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Showing content with the highest reputation on 04/14/23 in Posts
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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:8 points
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Много поточность никто не покупал. И как говорилось уже не раз, это пока эксперимент со всеми вытекающими. Отличия "базовой" от "открытой беты" известны. А в базовую МТ ещё не завезли. О чём роптать? Каждый сам себе злобный Буратино.5 points
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4 points
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We want to update all older models at some point, it is very time consuming and we have a lot to do, when it is planned you guys will be the first ones we tell.4 points
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@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.4 points
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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.3 points
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3 points
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You are probably seeing translating tendency. The combination of the main rotor torque and the tail rotor thrust will cause the AH-64 to translate right in a hover. Below is an image from the upcoming manual revisions, which will include better explanations of these concepts, among others. When stationary on the ground, as you apply left pedal you should notice the aircraft starts to roll to the right from the thrust acting upon the top part of the vertical tail from the increase in tail rotor thrust. With the aircraft on the ground, the fuselage pivots around the landing gear, which has the aircraft weight and friction keeping it in place. As you come off the ground, you will need to apply left cyclic to bank ever so slightly to counter it. Other helicopters experience this as well, but they counter it in different ways. The Mi-24 for instance has it's main transmission mounted at an angle, allowing the fuselage to remain level at a hover.3 points
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It's in the works, it will come when Microsoft release the update. All being well it should improve the reprojection artifacts, especially when looking though rotor blades.3 points
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14 апреля 2023 года Дорогие друзья, По кабинам, и прогревайте сердца своих воздушных коней! Мы готовим к выпуску нашу новейшую карту – DCS: Нормандия 2. Смотрите скриншоты, приготовьтесь к захватывающим схваткам, которые вот-вот начнутся над старой Европой. Вчера вышла очередная версия обновления Открытой беты 2.8.4.38947 с большим количеством изменений, исправлений и улучшений. Наземка, которая была «непрогрета» в начале миссии будет выглядеть холодной на экранах FLIR, истребители F-14B получили улучшения своей лётной модели, а также новую кампанию Operation Reforger II - Flanking the Bear, которая будет доступна совершенно бесплатно. Нельзя не упомянуть и Мираж F1, который тоже может похвастаться большим списком улучшений. Кроме того, было исправлено много нюансов связанных с переходом на многопоточную версию игры. Читайте полный список изменений на нашем сайте. Для тех, кто особенно привязан к сетевым сражениям, сервер 4YA организует очередную “вылазку” в эту субботу в рамках One-Life Campaign. Присоединяйтесь к 4YA Discord и будьте в курсе предстоящих событий. Благодарим Вас за поддержку! Искренне с Вами, Команда Игл Дайнемикс Нормандия 2 Превью Карта "Нормандия 2", несущая в себе отображение огромного исторического пространства, перенесёт вас в прошлое, на эпичное поле битвы Второй мировой войны. Пересеките Ла-Манш и белые скалы, пройдите маршрутами лётчиков, принимавших участие в поддержке высадки союзных сил в Нормандии. От холмов, пышной зелени и извилистых дорог до сверкающих рек, живописных деревень и оживлённых портов - эта карта воплощает в себе красоту Франции. Но пусть вас не обманывает её безмятежный вид, ведь пока ещё враг за каждым углом, поэтому оставайтесь начеку. Смотрите скриншоты этапов разработки. Открытая бета Что нового Наш текущий выпуск ОБ содержит многочисленные доработки, связанные с улучшением производительности, в частности, продолжена работа с многопоточным игровым ядром. Помимо этого, апдейт привносит с собой большой список других улучшений. Вот лишь некоторые из них: на карту F10 добавлены новые функциональные кнопки и всплывающие подсказки к ним, а также некоторые приятные моменты, такие как векторы скорости для помощи в навигации; основной парк самолётов Второй мировой войны получил обновление звуков силовой установки и оружия с внешних видов; улучшена реализация реверса тяги для реактивных самолетов ИИ и настроены соответствующие параметры работы двигателя и торможения; DCS: JF-17 получил 8 новых ливрей; значительно обновлён DCS: Mirage F1 в котором была проделана большая работа над системой управления, анимацией и функциональностью кабины пилота. Как всегда, были исправлены баги и ошибки по всему спектру игрового содержания DCS; пожалуйста, ознакомьтесь с полным списком изменений. 4YA One Life Campaigns Концепция проста: все игроки получают только одну жизнь и один самолёт на одно событие (миссию) длительностью 2 часа. Результаты и количество выбывших в каждом событии (event) определяют следующую миссию. Координация и командная игра имеют решающее значение для достижения успеха и совместной победы в кампании. Испытайте острые ощущения от совершенно нового мероприятия, где выживание, выполнение задач и результаты вашей работы одинаково важны для определения успеха. Более подробную информацию об ивентах 4YA WWII, а также статистику сервера вы также можете найти на сопутствующем сайте Project Overlord - DCS Второй Мировой. Спасибо за энтузиазм и желание,3 points
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Exactly this. I don't know what happens internally at ED (communication issues or something?), and don't really care about semantics regarding what is "core flight model" etc, but in my experience the apache handles very differently now. Rolling a lot more than before, especially when lowering collective, so maybe it's due to the collective changes, maybe not. I'm not saying it's bad - if it's closer to the real thing, that's awesome. If there was some unintended change, that's fine too, it's WIP and will change in the future probably many times still, and we'll all anyway get used to flying it again. I still love it and you for developing it, and I'm happy to see all updates and improvements. But ED, please don't disregard and ignore people's feedback with a simple "nothing changed" when it's really obvious to us that something changed that has an effect on how it flies.3 points
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Did the log say that it was fixed? And is it a factor in Flight Model Characteristics?3 points
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With the exception of the center-of-mass, those parameters are regarding the FMC's Collective channel, not the core flight model. And the center-of-mass adjustment was very small, not significant enough to alter the handling of the helicopter. I know this because I do flight model comparisons all the time across multiple DCS installs. I think what is happening here is some people are using inaccurate terms to describe what they are seeing. "Flight Model" = the core behavior of the aircraft itself, excluding behaviors exhibited by the FMC's SCAS and/or hold mode logic. "SCAS" = the behavior of the FMC's logic in affecting the flight control servos such as damping effects, turn coordination, etc. "Hold modes" = the assistance provided by the FMC to allow limited hands-off flying. If people are saying "Flight model" to describe all three aspects, then they are technically "correct" in stating something has changed, but they are incorrect in stating what has been changed. The SCAS and hold mode behavior was indeed modified in the recent update (as was listed in the changelog), as well as almost every recent update in the past several months (with the exception of January I believe). If a player relies on the hold modes to keep their aircraft under control in a hover, then yes, they may interpret changes within these logics as changes to the "Flight model", but this is not the case. If you were to fly the DCS AH-64D without hold modes in the Stable version of DCS World from December, and then fly the Open Beta version, the behavior is identical when performing a hover (Assuming the control profiles, environmental conditions within the mission, and the physical configuration of the aircraft with regards to fuel and weapons load are EXACTLY the same). The changes you would see is the Collective channel behavior as you started performing forward flight with changes to the collective input. I've done this comparison myself today. People tend to see what they want to see, and no amount of clarification from myself or other members of ED will likely change anyone's assessment, but if someone is saying "Flight Model" to describe the SCAS/hold mode changes, that is like saying the F/A-18 flight model changed after an adjustment to the Autopilot.3 points
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I just love these threads. Someone asks for something. No one asks him to expand on his thoughts of how this might work but plenty of people are ready to advise him that his request is ludicrous and, besides, ED and third party developers have better things to do with their time. Why not, after asking him to expand on his thoughts, let ED and those third parties make those decisions?3 points
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Seems to me to be a twitchy hot mess now they need to publish what hotas setup they are calibrating the FM too....that would shed some light on what the FM is supposed to do vs what its doing on our systems.3 points
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Check out the write up for the Flight Model Tuning part I, here. the same has been applied to the F-14B, which simply brings it closer to real live values, following the curves very closely. Which is also where your performance sits at in a dogfight. The reason we do not use "buff" or "nerf" is because either imply the intention to - I'll simplify - "make weaker" or "make stronger", while the intention here is to "make more realistic". That it then ofc can appear to the end-user as either buffed or nerfed is understandable, but I cannot answer your question in that manner, because bringing it closer to the curves, often means that both is the case at the same time in different parts of the flight model. Overall though you should experience a slightly improved performance, more accurate acceleration in the transonic region better acceleration, where it was lacking, less excess power, where it was too much, and thus a more accurate flight model overall, which has now come to almost conclusion. This means, as is, is what training for will let you develop long-term skills for the future to come - minor fixes and/or adjustments when needed excluded ofc. I hope this answers your question anyway.3 points
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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.3 points
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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!3 points
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Dear ED, Can you please enable in game graphics settings, "ultra" setting for the shadows. It works wonderful and it is not a secret that DCS uses immense VRAM so there is no reason to be shy about applying 8K cascade shadow maps. They look awesome in VR. I have been using them since I had my hands on 4090. But anytime I change in game a graphics setting shadows revert back to off. And I had to restart DCS with correct options lua again. Please do it. It does not even need coding. Just add it to the existing pull down menu. Thanks!.2 points
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Dear all, we are proud to finally release the new free campaign for the F-14B - Operation Reforger II - Flanking the Bear. We hope you enjoy it, and we have put up a spoiler-alert feedback thread for it here. Flanking the Bear sets in immediately after the events that concluded Reforger Part I, with the player heading off to a new theatre and, over the course of 7 brand new missions, continues the effort to bring Russia back to the negotiation table to allow for a German re-unification. Of course, please note that any similarities with real world events are purely coincidental. The campaign does not require having played part I, however we recommend you do so, in case you haven't yet. We also included a fix for part I mission 7 not progressing correctly. We hope you have fun flying Reforger Part II and we will be very much looking forward to your feedback! Another major addition to today's patch is the F-14B Flight Model overhaul, following the same process as has been applied to the F-14A in the previous patch. We've tuned level flight acceleration, turn performance and top speed and excess power across the flight envelope to achieve an even more realistic performance helping you throughout combat maneuvering. Both the Heatblur F-14A and F-14B are now even more accurate in how they maintain energy states across the whole flight envelope, meaning more accurate performance while manoeuvring. Included is also a new option to select a more realistic AOA buffet schedule. If you would like to leave specific feedback regarding the performance and FM changes, please do so in the Flight Model Tuning Guided Discussion thread here. We would also like to point out changes we made to the loadouts, with now greatly improved loadout possibilities, limiting many incorrect or impossible loadouts through mutual exclusion. Last but not least 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. As always we would like to thank you for your great feedback and support! Team Heatblur Changelog DCS F-14 Tomcat by Heatblur Simulations NEW: Added Singleplayer Campaign “Operation Reforger II - Flanking the Bear” NEW: Added option for a more realistic AOA buffet schedule Major improvement and overhaul of F-14B FM performance characteristics: Tuned F-14B level flight acceleration Tuned F-14B turn performance Tuned F-14B top speed and excess power across the flight envelope Made fuel tank loads exclusively symmetric Vastly improved loadout possibilities, limiting many incorrect or impossible loadouts through mutual exclusion Fixed HUD pitch ladder values for Take Off, Landing and A2G modes Fixed mirror floating with open canopy Fixed Operation Reforger I - Mission 7 not progressing2 points
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Репроекция имплементирована лучше. Т.е., Reverb G2 (в моём случае) + SteamVR (с дефолтным OpenVR) - это самый лучший вариант на сегодня для железа не способного тянуть 90Hz без репроекции. До перехода на MT сие комбо работало на ура, после - не работает совсем. Увы, согласен. Но всё ж базовый функционал ломать не стоит. А если сломан, то желаетльно его восстановить, либо заблаговременно сообщить конечным пользователям, что он больше не будет поддерживаться.2 points
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2 points
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Sarei un po' più cauto e meno tranchant: benché apparentemente ben documentato, si tratta sempre di un questione posta da un singolo utente che scaturisce da una serie di assunzioni che andrebbero verificate (per esempio l'angolazione delle pale giudicata a partire da un'immagine o le impostazioni dei controlli dell'autore del post che non conosciamo), visto che ballano 4/5 gradi di inclinazione (o giù di lì). Sarebbe interessante sentire il parere dello sviluppatore del modulo ma arrivare a parlare incontrovertibilmente di errori consistenti e/o non vola come dovrebbe volare mi sembra, IMHO, un po' troppo. Bye Phant2 points
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So that we can also "simulate" a little together and she can't really do that much with flying, but likes car racing, I got hold of an old Logitech Driving Force Pro for 20 bucks on ebay. This is now the "living room steering wheel", where you can drive relaxed on the couch with the HTPC on the TV. Of course I had to rework it right away and wired the shifter pedals in parallel with the sequential shifter. This left two functions that could now be used for an attached rally handbrake and the starter button. I also modded the pedals with aluminium ones and added additional springs for a progressive brake force. I also added two shifter pedals on top of the original shifters at the back of the wheel. Repainted it is too, of course. I just can't help it, original is boring!2 points
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Hi, @S3ntry, thank you very much! Our apologies for the delay, we hope we can publish it soon. Thank you for your kind patience2 points
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2 points
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And it's ok, because: https://forum.dcs.world/topic/316032-official-news-2023/?do=findComment&comment=51636892 points
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Сделали они генератор скриншотов, извините. Можно найти опытных 3д моделеров, опытных художников, звуковиков (хотя тут тоже не факт), программистов общего профиля, но вот все остальное слишком специфическое, чтобы просто свистнуть и набегут таланты. Их где-то растить нужно. А где, на чем? Но это уже все оффтоп.2 points
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See, there it is. Murphy's Law. On the other hand, I very happily support the developers that give us these super immersive sim moments. Really good times to be a flight sim nerd.2 points
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I see, and agree with you there. My point was more to the direction that if players give feedback that the thing flies/behaves weirdly, there might be a reason worth investigating even if the player can't give exact technical details or know how you differentiate what is flight model and what is not internally, instead of just falling back to "no changes were made to this specific part of the whole". And even if the player specifies some technical name of a system, you have to understand that we don't necessarily know what we're talking about or what it means to you in a technical sense. Following your example, a customer in a restaurant might generally complain that the taste of their favorite dish has changed, instead of being specific about which part or the way it was cooked, and then it would be the cook's job to figure out if they really changed something and if it's for the best, perhaps by asking the customer for more details if needed. And yes, working in software dev with customers myself, I perfectly understand that "this feels more twitchy and erratic" is not something that you can really work with. And I see you're already asking those more specific questions to get to the root of it, so kudos to you for being patient and trying to figure it out. The first reply by NineLine to the comments about the latest patch seemed more dismissive to me, and that's where my reaction comes from. To answer your questions, I don't really use the holds almost ever (but if I do, I try to trim as perfect as I can before engaging them), and mainly use the trim for level flight only. During combat maneuvers I generally don't touch the trim at all.2 points
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They can. It’s just that they want to release new product before they go back and fix the current one. It’s the way most sim development goes, need to keep the ship afloat. And it’s likely more fun working on new stuff. DCS is not their full-time job, so there has to be a sense of joy to keep going. The Gazelle is most likely a bit of a chore compared to working on the new module. I hope that their new 342L ”modular” approach will offer much variety. It seems like we still won’t get the missing periscope (for aiming), but hopefully a few new weapons to mix and match.would be vool with a few new chinese options.2 points
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It's nothing to do with DCS, it's the WMR runtime update that will improve things2 points
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2023/04/14 for stable 2.8.1.34667.2 and OB 2.8.4.38947 bug fix: sharpen and color changes were applied 2 times with OB As I had the time to fly a bit I discovered an issue. For some OB version, the shader I use to change color and do sharpen is not displayed in the HMD miror view, but it is in the VR HMD ! As I'm using the miror view to setup mode fixes I though it was no more used and setup a new shader for color changes, in addition of the previous one. As I did some fix in the new shader with previous version and had still the same bugs, I discovered this hidden double usage ! So now there is only the original color/sharpen fix, performance may be a bit better and sharpen quality also.2 points
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Acceleration, Mach, and endurance should have a marginal increase, without the weight of the pilot.2 points
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Если вы устраиваете безумный и бесконтрольный УВД апокалипсис прямо над аэродромом, не ждите красивых решений. Вспоминаю про мужиков и японскую пилу.2 points
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Yeah i say take your time with cosmetic stuff. Function>form any day. Better do the engine/FM, first and right. Nuts, bolts and rivets can wait.2 points
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Just want to add my 2 cents to this. Since today's update (2.8.4.38947) the Apache FM is acting up. Very twitchy. Extreme roll tendencies - the helicopter is entering barrel rolls from relatively tame maneuvers. When I turn the SAS off most of these issues cease. I do believe the values for the SAS are incorrectly tuned. If it's anything like a PID it's quite apparent your 'P', or more likely 'I' values are too high. Those were my impressions of the SAS prior to this update, it's worse now.2 points
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2 points
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You are right: it used to work, as seen in this video. The issue has been reported internally.2 points
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you're playing with words here... Even if the underlying model and equations haven't changed, when you modify parameters such as center of mass position, rotor gyroscopic moment, rotor dampening coefficient, main rotor stiffness, and more, you are effectively changing how the aircraft reacts to inputs.2 points
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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
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You can just look at the shape of the airframes and get a pretty reasonable Idea of capability or at least design philosophy. Yeah the engine has a pretty profound effect of course, but only in how you can use the airframe... not really in what it's fundamentally capable of. For example... LEX on the Hornet and small wings in the Viper. It's very clear the airframe of the Viper wasn't meant for dogfighting in the lower speed ranges, and the hornet was. Honestly... in just looking at the Viper I'm VERY surprised it does as well in a turn fight at all. But that's because just looking at it doesn't give you a clear picture of how much thrust it has. Once you realize it's a bit of a hotrod as far as thrust... Then it all makes sense. The Viper just isn't made for the same fight as the Hornet... And why should it be? They're both made for the same military. Why on earth would we have decided to duplicate capability in two different packages? Would have made absolutely zero sense. All that said... The Viper is still the top dog IMO... but only because it has a WAY better Aim120 launch than anything else in the sim. I still prefer to fly the Hornet. Also... I'm still convinced the F35 has the best of both worlds. I know, I know... everyone says "it sucks..."... LOL. OK.2 points
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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!2 points
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Hi, First of all sorry if it was not too clear, we try to maintain a balance between length and clarity and we've been working on improving the wording, I'll pay more attention to it in the next update. So the control surface test is basically a test that pilots performed after a certain number of flights to check the electro-hydraulic flight control system, the autopilot and the automatic flaps/slats were working correctly. Basically, you deploy combat flaps, and then flip on the test switch (which is under guard in the rear left panel of the cockpit). Then a counter starts (each number corresponds to a specific failure), if the counter stops at any number, you have to write it down to know what is failing and press the button in the test panel (except at 35 and 40, in which you have to connect the AP and the ALT mode respectively). If you reach the number 88, everything is working fine. You also have to check if the flaps/slats retract. Missile masking is a situation in which the aircraft body (either fuselage or wings) is blocking the line of sight between missile and target. When that happens the amber 'locked' light of the corresponding missile flashes and launch is not possible. Harmonization time is the time that the radar missile seeker takes to syntonise the right frequency for a radar lock, you can think about it as the time it takes for the missile to lock the target, it is a few seconds. Both of these features can be dissabled in the mission editor for a more 'gamefied' experience. The automatic launch is controlled by a switch in the armament panel. Basically, when that option is selected, a radar missile will be launched as soon as the target is locked and the aircraft is within range. Yes, as dangerous as it sounds. The Magic/SW on switch is also located in the armament panel and it energises the seeker head cooling and the gyroscopes of the wingtip missiles.2 points
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What we want is a custom SCUD missile scheme in DCS, which will allow us to create ballistic trajectories for missile mods.2 points
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2 points
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