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Showing content with the highest reputation on 05/19/23 in all areas
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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.18 points
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11 points
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We already have our first version internally of the improved dot mod built into the sim and ready for testing. It shouldn't be long. If you need a break to go play something else, then you are welcome to do it. We are working hard to always improve the sim, and will continue to do so. Thanks.8 points
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In the effort to block the dots/spotting mod, ED decided to just block the entire shaders folder. Mods like the clear canopy glass, Tacca's NVG mod, and better smoke are now blocked from working on any MP server that has IC enabled. Good job ED. All you needed to do was stop one mod from being abused and you ended up blocking a good chunk of them. The clear canopy glass is the one I'm most upset about. I can't see f--k all through the Mi-8 cockpit with those horrible baked in reflections and sunlight added to the mix.7 points
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Dear all, it needs to be understood that everyone's experience with the flight model of the DCS AH-64D may vary somewhat based on the hardware used and the individual settings they have set in the options. Because of the various hardware combinations (or personal preferences) that we all have, as many options to tune the individual controls are provided, and some additional options are being looked at to provide even more tailorable configurations for flight control. As an example of the desire to provide as many options as possible, we've provided some additional controller options this patch that allows users without an analog axis to adjust how their 4-way or 8-way hat switches control the TADS. Having said that, due to the varied experiences that people are having, we can only state when changes are made to the flight model, and when they are not. As I have personally stated multiple times in this thread and others, the facts are the facts when it comes to what is included in any given update. If someone experiences something different following any given update (whether perceived or real), we are not saying these experiences are not occurring, we are simply stating whether the flight model, SCAS, or hold mode logics have changed in any given update. No more, no less. One final note based on some confusion I am seeing in this thread. The shaded area in the Controls Indicator corresponds with the range that the FMC can move the swashplate independently of the pilot's control positions. However, the Attitude Hold (whether it is in Position, Velocity, or Attitude Hold sub-modes) will only engage if the cyclic is within the "breakout" value of 0.25 inches from the force trim reference position (with some additional criteria as well, such as pitch/roll rates). This equates to roughly 2.5% of the axis travel in either direction (actually 2.5% in pitch, 2.25% in roll). If you enable the Attitude Hold but continue to move your stick around in excess of 2.5% axis travel from the last position that you released the force trim, the Attitude Hold will not engage because you are telling the FMC that your intentions are to fly the aircraft yourself. To get the Attitude Hold to work for you, fly the aircraft to the desired state while pressing the force trim, then let go of the force trim and do not move the cyclic. If you move the cyclic and exceed the "breakout" value, even if the force trim is not pressed, the Attitude Hold will disengage.7 points
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7 points
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7 points
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We are working on improved spotting based on the mod, but we are also not rushing it in. As well, the mod could be exploited pretty extremely, we know it's frustrating but we have to eliminate the exploits first.6 points
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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
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Dear Fighter Pilots, Partners and Friends, In the latest Open Beta DCS 2.8.5.40170, you will find several updates of DCS: F-16C Viper and DCS: F/A-18C Hornet that cover a range of issues, including missing options and designations, animations, and lighting in night environments. The weights of the S-8 rocket were corrected and the new DCS: UH-1H Huey’s engine model has finally been added! We have added new features to the DCS: AH-64D, including the potent AGM-114L missile and laser spot tracker. Multi-monitor displays and radio transmission in multi-crew have been addressed, including updating the navigation range and resolving missile constraint issues. We continue to teach the George AI to use the Hellfires and are working on flight control modes, please read the full changelog. The F/A-18C Flaming Sunrise Campaign by Sandman Simulations is now available in the latest Open Beta. It offers an evolving storyline depending on the success of the previous mission. This campaign will truly test your DCS: F/A-18C Hornet skills. Enjoy! Please remember this is your last chance to save 50% off WWII Fighters Sale in our Shop. Hurry! This exclusive offer is on until Sunday, the 21st of May at 15:00 GMT. Thank you for your passion and support. Yours sincerely, Eagle Dynamics Open Beta Update | AH-64D Development Report | New F/A-18C Campaign https://bit.ly/3ogBHDa5 points
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The augmented shaking is to compensate for the very prounounced lack of tactile feedback that real pilots get from the jet trembling and shaking, something that unless you have a Buttkicker or JetSeat equivalent, you don't get. There's an argument to be had that it becomes more unrealistic without these augmentations; Heatblur have done similar with sound cues, having the burner lighting as an audible cue because there is no way to replicate the apparent kick in the pants the real thing gives you Plastic spring tensioned joysticks and office chairs in front of a 2D screen are unrealistic - are the elitists here going to demand we all have to have VR, full simpits, seat shakers and someone to sit on our chest to replicate the g loading? What about a guy with a kosh to knock us out if we G-LOC? At some point you have to accept compromise in order to SIMULATE. Ultimately it's an option. A choice. You have that now. You want to stroke your ego and tell yourself how great you are by flying in realistic mode without tactile aids, fine, go for it, but I don't think that is realistic as you are artificially denuding yourself of feedback that informs real pilots. It certainly doesn't give anybody the right to be derogotory or sneering towards those who may choose to fly with that setting off.5 points
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5 - hands down. It's the only one that has some compositional value (the tall spire in the foreground serves as a focus for a fibonaci golden ratio spiral, the foreground horizon hits exactly the golden ratio with a hint of the pyramids seemingly floating above it), it actually remains pleasant and mysterious to look at after a few seconds (the other appear predominantly boring to my eyes. Obviously, I'd move the foreground spire somewhat to the right, but that's just my take null5 points
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It's sad when you have to do things like that just to avoid the complaining. We're here to fly the most realistic versions of combat aircraft ever made, but when it gets too hard, too realistic, the crying starts. Adapt, or go fly a Hornet I'd say [emoji6] Sent from my SM-G960U using Tapatalk5 points
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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)4 points
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Hi folks, we have no plans to change our current payment system. I have merged the threads. thank you4 points
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4 points
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I've tested and disabled the SCAS in pitch and roll axis. Now it's perfectly stable. For me it seems that the SCAS is causing the helicopter to wobble because it reacts too sluggish and is countering your inputs. That leads to a reaction on the human side to counter the inputs from the SCAS which again leads to a SCAS countering your inputs and so on. This creates a feeling of steadily fighting the helo.4 points
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The DCS F-16 early access guide includes a takeoff speed chart in the Procedures chapter as well as Appendix A. Look for the Takeoff section.4 points
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Thanks! To manage expectations, I should mention that it's AI only. In regards to 3d models, there are a lot of parameters that goes into these decisions. The preferred format, the amount of polygons, the amount of details etc. If anyone is interested in donating 3d models, send me a message and we'll chat about it.4 points
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14. / JG. 26 Packing Part 2 for the testers.4 points
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@P61 Let's reconvene shall we. The fuel consumption is unacceptable. The achievable true airspeeds at different altitudes are way too high, and are unacceptable. The power requirement for hovering is unacceptable. At high power settings we still underperform fairly significantly. It is better than it was before, but 6500lbs performing like 8500lbs while within the officially stated Vne is still not acceptable.4 points
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I have Run 3 tests, one at 50PSI, one at 40PSI, one at 30PSI, each with 1000lbs of fuel the results of those tests have been overlaid onto the fuel consumption chart for our exact model of huey, retrofits and all. Here are the tracks 30PSI 1000lbs fuel 50 minutes.trk 40PSI 1000lbs fuel 41 minutes 50 seconds.trk 50PSI 1000lbs fuel 36 minutes.trk This information has been compiled in the main performance charting thread as well.4 points
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Another patch, another bug gets added to the ever growing list of bugs with the Su-27 fire control system: In BVR mode, there is no longer any extrapolation in STT when the IRST is used as primary sensor. Even the slightest interruptions, such as target toggling afterburner for one millisecond or the gimbal being exceeded for 0.0001° for a splitsecond, will cause the STT lock to instantly fail. The ATK symbol used to flash for a few seconds, showing that the track was in extrapolation mode with the chance of continuing if the target entered tracking parameters again (mainly IR signature related for IRST). But now the STT immediately breaks, because the extrapolation mode is broken. In this track, the target accelerates away from me. As soon as it gets out of IRST range, STT instantly breaks. No flashing of ATK, no extrapolation. IRST_ATK.trk In the next track, you can see that the Heater LA bug is still not fixed and I am allowed to launch the missile that does not even see the target yet. Then I roll, and immediately the IRST lock breaks due to exceeding gimbal limits, without ATK flashing + extrapolation. HEATER_LA+IRST_ATK.trk In both cases, the STT lock should enter the extrapolation state, where the target movement is extrapolated based on the last known parameters. Only if after a few seconds it can still not acquire the target again it should drop the lock. I am honestly a bit baffled how seemingly no work is done for FC3 issues and yet there are still new bugs finding their way into the game? (G-Limiter fix for Su-33 is very appreciated! But there is still such a long list to go!)3 points
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3 points
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folks please dont get into a back and forth about open beta and stable its not helpful in bug reports. We are looking at the data and found some things we would like to tweak, so please be patient while we work on it. thank you3 points
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This basically Although from what little testing I've done, the smoke only seems to come on when a unit has red health, which is basically a mission kill (at least for things like SAM radar). So not much has really changed with this addition.3 points
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understood, thank you for a hint of the positive news. I just hope your team gives it enough priority, otherwise this cat/mouse game will continue to impact 99.9% of users for the sake of a few cheaters.3 points
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So I tried the new Laser Tracker with JTAC and it's good. BUT could the JTAC pause like two secs before "shifting"? I'd like a couple of secs to enjoy watching the target destroyed before the TADS jumps to the next target. Right now it's so instant I barely get to see the target destroyed.3 points
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F-100D Grinelli Designs progress update https://grinnellidesigns.com/progress/3 points
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3 points
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folks in this thread, I have had a tidy up, please treat everyone with respect when posting on our forum If you can not please do not post. thank you3 points
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5 - hands down. It's the only one that has some compositional value (the tall spire in the foreground serves as a focus for a fibonaci golden ratio spiral, the foreground horizon hits exactly the golden ratio with a hint of the pyramids seemingly floating above it), it actually remains pleasant and mysterious to look at after a few seconds (the other appear predominantly boring to my eyes. Obviously, I'd move the foreground spire somewhat to the right, but that's just my take (this post belatedly copied from the other thread)3 points
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100% agreed. The jet should be modeled as close to RL as standard, and then IF there need to be concessions made (for transferring Hornet drivers [emoji3]) those should be optional. But out of the box it should be as realistic as possible. Sent from my SM-G960U using Tapatalk3 points
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3 points
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For me in VR with the 2.8.5.40170 MT the general performance in SP is really good with nice, crisp visuals, thank you ED! Unfortunately rhe following issues are still persist, I hope they're at high priority to be corrected: very bad freezes (2-3 seconds), even with blackouts - they happen really rare (better than previous version), but this error was simply NOT EXISTENT before the MT version, extremely annoying the automatic exposure correction is the same as before, still ruining the visuals, - at least that should be changed to be optional ASAP if the fine tuning of this method would need much more time. Switch this "feature" off already, it's really bad! the clouds quality are the same as before (aliasing) By the way, any news on DLSS and Vulkan implementation?3 points
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Hello dear ED-team. I'm glad to hear you consider that some changes of spotting (and may be some way proposed by the community via this mod) is needed. Hope your realization coming soon and we would be able to return to high resolution for 2k and 4k monitors.. But not only this mod was banned in this patch. For example see this thread Please check the possibility to verify not all shaders folder but only dots file. BR Yuriy.3 points
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So what's currently happening is that low speeds and hovering take far too much power, thus an unrealistically large amount of left pedal. As you speed up into translational flight, you require less and less power, thus less and less left pedal, that is correct. However it is overly exaggerated in the new model. Something to note is that the tail rotor has always been messed up in this module. As seen here, It's hard to quantify if this is an improvement or not, in some ways yes, it is better, however in others it is significantly worse. As for if it's supposed to feel this powerful. If you check the charts, we're actually still lacking power at the high end. It's supposed to be even more powerful than this. In terms of keeping the nose down at high power settings and low weights, it's possible that the real aircraft had this issue as well, but it is difficult to find data on this, as the Vne for the huey was 125knots as a safety precaution to keep pilots from accelerating into retreating blade stall, so recorded performance data generally ends there. Another limit is the transmission limit of 50PSI of torque, it can operate above that limit at risk of damage, but once again, finding recorded performance data at that range is very rare.3 points
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3 points
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Oleo struts have a tapered metering pin (or similar) that increases damping as the strut compresses. The pin is thicker at the bottom than the top and is attached to the lower piston. As the strut compresses, it passes through an orifice that restricts how much fluid can pass between the upper and lower cylinders, decreasing its area and increasing the strut's damping. Ideally, the strut's damping maxes out before the strut can bottom out, so heavy impacts will get very close but not quite to bottoming out.3 points
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Did you have the probe set to internal only, or both internal and external? I've had it with internal only that it wouldn't give fuel. Sent from my SM-G960U using Tapatalk3 points
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We're not talking about peripherals, We're talking about flight models. If HB can implement a more realistic FM, then that should be the only option. Sent from my SM-G960U using Tapatalk3 points
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3 points
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It's spelled "r-e-d-d-i-t", but it's pronounced "massive army of whiners whining about the most ridiculous things daily, and, occasionally, a legitimate complaint." ... and there's thousands of them... Your point remains valid, I just think you're underestimating the amount, and volume level, of the whiners.3 points
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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
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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.3 points
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