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Showing content with the highest reputation on 04/11/23 in all areas

  1. Добрый день, уважаемые разработчики! Как вы, возможно, знаете я являюсь одержимым фанатом управления с обратной связью, так как только оно позволяет правильно понять и правильно управлять многими самолетами DCS. Точно такой же универсальностью, как и РУС ФФБ, обладают педали ФФБ. К сожалению, в отличие от джойстика параметры по положения центра педалей отсутствуют в протоколе ФФБ. В связи с этим возникают следующие трудности. К примеру, для самолетов с поддержкой ФФБ джойстика мы можем видеть, скажем для самолетов типа П-47, как триммирование по тангажу приводит к возникновению аэродинамической силы смещающей РВ и соответственно РУС. При этом удерживая ФФБ джойстик от перемещения мы также видим, что мы удерживаем РУС в кабине, то есть не происходит рассогласования джойстика и РУС в кабине, происходит лишь изменение усилия. С педалями, к сожалению, такое пока не возможно. Я знаю насколько серьезно и со всей душой вы подходите к реализации лётных моделей, боретесь за максимально возможную их реалистичность. Поэтому хотел бы попросить у вас поддержки проекта ФФБ, которая могла бы быть реализована добавлением информации о положении центра педалей в телемметрию, а также возможностью (скажем включением опцией ФФБ) неразрывно связывать педали-контроллер управления и педали в модели ЛА. Это будет не просто реалистичной фичей для самолетов, а станет просто необходимым и революционным новшеством в управлении вертолетами, такими как Ми-24, к примеру. Мало того, что триммирование будет реализовано максимально реалистично, так еще и работа автопилота в канале рысканья будет передана максимально натуральным образом. Буду рад, если сможете рассмотреть данную просьбу. Спасибо за ваше время. Прилагаю ссылку на своё крайнее видео на эту тему
    22 points
  2. Hello everyone! Sorry for not being active in the topic. Just wanted to let you know that a new version of VIVID SYRIA is in the making and the works are pretty advanced. Stay tuned!
    13 points
  3. Project 22800 Karakurt Class Corvette 1.4.1 released! Changelog Version 1.4.1 Fixed KT-308 countermeasures duplicate error I'm finally done with the update of all current 24 assets (excluding the Swedish Military Asset pack which I will update separately). I did a final log check and discovered a small configuration error in the Karakurt Corvette configuration, hence the 1.4.1 update above.
    8 points
  4. Hi Avimimus,thanks for your questions. The Su-22M4 could carry gunpods on four hardpoints. They were hardpoints 3,4 and 1r and 2r. In Czechoslovakia, they were always carried only at a standard fixed angle and never, and as far as I know, not even at the Su-25 were they shot backwards, always only in the direction of flight. But from what I found in the manual, hardpoints 1r and 2r under fuselage could only be used for shooting backwards. The SUO-54 armament control system on the Su-22M4 did not allow the use of different types of unguided rockets or anti-surface missiles in one flight. After switching the weapon selector on the stick to the S-60 position, it was possible to use only one type of unguided rockets or one type of guided anti-surface missiles or only SPPU cannon containers. As for the rockets, it is possible to hang them on up to six suspension points, I am also attaching screenshots from the mission editor for a better idea.
    6 points
  5. MT is still running in a preview form and is being tweaked with the feedback and reports we have had from many people. We need time to get MT to where we are happy, then we can look to the future features like DLSS and Vulcan. We will share news when we are ready of course. thanks
    6 points
  6. The F-16C supports M3 in SRS, but only via the backup panel, not via the DED. But I agree that ED should prioritize the IFF DED page as well as the HAVEQUICK DED page so we can make full use of the SRS IFF and HAVEQUICK functionality.
    5 points
  7. A nice strawman you got there. You'll experience and observe the same amount of suffering that the F-4 pilot would have: None. Nape away!
    4 points
  8. Hi guys, still WIP but planned for the next update Splitair Team wishes you a Happy easter !!
    4 points
  9. Exhaust flames using DCS's in built exhaust system. We are still figuring out how to make the flames the more iconic blue but each flame represents one cylinder being modelled in game. You start to see from this screenshot why the later marks were equipt with exhaust hiders
    3 points
  10. LASooner, That's some of the best looking panels/instruments I've seen to date man. Can't wait till you get the itch and put all the parts in a full pit. Are you happy with the ACM panel mod you did to the Tek creations panel or do you just recommend making one from scratch myself? Elo, Good news, I now know the plans work for the front seat. I've more or less finished the front seat build myself and haven't had any major mods to do on it so expect I'll release the 1.0 plans. I'll drop the updated sketchup plans in the next week or so. I've got about 3 different sketchup files on 2 computers I need to collate together before I can upload it. Give me a few weeks and I'll get the SVGs ready to go as well. Chrono, It's all setup around DZUS rails on the left and right panels (I still have to cut some deeper slots with my Dremel on mine for some of the larger switches etc. (The updated plans has it already modelled, ready to go). The left and right instrument panels are 3d printed buckets with a laser cut acrylic face. The instuments bolts on to the acrylic face to make it easy to do maintenance. (I'll put some better CAD screenshots up soon to show you what I mean). I finally got some time to get some work done on the rest of the frame this weekend. Still working on finishing off alot of the external artwork but I'm so happy with how it's looking so far. I've also ordered some new hardware recently. I've got a set of TPR pedals, a laserwing FFB kit (https://www.laserwing.com/miniffb)and a Haptic Feedback Pad (https://nextlevelracing.com/products/hf8-haptic-gaming-pad/) in the mail to add to the pit.
    3 points
  11. More DCS Normandy 2.0 preview videos Enviado desde mi CPH2197 mediante Tapatalk
    3 points
  12. Nope, neither pod has automatic target tracking - so no point or area track as many will be used to, only gyroscopic, direction stabilisation (so more like the Hind's sight). I don't even think they have derotation systems either, so if the pod "head" is upside-down (i.e when looking backwards), the image will be upside-down as well. EDIT: In this footage taken from Pave Tack during Operation El Dorado Canyon, you can see the image rolling as the pod rotates, and appears upside-down when the pod is looking behind. Pave Tack does however have "computer rate aiding" but the -34-1-1-2 states that this is used to aid manual tracking. Pave Tack also has a couple of features Pave Spike doesn't - for instance it's possible to cue the pod to an IP or a pre-programmed target position (which will probably be as close to an area track as you can get) as well as a few pointing modes (snowplow, left, right, forward and terrain monitor). It also has a memory mode, however, it looks like this is mostly intended to aim the pod back to where it was looking when memory mode was engaged (if say, the pod briefly exceeds gimbal limits), but the laser is inhibited in this mode (and for that matter, the only mode where the laser isn't inhibited is in the manual track mode, so long as the pod isn't pointed within the laser inhibit region). It's also possible to slave the AGM-65 LOS to the pod's LOS. It should be said that according to this image there's an optional autotracker module for Pave Tack, but nothing of the sort is described in the -34-1-1-2 (and said -34-1-1-2 is a 1986, revised 1990 edition). You are right however in that the Pave Spike is day only and the Pave Tack is FLIR (both first generation, so expect a noticable decrease in resolution). Well, the Pave Spike is from the mid 70s, Pave Tack from the early 80s. LANTIRN is from the late 80s. Though to be honest most pods overmodel the resolution, especially so when using digital zoom. But I imagine the main thing will be the lack of point or area track modes like we're used to and no derotation of the image making sure it's the right way up.
    3 points
  13. Hello we think destructible power grids are a great idea, I can not promise anything at this stage but a request has been made to the team. thanks
    3 points
  14. I am beyond excited for this. So much so, that I have very little interest in the Eagle (which is another jet I'm fond of tbh) It was my favourite jet as a child growing up during the latter part of the cold war, and remains my favourite today. Heatblur can take as long as they want with it, I have faith that it'll be brilliant.
    3 points
  15. Many of you probably know this youtuber called Enigma. He runs this DCS cold war server which is very popular. He said currently, in DCS, the Cold War period aircraft are the ones that are truly playable. I kind of agree with him. Because you have so many iconic planes to choose from, and for both sides too. Especially after the announcement of F-4E, J-8II and MiG-23MLA. More importantly, most, if not all of those weapons are retired. Therefore, we shouldn't have any problem obtaining information of those weapons. So, I am going to create wish-lists for Chinese cold war vehicles because if those vehicles were ever made into DCS, we would have a more realistic battle environment for the eastern part of the world. The Soviet was officially dissolved on the 26th of December 1991. Therefore, any weapons which did not make to the service will NOT be the focus of my wish lists. As I have mentioned before in a La-7 thread, the reason we need to add more vehicles is all about adding new pilot-environments interactions. Each interaction is a type of mission/experience we can enjoy. There are only a few types of mission or pilot-mission interaction. 1: Fighter-to-fighter action 2: Ground attack (We already have vehicles from other nations, so we need some Chinese ones to form the basic Chinese transports convoy in missions.) 3: Anti-air weapons (Use them to protect transports and other installations. They allow players who fly in opposition force to have more believable and challenging mission settings and create a safe zone for the friendlies to fall back to.) 4: Ground assault vehicles for Close Air Support Missions. (For the opposition ) 5: Some long-range artillery can be used as target for elimination or protection. The best if such artillery can seem clear from the sky when firing. Katyusha type of weapon would be the best. Just imagine you are tasked with protecting the arty. After some tough fighting, you don't even know if you have done the job, and all of a sudden, every rocket from the ground start to fire. That would be a sight to behold. This thread will be focused on the AAAs and SAMs only. I will gradually make wish-list for other vehicle types which contribute to other types of missions. OK, let’s start with the short-range ones. HN-5 series The original HN-5 was a licensed copy of the Soviet 9K32 Strela-2 man-portable SAM system with minor modifications. This variant entered the service in the 1970s. The Chinese military wasn’t completely satisfied with the performance of this missile, because it doesn’t have an all-aspect seeker. They started to develop a new variant right way. HN-5A: Initially, they were planning to send this to north Vietnam to support their war effort against the US. But by the time HN-5A enters the service, the war was just about to end. So it didn’t see any actions in the Vietnam War. The A variant has a new indigenous seeker that allows you to track and attack a jet from any aspect. It is a bit longer body and a new rocket motor for better range. The A variant is said to perform slightly better than the Soviet 9K32 Strela-2M. HN-5 HN-5A Length 1.423m 1.463m Operational Altitude 0.05-2.3km 0.05-2.5km Operational Range 0.5-4.2km 0.8-4.4km Warhead 0.5kg 0.6kg HN-5B A further improved variant over the A variant. Some sources claim that it is partially based on the Strela-3. The B variant entered the service of the PLA in the mid-1980s. \ Pakistan purchased the copyright of this weapon and is producing it domestically as Anza Mk1. HN-5C A further improved variant over the B variant. And it is designed to be vehicle mounted with an electro-optical fire control system. It entered mass production in 1986. HQ-5 The HN-5B missile was made using Western standards and renamed HQ-5. It has been exported to many nations. The list of the nation which purchased HQ-5 include: · Albania · Cambodia · Colombia · Ecuador · Pakistan · Iran · Philippine · Thailand · Turkey · Vietnam DK-9 SAM/AAA Integrated Air Defence System Also known as the 930 System is a tactical air defence system designed to provide tactical field air defence at the army or divisional level. It is the predecessor of the current DK-10 system. As the threats of modern attack aircraft and choppers grow, conventional AAA weapons are no longer capable of providing the AA cover the ground forces need on the battlefield, while SAMs, are too expensive to be deployed in vast quantities to cover every corner. One solution to this problem is to combine the two systems to form an integrated AA system. In a typical engagement, the SAM would be used to engage targets at a longer range, while the AAA is used to engage targets at short range and lower altitude. Additionally, by sharing the same target search radar and fire control system, the users do not have to deploy 2 separate systems, which would reduce the unit cost and simplify the crew training. The PLA began to deploy this system in a combined unit to provide improved AA capabilities in the mid-1980s. A typical DK-9 battalion includes: Battalion Company X 3 Battalion C3I post X1 IBIS searching radar X1 Electro-optical director X1 Company command post X1 Type 702 fire control unit X1 SAM launcher (4 missiles) X1 Twin-35mm or twin- 37mm AAA X2 Company command post X1 Type 702 fire control unit X1 SAM launcher (4 missiles) X1 Twin-35mm or twin- 37mm AAA X2 Company command post X1 Type 702 fire control unit X1 SAM launcher (4 missiles) X1 Twin-35mm or twin- 37mm AAA X2 Radar: Some source claims that the radar used is the Type 702 fire control radar. It is consistent with an X-band search radar, C-band search/tracking radar, a K-band tracking radar with TV/IR tracking system, IFF and various latest electro-optical technologies, thus guaranteeing superior multi-target engagement capability, accurate and longer range tracking capability against ultra-low level and small-RCS target, short system reaction time, good all-weather engagement capability, ECCM capability and LPI characteristic, quick system positioning and deployment capability, and excellent reliability as well. The X-Band search radar has a maximum detection range of 22 km for fighter aircraft and 9 km for cruise missiles. The C-Band search and tracking radar ad a maximum detection range of 32 km for fighter aircraft and 13 km for cruise missile, and tracking range of 32 km for fighter aircraft and 13 km for cruise missile. The Ka-Band tracking radar has a maximum range of 15 km for fighter aircraft and 6 km for cruise missile. Look! A picture of the radar control. This can be used for the Combined Arms module. Missile: The SAMs used in DK-9 is the PL-9D, the SAM version of the PL-9C air-to-air missile. The missile is capable of +/- 40 degrees off-boresight angles and uses an all-aspect cryogenic liquid nitrogen gas-cooled seeker head unit utilising proportional navigation guidance techniques. The missile delivers an 11.8kg HE warhead at a speed of Mach 2 to a maximum range of 5.5km and a max altitude of 5km. The standard configuration of the missile launcher is mounted on a 4-wheel cartridge, but it can also be carried by a wheeled armoured vehicle (6x6 WZ551). The missile is said to have a single-shot hit probability for a single missile launch at an approaching target is 90%. AAA: The system has 2 AAA options: the twin-35mm Type 90 or the twin-37mm JP-113, both of which are automatic systems that can operate in either radar, optical tracker or manual mode. Let’s start with the 35mm Type 90 AAA. It is a licensed copy of the Swiss Oerlikon GDF-2. It can be used as a part of the DK-9 system, or as a stand-alone AAA in conjunction with Type 902 radar. That’s my way of asking “please make the stand-alone version too. Type 902 radar for the AAA The PLA also developed a self-propelled version of the gun (please see the picture below). But they gave it up in favour of the Type 95 SPAAG. The JP-113 is the land version of Type 76 twin-37mm naval AAA. A complete DK-9 system includes up to 8 battalions, with 48 AAA guns and 24 SAM launchers to cover an air space of 3000 square kilometres and engage 45 airborne targets simultaneously. Type 74 Twin-37mm AAA This was one of the most prominent AAA in Chinese service. Back in the 1950s, China imported the Soviet M1939 single barrel 37mm AAA and produced it as Type 55. Since a single-barrel gun doesn’t have a firing rate adequate to fight modern high manoeuvrable jets, so in 1965, China developed a twin-barrelled version called the Type 65. Later, the experience in the Vietnam War showed that the manually operated AAA couldn’t turn fast enough to track fast jets of the Vietnam War era, so Type 74 was created by adding auto-motors to operate them. The crew can now also operate them using a remote control at a safe location (usually nearby since they still need to reload them). An electro-optical director plus a target-searching radar was also added to support the AAA. Type 65 Type 74 Gun elevation -10 to 85 degrees -15 to 87 degrees Rate of fire 320 rounds/min 360 rounds/min Range 8.5km Muzzle Velocity 866m/s Horizontal movement 360 degrees Type 87 Twin-25mm AAA The first AAA was designed by China, which did not use the Soviet cartridge. And after that, China never used Soviet cartridges ever again for AAA…. With the exception of the 14.5mm, but that’s smaller than 20mm, so technically, that’s a gun, not artillery. Therefore, I am not wrong . The Type 87 AAA is mounted on a two-wheel cartridge with 2 magazines, each carrying 40 rounds. It fires the WB041P HE rounds with tracers with a rate of fire of 700 rounds per minute and a muzzle velocity of 1050m/s. The system is also fitted with a Type 86 IR tracking sight for night operation with a range of 7.5km. The gun elevation/depression is -10 to 90 degrees. They can be mounted on trucks. They can be mounted on Type 63 APCs They can be mounted on a Tieying Jeep. (Notice the missiles in the centre) Exported to Indonesia Now, let’s talk about the self-propelled AAAs. Type 63 A Type 65 gun on the hull of T-34-85. PRC supplied many of those to North Vietnam during the Vietnam War. Since we are getting F-4E, and there is a Vietnam map coming to DCS later, this will be a great addition to simulating the Vietnam War. However, this gun is not very effective against fast jets of the Vietnam War era. (see more detail above, in the Type 74 AAA section) Type 80 SPAAG This gun is mostly a copy of the Soviet ZSU-57-2, but with the following changes. Firstly, the hull is based on the Type 69-II MBT, not T-54/55, which provides it with better cross-country capabilities. It also has a Type 12150L engine with 580 horsepower instead T-54’s 520 hp. A new indigenous proximity fused round was also developed for better effectiveness. Compared to older SPAAG like the Type 63, its turning and elevations are operated by electrical motors instead manually. Type 88 The first radar equipped SPAAG designed by China. It uses an improved Type 74 AAA on a Type 79 MBT chassis. It has an effective range of 7.2km and an effective altitude of 4km. The elevation of this weapon is -5 to 85 degrees. The gun has a turning speed of 60 degrees per second. Now let’s move on to the tactical air defence HQ-61 The HongQi 61 (HQ-61) is a short-range, low- to medium-altitude surface-to-air missile (SAM) developed by Shanghai-based 2nd Mechanical-Electronic Bureau (now Shanghai Academy of Spaceflight Technology, SAST). The missile was initially developed as a ship-based air defence missile, with a land-based variant HongQi 61A being developed at a later stage. The HongQi 61A is the first Chinese SAM to be developed especially for ground forces to provide tactical air defence. Because the HongQi 2 SAM was designed to intercept medium- to high-altitude targets, the PLA required a low-/medium-altitude air defence missile in the early 1960s to provide air protection for its ground forces against low-flying aircraft. The missile development was initially carried out by the Beijing-based 2nd Space Academy (now China Academy of Defence Technology) in 1965 under the designation HongQi 41. In 1967 the development was taken over by the Shanghai-based 2nd Mechanical-Electronic Bureau, and the missile was renamed HongQi 61. Initially, the missile was developed with both land-based and shipborne uses in mind, but a decision was then made that the shipborne (naval) variant should be given higher priority. (I will talk about it in the future navy thread) The shipborne variant HongQi 61 was not successful until late 1986 (I will talk more about it in a future Navy thread). The development of the land-based HongQi 61A began in 1976. The associated ground guidance station, electro-optical director, and fire-control vehicle were developed at the same time. The HongQi 61A passed its certification tests in 1986 and the missile’s design certificate was issued in 1988 prior to production commencing. The air defence brigade subordinate to PLA 38th Group Army in the Beijing Military Region fields the HongQi 61A, HongQi 7, and Tor-M1 (SA-15) SAM, and 35mm AAA guns in amalgamation for field air defence roles. The HongQi 61A missile has four front canards mounted on the middle of the missile body and four larger delta-shape control surfaces at rear. The front canards and the rear control surfaces arrangement are not on the same geometric plane but on a 45-degree angle. The missile uses radio command and semi-active radar homing. A twin missile launcher is mounted on a YanAn SX2150 flatbed 6X6 truck with an azimuth range of 360°. The truck is equipped with four hydraulically operated stabilisers which are lowered in preparation for the missile launch。 A typical HongQi 61A battery (company) consists of 4 trucks, each with two ready-to-launch missiles, mobile generators, command post vehicle, a tracking and illuminating radar vehicle, a target indicating radar vehicle, and 24 spare missiles. The C-band radar system called Type 571 had two elliptic parabolic net-type reflectors. Other features include moving target indication and frequency hopping agility. A typical target engagement would take place as follows: The target is first detected by target indication and radar vehicle. After being confirmed as hostile, the target is tracked and illuminated by the tracking and illuminating radar vehicle. When the target is within range, one missile is launched. The Type 571 radar has been designed specifically for low-altitude warning and displays both the slant range and azimuth of aircraft targets detected. No details of the tracking and illuminating radar have been disclosed, although photographic imagery examined shows a dish-type antenna with a TV camera mounted coaxially to the right for use in an ECM environment or passive operations during clear weather engagements. Some source claims that this missile has a single-shot hit probability for a single missile launch is between 64% to 80%. Length 3.99m Diameter 0.286m Wingspan 1.166 Min Range 2.5km Max Range 10km Speed 3 Mach Operational Altitude 8km HQ-64 This is an HQ-61 upgraded with Aspide technology. The HongQi 64 was designed to engage low-/medium-altitude fast jet targets, low-flying helicopters, and sea-skimming anti-ship missiles. The missile is guided by the radio command with artificial interference capability. It claimed to be the only medium-low-altitude air defence missile in the world that used microprocessor intelligent module technology at the time of its introduction. The surveillance radar detects the target aircraft and then hands it over to the appropriate tracking/illumination radar unit for engagement. The system continuously waves semi-active homing guidance principles, and, with the allocated assets, the battery can process up to 40 targets, track 12 and engage three of them simultaneously. The use of the moving target tracking processing system and frequency agility technology also gives the system good anti-jamming capability. System reaction time is 9 seconds. A typical land-based HongQi 64 battery fire unit comprises one 4X4 truck-mounted surveillance radar, three 4X4 truck-mounted tracking/illumination radars, one emergency power supply vehicle, and six 6X6 truck-mounted transporter-launcher platforms. Each of the launch platforms has five ready-to-launch missiles in individual sealed containers. The fire unit is complemented by a technical support unit which comprises a transport and reloading vehicle, a test vehicle, an electronic maintenance vehicle, an electromechanical maintenance vehicle, a tools support vehicle, a spares and meter vehicle, and a power supply vehicle. HQ-64 Aspide HQ-7 Length 3.89m 3.7m 3m Diameter 0.208m 0.203m 0.156m Wingspan 0.68m 0.55m? Min altitude 0.03km 0.015km? 0.03km Max altitude 12km 11km 5km Min range 1km 1.3km 0.5km Max range 18km 15km 8.6km (400m/s target); 10km (300m/s target); 12km (helicopters) Speed 4 Mach 4 Mach? 2.3 Mach? Reaction time 9 sec Single shot hit probability 60 to 80% I honestly don't know when did this missile enter the service. Probably after the dissolution of the Soviet. But once again, probably not. However, I still wanted to list it here because this might be the only modern Chinese SAM we can get for a long time. Anything newer than this are highly classified. Things like HQ-12, HQ-16, HQ-9 etc., are just way too new. Even the HQ-9 is currently the working horse of the PLA. IMO, there is no way we can get enough data or permissions to make them in DCS anytime soon. HQ-64, however, though it is still in service, is at a stage in which it is getting its superannuation in order and looking to purchase a house in the countryside. HQ-2B This is probably the only Chinese long-range regional air defence system we can get in DCS. As I have mentioned earlier, the new ones are too new. In 1965 the PLA began to develop an improved SAM based on the HQ-1 (a direct copy of S-75). 2nd Space Academy (now China Academy of Defence Technology, CADT) was responsible for the general system design, with 139 Factory and 786 Factory in charge of missile and ground stations respectively. The main design targets were to improve the missile’s accuracy and resistance to enemy electronic jamming, as well as to increase the missile’s operational zone. The new SAM, which was designated HongQi 2, passed its certification test in 1966. Since then, the HongQi 2 has been produced in mass numbers for the PLA to protect China’s major cities, military bases, and industrial complexes. The PLA has also introduced a number of improved variants, including the HongQi 2A and HongQi 2B in the late 1970s and early 1980s. On 8 September 1967, the PLA air defence troops fired three SAM (two HongQi 2s and one HongQi 1) at a U-2 spy plane, and one of the HongQi 2 missiles hit the target despite the plane’s use of electronic jamming. The latest score of the HongQi 2 SAM took place on 5 October 1987, when the PLA air defence troops shot down a Vietnamese Air Force MiG-21R (Fishebed-H) reconnaissance plane using the HongQi 2 SAM near the China-Vietnamese border. In 1984, the PLA conducted a series of HongQi 2 tests against the Tuqiang-3 guided target missile. According to reports, the HongQi 2 and the Tuqiang-3 were launched approximately 100km apart and the HongQi 2 SAMs were fired in “salvo shots” of two to three missiles per Tuqiang-3. Four out of five target missiles were shot down. In more tests the following year, the HongQi 2 shot down seven out of eleven guided targets. In light of these two tests, the PLA expanded the HongQi 2’s role to include anti-missile functions. The HongQi 2 is a large two-stage missile designed to intercept high-altitude targets like strategic bombers and spy planes. Its radar guidance guarantees a single-shot hit probability of 68%, but according to the American's experience in the Vietnam War, this ratio drops sharply when the missile is used in a strong electronic jamming environment. The improved HongQi 2B is said to have much-improved capability against various active and passive jamming. The second stage of the HongQi 2 missile is a large liquid rocket, which makes it inconvenient to be maintained and transport. Each missile is carried by a semi-trailer towed by a 6x6 truck and needs to be loaded onto a fixed launcher before firing. The loading usually takes about 5 minutes, but this really depends on the training and experience of missile operators. The basic operational unit of the HongQi 2 SAM is a battalion, each including six fixed launchers, 18 spare missiles, early-warning radar, target illuminating radar (ground guidance station) and support units (command, power, communications, etc.) HQ-2A The modifications on the HongQi 2 SAM began in 1973 to enhance the missile's low altitude target engaging and electronic countermeasure capabilities based on the experience of the Vietnam War. The firing tests of the HongQi 2A were undertaken between 1978 and 1982, and the final design certification for batch production was issued in June 1984. The 144 modifications on the HongQi 2A include increasing the horizontal firing angle to ±75° from the original ±55°; increasing the speed to 1,200 m/s from the original 1,150 m/s; increasing the G limit; adding optical/TV guidance system and improving the missile's electronic countermeasure capability. HQ-2B The concept of HQ-2B was considered in 1978 as a further improvement on the HQ-2, and the design work officially began in 1979. The PLA requirements for the missile include improved electronic countermeasures capability, expanded operational zone, shortened preparation time, simplified and mobile launch equipment, and the ability to attack high-speed targets. Operational tests and design certification trials took place during 1980~1986, and the missile entered service with the PLA in the early 1990. HQ-2B firing Compared to the basic variant HQ-2, the HQ-2B features some fundamental improvements in its design. The main improvements include: Missile: Redesigned fragmental HE warhead and more powerful fuse for increased blast radius; New improved rocket motor for higher speed and expanded operational zone; Encrypted digital radio command guidance for better anti-jamming capability; New onboard power unit with much-reduced weight; Increased G limit; Ground station Computerised fire-control system to improve the missile’s accuracy and reliability; Extra high-frequency range-finding radar, electro-optical director and mono-pulse radar on the ground guidance station; Multiple guidance (radar, electro-optical) for higher resistance against active and passive jamming; Automated command and control (C2) system with a large display screen Launcher Self-propelled (tracked) launcher with self-adjustment capability and onboard power unit for increased mobility and reduced reaction time; Simplified ground support equipment; If necessary, the missile could also be launched from the older HQ-2 launcher. This is the Radar of the earlier variant. The Radar of the B variant HQ-2B is retired and was replaced by KS-1. So we shouldn't have any problem getting them in DCS. Phew finished. I have been writing this for a whole day. I bet I have missed some detail or made some mistakes in there since I am tired. If I spot them, I will add them later. Ciao. Going to sleep now. Enjoy the read.
    2 points
  16. When scanning a target with EXP3 in the Hornet there are multiple issues with generating the EXP3 SAR map. The scan stops entirely at certain angles and is generally unreliable. The FRZ option does not freeze the frame as the map is glitching on its own. Videos & track below. vid2.mp4 vid3.mp4 vid1.mp4 AG radar issues.trk
    2 points
  17. Hello drivers! A thought had just occurred to me that would not only improve the realism of DCS/beta and Multithreading with a trigger baked into the software, but also making or playing attack missions more enjoyable— making destructible Power Grids! As I was making a campaign to continue the original Hornet 1989s story, I had set up a timed attack with TLAMs hitting known power houses in the Russian SSR coastline prior to commencing a moderate ground offensive into the towns in Sochi and Novorossyisk. All they did is trigger a series of counter offensives at realistic times to scramble, and activate LR SAM sites. If you hit these power stations one by one in a very short period of time, they would deactivate 80% of their forces because there’s no power to go to the telephone lines, and communicate to warn the naval garrisons. However, they do not off the lights to residential sectors or entire cities. I know in 1991 during the Gulf War, TLAMs were launched from the USS Missouri to take out Saddam’s power grids and radar stations before H-Hour. To ED Developers, is there a way to shut off lights or paralyze towns once the power is destroyed? Or could there be some LUA coding that would enable such effects? Cheers! SGT Toffee
    2 points
  18. Just dropped in to say I recently bought the mirage on sale. it’s now my favourite. I love it. please make newer and upgraded versions! The D or export variants.
    2 points
  19. Few days ago I made a new stock skin based on @59th_Jack livery of the Polish Air Force MiG-29. I have reworked camouflage, added weathering effects, and created a texture file of numbers that allow you to choose airplane tail numbers within the DCS mission editor. It might be a great opportunity to replace the old and a bit unrealistic default DCS skin of the Polish AIr Force. I attach screenshot files of the new livery below. It has not been released yet. Best Regards, Matteo
    2 points
  20. A while ago I read in a post that they were looking for photos or any data that could help reproduce Japanese planes from the Second World War. I hope that these magazines can be of help or, if they are already known data, at least be of interest to other enthusiasts. Monogram_CloseUp_014_Japanese_Cockpit_Interiors_P1.pdf Monogram_CloseUp_015_Japanese_Cockpit_Interiors_P2.pdf
    2 points
  21. I think it's kinda hard to say that sales may be affected to a serious degree due to another similar aircraft in game. I think one of the leading reasons people buy modules in the first place is because they like that aircraft, not just because of the role it fills. I imagine there are people that buy for role related purposes but still, probably isn't going to be enough to effect sales. The main thing that would kill sales, in my opinion, would be the way the sale is handled and what the quality is like on release. If you have an aircraft that is basically unplayable on release, the word will travel fast and people who hesitated on buying it, will wait longer or be put off altogether.
    2 points
  22. i can confirm that rolling the aircraft during scanning messes up all EXP modes. what amazes me the most is that AG radar still doesnt have gimbal limits modeled. you can fly straight up and your radar screen will still be able to map the ground below you, as if seeing 170 degrees below the nose.
    2 points
  23. Not big deal... but would you consider changing font color on the header of your page? Is hard to see and found easier to navigate via that header ! null
    2 points
  24. I also have the 21 since the beggining, when Leatherneck was complete, in fact was the reason of why I get using DCS, but since a few years I do not use it anymore due the lack of mantainance. Recently my only wish is that the F4U get released and then probably have to wait a few years of slowly patches, and not cuz I am interested in the Corsair module at all, even being it a plane wich I like, but cuz I still have some hope that the MiG gets the maintanance it deserves.
    2 points
  25. Here's DCS's definition. In short, I think it makes gameplay much more realistic with much higher frame rates per second. I don't see it but if you're a flyer then you will really see the difference i guess. MT is a programming technique that allows multiple threads to exist within the context of a single process. A thread is an independent path of execution within a program, and MT allows a program to perform multiple tasks concurrently, improving its performance and responsiveness. However, MT also introduces some complexities, such as thread synchronization and resource sharing, which must be carefully managed to avoid issues such as race conditions and deadlocks.
    2 points
  26. 100% sure that's a spammer using AI.
    2 points
  27. Oh boy, even modular so it will fit thrue doors. So nice. I wait for the phantom and then deceide which road I want to follow. Still dreaming of a full sim pit, even so I envy LASooner for his deskpit. Sadly I currently don't have enough room to go that road. The full pit I could assemble in my shop and as soon as it is done I need to kick one off the kids out of the house and conquer the room. If I kick both, I can have a F-14 and a F-4 pit. Kids, come down please.... daddy need to talk to you.
    2 points
  28. The error is on my side, I‘ve tried the Iskander on a clean install of DCS and it works just fine. I run a heavily modded version of DCS on my main rig. I‘ll investigate, seems like I might have a conflicting mod.
    2 points
  29. There are several methods of teaching, i cannot translate, but the easiest might be the 4 step method. Show, Explain, Imitate, Train. Develop your own technique by experience. Best to use screensharing software, to show plans, methods and graphics. With all that, you need someone, who has already the knowledge of the training content. My suggestion is to train step by step. 1. Organize your flight. 2. Find a training objective 3. Have at least one to master the objective and act as a demonstrator. 4. Develop a group training for that objective. - Leading a Training is a challenge in itself. - Training discipline another. - I promise you, they WILL shoot that damn tanker - Do small and easy steps and combine with an fun event afterwards. - Dont underestimate the input the guys get, do not overdo the content. - What i tend to do is writing an (funny) order, containing the rough content, so everybody knows what to expect - prepare your mission file, like dummy targets and use the draw tool on the map, - prepare a kneeboard, handout or missionbriefing with all needed content like frequencies, times, used equipment and so on. all of that totaly depends on your training content and the ability of the trainees.
    2 points
  30. Hier die Cockpit Kamera Kontrollen: [RCtrl + Rshift + Num arrows] [RCtrl + Rshift + Num *] und [RCtrl + Rshift + Num /] (für vor & zurück) zum Sichern der Ansicht: [Right Alt + Numpad 0] Vielleicht nur falsch eigestellt.
    2 points
  31. Like it says on the tin. First two characters and last two characters are cut off when looking through binoculars when using lat/long precise coordinates: Makes it very painful getting coordinates to the guys in the F18's.
    2 points
  32. And here's the corrected version, will also be part of the next release. Use correct KHz numbers in your CSAR zones with this version csarManager2.lua
    2 points
  33. Check them https://designation-systems.net/usmilav/electronics.html#_JETDS
    2 points
  34. У меня было на одной материнке что винда установила кривой драйвер от USB контроллера. Нашел модель контроллера и скачал на него драйвер у производителя, заработало. К слову, наверняка у тебя как минимум 2 разных USB контроллера, можешь по инструкции к материнке понять какой порт к чему ведет. Также можно купить pci-e расширитель и если не поможет вернуть его в магазин - выбери такой вариант, который упаковывается несложно чтобы не было понятно ты им пользовался или нет.
    2 points
  35. Hi guys! As it was said before, there is no way to control the release timing in salvo mode in the CE, EE and BE. In these models, the delay is always 180 ms and the spacing is controlled through the velocity at release. The M has the option to select different timings through the MFD.
    2 points
  36. https://forum.il2sturmovik.ru/topic/13013-устройства-для-домашнего-кокпита/?do=findComment&comment=896317
    2 points
  37. Yup, got that with the last comment, I wasn't thinking when I wrote that, forgot it was specifically about "binding", not function. (But if I delete my comment now, it'll look like you two are talking to your imaginary friend... )
    2 points
  38. Nope, according to my wife's cooking, it's still "Turn and burn." (it's ok, like she's ever gonna go on a flight sim forum... )
    2 points
  39. One can't expect an unpaved runway to be as smooth as a paved one, and the runways of Sayqal East surely have bumps, dips in terrain and deformations. However, the terrain resolution for that section of the map is causing what might be a gentle depression IRL to be a sharp 20 degree slant downwards followed by a sharp 20 degree slant upwards, which often destroys landing gear and renders the runways difficult to use. This is especially noticeable on runway 10R (example image attached). It seems to be unused IRL, but as it's the only dirt airfield in the map, and was given a special high-resolution makeover by the dev team, it would be enjoyable to see the issue fixed.
    2 points
  40. Haha I see what you mean. My eyes are only slightly better than the LANTIRN so to me, there's almost no difference!
    2 points
  41. Just keep in mind most critical military systems have diesel backup power generators.
    2 points
  42. This mod is just gorgeous (plus using reshade in the images) Thanks a lot for putting in all that effort!
    2 points
  43. You may need to scooch your throttle setting a bit to get it out of the ambiguous gate position.
    1 point
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