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Showing content with the highest reputation on 04/04/23 in Posts
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Hey guys, For those who have not seen those, I'll be posting recordings of the training missions for the upcoming F-15E Strike Eagle. Enjoy! Using Radios in F-15E Also check the playlist with previous training videos:11 points
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Tor SHORAD 1.1.0 released! Changelog Version 1.1.0 Added minimum weapon range indicator in ME and F10 map Fixed issue with asset not engaging ECM enabled targets correctly Fixed dust and dirt effect position when moving Fixed turret rotation glitch when returning to green state Fixed weapon bay doors not closing when returning to green state9 points
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Now we got a good feedback, we are finishing the map for early access, there will be a few new things that we have not announced, but I think that this will pleasantly surprise the users.9 points
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Hm, I've been looking into this ECM issue. And it's a great find by @patpatpowercat. The AI behavior is very strange in these cases, primarily the SHORAD type assets since the span between minimum and maximum range is very short. It affects aircraft equipped with ECM and when they turn it on, they more or less become invisible even down to eyeball ranges. The SHORAD assets works as intended if the targets aren't using ECM. The reason the DCS core Tor (for example) works is because ED use a very simple radar configuration for it, which doesn't use separate radar channels. This means it will fire two missiles, but only at one target at once. And even the older Tor M1 had two simultaneous channels, whereas the M2 has four. So that's not a good enough solution for me. So I'm going to have to do more testing and find some sort of workaround, since I'm pretty confident that the current configuration is done correctly (in theory I mean, since something hinders it from functioning as we want). I'll keep you updated.7 points
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Hello all, as always I will keep this report brief, as we know on the HSD the blue Link16 flight members symbols are 33% larger than the regular green donor symbols, but the PDLT octagon around them is not. This makes selecting a PDLT on flight members difficult, as you cannot see the octagon clearly and determine if the PDLT has been created. Here are some examples: No problems with green donor symbols, the PDLT is easily noticed: Visibility issues with blue flight members, the PDLT octagon is hard to spot, as it's not 33% enlarged as the rest of the blue symbol: As you can see, even fully zoomed in, the octagon is still hard to spot. Further zoomed out it's basically impossible to tell. This can be easily fixed if the octagon would be 33% larger than usual if it's being placed over a flight member. As a sidenote, I also noticed is that the TMS up action is not registered until you are well within the symbol area with the cursor, my guess is that the 33% enlargement of the blue symbol didn't also enlarge the TMS Up trigger zone for the PDLT, again, something easy to fix. Thanks and have an easy week. PDLT size.trk4 points
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Correct. I've just made a list of assets I will have to update.4 points
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Might I also add Project 11356R, the Admiral Grigorovich-class frigate to the list of recommendations? These ships are fitted with 32 vertical launch cells, of which 8 are set aside for anti-ship missiles like the 3M54 Kalibr and P-800 Oniks. The remaining 24 vertical launch cells contain modified Buk surface-to-air missiles. Additionally, a 100mm gun, two AK-630 CIWS systems, eight 9K338 MANPADS emplacements, four 533mm torpedo launchers, and an RBU-6000 anti-submarine rocket launcher makes for a worthy adversary. These ships have a 4000-ton displacement and are 410 feet or 125m in length. They're 50 feet or 15.2m wide and have a draft of 14 feet or 4.2 meters. 3 ships are serving with the Black Sea Fleet of the Russian Navy, and two are destined for export to India. A sixth ship of this class is under construction and destined for export to an as-yet undisclosed customer.4 points
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4 points
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Try to hang the AGM-88 Harm on the F-18, set it the task of suppressing air defense and you will see that the aircraft also works on the air defense system only once and does not make more attempts. Better fly in a simulator and don't bother yourself with such global and indefinite categories as mythical freedom.4 points
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DCS web miz is a new browser based file manager for .miz files, which is integrated with DCS Web Viewer and DCS Web Editor. * Drag & drop a mission file on the left panel. ( Your mission remains local in your browser, its NOT uploaded to a server ! ) * Drag & drop files you want to add to the mission on the center panel. * Edit files directly in the browser on the right panel * Preview embedded images, html or audio files * Export images, audio files, scripts * Download the modified mission Its open source, contributions welcome Also checkout DCS Web Viewer, free browser based mission planner / viewer3 points
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I've been experimenting lately, after being frustrated at online scenarios where I cannot see other contacts, with playing at various resolutions. I was aware that lowering the resolution resulted in better spotting - but the difference is actually quite staggering. At 1080p, I could be competitive and aware. At 2k, I start to loose that edge. At 4k, I may as well have a blindfold on. In fact, I actually got behind someone by accident and didn't realize it until they popped above the horizon line once. It was the only kill I got that night. I'd love to see ED take in to consideration the scaling of physical pixels, with the LOD and pixelspace those LODs take up. I've got a 4090, with a 32inch monitor, and I still have to play the game at 1080p. While it looks beautiful at 4k in single player, in multi-player, it's just too severe a handicap to be worth it. The challenge of spotting in an online world is still limited by field of view, level of detail, and adaptive focus/dynamic range that the human eye has, and until we reach a much higher fidelity in those aspects, I think contact scaling is still necessary, even for high-resolution rigs. In short - I think that the same physical size of a contact pixel at 1080p, should be replicated at 4k by however many pixels that ends up being, so that we're all seeing the same way, with the contacts taking up the same amount of physical screen space at a distance, as much as technology can allow. I'd love to see contact scaling for higher resolutions be an option that is enabled on the System screen for high resolution systems. I want to play the pretty game, while also being able to play multiplayer.3 points
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The missing pylons is due to an issue with rearming. If you begin with a new clean aircraft and mount AIM-54s the pallets should show. The only limit in this regard is that you can not have AIM-54s without the front tunnel pallets being present as the cooling for all AIM-54s are located in those. There's currently a new loadout lua on the way that will likely come with the next update which will restrict some of the more outlandish loadouts that shouldn't be possible.3 points
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I wouldn't call it placebo, when most of those user reports are simply "I use steamVR, no stutter, when I use OpenXR, massive stutter." I'm one of those that thought using SteamVR with a G2 made one use the SteamVR motion reprojection. I can say for 100% fact that going from SteamVR to openXR, while mimicking the SteamVR settings and optimization mods as best as possible, the motion reprojection and performance IS worse, in both clarity and stuttering, for me and others on here (yes, used openxr toolkit). I have better performance in single thread DCS using SteamVR than I do in multi-thread openxr dcs. I have a 5900X and 3090.3 points
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@kikimora, The AAA in mission 4 was unguided so make sure you keep your speed up (>400kts) and don't stay low for longer than needed. Stay to the South of the target area, but when you do your bomb runs, come from the South West (265 radial from the target) and egress to the South East and orbit to the right, back to the South West. In other words, if looking at a clock, fly in on the 7-8 o'clock position and egress anywhere from the 3-6 o'clock position. Don't turn North since that will put you closer to AAA as you orbit. Changing your altitude and your heading, while going fast, makes it harder for the gunners to hit you. When I did the show of force I came in from the South and flew up the road and pulled up and to the right to egress to the East. Here is a chapter out of the T45 Weapons/Strike Flight Training Instructions manual. Imagine the image below but to the right vs left. (Pilots like left due to flying props and the 'pull' of the prop in a climb is more to the left.) I setup the attack cone of 4-5 miles and basically did this, but at AV-8B speeds. Manual P-12093 points
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That's a beatuful mod !!! but could you have the plan to make a chinese DF-15 or other medium rangs ballistic missiles just like your YJ-21 of Type-055 ?3 points
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3 points
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3 points
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This waiting game has become annoying. I remember words like "we hope for a 2022 release...blablabla..."3 points
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Hi all! I'd like to present to you skinpack for Polish Air Force MiG-29 from PKW "Orlik 1". PKW "Orlik" started on January 1, 2006. The mission was part of NATO Baltic Air Policeing. Five MiG-29s and five pilots from the 1st Tactical Air Squadron in Mińsk Mazowiecki took part in it. The task of the crews was to patrol the airspace of Lithuania, Latvia and Estonia. Skinpack includes skins of five planes that took part in that mission. Three of them has special "nose arts" These are the symbols painted in dedication to the three pilots involved in this mission. Skins have custom pilot textures (based on Jack_59th's texture). Nozzeles, stencils and spec maps by Jack_59th. https://www.digitalcombatsimulator.com/en/files/3330194/2 points
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It has nothing to do with getting gud, and everything to do with user preferences. Somebody running a 144hz monitor may want all of the frames, image quality and visual draw distance be ****ed. Somebody else using the same monitor wants all the visual treats and extreme draw, and accepts a framerate in the 40s-60s using smart refresh techniques. And the terms change for every individual user based on personal preference and system capability. Under what terms is it the card maker's responsibility- or right, to restrict users to a specific experience based on what they think is best? This isn't Apple ecosystem.2 points
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So sorry, are we saying that the documentation you’ve already got specifically and deliberately states that the HUD altitude option doesn’t exist in Tape 4.2? If so, perfectly happy with that. ….Or are you suggesting there are gaps in your documentation concerning this feature? (but strangely not the functions of the remainder of this HUD control panel, but set that aside for now). If it’s the latter would it not be valid to extrapolate this simple known function from every other Block 25-50 and MLU onto your simulation of a very similar 2007 Block 50? Considering all other functionality of the HUD control panel hasn’t changed in that period Thanks, but I’m genuinely curious.2 points
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VR enhances the experience of the sim 10 fold though. People wouldn't bother with it (and yes it can be frustrating) if it wasn't totally worth the experience.2 points
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You started the thread off in the wrong tone and then get defensive when people react to it. If you had kept calm in the first place and made a bug report, linked the old issues and explained we would have taken a look anyway. I am working with owners of the cougar MFD's internally and we will get the ball rolling on getting this issue changed. please consider this request reported thanks2 points
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just out of rationality: Landing lights shine a long and narrow cone, taxi lights short, but broad. While taxiing you like to see more of the surroundings / exits / interjunctions and don't need to know what's 1000ft ahead of you. Like in the automobile: high beam and low beam. Landing lights... usually you go straigth in (and out) and need to know if someone's blocking your runway, you don't care what's left or right of it. So, on taxiway: taxi lights, on or on approach runway: landing lights.2 points
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This is not correct, it is not a 2 minute job, as has already been pointed out above there is more to it. It was designed that way and was intended, mainly to make it easier for users with cougar MFD's, at the time considering other uses was not a factor. We will look to change this, but it will take time, so you will need to be patient. this is not the correct way, the old hardcoded files need to be removed and new .diff.lua for each device need to be created and tested.2 points
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This is how dots work in the current system. At low resolutions, you can ironically see targets before your radar sees them. At high resolutions, those dots may as well not be there because they're so small. It's a flawed system that benefits people in an unequal way and is most effective in boosting visibility at the ranges that shouldn't have it. There are many, many solutions to spotting in general. It is a very well understood problem with very well understood solutions. Almost every simulator, even professional industry ones, addresses this in some way. Where I used to work, one of the questions we would sometimes get about our image generator was if it had some form of smart scaling. I hope some day Eagle Dynamics is willing to open conversation about this again, because it has been, and remains one of my biggest problems with DCS.2 points
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Optimization will be down the road, the team members wanted to share what they worked on for over a year. Remember that this is a community project that we do free of charge in our spare time. Comparing this mod to the F-16 or the F-14 is ridiculous. You can't really do anything besides joining the team and learning to code and model or be patient and wait until we get to it.2 points
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Looks like the default gain levels are off, I need to try a few units and see if it's consistent and then I will report.2 points
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Four things affect how fast the radar volume is scanned as per the real F-15 radar manual: The radar mode (eg. VS scans the antenna at 35 deg/s, while most RWS/TWS functions scan it at 70 deg/s) - there's no VS radar mode in our FC3 eagle The number of bars selected for the scan The azimuth selected for the scan The selected VSD range (at 20nm or less, the antenna is scanned at 90deg - I forget if this is implemented in DCS. At that range the bar also gets redefined to be ~ 3 deg wide instead of 1.5) What's missing from the above, ie. does not affect the search speed? Any mention of the TDC Any mention of the altitude indicator bars Also, note that TWS has a fixed scan time of 2.2 sec for all submodes except high data-rate TWS which is 1.1 seconds ... all that is not represented in the FC3 eagle. But to conclude, given the above parameters, the search volume speed is always constant for a chosen combination of mode, bars, azimuth and VSD range settings. Moving the TDC has zero effect on any of this. None of that is correct, see above. I refer both you @Nahen and especially @skypickle to the resource that @draconus posted: https://tawdcs.org/radar-f15/ Go there, use the daylights out of it and understand how the radar works.2 points
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Those are the modern ones. I prefer the older more colourful ones. maybe not so useful today. But would be excellent for taking out old SAM systems during the cold war.2 points
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Sorry.... I think I got carried away this Evening2 points
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I think it's more that the limitation is obscure enough ED initially didn't bother modeling it. This is a bug/issue and needs to be fixed. Conceptually, nothing is "out of scope" or "too confusing" for DCS. If this wasn't the case, we wouldn't have things like JDAMs losing their alignment after flying straight for too long. If proper docs on this can be found and provided, I'm sure ED will eventually implement the limitations. Yes, this will make it harder to use those bombs, but that's part of the fun.2 points
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Hallo! As an active military pilot I can say that the SOP differ from airforce to airforce. In general the anti collision light will be on to alert everybody that the engine are already running or shortly before doing so. The landing light will be definitely on for landing since the landing light is a signal for tower that the landing gear is down and locked. In most jet the landing light will only illuminate if the gear is down and locked. At night a landing/taxi light is a good idea to have it turned on. Greetings2 points
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Uh, the visual effects for the Mk 77 firebomb as stated in the Roadmap for the DCS F/A-18C Hornet. This was a thread about a Vietnam map. The F-4 verifiably dropped napalm on missions during the Vietnam War as did many other aircraft. Are the effects on people who get hit horrible? Yes, they are and I'm not saying they aren't. I am in no way advocating for the continued real world use of napalm. I merely stated that I would like to see the effect completed for DCS. This is a combat flight sim. When we fly and shoot missiles, rockets, and guns or drop bombs, we kill pixels on a screen. Are the AI any worse off if they get hit by a cluster bomb or a 30mm cannon round than they would be if they were caught in a napalm strike? No. They are not real people suffering real world injuries and they most certainly can't feel pain or be maimed for life because again, they are not real and closing the mission kills them just as much as any virtual weapon.2 points
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Its been said that its a matter of when not if. We are waiting for our Terrain SDK to mature enough to do it properly and to the best ability. We are not going to announce it until its happening for obvious reasons. I cant imagine DCS World to never dip its toes in that region though for sure.2 points
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Let me think for a minute. Budget is limited and inflation is high. I can use the allocated funds and buy it now and don't know when it's coming, or I can buy something else now and enjoy now. Tough choice...lol2 points
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