or CSAR scripts. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo52 points
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Update February 3, 2023 - 1: TTI SP v2.4.2a Added Mirage F1-EE module. Mission will spawn the proper tanker for this module as well. Mission now recognizes several mod aircraft as tanker-compatible aircraft (F-22A will spawn the boom tanker for example) Fixed an issue on Caucasus where a helo mission marker was slightly offset. Ground convoys both red and blue are now randomized at EACH spawn, utilizing the standard 'spawning pool list' method. This means convoy templates are no longer edited within the mission editor. ease check documentation on how to edit convoy spawning pools Fixed an issue where the tankers were spawning too low below low cloud layers. Fixed an issue in Random Air Traffic script where too many AV-8B's were spawning on the LHA-1, along with too many helos. This number has been reduced and options were added. Added an option to remove debug options such as "End Mission" from the F-10 debug menu. Added red/blue_ship_supplytilde to spawning pools and the Zeus spawning list. Check documentation for details. Added red/blue_ship_ls_ropucha to spawning pools and the Zeus spawning list. Check documentation for details. "I'm hit ejecting"/"Eject" friendly voice lines will not play if the aircraft that gets destroyed is an un-manned aircraft (drone). Helicopter related scripts (CTLD, CSAR) will now only load if and when a player occupies a helicopter slot. FARPs are still usable for other aircraft even without CTLD or CSAR scripts. Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo52 points
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2 points
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Ja das wäre schön... so ne 2.7 performance hat mich auch gut 10-15FPS gekostet Und die Wolken waren in 2.7 ja genau so hübsch, auch wenn sie nur still am Himmel standen. Klar, ne dynamische Wetterbewegung ist Mega, doch hätte ich sie als Entwickler vorerst in der Schublade gelassen, solange die CoreEngine noch nicht bereit dafür ist. Da hat ED nur 2Dimensional gedacht.2 points
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Personally I find the F-4EJ to be one of the coolest aspects of DCS: F-4E! We'll be introducing a Japanese pilot option post-EA release as well2 points
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Hi. The problem is known and a fix is coming.2 points
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we have asked the team to take another look at this thank you2 points
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2 points
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Hello, maybe we forgot to add this part in this simulation We will check it. Thanks for reporting2 points
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Только-что закончил облетывать этот аэродром на F-16. Короче, локалайзер по RAW дата (то бишь по планке HSI) на 33 полосу ведет четко по курсу, при этом директор, что любопытно, ведет немного правее. Ошибка директора имеет угловой характер, соответственно уменьшается к торцу 33 полосы. Глиссадный Сасранец (GS) там тоже есть, но он очень заглючен и привязан скорее всего к 27 полосе, при этом центр равносигнальной зоны валяется на земле и заводит самолет чуть ли ни по подземной глиссаде. Ужос, но фан получен))) На кабане поведение, по крайней мере на 33 полосу, точно такое же. Вывод - косяк карты. На F-10 информация о наличии ILS вообще не отображается, только в редакторе.2 points
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A unit detected in zone trigger. Maybe add a modifier for the amount of time detected. For example: Unit detected in zone X time detected >1 second. So crossing a ridge with only a very brief detection wouldn't trigger an immediate response. But just having a detected in zone trigger would be great. And before anyone talks about Is omniscient AI, no it is not. I've tested it to deth, and even recreated the TopGun "good morning aviators" moment. So there is definitely a detection logic at play. It would be nice to be able to use it to script missions. I can think of numerous uses for this. I personally would love to use it to simulate alert, and QRF aircraft.2 points
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2 points
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Some news on the 4/30 Vexin project. After a month in the military, work as resumed on 2 liveries for 4/30 Vexin. This was a Mirage F1 squadron permanently stationed in Djibouti.2 points
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Hi Vinc, thanks for your help. Works great! thats the new code: https://pastebin.com/hGaPPxqM regards Ivor 20230201_083653.mp42 points
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2 points
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2 points
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