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  1. In the new development note, we will discuss the engine starting system on the La-7 aircraft module. One interesting feature of this system is the use of compressed air as energy for the starter. The compressed air can be supplied either from an airfield source or from an onboard pneumatic system. The main component of the system is the PN-1 starting pump, which is essentially a fuel-air mixture injector acting as a mini-carburetor during engine start-up. First, the starting chamber of the "carburetor" is manually filled by pumping the plunger. Then, the valve is opened and the compressed air, passing through the starting chamber, rotates the engine to a speed of 50-60 rpm, while simultaneously spraying the fuel-air mixture directly into the cylinders. Finally, ignition is initiated and the start-up is supported by supplying the main fuel under pressure with the help of an alveolar pump. As they say, it's better to see something once than to hear about it a hundred times. The engine start-up process is clearly demonstrated in our first video about the module.
    19 points
  2. В новой заметке о разработке модуля рассмотрим систему запуска мотора на самолёте Ла-7. Интересная особенность данной системы заключается в использовании сжатого воздуха в качестве энергии для стартёра. Сжатый воздух подаётся либо от аэродромного источника, либо от бортового баллона пневмосистемы. Важнейший агрегат системы – пусковой насос ПН-1, представляющий собой распылитель топливовоздушной смеси, этакий мини-карбюратор мотора на этапе запуска. Сперва вручную подачами плунжера заполняется пусковая камера этого «карбюратора». Далее открывается вентиль, и сжатый воздух, проходя пусковую камеру, раскручивает мотор до оборотов 50-60 об/мин и подаёт распылённую смесь непосредственно в цилиндры. Остаётся подать зажигание и поддержать запуск подкачкой давления основного топлива с помощью альвейера. Здесь, как говорится, лучше один раз увидеть, чем сто раз услышать. Запуск мотора наглядно продемонстрирован в нашем первом видео о модуле:
    16 points
  3. my opinion: we made the map faster than it should have been) Everything is going according to plan, we have slightly improved the map, added more new airfields, etc. Many things have been improved during this time based on review .. Wait for the official news. Stil work in progress, but Sinai map will be soon... (we are hope))
    12 points
  4. ZTQ-15 LT 1.0.0 released! Changelog Version 1.0.0 Release version Iskander SSM 1.2.0 released! Changelog Version 1.2.0 Fixed Iskander-M vehicle model disappearing at certain angles Fixed Iskander-K vehicle model disappearing at certain angles NASAMS 3 SAM 1.1.0 released! Changelog Version 1.1.0 Changed AMRAAM-ER 3D model and textures Changed AMRAAM-ER to reduce accuracy ZTZ-99A2 MBT 1.1.0 released! Changelog Version 1.1.0 Fixed ATGM accuracy and impacting the ground during flight Changed textures by improving dust and dirt effect T-84 Oplot-M MBT 1.3.1 released! Changelog Version 1.3.1 Fixed ATGM accuracy and impacting the ground during flight Bastion-P LBASM 1.3.0 released! Changelog Version 1.3.0 Added reloads (600 seconds) M142 HIMARS 1.3.2 released! Changelog Version 1.3.2 Fixed GMLRS trajectory issue Fixed PrSM minimum range configuration error
    12 points
  5. 11 points
  6. Included lua edit that optimizes Clipmaps for all terrains. This should save couple more hundred MB of VRAM again at no quality loss. Since it's lua edit, it's very small download. DOWNLOAD If you are willing to sacrifice some quality, then reduce the value at line 153 to 512. Should save another couple hundred MB at very slight reduction in quality on distant mountains. I actually didn't notice the difference until took screenshots and flip them back and forth. Any edit you do to this file affects ALL terrains. This was tested on PG, Caucasus, Syria, and Mariana Islands. null
    10 points
  7. This may be the only time in history something has polled at 95% in agreement... Not even 95% of people like ham.
    8 points
  8. Primarily flying WWII and early 50s birds. I would love to see airframe and canopy sun reflections implemented in DCS. A bleep of a second distant bright dot above the clouds revealing a potential bandit lurking around, or a car windshield revealing a convoy on a road and so on. Probably less crucial for Modern Days DCS but essential for Early Years when engagements were at much closer distances. Never seen anything like that in DCS, but has it ever been mentioned by ED?
    7 points
  9. Тогда будет слишком узкое поле зрения, в реальности ширина периферического зрения 120 градусов, а при зуме, необходимом для реалистичной видимости на небольшом мониторе - в среднем 30-40 градусов. Если местоположение контакта заведомо неизвестно, при 120 градусах его обнаружить гораздо проще, чем при 30-40. Только в реале очки не дают возможность видеть контакты сквозь облака и кабины вне зависимости от освещённости и других факторов, в отличие от ярлыков. Сейчас единственный способ добиться реалистичной видимости в DCS - сесть рядом с огромным 8К экраном (и купить топовую видеокарту, чтобы тянула в 8К). Симулятор слепого лётчика с биноклем или читерские ярлыки никакого отношения к реалистичной видимости не имеют. Я вижу 2 пути реализации реалистичной видимости на небольших экранах: 1) Увеличивать LODы вдалеке. 2) Сделать реалистичную видимость ярлыков. Нужно, чтобы для каждого ЛА DCS определял, на каком расстоянии в реале его способен увидеть человеческий глаз и только начиная с этого расстояния рисовал ярлык. Для определения видимости DCS должен учитывать освещённость, размер и скорость ЛА, его цвет и цвет фона. И, само собой, чтобы ярлыки не просвечивали сквозь кабины и облака.
    6 points
  10. These announcements are linked to my site. If you click on it you should be directed to the front page which displays a release log with exactly what you request.
    5 points
  11. Опять всё в аркаду превращаете. Перетяжеленный вертолёт с ограниченными возможностями маневрирования несётся через полкарты чтобы на вражеской территории найти площадку и перезарядиться за 35 секунд. Хватит нам одного Тома Круза.
    5 points
  12. Hey Guys, I have released the Tarantul Class Update version 1.0.2. Page #1 of the Forum #10 One thing I forgot to add under features is there are livery Flags for 8 countries that operate the Tarantul including Bulgaria, Egypt, India, Nicaragua, Panama, Romania, Yemen, and Turkmenistan. However, Turkmenistan is not a country in DCS. Panama is a neutral country. PLEASE PM ME if there are any major technical issues with the mod. Thanks. Enjoy!!!
    5 points
  13. The mid upper turret and turret wing which it sits on were ported onto the old model from the new one as we were playing about with the player controllability and it was simpler to do it once than twice
    5 points
  14. Yes, we know that there is such a possibility, the ED team has made a technology that allows you to do this (I could be wrong). It would be good to explore such a possibility and do so. We are interested in this, I will once again clarify this with the ED. It would be cool to change the period, for example, 1973 and Sinai would look completely different, I like it.. make sense
    4 points
  15. The hype for this map was really building with preview videos from content producers on youtube, etc. I really thought release was right around the corner and then seemingly out of nowhere, Normandy 2.0 takes front and center. This seemed surprising. What happened? Has something occurred to delay the release of this map? Since Normandy 2.0, I haven't seen much about the status of Sinai. Is there any further news on when we can expect to see it? Thanks!
    4 points
  16. Hey Guys, I have released the Tarantul Class Update version 1.0.2. Page #1 One thing I forgot to add under features is there are livery Flags for 8 countries to include Bulgaria, Egypt, India, Nicaragua, Panama, Romania, Yemen, and Turkmenistan. However, Turkmenistan is not a country in DCS. Panama is a neutral country. Your welcome Akitaken!
    4 points
  17. Another issue stemming from the same problem. As DCS incorrectly senses any turning of the carrier as the aircraft moving, as soon as it moves the AI wingman instantly start to taxi towards the catapults for launch, even if the player lead hasn't moved. This breaks missions where the player colds starts, with launch 10-15min away, as the rest of your flight just launch immediately and go off without you. Mission & Track attached. P.S. I'm sorry if this sounds like a whinge, but can the SupperCarrier please get some love soon. It's still full of significant bugs, and nowhere near feature complete. I know the briefing room and other new tech will take a while to develop, but in the meantime, can we get some improvement/fixes to what we already have? Carrier Taxi Bug.miz Carrier Taxi Bug.trk
    4 points
  18. Да почему вы решили что народ играет в 4к на мониторах меньше 32(31,5) дюймов? Откуда у вас такая странная статистика? Кто вам это сказал. Ну это же не правда. А вы сделайте опрос. Все с кем я летаю рыдают белугами на тему видимости контактов. Буквально вот ВСЕ. Особенно это относится к людям которые играют на больших мониторах с высоким разрешением. Но вы с упорством достойным лучшего применения отказываетесь осознавать проблему. Сделайте опрос, посмотрим что думает "большинство" про видимость контактов в dcs. Особенно это актуально для поршневой авиации. Что вам стоит сделать небольшое голосование на эту тему? Совершенно очевидно что вы не слышите или не хотите слышать коммунити. Или что ещё хуже, не понимаете суть проблемы и считаете что всё хорошо.
    4 points
  19. Thanks! I'm going to update all the Swedish assets in the near future. There are a lot of smaller stuff that needs updating. Regarding the AMRAAM-ER, I will run it by Admiral General Aladeen to ensure the correct level of pointiness.
    3 points
  20. This just gets better and better
    3 points
  21. Складывается такое ощущение что ночные пвп миссии в дкс через одну идут, регулярно. И на каждой - зарубы вертолетные. Во тьме. В то время как на самом деле если миссия ночная - то 9 из 10 она подходит к концу и скоро рестарт. Проблема скорее теоретическая, притянутая за уши с одной основной идеей - сделайте нам из Ми-24 Апач, только со всеми плюсами Ми-24. Чтобы в итоге быстрый, железобетонный, дальнозоркий, круглосуточный, а там и лонгбоу почему бы и нет. В то время как есть забытый дедовский способ сделать ночь ярче. Нужно лишь зарядить в блок Б-20 простой советский...
    3 points
  22. Только при приближении в упор и с трудом. У Апача другая система. IHADSS многофункциональный монокль, который умеет больше чем ОВН. Не сочиняйте небылиц. ОВН нужны для полетов ночью, чтобы не впилится в землю. В игре они полностью выполняют свою функцию. А то что игроки пытаются выжать из ОВН прицельное многофункциональное устройство - это проблемы игроков. На этом вертолете не надо летать ночью, тем более на боевые вылеты. Вы изначально загоняете себя в нереальные условия, а потом диктуете нам свои фантазии т.к. "неудобно". Но в реальном Ми-24 ночью действительно неудобно. Это не про него.
    3 points
  23. The glint, or the "flash" of a reflective surface like a canopy is sorely missed, It's something that when flying you really notice as a blinding difference in the world compared to the sim. Anyone that's ever gone to an airport and looked down at the parked cars on a sunny day only to get frazzled by a reflection will tell you. Also, I've noticed reflections from locations dozens of miles away at the limit of the haze that a car screen or mirrored surface has a huge range it can go through.
    3 points
  24. Day #4 and I'm still really enjoying it. I spent the first few days at < 1,000 AGL buzzing everything in sight, and even breaking the "immersion wall" by firing up a Huey for some sightseeing. Not just the cities, but even the rural airfields like Conches is awesome, with rusted farm equipment, grain silos, etc. There's so much to see and there are so many objects and models to discover, it must have been beyond tedious, but the benefit is all ours. After hugging the ground for a couple of days, I finally climbed to FL30 I was just as blown away! It's the most realistic-looking high-altitude landscape I've yet to see in DCS. You can see the relief and large-scale detail that really feels true-to-life. You can see every valley and crevice, and the rivers reflect light like they do in meatspace. It's just incredible. Honestly, I'd call this one a 10/10. I was more or less expecting Normandy 1 with the Northern and Eastern edges of the map filled in (which I would have been happy with), but what we ended up getting has really exceeded my expectations.
    3 points
  25. While I find your speculation interesting, it seems like you are jumping to conclusions about the aft outer surface being exposed. That would be a highly unusual burnback profile and subject to all kind of structural and aging problems caused by detaching the propellant from the wall and burning a large cantilevered cylinder of propellant while pulling Gs -- especially the risk of fracturing when the cylinder gets thin, which would cause spikes in chamber pressure and send chunks of burning propellant toward the nozzle throat at high speed. In the photo you could simply be seeing a different insulation material for the aft portion that has the longest heat soak. I don't even think it's conclusive from the photo that there is a center perforation, it could be an end-burning grain. In either case, I wouldn't interpret the comment made here about "constant thrust" too literally, I would interpret it as a neutral thrust profile (subject to ignition and burnout transients, and small gradients in surface area and pressure) rather than a designed progressive, regressive, or multi-level profile. DCS is simplified by defining it as constant thrust in the absence of anything higher fidelity.
    3 points
  26. From every test/calculation and spot test I've made for months, there is zero modelling of wind, other than a gradient vector applied constantly at the same height all over the map. Buildings, mountains and other 'terrain' make zero difference to wind or turbulence. It seems even when there is a turbulence i.e. burble - it's a manufactured one and not because of the wind direction, strength or size/shape of the island on the carrier. This means that even hiding behind a skyscraper you still get wind 'blowing' you 'through' the skyscraper. Is this ever going to be addressed?
    2 points
  27. I just wanted to shout out a big thanks to everyone on the ED team. I’m beyond impressed with what’s been coming out, from DCS MT (multi thread) which is a huge game changer to giving us major changes for the dedicated server use. The ongoing updates that takes this sim one step closer to perfection. But the one thing I’m most impressed about is how you actually listen to the people and build on that. So thank you all for what you produced and continue to produce. Cheers Wood
    2 points
  28. I did some 30 degree dive testing with 2 bombs per drop. Killed T90s to BRDMs. I will note that CCRP seems to be not working properly as mentioned above. CCIP worked as intended. So I'd go with CCIP at the moment. For a 30 degree dive dive entry - 12600ft above ground level 350 KTAS entry speed Roll in (begin dive attack) - 4 nm from target aim for flight path marker at -30 degrees You should be lined up on target at 8000ft agl Bomb release 6000-3500ft and 500 KTAS Recover dive by >35000ft Recommended weapon config - Q 4, M 2, I 80 - medium targets <50m spread. MK20 30 degree dive.trk
    2 points
  29. Depending on the position of the switch (P01-P02-P04-All) is from KMG-U containers and MBD3 racks released one, two, or all four bombs by depressing the release button called "PODVESKI". If there is any bomb left on the MBD or KMG-U racks then a warning light "GOTOVNOSŤ" on the weapons panel for the relevant pylon starts blinking. The order of weapon release is: 1 2 3 4 3 --numbers of order of release -pylon BD3-57 5 , 6 / MBD 1s, 3-4, 2s --numbers of pylons of aircraft 1 2 -in case 3-4 are empty then the order is 5-6, 1s-2s 1 2 3 -if 1s-2s MBD are not present then the order of release is 5, 6, 3-4 Just to make it clear (although I suppose you already know that), pylons 5 and 6 are internal pylons that are located closest to the fuselage, on the wing. Pylons 3 and 4 are on ends of static parts of wings. And pylons 1s and 2s are directly on the fuselage of the aircraft. In front of the MBD pylon there is a interval block BI-3M with electric impulses settings with intervals of 0.05, 0.08, 0.1 and 0.5 second. And finally, a few photos from this weekend's museum visit.
    2 points
  30. Guys, some are here for the gaming, some are here fore the simulation, some are here for a mix of both, and yet others come here because they want to learn more about missiles and it interests them. Ignoring someone is your choice, which you are free to do, making them feel not welcome however is not a choice and in itself isn't welcome here. Please be so kind and keep that in mind. @tavarish palkovnik feel free to continue your quest, ofc some will be more open to engage with you, others less, don't take it personal. Everyone, please remain kind to each other. Thank you.
    2 points
  31. Being probably a big exception to flying DCS on a motion platform, I can't stress enough the importance of turbulence. I also fly Cessnas myself (up to "heavier" Mooneys) and yes, there is rarely a flight that is truly calm. When there is a lot of thermals, as described above, it can be really unpleasant, even for me as a pilot. And yes, with increasing weight the planes naturally become calmer, so I don't have the expectation that an F18 will shake like crazy when there is turbulence. In DCS I find that @Sedlo, for example, has incorporated quite good wind and turbulence effects in his missions / campaigns. As soon as I take off from Carrier, I notice clear turbulence close to the ground on my plattform. In DCS, unfortunately, this always decreases significantly towards altitude, so that a flight above 500 feet already becomes very calm (except of wake turbulences!). I believe that DCS actually simulates the turbulence quite well, as it is very real for me on the platform. But the turbulence actually only exists close to the ground and should be experienced equally at all altitudes. Because it is not always the ground turbulence that causes problems, but sometimes also the turbulence at high altitudes. Maybe someone from ED (@BIGNEWY?) will read this and see if there is a better way to simulate turbulence at different altitudes.
    2 points
  32. New version is looking incredible. Since the day I first downloaded this utility it has been the only way I launch DCS. Can't wait to checking out the new version when released.
    2 points
  33. no it was reduced from 2 weeks to just 14 days
    2 points
  34. The An-2 has ASh-62, not 82. It is quite different engine. If you look for plane with the same engine like La-7 has, then Il-14 or Mi-4.
    2 points
  35. Here is a quick demo I shot today (it's a different track) I tried to get both high and low aspect shots. Both with reticle on target and shots on target (with reticle in front). We are not talking a lot here, but just enough to miss (*Most of the shots missed because of my <profanity>ty aim and flying, but this cant be helped) It will take a little while to get to 4K quality. But I hope it will assist All the best
    2 points
  36. Если для использования ПО нужно отключить все средства защиты от вредоносного ПО, я пожалуй откажусь от такого ПО. Особенно когда разработчик на странице своего ПО на голубом глазу рассказывает о том насколько бесполезны все эти защитники, антивирусы и контроли. Нътъ, спасибо, я немного в теме
    2 points
  37. Во времена WW II в ясную погоду противники обнаруживали друг друга в 70% случаев на расстоянии 4-5 км. У меня монитор 27 дюймов с разрешением 1440p, я не могу обнаружить истребитель времён WW II на таком расстоянии. При дефолтном зуме (при нажитии Enter) на таком расстоянии контакты слишком плохо видно, а при использовании зума слишком узкое поле зрения, в этом случае я должен точно знать, где искать. С ярлыками невозможно добиться реалистичной видимости, т.к. они просвечивают сквозь объекты, не учитывают освещённость и т.д. Получается, на своём среднем железе я не могу получить реалистичную видимость и должен идти покупать 80 дюймовый 8К экран и RTX 4090. Ваша задача, в том числе с помощью костылей, обеспечить реалистичную видимость на широком спектре железа, а не только для 5% избранных с топовым железом.
    2 points
  38. Yeah, they were thinking about such graphic effects in one of the visibility threads. Flying IRL it's very noticable on cars, windows and other aircraft.
    2 points
  39. Finally, it's finished! Saved in .docx, .pdf and .odt format, can be found here: https://drive.google.com/drive/folders/1DwOw7jiU3boEWPP-jzZHdauKbJ-7QSC6?usp=sharing I'm a quite bit burnt-out on this one, so the english translation will not happen, at least not for now. Of course, feel free to translate it. A good starting point is the english version of the JA-37 Viggen SFI (can be found in the forums) that have a lot of overlap with the AJS37 document. I would like to thank you all for your encouragement in this project, it has kept me going to see the project to the finishing line. I will now take a much needed break, but the next mountain to climb is the ATIS37 training document, that could be fun! Of course, the SFI documents are public domain and you are free to do what you want with them. Enjoy!
    2 points
  40. I have requested consideration for the cliffs at least, and identified a few of the sand pyramids as well. Thanks!
    2 points
  41. We have not made any changes to the principles of how maps are rendered, calculations made in the sim account for the curvature already. The whole earth map is being developed for later which will have true curvature. thank you
    2 points
  42. Когда мне писал человек пытаясь объяснить проблему плохой видимости 4К у него был монитор размером 27 дюймов. Люди у которых большие 4К мониторы должны заметить, что видимость у них лучше чем на Full HD. У меня достаточно знакомых кто летает и я слежу что творится на серверах. Люди с нормальным железом имеют другие претензии, но не видимость. Так что не надо про всех и от всего комьюнити. В реальности обнаружить цель в воздухе и на земле не просто, а иногда и в упор совсем не просто. Не надо из серьезного симулятора делать аркадную стрелялку. Тут предлагаю определиться с вопросам, вам нужна видимость как в реале или нужно пострелять для удовольствия и чтобы все было видно? Если первый вариант - то сейчас в DCS так, даже лучше чем в реальности. Если второй - включайте ярлыки.
    2 points
  43. Quick Update: Work has been minimal over the last 10 or so days, due to personal ailments as well as a hardware failure. Rest Assured it's getting closer, I have been checking things off one by one the last few months, Granted I have added things to the checklist; However, the moving finish line ("Feature Creeping") has been held to a minimum as much as I can. I can't give a definite release date, as when my new hardware arrives, I have to catch up, as well as integrate a few functions and test those. May / June would be a good Time frame, but even that's not firm.
    2 points
  44. 2 points
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