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Showing content with the highest reputation on 04/21/23 in Posts
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15 points
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Your welcome Toan! Much appreciated. So as I always say I have an AI ship for almost all countries. Future AI ships coming for DCS are for the US, Japanese Fleet, South Korea, Netherlands, Italy, France, Egypt, Spain, Australia, Germany, Canada, and Singapore. Not in that order. In the near future, I plan to create some Civil Cargo, Container, and Tankers Ships for the upcoming Sinai Map. I also have some small Patrol Boats coming as well. The next mod in line is the USS Lewis B. Puller (ESB-3). I'm creating this mod for the helicopter flyers out there as it is a forward expeditionary mobile base. Afterward, I will create a couple of Supply and replenishment vessels. We have a lot of ships but not enough support for them. We'll see what the future brings. One day at a time! Thank you all for your interest in the AI Ship mods. Stay Tuned! https://en.wikipedia.org/wiki/USS_Lewis_B._Puller_(ESB-3)10 points
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Work in progress... ZTZ 99A2 with active protection system. It's definitely not perfect, but a representation of an APS with the DCS limitations. It will do it's best to protect the MBT from incoming ATGMs or AGMs by trying to blow them up within a couple of hundred meters. It scans 360 deg around the MBT and only has ammo for a couple of incoming threats. Unfortunately it cannot detect shells.9 points
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I want to make a point regarding that screenshot (could you provide your monitor size just to make sure?) but there are also things I want to make clear. Regarding about seeing contacts at 60 km (32 nm), the mod actually prevents seeing contacts more than 15 miles, and they start transparent and gradually gets darker the closer they are so technically it should be a positive thing for your case. Regarding for VR, see my last post but yes, there is limit depending on your vr hardware. For VR users, I recommend not using supersampling or any techniques that blends pixels like AA. Hardware wise, there will be a limit where pixels is not clear enough for distance far away. I set my valve index to use 100% steamvr resolution, no AA, and a pixel density of 1. If I want further advantage, I'll drop resolution to 85%. This advantage is one of the problem we're facing in this sim because we're trying to use hardware and settings to gain an advantage in a study sim. We're currently in a situation where we pit a mig21 vs an f5e in a dogfight and both pilots are in WVR but in reality one of them is blind because he's using a 27 inch 2k monitor. Regarding your screenshot, I'm assuming its a big monitor since you mentioned TV but I could be wrong. I'll explain that part at the end because there are some things I want to address what I feel the mod is really trying to push. First, it tries to create a level playing field for players who really need it because of hardware limitation. Note that I don't really like using spotting missions because being placed in a mission where you know where the aircraft is against a totally blue background is different than being vectored to a target 25 miles away, using radar to find them, then visually trying to acquire them. Second, it tries to keep the engagement as realistic as possible. You should use your radar in BVR and your MK1 eyeballs when it gets close. So the mod makes targets 14nm away (25km) fully transparent. Can be a disadvantage for some players, but on the other hand provides a realistic advantage knowing that the dots you see are contacts that are <14 miles away from you enhancing your SA. Third, targets in visual range where an actual fighter pilot can see irl shouldn't be pitch black unless there's a sunset behind it (I guess?). That's why fading is introduced in this mod. Scaling and spotting conditions (weather, lighting) is the correct way to fix it. Once you merged, you shouldn't lose visual of your target unless you are looking away for extended period of time. Currently if you merge at a really high speed, you go high and get separated by 3 miles, you can lose visual of your target because it turned into a pixel against the forest background even if it has a white bare metal camo. Scaling is the correct way to fix that but currently to mitigate this issue, downres to 1080p to have a bigger pixel displayed on your screen to easily track or reacquire your target after a pass. This mod allows you to keep your resolution and have the same pixel size as 1080p. Now there are two sims that I know which are tackling this problem differently. One of them is an f16 simulator that uses smart scaling based on research documents https://apps.dtic.mil/docs/citations/ADA414893. Instead of dots, aircraft model is scaled. The size of the model is determined for eg if at this range "can you tell its heading and aspect?" then the model size will be big enough to answer that but not to IFF. However, it's not perfect and it feels exaggerated imo for small monitors, and it was addressed by OP here https://why485.itch.io/smart-scaling-demonstration. The other sim is WW2 sim and aircraft visibility is determined by the weather conditions, clouds, and lighting. It's also not perfect but its a step in the right direction. I think this mod tried to also "simulate" this by fading the dots the farther it is. DO I NEED THIS MOD? IMO it depends on your hardware, settings, and your experience playing this sim. This mod fixes an issue that does not apply to everyone, and for those who don't need it is not going to miss out on anything, and won't be handicapped when fighting a player that uses it (No unfair advantage when both parties can see each other in WVR). Yes if you cannot play missions without labels. If you acquired your target with radar using a cold war jet (HUD is basically a gunsight) and try really hard to visually acquire your target within 10 miles but still failed. Lose sight of your target frequently during a dogfight that is kept within 3-5 miles and 90% of your time is focused on him, 10% to check your six. Tons of flight hours but terrible spotting but your teammate somehow keeps spotting enemies. No if you're playing on 1080p. Correctly dialed up your VR settings. Playing on a large monitor and you are sitting close to it (32" 1440p is a Yes, anything larger depends on resolution and how close you sit so better to test the mod). If you're using a 24" 1080p monitor then you're out of luck, from my experience your spotting ability will be between 27" 1440p player and 27" 1440p downrez player. The mod won't improve it and its up to ED to introduce scaling to level the field. These are my opinion based from my experience. You should give this mod a try and run a couple of missions/multiplayer and form your own. I want to expand on the hardware side regarding monitors as it might explain why people voted worse for me or no difference. I would like to point out that using the mod might seem "worse" because it fades out contacts far away rather than keeping it pitch black. Therefore if you have no issue seeing pixel dots, then using this mod might be a disadvantage for you, but it will be "closer to realism". Below are pictures with two monitors that I have, both are Samsung Odyssey G7. One of them is 27", the other 32". Both are 1440p. They both have the same pixel counts but the bigger the monitor, the more "stretched" the pixel is to fit the whole monitor screen. This is why (in general for gaming/content consumption) if you're upgrading from 1080p 24" to 27", you should always go 1440p as 1080p looks terrible with 27". Please note that I am using reshade with curves.fx and amdfidelitycas.fx for sharper pixel (I recommend it to help with spotting) and forgot to turn it off when taking these pictures. Also, it might look different in my perspective than yours. Also the pictures are taken at the same distance, the hud looks bigger on 32" because its just a bigger monitor. 27 inch 1440p, 1440p ingame resolution, vanilla - visual on enemy 23 miles away but pixel dot is really small you have to zoom in the screenshot to see it. Anyone who plays with their monitor further away from them will technically be blind. You basically have to pixel hunt. 27 inch 1440p, 1080p ingame resolution, vanilla - visual on enemy 23 miles away. Pixel is more pronounced. 32 inch 1440p, 1440p ingame resolution, vanilla. Much better than 27" (first screenshot). This is due to the pixel being bigger than 27inch monitor. 32 inch 1440p, 1080p ingame resolution, vanilla. Not much difference from 1440p res. Might look a bit blurry than 1440p res but it's thicker so its easier to spot. In multiplayer scenario it's slightly better than 1440p resolution from my experience when scanning around (was more consistent in different environments). Anyone who used to play downscaled on 32" vanilla and moved back to 1440p res after installing the mod won't expect much (This is the case if they just loaded a quick spotting mission, my conclusion at the end will clarify what I mean). That could explain why some voted "no difference" or "worse for me" because they can't see further than 14 miles. (Next picture explains what I mean). 32inch 1440p, 1440p ingame resolution with mod - no visual on enemy 23 miles away. Mod addresses the issue of seeing targets at unrealistic range. 32inch 1440p, 1440p ingame resolution with mod - tally on enemy 14 miles. However, it's opaque. Usually you'd be in this situation if you acquired your target in radar and flying towards it, or was vectored in by GCI. You have to work hard by scanning the horizon. Also note that its much easier to see in my perspective than the picture due to loss of quality. 32 inch 1440p, 1440p ingame resolution with mod - tally on enemy 9 miles. Pixel is darker. I didn't include screenshots of 27" 1440p with mod (me being lazy). Basically from my experience the pixel dot visibility is the same as downscaling to 1080p. Now you don't have to sacrifice your overall graphics fidelity anymore from downscaling. Only downside is you lose the advantage of seeing planes more than 14 miles away. I want to point out the dot clarity from using this mod in WVR is the most pronounced with this monitor size and resolution, and that's important because its the most common monitor size and resolution. That's why a lot of players are complaining about spotting in DCS and having to resort to downscaling. Do I prefer using the mod? Yes. The mod offers the greatest benefit to 27" monitor as dots is the same size as downscaling to 1080p. I currently main with 32 inch unless I sim in the other room that has my 27" monitor. Even though the screenshot shows the 32 inch 1440p vanilla looking pretty good, it's not always the case as those pictures were taken in a clear perfect environment comparing to a busy combat environment. Before the mod, I fly pvp servers with my resolution downscaled to 1080p. Downscaling to 1080p resolution also had flickering issue where dots disappear at certain fov at certain distances (I think its caused from 2x MSAA). Now with the mod I can get the benefit of 1080p spotting while running 1440p resolution, and that also fixed the flickering issue I had. Also, losing track during "on the deck" dogfight is no longer a frequent issue.9 points
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DCS: Normandy 2.0 Update FAQ When will it be released? Very soon you will be able to enjoy all the hard work done by Ugra Media. What is DCS: Normandy 2.0, and what updates does it bring? The new DCS: Normandy 2.0 map is a significant upgrade over the original DCS: Normandy 1944 map and will be a greatly enhanced experience of war-time Normandy. DCS: Normandy 2.0 is significantly larger than DCS: Normandy 1944 and contains: much greater detail; historical accuracy; texture resolution; much larger high-detail areas (including London and Paris); updated map objects such as models of buildings, trees, bridges, airfield objects, rail lines, roads, fences, poles, and more; many new and remodelled medium to small size urban locations such as new ports, airfields, factories, rivers, canals, and much more. The image below is a map size and detail comparison: The release of this new map benefits all existing owners of DCS: Normandy 1944. Owners of the original DCS: Normandy 1944 map will receive a free update that enhances the whole area of the original map to the same high detail level as in DCS: Normandy 2.0. The free update will also include the new much larger DCS: Normandy 2.0 total map area and airfields but at a lower level of detail. For a limited time, players that own DCS: Normandy 1944 or DCS: The Channel are eligible to upgrade to or purchase DCS: Normandy 2.0 for a discounted rate. Please read further into the FAQ for more detail. Please note that DCS: Normandy 2.0 supersedes DCS: Normandy 1944, which will no longer be available for purchase after the release of DCS: Normandy 2.0. Information describing for each user case continues below. The FAQ provided here should answer the most common questions you may have. How much will it cost? DCS: Normandy 2.0 will be $59.99 USD, but has a 20% discount applied while in early access and is $47.99 for this duration. For a limited time, players that own DCS: Normandy 1944 or DCS: The Channel are eligible to purchase or upgrade to DCS: Normandy 2.0 for a discounted rate. Please see the pricing matrix below: You already own: You get DCS: Normandy 2.0 for: Normandy 1944 $14.99 USD The Channel $14.99 USD Normandy 1944 & The Channel $9.99 USD The pricing above may be subject to change. How do I purchase DCS: Normandy 2.0? And am I able to try it first? Click here if flying in Open Beta (will be updated with store page on release) Click here if flying in Steam (will be updated with store page on release) If you are flying in Open Beta you may activate a two-week Free Trial of DCS: Normandy 2.0 by pressing the ‘Trial’ button beside the module in the E-shop. You will then be able to download DCS: Normandy 2.0 via the in-game module manager and will have full access to the new terrain for two weeks. The Free Trial programme extends to most DCS module; look for the ‘Trial’ button in the e-shop to participate. I already own DCS: Normandy 1944. What happens? Excellent! Your existing DCS: Normandy 1944 map will be updated for free so that the whole area of the original map is in the same high-detail as in the DCS: Normandy 2.0, and you will benefit from updated airfields and a significantly increased total map area but at a lower level of detail. You will still be able to play on your favourite servers or with friends even if they upgrade to DCS: Normandy 2.0 and you don’t, but your areas of high-detail are significantly smaller and may be missing world objects. If you wish to, you may pay $14.99 USD to upgrade to DCS: Normandy 2.0 for all the benefits described above. I already own DCS: The Channel. What happens? DCS: The Channel remains a separate map made by Eagle Dynamics SA and has not been updated regarding this release. In the corner where there is some map overlap, details between the maps may not match up. See the included map showing the DCS: The Channel map vs the DCS: Normandy 2.0 Map Specifically, DCS: Normandy 2.0 has different airfields, high-detail areas and focus versus DCS: The Channel. If you wish to, you may pay $14.99 USD to purchase Normandy for all the benefits described above. I already own both DCS: Normandy 1944 and DCS: The Channel. What about me? You will automatically benefit with an updated DCS: Normandy 1944 map as described above, but as you additionally own DCS: The Channel, you may upgrade to DCS: Normandy 2.0 for just $9.99 USD I don’t already own DCS: Normandy 1944 or DCS: The Channel. What are my options? The DCS: Normandy map is available for purchase for $59.99 USD with a 20% discount while in Early Access. The original DCS: Normandy 1944 map is no longer available for purchase. I have DCS Normandy: 1944 and don’t want to pay for an upgrade! You don’t need to; your existing DCS: Normandy 1944 map will automatically update and you’ll receive updated airfields and a significantly increased total map area. You will still receive a discounted price if you ever do decide to upgrade to DCS: Normandy 2.0 for all of the benefits described above. Can I fly with friends or servers if we have mismatching versions of Normandy? Yes, you will still be able to play with friends and on your favorite servers even if you have DCS: Normandy 1944 and they are running DCS: Normandy 2.0, or vice-versa. You will be able to fly together but the detail that each of you sees will differ. Those flying DCS: Normandy 2.0 will have a significantly larger area of high detail, including London and Paris and many new and remodelled medium to small size urban locations such as new ports, airfields, factories, rivers, canals, and much more. Will I have both maps after updating or purchasing? No. The normal upgrading procedures will be followed and all players will only have one map installed, but their versions may differ. Those that upgrade or purchase new will see and fly DCS: Normandy 2.0, and those that don’t upgrade will see and fly DCS: Normandy 1944 (but with updated/upgraded airfields) and a larger map size overall (but in lower detail and with missing world objects). The original DCS: Normandy 1944 map is no longer available for purchase How big is DCS: Normandy 2.0 compared to the DCS: Normandy 1944 map? Please see the attached image that illustrates the low and high-detail areas of DCS: Normandy 2.0 compared to the original DCS: Normandy 1944. DCS: Normandy 2.0 is significantly larger overall with much greater areas of high detail, including London and Paris. DCS: Normandy 2.0 spans 400x600 km, with the majority of that in high detail. What new cities and landmarks have been added? Chief among them are London and Paris, but many new medium to small size urban locations make up the greatly expanded area and include new ports, airfields, factories, rivers, canals, and more. Most of the DCS: Normandy 1944 map objects have also been greatly improved; for example: buildings, bridges, airfield objects, rail lines, roads, trees, fences, poles, and much more. Am I paying for the same map twice? No. This new map is a significant upgrade over the original and will be a greatly enhanced experience of war-time Normandy. Please read What is DCS: Normandy 2.0 above for more detail of the changes. Please also read I already own DCS: Normandy 1944. What happens? above for more detail of the differences. Why create DCS: Normandy 2.0? The original DCS: Normandy 1944 map was created using older map technology and tools which rendered it impossible to simply expand and update the existing map to achieve DCS: Normandy 2.0. DCS: Normandy 2.0 has been created with new map technology and tools that have allowed us to increase the map size and amount of detail greatly. In order to make the maps compatible with one another, the airfields in the original map have all been updated so that the spawn locations match. This way, players can fly together regardless of whether they have the new DCS: Normandy 2.0 or DCS: Normandy 1944. What about my missions and campaigns? Some work will be required to adjust for some of the changes to the map. All existing airfields have been updated and so spawn-locations, script triggers, and so on will need to be checked and re-worked. New airfields have been created entirely, so there is much greater opportunity for mission and campaign scenarios. For example, many of the UK airfields have been updated heavily to be more historically accurate. Campaigns such as those from Reflected Simulations have been updated and should be working at release. Please watch his video on this here. ED and Ugra Media will work hard to get the remaining content updated shortly after the Early Access release. If continuing to fly DCS: Normandy 1944, missions that have been updated to suit DCS: Normandy 2.0 might reference world objects you will not be able to see without the update. Will the framerates be worse than the current DCS: Normandy 1944 map? Using the latest Terrain Development Kit (TDK), DCS: Normandy 2.0 has been well optimised and so despite a great increase in the number and detail of objects you should see no loss in performance compared to the original DCS: Normandy 1944 map. This will also be aided by the recent release of Multi-Threading by Eagle Dynamics. Please see here for details. Will there be winter textures? At this time, no. We plan for DCS: Normandy 2.0 to include Summer as it is being created around operations in Normandy in the summer of 1944 (Opération Neptune) but it will also include Spring and Autumn seasons. What airfields will be included at release? The total number of airfields has been increased to 50 for the Early Access version. Both owners of DCS: Normandy 1944 and those that upgrade to or purchase DCS: Normandy 2.0 will see all of these. Please see the following list of the initial airfields, which may increase after the Early Access release: Airfields in France A1 Saint Pierre du Mont A21 Sainte-Laurent-sur-Mer Fecamp_Benouville Flers A2 Cricqueville-en-Bessin A24 Biniville Evreux Goulet B17 Carpiquet A6 Beuzeville Guyancourt Hauterive A12 Lignerolles A8 Picauville Villacoublay Lonrai A14 Cretteville A9 Le Molay Saint-Andre de l Eure Poix A15 Maupertus B11 Longues-sur-Mer Orly Ronai A16 Brucheville B2 Bazenville Amiens_Glisy Rouen-Boos A20 Lessay - оригинальны B3 Sainte-Croix-sur-Mer Argentan Saint-Aubin A3 Cardonville B4 Beny-sur-Mer Avranches Le Val-Saint-Pere Triqueville A4 Deux Jumeaux B7 Rucqueville Barville Vrigny A5 Chippelle B8 Sommervieu Conches Broglie A7 Azeville Beauvais-Tille Creil Beaumont-le-Roger B9 Lantheuil Cormeilles-en-Vexin Deauville Bernay Saint Martin A17 Meautis Dinan-Trelivan Essay Airfields in UK Chailey Stoney Cross Farnborough Ford Funtington Gravesend Heathrow (as it was at this time, it is under construction and not usable) Kenley Needs Oar Point Tangmere West Malling Deanland Friston Lymington Odiham We hope that you thoroughly enjoy exploring and experiencing the incredible new WW2 theatre that is DCS: Normandy 2.0. We would also like to extend special thanks to our partners Ugra Media for their continued dedication and hard work. As always, we also would like to thank you for your continued passion and support. Yours sincerely, Eagle Dynamics and Ugra Media7 points
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7 points
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Hi Rowdy, not exactly what you asked for (Spyder), but the IDF Mod Project is working on the Iron Dome SAM, which will be released soon. So there will be at least one israelian asset in that area. //Ted6 points
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Of course, not much time on N'2.0 map behing me, but where I've been (just the old N'44 part of the map) looks .... great! In addition, I have the impression that the map is nicely optimized and actually generates a lot of FPS. The flight just above the ground (copters) shows a lot of details and makes an amazing impression. You can see that a lot of work and time was put into creating this map. So far, I'm impressed and despite the obvious problems as it is at the beginning, it looks very promising. I'm also waiting for some campaigns (or updates) from @Reflected , it will be nice to have missions in such a large area! Congratulations Ugra/ED and thanks a lot! Btw. Pls think to add Channel map here too to have one BIG map with the same quality on the whole area, it could be next step forward (even as payware update).5 points
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***UPDATE*** The update to my 3 Normandy campaigns somehow didn't make it into today's patch. ED is aware and are looking into a solution. For the time being, just enjoy the new scenery, and try to fly under the Eiffel tower and the Arc the Triomphe. The overhauled campaigns should be coming soon!5 points
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Wow, this mod made the game enjoyable for me again. I play on (EDIT: 27" 1440p monitor 1-2 feet away) and really enjoy flying on ECW. That server is singlehandedly responsible for me buying 4 F-5s and the F1, but when I'm out of practice, spotting feels impossible. It takes days of consecutive flying for my eyes to get used to the tiny single-pixel dots I'm looking for (even then it's hit-or-miss), and if I don't fly for a week or so I have to start over. I hadn't flown since the MT patch dropped, and I ended up logging 6 hours today because of how much more fun it was when I could actually see (and maintain!!) contacts inside of 10nm. There was some weirdness with the mod to be sure: I found ID'ing targets more difficult (though maybe that's because I could just see contacts from so much further?), there was some shimmer and/or flicker at certain ranges, and at one point I had an F-5 pop out of existence only a few hundred meters in front of my F1 (though that might have been desync as it popped back into existence a moment later, and at least I still got the kill ;). Overall, I cannot stress just how much of an improvement this is. There's a little jank, but if ED actually coded this type of improvement in, instead of altering a single shader, I'm sure it could be done much better. That being said, I'd still take this change, as-is, jank and all, being hardcoded and/or default behavior in a heartbeat.5 points
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If/When it does get released it will probably be a first/second week of December deal to coincide with the big end-of-year virtual airshow, That would be my what I would want to happen but no point in holding onto something finished if we finish it in a January or something I agree with the marathon part though, currently working on the pop rivets and sheet metal on the wingtip and leading edge (wip). Im fairly confident that the rivets are within about 1cm of where they should be and the actual aircraft mesh has maybe only 5mm deviation from the real aircraft anywhere but I'm planning on redoing the fuselage model (for the 4th time) sometime soon5 points
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I've released an updated version of the mod. The update can be found on User Files: https://www.digitalcombatsimulator.com/en/files/3330454/ The updated mod (v.1.1) contains two changes: The dots correctly snap to the pixel grid and don't require MSAA to work as intended The near and far ranges have both been adjusted based on feedback and my own experience while testing the mod Corrected dot rendering and no longer requiring MSAA This is the most important change of the update. As I mentioned in a previous post, I had noticed that when playing with MSAA disabled, the dots were flickering and not rendering correctly. The math I was using didn't correctly snap the dots to the pixel grid, resulting in dots which were either misaligned to the grid, or the wrong size. MSAA fixed this issue, but I didn't want the mod working correctly to rely on a very expensive graphics setting. The intended dot sizes are unchanged from the original release, but for reference the maths works out as such for common resolutions: 1080: 1x1 pixel dot 1200: 1x1 pixel dot 1440: 2x2 pixel dot 1600: 2x2 pixel dot 2160: 3x3 pixel dot Adjusted ranges Based on feedback from people in the thread, and my own experience testing the mod in various PVE and PVP servers, I made a few adjustments to the ranges. The near range has been pulled slightly in, as I felt like the fully opaque black dots were a little too easy to see, a little too far away. Meanwhile, the far distance was pushed out slightly. This is a compromise based on discussion that under certain circumstances aircraft should be visible from a further away. I still think a better solution would be some kind of glinting for truly distant spotting, but as I said before that's complex enough that I'm hesitant to put in the work for a mod that will probably be obsolete for MP purposes by next patch due to IC checks. In practice, these adjustments make for a smoother transition between a distant dot being invisible, and a near one being completely visible. More importantly, it makes it easier to approximate distance of a contact, since the curve is more gradual. When WVR (<5 nautical miles) the targets are still clearly visible, which is the area I'm most concerned with. Targets are also visible for slightly longer past the 10 nautical mile mark before they totally fade out with new, more gradual curve. To put numbers to this: Near range: 12km (6.48nm) -> 8km (4.32nm) 50% visibility range: 18000 (9.72nm) -> 18200 (9.83nm) Far range 32km: (17.2nm) -> 42km (22.6nm)5 points
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DCS Newsletter Discussion 21st April 2023 - Normandy 2.0 Patch notes are live, newsletter will be a little later than usual today, thank you4 points
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Very nice to see a gazelle being flown about. Perfect Helo for seeing a new map4 points
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4 points
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Just blew 50 euro for chinese food and a few bottles of beer for myself and the wife. We will get one night of fun for that 50 bucks... For 10 or 15 bucks i will get thousands of hours of fun. Honestly i feel the devs have been very generous with this upgrade and lets face it: The map looks as sexy as it gets. Just saying.4 points
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Hi guys, all of these have been fixed internally, thanks for reporting.4 points
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This is a formal bug report to let the team know that the phoenix pallets are not influencing aircraft performance. It is not just a bug of the weapon loadout screen in the mission editor, which seems to be the understanding of the HeatBlur team. Two months ago a user on Reddit asked a question about the weight of the phoenix pallets, and whether or not the current flight model was accounting for them or not. @Cobra847 replied to the redditor and claimed that the Phoenix pallets have always been accounted for in the flight model, and that if there is something causing them to not influence the model it should be reported as bug. Cobra's reply garnered 67 up votes. I replied to Cobra stating that the users of the HB F-14 proved in 2021 that the Phoenix pallets were definitely not affecting the F-14 flight model performance, and I referenced the topic and pages where the data was provided. My reply garnered 10 down votes, go figure. Here is a screen capture to the reddit conversation: And here is a link to the old Performance/FM Discussion topic that I referenced in my reply to Cobra: In pages 19-21 of the discussion topic we provided data to the team to prove that the FM was not correctly modelling the weight of the Phoenix pallets. Even Victory205 was involved in the discussion, and advised us how to properly test it. This was reported to the team in 2021, and nothing ever came from it. At the time of this Reddit discussion I knew that there were more flight model updates on the horizon, scheduled for the beginning of 2023 as per Iron Mike, so I refrained from testing until after the most recent update just in case the Phoenix pallet weight issue would be solved by Fat Creason's newest update. Today I tested again, (in MT on the latest OB), and I can confirm that the Phoenix pallets are still not affecting the F-14B's in-game performance. How I tested: I tested three aircraft. The first aircraft is a clean F-14B, loaded with 10,000 lbs internal fuel (set to unlimited fuel in the settings so that the weight stayed consistent), no pallets or stores. The second aircraft was the same except it had four Phoenix pallets equipped. The weight of the pallets including the fairings, should total approximately 2,200 lbs of weight, according to public sources. The third aircraft was the same as the first except it was equipped with four AIM-7P in the tunnel instead of the pallets. Each Sparrow is approximately 500 lbs, so they should be a very close approximation of the weight/drag that should be created by equipping Phoenix pallets in the tunnel. I tested all three aircraft at 800 feet, same weather conditions, same heading, gear, flaps, and hook down, DLC engaged in neutral position, trimmed until on-speed according to the AOA indexer and HUD staple. Then I paused the game to reference the IAS according to the F2 view. Aircraft #1, clean loadout, trimmed on speed: 137 IAS: Aircraft #2, 4x Phoenix pallets, trimmed on speed: 137 IAS: Aircraft #3, 4x Sparrow in the tunnel, trimmed on-speed: 143 IAS: Attached here is the miz file I used in case you want to test yourself. Pallet weight test.miz3 points
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3 points
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3 points
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3 points
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If you own the old Normandy: 1944 and installed the today's Open Beta patch, you already have the full Normandy 2.0 map on your PC. The purchase simply unlocks the new HD content. There won't be any additional downloads, in-game prompts or alerts after you bought the 2.0. Just restart DCS and enjoy.3 points
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Ooh, this will be fun! Thank you very very much, Currenthill. By the way, I did a bunch of liveries for the Type 052D, Type 055, Daring-class, and Arleigh Burke Flight iii ships. I don't know how big all those files are when put together but if you want, I'll try and find a way to get them to you.3 points
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3 points
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OK, this might help someone. I own both The Normandy 1944 (from the ED shop) and The Channel (via license transfer from Steam). Upgraded to today's beta and THEN bought The Normandy 2.0 (disregarded the warning that I already own it at checkout). There were no additional downloads after the purchase, the game simply started as usual with the previously low-res parts now displayed in high-res. Screens before the purchase: Screens after the purchase: As you can see, there are only three differences between the two sets of images: 1. I now have three Normandy 2.0 licenses on my account. (Yes, they've renamed my old "Normandy: 1944" license to "Normandy 2.0" before I even got the new map). 2. "Normandy 1944" replaced with "Normandy 2.0" in the Module Manager. 3. The hi-res textures and models.3 points
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If this disappoints you incredibly, it is a pretty decent sign that you are not managing your expectations properly. When thinking about the EF Typhoon, think in years, not weeks or months. Patience, it will take a while to get here. Having more news doesn't make it go any faster.3 points
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Hey Crud! Yes, I found out it's actually operated by these countries below as well so I will make a livery flag for each. Hoping to release an update this weekend if all goes well. Bulgaria, Egypt, India, Romania, Turkmen, Nicaragua, and Yemeni3 points
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Hi all. Normandy 2.0 just released. It is going to take me some time to get everything added to the new map. I am one man working on this and I don't like releasing new updates until everything is thoroughly tested and working correclty. My plan going forward is to make sure everything I currently have for both versions is working correctly in the new version of Normandy. This way everyone can still fly the server as we all have known it. After I can confirm everything is working I will work on adding the additional content. I ask that everyone please be patient as it is a lot of work to get everything updated, tested, and running smoothly. Thank you and thanks for flying in the Wolf Pack Warbirds server.3 points
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Thanks, Gogi12! I appreciate it. As a gift from me, I have released the USS Blue Ridge LCC-19 Ver 1.0.0 with the livery of the USS Mount Whitney LCC-20. USS Blue Ridge (LCC-19) is the lead ship of the two Blue Ridge-class amphibious command ships of the United States Navy, and is the flagship of the Seventh Fleet. Her primary role is to provide command, control, communications, computers, and intelligence (C4I) support to the commander and staff of the United States Seventh Fleet. She is currently forward-deployed to U.S. Navy Fleet Activities, Yokosuka in Japan.3 points
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The standard is that we create our modules based on available non-controlled documentation/information on a per aircraft basis. You cannot compare one module to the next as each has different levels of available, non-controlled documentation/information. Further, you cannot compare a system in one aircraft to another because they may be implemented differently (often due to different mission computers and software). Everything we do is based on the standard to create the most realistic simulation possible within the bounds of valid documentation/information, not in comparison between aircraft or based on speculation.3 points
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The amount of love and care (not to mention knowledge and effort) poured into this project is really amazing! Thanks so much for all these assets. Best regards, Rafa.3 points
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I think this needs to be addressed. It seems the F-16 requires more documentation/evidence to implement stuff than other ED modules. With the recent news of the F-16’s litening being removed for the Lantirn due to lack of evidence, JDAM’s having an impact error zone that just isn’t being implemented right but will do one day I guess, MAV’s having to be bore-sighted and so on and so on, the list is bigger. yet none of these items are implemented on other ED modules and in fact ED said they do not have the required documentation to to properly implement MAV’s on the F-18 such as bore-sighting so why are MAV’s not being removed from the hornet for the same reason the litening TGP is being removed for the viper? in the end implement whatever realism you want but just have a standard between the modules.3 points
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Доброго времени суток. Предлагаю настройки управления сохранять на серверах eagle dinamics. Естественно с привязкой к учетной записи для автоматического применения при загрузке профиля в симуляторе. Про какие сервера я веду речь? Про те где хранятся учетные записи каждого игрока. Кому это нужно? Тем кто не сохранил/утерял конфигурацию управления (из-за технических причин)3 points
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3 points
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Thanks, Gogi12! I appreciate it. As a gift from me, I have released the USS Blue Ridge LCC-19 Ver 1.0.0 with the livery of the USS Mount Whitney LCC-20 early. Page #1 of the Forum # 28. There will be version 1.0.1. I'm updating the textures via Substance Painter. As always. If you experience any technical issues please PM me and I will gladly correct it. USS Blue Ridge (LCC-19) is the lead ship of the two Blue Ridge-class amphibious command ships of the United States Navy, and is the flagship of the Seventh Fleet. Her primary role is to provide command, control, communications, computers, and intelligence (C4I) support to the commander and staff of the United States Seventh Fleet. She is currently forward-deployed to U.S. Navy Fleet Activities, Yokosuka in Japan.3 points
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"I LOVE THIS JOB" is an free mission pack for DCS. An innovative civil operation module for the UH-1 "Huey" helicopter in Syria. Module will be release on January the 1st, 2023. I hope you like it!2 points
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2 points
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Ugra has a good rep with maps. They did a fantastic job on Syria, and added some excellent free expansions. I'm sure they'll fix what needs to be fixed.2 points
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Would be nice to get a comment from ED or Ugra, I'm sure it will be fixed soonish, but people were problebly hopeing to try and play during the weekend. .2 points
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The detail in the map is there. Just not when flying, the houses etc all seemingly use low res detail. This is paris2 points
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I stay corrected, it's 9,30€. Maybe I was to fast checking for the price 8 min after release. Cheers2 points
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2 points
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2 points
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It's almost as if a stable release candidate requires testing. Wow!2 points
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Hi. Your NASAM ER is amazing but I am experiencing degraded performance as soon as NASAMS detect Targets. The game even starts pausing every 3 sec then resumes (everything literally stops like you pause the game) if there are a bunch of target in the air being engaged by NASAM. I am using MT version My specs are: Core i3 10100 @3.60 (4 cores 8 threads) 24GB @3600mhz DDR4 RAM GTX 1660 Super resolution = 1920x1080 60HZ in-game setting are med-low with all types of Shadows off, Terrain low. DCS works fine with every other of your assets. null2 points
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Another JestHer gem....as I was purposely landing on the displaced threshold to maximize space for my emergency landing, Jesther says, "The CO is gonna bust our--well YOUR balls for the one!" See 39:50 Also, I noticed that when you are in the backseat, Iceman's voice is replaced with JestHer's. It kinda freaked me out. v6, boNes2 points
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