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Showing content with the highest reputation on 06/14/23 in all areas

  1. Baltic Dragon has Released Ealy Access of The Manual https://drive.google.com/file/d/1_AKBsrbyl1z2H_lxyhs7I0B1_G1-2H8q/view
    13 points
  2. https://www.captiongenerator.com/v/2289848/the-fuhrer-learns-that-the-f15e-is-delayed
    10 points
  3. 2 additional coders are soon starting to code the rest of the BO.
    9 points
  4. Sorry that i'm currently on summer vacation and not able to fix reported bug(s) will take a look after vacation
    8 points
  5. Baltic Dragon has released Early Access version of the manual https://drive.google.com/file/d/1_AKBsrbyl1z2H_lxyhs7I0B1_G1-2H8q/view
    8 points
  6. There are a lot of plans for Sinai, I'm certainly glad that it is already in EA, but there are still phases of the project that are in the works and will be done in the future. The new map is cool, but still we need to complete what we have planned! I am very glad that Sinai came out in the form in which it is, because it is very important for me to collect user reviews. It was also important to work with the ED team. These guys are professionals! I really love the map of the Persian Gulf, 2 countries separated by a strait it makes some sense to have a red and a blue side. In the future, having dynamic companies will be very popular. And I choose a new map, I proceeded from this principle, but this is my opinion
    7 points
  7. Hi Viper Pilots, According to video's, picture's and a BAF mecanic, the fuselage light in "DIM" mode is too bright in DCS, compared to real life whether by day or night. You will find attached to this message three comparisons in different lightning environments between reference pictures and DCS Fuselage light OFF, DIM and BRT. IRL by day, it's realy hard to know if the fuselage light is "OFF" or "DIM" just by looking at the vertical stabiliser lightning. The best hint to find if it is on or off is to check the fuselage light bulb state. Whether morning or day light, the vertical stabilizer is not illuminated at all with the fuslage light in "DIM" mode, however in "BRT" it is well illuminated. IRL by night it's realy realy hard to notice, it s just like a very faint/dim glow that illuminates the vertical stabilzer, not a spotlight. IN DCS 2.8 : it is realy easy to identify when it's OFF or DIM because the "DIM" lights up too brightly. Conclusion : The "DIM" fuselage light must be reduced so that we can't see it during the day, and at night it must be adjusted to give a very faint glow to the VS. About the "BRT" mode, it's already all good. Note: screenshots have been captured on DCS 2.8.6.41066.1 without any editing or shaders applied. Thanks for the reading, best regards Wolf. You'll find links to videos and website sources below : USAF - Early morning :https://youtu.be/z3uS65hDl-0?t=18 HAF - Late morning : https://youtu.be/aebLmMiF2DU?t=25 USAF - Night : https://youtu.be/PRLChQFbU1E?t=41 RNLAF - Night : https://www.runway28.nl/2017_11_30_EHVK_EN.php
    6 points
  8. I'm a bit surprised by this decision, as Sharm el-Sheikh is probably the most famous location on the Sinai peninsula, which this map is about. And it's not just important because it's a large vacation ressort nowadays, but also because of it's military past (and present) :
    5 points
  9. Next up, two variants of the Mi-8, one rare Nile Valley scheme as present on #1482 , and the standard tan scheme used till today.
    4 points
  10. Flip the autopilot switch on to keep a fixed attitude and flipping back off will leave the trim at the current speed if manual trimming is that bad for your setup. I'm currently flying the F14 everyday with the trim on a hatswitch and not even once the trim was bothersome... and I use and abuse the engines throughout several speed regimes in the same sortie. Wing sweep at auto or bomb mode, doesn't make any change on trim comfort for me. I keep the hatswitch pressed for manual trim instead of several button presses. Maybe that's the source of your issue.
    4 points
  11. It took exactly MANY hours to get the turret working, but now it fires.
    4 points
  12. liked this review. The music is well chosen. I want to share with you. Thank you BOGEY DOPE!
    4 points
  13. Just an opinion: I played DCS online only once at all, the rest of the time I have fun in the editor with mods, like in a sandbox CS GO is more enjoyable for online
    4 points
  14. @skypickle, one needs to realize that the real cyclic and pedals in the AH-64 have force gradients holding them in place when the force trim is not being pressed. Trying to hold the cyclic or pedals in a very precise position against the pressure of this force gradient is difficult, and over a period of time would become tiring, which is the entire reason for having the force trim release. I think many players, depending on their hardware, develop a false impression of how the force trim is used if their hardware isn't simulating this force gradient. I've seen many videos online of players flying the DCS AH-64D without using the force trim, with the force trim reference remaining at the original locations and never updating. I can infer that these players are using hardware that does not simulate the force gradient of the real AH-64 cyclic and pedals, or at the very least nowhere near the levels of resistance that exists in the real aircraft. If they did, it is highly unlikely those players would be playing for so long without pressing the force trim. As AlphaOneSix said, when the cyclic or pedals are moved, the force trim is almost always pressed at the onset of such movement. This practice is especially important when making large magnitude movements of the controls to avoid what is called "force trim overshoot". This occurs when the pilot has moved the controls a significant distance from their force trimmed state, and is applying pressure against the force gradient to hold the controls in place. When the force trim release is pressed, this force gradient is immediately removed, which may cause the pilot to inadvertently jerk the cyclic and pedals beyond the intended position when the resistance against the pilot's muscular tension is suddenly removed. This can cause the aircraft attitude to deviate in a somewhat violent manner, as would be the case any other time a sudden and aggressive input were applied to the flight controls. There are exceptions to this practice of course, in the case where the pilot intends to return the controls to the force trimmed state. The best example would be flying along a route at a constant airspeed and altitude, with the aircraft trimmed in straight and level flight. Without pressing the force trim, the pilot applies cyclic pressure against the force gradient to initiate a turn toward the next leg along the route. This cyclic input is applied and maintained against the force gradient throughout the turn, and then when the pilot intends to roll out on the intended heading, relaxes pressure on the cyclic and lets the force gradient return the cyclic back to the original location, which causes the aircraft to naturally return to the same straight and level flight condition prior to the turn. If one is properly using the force trim, SAS SATURATED should almost never occur. In real-life, about the only time this would happen is due to atmospheric changes such as sustained wind gusts that cause the aircraft SCAS to flight against unintended attitude or position changes.
    4 points
  15. Add night vision to all external cameras (including free cam and ground unit cam) will be great for making cool vidoes.
    3 points
  16. Dear all, we're happy to bring you a new batch of fixes with this patch, which include more than 100 user requested keybinds, an overhaul of the RB-05, BK-90 fixes and more. As always we would kindly like to ask you for your feedback and thank you for your continued support! DCS AJS-37 Viggen by Heatblur Simulations NEW: Added over 100 user requested keybinds (with special thanks to Munkwolf et al.). Does not affect existing keybinds. RB-05 Overhaul: Fixed RB-05 only able to be steered with radar in A0. Fixed launched RB-05s automatically setting radar to A0 (without moving the switch). Fixed subsequent launches sending the first missile to Valhalla. Fixed steering commands being sent to the missile beyond 30s. Included several BK-90 fixes: Fixed STD switch erroneously affecting pattern setting. Inhibited display of BK-90 HUD symbology above 500m. Max distance release cue not showing correctly. Added U-22 Jammer Mode E (always transmits). Added non-tracer AKAN gunpod. Fixed Jammer warmup not being skipped during hotstart. Fixed U-22 (old) warning light not showing during warmup. Fixed X-TANK BRÄ light showing <50% RPM instead of <70%. Fixed airbrakes not auto-retracting with landing gear releasing. Added feature that allows airbrakes to be stopped in an intermediate position. Added “_(...)” to keybinds for l10n. Now keybinds are localizable. EDIT: Dear everyone, please accept our apologies, we made a mistake in uploading the build as we run several branches simultaneously, and as a result unfortunately the RB-05 fixes are not included in this patch. They are however done and working and will be in the next patch or hotfix. Thank you for your very kind patience and for bringing the issue to our attention. Our sincere apologies again, we hope you enjoy this patch nonetheless.
    3 points
  17. Beacause a climb or descent at constant IAS will change your Mach and hence the wings will start moving, which in turn will upset your trim. Big and quick. I personally like the coarse trim much better than the fine trim of two'ish years ago, when it took ages to retrim the jet after the wings moved about.
    3 points
  18. The Air Warfare Group called it "The Stealthiest Fighter Jet in DCS World". Award season early...
    3 points
  19. What cracks me up more than his humour is how useful his content is at the same time
    3 points
  20. I do really welcome the decision of releasing the manual before the release of the module. People have time to familiarize themselves with the aircraft before it is released and also people not sure if interested in the aircraft, can get a good glipse of the product depth and quality and maybe that will motívate them to purchase it. In any case I had already pre-ordered from day one. Thanks for the manual.
    3 points
  21. Yeah, there are still barnstormers who come in blazing with flaps down, break them in the rate fight to get the kill, then just get a new jet.
    3 points
  22. Thanks for your continued interest. So far this year we have been updating our existing campaigns to correct issues related to the 2.8 release. The campaigns mentioned above still need some final testing and tweaking for 2.8. We are anxious to get them completed and into ED for review and release but unfortunately there is no formal release dates yet.
    3 points
  23. The screenshot shows he was flying a MIG-29A which doesn't have a Jammer in DCS So the Aim-7 was not using HOJ
    3 points
  24. 3 points
  25. great news, thanks fo the heads up and thanks to @baltic_dragon
    3 points
  26. It’s a 1.8 limit on the pods, not 1.6, and these are limitations as in things may break if you go over them. Not the jet can’t go faster. the CFT limit is 2.0. Also these are operational limits, as in the pilot should not exceed them. Not physical limits. You can exceed these especially with the -229, but something might break if you do. If you look at the -229 performance indexes in the -1 the clean jet with CFTs and -229s is easily accelerating above mach 2.0 even though the chart is cutoff at the CFT limit of 2.0.
    3 points
  27. Ok. I've improved things no end. It turns out my curves for the original Gazelle FM were very, very flat with a sharp rise at the extremes, I'd forgotten that I'd done that and didn't check with the new FM. The image below shows them how I've adjusted them now, with the red line overlay showing roughly how it was previously. I have User Curve on for this, I don't like setting saturation under 100 for any flight controls, so doing this gives me the same effect, except I still have full extension at the extremes for when I need it. It does require me to generally keep my stick away from the extremes except for emergencies, which rarely happen but I'm used to that. I did this originally for the Spitfire rudder, as I was told to reduce saturation but, again, I didn't like the idea of not having full control for those rare times. So, when I changed the curves to be less extreme, the Gazelle FM came into focus on my el cheapo HOTAS. It feels much better now, I don't roll wildly from side to side on takeoff, which I assume was happening as I needed more control, grabbed a fistful of cyclic and veered right into the extremes as the change from a moderate slope to a very steep one is quite sudden if you're not used to it. The whole chopper feels better now, I even get a sense it has more power for some reason. This can't be true, of course, but maybe the new FM is better suited to a more typical curve whereas the older one suited having a very flat main control area. null
    3 points
  28. thanks, good point, i will discuss this with our artist at the meeting on monday
    3 points
  29. All of that data is from the TO manuals. The images attached to this post are in TO 1F-4E-1 from 1979 and are on digital pages 198 (top) and 445 (bottom). I took the max CL line from pg 198 and just used some meth math to convert it to instantaneous turn rate while both pages 198 and 445 show the same allowed structural limit line. You can see that at 42000 lbs, that the max CL line intersects the max allowed structural limit at 7.5 G (I mistakenly put 7.33 G) and it drops linearly vs speed/Mach past Mach 0.7 until it's 6 G at Mach 1.05. The blue thin and dotted lines are also sustained turn rates copied straight from the manual. There are the same corresponding plots for the hard wing/BLC F-4E in the 1-F-4C-1 TO. This data is the probably the most reliable data out there so I've used it for all my comparisons. If you've ever come across the FMS plots for the Phantom or any other plane, note that they are calculations and they do not at all match the aforementioned manuals. To answer your questions on the actual rates and how they compare, in the old F-4E vs XX aircraft thread, people have posted USN official F-4J turn data and MiG-23ML data and the F-4E performs quite favourably. To summarize, the F-4J with a 4x4 AIM-7/9 loadout needs to be almost empty on fuel (~20% fuel) to match the sustained turn performance of the slatted F-4E per the manual at 60% fuel with 4xAIM-7Es - a max STR of about 14.7 deg/s at SL. Of course because the F-4J is so light in this configuration, it has a higher structural limit, so keep that in mind. These limits will probably go out the window anyway in DCS. The MiG-23ML and MLA (which are much later, circa 1976 variants - contemporary not to our upcoming early F-4E but to the F-14A and F-15A) have a slightly better STR with wings fully forward but I understand that they are unstable there (not sure which axis) and they have very low structural limits in that configuration, which again are likely to be ignored in game if the plane doesn't break. In summary, plots are from actual USAF published manuals and in the same relative configuration, the slatted F-4E will out rate instantaneously and sustained any US hard wing F-4 by a big margin except when both are at supersonic speeds (where the turn rates drop a lot anyway). The MiG-23ML/MLA have a better max theoretical STR with wings forward but it is unclear if that rate can be used due to the structural limits and stability issues in that wing configuration. EDIT: Upon review at home of my Excel plots, it seems that the 1F-4C-1 and 1F-4E-1 use the exact same symmetrical load limit plot. This would imply they are ballpark suggested limits rather than accurate turn data. So I used the Vn diagrams to find an average CL for each of the hard and slatted wing jets and just plugged those average CL values back into n = L/W = CL*(0.5*rho*S*V^2)/W where n = load factor and W was the new weight I wanted - in this case a more realistic loaded weight per the STR graphs. Sorry for the confusion, it has been a while since I made these plots. I would assume that interpolating and extrapolating would yield similar results.
    3 points
  30. 3 points
  31. Who wants to look for a Russian spy ship in the South Atlantic? Or 300 miles from base Guam? https://www.mediafire.com/file/o5chuuyvvdd645i/Ship_LC_v1.0.1.rar/file
    2 points
  32. As the title says. Constantly lose the cursor in VR, because it goes off screen.
    2 points
  33. Wow, thanks! Pls think about Mosquito too (IAF maybe?).
    2 points
  34. The wings would move in this situation, why? That seems odd to me. Either way though, the specific situation I'm trying to solve here is a constant airspeed level flight, so the wings most definitely would not be moving during that time and should not upset the balance at all. This is exactly my point. I would imagine that in the real plane, the pitch trim has adequate sensitivity per press of the trim hat switch button, that it would be a fairly simple matter to completely trim out the stick forces during a constant air speed level flight situation. But what I'm seeing on my end, across several different joysticks over the years, is that each press of the trim hat switch changes the trim position an amount that is larger than what I generally need, thus inducing a PIO type of situation. On other aircraft, lua file changes have allowed us to, say, reduce the pitch trim increment by 50%, and It's been a great improvement. But it doesn't seem like such a change is possible with the F 14, at least upon my cursory look through some of the lua files.
    2 points
  35. Some great airshow footage of a Chinook here.
    2 points
  36. My findings lead me to believe that an engine rework was already in progress by the time I had made that thread, I believe most of that data was too late to majorly affect the rework. I will not take credit for ED beginning to rework the huey, as I do not believe it is earned. However I am doing my best to see the rework continued and supplied with as much good data as I can find.
    2 points
  37. np, thanks I'll easily admit that my documentation is very precise, specific, and... not the most approachable/readable, but it's the best I can do; approachable documentation is not one of my strongest skills. I'll be asking for community help with that in the next major release. The real fix is probably videos, but they take a lot of time, and need re-making extremely frequently - outdated videos are worse than no videos. I'm not able to spare the time for that at the moment
    2 points
  38. Thank you for the update. I'd be happy to help, if you need help with testing.
    2 points
  39. Overweight Landings you can do it but you land as soft as possible
    2 points
  40. Hi, there, If the number of downloads is anything to go by, it's..: Hornet over Caucasus https://www.digitalcombatsimulator.com/fr/files/3315515/
    2 points
  41. 2 points
  42. I don't think it's so far off from being close to the real one as diagrams and charts show. Maybe some excessive drag when you are in a A/A loadout or having stores in general. But i really think that the viper is being bottlenecked by the g effects of the pilot. At speeds where it starts to shine the pilot just can't keep up not letting it reach it's full potential. That's why we see youtubers dominate in the f16 dogfights with g effects off, i don't think they would do so good if they had them on. Maybe as others said ED could customize g effects suited to each aircraft accordingly taking in account g suits , seating position, or even pilots themselves in more demanding aircraft should have better g tolerances as it would be required IRL to be qualified to fly them.
    2 points
  43. 2 points
  44. Version 1.02 -- 20230613 Latest Additions (my thanks to @OnReTech for their hints) that you now can find with less searching: Unknown Soldier Memorial Ismailia Memorial Port Said Lighthouse Cairo Citadel / Alabaster Mosque
    2 points
  45. I wish all modules had a slider to adjust the speed of the trim like the free A-4E-C community module. Even the free MB-339 had it, can't remember if the paid one has it. Cheers! Sent from my MAR-LX1A using Tapatalk
    2 points
  46. You can already do that, as DCS allows you to bind whichever key you want to the aircraft button and switches. As the numpad keys already have a standard use on DCS as view keys, I prefer to use them in combination with the Left Control key as modifier, this way I use the left hand to hold the Left Control, while typing numbers with my right hand. For example, I did this with the Viggen data keyboard: Many aircraft radios have preset frequencies that you can set on the mission editor, most mission designers make use of those presets.
    2 points
  47. Everyone has different levels of patience. Dont apply your own standards to the internet, it wont work. Id be way way more impatient if I wasnt super busy at work and havent been able to fly in weeks.
    2 points
  48. Not to mention real USN Tomcat pilots prior to 1995 or so! v6, boNes
    2 points
  49. Sorry for delay answer @Japo32 Yes, as you noticed on the map there is a normal map - which is great for high altitude. The main problem was and remains to generate a more accurate mesh. But we can generate it with the improved heightmap that we managed to get. Now a mesh has been generated from the improved heightmap, but with a rather large edge and it is equally dense throughout the map, but already with it we got unevenness on the dunes, although with the standard heightmap we had just a plane. As I wrote earlier, this technology is used to work out some places at the moment and these places will be supplemented. These are static mesh that replace the main mesh, as seen in the screenshots you showed. Why can't we do this for the whole terrain? Because static meshes don't have a lod system like a standard terrain mesh does. That is, when I make a mountain section of an improved network and get 1M triangles - this 1M will be visible even in Cairo - although it is in Jordan. I'll show you a screenshot in which the improved mesh is built, it's a square of about 30 by 30 km and there are more triangles in it than in the entire territory of the entire map. And without lods, we get 1fps, because 100M triangles always fall into the frame. But there is a way out, it is necessary to modify the TDK a little so that these static pieces fall into the general mesh of the terrain. But the technology works and there are places in the shinai where this improved mesh is available. I will also add it to the place where Petra is located in Jordan and a couple more places in the future. I hope I explained it clearly, if you have any questions feel free to ask. Screenshots attached.
    2 points
  50. Do as I do. Let Skate do his thing, taking the time necessary to do it to his standards, don't ask when it will be ready, but check DAILY or whenever you use his utility. Works great for me.
    2 points
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