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Showing content with the highest reputation on 07/08/23 in all areas
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By the way. Me and the family are away visiting relatives. So there won’t be any updates for a couple of days.13 points
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Thanks, Marroux! I appreciate that. I'm trying!! USS Lewis Puller ESB-3 Update Vers 1.0.1 has been uploaded. I hope you all get as good or better FPS as I received. I have my DCS settings set to HIGH. Enjoy Flying!10 points
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Numbers don't lie! USS Lewis Puller new collision model FPS Update. The numbers fluctuate up to an FPS of 82 onboard the USS Lewis Puller. I will upload the USS Lewis Puller's new Collision model and ship main.lua file. I will let you all know when it's uploaded so you test you can test it. With the FPS Lost issue solved I will work backward on some of the Mod collision models. Thanks, KeyserSoze!! Happy Flying!!7 points
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7 points
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BREAKING NEWS! The Admiral has SOLVED the FPS LOST ISSUE! I went back to the old-school way of how we created the AI Ship Collision models. Lately, I have been creating the collision model as just one object. So I used the Fitzgerald as a test platform. The flight deck collision is a separate object. Now DCS is seeing the flight deck as a separate object instead of seeing the entire ship as a collision model. Check the top left corner of the photo below. Prior to me splitting the collision model the FPS was as low as 10. SOLVED!! I will rework the Lewis Puller Collision model and give you all feedback. Right now I get an FPS of 11 of the Lewis Puller. Thanks, Gogi12. So now the Adams Class destroyer is tied with the Sovremenny Class Destroyer.6 points
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It’s the 3K60 Bal LBASM from Russia. It’s on the list. Nice catch! I will have it fixed in the next release. Correct! This Bal TEL is equipped with the modernised Kh-35U. The Neptune is definitely on the list. As I mentioned before, I’m making the modernised Admiral Nakhimov. I’m just waiting for pictures confirming the new weapon systems. All my assets (besides the RWR mod) goes into the Saved games folder, and therefore doesn’t overwrite any core files. I’ll put them on the list. Maybe. We’ll see.6 points
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I honestly, don't know what to say about the FPS anymore. The ships alone FPS is great. It's only when you add a Player Helicopter. So what is it about the Player Helicopter that's causing the issue? All the ships are created the same. I also need to look at the flight deck of the ships to see if there are other options I can use. I will keep researching until we resolve it. Prcowboy I just saw your input. With that said I will look at how I created the USS America FLightdeck. However, if you look at the Normandie. There are no FPS issues and her Collision model was created the same as the other ships. Thanks. I will work on that today. There's always a way. Thanks, John Day for your Input. John, it appears Maps and Aircraft are more important than ships in DCS. Unfortunately, I'm only one person although there are other modders out that as well that can create them. At the moment the Adams Class destroyer is still leading the way and the Project 956 Destroyer is in 2nd and Forbin Class Frigate in 3rd Place. I can say today USS Fitzgerald DDG-62 is in DCS conducting Sea Trials. For those of you that don't know I was stationed aboard the USS Fitzgerald for five years and completed two Pacific Deployments. So I'm passionate about creating her along with some liveries. Still a WIP!!6 points
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5 points
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this is still wip and will be supplemented by new destruction models, buildings, textures, night lamps etc5 points
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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 DOWNLOAD4 points
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Afternoon Everyone. I have released the USNS Comfort T-AH-20. Ver 1.0.0. FPS is great so no worries with landing onboard and taking off. I would like to thank Cattmurry for taking the time to set up the naming convention, flight deck landing, and mod files. Thanks, I appreciate the assistance. You all Enjoy! Thanks for your patience! USNS Comfort (T-AH-20) is a Mercy-class hospital ship of the United States Navy. Comfort's duties include providing emergency, on-site care for U.S. combatant forces deployed in war or other operations. Operated by the Military Sealift Command, Comfort provides rapid, flexible, and mobile medical and surgical services to support Marine Corps Air-Ground Task Forces and Army and Air Force units deployed ashore, and naval amphibious task forces and battle forces afloat. Secondarily, she provides mobile surgical hospital service for use by appropriate U.S. government agencies in disaster or humanitarian relief or limited humanitarian care incidents to these missions or peacetime military operations. Comfort is more advanced than a field hospital but less capable than a traditional hospital on land.4 points
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Soon will release Busher asset of 4 buildings and one smokestack.4 points
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I can.... It just clicked And became easy when i started flying in formation with tanker and stopped chasing refuel basket Sent from my M2003J15SC using Tapatalk4 points
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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.3 points
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3 points
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Thunderchief and Phantom haven´t been aerobatic-specialists and yet they were used for it. Amazing, ain´t it? The module will have flaws like all simulated things. She hopefully will be polished to the maximum possible. I only purchased her today and it´s awesome! Very immersive, straightforward and unlike other simulated airframes she doesn´t tolerate just everything. Now I have to learn plenty of new stuff with my shiny bird :).3 points
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3 points
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3 points
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Solution here: There is a Yellow Hatch Black jettison button, not the one with jettison program nodes, it’s the emergency one. Press it will not drop off anything if you have the unlimited weapons setting on, then all AA weapons will be reset! Happy training!!!3 points
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Thank you for providing the file! It works great! The V1 launches, tracks and hits perfectly3 points
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Iranian reactor plus 3 industrial buildings. Put folder from archive in tech folder in your Saved games/DCS/Mods Mission for Persian Gulf with 'historically correct' placed asset and GBU armed planes attacking the site. You should better use 2 MOP bombs instead of tens smaller ones. MOP destroys almost 90% of reactor armor. NPP_Iran.miz3 points
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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 cars3 points
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Until we get realistic basket / boom physics it is and will stay just super easy.3 points
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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.3 points
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2 points
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Anyone up for a challenge with this? Cheers James2 points
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Hi, I miss seeing this plane online. The plane itself may does not have some of the F-16 and F-18 qualites. As exemple. It's efficiency is not superb in dogfight. It max load is little low and sacrifice will be needed before to take-off. It does not have the HMD. For a modern plane, we can say that the jamming part (EW) and the datalink are certainly simplified. But the module itself is really great anyway. Ho yes, i know DCS is not yet designed to introduce us with super-modern aircraft. But...Anway ! It break my heart when, online, i don't find so much JF-17 airborne :s The F-17 have so much qualites and the module itself is really great. - First of all, the module is really complete and was almost in release. Even if it is hard to know if the systems are deeply implemented comparativly to the IRL plane, it seem really complex and complete (exept as usual about the datalink and the jaming managment, and others moderns things like this). - You can not load so much under your plane, yes...But you have a large choice of weapons. And that since the beginin of the OB access. And by large choice, i mean, unique ones ! - Even with such complex capability, it is staying easy to use. The interface look like a computer compared to the F-18 that look like an old calculator (not the same generation, i know). - Those 3 colored MFD in HD are just incredibly clear and comfortable. It human/machine interface is very solid and make all the datas pages easy to understand, to memorize and to use. Ok, they are not super personalisable as the F-15E. That's less cool. But they are really friendly. - Some of it modelisated systems are really cool and well designed. As exemple, the IFF, or the TV data-linked command. Where you need to pilot both a plane and a cruiser missile on it final phase is just insane. - It's easy to fly, but it's not over assisted. - It's a mix beetwin a glass cockpit 4th++Gen omnirole fighter and a cold war interceptor, with some switch to use. Wich is just a super sexy mix - It's a good BVR fighter and SA war machine ! - It have verry good and varied attack A/G A/S capabilities. - The radar capabilities ! XD I don't know if the plane is "realistic", because this airframe is very modern and not an open book in public data. And also because i d'ont have the skill to judge such things. I like to know, but i don't find so much. At first it was pertubating me, i love to know little in details if a module is close to the real airplane (just to know, i love to know that ! Anyway we keep limited by the sim). But it seem really good, it is coherent, it look coherent, and this is important. - I can not speak with knowedge about the FM but it is enought to feel the plane and have a coherent feeling about it caracteristics. - The 3D modelisation is absolutly insane, as the texturing, inside and outside (maybe too clean but it's recent, so). - The sound design is more than decent. I mean, soundesign is verry important for immersion. And it really do the job. - This plane is adding so much details and effects that are well made, original, unique, and push the simulator up and give some level of detail to the concurence to follow, so it's better for all DCS. For exemple, the fog effect from inside is brutal and need to be managed ! The same effect from outisde view is oustanding. The effect of lacking oxygen is verry good. The effect of the reactor turning on is perfect, look also at the automatic exhaust valve of the APU outside. The lader and intake protection that are on by default on cold and dark startup. The oxygen managment before to flight and in flight, the "remove before flight pins" XD. Etc... This is details. But it's nice. And some are in fact verry vital and add realism and immersion (espcialy the need to connect the oxygen tube before to run, and the oxygen and airflow managment inflight) I don't understand why it look underrated like this. Maybe it's not. But i miss seeing it in multiplayer. This JF deserve more users online Maybe it's not reaching the complexity expected from hardcore studylevel users, who suspect that the module is too friendly ? But i doubt this is the reason why it's not used... Maybe because he can not lock 10 targets in BVR and dogfight half the planet in the same time XD ...I d'ont know... Or, simply, just maybe because it's not a well know plane, not Russian, and not Occidental. Certainly. But it's not a good reasons. I'm not here to sell this module, right ! XD I'm not from Deka Ironwork. I'm just saying what i think about this module. And i feel it deserve to fly more. Especialy in A/G and BVR PvE training server. A real pleasure to use it in those kind of servers. See u2 points
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If you are using buttons (instead of axis) to move TADS, at first it moves slowly then rate of movement speeds up. That slider sets how much that "speed up" is.2 points
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Nope Plenty who played the Strike Eagle series by MicroProse years prior as well2 points
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Thanks for the kind words, yes, working on the next one now. These things take an age unfortunately. Glad you enjoyed it , that's what it is all about.2 points
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Hi, The SA-2 kill radius ('KillDistance' paramter) in the data files is defined as 20 meters, that is less than 1/3rd of the commonly found value if one investigates. If I'm not mistaken, this parameter controls the proximity fusing of the missile in DCS (that is already flawed as it doesn't seem to consider the dimensions of the target aircraft either and just its origin). The values commonly found if one investigates are 65-70m for kill radius and 100-120m for severe damage blast and consistent across sources. The fuse in the V-750 missile series has various settings depending on target height and closure and will be armed at between 100-300 meters from target to actually fuse just past the closest point of approach. For comparison purposes, the DCS AIM-120 is defined with 15 meter kill radius!! The AIM-120's warhead weighs basically 10 times less than the ~200kg SA-2 missile warhead. The SA-5 that has a similar weight warhead than the SA-2, is defined with 45 meters. This results in near misses in DCS not detonating, when they should, and in DCS not correctly depicting the real power of the SA-2 system to take out several aircraft of a formation in a single detonation, or the large warhead compensating for the missile's low maneuverability. No track attached due to the numbers in the data files speaking by themselves.2 points
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You may be projecting your own preferences onto others. The popularity of a certain company's - that also makes an operating system - flight sim that is decidedly more casual seems to indicate that there is a lot of interest. So be careful what you wish for. If it turns out that people want relaxed fidelity and realism and a more casual game play, MAC may become a runaway hit, and DCS the forgotten smaller brother. Such a scenario can be beneficial to both if there is some cross feed development-wise. And it could spell curtains for DCS if analysis showed that the return on investment for a dollar spent on MAC exceeds that from DCS. Of course, I wish both will be tremendously successful, and that there is lots of crossfeed: let's say ATC, Ground AI or GUI improves significantly on one side, then iz could hopefully be made available with a minimum of effort for the other. That would be best of both worlds. And for the record: although I like DCS a lot, I also like to play flight sims with a more relaxed setting. For me it's seldom either-or. The more, the merrier is my approach to flight sims. Is that an assertion of yours, or do we have any source to back this up? I'd love to read up on any research related to that, so of you have, I'd be eternally grateful if you could share a link. It's important to me because if true, it could simplify my mission design. For example, if what you say is true, on a server that offers A-10A and A-10C as models, players that use the "C" should far outstrip those that fly the "A" [likewise: sales of the FC3 single-aircraft A-10A should be non-existent vs full fidelity A-10CII]. I'd be very interested in any data regarding that (as a mission designer, it would be great to know what players are likely to fly to better balance a scenario)2 points
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I was in NTTR map last time. ME time set to 16:30. F1CE clock showed 12:30 at mission start. So NTTR Nevada being UTC-7 would be okay I guess. With military coordination based on UTC time all is okay. I would rather prefer local time, but you can set the clock, no problem.2 points
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Neptune is really needed, as we have Moskva criser and a Black Sea map ingame ) Already present with pretty nice quality (but need less glossy textures, to my opinion)2 points
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R 360 neptune or Number modernizations kirov class cruiser is it possible to add?null2 points
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Solution here: There is a Yellow Hatch Black jettison button, not the one with jettison program nodes, it’s the emergency one. Press it will not drop off anything if you have the unlimited weapons setting on, then all AA weapons will be reset! Happy training!!!2 points
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2 points
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I agree with Rob10. Just mentioning that the Serpents Head 1 is free, and a prequel to SH2 Cheers! Sent from my MAR-LX1A using Tapatalk2 points
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2 points
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This is going to be one of the more important mods released in recent memory. AFAIK there's never been a place-able, attackable nuclear facility in DCS.2 points
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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...2 points
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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.2 points
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Until we get the feeling for the jet it is and will stay super hard.2 points
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Thanks Fausete, I guess I'm just not used to that style of fighting... Kudos to the brave men that fought with it! It may just be not be my style of aircraft.. Cheers2 points
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@ThinderAerges has two real former mirage f1 pilots making test every day, one of them has 3200 hours in mirage F1 CE, EE, and M versions between 1981 to 1998 and 2004 to 2007. He was Tester Mirage F1 pilot and instructor in Mirage F1B version, The other pilot has more than 1000 hours and he was tester and instructor. Aerges has the best pilots for making this aircraft real in SIM, if both pilots are agree with Performance charts Aerges has to be happy with their job. And of course if many people can help AERGES with other suggestion it will be great.2 points
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Maybe MP is not as attractive as their players believe it to be? I participated on MP for a year and a half and finally came to the conclusion that it wasnt for me, as I’m more of a learning player than a competitive one, and have little patience with some annoying mp users.2 points
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Well I never! I disappear for a few months for work and when I come back there are more mods and upcoming mods than you can shake a stick at! Looks amazing so far, impressive work! I will be looking forward to this lots!2 points
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ED has a lot more important things to add and fix than making an auto AAR command. Most assists are made because of hardware limits. Not everyone owns rudder pedals. A twist grip takeoff in a warbird is very hard. Helos get a lot of assists for a similar reason. I don't want to take the springs out of my joystick and rudder in order to have an authentic rotary experience as helos are secondary for me. Some people are the opposite. You can AAR in the cheapest HOTAS as long as your trimmed.2 points
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+1 Always been surprised that wheel chocks haven't been available for the A10 in the game. Not like they aren't used in real life.... Cheers, Ziptie2 points
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