Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 05/18/23 in all areas

  1. I had to unsub to Spud a while back. Couldn't stand listening to him anymore.
    12 points
  2. It needs another rework. For the points marked as "level flight impossible", I am unsure if it is realistic or not, it is very possible the real aircraft produced enough power that full forward cyclic could not maintain level flight. However data for flight over the Vne of 125knots, let alone over 50PSI is hard to come by, and usually for the UH-1H with the old blades. Overall the huey has more available power, however at low speeds the performance discrepancy is not good. You go from requiring far too much power to requiring far too little power. However, the engine profile doesn't seem to take altitude into account. As for the engine profile itself, it is still underpowered at high power settings. The new profile produces 50PSI (1158shp) at 101% N1 The real huey produces 50PSI (1158shp) at 96-98% N1 However the EGT profile has improved significantly. The hover performance is not great, however. It requires too much power at every weight. Here is a more advanced profiling of the hover performance. The new WIP fuel consumption is far better than it was, but it's still using too much fuel at higher power settings, however it is reaching what could be considered "close enough", but could still use another tweak. The rate of climb is messed up too.
    8 points
  3. Dear all, we are happy to introduce the first set of ground handling improvements with this update. While we will follow up with changes and improvements that will bring the taxiing and ground roll behavior even closer to reality, you should already notice a significant difference to how it used to be. Particulary power needed to start rolling and to maintain taxiing will be much less (bring it ouf idle to start rolling, keep it idle to maintain a slow taxi speed), while the aircraft should feel more dynamic in stopping and spool up motions, crossing bumps, etc. We hope you enjoy it! As always we would kindly like to ask you for your feedback. Thank you for your continued support! DCS F-14 Tomcat by Heatblur Simulations NEW: Major Ground Handling and Suspension Overhaul Phase 1: Improved general suspension. Improved taxi behaviour and ground roll characteristics. Improved ground handling sounds. More ground handling improvement to come! NEW: Added pedal shaker sound (above 21 units AOA.) NEW: Added wing turbulence and wind sounds for additional feedback queuing at high G/pitch rate Added DLC deployment sound Fixed USS Forrestal taking damage on landing and take off Adjusted buffet intensity and AOA schedule for “realistic” buffet option Adjusted Yaw SAS effectiveness Adjusted ground effect pitch moment to assist in aerobraking and rotation (necessary after rolling friction reduction) Fixed MAK-79 loadouts. Phoenix pallet mass now again added to total aircraft mass (added weight cannot be seen in-game, but is taken into account in the FM)
    8 points
  4. I'd like to praise ED for adding the Improved Contact Dot Spotting mod to the integrity check. Great job, you just put anyone who uses a 21st century screen resolution in multiplayer right back to where they were before the mod. Stellar work. You will have made the people who intentionally exploit the way DCS handles spotting very happy, because now they have their edge back.
    7 points
  5. Dear all, In today's Open Beta update, a few additional control options were added that were not listed in the changelog. As we continue to improve the behavior of the TADS, specifically when using Linear Motion Compensation (LMC), we've added a few additional input commands and an additional option under the Special tab. Four new input commands have been added to the TEDAC right handgrip category to allow the Manual Track (MAN TRK) controller to be moved diagonally to adjust the pitch and yaw of the TADS turret with a single input. For players that are using an 8-way hat switch to control the TADS slew inputs, these four additional commands will allow you use all 8 direction positions of the switch. In addition to the new commands above, a slider has been added to the AH-64D options under the Special tab for those users using 4-way or 8-way hat switches to control the TADS slew. When applying a slew input using a hat switch, the MAN TRK controller on the right handgrip will increase in magnitude as the input is held, allowing a short tap to make a small magnitude slew input, and a continuous press to make a large magnitude slew input. By adjusting this slider, you can control the rate that the MAN TRK input magnitude increases, or "ramps up", to further fine-tune your input device as you prefer.
    6 points
  6. There has been an uplift or more like an influx of IL2 players in DCS WW2 MP because of the spotting improvement via this mod. ED has successfully shunned them all off by shooting itself in a foot. Kudos.
    6 points
  7. Coming Soon........In early beta test now!
    5 points
  8. Hello, I would like to advocate for the unblocking of gunsight mods via IC, scince the stock DCS gunsights on many planes like the Revi16 on Luftwaffe aircraft, just dont feel like an actual Revi sight. The holographic sights feel blocky and unrealistic when compared to irl gunsights. For example here is how the Revi16 looks like irl: Compared to the Revi16 in DCS: This is not only an issue on Lufwaffe Revi sights, but also on allied aircraft (as seen in the following video): Even for modern aircraft like the Mi24 Hind, the gunsight does not look like irl: Some more examples of gunsights irl from various aircraft in ww2: There is various mods for all these gunsights that "fix" this feeling of them being off: https://www.digitalcombatsimulator.com/en/files/3317324/ https://www.digitalcombatsimulator.com/de/files/3311044/ https://www.digitalcombatsimulator.com/en/files/3317205/ https://forum.dcs.world/topic/257697-mk-viii-gunsight-pattern-mod/ https://www.digitalcombatsimulator.com/en/files/3309745/ https://www.digitalcombatsimulator.com/en/files/3301720/ The mods and posts above are some of the examples, of how these gunsights could be fixed. So I ask ED to please remove gunsight mods from the IC or maybe even improve their stock gunsights to make them feel more real. -Emperor
    5 points
  9. This is what keeps me inspired to create more AI DCS Ship mods. Seeing others working to bring more assets to DCS. Keep it up. The sky is the limit!!
    5 points
  10. I don't know tbh, you would have to ask a pilot. From my understanding they did not hear much else than the ECS. But sound in games is a good way to replace haptic feedback. Like for example hearing the AB kick in, whereas irl you would not as much hear it as you would feel it.
    5 points
  11. P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations Radio frequencies fixed Odd truck parked on a revetment fixed Mission 6 odd units fixed Spitfire IX The Big Show Campaign by Reflected Simulations Radio frequencies fixed Mission 2 success score fixed Some random leftover statics removed Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations Radio frequencies fixed Mission 10 AI takeoff bug workaround Missing skin textures fixed DCS: P-47D Wolfpack Campaign by Reflected Simulations Hand gestures added DCS: F-14A Zone 5 Campaign by Reflected Simulations Hand gestures added Mission 3 possible AI taxi bug workaround DCS: F-14A Fear the Bones Campaign by Reflected Simulations Hand gestures added DCS: F-14 Speed & Angels Campaign by Reflected Simulations Hand gestures added TACAN added to the tanker in mission 13 DCS: Spitfire Beware! Beware! Campaign by Reflected Simulations Hand gestures added Mission 10 progression safety added
    5 points
  12. I hear you, but I can only update the patch status post when we are ready to patch, and as you can see today things changed at the last minute during final checks. We need to be flexible and I hope you can be to, the complexity of DCS makes development very dynamic and plans can and do change. thank you.
    5 points
  13. Dear all, as always we would like to ask you for your kind feedback for today's patch. We hope that specifically issues with HUD readability in bright situations will no longer bother you during your flights! Thank you for your continued support and feedback! DCS AJS-37 Viggen by Heatblur Simulations Tweaked HUD glass for better visibility in very bright lighting. Fixed various sound loop issues. Better ease-in and ease-out for afterburner sounds in cockpit Added ability to move ahead in Cold Start mission in case of misfiring trigger. Show Must Go On livery now shows appropriate droptank textures.
    4 points
  14. Since the latest OB patch, infantry that is damaged appears to be taking a smoke break. Their cigs appear to be 100% tar though. Very unhealthy. They continue smoking after they take a nap after a few more 30mm to the face.
    4 points
  15. Thanks for documents The range of the AGM-122 close to the original in DCS. But you are right, there is no pop-up and loft at low altitude. I put it on my wish list. As for the choice of frequencies, you are also right. All anti-radar missiles of those years had very narrow operating freq bands, so before the flight it was necessary to select a frequency band or change the entire seeker, as was the case on Soviet missiles. We will think about how to implement it.
    4 points
  16. Great, another month of nonstop TGP problems in the Viper. Seeing not only SP issues but random drifting, aiming into the sky and more. Really tough to train new guys in the Viper when the main used SOI is constantly having problems.
    4 points
  17. Some dirt, scratches etc. on the canopy glass seems reasonable. However, as all objects are in focus in DCS (i.e. no depth of field), canopy imperfections become far more of a hindrance than they would be in the real world. When I get a scratch on my windscreen, I barely notice it as my eyes are focused on objects beyond the scratch. For this reason it would be nice if the canopy dirt, scratches etc. were toned down a little -- especially when checking six etc. and you're trying to look through all of them accumulated along the line of sight through the glass.
    4 points
  18. This only occurs during an auto-start sequence, which is why it was missed. If anyone finds other instances in which the LST switch is moved to the Auto or Man positions without player deliberately setting it to those positions, please report it in the Bugs section of the AH-64D forum.
    4 points
  19. Are the patches tested before release?
    4 points
  20. Well, most things in "modern" dcs is limited to mid 2000s( as absolute latest) so it doesn't matter what date you set in the Dynamic campaign. You'll be flying in a mid 2000s environment(with most red force being mid 90s as absolute latest)
    4 points
  21. Ford Class Carrier is in early beta testing and will be released soon. Here's CVN-80 under escort with some of the amazing ships done by the Admiral and protected by Currenthill's updated sensors/weapons. At least I think they are all yours Admiral. Other than Tico and the Burke.
    4 points
  22. Ford Class weapons testing. Many thanks to Currenthill
    4 points
  23. Everything is in the title. We only seem to have giant trees. Perceived scale of the terrain is completly wrong. So is the sense of speed. I only regain a proper sense of speed when I see some road trafic and cars. Is there a mod around which reduce the size of tree 3D model ?
    3 points
  24. I dont think so , once you fly the warbirds in DCS, its very difficult to go back to IL2, I tried it and it felt so arcade, I just quit the game after a few minutes,IL2 its not more fun for me,not even close, with last updates it became very boring and arcade, and this is why so many left and moved to DCS. But for sure agreed the spotting got better with this mod, and should be addressed in DCS soon.
    3 points
  25. Heatblur open F-4 channel on your Discord https://discord.com/channels/1071433028045377637/1108849721566576671
    3 points
  26. For me it seemed to be related to forward speed. I did multiple rounds of testing, approaching targets at different distances at about 60-70 knots and George consistently missed all shots, the missiles hitting behind the targets. When hovering or flying at 10-20 knots, all shots seemed to hit. Maybe something is calculated/compensated incorrectly when moving, or the delay between lasing for target data and firing the missile causes some kind of drift in the target location information or something. Just wild guesses, I have no idea how they actually (are supposed to) work.
    3 points
  27. Is it still there after the latest update? Been flying the Apache mostly so I never noticed this. Will double check when I get home but this is most likely not related to the Aero itself. Too many ways (of running DCS on the Aero), and it should’ve been streamlined by the devs on both sides (hardware/software) to reduce the confusion especially among new owners. But this is what happens when you have too much fragmentation and perpetual betas/early access products. At least it works, and works pretty well once you set it up correctly.
    3 points
  28. Flaming Sunrise Campaign for DCS F/A-18C Hornet is based on semi-dynamic campaign system developed by Sandman Simulations. I was inspired by idea of Operation Pontus Campaign made by 373vFS Greg, 373vFS_Petritis and Baltic Dragon, where events of previous mission determined situation at beginning of next mission. DCS campaign engine does not support this kind of dynamicity very well making design of this kind of campaign quite laborious. Huge respect for the crew of Operation Pontus for making it work. I wanted to bring into this campaign that same kind of dynamicity and even go a bit deeper if possible. I wanted to give a player even more possibilities to affect the situation around. I wanted that there is a real ground war going on and that player can be a part of it. I mean things like you are flying a cap flight over front line and spot enemy attack helicopters. If you decide to ignore them, helos might next go and kill some tanks from good guys side. If you decide to take them out, it may affect the situation on the ground. Because DCS campaign engine does not transfer any information from mission to other some player action is needed. In Flaming Sunrise Campaign events in ground war will determine the starting point of next mission. At end of the mission, you will get detailed debriefing about ground war situation, success of strike missions by your squadron, effect of your squadron against enemy air defense and air superiority situation. Most important, you will get air superiority and enemy air defense levels for next mission. You will need them to make next mission work as meant so it could be a good idea to write them down. You will progress through campaign story line but situation around is strongly affected by success of your squadron. Ground forces may become overpowered by enemy if air support is not available. Air support is not possible if enemy has air superiority over front line. You can affect air superiority situation just by killing enemy aircrafts or choose more effective way by attacking against enemy airbases. You can support ground forces by choosing close air support missions, by enabling other squadrons to fly support missions by maintaining local air superiority or by striking against strategic targets like harbor, oil refinery or naval convoy weakening enemy support. Of course, strike missions will take a huge part of your squadron resources needing fighter sweep, SEAD flight or two and at least one strike flight. It’s always a compromise how to use your squadron to help ground troops to achieve their objective. If that sounds complicated I will promise it isn't. You can find tutorial video guiding you through flight planning, setting up mission parameters and tasking your squadron. There is also a tutorial mission included where you will get hints what to do. Campaign voice overs have been updated after making of the video below. I found some great voice actors! Hope you will enjoy playing this campaign.
    3 points
  29. I'd encourage everyone to use it. I flew the Tomcat in the early 2000's - before transitioning to Supers. The Tomcat (at least the B/D models) are well overpowered, and DLC was useful in making fine adjustments in glideslope without having to reset power. Basically we flew in a slightly overpowered condition and "bumped" down DLC to keep the jet on glidepath. In a pinch (e.g. low at the ramp) DLC up could also save the day. This was a feature that was sorely missed when we transitioned to the Super Hornet. I know it's not specifically asked, but I'd also recommend landing with the speedbrakes extended and for extra drag, land with the external tanks. Even during CQ, we'd fly with empty tanks just to get some more drag on the jet. Boarding rates were notably lower with slick jets apparently as even just a very minor power addition was enough to cause the jet to float over the wires.
    3 points
  30. been reported here, apparently "WIP".. hope to see some changes soon. current implementation makes 0 sense and does not reflect any manual either
    3 points
  31. @Silvester.E, ensure you have set your sight selection to TADS.
    3 points
  32. Yes the curved trajectory is deliberately off-axis. It's curved to give the missile DBS - Doppler Beam Sharpening. Basically giving the seeker a high LOS rate vs ground speed vs terrain -to pick out the target against the ground clutter. You'll notice the LOBL shots have a much more direct trajectory. They don't need DBS, because they're already locked on. Very nicely done by ED.
    3 points
  33. Is it possible to get a re-found on all my WW2 modules ? (WARNING! THAT WAS A JOKE OF FRUSTRATION, I know I can't get a refund for this ) Since I have a 4k monitor and the spotting mod is killed in multiplayer now , I can't fly WW2 any more, I can't see anything without it. I bought 3 modules when the spotting mod come out because I could finally play again
    3 points
  34. 1. Comms menu cursor highlight and configurable bindings for Enter / Back/ Up / Down. Would make it possible to use the comms menu with a simple 5-way hat. 2. Allow the bindings for the F1-F12 of comms menu to be reassigned 3. Make the white cursor in VR match the position of the green cursor in VR. Seriously, why do we have two mouse cursors in VR to begin with? EDIT: 4. *Hold* C to transfer control to your crew member, if the crew member presses C while I'm holding C, they'll immediately get control. Or press another shortcut to decline. If I don't have control but I want it, I start holding C, and the person who's currently in control will press C to give me control. In other words, any time both players are pressing C simultaneously, the controls switch. ..No need to mess around with mouse while hovering the hind. 5. "XXX wants to join your RIO position. <Accept> <Decline>" Again, confirm with C, decline with another shortcut. No need to mess around with the mouse when refueling the cat.
    3 points
  35. Canopies would be cleaned before flight, makes no sense to have them dirty from the outset. Would be cool if it was connected to how long you'd been in the air or at low altitude: the occasional splatted bug to scare the bejesus out of you.
    3 points
  36. DCS 2.8.5.40170 Open Beta: Thank you ED for the latest changes on the FM and the tuning on the systems arround. This is great pleasure to flight the Apache now. Even much more than before. And i love it in every aspect. Now we can have slow turns without or with minimum pedals, assisted from SCAS. Hold modes work also better than before. The whole flight less wonky, less rolling more precise... a big step in the right direction. Many, many thanks and keep up the great work. ...back to cockpit now....more flying.
    3 points
  37. I made a quick tutorial on how to enable the PL-12 on the JF-17.
    3 points
  38. Version 1.0.9 released: https://github.com/Quaggles/dcs-input-command-injector/releases/tag/1.0.9 * Updated mod to be compatible with DCS 2.8.5.40170 Data.lua changes
    3 points
  39. No bug or issue here, correct as is, and also there are different sizes of trees in Caucasus. Trees around 5-storey are perfectly normal and fine in the cities of temperate climate. That you're used to see smaller trees is not a DCS problem.
    3 points
  40. folks please stay on topic and remember our forum rules. Previews went out to content creators for creating content, Spud used an earlier version he had access to and not the preview version. Only the up to date preview version should be used for content creators who have access. You will start to see more content creator previews from now until release. thank you
    3 points
  41. I'm slowly making progress planning out a replacement Tomcat console button box for the Super Taurus to mount in place of the stock Hornet panel, since I love the meaty feel of the metal construction. Panel materials are almost all acquired, and I just need to fire up my printer to start making some of the new components. The biggest headscratcher was how I was going to fit a flap handle on top of the Super Taurus box, since there's not much room on the outboard side. That all got very simple once I realized the flaps aren't an axis, and I can make the whole thing with a sliding handle and four limit switches. It's kind of a waste of switches, but I'd rather have more functional detents than less, in case I want them on another plane. I don't have anything printed yet, but the model is looking close to where I can hopefully print a prototype this weekend. Not sure there will be room for anything fancy like roller bearings for smooth motion, but we'll see how well it moves after I get the parts printed out. The slider is in two halves, with a spring-loaded tooth to engage the detents on the left half of the box, and a small angle bracket sandwiched in the middle to mount the lever cap. Wires will get routed out the left half of the box, and into the console box it will be mounted to. Current plan is to cut the main panel from acrylic sheet, and build a box under it to mount using the same bolts that the Hornet panel does (and probably other supports to keep it in place). Fortunately I can re-use most of the slider geometry for the wingsweep handle, once I get to it. That's going to get more complicated, due to the handle extension, and I might need to make it a bit wider, but there's plenty of room for a full lever on that side, so I can link it to pot.
    3 points
  42. The high contrast deck is a plus for VR users. Would be great if the ED programming gods were able to make this happen again for future updates.
    3 points
  43. Guys be reasonable, they don't have any workers right now. That's why they call it the *Strike* Eagle.
    3 points
  44. WW2 type of ASW aircraft relied heavily on getting the subs at the surface, which won't happen all that often if you're looking for nuke-powered subs. Also, the specialized ASW aircraft do have more interesting stations and capabilities and they'll cover a large timeframe from the 60s to today (version dependant, of course). Capability- and performance-wise, both the Atlantic and Orion are the most interesting with the Neptune coming in close behind (quirky jet-engine pods, anybody?). I'm personally not terribly interested in the S-3. If one would want to do ASW, most sensible modules would be (in order) - P-3, if you're into shutting down engines to stretch endurance - Atlantic, if you like to have the right number of engines to begin with - P-2, if you like radials, but need that jet-time to get into the airlines
    3 points
  45. Hi, we tend to model aircraft for a particular year, this is for many reasons but mainly, it depends on public information of the aircraft, and setting a time frame prevents feature creep that can happen when aircraft cover more than one year. Other than our A-10C II we are not planning APKWS for any other aircraft. DCS is a entertainment product, but it is the most realistic we can legally make it. thanks
    3 points
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...