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Showing content with the highest reputation on 07/31/23 in all areas
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10 points
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What's been holding me from making for example a static M777 is all the crew animations needed. Isn't a normal crew eight guys, that's a massive amount of fiddling with animations. Making one without the crew would be very easy though, but would feel a little dry.8 points
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Thanks, HighMaintenance. That's great. Can you send me your Allure of the Seas update textures? Thanks. Regarding the Constellation missile flight, we don't have the control to make them turn but we can make them launch higher or lower when leaving the launchers. DCS Game engine controls all the missiles. As a note. We just animate and code the missiles, ships, guns, and so forth. The Game Engine does the rest. Now I can make another constellation livery. I currently have some DCS Ghost on my PC because my files keep getting corrupted for some reason and I have to start over. So I only add a few mods to DCS at the moment mainly for testing. Thank you all for your interest in the DCS AI Ship mods.7 points
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I love your work and the great mods you put out I just have a suggestion. One area in DCS that is non existent is towed howitzers. I would like to suggest something like a static M777 howitzer and something similar for the Red forces side as well. Any older cold war era howitzers would also be much appreciated. Keep up the great work!7 points
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6 points
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6 points
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"Each BLU-97/B CEB consists of a shaped charge, a scored steel casing, and a zirconium ring, for anti-armor and anti-personnel fragmentation and incendiary effects. Each CEB is designed to fragment into 300 fragments. Given the top attack angle of the weapon, the CEB can be effective against the generally light armor covering the top of an armored vehicle such as a tank." I wouldn't really class 10% damage on a direct hit to a tanks roof as effective, this is not correct as is.6 points
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...and to emphasize, this is not "correct as is". The BLU-97/B Combined Effects Munition used in the CBU-87 is designed(!) as a Anti-Tank and Anti-Personell weapon. The Combined Effects part ensures it is effective against light armor and infantry. It has a shaped charge AND fragmentation body with roughly 280gr Explosive (more than a hand grenade) and it is designed to kill a light armored tank with a direct hit and fragment and blast shrapnel into the area plus a zirconium incendiary element, effective against vehicles and infantry. There is plenty public information on the design, fuzing and components available. If the effects of the BLU-97/B as currently depicted in DCS are "correct as is" all those reports from pilots killing SAMs, vehicles, artillery pieces, infantry and small tanks with CBU-87 during Desert Storm and Allied Force, must be preposterous lies. From this article ( https://www.airandspaceforces.com/article/0791weasels/ ) citing Dan Hampton: (...)"The CBU-87B turned out to be all it was advertised to be and more. Because it has no delivery restrictions and can be tailored for use against virtually any target, it was ideal for the medium-altitude attacks we were using. In fact, “devastating” is a better word. In one attack against a SAM in northern Iraq, we saw the CBU-87 create nine secondary blasts in the target area. Post-attack reconnaissance photos confirmed the kill. The terrain surrounding the site was chewed up to the extent that it looked as if it had just been plowed. We called it the “shotgun” school of bombing."(...)6 points
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07.31.2023.36 - Corrected Several Tool Tips - Integrated DPI.X and DPI.Y Detection for Furture DPI.Aware Functions - Adjusted Sim Scan Function 2 -> Function 3 Link. - Adjusted / Simplified Log Readouts for User Profile Auto Setting.4 points
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The SA map has cool potential, I think we're all in agreement here. I don't regret it because we have so few maps only for DCS anyway this is something new, made on a different principle (phototextures mostly). Of course, you're right that it's hardly used because of these problems, also note that no one here has made any paid campaign even till now. What if dozens of AI were added here. Power point (slide show) in DCS . I have about 40-50 hours here so I think it's a fraction of what I have on other maps. Looking at the money spent and the time spent, it is certainly the least profitable map for me, but it is also some support for the author. I just want to see that he listens to the users and actually some big and very noticable optimization update is planned instead of chasing after new objects that make the map slowly unusable.4 points
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4 points
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I hate to be the partypooper but the chances of Quest 3 being that headset are rather slim According to the information out there, Meta Quest 3 utilises a single LCD, splitting its resolution to 2064 by 2208 per eye. It has [stated] identical field of view to QP. This gives a lower pixel density of 19.8 PPD on the Q3 compared to Pro's 22.6. The reason the numbers don't match up is because the single LCD wastes more pixels as it goes across the width of the entire screen as the IPD adjustment moves the lenses but not the screen[s]. Unlike, QuestPro and some other headsets have 2 screens and thus fewer "wasted" pixels DFR wont be part of the experience as the headset doesn't have eye tracking. Therefore it's likely to have a lower PPD and also more difficult to run than the QuestPro It's not possible to release something for 33% of the price and make it superior without reasonable amount of time passing in-between the two products, especially in the world of inflation that we're currently in When you launch QuestLink, it becomes obvious that PCVR is a second class citizen within Meta's vision for the VR space. It's still called Rift in the menu, and hell, they can't even be bothered to copy and paste the hand tracking code to be used inside QuestLink Menu which has remained unchanged for years. The debug tool is littered with options which no longer do anything Finally, talking about resolution as 'be all', 'end all' thing for headsets is downright wrong. Photographers and cinematographers have known this for decades - Optics are the true king, Resolution and Dynamic Range second. Look at the parallel work of Digital Cameras and see this for yourself. Take the best 'prosumer' camera on the market Sony A7R Mark 4. I can have the body of the camera with all of its innovation for $3900 kangaroos... with a G-Master 18-110mm F4 lens for 5000 of those same puppies. Even the likes of Pico 4 with their terribly dim panels and below average software stack knew this and put out the headset with good optics There is no "killer headset" out there as there is no "killer car" out there. They all try and balance feature-set, software, price and build quality. It's true that Meta is positioned the best out of all the manufacturers to create the most amount of meaningful change within the PCVR space. They are concentrating their efforts elsewhere - Here is a video by Lukas who within the DCS community is perhaps only behind to mbucchia in his knowledge of VR4 points
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4 points
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Currently a tanker will only bank to 15 degrees while performing air refueling. This makes refueling patterns unnecessarily large. The request is to add two parameters: Racetrack width (nm or km) to the racetrack orbit action. Maximum Bank Angle (15,30,45,60) parameter to the refueling action. Refueling airspeed should be a fixed IAS speed, not TAS/GAS etc. The bank angle is the maximum bank angle allowed during refuelling to attempt to stay in the pattern. Meaning, the tanker will use as much bank as it needs, smoothly - meaning, calculate the necessary bank and only vary it very little if necessary. The AI should ignore small deviations in favor of smooth flying.3 points
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https://www.youtube.com/channel/UCMmZE6BmSv-l04UVHkmXKZA/community?lb=UgkxyBrvlN14FSkM8h3rrRxmoICK41wwIrtG In case anyone missed it... FIWOS is complete!3 points
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Hey, The SRS IFF integration is on the to-do list, it should come at some point. The N/A never had L16 datalink (only Radar variants had it around 2016-2018 ish), If you want to know where your mates are you'll have to do it the old fashion way with a bullseye card. The RWR options are also on the list, but don't idealise what they'll bring you, on public servers with 10097867789900 sam stations it will either look crowded as f.u.c.k (trying to get around the new profanity filter) or you'll have so much emitters turned towards you that the filtering options will actually reduce your SA. Will still be nice to have them. Cheers, AJ3 points
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To be honest, I do regret it. It´s been over a year now, and the populated areas still are unplayable for me in VR, while outside of those areas the map really is kind of empty and boring. In that whole year, I spent maybe 5 hours flying through admittedly beautiful fjords. But other than that, I haven´t really touched it.3 points
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3 points
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3 points
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Its up to you, but honestly I would be more then happy even if there was a crew and they were just static holding some shells or something. Or even no crew where we could just put down some infantry next to the guns. Its just that in DCS we literally have zero towed howitzers and only SPGs (excluding ww2 assets pack). Either way your mods are great and keep up the great work! Edit: Another idea I just thought of: I'm not sure how difficult it is, but if you had a howitzer that could hook up to a truck or something to tow it that would be really cool3 points
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In a historically based scenario the M2000C would mostly be facing MiG21, some Su22, MiG23s etc. You'd be flying in 2 or 4 ships. And unlike both DCS AI and DCS multiplayer people. Once you've shot down 1 or 2 of the enemy formation they usually slinker away. If you judge an aircraft's air to air capability based on DCS meta. You'll get a warped view of things. Of course more missiles are generally better but only up to a point. Fox 1s with good AWAC cover and good support systems are perfectly fine with dealing with the historically enemies of the 80s up to the mid 90s. Norwegian F16s flew cap over the Balkans in 1999 with just Fox 2s.3 points
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Good Afternoon Everyone. I have released the Cruise Ship Allure of the Seas and the LNG Ships Pack. There are two versions of the Allure of the Seas Cruise Ship. One version has dimmed lighting. It can be located in the ATSs Mod Shapes folder. The Commercial Mods can be located here: Admiral189 DCS World Mods The Allure of the Seas is an Oasis-class cruise ship owned and operated by Royal Caribbean International. As of 2018, the Oasis class ships were the largest passenger vessels ever in service, and Allure is 50 millimeters longer than her sister ship Oasis of the Seas, though both were built to the same specifications. Mozah is a Q-Max LNG carrier operated by Qatargas II. The vessel was built in 2008 by Samsung Heavy Industries and is tied with her sister ships for the largest LNG carrier in the world. The vessel is part of a contract for 14 same-size ships with maximum particulars to berth at Ras Laffan terminal in Qatar. The LNG Ship below is a generic Liquid Natural Gas Ship3 points
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I would suggest getting in the habit of checking the laser code in the kneeboard, since if playing multiplayer or on missions created by others they might have changed the default code for the bombs.3 points
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3 points
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The latest update seems to be either deeply unfinished, or just plain broken. And it certainly wasn't properly tested. Previously, it was possible to tolerate occasional performance drops and avoid problematic areas by looking other way or flying high enough. Now, virtually all cities on this map (and, by extension, their adjacent aerodromes) have horrendous performance from any angle and altitude. Moreso, all these allegedly improved cities look godawful, with the non-matching "generic grass" and "generic dirt" textures slapped over the satellite imagery, and with all houses arranged into repetitive Lego blocks. Yes, I couldn't believe my eyes too, so I disabled all mods, cleared all shaders, and for first time in my life did the slow repair. It didn't help Punta Arenas, 20 fps: Rio Grande, 17 fps: Ushuaia, 25 fps: Rio Gallegos, 17 fps: Puerto Natales, 28 fps: El Calafate, 30 fps: P.S. Like many others above, I have no major performance issues with other DCS maps, and can comfortably fly heavy modules over Cairo.3 points
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RAZBAM Mig-23MLA Enviado desde mi CPH2197 mediante Tapatalk3 points
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3 points
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Download directly from Mega: https://mega.nz/file/Y6xkUAxJ#JbPhlP5gqdNr91E9nHhC3Q8lajvc0dyQ7ZMd8tFJRzA Or through the User Files with a README: https://www.digitalcombatsimulator.com/en/files/3335542/ Artwork created by Biwi | Alpha Check Designs With my new Texture Template completed I decided to start creating the Have Glass V coating/paint modification for the Viper as liveries. After a lot of changes and adjustments I have all the Block 50 USAF squadrons that are flying a jet with the Have Glass V paint completed. That would be the following: 480th Warhawks 55th Fighting Fifty Fifth 77th Gamblers 79th Tigers 179th Bulldogs default Have Glass V So 5 squadron skins, with dynamic numbers, and 1 unmarked default skin which should always be installed. Also included are Have Glass painted external fuel tanks and pylons which can be interchanged with the default textures as you like. However the main idea changed and now I also intent to make the skins function so that the Have Glass paint will reduce the RCS. So additionally I want to release a very simple mod that gives you another F-16C to choose from in the Mission Editor, with a reduced RCS and the skins. In DCS World the simulation of the RCS for most aircraft is defined by a single static value in a LUA file. The default value will be reduced by 76% which is based on multiple online sources suggesting this to be the average reduction of the RCS. The default F-16C will not be affected and keep it's original RCS. First I will be releasing the skins sometime in the next (two) weeks. I already have my eyes on more jets like some of the 77th & 79th FS with black markings and the 96-0080 from the 480th FS which I would release separately.2 points
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Honestly I'm fine with just a standard until with out artilleryman animations. Most of the static gun systems in dcs are already that way. Plus I usually place infantry in lue for my misisons. It doesn't look convincing up close but it's fine on flir from 15k AGL lol2 points
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Yes, I tested it yesterday and there is no difference, especially since this entry refers to this texture and may cause it to display incorrectly: {"kc_135_elements_illum", DIFFUSE , "kc_135_elements", false}; {"kc_135_elements_illum", SELF_ILLUMINATION , "kc_135_elements", false}; But I think I've partially solved the problem. It's not lights, it's texture. I'll test it again and let you know if it's ok.2 points
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Yeah that's true. You think that we will get data link? I'm not sure if the F15E irl has it, I'll do some research but yeah I totally agree it would be great to have it.2 points
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ED needs to retune the AI some and cutback on the responsiveness to incoming missiles.2 points
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@SkateZilla, I just wanted to say thanks for all the work you do on this, especially the bug reporting/responses you do!2 points
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I picked up a great tip some time ago : zoom out. The issue is that in 2D (and even a bit in VR), we lack the peripheral vision to gauge small movements. Zooming out (*really* out) looks awful and distorted but it will help anticipate those small movements. In VR, like in real life, look far ahead.2 points
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This Kola map seems a bit out of the way at first, but its a great setting for cold war scenarios. I think itll fit very well into DCS as well, just from the environment. Sure Syria is cool, but its nice to finally have a more forrested european map, and the central land mass will probably allow a lot more variety in campaigns, compared to mediteranean/gulf maps, where you usually fight in lanes at the edges of the sea. From the pictures, the mountains also seem quite pronounced, so low flying action might be pretty cool too. At the same time theres still a lot of sea and ports, if you like the water stuff. Its by far the map im most interested in currently.2 points
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Whether something is 'free to play' or not has no direct relevance under copyright law. The reason that creators of free mods don't get sued for copyright breaches and related intellectual property concerns more often is because it isn't generally worth the expense of doing so. If ED were to incorporate such material into their product, they'd be making themselves legally liable for any infringements. I won't go into details here, since it concerns another sim, but there have been circumstances in the past where just using the name of an aircraft and/or manufacturer without permission has resulted in a developer having to cancel product development.2 points
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We are talking about a game, not real life. A game is the antithesis of real life, for entertainment purpose. IRL, I would not be allowed inside a fighter jet even though I have a pilot's license. Do you have a complex, turbine rating? Are you a member of the armed forces? If not, it would not be realistic anyone would let you fly an armed jet. Imagine if IRL they let any yahoo with less than 2000 hours stick time into a jet loaded up with weapons. It's a game, so let us not get too carried away with realism. How many of your routine missions include going rogue, or false flag ops? IMHO, the "Firefox" strategy of stealing an enemy plane has only so many applications. And if - during mission design - you know that this may be a viable strategy, simply disable the "no-griefing" mission option. But I think that this is beside the point. Griefers do not do their stuff as a matter of role playing as spy. They do it to spoil all other people's fun. I know that you are obsessed with how everything should be realistic, but I believe that can lead to stagnation. Realism to a degree, and optional realism I believe would be the ticket to greater success. DCS can flourish if it manages to include more, and more casual play styles. That may not be as attractive to us rivet counters - but it is more inclusive and it must include less hardcore people. And if DCS can attract more people, that helps to fund development and progress. That is where I believe a major part of DCS's future will be: multiplayer, with less hardcore people than us. To make multiplayer successful, there must be many servers, with many people frequenting them. In other words: many players must enjoy the experience and they must want more, want to come back. It may not be to our liking, but more popular servers will only start to show up if their owners can find a way to refinance them. That means popularity, and it means mainstream. And popularity always also attracts those people who we wish did not exist: the childishly immature asocial jerks. So I'm not arguing for anti-grief measures out of desire for realism. A griefer is never part of "IRL"; they are not part of a carefully laid-out false flag strategy to solve a lovingly crafted multiplayer mission. They are a a lamentable by-product of our society and a sad fixture in the entertainment industry. Ignoring those little s%ç*!!! would not further DCS, because they thrive on spoiling fun. That's why, to grow, I think a modicum of optional server-side griefer suppression could go a long way. Not because it is realistic. But because it can help to preserve the game from some vandalism and allows its popularity to grow; to allow popular public servers to emerge and engage more players: a virtuous circle (I hope).2 points
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В текущей версии есть модели и контейнеры почти всего вооружения, но не все работает. Работает: aim-9X, JDAM, AGM-154A. хватают координаты по прицеливанию с радара или контейнера. Нужно снять кавычки начала и конца коммента --[[ и --]] в \DCS World OpenBeta\CoreMods\aircraft\F-15E\F-15E.lua + нужно настроить пилоны. Или возьмите готовый файл, свой сохраните. F-15E.lua2 points
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Let's acknowledge a simple fact: a griefer is a purely game-related phenomenon. In games (and DCS is a game), especially in MP, we have to deal with antisocial elements. One possibility is closing the server to members only. Many servers can't afford that. Another are measures to detect some specific game traits that identify a griefer. That's not 'gamey'. It is explicitly a gaming tool. Because DCS is a game. And to increase the entertainment we derive from a game, we from time to time have to resort to measures that embark to control other players who behave in a way that is actively aimed at spoiling other people's fun. Not doing something would be far worse - it could embolden and increase the ranks of those childish idiots. I've written a small tool (see here) that can detect friendly kills, and repeat offenders will suffer the consequences for as long as the mission is running (no matter what aircraft they slot into after they have been determined to be a griefer, their aircraft takes on an additional 200 tons of cargo). I believe that an internal method in DCS (a server option?) that automatically refuses aircraft slots to players who have committed more than a number of friendly kills could help - it's trivial to write (I know, because I wrote such a script without internal knowledge). Perhaps. But maybe other people have - I would caution against assuming that my own experience can be applied to everyone's. I don't know if it's a widespread phenomenon; I have seen it occasionally, I was asked to write an anti-griefing tool some time ago, and OP was sufficiently bothered by this to post here; I think that this may count as coincidental evidence that it is happening and could be a problem. Since griefers are immature jerks, they usually target servers with people who try to play as realistically as possible - for the simple reason that strict players tend to get more furious when their efforts are intentionally disrupted. Of course it would be best if griefers didn't exist at all. Next best thing: use an automatic bouncer, and have an inter-server blacklist of griefers. A lot can be done with little effort and with the (hopefully) continuing success and popularity of DCS, I think it can be a good addition to server owner's toolboxes if ED added some instruments to get rid of griefers.2 points
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Милая Александра, пишу тебе после первого спустя две недели отдыха, вылета. Что я могу сказать тебе? Всё у нас хорошо. Топлива - хоть залейся, причем, такое вкусное и свежее, что ещё до взлета успеваем выпить четверть бочки. Так что кормят хорошо, не беспокойся. А чтобы мы не скучали в одиночестве, командование заставляет нас взлетать с одного аэродрома. Нет, это совсем не из-за того, что все остальные разбомблены. Командующий наших ВВС, Лорд Сэндвич, недавно вернулся из-за океана, где ему рассказали пр такую штуку, как "Тим Билдинг". Это когда всех хороших парней собирают в одном месте и они там... нет, не чинят всякие непотребства в пабах, нет, - вместе развиваются духовно, помогают друг другу осваивать матчасть, учатся любить нашу монархию и прочая. А чтобы мы еще больше полюбили, взлетаем мы теперь с самого дальнего аэродрома. Виды бескрайних лугов, принадлежащих, в основном, аристократии, и огороженных нашими традиционныи заборами, над которыми мы теперь пролетаем, отправлясь на задание - что еще лучше может сплотить нас для защиты страны... Сам Сэр премьер-министр У. Черчилль что-то там про них говорил в своей речи, я помню. После контузии, из-за которой меня и отправили подлечиться, я стал плохо помнить последовательность событий в наших вылетах. Мне все время кажется, что они какие-то... одинаковые, что ли. Вот вчера, вроде бы, было три вылета. Меня поставили ведущим третьего (желтого) звена, ведомый - Боцман. Это все, что я помню со 100%-ой уверенностью. Первые два вылета не запомнились ничем, кроме как взлетом, посадкой и какой-то малоосмысленной возней на высоте с получением небольших повреждений от мессеров, которые постоянно имели превышение над нами в скорости и энергии. Причем, что интересно, несмотря на то, что мы постоянно терялись, к посадке почти все звено добиралось одновременно. Вот что значит вдохновиться английскими лугами и полями! Запомнился лишь заключительный вылет. Я так и не научился использовать в этом контексте это странное слово "крайний". Товарищи постоянно ругаются на меня, но ничего с собой поделать не могу. Один из моих приятелей, который был в командировке за Полярным Кругом, как-то рассказывал, что встречал там русских моряков и они ему чуть не сломали челюсть, когда он попытался поправить одного капитана, когда тот использовал фразу "последний раз"... Потом уже, в какой-то местной забегаловке, ему очень деликатно объяснили, что для них "крайним" бывает только Север, случай, и прости, милая... что-то еще, что я забыл. В общем, в третьем вылете мы наконец-то встретились с так долго ожидаемыми нами бомбардировщиками. К большому сожалению, они отбомбились раньше, чем мы начали их сбивать. В этом вылете я зажег три немецких бомбовоза и обстрелял еще одного. Но патроны быстро закончились и мы вынуждены были вернуться и закончить вылеты. По возвращению с грустью отметили, что наш любимый паб был разрушен во время этого налета... Но ничего. Победа все равно будет за нами! А эль у нас умеют делать в любых количествах. Обнимаю тебя, всегда твой, PM.2 points
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2 points
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I purchased the UFCP recently. I like the overall quality but the software needs an update. Because currently, it is not working properly. The device needs its software to synchronise its display with the corresponding display in the game. This software also dictates all of its button functions. So basically, once the software is activated, you don't need to map your buttons, the device will automatically function as intended when you play JF-17......in theory. The software may have been designed to search the corresponding values in the game, and that is how their buttons work without mapping them. But the issue is that the values for controls have been changed quite a few times. I am sure some of you still remember there were times we had to remap some of our keys and buttons after an update. And that's what's causing the problem. When I first received the UFCP, I didn't know this and had mapped all of its buttons. And that caused conflict between the software and my key mapping. Every time when I press a button, it will get double-tabbed. For example, when I tried to enter the coordinates 44'12"22, I will get 44'44"11 instead. After trying to correct it a few times, the conflict between the software and the key mapping will be so great that it will get what I called a "software crash" and when that happens, some buttons will lose their function. But the issue is, no matter how you restart the game or the computer, those buttons which lose their function will NOT work again. Why? Because the crashed software is still in its crashed state. Please see the picture below. Note the display is still on even after I turned off the computer. Because of this, the software inside the device is still on. So the only thing you can do to reset the software is to completely shut off the power of the computer. Turn off the power source. Only then, the UFCP will not be able to receive any power and be shut down. And after a restart, everything will be reset. Some of you may want to ask, why not just clear all key mapping and just rely on the software? As I mentioned above, the controls of JF-17 have been changed a few times and some of them no longer have their original value therefore, many of the buttons won't work. Secondly, there are some buttons on the UFCP never had any functions in real life and we as players would like to map them for our convenience. For example, the button on the right side of the number "0"; the buttons below function buttons "A/P" and "FPM". I have contacted the company "Wefly" and their representatives promised that they are going to update the software. The new software will only be used to synchronise the display and leave all buttons alone, returning the key mapping decisions to us players. But it may be a while. So currently, I can only play it without the software thus, without a synchronised display.2 points
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Hopefully quest 3 will have the lens quality of the quest pro but with reverb g2 resolution / pixel pitch, or higher plus usable passthrough / masking for using our real cockpit controls2 points
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Yes, sorry for the lack of updates. As for the “bolter” bug. This was I introduced either with the last “fix” to the edm deck height issue. Or something I did messing with the damage code. And I’ve not had to to sort it out. I do have one that works but it’s the version with the static object deck height bug. Since the last “fix” seems ti have add new bugs I think the plan is to just get working on the new model. I will update the thread soon.2 points
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FWIW, Pico 4 provides performance that is acceptable (to me, with ~medium DCS settings) with a 5800X3D and 6950XT, using Virtual Desktop as streamer, with VD's retroprojection (45 FPS), capping the resolution around 2840x2840 per eye and 85% FSR using MBucchia OpenXR toolkit. A good connection with the PC is essential, either through an USB-Ethernet adapter or with a dedicated WIFI router. As mentioned above by QCumber, getting the settings right is quite an endeavour, but to me the compromises I have to make to be "in the sim" rather than "watching the sim on the screen" are worth it. And there lies trouble: I can't go back to the flat screen but I have to live with those compromises until 4090 performance becomes (more) affordable with the next gen GPUs, hopefully.2 points
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2 points
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2 points
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Plans to update old 3D models as Mi-8, F-86, Mig-15, etc.2 points
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2 points
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2 points
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