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Showing content with the highest reputation on 07/17/23 in all areas

  1. Project 20831 Steregushchiy Class Corvette 1.0.0 released! Changelog Version 1.0.0 Release version
    16 points
  2. Hi guys, I was on holiday so didn't have access to the documentation which I needed to answer this properly. But basically, everyone answering that using wikipedia data to back your claims is a bad idea is right. That data is either suppositions or specific fuel/speed/altitude situations that cannot be blindly applied to all cases. For example the landing speed. Our F1 module is capable of landing at 140 kt, but only when very very lightly loaded (almost empty of fuel). If you are trying to land it full, it won't be possible to do so at such low speeds. It is the same for the real aircraft, according to the performance data we have. This is what wikipedia is refering to when it says the landing speed is 140 kt. It means the minimum landing speed is about 140 kt, not that the aircraft can land at that speed always. Regarding maximum Mach: the limiting factor is the maximum impact temperature of 135 ºC (as others have stated), this corresponds to about Mach 2.1 for the altitudes with the coldest temperatures (so above 35000-40000 ft). Obviously for altitudes below that, it's impossible to reach such high Mach numbers. This matches the performance data we have. About the operational ceiling: I don't know where wikipedia gets its numbers from but what we know is at what altitudes the aircraft is capable of maintaining a climbrate of 500 ft/min and our module complies with them with a high degree of precission, and that corresponds to altitudes much lower than those 66k ft. @IvanK is a Mirage III pilot and has provided some interesting insight. Again, as has been mentioned before, endurance can reach 2:15 hours with the described payload easily as long as the aircraft is flown with the right profile: Mach of around 0.6-0.65 and altitude of 20-25k ft. Obviously the value stated in wikipedia corresponds to the aircraft being flown in maximum endurance conditions, it doesn't mean that no matter what you do, you'll have 2:15 hours of flight time with that payload. In general, we appreciate the feedback of our customers and it has been crucial for the development of the module (both bug fixing and feature addition) over the past year but I think this thread is not serving that purpose anymore. At this point, it has taken away many hours of module development in testing claims and checking documentation. You are free to continue discussing but we won't intervene anymore unless evidence from reliable sources (or contact info to said sources) is provided.
    11 points
  3. Shahed 136 LM 1.3.0 released! Changelog Version 1.3.0 Changed Shahed 136 launch order to start from the bottom
    8 points
  4. Bal LBASM 1.1.0 released! Changelog Version 1.1.0 Changed Kh-35U flight profile to add final pop-up maneuver
    8 points
  5. It's on the list. Thanks for the suggestions. I'll add it to the list. Have you checked with the IDF Mods guys? Since they already have made the Iron Dome and other Israeli systems, as well as compatible rocket systems. I haven't heard anything about this being a common issue. I have a subscription with Sync, it's not because they are the fastest provider, but it's the only one I've found that offer unlimited data for downloads at a reasonable price. I think ED is updating the B-1B. I don't think I will be making a B-2 in the near future. Thank you for your suggestion. By the way, here's a sneak peek. Any guesses?
    7 points
  6. Just received my Pimax Crystal with glass lens, coming from a G2 3 years, out of the box no DCS settings changed....OMG OMG, clarity and colors and FPS are amazing, the cockpit details I'm now seeing are just incredible in the AH64, F15SE and F16 so far. FYI my PC specs are up there 4090, 13th gen, 64gig, highly optimised PC to get the best out of the G2, this has translated to a very good out of the box experience with the Pimax Crystal From software installation to flying 20 mins max. Sent from my CPH2333 using Tapatalk
    6 points
  7. Hi and hallo. Sorry for beeing very quiet on this forum. For everybody interested in the developement of the VSN F-4B/C MOD: An update is approaching with some new stuff in it: - Ripple-Timer-Switch (0.06, 0.1, 0.14) - Cluster-Drop-Mode (kind of pairs in ripple) - clickable Radar and RWR-switches - clickable Warning/Shrike/Sidewinder-tone-volume rotary - Shrike targeting system - Radar-Cues: - DynamicLauncheZone-Circle - Closing-Speed-Circle - IFF-response indication Navigation: - TACAN navigation (only for fixed map-objects like airfields NOT for placeable objects) - ADF navigation - Waypoint-Navigation (12 WP) to name a few. Here are the links to the videos present:
    6 points
  8. All ED's DCS modules are deterministically hardcoded. It doesn't matter if it's detection range, NCTR range, MAV acquisition range, etc, etc. Everything is very simplified with arbitrary hard limits to them. Hopefully ED will pay some of the 3rd parties to copy their technologies, like Razbam's A-A and A-G radar modelling, or Heatblurs RWR modelling for the new F-4E, which is leaps and bounds beyond all ED modules.
    6 points
  9. The 20381 is the first modernization where they replaced the Kashtan CIWS with the Redut VLS, where later versions like the 20385 would also receive the UKSK VLS (to replace the Kh-35 launchers). Name Hull No. Project Builders Laid down Launched Commissioned Fleet Status Steregushchiy 530 2038.0 Severnaya Verf, St. Petersburg 21 December 2001 16 May 2006 28 February 2008 Baltic Active Soobrazitelnyy 531 2038.1 Severnaya Verf, St. Petersburg 20 May 2003 31 March 2010 [13] 14 October 2011[14][15] Baltic Active Boikiy 532 2038.1 Severnaya Verf, St. Petersburg 27 July 2005 15 April 2011[16] 16 May 2013[17] Baltic Active Sovershennyy 333 2038.1 Amur Shipyard, Komsomolsk-on-Amur 30 June 2006 22 May 2015 20 July 2017[18] Pacific Active Stoikiy 545 2038.1 Severnaya Verf, St. Petersburg 10 November 2006 30 May 2012[19] 18 July 2014[20] Baltic Active Gremyashchiy 2038.5 Severnaya Verf, St. Petersburg 1 February 2012[21] 30 June 2017[22] 2018 Pacific Launched Gromkiy 2038.1 Amur Shipyard, Komsomolsk-on-Amur 17 February 2012[23] 28 July 2017[24] 2018[25] Pacific Launched Provorniy 2038.5 Severnaya Verf, St. Petersburg 25 July 2013[26] 2018 2019 Pacific Under construction Retiviy 2038.1 Severnaya Verf, St. Petersburg 20 February 2015[27] 2018[28] Baltic Under construction Strogiy 2038.1 Severnaya Verf, St. Petersburg 20 February 2015[29] 2018[28] Baltic Under construction Aldar Tsydenzhapov 2038.1 Amur Shipyard, Komsomolsk-on-Amur 22 July 2015[30] 2019 Pacific Under construction Rezkiy 2038.1 Amur Shipyard, Komsomolsk-on-Amur 1 July 2016[31][32] 2020 Pacific Under construction Derzkiy 2038.6 Severnaya Verf, St. Petersburg 28 October 2016[33] 2021[34] Northern Under construction
    5 points
  10. Continued improvement of the environment, energy and industrial infrastructure. Typical russian/soviet/eastern-europe thermal power plant. Stock DCS models around.
    5 points
  11. Hi, will be reviewed. The INS is undergoing an overhaul right now but work is proceding in parallel with the BE, so you might have to wait a bit before seeing the second phase of the INS overhaul.
    4 points
  12. 4 points
  13. I'm going to vote for myself... because I can DOWNLOAD FREE: https://www.digitalcombatsimulator.com/en/files/3326679/
    3 points
  14. Haha, nope. It's a mistake on my part.
    3 points
  15. Really nice currenthill! Thank you very much.
    3 points
  16. Yeah, I never sat in a Strike Eagle. So I must accept the too high volume level from ECS because the first module iteration that comes in EARLY ACCESS should be deemed as exactly as it is in real life and missed values doesn't happen at all as the developers are pure gods... Some of us are just trying to point out things in order to iron out possible bugs. Over and over again folks points at "IRL the ECS sounds overwhelm every other sound" and "people got used to unrealistic sounds from other modules and they can't handle the real values". It is NOT the ECS mix against other sounds, is the DB levels of ECS that's way too loud on a headset. Same volume levels for all modules, no issue on hearing comfort. ECS is just too loud. Not as in: "I can't hear the aircraft like in a hollywood movie". It is: The output of ECS is too loud. <<<< I've never seen such defense on a brand new Early Access title. The module is pretty cool but is full of bugs as in the next OB patchnotes by Razbam points out. Great work on the dev side but gaslighting people trying to help make it better on the forum is bizarre.
    3 points
  17. Or remove ECM completely until it's done better. Personally I would love to see some randomness in ECM effects as well as ECM affecting AWACS/EWR and SAMs. At the moment it does nothing more but deny you range information, but this can be easily worked around using DL or GCI.
    3 points
  18. First post updated. While the larger industrial facility is still being prepared, an Eastern European conventional power plant has been added. 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
    3 points
  19. They should do what is more appropriate to the version depicted. What's the matter if we get a strobe/order version? Worst care scenario, we have to learn the associated PRF noise returns
    3 points
  20. Call me crazy but for the Moment I would be satisfied if the Phantom would be the released without EVERY Capability........just to start practicing. Sure.....It should be possible to use Startup Procedures and fly from A to B.....but thats all for me....for the Moment.
    3 points
  21. 3 points
  22. Ahhh... I think I know why. I converted the file name over to a zip from a rar... works fine using WinRAR, but WinRAR was also the program used to package it all together... I'll fix it. EDIT: Should be fixed now! If one of you would give it a try and let me know!
    3 points
  23. Of course the Tomcat belongs on modern servers. The modern era for DCS goes up to about 2005, the Tomcat was still flying and fighting in 2005. The A was still flying in 2004. You have fox-3s, datalink, a pod (the same one as in the F-15E), and the whole family of LGBs. The only other "modern weapons" that you don't have are JDAMs (which the Tomcat did use, but not our version). The Tomcat belongs in any Gen-4 server that includes other Gen-4 aircraft such as: Eagles, Vipers, Hornets, Harriers, Warthogs, and Mirage 2000's...whether the time period is set in the late 70's, 80's, 90's, or early to mid 2000's. The F-14 was in operational use from the mid 70's to the mid 2000's, therefor, servers set during those time periods should have Tomcats.
    3 points
  24. Anti-shipping strike mission was assigned to EF-18 hornets in Spain. There is no mention to added anti-shipping capabilities to the Cyrano IVM in the official magazine (Revista de aeronautica y Astronautica) during the upgrade to F1M version. About the radar, it only mention 2 modifications. Due to the digitalisation of the aircraft using Bus MIL-1553B, the signal was digitalised to be able to change the old monochrome screen for a new multi-function display. Also to enable CCIP and CCRP modes new air to ground radar range modes were added to the Cyrano IVM. These ranging modes were not available in CE/EE versions.
    3 points
  25. I think I'm finished. If we get Native Roughmets, this will be my submission.
    3 points
  26. Ahoi everyone! (^o^)/ Ever since the update that added the VSR to the F-16 and F-18, it has created this problem. Since, at the time. I noticed that it had already been reported, I just assumed that it is still being worked on. But recently I noticed that this effect is way worse on some aircraft over others, and just wanted to report that. I don't have a list off all the aircrafts that this effect is worse than others and I tested all of this with bots not with players. The video ahead is some off the tests I did, and the results are: F-15E and F-18: Have a lot of problems with this F-14B: Still has them but seems like it is a little better or that flying foward may help although I wasn't even able to lock the F-15E when he was doing this. F-16, Su-33, Su-25T: Seem fine, however they still have a slight chance to slide off target and that was captured on video with the Su-25T. Dead F-15E: For some reason killing a plane makes it easier to lock on to and it gets to the same point as the F-16, Su-33, Su-25T. Now it's the proper time to use the guns! This is all that I wanted to share and hopefully it can help. Thank you for your time, And have a nice day! \(^o^)
    2 points
  27. Видос про Гроулер.
    2 points
  28. I just wanted to thank you for your amazing Mod. Your Mods are very detailed and you have brought so much life to DCS World. Keep up the good work, Timex 3
    2 points
  29. Saw the B-52 depart but left before it returned. Harrier made an interesting landing in the wind and rain
    2 points
  30. A little correction. Stereguschiy class are of projects 20380 (base version), 20382 (export version), 20385 and 20386 (improved versions) Also, how about Project 11356 Burevetsnik (Krivak V class) corvettes? It would be an appropriate asset for Caucasus Map
    2 points
  31. Thanks! Much appreciated! Great, enjoy! If I find a suitable model.
    2 points
  32. It s defenitely amazing! How about new russian frigates 11356?
    2 points
  33. If you're talking about the resolution of the black moving map issue, ED devs fixed it, not me. There was an issue with transparency. Emptiness used to look black instead of transparent, preventing us to see other layers hidden underneath the black image.
    2 points
  34. Please check your sources. I believe you mean "Starfield". That being said, although I'm very interested in the title itself, I'm not interested in vendor-specific variants. That sounds too much like a marketing ploy, designed to profit some partner, to the detriment of customers. Building a vendor dependency like this into your own title opens you up to problems. I learned that the hard way when I purchased a 3Dfx versions for Descent 2 and Shadow Warrior. Please let's not make a repeat of that. The works of the community are an important piece in todays on-line ecology. Note that community work is distinct from a publisher's work. I also recommend being a bit more careful how to phrase the above, not stating as fact what is clearly an aspiration. Methinks a "Modders have voiced their intend to add DLSS to the game after release" would be a better statement. There are incredibly gifted people in the community. If they have the time and resources to do as they intend is another matter altogether. I believe OP meant Starfield by Bethesda, not the 2020 title Star Fall by Snowforge. But your main point is acute, I think. The individual requirements for a primarily earthbound FPS are markedly different to a primarily aerial combat sim. In addition, I think that DLSS and similar technologies should only be implemented after they are vendor-abstracted before they are brought into a title, and from what I read into the roadmap that you kindly linked to this is currently planned. What we don't need is a re-hash of nVidea's "Hair Works" (shudder). DLSS and FSR are currently promoted to sell their vendor's GPUs, not games. Unless ED receives lots of incentive (meaning: funding from either vendor) I think they have little impetus to hitch their fate to either company. No matter what, I think it's going to be an interesting development. As a VR user, I'm very much interested in these technologies as they contain a good promise to get rid of the "shimmies" that can break immersion and strain my poor old eyes.
    2 points
  35. It's free, just click on download. https://www.baltic-dragon.net/copy-of-a-10-tew-3-0-1
    2 points
  36. I think Razbam did an epic job so far.....this thing is a pure delight to fly....its got the legs and the power....I just don't like that Tpod and am calmly waiting for the sniper pod.....and some weapons that have some decent range. But yes....Its really been worth the wait.....Its early access so there are bound to be some issues.....but thats fine with me.
    2 points
  37. Hi@all, after long deliberations I am the proud 'owner' of the F-15E module since yesterday. I think RB did a decent job. The manual sets standards. And the additionally included Be Afraid of the Dark Part 1 was a great surprise (I haven't been able to read it yet, just 'scanned' it). I am very positively surprised by the module itself. Especially that RB paid attention to the little things (e.g. if you turn on the radar then you hear it, the 'shaking' of the cockpit when the turbine starts,...). Yesterday I only had about 2 hours to look at the module. And I was really happy that I managed the startup & my 1st landing. But I can say that the module will keep me busy for a very long time. The entries in the forum show that things are not yet running smoothly. And it was also clear, as with any early access.
    2 points
  38. Hi Art-j I have made a new b-17glods.json file to achieve any combination of reflection from Brushed to Mirror and anything inbetween. This will also Automatically be applied to and Enhance the Default B-17 Skin as well as Pre-made Custom Skins with NO Texture Editing required. This will work with My "Flak Eater" skin from 2017. Regards Keith
    2 points
  39. No this is not how it is IRL, there is something wrong with how the pod is going into and out of track modes and designations. IRL its not this janky at all.
    2 points
  40. Unless you have a truly terrible joystick, I guess you just need practice..
    2 points
  41. In Wags' DCS: AH-64D Roadmap, he mentioned, that Improved Flight Model and Stability and Control Augmentation System (SCAS) Improvements has already been delivered. Does that mean that we will not see any flight model improvements for the Apache any more?
    2 points
  42. Because one wasn't made or copied. I had made the OvGME compatible one before and it was linked directly to my dropbox Turn this off in OvGME, copy over the files to the respective folder in OvGME\Mods (begin sure to put it where the files go not just in the base. When you see the sound files, you're at the right level) then turn it back on and you'll be good to go with the new version.
    2 points
  43. I know this won't sound right, but you have to lower the collective and fly out. I got this tip from a 64 pilot and it works like a charm if you're high enough above the ground. It's saved my ass many times
    2 points
  44. I prefer to keep it as is.
    2 points
  45. What would you think about this modification:
    2 points
  46. Battery? What battery? This thread illustrate a classic example of extrapolating off of random, out of context bits of irrelavent online flotsam, even on a simple topic like lights. On the ship at night, all external lights are turned on when ready to launch and are kept on throughout the flight until coming to a stop at the end of the arrestment. The landing light is not normally used for approach or landing at sea or ashore. The rare example of when it is used is when the weather is close to or below mins. Then LSO's will sometimes call for landing lights on, which is a somber thing to hear, because it means that you aren't likely to see the ship at minimums. It helps the LSO to see you, well before you can see the ship. Upon join up, the flight lead would go to formation lights only when the wingman got within a few wingspans during join up. The wingman left his lights on for anti collision purposes for the entire formation. The wingman's lights paint the lead well enough to fly formation. Tactically, we often turned all lights off, and just flew using moonlight if possible. Ashore in the daytime, the anticollision light was turned on before start, using external power. At night, anti collision and position lights turned on prior to start. Lights were turned off prior to shutdown. Some Air Force bases required landing lights on as part of their course rules, both to help the tower see a GIANT Navy fighter a couple miles away, or to help pilots see GIANT Navy fighters to aid in visual separation in the landing pattern. Pilots would use the taxi light to illuminate obstructions when they felt it necessary. Another technique when trying to pick out an aircraft during rendezvous was to ask for your target to "go midnight". The pilot would turn off all lights for a moment, helping the wingman to discern the correct aircraft out of a pack of blinking lights in the same area.
    2 points
  47. Depending on which seat you are in, lots different, lots similar, and the throttle has more similarities with the A-10C. You can pre program a set of pages for each MFD to be selected on master mode change (NAV/A-A/A-G), as well as cycled through via the castle switch on the stick. The F-15E equivalent of SOI is the "Take Command" function, which involves pressing in on the castle hat (it is a 4 way + center press), then flicking castle in the direction of the display you wish to take command of. When the castle switch is used in conjunction with the Throttle Coolie Hat Down command, it controls the "Snap look" direction of the NAV FLIR imagery in the HUD. It also has an effect on the caution messages (not sure exactly what) when used while pressing the master caution light. The stick also has a three way Auto ACQ switch (forward/aft/down). When TGP is SOI, it is used to cycle through FOV, return to cue point, or change tracking modes. For the A-G radar and TSD, it controls the patch map window size and rejects back to real beam map mode (TSD returns to present position map if you are in a offset map mode). For A-A radar it has the same auto acquisition modes as the Hornet (Super search, Vertical scan, boresight, long range boresight, etc), and reject back to search. For A-G weapons like the AGM-130/AGM-65, it is pressed down to enable TDC slewing, released to lock on target, and when HUD is SOI it cycles between CCIP/CCRP (aka AUTO). The throttle has the boat switch which serves for target undesignate and missile reject. A weapon select switch for A-A mode is present with selection for MRM, SRM, and Gun mode. The Coolie on the throttle is for sequence point and A-A track stepping, switching between LCOS/Gun Director in A-A gun mode, missile boresighting/gunsight stiffen and various IFF/EWWS operations. Finally, it has the laser fire button which is also used to freeze/unfreeze the radar maps, as well as cage/uncage the velocity vector in the HUD. Something else is that the radar and TGP pages have different modes you can cycle through for TDC designation control. On the radar you can select between patch map window control, target designation, position updates, sensor cue, and mark point (all unique operations). The TGP is pretty much the same, just lacking the patch map window control.
    2 points
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