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Showing content with the highest reputation on 03/18/23 in Posts

  1. Thanks, Beldin! I appreciate that. For a minute there I thought there was little interest in the AI Ship mods. Either way, I will continue to create them no matter what. I'm currently working on the USS Mount Whitney and USS Blue Ridge. I should be releasing the newly updated Aquitaine Frigate Normandie and Foundre Class LPD soon as well. Thanks to you all for your continued interest in the mods.
    13 points
  2. Type 45 Destroyer 1.1.0 released! Changelog Version 1.1.0 Fixed Phalanx 3d model offset placement Fixed Naval Strike Missile being upside down Fixed Naval Strike Missile launcher hatches opening inwards
    9 points
  3. Hello dear friends. We are still doing the latest testing and improvements to the Sinai map for early access. I think that these will be the last screenshots before early access, it is impossible to convey in screenshots huge amount of work done. Thank you all again for your support and feedback - it really helps to move forward and make the map even better!
    9 points
  4. Type 055 Destroyer 1.2.0 released! Changelog Version 1.2.0 Changed Type 1130 CIWS to burst mode Fixed Type 1130 CIWS 30 mm APDS performance Fixed YJ-21 minimum launch range (60 nm) Removed redundant texture files
    8 points
  5. work continues on the Bronco, stay tuned ! Thx for your support !
    7 points
  6. IV. / JG.3 Pattern Frankendora. These were most likely upgradedand refurbished Antons
    7 points
  7. I've just released an update for that one. Working ST and MT. Next releases will include lasing and better autopilot.
    6 points
  8. Definitely a high possibility. As for the PAC-3, it's already available. Check under Sweden on my site and you'll find the LvS-103. Which is Sweden's designation for the Patriot system. The 103B is actually the PAC-3 MSE. The complete Patriot battery is available in both a stationary and a mobile version, so you can have them deploy in a mission.
    6 points
  9. Thanks! Yep, I try to implement more structure since the number of assets are starting to grow. Glad you liked it.
    6 points
  10. Updated RWR database In regards to RWR identification. I've asked Nightstorm to add my radar equipped assets to his RWR mod featuring most of the mods out there. But until that's available, here's a version of the original RWR list with all my assets added. It goes here: C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Scripts\Aircrafts\_Common\Cockpit It adds the following assets (including variants of them) to the RWR database: Pantsir S1 SPAAGM Pantsir S2 SPAAGM Admiral Gorshkov Class Frigate Karakurt Class Corvette Monolit-B STR Arleigh Burke Flight III Destroyer Ticonderoga CMP Cruiser Type 45 Destroyer HSwMS Visby Corvette Lvkv 9040 SPAAG LvS-103 PM103 STR RBS 90 VSHORAD UndE 23 STR Type 055 Destroyer Type 052D Destroyer PGL 625 SPAAGM HQ-17A SHORAD https://ln5.sync.com/dl/8a36e84f0/qtgncghm-faqrt8nm-4rj85qw6-4pfduaph
    6 points
  11. Pantsir SPAAGM 1.2.0 released! Changelog Version 1.2.0 Fixed radar emission error
    6 points
  12. Wrapped up the 301s. Packed. Off to my minions to do some last minute testing before i push this thing out! 12. Squadrons. 1 Squadronstaff. 3 Groupstaff. Some pics of the various versions youll get:
    6 points
  13. JestHer | Female RIO | Complete Jester Voice Replacement (digitalcombatsimulator.com) JestHer is a complete sound replacement of the Jester voicelines. https://youtu.be/ZEswMBLRyIs Edit: Download Link: https://www.dropbox.com/s/lpt6hbbbae2q8l8/JestHer Voice Mod.zip?dl=0 Alternate Download link: https://drive.google.com/file/d/1SYfkp8v3Bft6-Go8VeTJWStjTho2U4Rl/view?usp=drive_link Update 06/01/23 - Fixed Closing canopy file name (thank you to @bonesvf103) - Fixed incorrect filename "nails six ol cock" (thank you to @Despayre) - Added new carrier landing voicelines as suggested by @bonesvf103
    5 points
  14. Now Sinai map ~ 55 GB, but I think that this value will increase, I can’t say by how much
    5 points
  15. The more the better. Storage is relatively cheap these days and quality always comes first... Ok ok... For me
    4 points
  16. And in the Programming side of things Build 05 is totally standalone and will feature its own set of radars simulations this includes. Air to air air to ground weather I started working in designing the radar which will be displayed in the HUD and also in the MFD, a day ago i did some quick tests to get a template runnning and to see if it was possible to have the radar display in the hud like the real thing and yes its possible, below are some testing shots i am doing, i have to program its design and behavior and symbology so stay tuned, we also now have the ability to fire guided air to ground weapons, all this is possible without SDK or any ddL from ED which is a good thing, The su-57 is totally standalone and custome including EFM and thrust vectoring and now its own radar, we also have our own unique HUD and HMD for the SU-57 all WIP and being developed. i added: Radar DEvices Radar electrical systems Radar folder. clickable for radar interaction. HMD Sample HMD and RADAR Templates WIP. And now Air to ground Targeting as well.
    4 points
  17. All are focused on multi-threading, while the APACHE flight model has significantly improved. Since this is probably only of interest to helicopter enthusiasts, this has been completely lost in the update log with all the new electronic bells and whistles. It was worth waiting for this video on the mobility of the AH-64 because the update now finally provides fun in the pilot's seat and changes a lot. FOLLOW-UP I don't know how official the claim is that there was no change in the flight model of the Apache. But if you compare video 2 before the update with video 3 after the update, you can see and hear the differences quite clearly. So can it be that it is only due to MT? Yes, it can be. Helicopters in DCS are, unfortunately, a battle of materials. The better and, unfortunately, therefore, more expensive your hardware, the easier it is to fly. This is also true for the processor. But it doesn't matter what the reason is. The Apache has significantly changed for me with the last update to the positive. But still not my 1st choice.
    3 points
  18. Thanks for posting this! I don't want to take all the credit here, because the foundation (ie: implementing the Varjo quad views) is all done by Eagle Dynamics, and that is frankly THE complex part, that they have achieved without anything from me. Adding the foveated rendering on top was quite easy. @BIGNEWY I always love to share some useful feedback for the dev team, so maybe you could forward some of this to them: 1) With XR_VARJO_quad_views working, adding XR_VARJO_foveated_rendering is really super simple! The dev team should check out the OpenXR spec for details. It's very straightforward, just need to add a few things here and there to make a great feature! This is all my program does really. Let's wait for feedback, but I feel it is well worth the effort to implement inside the game for all Varjo users. My code is also open source and can be used as reference (see link). My code is more complex than if it was done in-game, and implementation in the engine is likely < 50 lines of code total. 2) I did find what looks like a bug in the engine, that made things a little more tricky: it seems that with multithreading, the engine is sometimes mixing up the FOV values that it submits with each frame. This causes the FOV values queried to render frame N+1 to be submitted for frame N instead. The trace below shows an example of it (see the "display time" values and how the submitted FOV values for view 2 and 3 do not match the correct frame display time? Red arrow shows what needs to be done instead). This bug breaks foveated rendering because it introduces a 1-frame warp of the focus area, and I put a workaround for it in my program (that literally does what the red arrow shows, by matching the FOV values with the correct frame display time).
    3 points
  19. Hey! The Admiral Kasatonov (renamed in its latest version to Admiral Gorshkov Class Frigate) was a joint venture between me and the Admiral. In regards to the Type 45, these are different assets. The Admiral made one and I made one.
    3 points
  20. Currenthill great work as always!!! ... I forgot to thank you for sorting your mods by nationality on your website. Much easier to search and find what you need. Thanks again.
    3 points
  21. "You got a perfect skin..." testing out Doughguys new beautiful retexturing...
    3 points
  22. Just throwing in my opinion. I think it can be very easy to state that you want the manual to include lots of tactical aspects or 'how to' parts in it. However I can completely see how that leads to an ever expanding scope where more and more is needed due to the complexity of the module. I mean, @Karonwhen you started FlyandWire did you anticipate that you'd end up writing your Virtual Backseaters Guide of 600 pages, that builds on the manual? I've written parts of my own syllabus that takes a different angle and to get everything right is pretty time consuming and you really have to be tight in ensuring you don't end up adding more and more sections - for what you thought may take a couple days balloons into a week. I'm not in a position to comment on HB's working practices etc., and there are things that need to be updated, since when I was learning the module properly I was sent down rabbit holes to see how it functioned in DCS. But I completely understand that the scope of the manual is kept to describing systems rather than how to use it. It'd be a huge and unwieldy thing
    3 points
  23. Yeah this is hopeless. I'm loving the V for Victory campaign, but the AH is really starting to annoy me. Such a fundamental instrument, and that campaign has plenty of clouds/nights/need for the damn AH. Please @NineLine can you give this a nudge?
    3 points
  24. 3 points
  25. Thanks! I've updated the Iranian FAC asset. The Igla MANPADS range wasn't correct. It'll work as intended now. But still, don't forget its range is pretty short. Max altitude is 11500 ft and max range is 2.8 nm. It's also very susceptible to flares.
    3 points
  26. Iranian FAC 3.1.0 released! Changelog Version 3.1.0 Fixed Igla range issue Fixed Igla soldier recoil error
    3 points
  27. Im changing & re-editing my TurAF livery entry. This yellow trainer/torpedo bomber Mk.IIIs stationed at 3rd AB, not 1st. Because of that, I updated the link and changed some things on the livery. I also made 1 additional TurAF livery which is exactly stationed at 1st AB. Im sharing that livery too at this post. THIS IS MY ENTRY FOR TURAF LIVERIES TurAF 1st Air Regiment Eskisehir AB Bomber Wing: https://www.digitalcombatsimulator.com/en/files/3329688/ TurAF 3st Air Regiment Gaziemir AB Trainer / Torpedo Bomber Wing: https://www.digitalcombatsimulator.com/en/files/3329261/
    3 points
  28. Hi folks, I've not seen this written up in any manuals or tutorials for the Mi-8 specifically, so I thought I'd show how to navigate on the MGRS grid (or, any grid actually) with the Mi-8 Doppler system. The video is what you get when you hit "Start Recording" in OBS and upload a single unedited take. So here's the essential steps: Set COURSE ANGLE to the magnetic bearing of MGRS Grid North for your area. (Use F10 ruler and measure up the side of an MGRS square). For Tshinvali it's 345°M. Set LATERAL DEVIATION KM and DISTANCE KM to the easting and northing of a landmark you'll overfly after takeoff. E.g. Tshinvali stadium is at MM1676, so I set EAST 016, FORWARD 076 Turn on the Doppler system as you overfly that landmark Your EAST and FORWARD positions are now your MGRS coordinates and will keep updated as you fly Use the Left/Right/Fwd/Aft buttons to correct your position as needed when you have an opportunity The reason to use a landmark as your starting point rather than your takeoff point: you get no groundspeed below 50 km/hr, and I'm pretty sure it takes a few minutes for the doppler radar to warm up, so if you're starting up as fast as you can (and why wouldn't you) you're going to be off by several hundred metres. Your Doppler radar will lose lock if your bank angle exceeds about 15°, pitch angle exceeds about ±10°, drift angle exceeds 45°, or groundspeed drops below 50 km/hr. It's not the end of the world - it will continue to feed the nav computer with the last groundspeed and drift angle it had (or 0 km/hr if anything under 50 km/hr - I'm not certain on that one), and this will make your position less accurate. The English cockpit for the Mi-8 currently has labels on the DISS-15 Doppler nav computer which don't agree with the Russian cockpit or the translations in the manual but I think this is getting looked at: LATERAL DEVIATION KM is labelled DRIFT ANGLE KM DISTANCE KM is labelled FLIGHT PATH KM COURSE ANGLE is labelled MAP ANGLE Disclaimer: so far I've only tested this as far as the distance between Tshinvali and the clearing 40km away where people with rifles make holes in my hydraulic system.
    2 points
  29. even 1 pixel is too big. It garners an advantage for those running lower resolutions. Imagine (exaggerated for effect) a 50" screen running at 720p... apple sized pixels... you can see a fighter as soon as it appears. On the flip side if you are running super high res 8k, you can't even see a single pixel. This makes those who are playing competitively who are running a lower res monitor have an advantage. On the flip side if you just render aircraft at proper distances, those with higher resolution monitors in theory have an advantage, but I believe its the better system as although a single pixel on a low res monitor is less pixels than 4 pixels on a monitor with double the res, if the monitors are the same size the viewable aircraft is the same size. But then of course those running larger monitors have an advantage over those running smaller monitors. There is NO SOLUTION as long as players are buying different hardware. Its the whole idea behind homologation in motorsports for instance. There is no way around this unless you have standard hardware which would be ridiculous. Like everything else in this world (including all games as you can gain an advantage with buying better hardware), people can gain an advantage with purchasing better hardware. IMO, eff FAIR. Make the sim realistic (no sprites, proper render distance and they appear when they appear). If you are focused on some advantage for MP, then go nuts. I'm focused on a realistic experience and know that as in real life, some advantages will exist for some.
    2 points
  30. Wow, looking so beautiful !
    2 points
  31. Hi. Your log says this: 2023-03-17 21:44:25.581 INFO APP (Main): Loading cached auth data... 2023-03-17 21:44:25.881 ERROR ASYNCNET (Main): Auth data is for a different DCS version. 2023-03-17 21:44:25.884 WARNING APP (Main): Login failed, offline auth is not available. 2023-03-17 21:45:27.930 INFO Dispatcher (Main): Loading installed modules... Try this: Go to "Saved Games/DCS.../Config". Delete "authdata.bin" file. Start DCS and log in with your username and password.
    2 points
  32. Alle konzentrieren sich auf Multithreading, während das APACHE-Flugmodell deutlich verbessert wurde. Da dies wahrscheinlich nur für Hubschrauber-Enthusiasten von Interesse ist, ist dies im Update-Log mit all dem neuen elektronischen Schnickschnack völlig untergegangen. Das Warten auf dieses Video über die Mobilität des AH-64 hat sich gelohnt, denn das Update sorgt nun endlich für Spaß auf dem Pilotensitz und verändert einiges.
    2 points
  33. Version 2.66a (hotfix 1) is released. Change Log: Fixed profile crash using HOTAS Cougar with modules using DMS for SnapViews. AH-64D: Added Trim Reset to S3+H4U/H4P. JF-17: Mapped altimeter setting to S3+LGAIN and remapped flood light to MFD3 S3+SYM Mosquito: Set radios to mimic F-14 (2 radios and intercom) with SRS and Warthog Throttle. M-2000C: Added radar mode commands back to Warthog throttle base. Added Aux Gunsight Elevation to MFD3 S3+GAIN Updated bindings since 2.66: AH-64, JF-17, M2000C Updated SnapViews since 2.66: none Updated Custom Luas since 2.66: AV-8B, F-14, UH-1H
    2 points
  34. Great Mod! We recommend! Thank you @_BringTheReign_!
    2 points
  35. As mentioned before, very well done @_BringTheReign_! Thank you, I am sure many will like this!
    2 points
  36. Having JDAMs in a side by side configuration on stations 2 and 6 is supported in DCS using loadouts with the *-* option, however as in the RL photo, you then can't carry A2A missiles on outer stations 1 and 7. The slanted configuration is chosen when carrying a A2A missile AND 2x JDAM on an adjacent station.
    2 points
  37. Puh, i don´t wanted another desert map but it looks really good. Also it´s a good aera for intresting scenarios. Most of them happened in the past and the map is supposed to show the present, but it's still interesting. I'm already looking forward to the first sightseeing flights. The interaction with the community, which I've followed here, especially with regard to the SAM sites, is great too.
    2 points
  38. Voice lines are about 95% similar to the existing Jester lines - here's a video showcase as well:
    2 points
  39. Happy to inform that LANTIRN and TCS is fixed in MT after today's patch
    2 points
  40. Can you clarify that ED intends to improve the quality of these displays in the future, or is this a design decision that ED has implemented and is satisfied with the current render quality?
    2 points
  41. I run a 5120x1440 monitor and a 1920x1080 touchscreen with an 4080, it has no problems with everything on high/ extreme hitting 100+fps roundabout (with some exceptions).. I run msaa x2 but with 1440p I can’t tell any difference between x2 and x4 and very very little between off and x2 ( mostly around the HUD glass and cockpit edges).SSAA off, sslr off, SSAO I toggle back and forth sometimes because I fell like it gives a hair more depth but unless you’re really nitpicking details its not much difference.. I leave motion blur off and depth of field off ( good for cinematic, not really necessary in regular play) grass/ clutter leave to the lower end, not because of performance, just because I don't like 3’ tall grass blades. Global cockpit illumination off as well. Chimney smoke at 1, preload at 100,000, forest /object detail/ distance maxed …really it lots of personal preference. Your system should handle everything topped out without really even trying, especially at 1080p. As far as reshade there are sooooo many filter to choose it’s tough to say these are the best. You really need to try them one by one and see what they do and find the best combo for your screen, depending on how well the lighting is, contrast, color representation on your monitor(s)etc. A good way to start though, with no performance impact,IMO, is go to nvidia settings-desktop color/ appearance while in the game caucuses or Syria on a nice sunny day( or just after sunrise/ before sunset (active pause works great for this) and play with the contrast, brightness etc.. and the big player- digital vibrance.. You can make dcs really pop by just changing that slider.. a little goes a long way on this one.. yes its doing this on a global level, but you’re essentially tuning the color/contrast etc for your monitor to get the best picture quality from it, which imo should always be done first on any screen before faking it with post processing. Of course reshade can add on top of that if you’re looking to boost clarity/ sharpness more or fine tune specific color spectrums or fine tune lights and darks. I ran reshade for a long time. After 2.8 came out with the “ improved colors/gamma/shading etc” I found that I’m very satisfied with just tweaking the nvidia settings. At least on my particular monitor-Samsung CRG9… I can tell a huge difference in the color accuracy/ contrast etc between it and my cheap HP touchscreen.. if the hp was my main monitor I feel I would NEED reshade to compensate for its shortcomings. But thats also a $1200 monitor vs a $270 (USD) monitor. The 2023 and beyond video was cinematically great looking! I wondered too if there was new explosions, fire, shading upgrades etc.. Nope it’s all what’s in the game currently. Whether they use re-shade(which I personally doubt) or if its post processing of the raw video footage( more likely), who’s to say. Point being, every monitor will represent it differently and unfortunately the only real way to get that look is to find what’s best for your particular setup. No, not the answer you probably wanted, but honestly that IS the BEST way. Ive tried several other user’s “these are the best reshade settings” and it in my particular use-case, they definitely were not Now VR? That a whole other ballgame!
    2 points
  42. I've hidden all of that, it is absolutely not necessary. Calling out members on what they thought about or not, is not ok. Neither it is ok for everyone else to get into the quarrel. You will be able to control it, which has been said numerous times. Putting together the jet to your very own likings includes not having any forge elements. It has been said several times now, so continuing to press the matter and calling stuff we do "junk" isn't necessary at all. Please be kind to each other and please remain courteous in your feedback. I will also repeat one last time, that whether you like it or not, does not define how Tomcats were in fact. Us giving an option, is a courtesy to you. Forge was announced at the pre-orders already, so this argument that you paid for a clean aircraft, sorry, is moot. You paid for the most accurate representation of a Tomcat, which includes that "junk", and on top of that you will get an option to manage it on your own, which is beyond what we initially promised.
    2 points
  43. This is what i've read as well. As for preliminary flight model testing......i'm impressed! Still getting used to the new stick, so took me a bit longer then what i would have wanted, but here it is. And what can i say, HB outdid themselves. The only significant difference i found between the charts and the current F-14A FM is the region at the mach 1 number, or 675 knots to be exact. It might be a DCS thing, or it might be charts flaw, but at this point instead of the 5g expected available, i could only do 3.4-3.5. Aside from that...... it's extremely close! It's either inside 0.1 g of expected, or inside 10 knots of expected, which is IMPRESSIVE to say the least. Not to mention that the charts may not be all that precise to begin with. Needless to say, i'm looking forward to the B adjustments as well. Configuration, 4 Sidewinders, 4 Sparrows, no tanks, 53873lbs gross weight. Fuel burn disabled to maintain constant parameters. This of course also needs crosschecking with linear accelerations, but i hope someone else can do it! Also, other altitudes like 5000ft, 10000ft, 25000ft and especially 35000ft need to be checked. And of course, other loads, like 2x2x2 and 2x2x2x2, which i'm especially interested about! Enjoy:
    2 points
  44. Thanks! I appreciate all feedback. Sometimes you get blind when working on a project. I generally keep it a secret what the next asset will be. Because I often change my mind, especially since I always have several assets in the works simultaneously.
    2 points
  45. OK, mbucchia has released DFR support for the Aero's quad view mode. Check it out. Note that this is not compatible with OXRTK, and the quad view off extension wrapper will need to be removed as well. This is only for Varjo OpenXR runtime as Steam runtime does not have quad view support. Major performance increase compared to stereo view even at the highest setting due to proper dynamic foveation support. Home · mbucchia/Varjo-Foveated Wiki · GitHub
    1 point
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