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  1. Due to the criticism I am receiving from several people, about the "unofficial" Roadmap content, about some youtubers content claiming to be SPAM (example, the content created by youtubers about the RAZBAM F-15E), I recommend to everyone here not to post unofficial videos, being only from ED or 3rd Parties from now on. I apologize to the people who did like that content. Sincerely Silver_Dragon.
    27 points
  2. Hey Guys, I work on a lot of mods in the background. Here's a small taste of them. While at the same time trying to finish the Lewis Puller, HMS Richmond, USNS Comfort, and HMS Albino. I'm also working on a fleet of Japanese Ships including a support/supply vessel. Here are a few snapshots. Lewis Puller will be released later this week. I tend to work on mods based on my motivation and of course how I'm feeling.
    17 points
  3. Thanks! Yeah, I really hope ED sees my work as a contribution rather than any sort of competition. Especially since I do it for free to extend the world of DCS and our enjoyment of it.
    9 points
  4. Небольшой прогресс
    9 points
  5. We’re constantly evaluating and looking for areas to improve. I checked the high alpha handling again last night and it’s correct. The rudders do blank and reduce roll rate at the extreme alpha values that sim pilots use, far beyond what was typical in real life. For example, the only time I ever accepted a flat scissors was when on cruise with tanks and ordnance, restricted to a short mil power 1v1 due to fuel considerations. Pegged AOA below 100 knots is a great way to die. I have papers in work for a host of subjects, including wing rock and realistic buffet cues and employment; trim, inflight refueling, general handling, spin entry and recovery, vertical recovery, CASE I landings, etc. It’s going to be awhile before they are added to Fat Creason’s performance page, where they will be easy to find, because the gang is thrashing like mad men on the F4, and I am somewhat wounded at the moment. Until then, read, and reread the FM performance paper that has already been posted. The F14B is already complete, but for the reasons above, hasn’t been added. If you think that the F14 is a handful due to wing rock and rudder inputs and handling at high alpha, wait ‘till you see the F4… Good luck, Fly pretty.
    6 points
  6. Real pilot, flight sim enthusiast for 30 years, beta tester for some of them, real pilot, 3,000hrs fly often in the backcountry, and off airport, also a warbird in which I do aerobatics and dogfight simulations. DCS WWII planes are amazing, they feel realistic, the landings , the take offs, stalls, the feel of flight is there, wake turbulence is spot ON, damage model is very detailed , quite impressive really, some stuff might need a bit of tuning, but overall great. All of this amazing effort goes down the drain when playing in MP and the plane in front of you starts to jink up and down positive Gs , Negatives Gs and lots of impossible aerobatics like a super human, because he even does not get tired, and can perform this stunts forever, once this happens DCS WWII feels and looks very arcade, have you ever seen this kind of maneuvers in WWII gun cam footage? Not even close. If developers can fix this , DCS WWII would become an amazing simulator, the other sim got it quite good (only thing that it beats DCS IMHO). Its my only real complain, but it really ruins immersion, the rest of the sim its really amazing.
    5 points
  7. Haha, you know it. Bakers do get up early to get things done.
    5 points
  8. Guys, there is no bug here, there's nothing "look at". The aircraft is perfectly controllable above 25 units and behaves exactly as described in the manual AND our pilot SME agrees with the current behavior. See the attached video and the controls overly for proof. I guess it bears repeating: the Yaw SAS change has nothing to do with rudder authority or high AOA controllability. Perhaps you're getting so slow that none of the surfaces work effectively? You can't expect to maintain controllability down to zero airspeed, that's not how aircraft work. I recommend you practice high AOA flight if you're struggling, it's not a flight model issue, it's a PEBKAC error. Sequence_12.mp4
    5 points
  9. Hello, After the recent release of the updated Gazelle, I started to re-learn it after many years of having her on my virtual hangar. I tried first the built-in training but found the cold start mission really basic and incomplete, so rather than complain about it I set to edit my own and take the oportunity to also learn the Gazelle's basic systems in detail. Here is a walkthrough of the result: I made three versions of the mission: one for Sinai, another for South Atlantic and a third for the free Map of Marianas. They are identical and only differ on some little details. I added them to the existing training menu, like this: Edit: Download link: https://www.digitalcombatsimulator.com/en/files/3331549/ Please, if any of you detects a mistake on my Cold Start Procedure, please let me know to fix it. Cheers, Eduardo
    5 points
  10. 5 points
  11. The M982 is considered a missile by DCS, all about workarounds when creating these things. And it can definitely be shot down, I've tested it against both Pantsirs and C-RAMs.
    5 points
  12. Those are competition aerobatic planes, which are made for this. If we look at all the gun cam footage available from WWII I can assure you we wont see a single airplane doing this kind of violent maneuvers, other weights, other speeds, airframe and pilot limitations . This is why it looks very unrealistic and gives an arcade feel to see this in MP. To sum it up, IMHO this DCS warbirds are a digital work of art, with an arcade pilot modelled. Hope we get the pilot model this planes deserve.
    5 points
  13. It is live now! It comes with some very comprehensive instructions, please read the steps for enabling the eye tracking feature in the Oculus software, and all the notes about incompatible game options. Home · mbucchia/Meta-Foveated Wiki (github.com)
    5 points
  14. Jeez! great video, i've been at this game for many years and can't conceive how to make a video like that CH your a machine, can't thank you enough for all the assets, seems PTB are considering new code for CA ,,,, wonder what could have caused that consideration?
    5 points
  15. PzH 2000 SPG 1.0.0 released! Changelog Version 1.0.0 Release version Known issues Firing M982 Excalibur doesn't produce a muzzle flash due to DCS limitations Usage In Mission Editor use Fire at point and use Unguided for M1711 and Guided for M982. The trajectory for the M982 isn't perfect, I had to workaround DCS limitations as usual.
    5 points
  16. Herein, you will find two Egyptian Mummys They Walk the Walk! But Do not talk the talk! Add to your Sinai map to add some life, Ah, Errr, Death to your missions! We should NEVER have opened up that Pyramid.... Enjoy! Free Sketch Fab models Saved games install. OvGME ready https://www.dropbox.com/s/aj3bee85pr2y1gp/The DCS Egyptian Mummy Add-On V 2.8.0.zip?dl=0 I want My MUMMY!
    4 points
  17. Hi all, this thread has gone off topic from the title so will close. As the tag on the thread suggest this is correct as is and we are planning a white paper to demonstrate why this is so. thank you
    4 points
  18. I'm under NDA and seriously aviators, I can't tell you what I'm doing or what I'm working on, and unless ED releases news, all this is just guesswork and conspiracies on the forum. And I didn't say anywhere that I canceled work on the project. That's about all I can say about it.
    4 points
  19. A huge shout out to Currenthill! I have tested the PzH 2000 SPG and I haven't seen any issues! It's truly an amazing Mod! So thank you Currenthill for all your hard work, it's greatly appreciated by me and the DCS World Community! Timex 3
    4 points
  20. You can now go and place on Pagan airstrip your Musudan SSM. From this place you can reach every base on Guam. Stock Patriot SAMs rarely catch it! Iran usage against Dubai or others is allowed too. Choose North Korea, Iran or China side in Editor. https://www.mediafire.com/file/88ncs9qolouz1kd/Musudan_SSM_1.0.rar/file Place folder from archive to your tech folder in Saved games mods folder.
    4 points
  21. Version 1.3.3 Maintenance Update -- 20230621 With the release of the fantastic Sinai map (for which I created the "Sinai Tourist Project" and "Dynamic Suez Canal" civ naval traffic because I like writing missions) and new, markedly improved Gazelle flight model, a peculiar issue with StopGap surfaced: in single-player (and only single-player), the Gazelle 'fell from the sky', from some 15-20 ft height onto the heli pad, damaging it. In multi-player, this does not happen. This prompted me to build some lesser client-server magic into the stopGap/stopGapGUI duo, so a mission can now detect if it is running as single-player or multiplayer. And with this knowledge comes a new ability: stopGap now has the ability to selectively disable the static stand-ins for a player aircraft (which creates the issue in single-player) only if the mission is run as single-player, and show all static glory when the mission runs in multiplayer. Of course, the DML version adds zones for this as well so you don't have to mess with silly naming schemes. And of course, the new stopGap is backward-compatible with older versions of stopGapGUI running on the server (in case you did not get around to updating it): in those cases it treats the new '-sp' as '-sg' until you do update the server as well. Other than that, PlayerScore now has new abilities to award score to a faction (instead of players) when you trigger flags - flags of your own choosing. This is an interesting concept that may see further improvements down the road. In all here are the changes to this update: Documentation Main - PlayerScore new flag-based scoring for factions - SinglePlayer-only stopGap for units - corrected various typos and erroneous information Demos - Caucasus Hangar (update: single-player only ignore) - Flag Score (new) adding score to a faction by changing a flag Modules - cfxMX 1.2.6 - detect Trains as separate category (were kept as vehicle) - cfxPlayerScore 1.2.0 - Mission-designers can define arbitrary flags to assign score for a faction - cfxZones 3.1.2 - new ability to get numbers only from attribute list - dcsCommon 2.8.9 - vector methods add, sub and mult now support (xy) and (xyz) - stopGap/stopGapGUI - standalone supports -sp single-player unit exclusion - DML supports -sp and zones to define single-player unit exclusion - stopGapGUI now can tell stopGap that it is running in multiplayer Enjoy, -ch
    4 points
  22. That is already requested internally, we need different surfaces added to our terrains for this, I am hoping sooner than later. Thanks.
    4 points
  23. The F1C is basically the same as F1CE with minor changes (Radar Altimeter and decoys dispenser if I well remember), the F1C-200 is the refuelable variant (200 mm longer) of the F1C. Both F1C and F1C-200 should be very easy to adapt from what is done for the F1CE.
    3 points
  24. I think this answer explains a lot . Fingers crossed.
    3 points
  25. If you have made the purchase of the pre-order contacting support is your best option regarding refunds, it is not a discussion for here. Pre-order / early access are optional, you do not need to participate, if you do you are supporting the dev team and it is appreciated. I dont want to have a back and forth here in this thread so if you need to please PM me thank you
    3 points
  26. contact support directly. Note 30% discount is for pre-order, Early access is 20% discount. If a long pre-order is not something you like we totally understand, and we will share news as soon as we can. For everyone who has pre-ordered we appreciate it, you are supporting the development and without you it would not be possible. thank you
    3 points
  27. My version of the M982 is only GPS guided, so it doesn't have the laser addition like some of the most recent IRL versions. That's why it can only hit stationary targets.
    3 points
  28. I'm worry about it either ,but I think that ED's earn is from flyable aircraft, the other mods are all belong to a part of war field environment, so these mods are not competitor but partners. I hope that ED can become a virtual world which is full of vigour because of its open and condones .
    3 points
  29. Thank you for using the pre purchase, it supports the dev team and you get some nice extra discount. When we are ready to we will give a date and let everyone know, internal testing is going well, so hopefully we can share news soon about early access. edit: threads merged
    3 points
  30. DFR Test - Set the resolution to maximum in Oculus @72hz… it… it… it still performs better I am blown away. I always felt like DCS in VR did a low-poly bait and switch. I never quite understood why 2D looked so much better than VR even with the resolution dialed up to the moon and MSAA cranked to the tits. The shimmer in populated areas of Syria felt like FSR 1.0 Ultra Performance at 1080p This is now a thing of the past. I am no longer sacrificing anything in VR. It looks just as good as ; once immersion is accounted for it's miles ahead. Only Meta can post 13.78 Billion Dollars of losses in VR Space and still get outdone by a talented, passionate, knowledgeable guy on a couch Not much else to say, except for the obvious @mbucchia is a god amongst men
    3 points
  31. No, you'll still have separate licenses for each single FC3 aircraft. These will be separate selections when choosing missions. You'll have separate UI themes available. FC3 pack disables separate FC3 aircraft modules and works as a pack instead, so you'll have all FC3 aircraft missions as one selection when choosing missions. You'll also have only FC3 theme available. J-11A comes with Su-27 module so it is also there in FC3.
    3 points
  32. The influence of CH’s mods has become too great. Lots of GrimReapers videos on youtube, over a hundred thousand views here in this thread. I think EDs already wince when they see the phrase "due to the limitations of DCS." The release of an updated Combined Arms.CH edition it's a matter of the near future. But unexpectaple things can also happen, for example, ED will improve mechanics and encrypt all configs, as it is now done with some units. This will bring more limitations.
    3 points
  33. I fixed that. The initial version did prevent ASW from working, but then I found a way to make it work! Glad to hear it's working well for you so far!
    3 points
  34. NASAMS 3 SAM 1.2.0 released! Changelog Version 1.2.0 Added AIM-9X-2 LN Changed NASAMS 3 LN engine sounds Fixed ECM burn through range Fixed AMRAAM-ER model dimension issue
    3 points
  35. Is it not working as it used to do. System target should be a hollow square, which never appears. And while in TMS, TMS right short should designate all into system targets which does not, although you can then with another presses on TMS Right, cycle between "system targets", which are still more like Track targets (full squares). f16-rcr_tws_track_to_sytem.trk
    3 points
  36. The last two weeks have been enough for me and my next work regarding DCS. For now, I'll show you what I've been working on. The new cockpit for the external model is ready! I really appreciate your support and favorable comments, many thanks! And yes here is the right place for update
    3 points
  37. Version: 2.5.3- 20250717 Download: Here Documentation: Here (also part of download) How To: Download & Unzip. RTFM. Try the demos (all demo missions have their own chapter in the Doc) Have Fun (mandatory)! Video Tutorials: Here DML A Toolbox For Mission Designers What? DML is a mission-building toolbox. It contains many modules that all can do something for you. It’s built similar to a box of LEGO® bricks – you seldom need all, and you can start having fun building stuff knowing just the basics and using just a few. Here are some examples: Do you want to add a moving NDB to a ship? Just add the NDB module Want to keep kill scores? Add the PlayerScore module. How about dynamically spawn troops when you need? Look at Cloners. Your mission needs random civilian traffic? Check out Civ Air. Even better, DML does not require Lua. How does it work? At its heart are modules that attach themselves to Mission Editor’s (ME) Trigger Zones to provide new abilities. Mission designers control these new abilities from within ME by adding ‘Attributes’ to these Trigger Zones. For example, when you add above attributes to a trigger zone, the “cfxNDB” module automatically activates for this zone, and starts an NDB at the zone’s center at 121.5 MHz, playing the “distressbeacon.ogg” sound file on that frequency. Through this simple mechanism, adding complex new abilities to missions becomes a snap (or, at least, much easier). Since you control DML from inside ME, you do not have to mess around with Lua scripts – all DML modules take their run-time data from Trigger Zone attributes. You edit those in ME: Trigger Zones already have attributes, editing them is built into ME. If you have ever created a Trigger Zone, you have already seen ME’s zone attributes. You likely ignored them because they have had little practical use. Until now. We’ll use zone attributes to put DCS mission creation into super-cruise. DML can reduce advanced tasks (such as adding CSAR missions) to placing trigger zones and adding attributes. If that isn’t enough, DML modules can be triggered with ME flags, and can set ME Flags when they activate. For example, spawn zones can be instructed to watch flag 100, and spawn every time when that flag changes its value. Other modules can be told to increase a Flag (e.g., 110) every time they activate. This allows you to integrate the modules in your normal ME mission design workflow without having to resorting to outside means. As a significant expansion to classic mission design, DML supports named flags, i.e. flags that have names like ‘bunker destroyed’ rather than a number (like 1234) that ME permits. This feature is only available between DML modules (and shared with all Lua scripts) If a module requires configuration data, it starts up with default values, and then looks for a – surprise! – Trigger Zone that might contain the attributes that you want to change for this mission. You configure your modules from within ME – you never change a single line of code. DML has something in store for every mission designer – novices and veterans alike. This would be the perfect moment to try the first of the many demos that come with DML – so if you want to know what this is all about, just look at the first demo mission (in the zip) and find out! Show me! Let us look at a real-life DML-enhanced mission: Note the five Trigger Zones on the map (follow the unobtrusive red arrows). As mentioned, DML uses ME Trigger Zones and attaches its own modules to them. That way, mission designers can simply place new functionality by adding standard Trigger Zones to the map - without requiring any Lua. You then add a few attributes to the Trigger Zone, and DML’s modules home in on them automatically. Above screenshot was taken from my “Integrated Warfare: Pushback”, a mission that uses DML to dynamically create ground forces and that require the player’s air support to win. On the map, I placed various zones to Add conquerable zones (“Wolf Crossing”, “Bride’s Bridge”, “Highroad”) – these are zones that, when captured by blue or red, automatically produce ground forces that defend the zone against invaders and seek out and capture other conquerable zones Control civilian air traffic (“Traffic: Civilian”) Control AI’s pathing for ground forces (“pathing off”) All zones use simple, ME editable attributes (like “pathing”, “offroad”) to tell DML what to do. In the end, writing such a mission amounts to just a little more than placing zones and adding attributes. After all, the trick is coming up with a good mission idea – putting it together should be easy. With DML it may have become a bit easier. Behind the scenes, DML also provides a collection of Foundation modules that lack ME integration. These modules are DML internal and provide shared functionality for all other modules. What's in the box? So, what’s in DML right now? In a nutshell here’s what you get: Drop-in Modules (no Lua knowledge required) that add complete functionality to a mission – for example Easily enforced PvE rules with PvP Zones (multiplayer) CSAR Missions Limited number of pilots (ties in with CSAR Missions) Civilian Air traffic Automatic Recon Mode Slot Blocking Client ("SSB" or "slotblock"-based) for preventing spawns on enemy airfields Protection from missiles Helicopter Troop Pick-up, Transport and Deployment Score Keeping Zone Enhancements that interactively attach new functionality to Zones in ME (no Lua required). They provide diverse functionality such as Flag Randomizers and Flag Pulsers so you can completely randomize troop activation and spawning Dynamic Ground Troop Spawning and Cloning Dynamic Object/Cargo Spawning Artillery Target Zones Conquerable Zones and FARPS (moving) NDB, land and sea Map/Scenery Object destruction Detector Persistence – players can save a mission and then later continue it (within the confines of DCS’s limitations) An interactive Debugger that allows you to examine, set and observe any flag, and allows you to place and remove units on the map while the mission is running Multi-player supported out-of-the-box. All modules work for single- and multiplayer missions, including modules with user interaction via communications. A collection of fully documented Tutorials / Demos that serve to illustrate how the more salient points of DML can be used to quickly create great mission. They aren’t flashy. They hopefully are helpful instead. A hefty Manual that I can lord over you and yell “RTFM” whenever you have a question. Yup, that’s definitely why I wrote it. Of course, this is just the beginning – DML is far from complete, and there are lots of new avenues to explore. Based on feedback, I expect DML to evolve, and to add new and exciting abilities. Until then, I hope that you enjoy the ride! -ch ... and here's a short tutorial on how you import DML's modules into your mission
    2 points
  38. I tried them all, the best are Slaw Device and second place MFG
    2 points
  39. Depending on the aircraft, the Spitfire is very twitchy like this (I did try reporting the Spit long ago when I was told by Mr Grey that the Spitfire is this sensitive, and what it would do to your body is another issue altogether, freezing of controls and such under speed etc is modelled. As I explained above, modelling pilot strength is another issue.
    2 points
  40. The DCS Apache seems to have a maximum speed it can maintain with the combination of ALT and ATT hold. Even if perfectly in trim in level flight at moderate power settings, if you set an attitude that corresponds to much above 110kts the two systems will enter a little positive feedback loop that lead to gradual collective increases, followed by gradual application of forward cyclic to maintain attitude, the combination of which leads to increased airspeed, thus requiring increased collective to maintain level flight above MaxE. This cycle then repeats and eventually as you say the aircraft will enter a dive and start descending. I have no idea if the real aircraft does this, but the ED one has for at least the last 4 patches. The solution is to slow down a bit (generally below 110). I'd guess the hold mode logic will improve as the module evolves.
    2 points
  41. @markturner1960 This thread is for "Foveated Rendering Support for DCS". Don't you already have a spearate thread for your log in issues?
    2 points
  42. I'm with @Furiz here. Previously an update to the roadmap meant some genuine news or an announcement, and was met with some excitement. Now it is just another content creator sharing their videos of what we already know. If I want to follow a YouTuber, I will follow them through that platform. The roadmap thread should not be the place for free advertising of their channels. We need to fix the SNR on that thread and move back to news.
    2 points
  43. Imho the pain comes from the fact, that a lot of people would like to have a (rough) release date of Razbam's F-15E. Watching what others do with the Strike Eagle would only be "bearable" if we knew when we get our hands on it as well. (I exclude notso's videos, because showing how things work for me is usefull before release. Showing how much fun it is for many, many others before I get it? Not so much. But I'm still not offended by all this. I'm patient. Just my 2 cents that might help understanding an maybe help motivating @Silver_Dragon just a little bit to continue the superb job on that thread of all those years!)
    2 points
  44. You can see a signal in the RWR well beyond the detection range. It's normal.
    2 points
  45. Do not use the autohover functions, they are buggy and are in process of being redone. Autopilot lights will be yellow (top) when out of conditions, green (bottom) when in condition and active. Jerky torque effect is caused by you moving the collective too rapidly and surging the engine. Maintain smooth collective movements. Remember that pedal input also affects torque, and collective input affects yaw.
    2 points
  46. The first version of foveated rendering for Quest Pro will release very soon. It will be a separate tool, incompatible with OpenXR Toolkit. However it includes its own CAS sharpening and Turbo mode, two of the most appreciated features of OpenXR Toolkit. Compatibility with OpenXR Toolkit may happen later. Also to be very clear on the expectations: it will NOT work with Virtual Desktop. This is out of my control: Virtual Desktop uses SteamVR, and the SteamVR OpenXR support doesn't let you do eye tracking. It will require the use of Air Link or Link Cable.
    2 points
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