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Showing content with the highest reputation on 02/06/23 in Posts
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Hi, Just noticed that Luiz Renault has released an updated version for DCS 2.8: https://github.com/luizrenault/a-29b-community#version-052---25-jan-2023 Just tried it and seems to work with no issues ... but I still can't guess how to use the FLIR Will test it more completely dirong the next week.10 points
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Haha, what? Please refrain from slinging unfounded accusations around. I really don't have to explain myself to you, but okay. The 3d models I purchase comes with a license that doesn't require me to credit the 3d models original creator. As long as I make sure not to distribute the original model in its native format I'm following the license agreement. In the rare cases I use models with a different license agreement I credit the creators as per their wish, a good example is the Swedish Military Assets where I used some models with this kind of agreement. I would appreciate if we could keep this thread on topic.8 points
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When I look at photos of France on my monitor, the color of the grass is completely normal. Like for example here. But on the same monitor on the map "Normandy" and it also seems "Normandy 2" grass and trees of a strange unrealistic color and texture. As in this screenshot I understand that the grass can be a little lighter and a little darker. But on the map, the trees and grass are too much unnatural now. I really hope it will be improved, I am very tired of trying to get a normal image on the monitor.8 points
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7 points
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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:5 points
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@Urbithe guys explained already to you how things are working... pretty clear I would say and documented as well. Why don't you just step back and let these guys to enrich our beloved game? They have better work to do then reading a "ChatGPT" like comment?5 points
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5 points
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It would be great if we can have a mouse only option to move the mouse cursor. Right now if you move your VR headset, it will move the mouse cursor. This is problematic because the slightest movement of your head moves the cursor. Even a mm move and the cursor follows. I know you can disable the mouse. But you should also have an option to disable the VR headset from moving the mouse as well and only use the mouse.3 points
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I have been flying and greatly enjoying the Mirage F1 over the last couple of days. However while playing I have been thinking of a few additions or improvements that could be made to the overall interface of the module which, in my opinion, would greatly improve the player experience: The ability to change aircraft settings in-mission: Currently laser codes, countermeasure programs, burst and salvo settings seem to be only selectable from the mission editor. This is fine for pre-canned single missions but in open multiplayer servers this makes it impossible to adapt the jet to the situation or player preference, since the ME is not accessible. Currently, the standard method for changing settings like this for the vast majority of modules in the game is via the kneeboard, for example as on the F-5E here: This is a fairly good way to do things since it allows the aircraft to be set on the ground after spawning in, but the options are locked in the air where they would obviously not be accessible to the pilot, and I would love to see something like it implemented. (I love the inclusion of checklists on the kneeboard by default by the way) For countermeasure programs and burst/salvo settings another option would be to be able to override the ME settings through the Special Options menu, as seen for example on the JF-17 here: This would allow players to set their preference and not have to fuss with things when entering a mission. However, I think the ability to change things in-mission should be the priority. Add a Special Option to force enable or disable the radar cover: Related to the above, the current method for removing or attaching the radar cover shroud is perfectly fine for ground starts, however it is impossible for a player to adjust it for an air-start mission. Having an option in the Special Options tab to force the shroud on or off (or leave it according to ME settings, of course) on all missions would both make this possible and generally make it so players have to fiddle with less things to configure the jet to their liking when spawning in. Idle and afterburner detent zones: This has been mentioned a few times by others on the forum. The F1's throttle seems to have a large range of travel dedicated to the afterburner which makes it difficult to control in normal flight with most consumer throttle. Adding an option to set how much of the travel is dedicated to idle and AB would make things easier for players to adjust to their setup. For example, the Mirage 2000 has an option like that in the Special Options tab of the game: More keybinds: There are some bugs with the keybindings that you are probably aware of, but besides those, I think adding additional options to go directly to various radar modes and range scales, for example, instead of only incrementing them up and down one by one, would be very welcome. Faster dial scrolling when clicking the mouse and dragging: Currently it is very time consuming to adjust dials such as the TACAN additional target bearing and range, or the fuel indicator. Making it so that clicking and dragging the mouse on these dials will adjust them faster, while leaving the scroll wheel slower to make fine adjustment, would make it much easier to handle those systems. This could be tied to an option in the Special Options tab so players can adjust the speed to their liking. Adjust or display fuel quantity as of last refueling/rearming: Currently refueling in-missions seems to automatically reset the fuel indicator to the correct level, but attaching external fuel tanks does not seem to change it, leaving the player to have to manually calculate how much fuel they should have or make adjustments to it. Either automatically adjusting the quantity based on what external tanks were loaded (or, again, having an option in the Special Options for that) or leaving a note on the kneeboard for how much fuel was loaded on the jet as of the last time it was refueled and rearmed would make this a lot simpler. For example the Mirage 2000, which has a similar fuel system to the F1, displays such information on the kneeboard: This would be beneficial for future variants with air-to-air refueling capability, where a message from the tanker about how much fuel was transferred could be noted down to allow players to adjust their fuel totals appropriately.3 points
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? Those functions that the F-16 does have, like the OVFLY, are NOT on the vipers roadmap, and they are implemented, so that answer doesn´t mean anything3 points
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We're* Collectors, not Pilots! (*to whom it may apply)3 points
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And when did you change your approach to that? I thought ED (and other third parties) wanted to make complete machines (except for undeclared features for sure) By the way, OVFLY is a very practical feature what really SHOULD NOT missing. I'm rather disappointed that the way the A-10C for example is done / made is not reflected in other / newer modules regarding to that roadmap..3 points
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3 points
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Das ist der sogenannte "Notch". Moderne Pulse Doppler-Radare wie das der F-15C erfassen Kontakte anhand des sogenannten Dopplereffekts. Dieser entsteht aber nur, wenn sich das Ziel auf einen zu- oder von einem wegbewegt, da dadurch die zurückreflektierte Radarstrahlung gestreckt oder gestaucht wird. Durch diese Technik ist es modernen Flugzeugen möglich auch Kontakte zu erfassen, die tiefer als sie selbst fliegen ("Look-Down-Fähigkeit"), da sie sich durch diesen Dopplereffekt vom dahinterliegenden Boden unterscheiden. Fliegt der Kontakt jedoch 90° zu einem selbst fehlt dieser Dopplereffekt und das Radar kann den Kontakt nicht auffassen. Man spricht dann davon, dass sich das Ziel im "Notch" befindet, bzw. dass das Ziel einen "notchen" tut. Das ist dementsprechend auch eine beliebte Taktik um sich feindlichem Radar zu entziehen. Das soll so sein Bei Youtube gibts dafür viele Tutorial-Videos, die dieses Verhalten anschaulich beschreiben (allerdings zumeist in Englisch). Einfach mal nach "dcs notching" oder allgemein nach "radar notching" suchen.3 points
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Although I can't wait for the release of this map I have to agree with some that the WWII maps look cartoonish and over saturated. A reference photo of the region is not a good representation either as most of those are also over saturated as some people believe this looks better. I can't stand the trend in over saturation of photos but I digress. I think the detail and scale of the new map is epic and seriously can't wait for campaigns in this region but I do also think it looks cartoonish.3 points
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3 points
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3 points
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I am with you on that one. The C-2 would be the most entertaining cargo aircraft to operate because of its carrier capabilities. And since it uses the same engines and wings as the E-2 Hawkeye a third of the work would already be done for when they can do the Hawkeye.3 points
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3 points
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I've just completed mission 7 (of 12), and have several observations. Overall enjoying the campaign so far, would give it a 7/10 if pressed for a score. Definitely going to see it through to the end and form a full opinion then. The good: There's an incredible amount of depth, time, and effort that has clearly been put into this campaign. The most obvious example is custom knee boards every mission that recap frequencies, mission tasks, and maps of the AO. The scripting of individual bits is very impressive, and you must have toiled away in the ME for months getting it all to work. Haven't really had any triggers fail so far (which is amazing), but sometimes it wasn't immediately obvious what I needed to do to hit the next trigger. Fully voiced campaign adds some nice immersion; The vast majority of voice actors do a great performance and are miles ahead of any text-to-speech robot voices. Overall this is a positive, but will detail some areas of improvement shortly. Apache content hasn't been all that forthcoming in the grand scheme of things, so it's nice to have a formal first Apache campaign - hopefully the first of many! I've scoured the User Files site for any and all Apache content and I'd say this is definitely a step above the overall average. There's a real effort in the middle of the campaign to get you up to speed on shipbourne operations (mainly just TOs and landings) which was nice to see, and may encourage more missions like this in the future. It even gets you practicing three different types of approaches to the Tarawa, but I'm not certain anything besides the same approach the harrier would take are relevant. The neutral: You're likely to need to be rather comfortable with the aircraft before trying the campaign - the first mission especially just drops you in quite a dangerous environment (if you're not using stand-off distance/terrain masking properly) and I got wiped first time round as soon as I let George do the flying. This is more a point for George in his current state, but you really do need to be doing the flying during combat (brings me onto my next point) There's an awful lot of text in the mission briefings, and not all of it seems relevant. Personally, I would trim some of the excess out so it's more obvious from the start where/what you're meant to be doing. This may help emphasise the story a bit more, and help clear up any confusion as to mission parameters - could always bundle the extra detail bits (e.g. the wall of text on various ship landing techniques) into a supplementary PDF for those looking for more detail..? The bad: For the always 2-crew Apache, you can't play this campaign in COOP!!?? What!? Had a look on the forums and not sure if this is a limitation of DCS campaigns themselves though As mentioned above, the vast majority of the voice acting is pretty good, and adds immersion. However, there's one VA (PLT of your Apache, and I suppose canonically the playable character) who adds no emotion and is pretty clearly reading it all off a sheet without any context of the conversation. The mission also centres around you flying a UAE Apache, but the PLT is an unemotional American, which only stands out more when you're flying around a very convincingly Arabic CPG. I would also say some of the dialogue itself is a little clunky at times (again mainly with the PLT) but overall doesn't detract from the immersion of having conversations in the first place. The voice lines from characters such as the tarawa ATC are incredibly quiet/muffled, but thankfully you also included the text on screen so I could actually understand what they were saying. There's a couple of rather long missions where you're a wingman to an AI flight lead, and you spend a large chunk patrolling around in a straight line before the AI nearly wipes you out every time they change waypoint; You then fly back in a straight line. Mission 2 for instance I'm not actually sure I let off any ordinance, but I do have a feeling that some of the triggers might have broken..? Speaking of triggers some are a bit fiddly - one example is you're tasked with chasing down a fleeing enemy helicopter; you start so far away that I ended up several tens of KMs from the AO by the time I downed it before having to return. If you're a real sucker for details I believe there's some factual inaccuracies such as: The notion that your CPG failed his test to be an Apache PLT; fairly sure both crew are trained and competent in both seats, and often swap mission-to-mission Apache pilots being able to read two books at the same time I'm fairly sure is a myth that comes from Ed Macy's aptly-named book "Apache". Still well worth a read despite some potential embellishments. Reasonably sure the only Apaches that are sea-worthy are operated by the UK AAC. Personally don't mind on this one as the LHA can be fun to operate out of, but again if you're a sucker for detail then there it is. Overall; lovely to see the first Apache campaign (hoping it's the start of a great many more!) - you've clearly put a lot of time and effort into the details which is much appreciated. Probably a fair bit of effort to do, but I would sub out the PLT voice actor and some of the masses of briefing text, and then the experience would immediately jump to an 8.5/10 in my eyes. Thank you for your time and efforts!3 points
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3 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?3 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 well3 points
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This short video is a great visualisation of how FOV changes our perception of speed.3 points
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Hi There are some small issues in ABRIS format 1.The ABRIS editing line for Vy under FPL-VNAV page is misaligned. ABRIS editing line for Vy under FPL-VNAV page is misaligned .trk 2.The "editing box" for Info point name and coordinates under "ABRIS-PLAN-Addition INFO" is placed too left,causing misalignment.(with the maximum length of info point name reached) editing box forI nfo point name and coordinates is misaligned .trk 3.When saving a route,the name of route is placed too right,and causing the last letter of the route name out of the screen(with the maximum length of route name reached) last letter in the name of the route out of screen .trk They are just minor details,but hope they could get fixed. Thanks2 points
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The EE doesn't have a radio altimeter. That reading comes from the barometric central and it's limited to 1900 ft.2 points
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I would try the following: Set your Monitor res properly (as suggested above) SSAA: off SSLR: off SSAO: off MSAA: 2x (you could probably do 4x if configured properly but start with 2) Anistropic: 16x (this barely makes a hit on GPU I find, might as well crank it) See how the above effects your FPS to start then: Civ. Traffic: Decide how much you like this as it can take a large hit on your CPU (call draws which could prevent your CPU from sending enough info to your GPU) Heat Blur: Do you really want this (I never cared for it much as I'm in cockpit 99.9% of the time ) Clouds: Ultra (ooooo those do look pretty but do eff with FPS) Then Shadows: Like clouds, they're pretty, but can make a large hit. If you can find enough FPS improvement in above you can probably afford to start bumping things like scenery details and forest visibilty. Personaly (in VR) I bring Forest details down as lower poly trees look almost as nice as the full poly trees. Hope that helps. We haven't touched on other factors like do you have any software running in the background like discord or other tray apps that are eating CPU cycles.... Lots of guides on line. DCS will take some time (as will any flight sim) to help setup properly for your rig. We must have been replying at the same time... good catch, he said he had a 1440p monitor. You are basically rendering wasted pixels... That alone should afford you big gains.2 points
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This really is the shame of it all. I have tried a few times to get NineLine on discord to look at this post and I think he said he did a while ago, but I never heard anything further than "I'll have a look".2 points
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The F-15C and D´s in IDF are sometimes equipped with CFT´s and bombs so they look like F-15E´s. Here´s one with JDAM, which I count as a guided weapon. I am no expert on the F-15, just saw some pics of gray IDF Eagles with a lot of bombs a while ago and first thought they had painted their F-15I's gray.2 points
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Looks like this desync was fixed a few months ago, but for some reason was not included into public DCS version. Will be available in the next update.2 points
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I disagree, a bubble canopy adding more drag is in reference to an "inline" canopy or other design, not to no canopy at all. A windshield with its edge exposed will create turbulence and increase drag compared to a full bubble or other design. Removing the bubble canopy would only further increase the drag, not decrease it. Given that it goes against the conventional understanding of aerodynamics, I would say the burden of proof is on you to say that no canopy reduces drag compared to having a canopy. Overwhelmingly, a partial windshield or open canopy will be more draggy than a fully enclosed canopy. However, of the fully enclosed canopies and fuselages, there are designs between the two that have better performance at the cost of visibility. Now, canopies do add drag overall to the aircraft, but you must have them. An aircraft with only a fuselage (no exposed pilot or canopy) would be much more clean of a design aerodynamically than any of the relevant canopy designs for WW2 aircraft. The bubble canopy adds drag in comparison to the earlier P-51A/B canopy. If either design were open or missing it's canopy, it would add drag and be extremely uncomfortable for the pilot at higher speeds.2 points
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I set up three groups and as a driver of a transport was able to pick which group I wanted to pick up, then transport them where ever I wanted, I was also able to do this with each group and transports them to different locations. Couple things I would still like to see is multiple pick ups and drop offs in one mission. So I pick them up, drop them off, they do their thing then I pick them up and take them somewhere else. As well, I want to see it added so you can do all this as tactical commander, so you send the transport to a location, order the troops to embark, then move the transport on the F10 screen and order the troops out. All without having to be the driver.2 points
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Personal opinion is that the F-15E will have no impact whatsoever on the F-4 release. It typically takes many months to years after an official announcement for a module to actually come out. With the F-4, we haven't seen a single system video, flight model video, etc., like we did for the F-14 and now F-15E, and those start (again) months to years before the module is actually ready for release into early access. While HB has stated they're far along with the F-4, until I start seeing those videos, I won't even consider how far away the module is from release. If it comes out in 2023, great! I intend to buy it even though I almost only fly the Turkey. The F-4 is a piece of Americana that I will not suffer to lack in my hangar. But, given that we have very little other than an announcement video and an official forum, I'm estimating it will be many months before the Phabulous Phantom actually releases into EA. I doubt seriously there will be interference by the F-15E by the time the F-4 is ready.2 points
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Looks like you put up the gear too late. The gear has a maximum speed that you should not exceed, otherwise the gear will break. I don't know the max speed number for the gear but usually extending the gear below 250 kts and retracting gear as soon as you are in the air should always keep you within limits.2 points
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2 points
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I have one in the makings, just had to finish some other stuff first. But it's on its way.2 points
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With multicrew now being a thing in several modules, this would be an amazing feature! I've played some great MP coop content with friends, but an actual campaign system that tracks progress, scores, kills, and deaths for all players and allows for easy coop flying would be sooo cool, and I'm sure it would expand the player base. I also believe many campaign creators have already said they'd start work on MP campaigns (be it multicrew or multiship) in a heartbeat if it was fully supported by DCS. This really could be a magnificent thing to have!2 points
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2 points
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2 points
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Fantastic. One small remark though: Most (90%) of the roofs covers in Paris are slate grey, not tile red. Hope this very nice map comes soon!2 points
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2 points
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Простите,я пропустил вашу трансляцию,а еще в Дюссельдорфе сегодня сьезд был эндоскопистов-так я тоже забил. Я придрался к шрифту,вроде четко сказал. Я почетный флудераст на одном из форумов. Про хотелки-так уже сотни страниц написаны же.Главные-видимость как в ИЛ 2,динамическая кампания как в Фалконе 4,ну и по мелочи.Но е орем же мы капсом про это))Симулятор пожарки-ну да,всем нужно.Прям толпа народу будет на пожарке дежурить.А горящий выпрыгнет около дрома))А так,здОрово,небось.Но не здорОво. Но ,ищите и обрящите. СН 53 вроде делают,или 47 ЗЫ Я до этого вскользя читал,сейчас еще по диагонали. Манипуляторы для погрузке....Симулятор крановщика.Джва года,чтоб зашел в лес-там эльфы и бандиты.2 points
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Блин.Обычный шрифт поставить-не умеем,но идей по развитию-масса.А вчера гоняли кошку мадам Полоцукер.Хотяяяяя....Мэдраннер на УАЗике в Сирии,это будет круто))) Дижитал оффроад симулятор.2 points
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На одной выставке видел VR симулятор наземного персонала - народ в виртуальной реальности криво-косо тушил пожар возле техники и всякое другое вытворял. Но это была не игровая разработка, а для профобучения. Выглядело уныло, явно не хватало корованов.2 points
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2 points
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Шел 2023й... своеобразная часть комьюнити DCS продолжала просить подписку, как в свинорылых MMO которые не буду называть. Воистину, люди на территории бывшего СНГ сами же хотят страдать, платить и потом ныть про это.2 points
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Yes, you are right, only the really dedicated RedFor guys would, but have you taken time to research on how many of those dedicated people are there? I don't think you seem the big picture. I have met many friends in the wests who only fly RedFor planes. The Chinese community is also growing larger and larging, and most of them prefer Eastern planes. Take a few minutes a day and trying to log into a Chinese server and you will see how much population they got in there. Not to mention Chinese groups which live in west like me. It is just a matter of the limitation of social circle. When you are so in love with the western planes, obviously you would have an tendency to socialise with people who share the similar interests with you. And gradully, you would believe that most people only fly western planes, because everyday all you see are the people in your circle. That is the same case with me. I am also surrounded by people who loves Eastern planes and frankly most of them are from west. I also found few Chinese groups who also prefer western planes. If you like, I can introduce them to you if you have a discord. I also know a few mid-East friends who came as refuges, and they are very familarised with the F-16 and F-18, because they have spend their entire childhoods being bombed by them on weekly bases. Good luck trying to convince their groupies to fly western planes. So, it is just a matter of social circle.2 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.2 points
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They are indeed fixed. All TDC movements are done with a similar to throttle TDC on each hand controller. And yes the triggers are dual stage. Here is a layout of the hand controller functions: TDC: TGT POD: LOS control HRM: Cursor control (press and release to expand map) RBM: Cursor control (half action trigger active turns it into elevation control) A-A Radar: Cursor control (half action trigger same as RBM) TSD: Range/Bearing line control A/G guided weapon: Seeker LOS control Coolie Hat: Forward: Scroll MPD pages (on the same side of cockpit as controller) Aft: Scroll MPCD pages (on the same side of cockpit as controller) Left: Take command of MPCD display (Move cautions with Master Caution pressed) Right: Take command of MPD display (Move cautions with Master Caution pressed) Trigger Half action: TGP: Track/Untrack HRM: Expand Enable/PPI range change enable A/A Radar: Elevation slew enable RBM/BCN: Elevation slew enable/PPI range change enable TSD: Track/Untrack A/G guided weapon: Track Command Trigger Full action: TGP: Designation/Cue/Update position HRM: Designation Cue/Update position A/A Radar: Target designation RBM/BCN: Designation/Map/Cue/Update position TSD: Cue command A/G Guided weapon: Same as half action Auto ACQ/Mode Reject Forward: TGP: Narrow/Wide FOV HRM/RBM: Smaller Window (reduces PPI range when half trigger active) A/A Radar: HD TWS/RAM TSD: Smalelr Cue footprint A/G guided weapon: Narrow/Wide FOV AACQ/MR Aft: TGP: Return to Cue HRM/RBM: Larger Window (increases PPI range when half trigger active) A/A Radar: Normal TWS TSD: Larger Cue footprint A/G guided weapon: Return to Cue AACQ/MR Down: TGP: Undesignate HRM/RBM: Mode Reject (PSL/Undesignate when cursor function is TGT rather than MAP/CUE/UPDATE) A/A Radar: Mode Reject back to search TSD: Return to PP map A/G guided weapon: Missile reject to next guided weapon in launch sequence Laser Fire Button: TGP: Laser Fire/Stop Fire HRM/RBM: Freeze/Unfreeze A/G Guided Weapon: Seeker Cage/Uncage and Seeker Dome Cover shatter. Also GBU-15/AGM-130 Power Change Over Castle Switch Forward: TGP: Cursor Blank HRM/RBM/BCN: Command Cursor to Map function TSD: Decrease Map Scale A/A Radar: MRM Search mode A/G Guided weapon: Commands seeker to boresight Castle Switch Aft: TGP/HRM/RBM/BCN: Command Cursor to TGT function TSD: Increase map scale A/A Radar: SRM Search mode Castle Switch Left: TGP/HRM/RBM/BCN: Command Cursor to CUE function TSD: Toggle between cueing radar and cueing TGP A/A Radar: Target Undesignate Castle Switch Right: TGP/HRM/RBM/BCN: Command Cursor to Update function A/A Radar: Missile Reject Castle Switch Press: TGP/HRM/RBM/BCN/TSD: Sequence Point Select A/A Radar: Quick Step Also: Right hand Controller Interrogate: Forward: IFF Interrogate Aft: EWWS and NCTR Activate Left hand Controller CMD Dispense: Forward: Manual Dispense 1 Aft: Manual Dispense 2 (Semi automatic)2 points
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