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Showing content with the highest reputation on 07/07/23 in Posts

  1. 1. Nuclear power plant IRANIAN design. New detailed models. DOWNLOAD Installation: delete old mod from your tech folder and paste new one from archive. The set includes a destructible reactor (VVER-1000 inside), several auxiliary buildings, two chimneys, basement for main buildings, aNPP_IranLand.mizn electrical substation, and an electrical transformer. You can also download the mission, where all buildings are placed in the right way. v 1.01 reactor armor reduced: 2x2000 bombs for destruction unzipped textures removed Please support by donation if you like such assets. 2. Thermal power station Name is "HPP tech building and chimney" in Editor DOWNLOAD 3. Nuclear research facility Names are "NRR..." in Editor DOWNLOAD 4. Nuclear power plant (common design) This type of PWR/PHWR reactors are known worldwide and present on all continents. In asset you will find reactor building with damage model, 2 technical buildings (IRL they are "turbine halls") and electrical substation. There is also technical building with build-in transformation substation. All units are named "NPP Old..." in ME. DOWNLOAD 5. Thermal power plant (Soviet, Eastern Europe and Russian design) There is one complex building with smokestack, turbine hall, two walkways, room of water and steam preparation, gate, several pipes and compressor. There is small yard between two buildings where you can place military units. Damage model included. Building is named "TPP..." in ME. DOWNLOAD 6. Large national thermal power plant - 2 cooling towers in various combinations (doubled, separated, with and without ribbed walls) - Main building (IRL it for 4 boilers, turbines) and smokestack - pipes for delivering steam to cooling towers - secondary building with forge, filters and pipes - small tech buildings - power line Almost all buildings have damage model. Units are named "CPP Big ..." in ME DOWNLOAD
    11 points
  2. Hi! Today we will show some screenshots and videos from the new update and a list of changes. We continue to improve "DCS: Syria map" thanks to you, we read all your messages. Work on "Syria" continues, the map will be improved and developed along with the DCS. You already know that the map has received a global update on night lighting, as well as work has been done on optimization. In addition to this, the changes affected all areas of the map: UI, VD, airfields, models, assets and scenes. List of updates: Added lighting using a new real-time technology. Added left-hand traffic in Cyprus. Added kneeboard (tablet). Updated mission generator. Added helipads on GUI map. Added parking for large aircraft. Optimized and improved city building models. Improved airfield hangar models. Improved models of original objects. Added destruction models for Aleppo Power Plant and Lafarge Factory. Improved the scenes of the original buildings in Haifa, Beirut, Adana and Damascus. Trees in the forest have been optimized. Tree collisions have been simplified. Added parking for MiG-23 Marj Ruhayyil, Shayrat, Tiyas. Fixed frequency settings for Gazipasa, Rene Mouawad, Ramat David, Ercan, Beirut, HATAY airfields. Taxiing Tal Siman, Beirut fixed. Fixed lighting for Sanliurfa, Adana, Khmeimim, Haifa. Fixed plates Akrotir, Incirlik. Removed objects from Rene Mouawad parking lots. Removed objects from Kingsfield glide path. Fixed bugs in vectordata and scenes. Updated map description. Added objects at road intersections and railway crossings. Added two types of gas stations. Added two types of roadside cafes. Improved cars and ships. Added new trains. Added cars for left-hand traffic. Improved city and field assets. Improved road and railway assets. Improved the original scenes of Adana. Fixing bugs in airfield scenes. Improving the substrate and the stadium model. Changed Normandy1944 and Normandy2 banners. Improved container ship and tanker models. Ok let's see what we got New gas stations & roadside cafes and added objects at road intersections and railway crossings. New new New train (cargo&pass) & ships Improved the original scenes And night Some of the cars
    11 points
  3. Thanks, But other than the texture issues. it's time to see if the code holds up (for AI use at least) across multiple installs/systems or if it's back to the drawing board. I'm guessing it will be clear pretty quick. You see there are about 1,000,001 things that can go wrong and I've tested for about 769ish of them at this point . So.... fingers are crossed and thanks again Working takeoff layout, I think. I still need to test the last 4 AH-1s.
    6 points
  4. it is not a memory leak, but long load times have been reported to the team and they are working on it. thank you
    5 points
  5. Because it's a bug. They happen. There was a lot of testing done on the Gazelle before it released, and yet still, bugs happen. That doesn't entitle you to act like an arsehole. If you don't like it, don't fly it and wait for the fixes to come out.
    5 points
  6. Sorry for the delay but 1 of 2 remaining KNOWN issues has been fixed. Parked planes set to ramp start and static objects (most) now spawn at the correct height. Please allow one more day for release so one more attempt can be made to correct what I hope is the last major KNOWN issue. Now I'm not sure if the static objects help take the eye away from the poor textures or not but there will be a new model if this code holds up Thank you for any interest and patience
    5 points
  7. Just to clarify what @chichowalker has pointed out. The E/M diagram and the general performance matches our model for the whole envelope according to our evaluation, so unless any issue is found, the performance is not going to change. What we plan on reviewing medium/long term is the behaviour of the aircraft with asymmetric payloads and the roll stability at very high AoA. Another thing we might consider is adding an option to allow non-FFB users to tweak the emulation of the effects of the force retribution system. So, all in all, it's going to stay similar to how it is now. At the end of the day, as Chicho says, it's an interceptor that can dogfight when flown to its strengths, but it will never be mopping the floor with other 3rd gens. I'm mainly saying this to avoid creating any hype about big performance increases or big FM changes, because those are not what we will be working on.
    5 points
  8. Radiocheck... Hi fighters! For a long time we did not get in touch, but all this time the work did not stop. Improving, optimizing, adding, introducing something new - everything we worked on was connected with these words. Today we will show new night lighting and some hangars. The update includes many minor improvements - we made sure that the map is relevant and fresh. So what's most interesting: New lighting technology added. Added right-hand traffic in Cyprus. Map description updated. Added kneeboard (yeah, this fix has long been waiting in the wings) Mission generator updated. Added helicopter landing sites on GUI map. Optimized trees in forest. Simplified trees collisions. Optimized and improved building models. Added objects at road and railroad crossings. Two types of gas stations have been added. Two types of road-side cafes added. Improved cars. Added right-hand drive vehicles. Improved city and field assets. Improved road and railroad assemblies.
    4 points
  9. Hey Guys. Happy Friday. I would like to start a discussion on FPS Lost. So at the moment some of you are having FPS lost while taking off and landing on some of the ships I created. What we have found is if you remove the .lods (Level of Detail} file the FPS returns to normal but in most cases that file is needed for gameplay. When you see a ship or boats silhouette on the horizon it's because of the LODS file. So what relation does the Lods file have to FPS? Also, what relation does player aircraft have to FPS? However, the FPS of the model alone is fine. I was getting 140 FPS on the Lewis Puller yesterday without aircraft onboard. I read an article yesterday that stated if you turn off VSYNC in DCS and enable VSYNC Fast in NVIDIA. I tested this but the FPS didn't change. One thing I do know is the greater the detail of a model the more FPS is lost. Starting to wonder if we should just create low-poly models for DCS. So my question to you all. Does anyone here have more insight on FPS? Just trying to figure out why FPS is lost while taking off and landing from warships. All the mods are creating the same. Some are just larger than others with more weapons. Thanks.
    4 points
  10. Why is this in the bugs section. Shouldn’t it be in wishlist?
    4 points
  11. Here's the logic for anyone interested: You really have to be in specific situations for it to open, pulling this breaker is more ill-advised than anything really. Also remember there is no indication in the cockpit that the MCB valve is open.
    4 points
  12. Soon will release Busher asset of 4 buildings and one smokestack.
    3 points
  13. When you do a cold start in three minutes, you can just as well do a auto start or hot start. All equally realistic. Why can’t you just let all play to their own rhythm without diagnosing them with ADHS? I really hate that attitude „only my way of playing is the RIGHT way of playing“. People can use DCS as a frickin‘ walking simulator if they want to. Who are you to deny them that?
    3 points
  14. Hi, For those of us that edit our own SP missions, I wanted to bring attention to a set of a dozen Static Templates for airbases of this Map, that the user "MrGoodnite" has shared at User Files: https://www.digitalcombatsimulator.com/en/files/filter/type-is-static_template/sort-is-date_desc/user-is-MrGoodnite/apply/ He makes use of quite a few user Mods in order to have appropriate objects to flesh out each airbase, but for my own use I edited his templates a bit in order to reduce the amount of Mods that each needs ... mostly they are the well known Massun92, NATO Ground Forces, and SAM Assets Pack, plus ED's own WW2 Assets Pack. His templates allow us to add several hundred objects to an airbase with a single menu command, like this: He also has templates for other Maps, but the ones for The Channel are the ones that caught my attention. Highly reccomended. Eduardo.
    3 points
  15. Let me be very clear here, ECTAE. Some of us who answered the smear posts by Thinder wanted to set something very straight. The FM is fine as it is. Some tuning here and there of course, right? Right. This was the original intention. And we gave tips. Mkay? Also, Chicho happens to be a former Mirage F1 pilot. He gave great advice here. And CrazyGman really made a nice vid showing the beauty of the F1. Also, I hope that my posts concerning some tactics were kind of useful. Unlike Chicho, however I never flew a Mirage. I fly a different jet in a different airforce but you can bet I know exactly how BFM works. Anyway, the three of us wanted to help others who do not understand the very way you need to fight in the F1. And this leads us to the next point. A lot of people flying PvP in DCS take flying and managing the aircraft and its systems very very serious. This is why some of us dove a little deeper into detail. These people want to know this very information. This has certainly nothing to do with rivet counting. Sure, you can hop into the F1 and have fun without all of this knowledege...but isn´t it much nicer to know more about the how and why and actually do stuff right? You decide...
    3 points
  16. i’d love to have cars like that available on the Mission Editor
    3 points
  17. I believe the difference is that ED is asserting that all the known "GAME BREAKING" bugs have been culled from stable. Not ALL bugs. There are probably bugs in stable that are years or even a decade old. OB on the other hand may very well have "GAME BREAKING" bugs initially. There is value in separating the two. If you've ever released large scale software you'd seen that no amount of internal team testing or even closed beta can come close to the exercise software can get in the "wild". Just the sheer variety of hardware and drivers can not be feasibly reproduced internally. It's also my experience that users are evil. They can come up with the weirdest use cases you never thought of. Like, "Why would you do that??? OK we'll tighten that down. " So, to summarize IMHO, Open Beta: "We fully expect there might be GAME BREAKING bugs exposed in this cycle. We just don't know what they are yet. Find them, and hopefully we'll fix them quick." Stable: "We believe all GAME BREAKING bugs have been culled, as far as we currently know. We're not expecting you to find any. Prove us wrong. " The trade-off to the OB risk is that it might also have bug fixes that players want that haven't migrated to Stable yet. Choose your poison. $0.02.
    3 points
  18. It only seems impossible until you get it and then it becomes very easy, a skill you don’t unlearn like riding a bicycle. And the ability with one aircraft will translate to others.
    3 points
  19. Definitely an interesting asset. Its mode of operation unfortunately isn't really easily emulated within DCS. I'll look into it. When it comes to the missiles, I made the Python-5 and I-Derby ER for the Gripen a long while ago. I mentioned this earlier in the thread. Might be interested in making the GlobalEye, we'll see. Exactly, it would take some ingenuity to emulate its operation within DCS.
    3 points
  20. Exactly this. And if I may add an additional point to chicho‘s excellent description here. The F1, as an interceptor, has a an additional advantage over most of the other contemporary aircraft it may enconter as an opponent. Speed! And she also accelerates reasonably well. You also need to use that to your advantage. So if you‘re fighting on one of these well known Cold War servers always keep your speed up and quickly extend if you can‘t outmaneuver your opponent. This is absolutely valid and no shame. Just extend for some time, then turn back hot an give him a 530. Always make a gameplan if/when to disengage. Think ahead and use your speed. Even a well flown 21 has a hard time catching you on the deck…
    3 points
  21. Yeah, a similar thing happens with the heading indicator (on the hud and on the hsi), the value would occasionally jump to the 32bit limit. Happens when I'm taxying after cold starting the jet.
    3 points
  22. I prefer to keep it as is.
    3 points
  23. 15 für 20 ? Solche Dinger sollte man verschenken. Jedenfalls ich würde das machen.
    3 points
  24. Until we get the feeling for the jet it is and will stay super hard.
    3 points
  25. I don't understand the hype here. Most DCS users are probably not interested in MAC since it's about a new separate game and is advertised as more relaxed fidelity and realism flying game so it is targeted to a more casual audience. Let the MAC separate and don't attempt to make any connection with DCS. Let them have all those simpifications like easy AAR, gen5 aircraft, modern redfor or visibility enhancements that frequently haunt DCS wishlist. The map will probably be smaller and aircraft stripped of some fidelity to make it all perform better and less demanding on the PC hardware while not taking whole disk to install. For the time being the FC3 will have to stay in DCS as they are still some of the coolest aircraft and most users fly them because of the aircraft they represent, not because they are simpler, while we have no other choice to fly such aircraft anyway.
    3 points
  26. This is a list of the aircraft I’ve already done. Hells Belle aka Elsie Mae Punchy Bottle Baby Webbers Wagon Satans Lady Kwitchabitchin Baby Lu Miss B Haven Lady Vivian Heavy Date Flak Eater
    3 points
  27. You guys are thinking of MAC as an extension of DCS World, when in reality it is not really focused on the same audience as DCS, even if the engine will end up being the same. It will probably appeal to some of you for varying reasons but as its own entity. How plane compatibility (if any) will work I have no idea, that is something we will talk about later, but think of them as separate right now as that is the intent. I realize with little to no info it's hard to wrap your heads around, as I said, I hope we will update you all soon on the ultimate plan.
    3 points
  28. ok nevermind ... I found myself what I have to do for my mod ... not everything yet but close enough.
    3 points
  29. Лет эдак 10 назад на Илдвашном форуме один геймер написал замечательные слова: " Сделайте мине дирижаболь"
    3 points
  30. The updated version of the DShK will now engage drones like the Shahed 136.
    3 points
  31. Reading smear posts from Thinder it looks like only French guys has possession of universal true and they are the only guys that have studied aerodynamics. Well, comparing former Spanish Mirage F1 pilots experience with someone that has flown light aircraft is easy to understand his own conclusions. Please, don't make false statements to descredit Aerges amazing work. Yes, as consumer that pays your modules you have right to certain amount of things, but not everything. This is an early access module, like almost all we have in DCS, so think again in your rights. Viper FCS suffered a big overhaul last year and till that time I dont remember anybody criticizing the module so much, and IIRC, continue being EA. Apart from my job as fighter pilot, real one, I have been flying DCS a lot of years and almost all modules. Im sure that F1 FM is one of the most accurate, close to manuals and performance tables but continue in progress, like other different modules. I'm tired of repeating in forums and discord servers that there are lot of people that want Mirage F1 be something that is unreal. This module requires good pilot skills to fly it properly, good Hotas setup and know his limitations in order to exploit this machine properly. I'm sorry so much that company developing this is Spanish one, I know that for you guys this is the main problem and reason to criticize the module. I want to congratulate Aerges for his amazing work and profesionalism of people working there and I hope that they continue working this way. P.D: I would ask to moderators to ban that kind of destructive and smear posts. Enviado desde mi SM-G981B mediante Tapatalk
    3 points
  32. @Phantom_Mark good to know! I hope you find it works well with the new stick too and can report back your impressions. @Thinder I reply to you just to clarify a couple of things but I don't get the impression that your criticism is intended to be constructive. Developing a module for DCS is a massive undertaking, teams are generally rather small and sometimes some things have to be prioritised over others, so sometimes things have to be adjusted after release, that is what EA is for. For us, release was a point in which the module was ready enough for it to be an enjoyable experience for the users and for them to provide valuable insight into bugs, useful features... We have used the time since release to continue working with our SMEs feedback and with the customer's feedback to solve any possible problems, bugs, things that didn't work, or that we had missed or had been broken during development (also happens). Regarding the anonimity of your sources. It's understandable that you want to protect their identities but again, not useful for us if we don't get more precise feedback, if we can't contrast their feedback to that of our current SMEs... If any of them wants to contact us instead of you giving their details, we're also happy doing it in this way. Finally regarding the wing loading discussion. I just don't get your point... I said in certain regimes and fuel configurations, not everywhere all the time. I included the disclaimer that my knowledge of the performance of the other aircraft is incomplete. And the MiG 21 has 23 m^2 of wing surface and comparable thrust so I don't know why the wing surface of the Mirage III or the Mirage 2000 would matter.
    3 points
  33. I put together some simple procedural kneeboards for the F-5E-3, placed in the User Files section. https://www.digitalcombatsimulator.com/en/files/3331861/ As stated these are not official procedures, just what I've put together as a quick reminder on how to employ air-to-air missiles, unguided bombs and rockets, and cannon on the F-5E-3 (after not flying it for a while). A bit late as I've had this module for a while, but I figured a little reminder never hurts... Kneeboards included: F-5E - AIR-TO-AIR ACM IR MISSILES AND CANNON.png F-5E - AIR-TO-GROUND BOMBS ROCKETS GUNS.png F-5E - AIR-TO-GROUND RETICLE DEPRESSION CHARTS.png Enjoy! AKA_Relent (ED forums: 609_Relentov)
    2 points
  34. Hello there, i can finally refuel my F-18 and to be honest, the physics in generally are outdated. I always wonder how DCS became such modern Sim, nice graphics, detailed aircraft and at the other side, it seems the devs just forgot something years ago to update. At firs i saw the Eurofighter Typhoon footage in DCS, where they did air refuelling, and that was something awesome. I usually played Falcon 4.0 then later BMS and then when i discovered DCS World i upgraded my PC and i love this Sim. Today i was looking for Air Refuelling videos and i saw one from BMS, i thought, i will click on it just for fun. There is an Mirage but it use the F-16 MFDs etc. Its not a real Mirage. When you look this Video, go to Min. 2:39 and look from there the physics from the basket and even when the basket is connected, you will see the fuel coming out, like in real. I was looking like a mad dog at this video and asked me, why DCS, whyyyyy? At 4:54 you will see after finishing, it will come gas again out, looks amazing man... I hope, ED, you will improve that. I am even thinking about to install BMS again only for this LOL Crazy
    2 points
  35. Hey fellow Strike Eagle pilots, I have just released a 15 mission campaign custom built for the new F-15E. Link to the campaign and further information is provided below. This campaign will continue to receive updates as need such as bug fixes, voiceover, and additional missions. Hope you check it out and would love to hear any feedback! -------------------------------------------------------------------- https://www.digitalcombatsimulator.com/en/files/3331687/ Operation Goliath is an original campaign for the new F-15E consisting of 15 short missions. During the operation players will conduct ground strike, CAS, CAP, DEAD, runway denial, and escort missions. COOP/SP Situation: It is the year 2005, and tensions between Georgia and Abkhazia have reached a boiling point. The disputed region of Abkhazia, located in the northwest of Georgia, has long been a source of contention. Abkhazia, with support from external powers, has launched a bold offensive, attempting to push deeper into Georgian territory. Realizing the gravity of the situation and the potential threat to regional stability, the United States Air Force takes decisive action. They assemble a small task force comprising experienced pilots and ground crew. This task force is deployed to the Kutaisi Airbase, situated in the heart of Georgia, with the primary objective of bolstering the Georgian military and providing crucial air support against the advancing Abkhazian forces Overview: As the campaign progresses, players will witness the evolving dynamics of the conflict and the impact of their actions on the overall situation. They will face not only a determined enemy but also the challenges of limited resources, changing weather conditions, and the fog of war. The fate of Georgia hangs in the balance, and it is up to the players, as part of the US Air Force task force, to turn the tide of the conflict and protect the region from further destabilization. Information: - Use F10 menu to end missions - Campaign can be played in either single player or CO-OP with a WSO. - Objective images to assist with target identification are provided for strike missions. - Campaign is still in development and may be subject to change.
    2 points
  36. I don’t need a checklist, I can start the aircraft up as fast as it can be rearmed, since I get shot down a lot I’ve become an expert at this
    2 points
  37. ^This ...and at least a handful of the buildings from each map to place in the Missions.
    2 points
  38. Derby and Python are already available as part of the JAS39 Gripen mod
    2 points
  39. possible for now we could get external airframe wet weather effects. rain snow and water runs. airframes more shiny in wet, and snow.
    2 points
  40. its a bug. the value you see is the minimum value representable by two's complement in 32 bits. some variable overflowed in razbam's code probably. or converted negative infinity float to integer.
    2 points
  41. Which Setting button? They can be deleted in User Profile Management: or After Update:
    2 points
  42. JF-17 Bl.3 has it, But as Napillo said, its the Rockets Exhaust being ingested into the engine. Maybe you notice sometimes when Fireing the SD-10, that your Engine will cut out. This is due to the Missile smoke, Now imagine Miving the missles closer to the Intake, it would garantuee the smoke to get into the engine and that's bad Sent from my SM-N960F using Tapatalk
    2 points
  43. There is no road map. There is a flight plan. This thing has wings. The wheels are only used by quitters.
    2 points
  44. For sure Aerges apreciates constructive post and susggestions. As you said, FM development continues being in progress but this aircraft was not protected from envelope departures like fly by wire ones, indeed was really easy to enter in high AoA situations bleeding all the speed. High AoA, low speed continue being tweaked, but rest of the envelope matches with performance and E/M tables. The way to flght with those oponents you are refering to is quite different in this aircraft compared with others. It was not designed for dogfights but can fight well in good hands. Think in how many stick movement you need to get 11-13º AoA, 15-17º and more than 17º. This is the key and never enter in this part of the envelope if not fighting against another F1. Payloads drag index, lift and weights are adjusted per manuals. We continue reviewing that but fight with asymetrical configurations is not a good idea in this aircraft but not imposible. This FM is more demanding than rest of the aircraft, like it is in real life. This is and interceptor, one of the best. Very good in air to ground also, but not the best for dog.
    2 points
  45. yes, its completely broken. i tried designation via "3." and later via tgp, both failed this way: cdip too (here selected via autoacq aft) but it happens with other weapons too here is mk84 with chute, designation is on the right side but asl on the left
    2 points
  46. If folks are not using the F-15 module why not downgrade to the previous open beta until a fix is released?
    2 points
  47. 2 points
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