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  1. Map used: Upcoming DCS: Sinai. In this DCS: AH-64D video, we’ll talk about the radar-guided version of the Hellfire missile, the AGM-114L, otherwise called the Lima. Unlike the AGM-114K which is laser-guided and requires a laser designation until impact, the Lima is a much deadlier weapon that is fire-and-forget thanks to the millimeter wave radar seeker in the nose of the missile. This allows rapid engagements and launch-and-leave capability. Just like the Kilo, we can engage the Lima in either LOAL or LOBL modes. As with the Kilo, it has the same warhead and range. You can also load a maximum of 16 Limas in beast mode. Externally, the Lima can easily be told apart from the Kilo thanks to its white nose cone. When the Fire Control Radar, or FCR, is later added, the Lima will truly be a wish-you-dead weapon. We are currently holding at a Battle Position with a hostile tank company and air defense unit off our nose. To configure the aircraft for Lima shots, let’s first do the following: • I prefer to use the TEDAC, so I’ll set TADS as the sighting system and remove the HDU. • Arm the weapon systems. • Action missiles. • Make sure the missile Type is set to Radio Frequency, or RF. • From MODE, we can either keep in NORM, or Normal mode, in which the next missile will cycle automatically or MAN, or manual selection. • The missile power ALL selection allows all radar Hellfires to be powered on, AUTO cycles the missile power between individual missile stations as needed to avoid overheating, and NONE powers them all down. If LOBL Inhibit is selected, boxed, it prevents the missile from transmitting while on the rail, and would force a LOBL shot to be a LOAL shot. The 2nd Target Inhibit has to do with the FCR that we’ll talk about later. Missile icons with an inverted chevron symbol on the nose indicate a radar-guided Hellfire, which distinguishes them from the laser-guided Hellfires which are marked by a pair of horizontal lines. Missile icons that are green with an “R” indicate radar Hellfires that have been powered on and are Ready for a target. When they are WAS’ed, they will become solid green. When an icon is white and flashing, it is cued to fire next and ready. As with the Kilo Hellfires, we can launch either as Lock On Before Launch (LOBL) or Lock On After Launch (LOAL). It’s important to understand that if the target is 2,500 meters or closer, or if the target is moving, LOBL will automatically be used. If the missile cannot attain a lock though, it may revert to LOAL. If the target is over 2,500 meters away and stationary, LOAL will automatically be used. As noted earlier though, we can inhibit LOBL and force LOAL. LOBL with Limas is much the same as Kilos. In this example we’ll be using the TADS as the sight. Slew the TADS over the desired target and press and hold the 2nd detent of the laser switch, which generates a target location to hand over to the missile. When the TARGET DATA? on the TDU is removed, you no longer need to continue lasing. This indicates that the location of the target has been sent to and stored on the Lima. If you are in constraints, indicated by the large, solid constraint box, launch the missile. Once launched, you can move on to a different target or find cover. It is worth noting, that once you give a target to the Lima with the TADS, you cannot designate a different target if you decide not to launch. However, you can de-action the missiles and then re-WAS, which erases the target from the missile’s memory, and then designate a new target. If, however, the target is outside of 2,500 meters and stationery, you will be forced to LOAL and the related smaller constraints. Once launched, the Lima will fly to that location of the designation and search for the target on its own. Much like an AIM-120 air-to-air missile. Once launched, you no longer need to track the target.
    14 points
  2. Some of new shots and video presenting vibrations:
    7 points
  3. Me too, wish it would release, getting a bit over of hearing about its coming every week and its close every other day. Must have been a slow week at ED, nothing else to report ??
    6 points
  4. I finally had some time to test the mod in action yesterday. Some pics: Was fun.
    5 points
  5. I feel like destroyed vehicles should catch fire and burn for a lot longer. Understand that it's probably for performance reasons, but being able to easily spot where stuff's going down is useful, and also good for immersion. Thoughts?
    4 points
  6. 1) I’d like DCS to remember the size and position of the kneeboard between flying sessions. 2) On the Mission Editor, It would be great if Static Templates could include also Triggers and Trigger Zones.
    4 points
  7. You are by far one the greatest when it comes to DCS mods! Keep it up my man! I was wondering if the TOS-1 Buratino is on your list!
    4 points
  8. Sup everyone. Sorry for the blackout. Things in life happened and I ended up taking a break from DCS for a while. The break then got longer, then longer, and then longer until now. I did not had headspace to think about this, but I should have at least left some message here. In any case, this is done in a completely voluntary basis. I added p-louis way back as a contributor to the repository since he volunteered to implement the Hornet and the Apache, and I can see he has done a lot in that regard. I will try to dedicate time to support what has been done and improve in any way that could be done, but the primary module I fly is the F-16 so that is where I spent more time developing. Now I want to address some topics: - Error about TCP connection on port 43001 The DTC software works this way: It has a bidirectional connection to DCS, to send and to receive data. To receive data, the DCS lua script opens a UDP port 43000, which the DTC software reads. This port is only read when doing waypoint capture from DCS. On the other hand, to send data, the DCS lua script opens a TCP port 43001, and the DTC software tries to connect to this port when doing the upload to jet. If the DCS lua script does not create the port, the DTC software will error when trying connect to it. Therefore the most common reason for this error is just an improper installation of the LUA script in the Saved Games folder. If you follow the install instructions it should work. This is the same way other mods that needs to read/send data to DCS work. - Virus warnings Virus detection is a complex subject and the antivirus tools uses a series of heuristics to flag an executable as malicious. For example, the fact it needs to connect to the lua script may be a factor to flag it. Also there is no installer and Windows tends to flag executables downloaded from the internet as suspicious. Its a fact people use liberally other mods (from DCS and other games) without checking its source code and the reason they do not get flagged is just because an installer is used... and thats fine because security is also a function of the perceived trust and the empirical evidence of the software actually doing something weird. To be honest, the safest way if you are paranoid is to never download any executable from the internet at all, but who lives like that? In any case the DTC code is open and anyone can always inspect it and/or compile on your own machine if you are willing to go to that length. Or... not use it at all. With that said, I will investigate adding an installer if this just means making it less bothersome for people who actually wants to use it. I've inspected the latest version of the code and there is nothing implemented beyond the purpose of the software. - Discord I am considering opening a Discord server dedicated to this mod, so people can discuss it, suggest features and support each other. Is it something worthwhile? I would like feedback on this. Cheers.
    4 points
  9. Hi, it's basically fixed and will be available with the next update. We have encountered some excessive corrections in the wake of big aircrafts which we are working on correcting but all the oscillatory problems (both this runaway issue and the previous vibrations) have been solved.
    4 points
  10. Folder added: SinaiMap\kneeboard thanks for support
    4 points
  11. 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.
    3 points
  12. VIVID NORMANDY 2.0 by Barthek Hello, I am happy to present to you the newest mod from the "VIVID" series - VIVID NORMANDY 2.0. It has been in development since the release of the map. I spent many hours trying to find the best solution to make the textures look more authentic and diversified. I am aware that this iteration is not perfect and most likely contains some bugs here and there but hopefully, it will give Normandy and the UK a fresh new look. Beaware that this is just a summer set of textures - other seasons will come along a bit later. I need some extra time to fly a couple of WW2 missions to test the textures in action. I will surely make some changes to this version in the near future, so expect some patches in the upcoming days. Until then - I am leaving you with some screenshots and, of course, the download link. And I am looking forward to reading some feedback! Have fun, Barthek DOWNLOAD LINK: HERE INSTALLATION GUIDE 1. If you're using any Normandy terrain mods, please deactivate them to avoid potential complications. 2. Download the MOD in JSGME-ready format using the download link. 3. Unzip the content of this package to your JSGME mods folder within your DCS main folder. 4. Activate the mod in JSGME. VIVID NORMANDY 2.0 DRY SUMMER by Barthek The DRY SUMMER version differs significantly from the normal one. To ensure better blending between close and distant textures, I had to take the so-called "clipmaps" into account. Those files are quite heavy (about 9 GB), so I didn't include them in the MOD. You will have to edit them on your own which means the installation process will be slightly different this time. Follow the instructions carefully and you won't get lost! I hope this new version will meet your expectations! As always, I am looking forward to reading some feedback! Barthek DOWNLOAD LINK: HERE INSTALLATION GUIDE 1. If you're using any Normandy terrain mods (even mine), please deactivate them to avoid potential complications. EDITING CLIPMAPS: 2. Navigate to "DCS World OpenBeta\Mods\terrains\Normandy\clipmaps\ and make a backup copy of the "colortexture" folder. You can add "_backup" to its name. 3. Open the original "colortexture" folder, you will see the following: 4. Copy the content from "1m(spring)" and paste inside the "1m" folder. Overwrite all files when asked to. 5. Repeat step 4 for "4m", "16m" and "64m" folders (copy the content of their "spring" equivalents and paste it inside them respectively). 6. Download the MOD in JSGME-ready format using the download link: HERE 7. Unzip the content of this package to your JSGME mods folder within your DCS main folder. 8. Activate the mod in JSGME. HAVE FUN! LEGACY VERSION GTM:NORMANDY: DOWNLOAD LINK: HERE INSTALLATION GUIDE 1. If you're using any Normandy terrain mods, please deactivate them to avoid potential complications. 2. Download the MOD in JSGME-ready format using the download link. 3. Unzip the content of this package to your JSGME mods folder within your DCS main folder. 4. Activate the mod in JSGME.
    3 points
  13. This is a thread for highlighting overlooked easy-to-fix issues that would greatly improve the game experience. Please only describe those that fit most of the following criteria: - Broad applicability (e.g. core functionality, affects a large number of aircraft or is frequently used in it's scope) - Presumably fixable by a single developer in at most a few days (ideally less) - Is particularly annoying or constitutes a significant improvement Limit yourself to describing a few of the most important issues, the purpose of this thread is to help the developers filter out the extremely simple and important ones.
    3 points
  14. AMVI Multiplayer Server Aeronautica Militare Virtuale Italiana, aka AMVI, is a virtual flight community that has been around for 23 years. You can fly the DCS: F-16C Viper, DCS: F/A-18C Hornet, DCS: A-10C Tank Killer II and DCS: AH-64D on their server. Combined Arms is also used to manage and command flight operations. With over 50 active pilots helping with the channel, this highly detailed and complex training program offers you incredibly immersive challenges. Aeronautica Militare Virtuale Italiana (AMVI) organizes international flight events across the globe. One of their most notable campaigns is the Joint Thunder Campaign. It takes place every spring and has attracted an impressive 136 users. The complexity of the event closely mimics real life mission planning. It proves AMVI's competence in coordinating large realistic missions. This year, the event will include Airspace Control Order (ACO), operational airports, various C2/AWACS, JTAC, and controlled SAM and ground units. If you and your squadron are interested in taking part in AMVI's international events, please make sure to join the AMVI Discord Server Bye Phant
    3 points
  15. Any plans of adding other S-300 variants like the SA-12 Gladiator/Giant and SA-20 or the fun S-400?
    3 points
  16. No problem, it's our job!
    3 points
  17. 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
    3 points
  18. English version / česká verze níže. DCS at airshow „Aviation Pilgrimage“ airport Pardubice LKPD 28-29th of May 2022 https://www.aviatickapout.cz/ I'm Paura CZ. I create tutorials in DCS World for Czech speaking pilots, I am also one of the managing members of multiplayer servers under the name /// MB2 \\\ and instructor of vir. squadron 1.Flight. As part of the Czech community around DCS we were approached by members of the Czech Aviation Association CZAA for cooperation in developing awareness of aviation and aviatics in general. As virtual pilots, we were invited as a performing team at the Aviation Pilgrimage public aviation event at Pardubice Airport 2023 to present the DCS World virtual simulator, our cockpits and our flying experience. This will be our second public participation where we present your DCS World simulator. So, I will tell you how we participated as newcomers in the Aviatic Pilgrimage in 2022. Photos and videos are below. Pilgrimage in 2022. Our presentation started on Friday at Pardubice Republic Square, where we had our computers/cockpits. We had two virtual reality computers ready for visitors to try out the 6dof DCS cockpits. We had a big screen with loudspeakers. The sound of Merlin engine or whistling Mi-24 rotors could be heard in the centre of Pardubice city. Our presentation was a demonstration of Czech and Czechoslovak aviation, where DCS allows to display military equipment in the colours of CZE and SVK: Spitfire, Mig-21, Mi-8 Mi-24, L-39,... For the weekend we had the whole hangar in the centre of Pardubice airport at our disposal. Hangar 10. Our program included several points for visitors: Live flights in virtual reality in L-39 aircraft. Where a visitor as a co-pilot with VR tried out the DCS multicrew with our pilot. (5-10min flight). Presentation on a projector, where three pilots, a director and a commentator showed live demonstrations with communication, for example QRA, Air policing, interception of a non-responding aircraft. Exhibition of our computers and cockpits. And of course the big screen where the DCS videos were running. Children were the most interested in VR flying. ☺ Flying was continuous. This was our goal, with eight of our pilots taking turns for the day. We had the honor of visits from prominent Czech pilots. Here the pilot of the JAS-39Gipen and the Flying Bulls Aerobatics Team, Mr. Čejka. Over 10,000 people visited the Aviation Pilgrimage over the weekend. 300 visitors took turns at our two VR pilot seats of L-39. Thanks to these three days we were invited again. This year 2023 we want to show a little more, to present ourselves more materially. It's about our passion and fandom for flying, for us virtual flying in DCS World. The event comes from our private money. If you would like to support us in this event, a partnership can be created. We are looking forward to May, Hangar 10 is waiting. -Paura CZ / paura19 DCS na aishow Aviatická Pouť Pardubice LKPD 27-28th of May 2023 https://www.aviatickapout.cz/ Jsem Paura CZ. Vytvářím tutoriály v DCS World pro česky mluvící piloty, zároveň jsem jeden ze spravujících členů multiplayerových serverů jménem /// MB2 \\\ a instruktor vir. letky 1.Flight. V rámci české komunity kolem DCS jsme byli osloveni Českým svazem Letectví ČsSL pro spolupráci rozvíjení podvědomí letectví a aviatiky obecně. Jako virtuální piloti jsme byli pozváni jako účinkující tým na veřejné letecké akci Aviation Pilgrimage na letišti v Pardubicích 2023, abychom prezentovali virtuální simulátor DCS World, naše kokpity a naše zkušenosti s létáním. Bude to naše druhá veřejná účast, kde prezentujeme simulátor DCS World. Povím Vám tedy jako jsme se jako nováčci účastnili Aviatické poutě v roce 2022. Fotografie a videa jsou výše Pouť v roce 2022. Naše pouť začala v pátek na Pardubickém náměstí Republiky, třídy Míru, kde jsme měli naše počítače/kokpity. Pro návštěvníky jsme měli připravené dva počítače s virtuální realitou, kde jsme je nechali nasát 6dof kokpit DCSka. K dispozici jsme měli velkoplošnou obrazovku s reproduktory. Centrem Pardubic se tak rozléhal zvuk motorů Merlin či hvízdání rotorů Mi-24. Naše prezentace se týkala ukázky českého a československého letectví, kde DCS umožňuje zobrazit armádní techniku v barvách CZE a SVK.: Spitfire, Mig-21, Mi-8 Mi-24, L-39,… Na víkend jsme na Pardubickém letišti měli k dispozici celý hangár v centru letiště. Hangár 10. Náš program zahrnoval pro návštěvníky několik bodů: Vývozní živé lety ve virtuální realitě v letounu L-39. Kde návštěvník jako druhý pilot vyzkoušel multicrew DCS s naším pilotem. (5-10min let). Prezentace na projektoru, kde jsme se třemi piloty, režisérem a komentujícím předvedli živě zaletěné ukázky s komunikací například QRA, záchyt neodpovídajícího letadla. Ukázka našich vystavených počítačů a kokpitů. A samozřejmě velkoplošná obrazovka, kde běžely videa DCS. Největšího zájmu o VR létání měly děti. Létalo se nepřetržitě. To byl náš cíl, kde se střídali na celý den klidně osm našich pilotů. Dostalo se nám pocty návštěv od významných českých pilotů. Zde pilot JAS-39Gipenu a Flying Bulls Aerobatics Team pan Čejka. Za víkend akci navštívilo přes 10.000lidí, u nás se v kokpitu L-39 prostřídalo na 300 copilotů. Díky těmto třem dnům, které se nám podařili jsme byli pozvání znovu. Tento rok 2023 se chceme ukázat o něco víc, více se materiálně prezentovat. Je to o naší Vášni a fanouškovství k létání, pro nás virtuálního létání v DCS World. Akce jde z našich soukromých peněz. Kdybyste nás chtěli v této akci podpořit, lze vytvořit partnerství, či prozatím máme PAYPAL. Do týmů pilotů na Akci se můžete také připojit, navštivte náš Discord a kontaktujte mne nebo Gimloo. Už se těšíme na Květen, Hangár 10 už čeká. -Paura CZ
    2 points
  19. Hello drivers! A thought had just occurred to me that would not only improve the realism of DCS/beta and Multithreading with a trigger baked into the software, but also making or playing attack missions more enjoyable— making destructible Power Grids! As I was making a campaign to continue the original Hornet 1989s story, I had set up a timed attack with TLAMs hitting known power houses in the Russian SSR coastline prior to commencing a moderate ground offensive into the towns in Sochi and Novorossyisk. All they did is trigger a series of counter offensives at realistic times to scramble, and activate LR SAM sites. If you hit these power stations one by one in a very short period of time, they would deactivate 80% of their forces because there’s no power to go to the telephone lines, and communicate to warn the naval garrisons. However, they do not off the lights to residential sectors or entire cities. I know in 1991 during the Gulf War, TLAMs were launched from the USS Missouri to take out Saddam’s power grids and radar stations before H-Hour. To ED Developers, is there a way to shut off lights or paralyze towns once the power is destroyed? Or could there be some LUA coding that would enable such effects? Cheers! SGT Toffee
    2 points
  20. I've seen this mentioned before (I believe in a feedback thread) but just to make sure it's actually being tracked: The right engine cover is supposed to have an "H" (Höger - Right) on it rather than "V" (Vänster - Left)
    2 points
  21. We can all agree that aerial refueling, specially with F-16 is pretty hard, specially because its difficult to keep the plane in one specific spot at all times during refueling process. The main problem is in the boom of KC-135 plane it self, which does not do it's job like it does it in real life. Mover, RL F-16 block 30 and 40 pilot, well explained it here. As far as I read, but it's also logical, the boom make some kind of connection between two aircrafts, so they both move almost as one (the bigger, the heavier leads the way of course). The boom should give the pilot a feeling when the contact is made in some resistance way, like you softly hit something and stopped there, which should be continuing throughout the refueling process, which also means the plane should not be responsive on user inputs same way as it does when AAR are closed, just because of this connection-thing with the tanker, which prevents normal movements of the F-16. There is another issue with the boom where it can be seen the lack of proper physics, it can just go through the plane instead of bouncing off on impact, and it is not possible to rip or break it off, like you can do IRL if you're not gentle.
    2 points
  22. Another Pre-Release version of VaicomPro Community Edition is now under testing with our BETA Team. This Beta hopefully fixes all modules hooking issues and has a new implementation to access the DCS menu structure that should allow us to add new modules without massive workload and drama. After working many hours to patch Hollywood's fixes that was a workaround to issues that DCS 2.8.X brought to VaicomPro 2.5.X We decided to stop and scrap it and look for another way of implementing the comms calls. Initial Dev testing looks promising, once the BETA team have had a good look at all modules and we ensure we haven't introduced new bugs we will move to a new release build. I'm hoping the below intended fixes hold up to the testing! - Fixed AH-64D Apache ground and flight comms - Fixed in game messages being displayed too low. - Fixed hooking issues of all remaining modules - Fixed flashing menus in most WWII modules - Fixed Options command not displaying F10 menu in some modules. Know issue we are still looking at is some maps ATC recipient names do not work. This appears related to Airport naming changes and additions in DCS that have effected the database. Overall we are getting back to the seamless feel VaicomPro provided in game. Below is a video of Dev testing of the AH-64 Apache, note the in game message remains at top of frame and all Flight, ATC, Ground and options functions working as we would expect using our new menu call implementation. Thanks for your patience over the last few months and now while we test this latest build, I believe it will be rewarded.
    2 points
  23. As mentioned in the thread, there is already such a mod available. Would you look at that... a mushroom farm. Haha!
    2 points
  24. No worries, my updates arrives rather frequently.
    2 points
  25. It's magnetic. Theoretically you could have an ILS localizer charted, surveyed in true (in fact it's possible that officially it has a true heading documented). But even if you were to come across such a true heading beast you would want to enter is the best available magnetic heading into the avionics if the airplane is in magnetic, which it usually is. The ILS localizer beam itself doesn't have any heading information in it. There's just a left beam and a right beam and a mixing zone so even if your heading completely fails left is still left and right is still right. The purpose of the CRS value in the DED is for the wind-corrected-heading caret and (I think) steering cue on the HUD and the CRS knob on the HSI is just makes it easier to read. You can absolutely fly an ILS with any or no CRS values in either place provided you don't care about the wind caret, steering cue, or the HSI being upright for ease of reading. It is possible to operate the F-16 in true heading (or any arbitrary heading offset) by setting the magnetic variation variable can simply be set to 0 (or anything). The INS itself operates in true. Any conversion for display of magnetic is a shift applied according to entered variation data. In this case you'd use the heading of your ILS under your custom heading convention be that true, magnetic, or other. The tricky part comes in with TACAN because TACAN does contain information in the signal which pertains to a particular heading calibration. Most TACAN (and all in DCS) are calibrated to magnetic but there are some calibrated to true. If your airplane isn't using the same heading convention as the TACAN station you get mixed information. The bearing works as normal but the CDI lineup will happen under the TACAN's heading convention, not your airplane's, which will have funny but predictable effects.
    2 points
  26. Thank you for the advice Stone Sky. I deleted the campaign and then did a full repair of DCS opebeta using the slow mode and deleting extra files. Then I reinstalled the campaign. This did solve the problem and I was able to fly the mission. However, I found that many of the mission messages did not include an audible voice prompt, even though I could read them on the screen. I also found that they occurred at random times and in the wrong order. For example, after getting a message to RTB I did just that, but after I was already on the ground and taxiing I was told to land. Then my "own" pilot voice started complaining about the high G's. I also got repeated messages about flying above the 2500 ft limit even though I wasn't doing that. On the other hand, I sometimes broke the hard deck and there were no complaints. I imagine there are some issues with the triggers. One other piece of feedback for future revisions if any. I'm not very familiar with the aerobatic maneuvers I was supposed to be doing. It would be helpful if you could include some resources or links to resources to make it clearer what I'm supposed to be doing.
    2 points
  27. More and perhaps randomized burn times sound nice.
    2 points
  28. To save and recall the Snap View: Press and release LWIN+Num9 to make Snap View 9 the active view to edit. (You can use any of the slots 1-9 available.) Go through the process to boresight the IHADDS, and when you have everything perfectly lined up, press RALT+Num0 to save that view into the slot. You will need to have the MFD button for B/S NOW visible on the screen when you save your view as you will need to click that with your mouse in the future. See my screenshot below. To recall the view the next time you need to boresight, press and hold LWIN+Num9 (or whatever slot you saved it in) and then click the B/S NOW button with your mouse. Then release LWIN+Num9. Done. Note: Because LWIN and the number pad are quite far apart on your keyboard, and you also need to click something with the mouse at the same time, I would recommend mapping a button on your HOTAS, or a different keyboard shortcut, that you can press with your left hand while manipulating the mouse with your right hand. For example, I have a hat on my HOTAS dedicated to snap views where Left is a view of the left-side console Right is a view of the right-side console Down is a view zoomed in on the 2 MFDs and keyboard unit Up is the boresight view This works nicely with TrackIR because as long as you are holding the Snap View active, your camera does not drift around while you manipulate buttons in the cockpit with the mouse.
    2 points
  29. Don't open the communications menu automatically when I start to taxi Every time start to taxi out of the hangar, the game opens the communications menu and I have to close it, even though neither I or the AI has showed any intent of communication. Most servers don't use the communication menu ATC functionality anymore and it's annoying having to close it every sortie.
    2 points
  30. Agreed. Unfortunately, IIRC this is on ED. We more or less just invoking an ED-provided ejection method. Will have a second look though.
    2 points
  31. I'm pleased to announce that the Equilibrium 1975 campaign is now updated and works perfectly with the latest DCS Stable version 2.8.4.39731. I also corrected some minor errors. I flew each single mission! And good news : I won the campaign Happy landing! Daniel
    2 points
  32. This is going to be THE map for me. No doubt. Georgia is okay, but lacks proper pine and fir forests, big open marshes, Northern mountain ranges...
    2 points
  33. Yes, I‘d really wish some news on the Kola map, please! This will be an excellent location for DCS and the community is really hyped for this I‘m sure. Therefore please share some news with us….
    2 points
  34. Do you have a thumbstick type controller mapped to the TSD cursor? After clicking BORESIGHT, then IHADSS, the cursor moves to correct place on the left edge of the TSD to where just pressing the “cursor enter” function is all that is needed. Slightly easier than using the mouse to click it. You could also map that cursor enter function to a keyboard button. You could also save a Snap View while you have correct alignment, then recall the snap view to align in the future.
    2 points
  35. The only thing that isn't happening soon, is me spending money in your store. Yes, I am "still waiting" and it's your problem, not mine haha.
    2 points
  36. Recalibrating the stick through Windows seems to have helped.
    2 points
  37. I can't wait for the release of Kola. This will most probably change my life again (as the Viggen did ...).
    2 points
  38. Beautiful! It's a great pleasure to see that the Viggen becomes polished more and more.
    2 points
  39. We are getting the IDS Tonka so it'll be the HARM missile and I believe the EF doesn't use the missile...
    2 points
  40. what an innovative joke, I'm still not tired of it ... not
    2 points
  41. I would like to know if the development team is working further to improve the explosion VFX and ground damage of bombs. The graphic effect present is not bad, but I think it is a bit standard for all the devices available. The damage and smoke that an MK-82 causes is different than an MK-83 or a GBU-10. Is it possible to get information about it? Inviato dal mio SM-G998B utilizzando Tapatalk
    2 points
  42. My wallet is hot na ready. Friday news and ....
    2 points
  43. Hi, I would not expect any news for some time, while a request has been made we have other much higher priorities in the queue. thank you
    2 points
  44. It's not 'mach 1.2' ... it's the 'never exceed speed' which is usually between 700 and 800kts, it just happens to be mach 1.2 or so at low altitude. Exceeding that speed can result in melting canopies, engines, control surfaces being removed from your aircraft upon deflection etc. Stuff that DCS doesn't model yet. As for trying to do it with a bunch of payload that isn't AAMs, you could, but acceleration will be slow and fuel consumption will be massive. It's possible that the munitions aren't even rated for that part of the envelope. It's possible they weren't even tested at it, and that's not exactly a new thing with the strike eagle.
    2 points
  45. Effects of all sorts are slated to be looked at, GA (who makes many of our wonderful videos) is always pushing the team for better effects, explosions included. I don't have any solid news, but you can almost guarantee seeing them in an ED video before you see them anywhere else. Thanks.
    2 points
  46. Playing since LOMAC and ONLY two major things bothered me always: 1. Optimization - fixed with MT 2. Spotting I play in waves(playing for some time, than a break), and every single wave was the same: "Playing on MP servers on native resolution, understand that can't see <profanity>, lowering it to 1080p, understand that game looks like <profanity>, uninstall and then install again when new major patch or plane is out", and this is from someone who amassed more than 3k hours of game time. So glad OP made this mod and this thread and I'm utterly disappointed with ED attitude, luckily I understand Russian language and read some stuff from that topic "Ask developers"... oh boy, its not even unprofessional, some of those post are literally disgusting. THERE IS CLEARLY a problem with spotting, poll is saying that, people are saying that, DO SOMETHING ABOUT THAT. Thank you Why485 for this mod, but gratitude is much more on the fact that you raised awareness to ED team and hopefully they will do something about it. P.S. It feels like cheating every time I play at 1080p vs higher resolution guys....
    2 points
  47. Hello we think destructible power grids are a great idea, I can not promise anything at this stage but a request has been made to the team. thanks
    2 points
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