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Showing content with the highest reputation on 05/11/23 in Posts

  1. Here you have our current roadmap. Work left to do in the F1 CE and F1 EE (some of it will affect BE and M): INS overhaul. Improved alignments. Improved drift. General bug fixes. RWR sounds. Radar overhaul: BZ mode. Dynamic noise model (including gain adjustment). IR missile radar slaving. Elevation control in V1 mode for 7 and 15 nm ranges. IR missiles logic/tone improvements: Cage/uncage logic. Radar and Optical Sight test modes. New pilot model. Finishing flight manual. More missions. Campaign. Other versions: F1 BE. F1 M. Payload additions: BRP-250 bomb. BME-330 bomb. CC-420 cannon pod. PHIMAT. JL100 rocket pod. Disclaimer: Known bugs and any bugs reported in the future will obviously be worked on and fixed. This list is not necessarily complete and other features might be added in the future too.
    22 points
  2. Hey Guys! Hope all is well with you all. In preparation for the release of the upcoming Sinai Map which is to be released soon, I will be creating a good number of Commercial vessels to fill the Suez Canal while also creating a couple of secret projects for you all to enjoy as well. So right now my focus is on commercial vessels along with a couple of warships. I will probably release the Commercial Vessels as a Bundle. Stay Tuned! Thanks for your patience!
    17 points
  3. Gazelle L modularity update (WIP) You can see the ATHOS Periscope instead of the Viviane screen.
    9 points
  4. Not really. It was one mission that was broken when we recently updated the instant action missions to include the improved weather. It's already been fixed internally. We appreciate this video and we studied it carefully. We then compared his exact set up to public Energy Management (EM) diagrams and it seems his comments are not matching the data. We've sent him these findings and we look forward to him helping us understand this disparity. Above all, we want to provide most authentic simulation possible. thank you
    9 points
  5. T-90M MBT 1.1.0 released! Changelog Version 1.1.0 Fixed Arena-M APS not working correctly on the right side Fixed Arena-M APS not engaging low flying ATGM Fixed tracks animations Changed to more modern cockpit with zoom Stugna-P ATGM 1.1.0 released! Changelog Version 1.1.0 Fixed sight glass texture issue Fixed RK-2M-K ATGM altitude and flight path Fixed sight height MIM-104 Patriot SAM 1.2.0 released! Changelog Version 1.2.0 Added LTAMDS STR
    9 points
  6. Hand Gestures on Reflected DCS Campaigns
    7 points
  7. Habe ich die Ironie nicht verstanden oder ist es in deinem Kopf einfach so, das du gerne gefragt werden willst, für was ich mein Geld unters Volk werfe? Welcher Grund wäre dir den genehm? PS: Hier wird ge/verkauft und nicht getrollt. Danke
    6 points
  8. With the next update I'm introducing visible hand gestures in many of my DCS Campaigns in order to make them more realistic and immersive. I hope you'll like them.
    5 points
  9. need an excavator that will dig out a tanker from the Suez Canal
    4 points
  10. The radar overhaul will include a revision of the tracking capabilities and the noise in the whole envelope. Expect it to, in general, work worse than a PD radar. Nevertheless, our SMEs' feedback is that the noise levels should be lower than they are now in many instances. Take into consideration that selected mode, antenna position above ground and gain settings will be affecting the amount of clutter. Regarding the 3D model: we continuously work on improving the accuracy of both the model and the textures. Any report that helps us in this task is, of course, very welcomed.
    4 points
  11. So to sum up: - "All deltas have a poor CL/CD" - "Ah yes Eurofighter has a much better CL/CD than expected" (oops it's a delta) - "I don't have CL/CD data about the Mirage 2000 but it's necessarily crap" - "Me, the pretend SME, have much more knowledge than so called official SMEs"
    4 points
  12. MIM-104 Patriot SAM 1.2.1 released! Changelog Version 1.2.1 Fixed missing EPP issue
    4 points
  13. I don't know how it works in the real world, but I find in-game AWACS radio chat so noisy that it's almost useless. If you're in an environment with multiple bogeys the radio becomes a constant stream of BRA calls. I'd like to see it: prioritise calls based on the situation (if a bogey turns hot on you or comes within a set distance) (not sure if realistic) give contacts an identifier so you know which contact they're talking about let you know when a contact disappears or is killed only bug you when the situation changes or you request an update Something like "bandit alpha, BRA 030, 45 miles, 20thousand hot, bandit bravo BRA 035 50 miles, 20thousand hot, bandit charlie BRA 095, 10 miles, 15thousand cold" ..... "bandit alpha now cold. bandit bravo now cold" "bandit charlie splashed".
    3 points
  14. 3 points
  15. Folder added: SinaiMap\kneeboard thanks for support
    3 points
  16. Not all helicopters are equal. Some helicopters have high-inertia rotor systems, like the UH-1H, in which the rotor tends to spool up or down slowly. Others have low-inertia rotor systems, like the AH-64, in which the rotor can spool up or down quite quickly. Some helicopters have analog or limited engine fuel controllers where aggressive collective movements cannot be compensated quickly enough by the engine to maintain a constant rotor RPM, while other helicopters have sophisticated digital engine controllers that adjust the engine throttle in advance of detected collective inputs to ensure the response does not lag. Due to its low-inertia rotor system, the AH-64's rotor RPMs can rapidly spool up and spool down during aggressive maneuvers that are not compensated for by collective adjustment, even with its digital engine controllers compensating for most rotor transients. Even with its advanced engine controllers, it is still possible to create a rotor overspeed and underspeed and then overspeed again within a few moments, if you know how to move the controls in such a way to get ahead of the engine responses. And these effects are not always due to the precision or accuracy of the engine controls, some of these are purely due to aerodynamic effects on the rotor system itself. Effects such as rotor coning, conservation of angular momentum, mushing, upflows, etc. Having said that, the engine response to moderate to extreme collective or pedal applications in the AH-64D is a work-in-progress (sounding like a broken record), but the real AH-64 does have a low-inertia rotor system that can result in rapid transients of rotor RPMs during combat maneuvers if not compensated for by the pilot. Real aviators receive specific training in how to perform aggressive maneuvers without causing overspeed/underspeed events of the main rotor or causing an overtorque of the transmission. Such training isn't isolated to AH-64 aircrews either. Other combat aircrews in the UH-60, CH-47 and OH-58 (before it was retired) are trained in combat maneuvering flight so that they understand how their unique aircraft characteristics will behave when performing aggressive maneuvers in a combat situation.
    3 points
  17. Good Idea OnReTech! I will add that to my list of mods to create. Thanks. Spino, I have scripted out the USS Fitzgerald to carry the RIM-67, RIM-161 & RIM-156 ER which has a range of 370 KM. One thing I don't know is exactly what weapons the Fitz is carrying now as there's only limited information out there about it. If I can get firm information I will upgrade to the latest weapons. She will definitely be more advanced than the FFGX. I am always working on the FITZ no matter what else I have going.
    3 points
  18. Version 1.3.0 - Feature Update: FlareZone, PlayerZone, Shallows -- 20230511 Spring is in the air, and new ideas are blossoming seemingly everywhere - at least that is my impression from the feedback I receive from you. Consequently, DML's idea backlog is filling up, and managing it would have become a chore hadn't I had the (lucky) foresight to use a tool. This update contains three new modules: one to mitigate an annoying bug with DCS's naval units in shallow waters, one utility for you mission designers to count your sheep (players), and one to provide spectacular effects at night (it's a side effect of the utilitarian aspect of the module): flare zone. So let's start with the extroverted one: flareZone is a module to answer a request to simply launch a flare on demand. I could not resist and add some DML sparkle to it: now you can not just launch one flare, but many, over a time span. With randomized colors and directions to boot. Not required, but really nice for night missions to let your players know that they have completed the mission. High-Caliber Eye Candy. The new 'shallows' module is a drop-in, no configuration required, no dependencies fire-and-forget module that does one thing: when a ship sinks after being destroyed, but remains visible because the water is too shallow, the module removes it after 5 minutes. Until then, in marks the spot with flames and smoke. PlayerCount is a module that was requested to provide some often used (and seemingly overlooked by me) functionality: provide the number of players in a zone, so this can be used to trigger modules or game stages. It also has outputs for when players are added or removed from the zone, so all requirements (hopefully) are covered. Between creating new modules I also found the time to further strengthen DML cohesion: dcsCommon and cfxZones have received code review and new abilities, and PlayerScore has received integrations with other modules like ASW. The one thing that did elude me this cycle was closing down the OwnedZones functional split. Something in the architecture is bugging me, feels off. This prevents me from finalizing the new design, and so I recommend you continue using the legacy version. All Changes Documentation Main - Various modules - updates - Flare Zone documentation (new) - Player Zone documentation (new) - Shallows documentation (new) - Effects with a Flare demo: documentation (new) - Players in the Zone demo: documentation (new) - Not too shallow demo: documentation (new) Quick Reference - Flare Zone (new) - Player Zone (new) - Shallows (new) Demos - Effects with a Flare (new) - feats and autoCSAR (update) - Not too shallow at all (new) - Players in the Zone (new) Modules - ASW 1.0.1 Integration with PlayerScore - aswGUI 1.0.2 Late-start capability added - PlayerScore 2.0.1 Fixes for time stamp and config reading - PlayerScoreUI 2.0.1 Late-start capability added - Smoke Zone 1.1.3 Fixed method designation - SpawnZones 1.7.5 Fix for height bug in requestable spawners - cfxZones 3.0.9 getFlareColorStringFromZoneProperty() (new) - CSARmanager 2.2.6 Now also supports flares (for night operation) in addition to smoke - dcsCommon 2.8.7 new methods for flar color and to iterate players - flareZone 1.0.0 Initial version - playerZone 1.0.0 Initial version - shallows 1.0.0 (standalone) Initial version - williePete 1.0.2 Added support for Gazelle's WP munitions Enjoy, -ch
    3 points
  19. I don't know what the F-16, F-18, Su-33, Eurofighter and J-20 have to do with the Mirage 2000C performances but ok. If you are going to insult SMEs and the work of the team, the minimum would be to provide sources and tests to backup your claims. Otherwise we could just dismiss you as a pretend SME....
    3 points
  20. The C fired in PD-STT should go active only when losing track but in DCS it will always go active.
    3 points
  21. This recently posted video on the Air Tales channel shows Tomcats doing a fast-ish fly by with their hooks seemingly only partially extended. I noticed that, according to channel owner (I think he was a RIO), the hook would start to blow back at 300 knots, and the hook transition light might stay illuminated while above 300 knots. Seems like a neat detail, anyway.
    3 points
  22. This whole thread is supposed to be about wip updates, not pissing and moaning
    3 points
  23. Only the impatient and insufferable. As for the rest of us the post is just informative. Some users claim to want to be updated well, there's one! I'm still exploring Normandy 2. Woohoo!
    3 points
  24. @Chizh @SL PAK Вы "Железо и софт" с барахолкой куда-нибудь отдельно хотя бы выложите в доступ. Тема про VR вообще критически важная для DCS!
    3 points
  25. нет, не SAS. Для устаревшей модели динамики (что сейчас у пользователей), в которой эффективность управления по крену от РППУ ниже, чем в обновленной модели динамики (которая едет к вам на поезде), иногда попадается такое "стечение" скоростей по трем осям (и соответствующему приросту аэродинамических сил по этим осям), что сила от РВ вызывала больший момент по крену, чем от РППУ. Это и приводит к неконтролируемой "бочке". Обычно это может возникнуть на выводе из горки, когда имеется сильное скольжение из-за некоординированности действий РОШ, РППУ и педалей. Это больше наши неточности (если я правильно представил то, что у Вас было). Когда поступит обновленная версия динамики, тогда еще раз тоже самое попробуйте и отпишитесь плиз!
    3 points
  26. Hi Developers, Would like to request a added TASK to escort / follow enemy aircraft as a task option. Now one can ONLY follow or escort a plane from the same coalition. BLUE AI -> Task : Follow / Escort -> RED AI. If there IS a way to do this bypassing the basic option by script or any other way, please add in the comment. Thanks. RWC.
    2 points
  27. I know there was talk about an iad before. Hopefully we'll see that in dcs core. Here my wishlist Jammer planes. Unless this is already modeled unless an ai aircraft has the proper ew gear the range of a sam should be unknown. Sam operators should shut their radars down if they think an arm or sead flight is targeting them. Also if possible they should keep their radars off if they have a data link. Less accurate aaa.
    2 points
  28. Here's one I kept around. Looks like the original creator (Sean O'Connor of IMINT & Analysis) no longer maintains it . SAM Site Overview.kmz
    2 points
  29. It seems I find a way to identitfy were water is drawn in picture...I will be able to try if debanding of IL2 GB is working also for the water in DCS...
    2 points
  30. В VR были адекватные люди и не было политоты. Ну или это я ни разу ее там не видел, хотя заглядывал ежедневно. Перенесите VR просто в другой раздел да и всё. Объективно она уже далеко не только про железо, DCS в VR это практически другой симулятор, вполне самостоятельная тема была. Не идеальная, это факт, много флуда и повторений, но не сильно это страшно с той относительно небольшой активностью, что там была. Как придумаете как улучшить, так и здорово, но закрыть доступ именно к ней было довольно странно и безосновательно на мой взгляд. На отдельный раздел мы вряд ли тянем количественно, но одну тему думаю заслужили.
    2 points
  31. I updated the freqs in the campaign of course. I hope the map won’t change again.
    2 points
  32. I apologize for my rant. jeffg
    2 points
  33. That's exactly what I was talking about: "So you have to take a very close look at which version the respective Youtuber has, before you make a judgment." Disco-VR is the prominent victim of the last major update a few days ago and the final Crystal version. She didn't have either when she made the video. So she had to deal with the pre-series problems of the headset and outdated software. To put it briefly...this video is no longer up-to-date and no longer reflects the current state of development. Disco VR put a lot of work into the video but was unlucky at the timing. Other VR enthusiasts were testing the Pimax-Crystal with the new software and some partly also with the final version...and their problems were gone. They said it was as close to "Plug and Play" as it can get! Listen to these 5 minutes and everything will be explained : At the moment DiscoVR released her video about the Crystal problems, it was already out of date.
    2 points
  34. We published the roadmap here. We are happy to answer any questions about it in that thread.
    2 points
  35. Sounds like ground crew sim addon because pilots have no business down there. From the FAQ:
    2 points
  36. Big relief to see comments on this very anticipated map as far as I am concerned. I have hurted for any kind of news on the development report to no avail. Ryzen 5 5600: RTX 3070: 32g Ram: Virpil Cm3 Throttle :Thrustmaster warthog flight stick: Thrustmaster TFRP rudder:Samsung Odyssey plus Vr headset :
    2 points
  37. Thanks! Unfortunately I managed to create the issue with the LTAMDS release. But I've fixed it.
    2 points
  38. 2 points
  39. You should update your VUX mod. After 2.8.3, the mirrors got changed slightly and that broke compatibility with existing mods that weren't updated. You can manually update your currently installed mod by adding the lines of code to the description.lua (if you don't want to update your mod by downloading from the source):
    2 points
  40. This mod is invaluable. Thanks a lot!
    2 points
  41. New version released 1.0.8 https://github.com/sedenion/OpenModMan/releases/tag/1.0.8 Fix library not properly refreshed when switching Target Location Fix lack of consistency of Package menu according selection Fix Package Editor inconsistent prompts for unsaved changes Change properties dialog buttons to Apply/Cancel/Close Add "Uninstall All" Command Add support for detecting and skipping hidden files Fix gif creation fail if color map size is not power of two Change Menus organisation Change UI terminology "Software Context" is now "Modding Hub" or "Hub" "Target Location" is now "Channel" "Installation Batch" is now "Script" "Network Repository" is now "Repository" "Destination folder" is now "Target Path" Please comment names and terminology changes, any critic or suggestion can help.
    2 points
  42. See my post here if you want to try out a preview of the suspension changes...
    2 points
  43. You don't need gsync in your mouse, but you need high enough mouse sampling rate. If you have a gaming mouse with adjustable sampling rate and try to use low sampling rate (like 125 Hz) on a 120 Hz screen, you'll notice that your mouse control is also slightly stuttering. Even moving windows on the desktop is not exactly as "smooth" as with 500Hz or 1000Hz polling rate. And it's the same with Trackir. 120 Hz sampling rate of the camera is actually not that much and with variable framerate above 60 FPS range you sometimes get two consecutive game frames without head position update. That's what causes perceived stutter. Of course some people may find it more noticeable than others. For keyboards and joysticks this issue is irrelevant, because they don't work in absolute coordinates like mice and Trackir do. But I've recorded a similar phenomenon in a different game once. Here you can see the game in slow motion at 2 FPS, but the camera does not update it's position every game frame, or at even intervals. When played at full speed, this creates a weird effect where the game itself is smooth, but the camera movement is not.
    2 points
  44. Не! погодите. Мне вообще норм и с обычным пружинным джойстиком. Если честно. Так то у меня есть старый добрый сайндвндер. Который практически новый, всмысле без пробега. Правда уже переделанный. Но он так и остался почему то не востребованный пока. Но вообще я больше для вертолетов его себе готовил. А так, мои стремления к новым ощущениям должны пересиливать мою лень. Я считаю должны быть во всем мера. И в погоне за ощущениям тоже. Ровно по этой же причин я и от VR отказался. Понятное дело, что если бы я без ФФБ кушать не мог, то просто пошел бы и купил его, в готовом виде , благо сейчас на рынке предложения есть. И уж точно не стал бы изобретать новый велосипед. Просто раз пошла такая пьянка стало интересно , и не более того. Может быть, когда у меня в жизни появится больше свободного времени и не будет других дел, я попробую подсесть на ФФБ. Но я давно заметил такую вещь, что чем больше ты пытаешься создать себе комфорт, тем меньше тебе комфортно становится, хотя все есть о чем мог раньше только мечтать. Но зато появляется зависимость и куча условий. В итоге поднимая планку , сам становишься заложником и лишаешь себя простых удовольствий.
    2 points
  45. Think of the stupidest button box you could make for DCS.... yup. I made it. https://cults3d.com/en/3d-model/gadget/tape-player-button-box-for-dcs-f-14-tomcat Hey Heatblur, if you're watching we need an axis for the tape deck volume. I had to use a rotary to control the volume and it's not very precise.
    2 points
  46. Important to note - these well known "youtubers" have to sign an NDA with Pimax that they can not reveal certain - well let's say aspects - of the current unit they are reviewing. It will be more interesting to see real world comments from real world users that actually buy this thing and plan on using it on a regular basis. In the meantime this is just Pimax doing business the same old Pimax way.
    2 points
  47. 75+% of my install size is Terrains, With EVERY Aircraft Module installed, Includes retaining the VEAO_HAWK Art Assets My Aircraft folder is ~50 GB, CoreMods is ~110 GB, Terrains being about ~317 GB For all of them.
    2 points
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