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Showing content with the highest reputation on 05/01/23 in all areas
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Your welcome Tromp! Not in the near future Toni! It is on my radar like so many other models. Hey Guys. Happy Sunday! I have updated the USS Oak Hill LSD-51. I was told it wasn't appearing and functioning properly. I've updated the weapons so she's able to better defend herself now. I will be releasing the update sometime this week. Stay Tuned!!6 points
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BETA Release - Fixed AJS-37 Viggen. - Fixed F-86 Sabre. - Fixed KA-50 BlackShark. - Fixed Spitfire IX (minor issue remains options command not working). - Fixed P-47D (minor issue remains options command not working). - Improvement UH-1 Huey (ground operations only). - Improvement Mi-24 Hind (ground operations only). Known Issues - Other modules that were broken may have minor improvements but remain WIP. - Loss of options command does not prevent manually calling up the Comms Menu if required Requests - Feedback on Mi-8 Hip, MiG-15 MiG-21, Mosquito and BF-109/FW-190 via our Discord would be appreciated they remain untested at this stage. https://github.com/Penecruz/VAICOMPRO-Community/releases/tag/v2.8.2.5-beta Disclaimer **This BETA may have potential new bugs along with the fixes listed and recommended only if you don;t mind testing **4 points
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Yes, you can if ED is serious about WW2, this excuse is getting really really old.4 points
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The problem then becomes, we have a Spitfire Mk.IXc in early 1943 configuration. A Mk.IX that would have flown over a Germany map would some small but significant improvements, in fact one that flew over France from April 1944 would have at least had a Gyro Mk II gun sight, but a Spit as old and tired as ours would have been relegated to a support role by then. Or sent on Leand Lease to the USSR. A better interim solution than a Germany map would be to extend the Channel map to the North and East to the Ruhr Valley (yes, that is Germany). Then the B-17, current P-51 any 47 could escort them to realistic targets where they would be intercepted by D-9 and K-4. The A-8 could be based in Belgium and the Spitfires and Mosquito could raid the coastal area. The i-16 and La-7 would of course still be left out. A map dedicated to recreating the summer of 1944 as UGRA intends this map to be, deserves and needs an appropriate plane set,which is not a K-4 without MW50 pretending to be a G-6.4 points
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Ok, a small sneak peek of what to expect: Feels much better now! Cheers, Barthek3 points
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While we appreciate the feedback, and agree SRS is a great app. Having a in house out of the box voice tool is something we want to provide, it will help with new users who do not want to mess with outside apps. A voice tool for DCS has been asked for for many years and we are happy to provide it. thank you3 points
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Many of you probably know this youtuber called Enigma. He runs this DCS cold war server which is very popular. He said currently, in DCS, the Cold War period aircraft are the ones that are truly playable. I kind of agree with him. Because you have so many iconic planes to choose from, and for both sides too. Especially after the announcement of F-4E, J-8II and MiG-23MLA. More importantly, most, if not all of those weapons are retired. Therefore, we shouldn't have any problem obtaining information of those weapons. So, I am going to create wish-lists for Chinese cold war vehicles because if those vehicles were ever made into DCS, we would have a more realistic battle environment for the eastern part of the world. The Soviet was officially dissolved on the 26th of December 1991. Therefore, any weapons which did not make to the service will NOT be the focus of my wish lists. As I have mentioned before in a La-7 thread, the reason we need to add more vehicles is all about adding new pilot-environments interactions. Each interaction is a type of mission/experience we can enjoy. There are only a few types of mission or pilot-mission interaction. 1: Fighter-to-fighter action 2: Ground attack (We already have vehicles from other nations, so we need some Chinese ones to form the basic Chinese transports convoy in missions.) 3: Anti-air weapons (Use them to protect transports and other installations. They allow players who fly in opposition force to have more believable and challenging mission settings and create a safe zone for the friendlies to fall back to.) 4: Ground assault vehicles for Close Air Support Missions. (For the opposition ) 5: Some long-range artillery can be used as target for elimination or protection. The best if such artillery can seem clear from the sky when firing. Katyusha type of weapon would be the best. Just imagine you are tasked with protecting the arty. After some tough fighting, you don't even know if you have done the job, and all of a sudden, every rocket from the ground start to fire. That would be a sight to behold. This thread will be focused on the AAAs and SAMs only. I will gradually make wish-list for other vehicle types which contribute to other types of missions. OK, let’s start with the short-range ones. HN-5 series The original HN-5 was a licensed copy of the Soviet 9K32 Strela-2 man-portable SAM system with minor modifications. This variant entered the service in the 1970s. The Chinese military wasn’t completely satisfied with the performance of this missile, because it doesn’t have an all-aspect seeker. They started to develop a new variant right way. HN-5A: Initially, they were planning to send this to north Vietnam to support their war effort against the US. But by the time HN-5A enters the service, the war was just about to end. So it didn’t see any actions in the Vietnam War. The A variant has a new indigenous seeker that allows you to track and attack a jet from any aspect. It is a bit longer body and a new rocket motor for better range. The A variant is said to perform slightly better than the Soviet 9K32 Strela-2M. HN-5 HN-5A Length 1.423m 1.463m Operational Altitude 0.05-2.3km 0.05-2.5km Operational Range 0.5-4.2km 0.8-4.4km Warhead 0.5kg 0.6kg HN-5B A further improved variant over the A variant. Some sources claim that it is partially based on the Strela-3. The B variant entered the service of the PLA in the mid-1980s. \ Pakistan purchased the copyright of this weapon and is producing it domestically as Anza Mk1. HN-5C A further improved variant over the B variant. And it is designed to be vehicle mounted with an electro-optical fire control system. It entered mass production in 1986. HQ-5 The HN-5B missile was made using Western standards and renamed HQ-5. It has been exported to many nations. The list of the nation which purchased HQ-5 include: · Albania · Cambodia · Colombia · Ecuador · Pakistan · Iran · Philippine · Thailand · Turkey · Vietnam DK-9 SAM/AAA Integrated Air Defence System Also known as the 930 System is a tactical air defence system designed to provide tactical field air defence at the army or divisional level. It is the predecessor of the current DK-10 system. As the threats of modern attack aircraft and choppers grow, conventional AAA weapons are no longer capable of providing the AA cover the ground forces need on the battlefield, while SAMs, are too expensive to be deployed in vast quantities to cover every corner. One solution to this problem is to combine the two systems to form an integrated AA system. In a typical engagement, the SAM would be used to engage targets at a longer range, while the AAA is used to engage targets at short range and lower altitude. Additionally, by sharing the same target search radar and fire control system, the users do not have to deploy 2 separate systems, which would reduce the unit cost and simplify the crew training. The PLA began to deploy this system in a combined unit to provide improved AA capabilities in the mid-1980s. A typical DK-9 battalion includes: Battalion Company X 3 Battalion C3I post X1 IBIS searching radar X1 Electro-optical director X1 Company command post X1 Type 702 fire control unit X1 SAM launcher (4 missiles) X1 Twin-35mm or twin- 37mm AAA X2 Company command post X1 Type 702 fire control unit X1 SAM launcher (4 missiles) X1 Twin-35mm or twin- 37mm AAA X2 Company command post X1 Type 702 fire control unit X1 SAM launcher (4 missiles) X1 Twin-35mm or twin- 37mm AAA X2 Radar: Some source claims that the radar used is the Type 702 fire control radar. It is consistent with an X-band search radar, C-band search/tracking radar, a K-band tracking radar with TV/IR tracking system, IFF and various latest electro-optical technologies, thus guaranteeing superior multi-target engagement capability, accurate and longer range tracking capability against ultra-low level and small-RCS target, short system reaction time, good all-weather engagement capability, ECCM capability and LPI characteristic, quick system positioning and deployment capability, and excellent reliability as well. The X-Band search radar has a maximum detection range of 22 km for fighter aircraft and 9 km for cruise missiles. The C-Band search and tracking radar ad a maximum detection range of 32 km for fighter aircraft and 13 km for cruise missile, and tracking range of 32 km for fighter aircraft and 13 km for cruise missile. The Ka-Band tracking radar has a maximum range of 15 km for fighter aircraft and 6 km for cruise missile. Look! A picture of the radar control. This can be used for the Combined Arms module. Missile: The SAMs used in DK-9 is the PL-9D, the SAM version of the PL-9C air-to-air missile. The missile is capable of +/- 40 degrees off-boresight angles and uses an all-aspect cryogenic liquid nitrogen gas-cooled seeker head unit utilising proportional navigation guidance techniques. The missile delivers an 11.8kg HE warhead at a speed of Mach 2 to a maximum range of 5.5km and a max altitude of 5km. The standard configuration of the missile launcher is mounted on a 4-wheel cartridge, but it can also be carried by a wheeled armoured vehicle (6x6 WZ551). The missile is said to have a single-shot hit probability for a single missile launch at an approaching target is 90%. AAA: The system has 2 AAA options: the twin-35mm Type 90 or the twin-37mm JP-113, both of which are automatic systems that can operate in either radar, optical tracker or manual mode. Let’s start with the 35mm Type 90 AAA. It is a licensed copy of the Swiss Oerlikon GDF-2. It can be used as a part of the DK-9 system, or as a stand-alone AAA in conjunction with Type 902 radar. That’s my way of asking “please make the stand-alone version too. Type 902 radar for the AAA The PLA also developed a self-propelled version of the gun (please see the picture below). But they gave it up in favour of the Type 95 SPAAG. The JP-113 is the land version of Type 76 twin-37mm naval AAA. A complete DK-9 system includes up to 8 battalions, with 48 AAA guns and 24 SAM launchers to cover an air space of 3000 square kilometres and engage 45 airborne targets simultaneously. Type 74 Twin-37mm AAA This was one of the most prominent AAA in Chinese service. Back in the 1950s, China imported the Soviet M1939 single barrel 37mm AAA and produced it as Type 55. Since a single-barrel gun doesn’t have a firing rate adequate to fight modern high manoeuvrable jets, so in 1965, China developed a twin-barrelled version called the Type 65. Later, the experience in the Vietnam War showed that the manually operated AAA couldn’t turn fast enough to track fast jets of the Vietnam War era, so Type 74 was created by adding auto-motors to operate them. The crew can now also operate them using a remote control at a safe location (usually nearby since they still need to reload them). An electro-optical director plus a target-searching radar was also added to support the AAA. Type 65 Type 74 Gun elevation -10 to 85 degrees -15 to 87 degrees Rate of fire 320 rounds/min 360 rounds/min Range 8.5km Muzzle Velocity 866m/s Horizontal movement 360 degrees Type 87 Twin-25mm AAA The first AAA was designed by China, which did not use the Soviet cartridge. And after that, China never used Soviet cartridges ever again for AAA…. With the exception of the 14.5mm, but that’s smaller than 20mm, so technically, that’s a gun, not artillery. Therefore, I am not wrong . The Type 87 AAA is mounted on a two-wheel cartridge with 2 magazines, each carrying 40 rounds. It fires the WB041P HE rounds with tracers with a rate of fire of 700 rounds per minute and a muzzle velocity of 1050m/s. The system is also fitted with a Type 86 IR tracking sight for night operation with a range of 7.5km. The gun elevation/depression is -10 to 90 degrees. They can be mounted on trucks. They can be mounted on Type 63 APCs They can be mounted on a Tieying Jeep. (Notice the missiles in the centre) Exported to Indonesia Now, let’s talk about the self-propelled AAAs. Type 63 A Type 65 gun on the hull of T-34-85. PRC supplied many of those to North Vietnam during the Vietnam War. Since we are getting F-4E, and there is a Vietnam map coming to DCS later, this will be a great addition to simulating the Vietnam War. However, this gun is not very effective against fast jets of the Vietnam War era. (see more detail above, in the Type 74 AAA section) Type 80 SPAAG This gun is mostly a copy of the Soviet ZSU-57-2, but with the following changes. Firstly, the hull is based on the Type 69-II MBT, not T-54/55, which provides it with better cross-country capabilities. It also has a Type 12150L engine with 580 horsepower instead T-54’s 520 hp. A new indigenous proximity fused round was also developed for better effectiveness. Compared to older SPAAG like the Type 63, its turning and elevations are operated by electrical motors instead manually. Type 88 The first radar equipped SPAAG designed by China. It uses an improved Type 74 AAA on a Type 79 MBT chassis. It has an effective range of 7.2km and an effective altitude of 4km. The elevation of this weapon is -5 to 85 degrees. The gun has a turning speed of 60 degrees per second. Now let’s move on to the tactical air defence HQ-61 The HongQi 61 (HQ-61) is a short-range, low- to medium-altitude surface-to-air missile (SAM) developed by Shanghai-based 2nd Mechanical-Electronic Bureau (now Shanghai Academy of Spaceflight Technology, SAST). The missile was initially developed as a ship-based air defence missile, with a land-based variant HongQi 61A being developed at a later stage. The HongQi 61A is the first Chinese SAM to be developed especially for ground forces to provide tactical air defence. Because the HongQi 2 SAM was designed to intercept medium- to high-altitude targets, the PLA required a low-/medium-altitude air defence missile in the early 1960s to provide air protection for its ground forces against low-flying aircraft. The missile development was initially carried out by the Beijing-based 2nd Space Academy (now China Academy of Defence Technology) in 1965 under the designation HongQi 41. In 1967 the development was taken over by the Shanghai-based 2nd Mechanical-Electronic Bureau, and the missile was renamed HongQi 61. Initially, the missile was developed with both land-based and shipborne uses in mind, but a decision was then made that the shipborne (naval) variant should be given higher priority. (I will talk about it in the future navy thread) The shipborne variant HongQi 61 was not successful until late 1986 (I will talk more about it in a future Navy thread). The development of the land-based HongQi 61A began in 1976. The associated ground guidance station, electro-optical director, and fire-control vehicle were developed at the same time. The HongQi 61A passed its certification tests in 1986 and the missile’s design certificate was issued in 1988 prior to production commencing. The air defence brigade subordinate to PLA 38th Group Army in the Beijing Military Region fields the HongQi 61A, HongQi 7, and Tor-M1 (SA-15) SAM, and 35mm AAA guns in amalgamation for field air defence roles. The HongQi 61A missile has four front canards mounted on the middle of the missile body and four larger delta-shape control surfaces at rear. The front canards and the rear control surfaces arrangement are not on the same geometric plane but on a 45-degree angle. The missile uses radio command and semi-active radar homing. A twin missile launcher is mounted on a YanAn SX2150 flatbed 6X6 truck with an azimuth range of 360°. The truck is equipped with four hydraulically operated stabilisers which are lowered in preparation for the missile launch。 A typical HongQi 61A battery (company) consists of 4 trucks, each with two ready-to-launch missiles, mobile generators, command post vehicle, a tracking and illuminating radar vehicle, a target indicating radar vehicle, and 24 spare missiles. The C-band radar system called Type 571 had two elliptic parabolic net-type reflectors. Other features include moving target indication and frequency hopping agility. A typical target engagement would take place as follows: The target is first detected by target indication and radar vehicle. After being confirmed as hostile, the target is tracked and illuminated by the tracking and illuminating radar vehicle. When the target is within range, one missile is launched. The Type 571 radar has been designed specifically for low-altitude warning and displays both the slant range and azimuth of aircraft targets detected. No details of the tracking and illuminating radar have been disclosed, although photographic imagery examined shows a dish-type antenna with a TV camera mounted coaxially to the right for use in an ECM environment or passive operations during clear weather engagements. Some source claims that this missile has a single-shot hit probability for a single missile launch is between 64% to 80%. Length 3.99m Diameter 0.286m Wingspan 1.166 Min Range 2.5km Max Range 10km Speed 3 Mach Operational Altitude 8km HQ-64 This is an HQ-61 upgraded with Aspide technology. The HongQi 64 was designed to engage low-/medium-altitude fast jet targets, low-flying helicopters, and sea-skimming anti-ship missiles. The missile is guided by the radio command with artificial interference capability. It claimed to be the only medium-low-altitude air defence missile in the world that used microprocessor intelligent module technology at the time of its introduction. The surveillance radar detects the target aircraft and then hands it over to the appropriate tracking/illumination radar unit for engagement. The system continuously waves semi-active homing guidance principles, and, with the allocated assets, the battery can process up to 40 targets, track 12 and engage three of them simultaneously. The use of the moving target tracking processing system and frequency agility technology also gives the system good anti-jamming capability. System reaction time is 9 seconds. A typical land-based HongQi 64 battery fire unit comprises one 4X4 truck-mounted surveillance radar, three 4X4 truck-mounted tracking/illumination radars, one emergency power supply vehicle, and six 6X6 truck-mounted transporter-launcher platforms. Each of the launch platforms has five ready-to-launch missiles in individual sealed containers. The fire unit is complemented by a technical support unit which comprises a transport and reloading vehicle, a test vehicle, an electronic maintenance vehicle, an electromechanical maintenance vehicle, a tools support vehicle, a spares and meter vehicle, and a power supply vehicle. HQ-64 Aspide HQ-7 Length 3.89m 3.7m 3m Diameter 0.208m 0.203m 0.156m Wingspan 0.68m 0.55m? Min altitude 0.03km 0.015km? 0.03km Max altitude 12km 11km 5km Min range 1km 1.3km 0.5km Max range 18km 15km 8.6km (400m/s target); 10km (300m/s target); 12km (helicopters) Speed 4 Mach 4 Mach? 2.3 Mach? Reaction time 9 sec Single shot hit probability 60 to 80% I honestly don't know when did this missile enter the service. Probably after the dissolution of the Soviet. But once again, probably not. However, I still wanted to list it here because this might be the only modern Chinese SAM we can get for a long time. Anything newer than this are highly classified. Things like HQ-12, HQ-16, HQ-9 etc., are just way too new. Even the HQ-9 is currently the working horse of the PLA. IMO, there is no way we can get enough data or permissions to make them in DCS anytime soon. HQ-64, however, though it is still in service, is at a stage in which it is getting its superannuation in order and looking to purchase a house in the countryside. HQ-2B This is probably the only Chinese long-range regional air defence system we can get in DCS. As I have mentioned earlier, the new ones are too new. In 1965 the PLA began to develop an improved SAM based on the HQ-1 (a direct copy of S-75). 2nd Space Academy (now China Academy of Defence Technology, CADT) was responsible for the general system design, with 139 Factory and 786 Factory in charge of missile and ground stations respectively. The main design targets were to improve the missile’s accuracy and resistance to enemy electronic jamming, as well as to increase the missile’s operational zone. The new SAM, which was designated HongQi 2, passed its certification test in 1966. Since then, the HongQi 2 has been produced in mass numbers for the PLA to protect China’s major cities, military bases, and industrial complexes. The PLA has also introduced a number of improved variants, including the HongQi 2A and HongQi 2B in the late 1970s and early 1980s. On 8 September 1967, the PLA air defence troops fired three SAM (two HongQi 2s and one HongQi 1) at a U-2 spy plane, and one of the HongQi 2 missiles hit the target despite the plane’s use of electronic jamming. The latest score of the HongQi 2 SAM took place on 5 October 1987, when the PLA air defence troops shot down a Vietnamese Air Force MiG-21R (Fishebed-H) reconnaissance plane using the HongQi 2 SAM near the China-Vietnamese border. In 1984, the PLA conducted a series of HongQi 2 tests against the Tuqiang-3 guided target missile. According to reports, the HongQi 2 and the Tuqiang-3 were launched approximately 100km apart and the HongQi 2 SAMs were fired in “salvo shots” of two to three missiles per Tuqiang-3. Four out of five target missiles were shot down. In more tests the following year, the HongQi 2 shot down seven out of eleven guided targets. In light of these two tests, the PLA expanded the HongQi 2’s role to include anti-missile functions. The HongQi 2 is a large two-stage missile designed to intercept high-altitude targets like strategic bombers and spy planes. Its radar guidance guarantees a single-shot hit probability of 68%, but according to the American's experience in the Vietnam War, this ratio drops sharply when the missile is used in a strong electronic jamming environment. The improved HongQi 2B is said to have much-improved capability against various active and passive jamming. The second stage of the HongQi 2 missile is a large liquid rocket, which makes it inconvenient to be maintained and transport. Each missile is carried by a semi-trailer towed by a 6x6 truck and needs to be loaded onto a fixed launcher before firing. The loading usually takes about 5 minutes, but this really depends on the training and experience of missile operators. The basic operational unit of the HongQi 2 SAM is a battalion, each including six fixed launchers, 18 spare missiles, early-warning radar, target illuminating radar (ground guidance station) and support units (command, power, communications, etc.) HQ-2A The modifications on the HongQi 2 SAM began in 1973 to enhance the missile's low altitude target engaging and electronic countermeasure capabilities based on the experience of the Vietnam War. The firing tests of the HongQi 2A were undertaken between 1978 and 1982, and the final design certification for batch production was issued in June 1984. The 144 modifications on the HongQi 2A include increasing the horizontal firing angle to ±75° from the original ±55°; increasing the speed to 1,200 m/s from the original 1,150 m/s; increasing the G limit; adding optical/TV guidance system and improving the missile's electronic countermeasure capability. HQ-2B The concept of HQ-2B was considered in 1978 as a further improvement on the HQ-2, and the design work officially began in 1979. The PLA requirements for the missile include improved electronic countermeasures capability, expanded operational zone, shortened preparation time, simplified and mobile launch equipment, and the ability to attack high-speed targets. Operational tests and design certification trials took place during 1980~1986, and the missile entered service with the PLA in the early 1990. HQ-2B firing Compared to the basic variant HQ-2, the HQ-2B features some fundamental improvements in its design. The main improvements include: Missile: Redesigned fragmental HE warhead and more powerful fuse for increased blast radius; New improved rocket motor for higher speed and expanded operational zone; Encrypted digital radio command guidance for better anti-jamming capability; New onboard power unit with much-reduced weight; Increased G limit; Ground station Computerised fire-control system to improve the missile’s accuracy and reliability; Extra high-frequency range-finding radar, electro-optical director and mono-pulse radar on the ground guidance station; Multiple guidance (radar, electro-optical) for higher resistance against active and passive jamming; Automated command and control (C2) system with a large display screen Launcher Self-propelled (tracked) launcher with self-adjustment capability and onboard power unit for increased mobility and reduced reaction time; Simplified ground support equipment; If necessary, the missile could also be launched from the older HQ-2 launcher. This is the Radar of the earlier variant. The Radar of the B variant HQ-2B is retired and was replaced by KS-1. So we shouldn't have any problem getting them in DCS. Phew finished. I have been writing this for a whole day. I bet I have missed some detail or made some mistakes in there since I am tired. If I spot them, I will add them later. Ciao. Going to sleep now. Enjoy the read.2 points
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now that normandy2 is released i think there can't be any better time to bring bf-109 g6(the most produced 109) than now it was present at the battle of normandy flying k4 over normandy felt always a bit out of place it's like flying dora over battle of normany it just feels awkward and not right allied have 3 new aircraft coming (hellcat,corsair,la-7) and on top of that there's recently released mosquito we need more axis planes to make the battlefiled more authentic and it would be nicer if we can have F/g8 model for fw190 so axis can have proper gorund pounding plane just like p-47 jug does2 points
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What is the point of all this hard work that goes into making beautiful 3D modules at $50.00 , With hours and hours of time spent on maps and patch fixes . WHEN you cant actually see any "GOD DAM" Targets or contacts due too the awful spotting mechanic's in DCS- WORLD WWII . When, yes When is this going to get fixed . !!!!! DCS . WHEN . !!!!!! Sunday night and we have 100 players on a WWII server and every one is complaining at not being able to spot any aircraft . Some people even laughing at the lunacy of it all . This is the oldest complaint from this long standing community with DCS and its been going on for years . . We would like answers please ED . WWII is growing with the MT thread and new maps coming out . New players are coming and yet are leaving WWII. VR is on the up with new headsets that are cost effective and DCS WWII needs to keep up . Can we have a answer if any improvements are coming too DCS WWII with the spotting .2 points
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so, flew some bomb toss attacks, noticed that upon starting the pullup, the release cue on the ASL starts "jumping" up and down. is this supposed to happen or is this bugged? CCRP_Rel_cue_jumping2.trkCCRP_Rel_cue_jumping1.trk2 points
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The Mirage’s were edited by Baltic Dragon and in my opinion are much better than the training missions of the other two, as a plus there are two versions of each mission: one for caucasus and one for Nevada. Also, the built-in Campaign of the Mirage is designed as a follow-on to the training, with the same storyline and voices. For me, it’s some of the best designed training of any Dcs aircraft.2 points
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What is it you are trying to learn? The L-39 has the Kursant campaign which is great. It will teach airmanship more than the built-in training missions that come with most modules, as those tend to just teach systems or procedures related specifically to that module.2 points
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It works with multithreading too. In addition to what you have do to start the single thread version, you have to change one value in Windows registry first. Don’t remember the exact location in the registry, but it is there where it states which open XR to use, and you just change that value to “none”. Works like a charm. But, if you play another bar game that use SteamVR, then you have to enter the registry and change it back to none again before launching DCS. I play the multithreaded version with Pico 4 this way, without SteamVR. I get better performance2 points
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CMWS control can only be performed by the pilot, because the panel for it is only in the aft crewstation, but both crewmembers should hear the audio alerts over the ADF audio channel. If one person hears it and the other does not, it's a bug (assuming they both have their ADF volume knobs turned up of course). I've submitted an additional report regarding this issue, regarding RLWR audio, the CMWS audio, and to ensure the state of the ADF audio channel itself is being synced between clients. (ie, ensuring that one player doesn't hear NDB morse code audio over the ADF channel when the other is hearing CMWS audio over the ADF channel).2 points
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I haven't flown much the F1 since my last attempt. Certainly not since the last patch. I have not touched any settings on the Oculus side in a while, and, to be honest, none of those setting seems to be related to this issue... Interestingly enough, I think that @JoeBoter report is the first non-Oculus one... I'll try to reproduce it again later today or tomorrow and report back... Will try both, the CE and EE, just in case (I think my last test was with the EE). JoeBoter, what version of the Mirage were you flying?2 points
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I'm aware of the recent improvements and the roadmap for future improvements like the General Flight Model, and I'm very much looking forward to all of it. Considering that ED develops the Digital COMBAT Simulator, I think it's fair to say that developing modules that would make the combat more authentic would only benefit the sim. And I am speaking about people who have said the actual words to me "I won't spend the money to go to DCS until they have more planes that "go together" historically", and I've read that same sentiment from others, some who represent some large and well-known groups. Whether that sentiment I've read more than once from more than one source is still accurate I don't know, but I heard the words with my own ears about 2 weeks ago. It's a logical point, whether or not you agree.2 points
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Good day all, After having implemented moving clouds (which are fantastic by the way) I realised they do not move unless of course there is wind. It then dawned on me that most of my experience in DCS is without wind. At best some servers / mission makers add some surface wind but the upper atmosphere winds are often left at 0 as is the default in the mission editor. Due to Coriolis effect and Surface friction, In the Northern hemisphere a surface wind of 5kts from the North would equate (on average) to the wind at 18000 feet being 44kts from the East and continue to increase in strength the further up you go. Less so in direction as above 18000 feet (on average) we are in free moving air. "Southern hemisphere would be 44kts from the west" My suggestion would be that even with 0 wind on the surface or 1kt from the North, that some wind be in as a default in the upper levels Exactly as MSFS does. A good feature would be that when a surface wind is entered that the remaining higher levels are auto-populated in accordance with known averages in meteorology. Of course in the real world there are many more variables, but we can start with International standard atmosphere and averages. Also not sure how the weapons would cope, and if DLZ's and CCRP's etc would continue to be accurate. Regards2 points
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Hi all, sorry I have been away all weekend, I have checked this and have reproduced. Seems to happen after a hot start for me when switching to a cold start aircraft. I will report thank you2 points
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The adaptive brightness is .... in need of an option to toggle it, even when the weighting is done in a more 'correct' way than it is now. side by side view of the Harrier cockpit and the Mirage F1 cockpit, same mission, same time, all I did was select a different spawn in between (~1sec difference, so no time-change in those) The image is brighter on the F1 cockpit than on the Harrier cockpit. To highlight the difference... here the F1 cockpit with the Harrier cockpit in the cutout and this is the Harrier cockpit with the F1 cockpit in the cutout and to make things worse... here the F1 viewed straight on and to the right, including a side-by-side cutout. so by rotating your head, and therefore reduce the amount of 'darkness' in the viewport the picture gets more normal, as soon as you look forward again it goes too bright. The pictures were done using gamma 1.8, 2.2 is unplayable and on 1.0 you would barely see the cockpit in the screenshots. On snow maps is is almost nuclear bright in the F1 (no clouds in the mission, 4YA aerobatics, shadow bug is still present so they removed the clouds) Its really annoying to have the image go dark and bright when rotating the head but it's even more annoying when the cockpit is mostly 'dark' that the environment gets brighter. and this is particularly bad when the scenery contains snow... have to tune down gamma all the way down to 1 and suffer from a too dark cockpit.. at least the eyes don't hurt then in VR. It would be really nice to have toggle options for 'new features' (like blurred shadows and alike), including this adaptive brightness 'feature'. not sure if this is really how it's supposed to be but at least in VR it is really bad and brightening the outside world while in a darker cockpit without the ability to control it is very uncomfortable. (and during winter season in the mission it's too bright for the eyes)2 points
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Thanks for the kind words .. I know that It seems like I've abandoned these F1 missions, but I actually only took time to update other missions of mine that I had done for the JAS39 Gripen Mod, that were rendered obsolete with the recent v1.8.5 release of that Mod .. I finished those last week and so I have now returned to the F1. I want to do an INS navigation training mission, but it seems to me that proper use of the Autopilot is kind of a pre-requisite for easier Navigation, so I started to do a training mission for the AP ... however, this mirage system has so much functionality that the Mission was growing onto a very complex and frustrating mess So, today I took a page from @baltic_dragon F-15E book and decided to break the complex mission in two simpler missions: one for the AP basic functions, and a separate one for the two more complex ones. And that small change suddenly made all the difference and in a few hours I was able to finish the first part: I'm now confident that the two remaining AP functions (Radial Intercept & Glideslope intercept) will be able to be much more easily tackled on a second Mission, as soon as it's finished I will add them to the set at User Files Cheers, Eduardo2 points
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If I had to guess, scratches aren't as visible IRL since your point of focus for your eyes is outside the canopy.2 points
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The summer set of textures is almost ready. I haven't touched the remaining seasons yet. I think I will publish them separately so that you guys can have it quicker. Best guess is tomorrow but don't take it as a promise.2 points
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No it's a simulation, not reality. If I want to refuel and don't have the time to invest in "practicing" in a simulation and the crutch doesn't effect you, what's it to you? And adding such a crutch doesn't suddenly equate DCS to airquake.2 points
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Finally a new update is available, inside a lot of new panels for several machines. It took me a while, but there were a lot of changes, especially in the application code, because what "you can see" is maybe 20% of the changes. I fixed a lot of things, including some of the ones described here in the forum posts. But for sure there is still something to improve so now I'm going back to work... changelog for 2023.0430 - A-10C: added V/UHF radio panel ARC-210 / autopilot - FA-18C: added IFF/ILS/VOL panels - AV8: added SAAHS / Fuel panels - AV8: added ELEC / VUHF / ACNIP panels - AV8: added Lighting panels (internal/external) - JF-17: added ELEC / ACP - JF-17 changed font on UFCP - JF-17 MFCD added support for switches - F-5E: added Lighting / Weapon panels - F-14 the entire engine panel has been changed - F-14 ACMP fixed Master Caution button - F-14 Lights changed the font size on the knobs - F-16C UHF: fixed radio frequency knobs - A-10C AAP: changed handling of switches - F-16C ICP: fixed display of DED in portrait mode - FA-18C UFC: LCD display improved - A-10C CMSC improved data display - Ka-50 fixed Datalink panel - Ka-50 PVI fixed swipe panels - M2000 PPA fixed AUTO switch - changed a large part of the graphics for: A-10C / AV8 / F-16C / F-14 / FA-18C - resized buttons of some configurations for better handling - removed graphics on some panels - fixed context menu on MFD and JF-17 panels - information on setting the IP address has been changed - some switches changed - application code optimization2 points
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v1.0.0 release: What's Changed UI improvements Buttons got real skins themed according to Black Shark Waypoint counter is now button and when clicked shows waypoint list Reworked status window Added Waypoint list window Implemented Load & Save function Removal of arbitrary points is possible Internal changes UI is now object oriented reacting to events Majority of log entries are moved to Logs\SharkPlanner.log Improved stability of ABRIS entry (this needs user feedback!) SharkPlanner has doubled in size from ~40KB to 83.1 KB2 points
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Jeez just fly the plane. Updates will happen when they happen. I don't think that asking all these questions will have any effect on the progression.2 points
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Dear all, It has been decided that we will release the Sniper TGP before creating an accurate LANTIRN pod to replace the existing Litening TGP. This means that the Litening TGP will remain in its current form until after the delivery of the Sniper TGP. We believe this will be a more popular approach for our customers as no capability will be lost prior to the release of the Sniper TGP. As mentioned earlier, we are currently unable to include an accurate Litening TGP given the lack of non-controlled, public reference data. If this changes in the future, we’ll certainly consider adding the Litening back. Thanks for your patience and understanding and we look forward to continuing to bring you the most accurate F-16C possible. The ED Team2 points
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Абсолютно верно. Вы как реальный пилот правильно указали на это и сделали уместное замечание, потому что ПКВ был только на версии Д, которая поступала зарубеж и на Ми-8, который не является Ми-24П. И это в корне меняет дело. Я признаю, что указал не тот прицел, который на месте оператора. Теперь разработчики не смогут разобраться. Вся хотелка по одному месту...А теперь давайте зафлудим немного, чтобы сообщение побыстрее утонуло в комментариях1 point
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Again absolutely no valid arguments from you guys for AAR other than trying to make others that don't want it look bad to prove your point. It's completely unnecessary to have such aids in my opinion as it only takes time and practice to do AAR. If you can't invest time into practicing something you wont be able to do it sry, that's reality. So stop your airquake and off to the tanker and practice, good luck!1 point
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Sorry I missed it. It is not graphics lua. You need to go to the saved games folder. Under config folder there is options.lua. All in game graphics settings are listed there. Set shadows 5 there (in game high is 4) which will enable ultra shadows. But As I said the moment that you open settings menu in DCS (control setup or graphics setup , VR tab or special options) it will immediately overwrite this setting and you will revert to no shadows and without repeating this step you can never turn on ultra shadows again.1 point
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Probably the last update to my textures overhaul. I reworked the external cockpit textures by adding missing rivets and other details. Details like wrinkles in the cables of the AOA/NWS indicator and HUD. I have also added actual MFD pages and instrument gauges. Most of it is entirely reworked but these textures are heavily based on @Ala12Rv-watermanpc and @wolfthrower cockpit textures.1 point
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