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Showing content with the highest reputation on 04/13/23 in Posts

  1. 14 points
  2. Hi everyone! I am Silhou. I will be helping the team in the future with bug tracking, customer support, and other administrative stuff. I am really excited to meet you all and hope I'll be a great help to you as well I am always glad to assist you with figuring out the issues you may have and make sure the team knows about them, and therefore make your experience even better!
    11 points
  3. We hope you all enjoy the new patch, any issues let us know in the bugs section. thank you
    10 points
  4. Hello! VIVID SYRIA 2 has been released. The first post has been updated with the download link and some additional screenshots. Enjoy!
    8 points
  5. What we want is a custom SCUD missile scheme in DCS, which will allow us to create ballistic trajectories for missile mods.
    7 points
  6. Hi everyone! I am Silhou. I will be helping the team in the future with bug tracking, customer support, and other administrative stuff. I am really excited to meet you all and hope I'll be a great help to you as well I am always glad to assist you with figuring out the issues you may have and make sure the team knows about them, and therefore make your experience even better!
    7 points
  7. VIVID SYRIA 2 by Barthek Hello, I am extremely happy to present to you the second version of my VIVID SYRIA mod. It is said that a picture is worth a thousand words, so please study the following changes I've made to the ground textures. If you enjoy the overall look, as always, you can find the download link and instructions below. Enjoy! TEXTURE COMPARISON: IN-GAME SCREENSHOTS: INSTALLATION GUIDE: 1. If you're using any terrain mods, please deactivate them to avoid potential complications. 2. Download the MOD in JSGME-ready format from HERE. 3. Unzip the content of this package to your JSGME mods folder within your DCS main folder. 4. Activate the mod in JSGME. Happy flying, Barthek
    6 points
  8. Thank you for fixing the RDR ATTK page TDC slew page, it is SO much more usable. However, this change did not affect the SA page, which is also very important to control e.g. scale. It will also be weird to have different speeds, especially when setting TDC speed curves/etc. Hopefully the SA TDC slew speed can also be fixed.
    6 points
  9. let's feedback the latest one. -Signal intensity interpolation, which was the most useful thing, is lost. -Major threat is so close to the center that you can't determine a precise relative bearing (so notching become hard) -Often the missile indication merge on top of the priority threat locking you, so you can't read anything, it's all piled up into the center. I hope there's data supporting these PRECISE changes because it is very inefficient compared to the previous update.
    5 points
  10. Is it possible to get a separate post with all the small and large fixes to MT. So those testing and bug hunting knows what's what.
    4 points
  11. Because the current buffet is tweaked for realism plus added immersion. In other words, we overdid it slightly on purpose since release to provide a better "haptic" feedback on your screen or in VR. The new, more realistic buffet schedule trades some of this "translation into 2d/3d" - and while more realistic, may be less preferable for some or more preferable to others. Neither gains you any advantages or disadvantages, it simply lets you choose which level of "violence" you want in the buffet - one toned more towards immersion and one more toned towards realism, while I would argue that the more immersive one is not much less realistic, as the more realistic one is not much less immersive. It is an option that has been demanded by the community pretty much since release - so now everyone can choose whichever setting is better for their personal experience.
    4 points
  12. People are starting to catch on. For some reason the aoa you can pull during pitch up max deflection is much lower than the pitch down. I propose a change in the control input sensitivities as Minhal has pointed out in my previous post. The FLCS feels awful compared to the hornet. In this first video you can see the f16 has extremely impossible pitch down spiraling movement. Ive done testing on my own and this is achieved by staying below 250 knots to avoid g-lock from negative gs, pulling power to idle and applying full pitch down and full aileron deflection(maybe a little rudder). My theory is By entering a low speed spiral the fcs thinks that full pitch down is to decrease aoa and break the stall and gives much more aoa control for pitch down movements in the f16. Im not sure if this is the way the developers have intended the f16 to be able to do these maneuvers. As it stands right now when im flying the f16 the poor aoa it can pull, poor sustained rate, ocoupled with the insane energy bleed has caused me to be put in a defensive position. My only option is to do this goofy negative g high aoa nose down maneuver to force an overshoot. My opinion is that the f16 is still underperforming and bleeding too much energy for exchange for below average instantaneous rate. I heard in bms theres a switch that allows override of the flcs? The f18 has this and the f15c just lets you pull insane amounts of aoa. Meanwhile the f16 is severely limited by its flcs.
    4 points
  13. I am very happy to inform you that we have found together again after all. However, in the future I will no longer pursue my hobby to such an extreme and spend more time with my wife. Now we will fly to India for a short vacation at the beginning of May and then I will tackle the project again. She wants it too, because it has always been my big dream and therefore I should not give it up. But as I said, I won't push it that far now. The partnership is simply more important and it always has been, but the Covid lockdown and the associated constant being together in a confined space was simply not good for the partnership.
    4 points
  14. Well, I mostly focus on weapon systems. Trucks are accessories in my mods.
    4 points
  15. Something About it Makes me Focus Harder.
    3 points
  16. Dear all, this month we have a rather small update for the Viggen, focusing mainly on fixing remaining issues with the tertiary air hatch and the gear door numbers not working. As always we would kindly like to ask you for your feedback. We would also like to take the opportunity to introduce you to @Silhou - our newest team member, who will help us greatly with customer support, bug tracking and administrative tasks. We are very happy to have her and we hope that together with her help we can improve our customer interaction even more! In the future tracked bugs will also receive a code, which will help to reference previous reports or already tracked bugs in future discussions if need be. Please join us in kindly welcoming Silhou to the team and to our forums. Thank you all for your great feedback and continued support! Team Heatblur Changelog DCS AJS-37 Viggen by Heatblur Simulations Fixes to tertiary air hatch conditions and animations Fixed gear door tactical numbers not working
    3 points
  17. Mods\aircraft\F-16C\FM\config.lua still has inertia values assigned to the incorrect axis that result in F16 having a pitch response that poorly matches public data. center_of_mass = {-1.4, -0.069, 0.0}, --x,y,z moment_of_inertia = { 12875.0, 85552.0, 75674.0, -1331.0},--Ix,Iy,Iz,Ixy -- Ix(roll) = 9496, Iy(pitch) = 55814, Iz(yaw) = 63100 [slug-ft2] --moment_of_inertia = { 4610.0, 48882.0, 52678.0, 0.0},--Ix,Iy,Iz,Ixy line 37 shows 85552.0 as Iy and 75674 as Iz. These two numbers need to be switched. Iz for American planes is the (positive-down) (positive-right-yaw) axis and Iy is (positive-right-wing) (positive-up-pitch) axis, but in Russia, the standard orientation is Z is (positive-left-wing) (negative-up-pitch) and Y is (positive-up) (negative-right-yaw). This is a data entry mistake as the values are correct, but their position in the table is not. Moments of inertia are found on pg 43 19800005879.pdf (nasa.gov) @DummyCatz Line 37 should read: moment_of_inertia = { 12875.0, 75674.0, 85552.0, -1331.0}, The correlation between table index and affected axis have been verified in this video:
    3 points
  18. That option is old. It is for so called single pass stereo rendering. It renders both left and right eye images at the same time in VR. It enables the GPU to share culling for both eyes. The GPU iterates through all objects in the rendering scene for only one time for the culling and then renders the reminding objects that were left over after the culling process. It can boost VR performance significantly. But sometimes it comes with rendering errors (different light effects for left and right eyes for example). This feature was never completed or approved by ED.
    3 points
  19. @BIGNEWY @NineLine - Why was this moved to Wish List with no comment? The TDC should absolutely not have different speeds and this is a bug.
    3 points
  20. Oh got it, yes, that's actually a great idea. I'll speak with the other members of the team to see if we start doing this, thanks!
    3 points
  21. Campaign Updates - OB 13/04/23: Persian Freedom (updated Feb OB) M14 - Adjusted RPG team position. M8 - Adjusted MANPAD position on last task. All - Updated radio presets Cerberus North M3 - Fixed rare chance for mission to be failed if player doesn't press spacebar. M15 - Adjusted Tornado behaviour to avoid blocking Incirlik runway. Modified Mystic 3 enagement. Adjustements to AI behavour. Kerman Campaign M3 - Added elevation to task 3. M6,7,9 - Adjusted missions to correct for issues with GBU-12.
    3 points
  22. Sorry for the confusion, my statement above is regarding the PrSM antiship version, since it can fire at non-static targets (moving ships).
    3 points
  23. did some tests after the recent rwr update. in some occasions i observed that i get no nails, no spike but an instant launch warning, see tracks attached. the no nail no spike to instant launch warning seems to occur with late activated groups, here tested with a tomcat but also observed with mig29. more specifically late activated via trigger, not via timer. then specifically with the F-14 when it is not late activated i do get nails however if you compare the range to the track where i tested it with the viper, the viper shows up as nails much earlier. seems weird comparing the strenght of the radars of these planes. i also never get any spike by the tomcat. fair he might launch in TWS. but then why do i get an instant missile launch warning if he shoots in TWS? and if its the missile going active that early, why is it flashing "14" instead of "M" or "U"? also i only ever get one RWR indication but if the missile goes active that early i should get the tomcats ownship (14) and the missile (M) on top - so two RWR indications... something seems to be very odd. f-14_late-activate_no-nails-or-spike.trk f-16-late-activate_nails-and-spike.trk f-14_no-spike-instant-MSL-warning.trk
    3 points
  24. And... guess what, correct, no fix in today's patch. Beyond a joke!
    3 points
  25. The usual issue when the missiles fly too far is that more than one round (1 missile) was targeted at the same spot. This makes DCS go crazy.
    3 points
  26. "за.....шься" пишется с мягким знаком
    3 points
  27. I have followed your project with amazement. Happy to hear you and your wife found each other again. Remember the key to a good life is balance. Best of luck with both wife and project.
    3 points
  28. There’s deeper Fidelity vs Usability issues with Flight Sims. Especially when your main player base is using Spring Centered dead Joysticks on desks. At too high a fidelity of pitch response you’ll NEVER trim the plane. Ever. Between recentering as trim comes in, dead space at the center, discrete input resolution, and the poor ergonomics of desk top joysticks. Not to mention the subtle acceleration or deceleration cues you feel in a real plane to make tiny 10kt and/or 50 Foot adjustments, just can’t exist, and even in Level D sims can get kind of uncanny while turning. So sim’s need to fudge in some unrealistic dampening to make the sim “behave” more like reality, by reducing true Fidelity. You’ll only ever have true Fidelity in the actual plane or if Holodecks ever get invented. Everything else is a design compromise of Fidelity vs. Utility.
    3 points
  29. Just by remote chance somebody internally at ED insists that there is benefit to 32bpp normal maps, referencing videos like below, I'd like to make one things clear. One thing common about these videos showing benefit of 32bpp normal maps is that they almost always show it very close up on highly reflective surfaces like a chrome or mirror object. Because that is the only way to see the difference. On real world game scenarios like DCS where nearly everything is matte and weathered, you will not be able to tell the difference between 8bpp and 32bpp. Below is another video that starts out by showing the benefits of 32bpp normal maps on chrome material but towards the end at 11:49, he shows 8bpp is just as good for matte materials. And as he said in 12:22, if you bake in 32bpp out of 3D software and then reduce it to 8bpp in Photoshop, it works well even on chrome materials. This may be viewed as another step in the pipeline but all this can be automated with batch, command line, and even scripting. And if somebody does make a chrome plane, it still should be 16bpp as the video shows. Not 32bpp.
    3 points
  30. 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 patience
    3 points
  31. yup. Had to jump through all the "not that accurate" "wasn't really used" and "correct as is" hoops to get this reported years ago and it hasn't been touched since. Here's the bug report, there were several but this one was the one marked "investigating", started by the OP here, which itself contains reference to another confirmed bug report from Dec 2020.
    3 points
  32. Why haven't you hired that guy, he's obviously the answer to any problems you're currently working on! </sarcasm>
    3 points
  33. Is it so hard to add 151/20mm nose cannon to K4? Or is it so hard to make another module a Bf109G10 with 151/20mm nose cannon? Should be easy since G10 and K4 is so similar. G6ASM or G14 would be good for Normandy, with included 151/20mm gun pods. Other wish list include Yak-3, He219, He177, Me262, Ju88G6, Ki-84, Ki-100, F6F, F4U. Probably will wait for years. Hope someone is listening. Or just come out with 151/20mm nose cannon mod.
    2 points
  34. Everything you wanted to know about the Normandy 2 update, compatibility and my campaigns: TL; DR: Normandy 1 campaigns -> Heavily updated missions, playable on both Normandy 1.5 and 2, whether or not you update. (you should! ) Channel campaigns -> Playable on the Channel map Marianas Campaigns -> Playable on the Marianas map Nevada Campaigns -> Playable on the Nevada map Caucasus Campaigns - > You get the idea.
    2 points
  35. Here's what you need to do. update the description lua for each of the custom skins to the new format used for MODEXs (I will attach text files highlighting the text to be replaced with in the old format and the new format) In the new format, make sure the last line of each group reads {DO NOT CHANGE ANYTHING BEFORE THE FIRST COMMA, DECAL, "empty", true}; The new format is incorporated into my new format file attached That's it. I verified many of my skins and they are good to go. NOTE: The file names I used for other portions of the skin maybe different than yours. ONLY delete the MODEX text in your current luas, and then add the new format (everything I highlighted in my attached files) or you may cause yourself other issues. OLD format - DELETE HIGHLIGHTED TEXT.rtf NEW format ADD HIGHLIGHTED.rtf
    2 points
  36. Hey, Raptor I'm working on it. Upgrading the weapons so they perform like the weapons on ED DCS ships. It will be a much better Corvette once I finish.
    2 points
  37. Been having this issue as well, on and off MT if that helps.
    2 points
  38. I need SteamVR for proper reprojection. There are terrible artifacts in OpenXR with reprojection, regardless of settings and frame times.
    2 points
  39. From the team MT does not support openVR currently, it only supports OpenXR You have to set your OpenXR runtime to use SteamVR. Open SteamVR > Settings > Enable Advanced > Developer > Switch OpenXR runtime to SteamVR. https://store.steampowered.com/news/app/250820/view/2396425843528787269
    2 points
  40. Yes MT is still optional in the mt-bin folder I will check with the team
    2 points
  41. For DML users, in terms of simplicity I would like to suggest to place all modules in a folder e.g C:\DML. Then, instead of copying - pasting each one of the module text to a DO SCRIPT trigger, you create the following text and you copy it to a DO SCRIPT e.g dofile("C:\\DML\\dcsCommon.lua") dofile("C:\\DML\\cfxZones.lua") dofile("C:\\DML\\cfxCommander.lua") dofile("C:\\DML\\countDown.lua") dofile("C:\\DML\\cfxOwnedZones.lua") dofile("C:\\DML\\pulseFlags.lua") dofile("C:\\DML\\xFlags.lua") dofile("C:\\DML\\cfxNDB.lua") dofile("C:\\DML\\cfxPlayer.lua") dofile("C:\\DML\\nameStats.lua") dofile("C:\\DML\\cargoSuper.lua") dofile("C:\\DML\\limitedAirframes.lua") dofile("C:\\DML\\csarManager.lua") dofile("C:\\DML\\autoCSAR.lua") dofile("C:\\DML\\cfxPlayerScore.lua") dofile("C:\\DML\\cfxPlayerScoreUI.lua") dofile("C:\\DML\\messenger.lua") Now every time that DML modules are updated, you just paste them in C:\DML folder and there is no need to change anything in mission, as far as each time you load the mission it gets the modules from C:\DML.
    2 points
  42. Hi, our viper is correct based on the public data we have, if you have better public data please PM me. If you could also include track replays from your tests it would be appreciated thank you
    2 points
  43. I do understand your frustration, the Mirage F1 is very challenging to master. For me I enjoy a variety of planes so I do end up retraining in order to get good again. For me, it’s practice. I fly against the AI to master techniques on the particular plane that I want to learn. Flying against planes and ground targets. For Cold War, nothing beats Enigma and yes you will have more bad days then good ones. Everyone gave great advice in this thread and like I said the Mirage, while sexy, is tough to learn. My squad puts up a Cold War server as well, that is pretty easy, if you just want to cut your teeth. It’s a Wolfpack server. So just search wolf then space pack, you should see one marked Cold War. I use that one some times just to practice, since it stays light. Staying fast in key in the Mirage, then learn to react fast when the chance comes and keep moving. To me there is no F-16 type CW bird, they all have their quarks, but that’s what makes them special.
    2 points
  44. That would be the one I'd go for, for early cold war to more or less match the early Migs the saber and the upcoming super sabre. Also about damn time we get a Hawker plane in DCS.
    2 points
  45. вы вижу новенький,но.... я им что то подобное лет 5 или 3 года назад писал, с тех пор кроме более внешне детализированных моделек мало что поменялось, так что советую сразу какие либо ожидания на счёт модуля забыть, это всё те же коробочки-болванчики для расстрела с самолётов, не более))
    2 points
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