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Showing content with the highest reputation on 08/16/23 in all areas
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Warehouse control functions in DCS Update 2.8.8.43489 on 16th August 2023. We are pleased to include warehouse inventory script functions. Thank you to @Grimes for initial testing and feedback, and overall creative multiplayer and mission content creators community for driving us forward. Airbase get Warehouse example airbase:getWarehouse() local w = airbase:getWarehouse() w:addItem("A-10C",3) -- add 3 w:removeItem("A-10C",1) --remove 1 w:setItem("A-10C",10) --force to have 10 local count = w:getItemCount("A-10C") w:addLiquid(0,300) -- add 300 kg of jet fuel w:removeLiquid(0,100) -- remove 100 kg of jet fuel local amount = w:getLiquidAmount(0) -- current amount w:setLiquidAmount(0,500) local owner = w:getOwner() -- get owner object -- weapon can be managed or using string resource name , or indexed type table w:addItem("weapons.missiles.AIM_120C",3) --or w:addItem({4, 4, 7, 106},3) Warehouse get Inventory example warehouse:getInventory() Usage example: local airbase = Airbase.getByName('Wadi al Jandali') local warehouse = airbase:getWarehouse() local inventory = warehouse:getInventory() local function dump(o) if type(o) == 'table' then local s = ' {\n' for k,v in pairs(o) do if type(k) ~= 'number' then k = '"'..k..'"' end s = s .. '['..k..'] = ' .. dump(v) .. ',\n' end return s .. '} \n' else return tostring(o) end end env.info(dump(inventory)) inventory = { liquids = {}, – map of [enum_of_liquid] = numeric_current_amout in kg, weapon = {}, – map of ["string key"] = numeric_current_amout, aircraft = {}, – map of ["string key"] = numeric_current_amout, } out sample : 10:15:16:245 2023-08-07 07:15:15.225 INFO SCRIPTING (Main): { 10:15:16:245 ["liquids"] = { 10:15:16:245 [1] = 100000, 10:15:16:245 [2] = 100000, 10:15:16:245 [3] = 100000, 10:15:16:245 [0] = 100000, 10:15:16:245 } 10:15:16:245 , 10:15:16:245 ["weapon"] = { 10:15:16:245 ["weapons.nurs.SNEB_TYPE253_F1B"] = 100, 10:15:16:245 ["weapons.bombs.BDU_45LGB"] = 100, 10:15:16:245 ["weapons.missiles.AGM_65H"] = 100, 10:15:16:245 ["weapons.missiles.P_24T"] = 100, 10:15:16:245 ["weapons.missiles.AGM_154"] = 100, 10:15:16:245 ["weapons.bombs.British_GP_500LB_Bomb_Mk5"] = 100, 10:15:16:245 ["weapons.nurs.SNEB_TYPE252_F1B"] = 100, Warehouse get ResourceMap example Warehouse.getResourceMap() getResourceMap - return string to wstype mapping for weapon and objects in DCS ! note ! - wstype can be NULL for some objects (like shells or some categories of static objects ) local resource_map = Warehouse.getResourceMap() – ["string_key"] = {lev1,lve2,lev3,lev4} for k,o in pairs(resource_map) do env.info(string.format('[\"%s\"]\t\t\t= {%d,%d,%d,%d} ,',k,o[1],o[2],o[3],o[4])) end27 points
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https://www.instagram.com/reel/Cv-afrRNQuD/?igshid=MzRlODBiNWFlZA%3D%3D heablur showing off phantom and ef2000 reel14 points
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10 points
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Fancy trying a new campaign but unsure if it's right for you? The first mission of all Ground Pounder Sims campaigns are now available to try for free. You'll find all files here: https://drive.google.com/drive/folders/10-MLLMRiZwqOEW6pEWFkWLhSJBPFN7EW?usp=sharing8 points
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Introducing multicrew functionally for DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics Introducing warehouse management functions for DCS: World Scripting Engine New campaign DCS: Mi-24P The Border - Prequel by Armen Murazyan DCS World Added warehouse management functions to DCS: World Scripting Engine: airbase:getWarehouse() warehouse:getInventory() Warehouse.getResourceMap() More about them here: forum.dcs.world/topic/332300-warehouse-control-functions/ (Thank you to Grimes for initial testing and feedback and overall creative multiplayer and mission content creators community for driving us forward) WWII Assets pack. Fixed. If WWII assets pack is absent, its units show a black Encyclopedia page New feature. Added F10 Map Coordinates Picker like in Mission Editor. Call it with LALT + Left Mouse click. F10 map. Added ability to Show Airdrome data window always, regardless of the F10 view options ME. Payload panel. Added two separated icons: S-25-O and S-25-OFM ME. Cannot Enter Decimals in Frequency Window - fixed ME. The triangular target mark from task remains on map after deleting task in some case - fixed ME. GUI Error when click on the triangular marker from task Cargo Transportation - fixed MP. System bar popups on top layer over the role selection window in some cases - fixed AI aircraft. Fixed helicopters collision on taxiway after destroying one ship in group AI aircraft. Helicopter group blocks the airfield in some cases - fixed AI aircraft. Crash after damage to wingman from AI group during taxi in some cases - fixed AI aircraft. Helicopters can't land on the ship in some cases - fixed AI aircraft. AI planes do not start from ramp in some cases - fixed AI aircraft. The logic of attack maneuvering high-speed fighters of low-speed aircraft has been corrected. AI aircraft. B-1B. Collision AI with a bomb after release - fixed AI aircraft. P-51 and Bf-109 - AI fourth wingman can not maintaining climb of group - fixed Weapons. Torpedo. Will not use improper exhaust effect Weapons. Torpedo. Added torpedo splash effect Weapons. Kh-59M missile. Added radio altimeter. Missile is able to terrain follow over rolling hills Weapons. Fixed IR missiles tracking an aerial targets masked by buildings (https://forums.eagle.ru/showthread.php?t=265350) Score system. Player Score SP Missions, Not being registered - fixed Ground units. Fixed smoking infantry after damage. Ground units. Fixed crash when trying to select empty storage in the tank. Ground units. Fixed enemy units will not attack a train. Ground units. Fixed units getting stuck when attacking. Ground units. Fixed crash when assigning a task disembarking from trigger to a player. JTAC. Fixed not mentioning APKWS for 9-line activities Multicrew. Added role to request query for join DCS: AH-64D by Eagle Dynamics Replaced AH-64D Quick Start Manual with AH-64D Early Access Guide Updated to current state of AH-64D early access Numerous revisions and improvements Added cpg ai target store command Added make ai cpg interface always respect the color scheme for weapons wheel Fixed: ENGINE OIL PSI and NGB OIL PSI digital indication errors Fixed: VID page in both cockpits not displaying Weapon Control status of other crewmember Fixed: Missing "ENGINE # START" and "ENG# OVERRIDE" advisories on EUFD (AH64D: WCA: eng start and override) Fixed: Freeze when shooting at the pilot - do not release cockpit if both pilots killed , cockpit will be released only after ejection of whole crew Fixed: HMD virtual symbology elements should always be fully blanked or fully displayed Fixed: APU exhaust should not have flame effect on start-up Fixed: HOCAS cursor does not move in some case if it is assigned to the axes in control settings Fixed: Laser firing should be inhibited from firing if TADS is at or beyond LIMITS Fixed: Windshield wiper keybinding now working correctly DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics Added: Multicrew functionality with corresponding changes for multicrew voice chat support and cargo support. Four crew positions available including cockpit crew plus side gunner. Improved: different Mi-8MTV2 features to support multicrew Fixed: Rear gunner can be mounted without cargo half doors Fixed: Rare crash which happened when Mi-8MTV2 was damaged Fixed: Crash that sometime happen at the time of GUV pod jettison Fixed: Side AI gunner long burst does not work DCS: Mi-24P Hind by Eagle Dynamics Improved: Petrovich AI control over altitude DCS: F-16C Viper by Eagle Dynamics Fixed: RWR new contact doesn't pulse on subsequent detections of same emission Fixed: ACM/STT track being lost again under specific circumstances Fixed: DAM alignment inconsistent between AG/NAV modes - fixed alignment status calculation, now it shouldn't depend on acft mode Fixed: WCMD SMS page indicates no wind when it's set in ME added loading wind information to SMS and CNTL pages for WCMD type of bombs fixed "-" for wind direction fixed wrongly upper status visibility if CNTL page selected DCS: F/A-18C by Eagle Dynamics Fixed: STT from VS range scale bugs Fixed: ACM/STT track being lost again under specific circumstances Fixed: HACQ is limited to 5nm if entered from GACQ Added AN/ARC-210 default FM in 136...155.9975 MHz DCS: F-5E Tiger II by Eagle Dynamics Fixed: Left AIM-9 growls with no power on station - fixed growl when station isn't selected or External Stores Selector is out of SAFE (AG is selected) DCS: A-10C II by Eagle Dynamics Added. Wheel chocks on cold start Fixed. Crash with AGM-65E missile DCS: F-15E Suite 4+ by RAZBAM Simulations Fixed: Corrected issue with weight and inertia not properly applied during ground re-arming Fixed: Crash when selecting ACMI pod as OFF Missile Update: Improvements to basic autopilot feedback control Update: Inverted RC MPD/MPCD screen selection Update: Improvements to alt hold feedback control Update: External Model and LODS Added: CRS (Course) Autopilot Steer mode enabled Added: TCN (TACAN) Autopilot Steer mode enabled Added: Reduction of lights displayed through NVG filters. Added: Livery Mad Duck IV Added: Ability to control LGB codes from WSO seat (3D Model). Added: laser code panel for WSO Fixed: Removed jitter for WSO external and internal pilot body animation during multi-cockpit Added: Brakes now automatically applied when gear handle up and weight off wheels to stop main wheels from spinning into wheel well Fixed: JFS light now stays on during entire engine sequence instead of only when ready for engagement Fixed: Speedbrake will now retract when hydraulic power is no longer available to it Fixed: CAS no longer uses INS as source of some kinematic data to avoid issues with unrepresentative CAS behaviour without INS being aligned Fixed: TACAN will no longer automatically adjust channel when going to AA mode Fixed: TACAN now initialising into proper initial state Fixed: TACAN mode can now be modified on UFC regardless of TACAN power state Fixed: TACAN mode/channel is now properly indicated on UFC regardless of TACAN power state Updated: Reduced ECS sound based on SME input when Hear in Helmet option is enabled Updated: External ground power will now provide power to Radios, Gear Lights, Flaps Lights, and Master Mode Lights Updated: Improved yaw stability modelling to better match reference data and reduce unrealistic yaw oscillations in some cases Fixed: JFS single bottle will now recharge properly after engine start and flight and JFS LOW caution is gone Fixed: BINGO FUEL warning will no longer play immediately during Fuel BIT, it will play when the needle goes below the set BINGO value Fixed: ILS not working from a cold start Fixed: Corrected random floating point error for standby altimeter setting DCS: AV-8B N/A by RAZBAM Simulations Updated: UFC LL Input format Updated: Flood Lights position default values Added: Special Options for MPCD Video GAIN/CONTRAST default values DCS F-14 Tomcat by Heatblur Simulations Added SEAD as a task for the Mission Editor. Partially fixed pilot not being killable. (WIP: killing a player spawned as RIO will kill the pilot instead, both SP and MP.) Prepared Op. Reforger Mission 5 for pending F-14 AI TALD fix by ED. Fixed certain shader params in the F-14B cockpit causing very dark panels. DCS: JF-17 by Deka Ironwork Simulations Fixed: HUD TDC position reset issue when moving TDC on HUD DCS: SA-342 Gazelle by Polychop Simulations Fixed HOT missiles losing track after launch on SA342L when moving outside of initial launch parameters DCS Mirage F1 by Aerges Fixed incorrect gun reticle display when "C + M or SW" mode was enabled from AG mode. Fixed short range missile audio still being heard after 'C + M or SW' mode was deselected. Fixed the initialization of the mechanical clock hours hand when the aircraft start time is greater than 12:00 PM. (This fix didn’t make it to the previous update). Increased ILS glidepath sensitivity in the artificial horizon indicator. Fixed bug in which the rudder trim usually started deflected to the left (sometimes to the right) when in a hot ground start. Fixed fuselage Belouga bomb drag not being taken into account. DCS: C-101 Aviojet by AvioDev Fixed the initialization of the mechanical clock hours hand when the aircraft start time is greater than 12:00 PM. (This fix didn’t make it to the previous update). Fixed clock hands animation: minutes and chronometer minutes hands were mixed up with each other. (This fix didn’t make it to the previous update). DCS: Yak-52 by Eagle Dynamics Oil cooling improved DCS: Black Shark 3 by Eagle Dynamics PVI-800 confusion about ME fixpoints 3 and 4 - fixed 3D. Fixed the texture with the Vikhr launcher markings. Campaigns Combined Arms: Frontlines Georgia Campaign by ED Mission 02. Updated with drawing objects and labels. Improved tracking of damaged, destroyed and retreating enemy aircraft. Added pop-up image with Mission tips. Fixed VO and text for some coordinate call outs. Fixed some VO and text that was no longer activating properly. Added triggers for retreating Helicopters. Known issue: Some AI Helicopters could have a chance of landing damaged and will not properly de-spawn or be destroyed DCS: UH-1H The Huey Last Show Campaign by SorelRo Mission 3: It looks like about 80% of the time the Huey gets hit the radios are shut. So the player get left in the dark. I managed to find a way around it. DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations All missions – SAM-site not active if another site destroyed in the same mission - Enemy Air Defense Level calculation logic fixed F-15C Aggressors BFM Campaign by Maple Flag Missions Updated planner with range boundaries and updated range diagrams and kneeboard pages. Added aircraft threat profiles to briefings. Minor trigger tweaks to improve game play. Added gun calls. Updated practice missions to use both rookie and ace ai settings. Adjusted AI taxi voice over times. Updated tanker advanced waypoint settings. F-5E Aggressors Air Combat Maneuver Campaign by Maple Flag Missions Updated planner with range boundaries and updated range diagrams and kneeboard pages. Added aircraft threat profiles to briefings. Minor trigger tweaks to improve game play. Added gun and missile calls. Updated practice missions to use both rookie and ace ai settings. Adjusted AI taxi voice over times. Added rookie and random campaigns. F/A-18C Aggressors BFM Campaign by Maple Flag Missions Updated planner with range boundaries and updated range diagrams and kneeboard pages. Minor trigger tweaks to improve game play. Added gun calls. Updated practice missions to use both rookie and ace ai settings. Adjusted AI taxi voice over times. Updated tanker advanced waypoint settings. P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations P-51 Skin updates Spitfire IX The Big Show Campaign by Reflected Simulations P-51 Skin updates DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations P-51 Skin updates Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations P-51 Skin updates DCS: P-47D Wolfpack Campaign от Reflected Simulations P-51 Skin updates DCS: F-14A Zone 5 Campaign by Reflected Simulations Engagement end logic improved DCS: F-14 Speed & Angels Campaign by Reflected Simulations Skin updates DCS: Mosquito FB VI - V for Victory Campaign by Reflected Simulations Safety triggers added to a few missions7 points
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7 points
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Thanks so much Admiral - love your work Especially the Amphibious assets and the smaller vessels - adds to the immersion of combined amphibious assault missions, and great asset for the South Atlantic map. I did a very quick hack for different camo schemes for myself of the LCVP Mk5 & LCU Mk10, also for the LCVP Mk5's mounted on the HMS Albion (all non historical ) Includes Original Brown, alternate Brown, Green & Grey schemes. Have shared for those how might want (hope you don't mind, Admiral?) Drop into the main DCS Liveries folder or can add to the specific mods Liveries folders (E.G. .../HMS Albion_Support Craft/ Liveries/ HMS_Albion L14/ ...) Need to add the Liveries folder for the support craft & add in. Liveries.zip7 points
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Thanks ED, definitely a big directional change to support the foundations of the core things people love to use out there. ALready written a persistent warehouse system from this: https://github.com/thebgpikester/SWS SImple Warehouse Saving.6 points
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Type 23 is the shipyard getting a make-over. I wasn't happy with the outcome. At the moment I'm finishing up the Soveremenny Class Destroyer.6 points
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5 points
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This, "Update: External Model and LODS" Should have been this in the change log: - Fixed: Missing inside Avionics Door when Opened and Damaged. - Fixed: Missing smoothing of Avionics Door. - Improved: Small polygon topology on "Top Fuselage" Area Just so you guys know.5 points
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With latest OB patch, the viewAngle seems to reset everytime the game is restarted. RAlt+num0 to save the position works temporarily, but the saved view angle is gone upon restarting the game. head position isnt affected, only view angle for the default view. tested with F-16, F-15E and F/A-18 tested with disabling all mods, still happens SnapViews.lua has the saved values however the game doesnt center on the viewAngle when centering view [13] = {--default view viewAngle = 109.316222,--FOV hAngle = 0.000000, vAngle = -11.868116, x_trans = 0.078730, y_trans = 0.088201, z_trans = 0.000000, rollAngle = 0.000000, cockpit_version = 0,4 points
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4 points
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4 points
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Agree, but I'm also really happy that Razbam released so many fixes for the F-15E ... I'm downloading it still, will test it asap. I'm also happy with the updated Apache manual4 points
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I can't express how happy I am, that the Hip gets some love! Thank you ED! (and the other awesome additions....of course)4 points
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Well done Admiral ... been looking forward to the finished product. That's the good news The bad news is HMS Albion has just handed over her amphibious duties to HMS Bulwark and The MOD are looking for a buyer for HMS Albion, it would appear she is going to be sold off as part of yet another MOD Defence Review. The scuttlebut around here is to Chile, but thats not been confirmed yet. PS: Forgot to add - Twatting Politicians, scum of the earth.4 points
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The texture colors were sampled from the original support craft as shown below.4 points
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Thx @Flappie! We greatly appreciate your help (like always btw. ) Personally, I'm on a rather quite ok PC, with an RTX 4090, 13900K. So basically there shouldn't be any problems here. We've been reporting performance issues with this map since the very beginning and unfortunately a lot hasn't changed, and after the last patch it's unfortunately worse. The problem is buildings, but also larger areas covered with forest. These two matters should be improved in the first category (without adding new stuff here). Of course what you say makes sense. It's better to make one town and solve the perforance issue and then move on, moreover, I wrote about it here some time ago, we are ready for tests ;). We don't expect a miracle here and we don't expect it now, we can wait, but just let it happen. We want the map to perform no worse than others, no worse than Syria, Sinai or Normandy, and yet all these maps have many more objects and details. Here something is wrong maybe with the geometry of the objects, too many cones are used on the 3D objects or there is something else, I havent idea. If the map was created on the same SDK, then there shouldn't be such big differences in performance, especially that here we have really small cities and much less objects (btw. I don't mind that they are smaller, for me its very ok, I fly VR only). The map is nice otherwise and has cool potential, but we just can't use it 100% as we would like. Fingers crossed for solution for performance of SA map! Thank You.4 points
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A word of advice, when you have a crash, remove all other mods and retest before writing to CH.4 points
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https://www.digitalcombatsimulator.com/ru/shop/campaigns/mi-24p_the_border_-_prequel_campaign/ Ветка для обсуждения кампании. Русская локализация в наличии3 points
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Another 20 years old request from me that I think is worth repeating every now and then. Please add a text area to the debriefing screen. The current end mission screen we have since the Lock On era is basically just an events log with no mission oriented debriefing. There should at the very least be a text area where the player can be given the outcome of the mission he just played. From a simple "Congratulation on destroying the nuclear reactor, the world is safe now" to a small novel, whatever the mission designer wants to put in. This text area should support conditional text blocks, so that various mission outcomes can be covered. Ideally the text string for the debriefing should be editable by script during the mission, which opens almost unlimited possibilities. In the same vein, conditional pictures should be addable to the debriefing screen. A debfiefing screen must also be viewable after ending a multiplayer mission, to support mission oriented coop play. This is all pretty basic (for any game) and rather simple stuff, especially the text. 3D briefing rooms or other bling, while being nice to have, is not being asked for here. Frankly if DCS wants become a better game, this should have been implemented since Lock On.3 points
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3 points
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3 points
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Exactly, we didn't published the fix because has not been tested enough. We will publish it in September update. Inviato dal mio ASUS_I005D utilizzando Tapatalk3 points
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Its a MASSIVE addition to the game. Complete game changer to the logistics of DCS.3 points
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Confirmed fixed on patch 2.8.8.43489. Thanks, @Flappie and everyone at ED. Issue closed.3 points
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3 points
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Hi @currenthill I know we flood you with too many requests but just in case no one mentioned it before. Is there any chance of creating some cold war era radar stations and sams? Especially on the blue side. We only have Hawks and Rapiers basically. Hopefully it gets on the waiting list.3 points
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3 points
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3 points
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Was curious if there are any plans to add a working kneeboard to the new pilot model, like the F/A-18 has? Was a nice welcome addition when I began my DCS experience this quarter after burning out on iRacing3 points
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I've already gone grey, 25 years of marriage and two kids does that to a man! Les3 points
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So, in recent years there have been discussions about the FC3 aircraft modules (A-10A, F-15C, Mig-29 A/G/S, Su-25A, Su-27, Su-33, J-11A), which are also available as separate modules, and also the Su-25T module included as free content in DCS. Among other aspects, there is one particular aspect that these modules lack, instantly detaching them from all other modules (then makes them "out of place" in the sim), which is the lack of cockpit interaction, as there aren't any clickable switches or buttons. IIRC, E.D. stated that there won't be more development on FC3 aircraft modules and Su-25T, at least not in this aspect, as too many resources (too much work) would be needed. But, as it turns out, a talented community member managed to insert the relevant functions (ones that are modeled for key bindings) of each FC3 aircraft, also the free Su-25T, and made it all work interactively in each aircraft's cockpit. However, there are no button/switches animations or "click/toggle" sounds (with exception of the very few ones that ED has modeled). My "wishlist post" here is just a suggestion to E.D.: contact the author and manage a way to officially adopt his work, and build it up from there. Make the missing button/switches animations and "click/toggle" sounds work, for those that he made interactive/clickable, then update the content of these aircraft in DCS. We all know that these modules are more of a "survey simulation" (simplified) inherited from LOMAC, FC1 and FC2 aircraft predating DCS World, which instead focus more on "study simulation" (all-out complex) modules. They're at the bottom of the priorities list, and considered of less interest by experienced users, all of which is understandable. But it's also true that these simpler modules have their place in DCS - we've read many times how difficult and expensive DCS modules can be for the unexperienced newcomer. Frankly, I think these are the best introduction to DCS for the unexperienced, and really deserve this type of update. I believe this "mod adoption and build up from there" is a great chance for E.D. -as the bulk of the work is already done by this talented fella- to then provide these exhistent modules with a better user experience, for those starting in DCS with these modules, as well as those still using them. The FC3 interactive cockpits mod on the author's page: https://redk0d.gumroad.com/l/fvkodo A couple of videos demonstrating the mod: There's also a forum thread here about it: PS: Sorry if this was already addressed in some other "wishlist" thread, but I haven't noticed any on this subject.3 points
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Not sure you noticed but the mod is 100% free. When placing the donate ammount you can put 0 (that's right, ZERO), then add the mod to basket and insert your email, to finish the transaction. It's up to you to donate or not, the link for download is still sent to you regardless. (but come on, pay the author a virtual beer!)3 points
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Yes, but now it's 1 guy named Igor with a very long pointed stick.3 points
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The Type 055A destroyer is an improvement on the Type 055 destroyer, with a fully electric propulsion system. The weapon system has a total of 128 hanging units, including the front 64 and back 64, equipped with YJ-21, YJ-18, CJ-10, HHQ-26, HHQ-10, HHQ-26, and FM-3000N The radar adopts an active phased array improved 346C and a meter wave radar JY-27B anti stealth radar. Although I don't know what 055A will ultimately look like, the courage and perseverance of the Chinese people will always be engraved on the blade sea!3 points
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I think you've misunderstood what a thrust-to-weight ratio actually means. TWR is only a single metric regarding an aircraft's performance. Atmospheric conditions, temperature, wind, wing loading, lift-to-drag ratios; all play crucial parts. These are also air-breathing engines, not solid fuel boosters. Sustained vertical climbing (or even acceleration for that matter) is already a challenge.3 points
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WZ-7 drone download link: Release Chinese Air Force WZ-7 Unmanned Reconnaissance Aircraft · liwenHAO5105/DCS (github.com) The basic parameters of the WZ7 large unmanned aerial vehicle are 14.33 meters in length, 24.86 meters in wingspan, 650 kilograms in payload, a maximum speed of 750 kilometers per hour, a maximum lift of 18200 meters, and a normal takeoff weight of 7.5 tons. The power system is an AI-222-25 turbofan or turbojet 13 engine, with a maximum speed of 750 kilometers per hour, capable of flying for 10 hours at a speed of 700 kilometers per hour. It can achieve 15 hours of ultra long cruising in an economic navigation state. The wings are equipped with special“ Φ” The aerodynamic layout of the T-shaped connecting wing, also known as the special design of the overlapping wing, is world-renowned“ Φ” The aerodynamic layout of the T-shaped connecting wing has been put into engineering use for the first time, effectively improving the stiffness and strength of the wing. It has good flight controllability, stability during turns, and can prevent the occurrence of stall and spin situations. The fuselage is made of carbon fiber materials and absorbing materials, combined with low visualization coating, to reduce the possibility of enemy detection. A small wing is installed at the end of the wing to provide additional flight stability and lift. The wings are equipped with special“ Φ” The aerodynamic layout of the T-shaped connecting wing, also known as the special design of the overlapping wing, is world-renowned“ Φ” The aerodynamic layout of the T-shaped connecting wing has been put into engineering use for the first time, effectively improving the stiffness and strength of the wing. It has good flight controllability, stability during turns, and can prevent the occurrence of stall and spin situations. The fuselage is made of carbon fiber materials and absorbing materials, combined with low visualization coating, to reduce the possibility of enemy detection. A small wing is installed at the end of the wing to provide additional flight stability and lift. Its main combat mission is to rely on its long endurance and high altitude to conduct long-term reconnaissance and targeting of suspicious targets in an environment where the enemy cannot destroy itself. As part of the comprehensive combat network system, it can carry out theater level high-altitude reconnaissance missions in important areas such as the Qinghai Tibet Plateau and the South China Sea, guiding other firepower such as long-range rockets, anti-ship missiles, ground to ground missiles, and ballistic missiles to carry out precise strikes, Simultaneous damage assessment does not require repeated attacks. There are two types of reconnaissance methods available. One is inclined long-range reconnaissance, which, combined with airborne computers, can safely, flexibly, and effectively complete tactical and strategic long-range reconnaissance tasks without entering the reconnaissance area. It can achieve reconnaissance and detection of long-range, inclined, and large-scale sea and sea battlefield areas. The other is vertical aerial reconnaissance, which uses various equipment carried on board to conduct long-term and precise reconnaissance and detection of targets, with higher accuracy, However, it is easy to enter enemy air defense networks, and the combination of these two modes can maximize the effectiveness of WZ7. With its precise and diverse investigative methods, it can detect the movements of enemy aircraft carrier strike groups or expeditionary fleets on a large scale in the ocean. Ballistic missiles launched by the mainland, hidden outside the enemy's air defense network, can fully utilize the full combat effectiveness of weapons such as Dongfeng 17 and Dongfeng 21. After all, the only air to air missiles in the US aircraft carrier strike group that can threaten a 20 kilometer lift are standard series and carrier based aircraft. This type of drone also frequently swipes its screen and appears multiple times in the cruise timetable of the Taiwan Strait region. On September 15, 2022, the People's Liberation Army dispatched a total of 26 military planes and 5 warships to patrol Taiwan, of which 11 military planes arrived in the southwest airspace of Taiwan for activities. Among them, the WZ-7 drone, which made its debut in the Taiwan Strait for the first time, is already the fifth type of patrol drone model. Basically, each type of drone needs to be tested for its combat capability in the Taiwan Strait region. In addition to the Taiwan Strait region, high-altitude combat is also the main task of the unmanned aerial vehicle (UAV) 7. In December 2022, Indian media reported that satellite images showed that China's latest WZ-7 high-altitude reconnaissance drone had appeared at the Banda Airport in Changdu, which is only 150 kilometers away from the actual control line of the Indian army. This is basically the doorstep for the drone, which undoubtedly greatly strengthens the detection ability for large-scale deployment of the Indian army. At the beginning of this year, it was a good start. On January 1, 2023, the Joint Staff Supervision Department issued a notice stating that a People's Liberation Army WZ-7 drone had crossed the Miyako Strait and was flying in Japan and the surrounding waters of the Pacific Ocean. Subsequently, the WZ-7 turned around in the southern airspace of Miyako Island, crossed the Miyako Strait again, and flew back towards China. Japan took emergency takeoff to respond.3 points
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3 points
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3 points
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3 points
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А слона-то ты и не приметил. Ми-24П (Создатели те же, что и у Ми-8.) Прям аж обидно стало. Для меня, например, ценность этой модели (ну и качество изготовления), существенно превосходит совокупную ценность одновременно нескольких других моделей, в этом симе.3 points
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Good Afternoon Everyone. I have released HMS Albion L14 along with Support Craft. There's also a livery of HMS Bulwark L15 included with the download. Please PM me if you experience any major technical issues. Thank you all for your interest in the AI Ship Mods I create. Enjoy. HMS Albion is an amphibious transport dock of the Royal Navy, the first of the two-ship Albion class. Built by BAE Systems Marine in Barrow-in-Furness, Albion was launched in March 2001 by the Princess Royal. Her sister ship, Bulwark, was launched in November 2001, also from Barrow. Affiliated to the city of Chester and based in Plymouth, she is the ninth ship to carry the name Albion (after Albion, an ancient name of Great Britain), stretching back to the 74-gun 1763 warship, and last carried by an aircraft carrier decommissioned in 1973 after 19 years service. Designed as an amphibious warfare ship, Albion carries troops, normally Royal Marines, and vehicles up to the size of the Challenger 2 main battle tank. She can deploy these forces using four Landing Craft Utility (LCUs) and four Landing Craft Vehicle and Personnel (LCVPs). A flight deck supports helicopter operations.3 points
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Да, хочу выразить благодарность всем, кто долго пинал эту тему - благодаря их настойчивости нашелся хоть и минорный , но баг, который влиял на все самолеты. Хотя и заметить его почти невозможно... :).3 points
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It's like trying to create a "ST*** Workshop", have ED give you the SDK, take responsibility for it and create all the infrastructure, and on top of that it becomes a kind of W*/W** and the realism disappears......2 points
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Yeah. Should be a toggleble option. So those that want it can have it and those that don't want it. Or practicing can turn it off. Also improve the boom at the same time, both damage but also make the boom operator more proactive like in real life.2 points
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Grab yourself nvidia Profile Inspector https://github.com/Orbmu2k/nvidiaProfileInspector/releases/download/2.4.0.4/nvidiaProfileInspector.zip and choose Sparse Grid SSAA as shown highlighted in pic below, it provides superior image quality over standard Super Sampling - be sure to match the SGSSAA amount to the MSAA amount in DCS for it to work properly. null2 points
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Good luck! Outside of St. Petersburg and Moscow, I'm not sure there is a more heavily defended area of Russia proper from the Soviet era... the SAM network up there was absolute madness!2 points
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Amateur made, totally unrealistic, fictional MODs, made by a single guy in a few days, by changing some random values, without any data, any SME input, with completely fictional avionics, weapons, sensors, flight models, performance - are fun to fly once or twice. But they are absolutely not any answer to "Redford question". Flying some Su-57 "patriotic" MOD Mach3 at 80,000ft (without semi-ramjet engines and with duralumin skin...) and turning 360° all day without losing any energy or without any laws of physics like some flying sorcerer becames cheap after 1-2 flights and it is not compatible with rest of DCS in any shape or form. It's nice MODs work and me or you can make Mach 4 NGAD superfighter in a few days, changing some random numbers in F-15 file and adding some free 3d model, but it doesn't mean it should be integrated into DCS. Full fidelity MiG-17, Su-22, MiG-23, maybe MiG-29 some day, are answer to "redfor question", not some arcade 100% fictional amateur made completely unrealistic Su-something MOD.2 points
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