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Aviastorm Tornado IDS FAQ: Q: Who is AviaStorm? A: Team of dedicated DCS pilots who wanted to see the Tornado come to life in DCS. We are very excited to bring the most realistic version possible to flight simulation with a detailed 3D model and a hyper realistic flight model and are working hard to bring that experience to the community! Q: What version of the Tornado are you bringing to DCS? A: We are going to be bringing the IDS version of Tornado as seen in service with the German Air Force. This version includes a large number of unguided weapons ranging from the MK-80’s series of weapons as well as European weapons such as the Matra 250ED. This version was in service in the GAF up to the early 2000s until it got the ASSTA 1 Midlife upgrade, so we will be covering a quite substantial amount of the Tornado's service history Our Tornado will also be equipped with a few weapons new to DCS such as the Komoran Anti ship missile and MW1 cluster munition dispenser. We are also excited to include a reconnaissance pod, this should introduce a whole new aspect to planning DCS missions for virtual squadrons and adding another mission set to the world of DCS This will take all our attention for the time being so we have not planned to include RAF exclusive weapons with our initial release of the module however we will include liveries of every user nation at initial release. (GAF; RAF, IAF, RSAF) Q: Are there anymore variants of the tornado coming to DCS in the future? A: We don't have anything specific planned, however anything is possible Q: Will there be an Backseat AI like Jester? A: Yes. At the moment we are not sure about how we will implement that since the job of the backseater is actually more challenging than that of the pilot. Q: Is the radar being built from the ground up? A: We will have to see what existing technologies are actually usable for us. If there is nothing suitable for the radars the plane has (AA/AG, TFR, Doppler), then yes. Q: Specific IRL bird? A: We will be using multiple reference birds, The primary aircraft we are scanning is 44+56 it is now painted up in a commemorative scheme “Bunte Kuh” (Colorful Cow”) to acknowledge the service of the Tornado with JaboG-34. The plane is currently on exhibition with the Traditionsgemeinschaft JaboG 34 Allgäu. The second plane is the IDS/RECCE Tornado 44+97, currently on display at the Flugwerft Schleißheim near Munich, Germany. That Tornado went into service in 1985 and went out of service after reaching the 4000 flight hour limit in 2008. it spent it's last 2 years as part of the ISAF Troops in supporting operations in Afghanistan. Q: When will we get this in our hands? A: We don't have a specific timeline for the aircraft to be released, We don't want to rush ourselves with deadlines. As we stated, our goal is to bring the highest level of Tornado simulation to the virtual world, but this can take some time, It's a very complex aircraft with lots of subsystems to model16 points
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13 points
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Mitech5 Bo-105 Swedish HKP Centerpanel Texturing Progress (WIP)11 points
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USS Lewis Puller ESB-3 is conducting Flight operations in the North Bound channel of the Suez Canal. I would like to thank Marroux for making it possible to land four birds on deck along with the possibility to land Harriers as well. Your assistance is always appreciated. Big Thanks.! WIP. Stay Tuned!! Few Snapshots.10 points
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Razbam A-29 Super Tucano Metal2Mesh Final modeling is 99.999% complete and will start texturing the cockpit this week the most complete and accurate model ever made of a Super Tucano.7 points
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**DCS: SA-342 Gazelle update news** With the release of the upcoming SA-342 Gazelle update fast approaching we will be updating you about what to expect in the first iteration of what started out as a flight model update over the next few days. Starting today by publishing the change log that we have accumulated so far. The change log is subject to change as even today we're still working on new features and fixes but should be indicative of the scope of this update. With this announcement we'd also like to reach out to all mission creators to emphasize on the fact that we're trying to reduce the amount of Gazelle variants available in DCS World by essentially combining these versions. In the upcoming patch, the SA-342 Mistral has become redundant and is now only available as an AI aircraft to ensure mission compatibility. The SA-342 Gazelle has essentially been absorbed by the SA-342L which, in its now much more modular form, is able to be outfitted with the mistral ATAM system. We ask mission creators to be aware of this change and update their (multiplayer)missions accordingly. We apologize for the inconvenience. ‘FM’ Update SA342 - Common to all Updated external textures to PBR standard Added raindrops on canopy Interior lighting and reflections updated Flight model Entirely rewritten FM Overhauled engine and rotor behaviours Updated mass and payload mass parameters Many new behaviours added or reworked (ground effect, flapback/blowback, retreating blade stall, density altitude, ETL…) Engine surge effect from rapid collective movement added Force Feedback support added Removed ‘Easier Controls’ special option Removed ‘Rudder Trimmer’ special option (replaced with new trim options) New trim options for cyclic and pedal behaviour when using ‘Force Trim Interrupt’ None - has no effect Instant - trim position instantly set to current cyclic/pedal position Fade In/Fade Out - trim position will move to current cyclic/pedal position over short time period (<1sec) (also applies to ‘Trimmer Reset’) Applied upon Recentering - trim position will apply instantly only when cyclic/pedal position is recentered Updated controls indicator Red marker shows control position Grey marker shows trim position Autopilot markers removed for further consideration Updated/added network animations Implemented IFF panel (limited functionality) Updated autopilot system Airspeed/Altitude hold mode removed for further consideration “Auto-collective” removed for further consideration Added light indicators for auto-hover (CSV) and heading-align (ALV) autopilot modes Autopilot master switch will not engage/will disengage if pitch, roll or yaw SAS disabled Added smoke display system Smoke launchers can be equipped in the rearm/refuel screen Smoke launchers have a new input to toggle on/off Collective can be hidden by clicking on base of collective Added tablet navigation aid Tablet can be disabled from mission editor Tablet provides map, heading, airspeed and groundspeed GPS information Tablet is disabled / invisible in missions with a date set prior to April 1994 Updated slip ball to be less erratic Fuel warning light now flickers if below 80L SA342L Added new weapons: 2x/4x Mistral 2x/4x HOT3 HMP400 gunpods (100, 200, 400) Selectable GIAT M621 20mm Replaced Viviane screen with periscope sight Replaced Viviane control panel with periscope control board Periscope provides two zoom levels Toggleable gyro stabilisation Selectable reticles for estimating distance Connected to ‘VIS’ mode on Artificial Horizon same as Viviane Pilot sight can be hidden by clicking on mounting of pilot sight AI now able to fire HOT3 missiles Added ground crew option to remove doors Added option to shoot multiple pylons if the weapon is from the same type SA342M Viviane camera code overhauled Viviane multicrew synchronisation improved AI now able to fire HOT3 missiles SA342 Mistral Removed playable version (now replaced by SA342L) Removed Custom Cockpit options SA342 Minigun Added special option to decouple minigun from head/camera view Added inputs for keyboard/joystick control of minigun Added inputs for mouse control of minigun Added clickables and inputs for minigun safety, sight power/brightness and IR laser6 points
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Even when pre-order ends, it only means that EA starts. We all know how EA goes from there. All this Razbam anti-climax was enough to kill my hype and excitement for this module. Just like the Apache which is just getting into an acceptable state for me to this day, instead of buying yet something I won't use for a while, I think I'll just hold on to my wallet for a year or so, until I'm excited again about the F-15E and I know that it's in a good-very good state. I'll also make sure not to watch any of the youtube influencers early reviews because I know all too well how well they manage to hide all the bugs and missing stuffs. All this Razbam anti-climax could very well had been avoided if only they had been transparent with the community from the start. Instead of hypeing for the the sake of hype based on rumors from social media, progress reports checked on an intended roadmap checklist and instead of this absurd "no release date given during pre-order", an estimated date would had been more respectful and transparent.6 points
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Last video about Phoenix kinematics (on top of AIM-7s and AIM-120C-5), covering the effects of speed and altitude, and how they are not always worth it. The main reason is that the Phoenix hits the brakes in the last few miles, sometimes wasting all the energy advantage provided by flying high and fast. This, and other factors, such as fuel, mission objectives and tasking, may make the whole effort quite pointless, depending on the scenario. I do not plan any additional videos on the topic, I don't think there are aspects still to be discussed (also, enough with the spam! ). In the example above (from the video), the first pair is co-alt, 0TA, 0ATA, 35k, M1. The second ("FAST") is flying at ~M1.15. The last ("HF") is higher and faster: 45,000ft, M1.15. However, the additional 10k the Phoenix has to dive, makes it waste the whole speed advantage it accumulated before. Ergo, the gains are more on the flight time side, rather than the speed at impact. This is, however, only one scenario. When employing at 80nm, for example, the advantages of flying even only 5,000ft higher are really tangible (+ ~M0.5 at impact, flight time -30s). EDIT: I know what I said, but a user on Hoggit asked for more details about Cold War missiles, so here we have another video6 points
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Theory: in RUK, the HARM should have a search radius of 20nm around the selected steerpoint (according to the linked video below). this should ensure the HARM does not target something further out etc. according to the early access manual (page 397), EOM should require much more precise target location information than RUK (or PB) Now in my test, i placed 2 steerpoints. one on which i fire the HARM and the second one where the location of an actual SA-15 is.The goal here is, that the HARM will only attack a SA15 emitter around a specific steerpoint, not any other SA15 outside its 20nm search radius. Test: In this example I fire at a target steerpoint (kutaisi) with an SA-15 along my ingress axis, however outside of the 20nm search radius. expected result: HARM flies to Kutaisi, impacting on the steerpoint as it cant find any emitter there. observed result:HARM_RUK.trk HARM attacks SA-15 even though it is outside of the 20nm search radius around Kutaisi. this does not reflect what wags talks about here (first 2min): Test 2: after seeing that i was curious if the HARM in EOM does the same, even though the search radius around the selected steerpoint for the HARM should be even smaller than in RUK: expected result: HARM impacts steerpoint at Kutaisi observed result:HARM_EOM.trk HARM kills SA-15, 25nm short of intended steerpoint Test 3: Same setup this time using PB mode expected result: HARM impacts steerpoint at Kutaisi observed result: HARM_PB.trk Harm kills SA-15, 25nm short of intended steerpoint. Conclusion: in all of the POS modes, the HARM seems to target the first possible emitter of the selected emitter it can find, goes active too early and attacks "wrong" targets.5 points
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DCS: F-16C and F/A-18C Velocity Radar Modes Update (COMING SOON) In this video, we’ll cover two new velocity-based radar modes coming to the Viper and F/A-18C. For the Viper, we have added Velocity Search with Ranging, or VSR mode, and the F/A-18C, Velocity Search, or VS mode has been added. Let’s talk about both. VSR mode is a new Combined Radar Mode, or CRM, or the Viper radar that can provide additional detection range of nose-on aspect targets. VSR interleaves High Pulse Repetition Frequency, or HPRF, with Medium Pulse Repetition Frequency, or MPRF, but it does not support Situation Awareness Mode, or SAM. The HPRF acts as an alert scan in which the target is detected along with its angle and velocity. The following MPRF scan determines range information. Note that this will only be effective when the nose of the target is in high aspect to you. Once a target is detected in VSR, it can be designated and tracked as a Single Target Track, or STT. This can be a useful mode to detect and lock onto high aspect targets at greater ranges than possible in Range While Search and Track While Scan CRM modes. VS mode in the F/A-18C works quite a bit differently. When selected from the radar format page, VS mode provides the most powerful radar mode, capable of detecting targets at the greatest range. However, whereas VS mode will provide target azimuth and closing velocity, no range information is provided. VS transmits only in HPRF with a high average power out setting. Note that the higher the closing velocity, the higher to the top of the display will the target brick be. Maximum closure speed is 2,400 knots at the top of the display. Target returns are presented on the b-scope as velocity versus azimuth. Again, it does not indicate range. If there is insufficient target closure, it will not be detected and displayed. As such, VS will only detect targets that are nose-on aspect. If the target is in high aspect, VS is only marginally affected by look down.5 points
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потому что их в игре нет ни как объекта, ни как декорации. птицу нельзя словить в фонарь или в крыло, нельзя увидеть или услышать удар. есть лишь вероятность получить отказ двигателя, при чем выбрать эту вероятность нужно самому (как и с другими отказами). какова эта вероятность в реальной жизни игра не сообщает. в конце концов это просто причина, по которой игрок перезапустит миссию. возможно в динамической кампании птицы, как фактор случайного влияния на успех задачи добавят интереса и реализма, но пока - нет.4 points
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First post updated. v 0.9 added. You can pre-program the trajectory height before the start of the mission by selecting the appropriate option in the payload. H-6 will fire 2PZD-21 high trajectory variant from 250 to 350 km to target. H-6 will fire 2PZD-21 medium trajectory variant from 150 to 350 km to target. Choose proper variant depending of air defence on the way and near the target.4 points
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I think the point is that it would take all year. It will be a great plane, I'll buy it, and I'll enjoy it. But if they play the "Wow! Look! It's Here! The Eagle has landed!" hype game when it releases, I'm gonna McBarf. It should be announced in the middle of the update, small text, just below where it says the A-10C has a new third seat elevation option.4 points
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joking aside, it seems to me that it has become a bit embarrassing...now nothing is known..before it seemed like it was going to come out immediately, they bombed us all and now nothing is said anymore..it seems grotesque and ridiculous to me.. it's not a matter of waiting or not, it's just that everything seems to me to go wrong. it seems to me perhaps a little maturity is lacking, to say the least, on the part of developers, resellers and so on...perhaps a slightly clearer attitude would be needed, instead it seems to me they want to hide behind a finger; we are the end users and as such we shouldn't expect to have everything right away and this is correct ... but just as end users and people who care about these products anyway, support them and spend their pennies, perhaps an attitude a little clearer would be nice.4 points
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4 points
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Hello fighters! In June, we are planning a small update that includes improvements and fixes to airfields, objects, scenes and terrain, model optimization and much more. Let's look at the list and screenshots: Updated list of changes: - Added scene of Spitfires factories in Hampshire. - Added scene with flags and warehouses from machinery at Heathrow Airfield. - Added the port of Le Trepor. - Added two fishing boats. - Added fishing boat routes. - Added underground tunnels in Paris. - Added new tram routes in London. - Added wooden piers. - Improved radar tower scenes in England and France. - Improved port scenes for Portsmouth, Dunkirk, London. - Improved traffic of trains and cars. - Added earthworks at English airfields Kenley, Ford, Chailey, Needs Oar Point, West Malling, Gravesend. - Improved scenes of Orly, Saint-Andre-de-lEure, Amiens-Glisy, Carpiquet, Gravesend, Kenley airfields. - Improved tent and sandbag shelter scenes at Ford, Chailey, Gravesend, Kenley airfields. - Improved settings of city objects' disconnect range. - Improved life settings for objects. - Improved cliffs on French coast. - Improved lighting of objects (due to light cloaking during war, available when selecting mission time 1946). - Increased texture resolution for minimum settings. - Part of metal car bridges replaced by stone ones. - Destruction models are optimized. - Added steps on Tower Bridge, Mirabeau Bridge, Alexander III Bridge. - Added oversized EDM flags. - Fixed errors in the Chailey, Farnborough, Ford, Kenley, Beny-sur-Mer, Bazenville, Deux Jumeaux airfield scenes. - Fixed errors in taxiways and car parks at Chailey, Farnborough, Ford, Kenley, Lymington, Orly, Villacoublay, Saint-Andre-de-lEure, Creil, Cormeilles-en-Vexin, Carpiquet, Sainte-Laurent-sur-Mer. - Terrain errors on the French coast have been fixed. - Leveled terrain in the ports of Portsmouth, Dunkirk, London, Boulogne-sur-Mer. - Fixed errors in land textures near the Isle of Wight and on the coast of the landing zone. - Corrected collisions in Louvre Museum arches, military school in Paris, Luxembourg Palace, Tower, Victoria Station, Liverpool Street Station, Kensington Palace, Buckingham Palace. - Fixed errors at Cumberland and Newhaven Forts. - Fixed the hands on the clocks at Victoria Station, Big Ben and model churches. Airfields Amiens-Glisy: Carpiquet Saint-Andre-de-lEure Spitfires factories in Hampshire Port of Dunkirk Port of Portsmouth And my favorite "Chain Home" and "Mammut" These big things are the pinnacles of the then high-tech, which gave a powerful impetus to all radio electronics.3 points
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First post updated. v 0.9.2 added Fixed weird finish behavior (not completly) Added Land attack option (choose pinpoint task and Land attack program in loadouts). Attack parameters: distance 150 - 350 km to target, flying height ~10 km. Beware of SM-3 on midcourse and PAC-3 near the target point. An attack on ground coordinates with a hypersonic missile makes it possible to destroy high value targets in the depths of the enemy’s defense, such as command posts, early warning radars, communication centers, and dangerous units of enemy military equipment. In your missions, you can start the AI attack with a sudden strike with ballistic missiles and then finish off the enemy with cruise missiles and aircraft.3 points
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DCS: F-16C and F/A-18C Velocity Radar Modes Update (COMING SOON) VSR mode is a new Combined Radar Mode, or CRM, or the Viper radar that can provide additional detection range of nose-on aspect targets. VSR interleaves High Pulse Repetition Frequency, or HPRF, with Medium Pulse Repetition Frequency, or MPRF, but it does not support Situation Awareness Mode, or SAM. The HPRF acts as an alert scan in which the target is detected along with its angle and velocity. The following MPRF scan determines range information. Note that this will only be effective when the nose of the target is in high aspect to you. Once a target is detected in VSR, it can be designated and tracked as a Single Target Track, or STT. This can be a useful mode to detect and lock onto high aspect targets at greater ranges than possible in Range While Search and Track While Scan CRM modes. VS mode in the F/A-18C works quite a bit differently. When selected from the radar format page, VS mode provides the most powerful radar mode, capable of detecting targets at the greatest range. However, whereas VS mode will provide target azimuth and closing velocity, no range information is provided. VS transmits only in HPRF with a high average power out setting. Note that the higher the closing velocity, the higher to the top of the display will the target brick be. Maximum closure speed is 2,400 knots at the top of the display. Target returns are presented on the b-scope as velocity versus azimuth. Again, it does not indicate range. If there is insufficient target closure, it will not be detected and displayed. As such, VS will only detect targets that are nose-on aspect. If the target is in high aspect, VS is only marginally affected by look down.3 points
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Hey guys, thanks for the questions and your guesses. We are looking forward to the release of our module, the last 2 weeks we have been actively working with beta testers and fixing bugs and shortcomings that we missed while preparing the module for EA. We also received feedback from real pilots and made ourselves a large list of tasks that will be completed after EA. All the tasks and additions that we will implement in the 3rd phase of the project, I will publish after the release of EA. Thank you all for your patience.3 points
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3 points
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The marketing push was a bit of an anti-climax! I was convinced when I visited the forum during the marketing push that it was released, but sadly not. Lets just hope it lives up to all the hype that has been generated.3 points
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3 points
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To those upset about not having a solid release date - while I understand your frustration - here's a perspective to keep in mind. There's really only a short number of ways of giving a dedicated official release date: 1) Say nothing until the module is ready for release - then give it a release date "in the future". (Who heard Andre C's voice when they read that?". ) This is the only way 'to be sure' that a company can commit to that release date. The pro - everyone get's a release date for a module that's ready. The con - everyone has to wait longer for the release than they would need to - all so a solid release date can be set. While this might work for some customer bases - the fact that the majority of players appear to be playing "Open Beta" - not for beta testing, but for "gimme as quick as I can - worts and all" is probably a pretty reliable indicator that this approach would not be wanted by the majority of the community - even if they say otherwise. 2) Have a 'best guess' at the release date. Then if hiccups are encountered (which - as a dev I can guarantee is almost a definite likelihood) - delay past the release date until they're sorted. The release date then isn't really something you can trust and leaves uncertainty. This leads to more frustration and the "you told us". Not good for the community,, and not good for ED. 3) Have a 'best guess' at the release date and then stick to it - regardless of where the module is at. Again - while some community members may want this - the fact is there would probably be more noise about things not working as expected, crashes to desktop, etc. First impressions count, and I think ED realise this. As such - there is no win answer for ED. It's a 'pick the best of the bad options that will do the least damage'. As such I think what they're doing (Option #1) really is the only option available for them. I'm sure we'll get access when it's deemed "good enough" for Open Beta release. The sad part is - I suspect we probably could have had have access to it already in Open Beta - if OB was being used for what it's designed to be used for.... "beta testing". But since the majority of the community run OB as their main platform because they want everything ASAP - the responsible decision for ED is to make sure that the release is one that is as close as possibly suitable for 'production gaming' as they can get - as again "First impressions" are going to count. When the majority of servers are running OB... that really rules this out of being option #4 (which is the one I would have opted for otherwise).3 points
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Well we have only a few aircraft modules that are most likely ready for this year, and the F-4 was definitely one of them. They can release maps with aircraft if need be since they aren't exactly competition for each other, we saw that once before if I recall, so there's still a chance we see the F-4 at the very end of 2023 or maybe early 24 if it gets delayed any.3 points
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The -17F is probably the best choice, really, seeing as it was the variant that did most of the work in Vietnam. Well, that and the J-5, but they were very similar. A lightweight day fighter, ridiculously nimble, with an afterburner and enough guns to make even modern fighters think twice. They also fought in Six Day War. The PF was much less widespread.3 points
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Some details... - F-100 Супер Сэйбрз: F-100 дислоцировались в юго-восточной зоне с 61-64 по Таиланду, перед началом войны во Вьетнаме. На 65-м F-100 получают сопровождение истребителей над Северным Вьетнамом до F-4, прибывающих на театр военных действий, и переходят к роли штурмовика. Было отступление из Вьетнама 71. https://www.nationalmuseum.af.mil/Visit/Museum-Exhibits/Fact-Sheets/Display/Article/858858/f-100-super-sabre-in-southeast-asia/ - F-101 Voodoo Разведывательная версия RF-101C была единственной версией, использовавшейся во Вьетнаме в 61-м году, списанной в 70-м. Использовалась в разведывательных миссиях и на трекерах. https://www.historynet.com/one-oh-wonder/ - F-102 Delta Dagger Был первым самолетом, развернутым на войне во Вьетнаме, и выполнявшим перехваты и штурмовики, с 61 по 69. https://www.keymilitary.com/article/daggers-over-vietnam - F-104 Starfighters F-104C использовался во Вьетнаме с 63 по 67 в миссиях превосходства в воздухе, сопровождения и CAP. Не используется в роли штурмовика. https://www.i-f-s.nl/vietnam/ - F-105 Thunderchierf F-105D был развернут во Вьетнаме в 64 году в качестве штурмовика, отступил в 69 году на F-4 от штурмовика и вышел в отставку в 70 году. Wild Weasel F-105F прибудет в 66-м, а F-105G прибудет в 67-м. Был выведен из Вьетнама. на 75. https://www.thoughtco.com/vietnam-war-republic-f-105-thunderchief-2361076 -F-106 Delta Dart Никогда не использовался во Вьетнаме https://www.f-106deltadart.com/history.htm - F-4 Phantom II F-4B с авианосца Constellation (CV-74) совершили первый боевой вылет «Фантом» во Вьетнамской войне 5 августа 1964 года, выполняя задания по сопровождению бомбардировщиков. F-4C были развернуты во Вьетнаме в 65-м году, ВВС США «Фантомы» выполняли как задачи по завоеванию превосходства в воздухе, так и наземные атаки с помощью бомб, ракет и ракет, поддерживая не только наземные войска в Южном Вьетнаме, но также выполняя бомбардировки Лаоса и Северного Вьетнама. Поскольку в период с 1965 по 1968 год силы F-105 сильно истощились, бомбардировочная роль F-4 пропорционально возросла, пока после ноября 1970 года (когда последний F-105D был выведен из боя) он не стал основной тактической системой доставки боеприпасов ВВС США. В октябре 1972 года первая эскадрилья самолетов EF-4C Wild Weasel была отправлена на временную службу в Таиланд. Позже префикс «E» был убран, и самолет стал называться просто F-4C Wild Weasel.3 points
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3 points
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Because, we need Frescoes like a bunch of bored Minoans who need to decor their walls. Egyptian MiG-17Fs from Bright Star 81 and 82. The lower one can be noted for having the launch rails of the 80mm Sakr rocket. With Sakrs. From Bright Star 832 points
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It took us some time to release this one, but it is long and features two full interviews with Metal2Mesh Development and Steve Davies from 10 Percent True podcast. You can find the episode on your usual podcast channel and on YouTube. And let us know if you like Tricker's Roomba. Enjoy! Oh, and a pic of one of the flight suits Tim is talking about in the interview that he used for 3d pilot.2 points
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Dis 'ere is a strickly F-4E thredd! No derty NAVY PUKES alloweded!!! And now for da manny-fist- manna-fest- long-list-thingy of why the F-4E is cooler than da F-4J! NUMBER WUN! IT IZ ERR FORSE! DA EFF FORR EEEEEEEEEEEE wuz yoozed by da US AER FORSS!!! Dat makes it BETTAH! NUMBAH TOO! IT IZ GREEN AND ORKY! WAAAAAAAAAAAAAAGGGGGGHHHHHHHHHH!!! NUMBAH THREE! IT IZ MORE MULTER... MULTI... DUZ MORE FINKS DAN DA STOOPID NAVY FANTEMZ! DA NAVY FANTUMZ ONLY KRUMPZ DA FLYING GITZ! DA AERR FORSE FANTUM HAZ GOT DA KRUMPERZ FOR DA GROUND BOYZ AS WELL AS DA FLYER-BOYZ! AND IT CAN USE LAYZER-GUIDENSE AND TEE-VEE GUIDENSE TA BLOW UP DA GROUND BOYZ WIVV OUT NEEDING TA USE A MIL GUNSIGHT AND MANUELLYY MOVE IT AROUND! VERY EFFISH... EFF... GOOD AT KRUMPING! RIGHT PROPAH ORKY! NUMBAH FORR! ALL DA GITZ UZED IT ALL OVAH DA WERLD!!!! WEVVA DEY WUZ TURKISHEZ, OR OZZTRAYLIENZE, OR AMURRKINZZ, OR DJERMINZ, OR IZZRAELITES, OR DA KORREUNZ, OR DA IRANIANZ OR DA JAPANESERS, DEY WAZ UZING DA F-4E OR VARIAYSHUNZ DERE-OF! NUMBAH FIVE! DA DAKKA SOUNDZ LIKE A CHOPPA! EVRY WUN NOEZ DAT DA BEST DAKKAZ IZ ALSO HAVE A BIG CHOPPA AT DA END TA CHOP UP DA ENEMY! DIS DAKKA SOUNDZ LOIKE DA CHOPPA SO YOU CAN CHOPPA WILE YOU DAKKA, OR YOU CAN DAKKA WHILE YOU CHOPPA, OR YOU CAN CHOPPA WHILE YOU, UHHH... I CONFUZED! IT GOOD DAKKA! IT ALL THE DAKKA! NUMBAH SIKZ! IT CARRY ALL THE DAKKA! IT FAMOUSEREST FOR ABLE TO CARY ALLL THE DAKKA DA AMURKINZ MAKE BECOZ IT VERY ORKY! NUMBAH SEVUN! ITZ PAINTED GREEN AND ORKY ON DA OUTSOIDE BUT ON DA INNA BITZ ITZ ALSO RED TO MAKE IT GO FASTERER!!!!!! NUMBAH ATE!!! ITZ GOT DA MOUFF PAINTED ON IT TA MAKE ALL DE UTHA GIZ ANGRY BECOZ YOUR FANTER LOOKZ MORE BETTA AND SKARIER DAN DA UVVAZ! NUMBAH NOINE! ITZ GOT DA SLATZ DAN INCREASE ITZ ERRODYNAMIK EFFISHENSEE TO MAKE IT FLY BETTAH AT HIGH ANGLES OF ATTAK! DATZ A LOT OF ATTAKIN YOU KAN DO! NUMBAH TEN! ITZ GOT DA LAYTEST IN SEEING TEKNOLOGY DAT THE MEKBOYZ BUILT AND HAZ A CAMRAH TO SEE DA DAFT RUSHEN PLANEZ BETTAH! DAT IZ MOY TEN REEZUNZ WHY THE F-4E IZ BETTAH! Thankyou for attending my, that is, Aussie_Mantis's, very coherent and completely hinged, sane and entirely reasonable presentation.2 points
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As a low time private pilot that lost his medical years ago, I've been itching to get behind the stick one last time. A "Fini" Flight as we called it in the Air Force. Flying a helicopter had always been a bucket list item for me as well, so I decided to combine the two. After all I learned to fly a UH-1 in DCS and have more than a few hours in it. I had no misconceptions that my DCS Huey experience qualified me for the R-44 but I was curious how it would play in real life. Thought I share a few impressions for those that might be interested. First and foremost a HUGE shoutout to Dallas from Helicopters Northwest in Seattle. (In which I am in no way affiliated) As our Instructor she did an excellent job of making us not dead. OK, impressions in no particular order: This aircraft was very clean. I was an aircraft mechanic for 35 years and rarely, if ever have I seen an engine/accessory compartment so spotless. The anti torque pedals don't self center like my Thrustmaster pendulars. I never quite adjusted to that. No trimmer! In my Huey the trimmer is life, not so with the Robinson. In my 30 minutes of stick time I never felt the need to trim the aircraft as I changed altitudes and airspeeds. I recently added a 4" extension to my warthog stick, and while it made sim flying easier, the feel and geometry of the R-44 "top down" cyclic was quite different. This is something I think I could adjust to fairly quickly though. Turbulence was a factor. In DCS my UH-1 weighs in at a couple of tons and I generally fly with weather off. Spoiled me rotten. The R-44 is a little 'ol thing and as we were flying off of the several square miles of tarmac that is Boeing Field the thermals bounced us around a bit. (23 c on the ground) Dallas gave great advise here, telling me to just let the helicopter fly thru the bumps and not try to correct for every bounce. My closing thoughts: Could I have taken the R-44 off? I'll give myself a maybe here. Could I have hovered the R-44? GAWDS NO! Could I have flown the R-44 from Point A to B? I can honestly say yes here. Once in the air it is pretty much point and shoot. Could I have landed the R-44? Please expand upon your use of the word "landed." Could they have reused the R-44? See above question/response. This was not inexpensive but for a life experience/bucket list item it was worth it. Lastly I'd be remiss if I didn't mention my young friend Anneliese who came along as my photographer...Imagine, this was her first time in a helicopter and she had me as a pilot! YOU ROCK GIRL!2 points
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Mirage F1 CE, single-player, multi-threaded version, latest Open Beta. Take with one fuel tank, 2*Magic, 2*Super 530F. Shot 2*Magic & 1*Super 530F. Left Super 530F remaining. Aircraft trimmed when engaging the AP, I cut the throttle to slow down. Flaps retracted, the AP (PA + ALT) can't handle the asymmetry below 350kt (start banking left). Below 300kt It's becoming wild, it's over-banking to the right then to left and AP fails. In landing configuration it seems to happen at slower speed, but it fails before reaching final approach speed. I don't think it's an acceptable behavior for an all weather interceptor with such advanced auto-pilot.2 points
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Unbelievable news: pin-point strike option will be available soon. So you can attack enemy targets deep behind enemy SAM and fleet defence lines. And top new USA promt strike attack weapon is in development. S-300 will not catch it.2 points
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Very nice mod thank you! Red cold war planes are badly needed in DCS, especially AI. I found that it is a bit overperforming though. It will outrun and outclimb a clean Sea Flanker and a Tomcat in an upward spiral. Only the Mig-29 can (barely) catch up. Otherwise it is a great asset!2 points
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This is really splitting hair and we have a lot of other issues in the F16 already that should be adressed first, before we discuss whats correct or incorrect for an airborne spawn. Please dont eat up the time and resources from ED on that, before all the other more important stuff is fixed and adressed. Just to begin with, how realistic is it that you spawn mid air in a jet?! If you did a "realistic" cold start, everything you were adressing should be set to your liking by yourself. Speaking of which is, for example, CAT I or III. Some real F16 pilots dont set it at all, because they dont like it, and JHMCS is the same thing. Other different example is the audible morse code if you fly over a TACAN station. Its realistic that it is on. But its annoying. So I did the exact same thing as moonshine. Just bound it to a switch on my throttle that turns down the volume on spawn. And in the F14 the gun is set to low and the master arm to off. Pretty annoying on a dogfight server. Bound it to the same two switches on the throttle, as for the TACAN sound, and enabling JHMCS, in the F16. Synced the controls on start, done. Saved time for people in the forum and for the ED developers.2 points
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@Wostg I added your AH64 + F16 to the main repo! Great work2 points
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BUT Reflected Campaignes are - "as real as it gets". Its VERY ok, there was no GPS in those days, so my approach is the same as Reflected - no facilitation since it wasn't there in this period. There are other creators with a different approach and I don't even touch their campaigns ;). It's supposed to be realistic and I like that. BUT dont worry. Do you know kneeborad option in DCS? You can use it and you can use even Mark Point option. It's a kind of cheat, but it's the answer to situations like this. Check it.2 points
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Why not just leave the encoder width at default? Other than that, I have said in another thread that setting the encoder width greater than the resolution width of the headset is a pointless waste of processing power that's better used for extra headroom or visual features. Besides, this is the encoder resolution, not the render resolution. Encoder resolution is the streaming resolution - the image you are sending across the link. Render resolution is the image that the application generates. Setting the encoder resolution low would cause blurriness. Setting it higher won't make any difference to the visual quality. That's governed by the render resolution. FWIW, I run the encoder resolution width at default, i.e., 0. I also run with dynamic bit rate at default settings.2 points
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I believe by now every pilot more or less has its own method, and each one is different as you see by tips here, but… - if you like to use manual prop pitch in take off, use something like 11:30 pitch (you know the kind of presentation this instrument has), 12 can be used but it's less controllable. Once you master it it's quite safe to use even the auto setting, - of course make sure your tail wheel is locked and well locked, wheel facing forward by letting it move a bit straight forward when you're in place, - back stick all the way but watch it since it speeds up quite quickly and about 100Km/H it'll start wanting to fly but you shouldn't allow it, plus some right stick if you like to remove some pressure on left main wheel, but if tail rises it'll be the other way around so be careful with that. It seems you describe a stalled too soon lift off so careful with that, - radiators manually opened as per manual if you like, just remember like auto pitch once airborne here it's the same and wide opened radiators has some to do with aerodynamics and your trim, actually, but that's more of a concern once airborne and speeding up, there you'll start noticing a nose up attitude with radiators opened so watch it. Radiators auto are fine once mastered, - and very important, at first try 1.15 Ata to take off, more than enough with a clean aeroplane, and after you master it go 1.2, 1.3, but never use MW50 nor more Ata than that. Torque is very wild and as fellow members already said tail rudder is small (and this is the taller version… ) so you don't have that much control. If you let Ata go crazy 1.4 or more, or MW50 to jump in as it does, it's uncontrollable. Once you know the thing you can do many crazy stuff, but by then you'll know already the response you'll get, until that just keep it on the safe side. Good luck!!2 points
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The team will share more news when they can, and I will suggest a roadmap to them again, but can not promise anything. They are busy working so dont take the silence here as a indicator of no work being done or about priorities. thank you2 points
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BTW I'm getting the same issue as well. Taking off would be the most basic thing one can expect of the AI, and if it can't even do that, that should be a priority fix.2 points
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Thanks for the tracks! @[ED]Obi could you please have a look? These takeoff issues have been plaguing the Channel map for too long. Thank you.2 points
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такие вот фундаметальные веши .. выделение текста в брифиге(чтоб можно было вставить в переводчик.. а то приходится ctrl+7 в DeepL... ну там как получится ну не то) уже задовали вопрос .. и ещё.... менять название сервера в онлайне(окне) для себя (русскоязычным пользователям) ..их не реально запомнить.. типа сохранить название сервера...это реально сделать?2 points
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The CBU-103 can and will communicate the spin setting over the 1760 interface and is cockpit selectable. The canister flies in a fixed roll orientation (how could it fly guided spinning at 2500 RPM?) until a calculated time before burst where it spins up and then dispenses. Since this spin up is software-controlled it can be any value (0-2500 in incr. 500). There is no spin setting for CBU-104/105 and the option is blanked. The CBU-105 dispenses with pressurized gas bags to dispense the BLU-108s. I don't know how the 104 dispenses. The FZU-39 on the CBU-103/104/105 controls height of function with a fixed option wire timed release. There are wheels "A" arming and "S" spin (1-6?) on the device along with a HOF (A-K), and ECM (on/off) wheel. In any case, HOF and SPIN are not cockpit selectable except with CBU-103 because the spin is a software post-guidance-pre-dispense function. Sometimes DCS makes non-cockpit selectable stuff to be cockpit selectable and sometimes not so keep aware.2 points
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Hi @jojo, Asymmetrical payloads will undergo another round of testing by SMEs. Regarding your second message, this problem has been fixed internally.2 points
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The Viviane camera behaviour has been rewritten, the sync logic was updated to account for this. Multicrew was mostly fixed last year in any case. Yes, of course it was tested in VR. Stop worrying, you'll like it, it becomes very natural to use.2 points
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MiG-17F Announcement The MiG-17 is a subsonic fighter plane developed by the Soviet Union to improve the high-speed issues the MiG-15 encountered. It became the first Soviet fighter jet to feature an afterburner which greatly improved its performance. The result was one of the most successful transonic fighters ever developed. Ultimately, the MiG-17 was flown by over 30 countries over a timespan of three decades; it was also built under license outside of the USSR in Poland and China. The MiG-17 is most famous for its role in the Vietnam War where it was pressed into dogfights against 3rd generation U.S. fighter planes. Its ambush and tight quarter dogfight tactics were so successful that the U.S., Soviet Union, and European countries were forced to re-evaluate their own aerial combat tactics and rethink future plane developments. By the 1970’s, the U.S. Navy’s Fighter Weapons School (Top Gun) and U.S. Air Forces Weapons School were established to teach pilots new air-to-air combat tactics from lessons learned. The F-16 Viper was a direct result of the lessons learned in Vietnam while fighting the maneuverable MiG-17; it's no coincidence that the F-16 was also the first fighter jet that was able to out-rate the MiG-17. Headed by two pilots, the Red Star Simulations' primary focus from the start was on accurate flight dynamics. Using Soviet wind test tunnel data, performance manuals, U.S. testing results from a captured MiG-17F, and with the aid of several current MiG-17 pilots, the MiG-17F Lim5 module for DCS has been developed with the most realistic simulated flight dynamics ever produced on a MiG-17 plane. Flight dynamics key features - Turn and climb performance, 0 to 40,000+ feet - Dynamic stall and flap performance - Slow-speed/high-AOA drag - High-G drag - Dynamic engine (speed/altitude/thrust) performance Plane key features - ASP-4N gunsight with SRD-1M gun radar - SPO-2 Sirena RWR - SRO-2 Khrom IFF - ARK-5 ADF radio and navigation - Standard and Egyptian upgrade weapons Please follow the news for more information about this fascinating addition to DCS.2 points
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From Polychop Discord: **DCS: SA-342 Gazelle update news** With the release of the upcoming SA-342 Gazelle update fast approaching we will be updating you about what to expect in the first iteration of what started out as a flight model update over the next few days. Starting today by publishing the change log that we have accumulated so far. The change log is subject to change as even today we're still working on new features and fixes but should be indicative of the scope of this update. With this announcement we'd also like to reach out to all mission creators to emphasize on the fact that we're trying to reduce the amount of Gazelle variants available in DCS World by essentially combining these versions. In the upcoming patch, the SA-342 Mistral has become redundant and is now only available as an AI aircraft to ensure mission compatibility. The SA-342 Gazelle has essentially been absorbed by the SA-342L which, in its now much more modular form, is able to be outfitted with the mistral ATAM system. We ask mission creators to be aware of this change and update their (multiplayer)missions accordingly. We apologize for the inconvenience. SA342 - Common to all * Updated external textures to PBR standard * Added raindrops on canopy * Interior lighting and reflections updated * Flight model - Entirely rewritten FM - Overhauled engine and rotor behaviours - Updated mass and payload mass parameters - Many new behaviours added or reworked (ground effect, flapback/blowback, retreating blade stall, density altitude, ETL…) - Engine surge effect from rapid collective movement added * Force Feedback support added * Removed ‘Easier Controls’ special option * Removed ‘Rudder Trimmer’ special option (replaced with new trim options) * New trim options for cyclic and pedal behaviour when using ‘Force Trim Interrupt’ - None - has no effect - Instant - trim position instantly set to current cyclic/pedal position - Fade In/Fade Out - trim position will move to current cyclic/pedal position over short time period (<1sec) (also applies to ‘Trimmer Reset’) - Applied upon Recentering - trim position will apply instantly only when cyclic/pedal position is recentered * Updated controls indicator - Red marker shows control position - Grey marker shows trim position - Autopilot markers removed for further consideration * Updated/added network animations * Implemented IFF panel * Updated autopilot system - Airspeed/Altitude hold mode removed for further consideration - “Auto-collective” removed for further consideration - Added light indicators for auto-hover (CSV) and heading-align (ALV) autopilot modes - Autopilot master switch will not engage/will disengage if pitch, roll or yaw SAS disabled * Added smoke display system - Smoke launchers can be equipped in the rearm/refuel screen - Smoke launchers have a new input to toggle on/off * Collective can be hidden by clicking on base of collective * Added tablet navigation aid - Tablet can be disabled from mission editor - Tablet provides map, heading, airspeed and groundspeed GPS information - Tablet unavailable / invisible in missions set prior to April 1994 * Updated slip ball to be less erratic * Fuel warning light now flickers if below 80L SA342L * Added new weapons: - 2x/4x Mistral - 2x/4x HOT3 - HMP400 gunpods (100, 200, 400) - Selectable GIAT M621 20mm * Replaced Viviane screen with periscope sight * Replaced Viviane control panel with periscope control board - Periscope provides two zoom levels - Toggleable gyro stabilisation - Selectable reticles for estimating distance - Connected to ‘VIS’ mode on Artificial Horizon same as Viviane * Pilot sight can be hidden by clicking on mounting of pilot sight * AI now able to fire HOT3 missiles * Added ground crew option to remove doors * Added option to shoot multiple pylons if the weapon is from the same type SA342M * Viviane camera code overhauled * Viviane multicrew synchronisation improved * AI now able to fire HOT3 missiles SA342 Mistral * Removed playable version (now replaced by SA342L) * Removed Custom Cockpit options SA342 Minigun * Added special option to decouple minigun from head/camera view * Added inputs for keyboard/joystick control of minigun * Added inputs for mouse control of minigun * Added clickables and inputs for minigun safety, sight power/brightness and IR laser2 points
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