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Showing content with the highest reputation on 04/12/23 in Posts
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some extra fixes were added, but assembling the build took longer than expected, so best to take our time and have a unrushed release tomorrow. thank you for your patience19 points
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Got a little bored today and performed a little experiment. Set up an export.lua to allow for two things: Record pitch response data Enforce a strict timed impulse of perfect control input using LoSetCommand(2001, input) I performed this by hijacking a button in the F16, the radar emission switch (why not). I begin with a hot airstart and have the export.lua programmed to detect when I turn the radar to quiet mode. Once in quiet, it holds pitch input steady at 0 for 1 second, kicks it up to 1 for 200 ms, then back down to 0 again while recording the pitch rate using LoGetAngularVelocity(). I did this for speeds starting around 200 and going up to 500 in increments of 50 while at 4kft no stores, then repeated the process again for an F-14, only this time using the missile step button as a trigger (why not lol). I can share the export file I used that shows how this is accomplished if anyone wants to repeat or expand on the idea, but digging through lua files to find the argument ID for the stick position and some random trigger switch can be a challenge. Here is what I found: First graph is what the response looks like very close up in the span of 100 milliseconds: 2nd is zoomed out to 2 seconds after impulse: 3rd has all the speeds (longer wave is slower speed) just for the F14 shown next to the impulse control input (black line). 4th is the F16, same idea Interesting to notice more of a delay in the 16 on response by about 80 millis, that and it appears overdamped vs the cat's underdamped response. I will have to do more digging to see if I can find any specifics on damping factors, but it looks like the 16 got hit with a basic PID which I don't think is correct. I have to double check. If anyone wants to continue this, here's a miz and export.lua. You will have to modify it to your own log file path of course and change some of the argument IDs based on which plane you fly, but I noted the numbers you need for the 16 and 14...ExportFMTEST.zip8 points
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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!8 points
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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 тему7 points
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Hoping for a cockpit wobble and stutter free VR experience.6 points
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It's my hope that the Channel Map will eventually see expansion of it's boundaries to the East and North making the two maps more divergent in terms of operationally useful areas but gradually seeing the area where they do overlap become more similar, with the same airfields and landmarks consistent on both. It does seem odd that the Maunsell Forts: Are included on the Normandy 2 map. Why? These are only found in the Thames Estuary and in the North Sea nearby, areas that are described by Ugra as "Low Detail" in the previews. Yet, they are missing on the Channel map where these would fall within EDs own described "High Detail" boundaries. Don't get me wrong, if Ugras definition of "Low Detail" is still so comprehensive, I won't complain, but it would be nice to see more consistency between the ED & Ugra offerings.6 points
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Found the code base I was working on had some bugs and confusing so I did start from scratch again and it's in progress. No shortcut for this. Su57 mod Cubanace also took lots of time for development as well. If I could get some time this month for code clearing up I shall release the custom RWR first.5 points
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People, please be nice to each other when giving feedback. We are looking at this discussion, we have also seen the video. At this time I have no input to give officially. --------------------------- From a personal point of view enforcing graphics settings in general multiplayer is not a good idea, the settings are there for people who run lower end systems to tweak so they can play and enjoy with everyone else. I could see an enforced setting working however for competitive matches, but it would have to within reason ( settings to medium for example ). IC is there to stop some of the major cheats, and we have done a lot of work with IC, but cheats are out there sadly.4 points
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Hi, the team are taking a much closer look at optimising textures, but it will take some time. I will mention the IC to the team, but I will be honest I dont think allowing it to pass the pure integrity check is the right thing to do.4 points
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As someone with a "low-ish end" VR pc, enforcing higher graphics settings (such as shadows) would mean I couldn't join those servers (properly populated servers are already scarce). Honestly, when I saw this thread title I thought it was meant a joke.. I mean, sure, this is a wish list, you are free to wish whatever you want of course and no offence meant mate, but you can't be serious about forcing people to use high gfx settings, are you? Not that I think that any server owner would embrace this idea, but let's for arguement sake assume they would, that would mean that DCS PVP would only be available to those with high end (€2500+) systems? I said it before on this forum, imho people should start and let go that extreme urge for balanced PVP in DCS. It will never be balanced and there will always be stuff to complain about when you get shot down... I mean: First some folks started battering on people who use VR (they stick their heads through the canopy OMG!1!!).. Now you want to force everyone to use high resolutions, full shadows and what not.. Next.. He's using a €1000,- hotas set and I'm using a €500,- set, that ain't fair! Boohoo! Next.. He attacked me with a Viper while I was flying a Hornet Next.. He attacked me from cover of mountains, whereas I was flying oversees Next.. >place your excuse here< Let's skip all the future discussions and force PVP servers to setup missions with: Mouse and keyboard use only 4K flatscreen only Graphics ultra only Map with water only and no wind Single aircraft type only (with same skins) Players start at exactly the same time, altitude, speed, etc. etc. See where I'm getting at?4 points
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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 hiders4 points
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Are you new to gaming or something? It's 2023. People have been doing that since at least the 90s turning down graphic settings to increase FPS (and response times) as well as improving visibility by removing grass and trees. You choose eye candy at a cost, it has always been that way and always will. Guess what else? The guy that spent $4,000 on a high end PC, head tracking, and pro controls ALSO has a significant advantage literally paying to win! Just play your damn video game and stop obsessing over minmaxing nonsense. Speaking from 30 years of online experience, that ain't what gets you killed 95% of the time.4 points
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3 points
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Preview de Stormbirds de Normandy 2.0. https://stormbirds.blog/2023/04/11/dcs-normandy-2-preview-part-two/3 points
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about 3 months ago i moved from a VKB Gunfighter MkIII Ultimate joystick to a FSSB R3 and it indeed does make a difference. more instant reaction to any stick input, much less sluggish feel, overall a better flying experience. i was always hesitant to make that step as it is quite an investment and i always thought "it cant be that bad". when i finally did it, the difference however was very noticeable right off the bat.3 points
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Again, great work and thanks to you !! Is it possible to get a MAN Truck from you ?? Without load or better with plant? Or as a separat semitrailer, for the trailers?3 points
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Let me be frank: It seems to me that you have an issue with losing some engagements, attribute this to other people cheating, and now clamor for a third party to provide a magic bullet so you can be vindicated. I don't think it's worth the strong emotions you have invested in this already. I suggest you ask yourself why this issue bothers you so much, and then let it go. We are here to have fun. There is no enforceable server option 'players have fun'. That is up to you.3 points
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And there is your misconception, ED is not aiming for competitive enviroment. You got shot down, but instead of using those setting to your advantage you want to enforce settings on people. Enforcing stuff on people will just make them go away, just like they go away from those nice countries that like to enforce stuff on people.3 points
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Operation: Tripoli Has Fallen Mission's Features: - This is a multiplayer mission for a maximal number of 4 players. - The mission features only the Mi-24 module. - Attack, actual sling loading and troops' insertion (CTLD) tasking available. - A total of 4 slots available for a total of 8 x Mi-24's. - If 4 players decide to play the mission together, each player would have 2 lives. Obviously, if you play alone you get 8 lives. - The mission features the Syria map - Tripoli City, Lebanon. - The targets are mostly infantries, quite a few techs and a maximum number of 2 x MANPAD's. - The mission's file is attached. Download and have fun. Feedback and questions are very welcome. Situation: Insurgent forces have taken control of Tripoli. As of now, they're holding the two football stadiums and the city harbour. Furthermore, the city mayor and his entourage are held hostage in the city hotel. We know the insurgents are mostly using AK-47's, RPG's and a few machine guns. At least a dozen techs with either DSHK or KORD 12.7 mm guns, and 2-3 techs with 23mm guns mounted. One MANPAD at each football stadium (two in total). Some civilians are still unaware of the swift changes that stormed their city and are still going about their daily life. Therefore, ATGM's are allowed to deal with techs, the main gun and gun pods, and only S-5 rocket pods are enabled to minimise unnecessary damage to civilians. Preferably, no S-5 rocket pods at all, but that's up to you. Notes: - 4 x Mi-24 slots available. A total of 8 Hinds available at the airbase. Fly carefully! - Having a door gunner should help with finding insurgents in the city. Mi-8 Flight: - Dragon Flight (4 ship): 50% fuel, 4 x ATGM's (Shturm-V), 1 x GUV-8700 gun pod (right side) and 1 x door gunner (left side) ******************************************************************************************** Objectives: 1- Secure the Tripoli Olympic Stadium. 2- Secure the Municipal Olympic Stadium. 3- Secure the harbour. 4- Evacuate the city mayor and his entourage from the city hotel. 5 (optional)- Sling load 4 containers to the greenhouses area. ******************************************************************************************** ------------- Objectives 1 and 2: Destroy enemy forces at each stadium (watch out for MANPAD's!). Once that's done, deploy an assault squad in the middle of each stadium to secure the area. * Make sure you take an assault squad from the airbase using the CTLD radio option. * A total of 4 assault squads is available. ------------- Objectives 3: Destroy most (at least 90%) of insurgent forces holding the city harbour (see images and check out the F10 map). ------------- Objectives 4: - Destroy insurgent forces holding the city hotel. - Land next to the hotel (not on it) within the marked evacuation zone (check out the F10 map). - Once the the hostages are evacuated, fly to the harbour. - Land next to a ship there waiting to bail the hostages out of the city. - Check out images and the F10 map for more clarification. ******************************************************************************************** Secondary (optional) Objective: 4 containers are available on a large cargo ship at the city harbour. Each container weighs 800 kg (ca. 1760 lbs) and contains specific chemicals and fertiliser material. Sling load the 4 containers and deliver them at the greenhouses' area just 5 km further away east of the city. Insurgents seek to seize those chemicals which is why we need to secure the harbour. If secured, this objective becomes unnecessary. Up to you. ******************************************************************************************** Radio Frequencies: R-863 - Channel 0 (127.5 MHz) is the main freq. for communicating with other players. Wujah Al Hajar NDB: 511 kHz Mission Editor: - If you choose to replace the Mi-24's with other types of helicopters or add some, make sure you edit the 175 - 178 lines in the CTLD script. - Also, make sure you edit the warehouse at Wujah Al Hajar Airbase to allow those helicopters to spawn. Tripoli Has Fallen.miz3 points
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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
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First off: i did not mean to highjack or derail this thread. It just happened Potato mentioned the sluggishness and i tried to give a litte tip. Feel free @NineLine to fork this into a separate thread, especially if you need to for internal reasons for the developers. Hi NiineLine, Dragon said it quite well already. But i would like to elaborate and add a bit. I was not to imply there is something wrong with the flight model itself, this is a topic i can not contribute. The problem to me seems to be the behaviour of the real stick is implemented "too realistic" so to say - "too realistic" with the fact in mind the vast majority of users do not have a force sensing stick at home. As far as i am aware of, in the real Viper there is a force sensing stick that does not move much at all but is measuring pressure and translating this into deflection of the control surfaces. To my knowledge this stick has a center deadzone, a certain minimum of force you have to apply, before there are signals sent to the control surfaces. Like said, most DCS users do not own a force sensing stick but a regular one with simple X and Y movement measuring axis. Also regular user joysticks have a way bigger range of movement available than the real Viper stick. This discrepancies had to be overcome and translated into the game in a certain way. This is the part i was referring to when i asked for ED to take a look again. My impression is, that this deadzone from the real thing has been carried over to the simulation accurately, which is causing some trouble. I did some short videos in the A-10C II, the F/A-18C and the F-16C. All videos are with a clean aircraft with 100% internal fuel, all control settings are at default. So no deadzones, no curves and 100% X and Y saturation in the settings. I also do not use 3rd party software that fiddles with the stick. A-10C II: A-10C.mp4 F/A-18C: FA-18C.mp4 F-16C: F-16C.mp4 One can clearly see how in the F/A-18C and especially in the A-10C II, there is immediate reaction of the control surfaces to even small physical inputs. The F/A-18C seems to be a bit slower in response than the A-10C II, where you can not even see the diamond move on the controls overlay. This is me just applying little pressure on the physical stick, not really moving it. In the F-16 though, at the end of the video i can even wiggle my physical stick (TMWH) in a circle about 1 inch in diameter and the diamond ingame follows this movement well. The control surfaces though do not show any reaction. I thought this might be the FLC interpreting short inputs, but holding the stick in such position did not have any effect either. I assume this is the (correct) simulation of the aforementioned deadzone of the real stick. So in a sense, it is "correct as is" - given you own a force sensing stick that can translate this. Users that bought one report this solved the sluggishness for them and they have way more control. For the average user though, in this case "realism is not realistic" as we do not own the hardware necessary. F-16C stick moving less 1/4 inch max in the real thing: The ingame deadzone for regular joytick users is some "arbitrary" point along the movement axis we can not "feel". Not hitting it leads to a sluggish feeling and results in pilot induced oscillation due to the agility of the jet and suddenly onsetting reaction of the control surfaces somewhere along the movement axis. In the real jet i assume you just relax that little pressure you put on and apply it in another direction for tiny corrections. This is a way finer process and easier to (fine) control than 1 inch or so movement of the stick through a deadzone on our joysticks. Like said, probably implemented accurately along the data charts, but with a regular joystick it does not translate very well. Looking at forum threads and questions in a variety of discords, this seems to be a common problem for Viper users. I therefore kindly ask ED to have a look at this again and maybe offer an option in the "special" menu to remove this deadzone for regular joystick users. A current workaround it lowering the saturation X settings in the controls menu to 50-65% for pitch and roll or apply a -20 curve, which both seem to shrink that deadzone a little bit but it is still present. Thanks for your time! edit: i can ofc provide trackfiles if needed/helpful. Just let me know. Thanks again!3 points
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For the past two years I've been working on a 3D model for DCS. Yes, as you can see in the title, the dream of many is becoming a reality... the Su-17M4 is coming! I bet it is not just me who admires this airplane, that there is a lot of fans of this flying machine. And this is my plan: in the near future (Soon^TM) I will finish the UV map of all parts of the aircraft as well as all textures. Second phase will be an implementation of the 3D model into DCS (so far as an AI only). A third phase, in case there is an interest, create a 3D model of cockpit and make it work with external model. And now, enough of talk:2 points
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From what I've heard, pilots' initial reactions were actually very good. They all said, more or less, that the force-sensing stick took very little time to get used to, and that response was very snappy and precise. The only thing to learn was that you didn't return the stick to center, just let go and the roll will stop. Right now, we seem to have a deadzone that's supposed to correspond to the breakout force of the stick, scaled to work with the normal stick range. Only, that doesn't work too well in practice, unless you have a force sensing stick, in which case it works as intended. A typical desktop stick has a physical breakout force instead, and a simulated one on top of that gives a control response that just doesn't feel right. @NineLine, can you comment on this? I'm pretty convinced the problem being reported here isn't the FM, but rather the control response, specifically the simulated breakout force. If an option was added to remove it, I'm pretty sure it'd feel a lot better.2 points
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...and wow that was cool. The victory tune at the end was worth the effort alone! If you haven't played the Viggen campaigns, do so - they're well worth your time. I think I enjoyed Atropos the most - that coordinated strike on the runway was just so satisfying, with enemy CIWS flying everywhere... Professionals Study Logistics kicked my ass (it took a lot of practice and learning to get the taxiway landing done, and more importantly the setup after re-arming). I found Hark, Villains tricky, too (you don't have much time to muck about with the maverick scope while the enemy ships come through the fog, and had to play very defensively). But, yeah. It felt like a real grounded scenario, with escalating stakes and pushed me to learn some of the Viggen's more obscure systems. Highly recommended!2 points
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I speak bad texting: I think he’s saying “But when will the super carrier be complete” either that or he’s asking where the bathroom is.2 points
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Thanks @AusMumbles for your efforts, cant wait for your plans. Nice work on the paintjob! Speaking of mounting solutions, after days of dealing with Fedex and customs ive finally got my DZUS fasteners to compliment the rails i got cheap of Ebay. The fasteners though... werent exactly cheap to say the least (Definetly wouldnt recommend buying them new!), but well. Now i only need to find a way to paint them black. Glad to see everyones progress, @LASooner yours looks amazing, and the fact its all desk mounted blows my mind! Cheers, Elo2 points
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Pulled the trigger for a QPro. Let you know me thoughts after the weekend.2 points
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As long as it is optional and players are warned. I would be fine with the feature. There are two reasons people will turn down their graphics the first is they don't have a powerful computer the other is to take advantage of graphics glitches.2 points
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Hello All, Many apologies, I'm owning that post (one too many gins I think). Of course, DDR5 works just as well with W10 as W11. I think I meant Intel 12th gen works better with W11, as you all know. Sorry for the confusion! Hic2 points
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2 points
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Please do since mods like this do magic tricks to VR users without any visual difference in quality. There are something fundamentaly wrong in DCS core if these kind of tweaks are required and they work.2 points
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I support OP in his wish to have server options for graphical minimum settings everyone has to stick to when joining the server. ED is caring for competitive play, they put changes in different lua files, like the autostart sequence, on the "breaks IC" list. Same with graphical mods like Bartheks textures, which break IC. Saying ED does not intend DCS to be competitive is nonsense, sorry. ED is even advertising and sponsoring competitive tournaments like SATAC. Technically, on join the client settings could be checked vs. the required ones and pop up a window stating the settings that need to be changed. Working similar to missing mods if you try to join such servers. "To join, your A setting needs to be B. Your C setting needs to be D". At this point everyone is free to to either change the settings accordingly or join another server.2 points
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Hast du mal geguckt ob die Zoom-Achse belegt ist? Wenn ja, dann mal löschen. Und welchen Joystick bzw Throttle benutzt du? Beim Warthog gibt es auch manchmal ein Zittern.2 points
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F-4E Phantem wil be relese in aprel F 4 F is the 6th letter of the alferbit 2 * 3 = 6 2 3 = 23 2023 23rd of aprel relese Thankyou for attending my Ted Talk.2 points
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This is why the missile to hit ratio for SAMs is abysmal.2 points
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This of any use? 4090 78003xd & MT Sorry if already posted. Edit: I read the OP comments and lowest FPS was 75 when there was a MLRS launch. The poster was able to bump their Varjo from high DPI to higher DPI and still had a smooth 80-90fps.2 points
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You have the same options as he does, so turn on the light?2 points
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Folks have been doing this since early FPS games. Point is, however, that DCS is a SIM first, and if players choose camo/flight routes to take advantage of terrain masking to minimize MK I eyeball detection and something as simple as a game setting nullifies their efforts, part of the sim experience is defeated. Console games enforce settings, so I see no reason why not to here as well. Yeah, I know, PC! But in a competitive environment some equalization is important. Otherwise, by your logic, why don't server admins have labels and padlock enabled by default? Let's all fly around using padlock... Sounds like fun, right? No, we aren't going to take Track IR and HOTAS away--that would turn DCS into a dumpster fire, fast. This isn't War Thunder. But keeping the actual game environment visually similar at least means that one Quake player isn't seeing everyone running around in a brightly lit hallway while everyone else sees dark corridors with inky black shadows to hide in.2 points
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DCS Patch status Current versions: https://updates.digitalcombatsimulator.com/ Change logs: https://www.digitalcombatsimulator.com/en/news/changelog/release/ Release Version Current version number: DCS 2.9.19.13478 Next planned update: To be announced2 points
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