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I agree. I recently read all 430 ASN reports about F-5 aircraft losses: there is not a single report mentioning the loss of wings. The most common cause of loss was collisions (with birds, with the surface, or with another aircraft), the second was engine failure. There's a few unexplained crashes, especially above water, but nothing pointed to a wing loss scenario. In comparison, 3 out of 56 ASN reports about Saab 37 Viggen losses mention ripped off wings as the direct cause of the loss. This aircraft wings structure were then redesigned, which put an end to Viggen ripped off wings incidents. All this data tells me that the F-5 was definitely not prone to wing loss. I said earlier that DCS F-5 wings breaking at 10G was to be expected (it's RL manual says not to exceed 7.5G), but since all other DCS aircraft wings don't break so easily, there's clearly a problem with this module, and it must be found. I'll see what I can do to prove our point to devs. Source: https://aviation-safety.net/wikibase/type/F5 https://aviation-safety.net/wikibase/type/SB378 points
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Based on the public information I've found the LAV-AD use the FIM-92F, which is what I've modelled. This is a great upgrade from the in-game C version. Better at targeting smaller threats and better CM resistance.7 points
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Just wanted to highlight this short video, showing off the animated ground crew that the pack added on its last updates:5 points
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5 points
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In this mission, you will be able to test your JTAC assistance skills on the Strike Eagle. I'm definitely not an expert in creating missions and what I posted is just one of my "home creations" for me, but maybe someone will like it and will also want to check their level of attacking targets with the support of JTAC. I did also the short version - preview - as a video, I hope you like it too: Regards! Link: https://www.digitalcombatsimulator.com/en/files/3332634/5 points
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4 points
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We need both. Mag3 is doing it right with ship(s) enemy AI assets both ground and air. My beef with Mag3 isn't quality or vision or even the time it takes. Just their lack off/bad communication. I'm sure what they relase will be fantastic whenever it comes. It's ED that needs to prioritise WW2 It's 6 years and counting since ED talked about B24, B25, B26, 109G and Typhoon AI assets.4 points
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On DCS, flyable aircrafts include: 2 british, 3 german, 2 american and 1 russian. In development we have at least 1 american and 1 russian. You find that not enough? I wonder how many people have all of them. What we truly need are more AI ww2 aircrafts, wish either the WW2 assets pack was expanded, or a Pacific WW2 assets produced, I would purchase it instantly (tough I can already hear the complaints from the MP users)4 points
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4 points
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Schrodinger's Corsair. Very close to relase and years away from relase at the same time.4 points
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If you bother to study the documents available in this and other threads regarding this issue, you would find that the structural testing programs that simulate the expected stresses assume quite a large number of high G excursions. For example, the F-5, it was assumed 9 G would be exceeded approximately 160 times per 4000 hours. For the F-15, 12+ G is going to be a bit less often but 9 G is common in the F-15C and F-15 and its not far from 9 G to 12 G when the adrenaline is flowing. Its going to happen a lot more than you think. As a real world fighter pilot friend said recently after breaking the wings off a DCS F-5 in a normal guns reposition “ No one would fly a fighter they are scared of “ That sums it up. If the wings cracked off during normal BFM on a regular basis, the aircraft would have been long retired instead serving for 5 plus decades4 points
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@TZeer at the moment there are two bugs related to this that have already been reported: The heading hold breakout values are not present when Attitude Hold (in any sub-mode) is enabled. The heading hold is disengaging when the Yaw axis becomes saturated. Both of these have been fixed internally but have not made it to Open Beta yet. Unfortunately I do not have any news to share on this, but the Heading Hold and Attitude Hold are still receiving refinements with their logic, which is fairly complex (and interwoven with each other) when you tack on all the other variables with the FMC. But we are aware of the issue and are trying to get these resolved as fast as possible. Thanks.3 points
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Hey Timex, a good video card will make a world of difference along with enough ram and a good cpu. I have a GTX-3080 Graphics card and about 64 Gigs of Ram with an I9. You should be able to see things clearer with a good video card. Thanks, Highmaintenance for the update. All of that sounds like work lol. Sorry my eyes can't catch everything. VR Flight it's there. At the very top of the page. ALL MY NEW AI SHIP MODS WILL BE LOCATED HERE: Admiral189 DCS World Mods Jackd i use OVGME for installing my mods because i can better manage them. I saw a ship similar to that today but didn't get the name. Is there a model of that ship online? Below is something for your entertainment. Also, if you follow me on Youtube you can see what I'm working on. 1970s Virginia Class Cruiser USS Virginia CG-38 WIP.3 points
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When can we expect to see and hear more about the upcoming BE? Will it be availabe soon (TM), or are we still a few months away?3 points
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3 points
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3 points
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Человек из Испании, если я не ошибаюсь. Общается через Гугл-переводчик. Но ярлыки уже розданы.3 points
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Mosquito will never be able to outrun almost anything because most common Axis plane, which you can meet in DCS are Bf-109 K-4 and Fw190 D-9 which has similar performance to P-51 in terms of speed. And P-51 is much faster then mosquito no doubts. In war time K-4 and D-9 were the least common planes which can be meet in air. And a lot slower or similar performance planes were extremally common on Axis side. Even pilots operating while K-4s and D-9 were in use, they still got very slim chance to meet those in air. And in Twin engine group mosquito probably could out run anything, and we need to consider numerous Mosquitos variants used during the war with very different top speeds. Other thing is why Devs made decision and model quite early Mosquito when Axis side has very late war fighters. Why not make Mosquito MK XVI with merlin 76/77 engine with +1700hp each and top speed much higher. Why not just wrap late war planes set and move to early years, this thing i will never understand, makes no sense for me. I am member of this forum for quite time, i saw a lot topics about P-51 being not as fast as pilot's statements and common knowledge. Same thing here, P-51 D was later version before there was Allison powered P-51A which was fast as devil low to med alt then was P-51B/C powered by licenced build Merlin engine by Packard V-1650-3 and later converted to -7 engines and then D version with bauble canopy and other improvements like stronger tail control surfaces and changed angle of incidence of horizontal stab to prevent porpoising effect in high speed dives. P-51 A and B/C were much faster then Axis planes and from those encounters common knowledge tells us that P-51 was much faster and it is truth. K-4 and D-9 was axis response to allied planes like P-51 and other to match their performance. And here we are in DCS for decade player in P-51D (which is actually a bit slower then older variants like B/C because bauble canopy takes couple miles from top speed ) could only meet the state of the art K-4 and D-9 the least common planes in wartime and the only planes in DCS from axis side which in some aspects surpasses P-51. And impression is complete opposite to common knolage.3 points
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I'd like to think that it wouldn't be a factor. But at the same time I'm not expecting to see an official A-4 module any time soon, because the mod is such an incredible piece of software.3 points
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I have nothing much to add, but just wanted to thank beamscanner for this absolutely INCREDIBLE read. Being able to read such well researched, high effort and detailed information on modern fighter radars for free is amazing. Despite what people think, nothing on an F15, or any fighter, is magic (although high frequency RF sure gets close in my book, give me vortex flow fields anyday). Physics still exists. If you're determined enough and dig for the available information, have the requisite time and equations, and are knowledgeable enough on the subjects required, you can do some pretty cool reverse engineering Beamscanner is a legend3 points
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Bombs aren't a valid target for most, if not all SAMs C-RAM and systems like it, on the other hand, should be fully capable3 points
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Hi, this is up to ED. We have asked for the new ammo types and they are in the process of implementing them.3 points
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ok I'll try to do that tomorrow or after tomorrow because at home it's currently midnight and I am very tired thank you very much for your help2 points
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2 points
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Its a new launcher model that has been introduced with BS3. BS2 still uses the old one where the cover disappears.2 points
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From my impression interest in WW2 aviation has waned considerably in the last 15 years and is nowhere near the level it was during the heyday of Il-2 and CFS2/3. Cold War aircraft seem to fill this niche now, especially in DCS. Maybe people are more interested in planes they know from their childhood or which their fathers and grandfathers flew or worked with.2 points
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Hello Ad, May I suggest your fab front page having the links directly to the updated items? Thank you.2 points
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I sorted this all out a while ago for my own game, I use a JSGME Mod to insert the class and liveries (including my Argentinian skin). Feel free to use this to make whatever it is you are trying to do https://www.dropbox.com/scl/fi/kjlqhvtb9sukzatlwpn5g/Rupocha.zip?rlkey=0uqjxbp1m8tirfo4yysudvnrt&dl=02 points
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The TADS Store Target is an AI Helper Command. The graphic at the end of the George chapter shows how the George AI Helper Controls change based on the interface mode. There are distinctions between these two in how they can or cannot be used that is explained in the manual. Instead of typing out paragraphs upon paragraphs in the forums, I recommend simply reading the manual for a much more thorough and clear explanation.2 points
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2 points
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No worries. not sure why this is happening either. Maybe some peeps at work can explain. Maybe I’ll need to reinstall some drivers, or maybe it’s the monitors I’m using. got another problem now: i seem to be getting a few pixel lines of the desktop seeping through on the bottom, which is a little weird. maybe if the displays had more pixels?? This would explain why there is a profile with 7 extra vertical pixels. not sure of this is the widows alignment (which snaps to certain locations), or maybe I need to stretch the image for the right mfd. Edit: fixed it: it was the windows alignment…2 points
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There is a problem with lofting Phoenix against low supersonic targets. I tried to engage SS-N-19 Shipwreck missiles. If the Phoenix lofts, it comes down too late resulting in a terminal perpendicular dive from which it has no chance to hit the target. It would need to dive earlier and flatter to hit the target head-on. The only success I had was launches under 20 NM where the Phoenix doesn't loft at all and goes straight for the target. If it lofts it is a guaranteed miss. No track because they don't play back correctly anyway, but you can check out the test scenario in the mission below. Phoenix_Shipwreck.miz2 points
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2 points
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so I assume that your dedicated server is already up and running. For the campaign to be tracked correctly, you need to install DCE (and everything that goes with it) "on" the dedicated server as if it were another DCS configuration/PC: - DCE (with the appropriate path, using DCE_Manager) - mod sanitiz (DCE_Missionscript_mod) Then you load the 2 mission files on the dedicated server, and at the end of the mission, you will see the DCE DOS window appear to take the result into account.null2 points
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Executive Summary (lots of words here): Calm head and silk hands. You have to get ahead of the aircraft, and that means nulling your input before the plane has time to react in some cases. If you wait until the nose is where you want it's already too late... I've got a long and extensive relationship with your AAR problems. Thousands of kilometers traversed, numerous KC-135s have had catastrophic wing spar failures due to the repetitive pitch inputs by the pilot. Many long track files of a dead-on steady basket right up until I'm a plane length or two away, then suddenly aerodynamic forces, combined with cosmic rays and intervention by space aliens, set it on a wild ride. Probes centimeters from drogues yet unable to connect. It was all me. Including the bit about needing to 'gain a little bit of altitude' and suddenly wobbles happen. I tried trimming, I tried throttle (not really; you use throttle for pitch on landing). I tried using auto-pilot to keep things more steady. Every bit of that was me induced oscillation. I still fight with it, and (worse) still cross control (apply roll while trying to adjust pitch and vice versa). It took a few days of nothing but hours of AAR with no wind, zero dead zone and 20 curves to get to the point where I can say confidently I'm going to hit the basket. It might take a couple tries, it might not be pretty, but it will get done. I'm still learning; every hop I launch, tank, do a long formation flight with an AI lead, tank, then land. Or launch, tank, dump, tank, dump, tank... I'm down to 15 curves (trying to ween myself) and can still hit a tanker in a turn with a bit of wind dialed in. It's not always pretty; the cross controlling bites me still. PIO bites me still. I can go from <2000 to three bags full in one go, though, so I'm getting there. For what (little) it's worth, the KC-130 is the easiest tanker for me to hit, but I can do all four now. I do like how the KC-130 calls 'break away' just as I'm about to hit the basked, or how the Il-78 voice sound eerily familiar...2 points
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Focus of work at the moment is the clean-up of the cockpit forward windscreen structure, which is a rather tedious job of slowly disconnecting, unscrewing and removing everything, so that the components could be used again if necessary. One of the hardest things to clean up is the 1950's pressurisation sealant, which is everywhere! Every rivet, nut and bolt that penetrates the structure is coating in a thick layering of the stuff. 67 years since it was done, it has gone rock-hard and takes a great deal of effort to remove. T2 points
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Sounds like you may need to keep adjusting your curves. This looks like a classic case of PIO (don't ever chase the basket, if you miss contact on the first push, just back up and go again). Trying to use pitch trim during normal flight will generally have you fighting the FCS all day long.2 points
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I've done it, really looking forward this headset!2 points
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2 points
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2 points
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DashTrueGrit started this thread more than three years ago: "Posted April 26, 2020"2 points
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That's close to my description as well - and of so many in here, I could bet. I'm also few years from 50 and, yes, between lots of work and necessary mundane stuff, the short free time and getting old surely doesn't help the hobby. I also went through the "golden age" of flight sims and had a sabbatical of (way) over 10 years. It was DCS that got me into it again, and quite the shock on first impact. Anyway, my recommendation might go against the grain but... I'd say to start with a Flamming Cliffs 3 aircraft, as they're simplified (far less complex) than all other DCS modules, closer to those sims we used to enjoy in the 80s/90s, and serve as a "softer" introduction to DCS. They'll keep you entertained until you feel that you want something more advanced and complex (and when getting into those, Chuck's Guides are a must). Either the A-10A Warthog (slow, air-to-ground combat) or the F-15C Eagle (fast, air-to-air combat) are excelent choices as a starting point. On these two, you'll notice that neither has interactive training missions by default, but fellow community members done them, see here: CFrag's A-10A Flight School (Training Missions): N22YF's F-15C Training Missions: You'll also notice that the Flamming Cliffs 3 aircraft don't have "clickable cockpits" (no interactive cockpit) but a community member made that also work for them. If it interests you, have a look:2 points
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Up until about a year ago, the Viper wasn't really in a state of readiness... Why spend the time/effort to create something while the thing is in-flux and not yet feature complete? Once it started to come together, campaign devs started working on them. These things take time! Anyway, here are some of my missions for the Viper. Give 'em a go: Red Flag 1: https://www.digitalcombatsimulator.com/en/files/3306417/ Red Flag 2: https://www.digitalcombatsimulator.com/en/files/3309960 Have Armchair: https://www.digitalcombatsimulator.com/en/files/3313261/ Inherent Resolve: https://www.digitalcombatsimulator.com/en/files/3332539/2 points
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the recent OB update now allows coordinate data to be pulled from F10 map to be displayed as a fixed point in space text box, similar to show controls indicator, or multicrew buddy request or kneeboard... (THIS IS USEFUL) PLEASE also make the NS430 pop-up to be the same, it is not useful to have the NS430 floating directly in front of player view in VR where ever the player looks.. hoping this can fixed in near future... any word on this mister @Flappie !2 points
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The solution with the least amount of work installing and learning mods, is to use a new feature. Go to the F10 map. Find the unit, who's coordinates you want to have. Zoom in on the unit to get the highest amount of precision. <LAlt><LClick> on the unit. This will cause a pop-up to appear with the coordinates in all formats. The pop-up remains until you click the button on the pop-up, even if you <F1> <F1> Back into the cockpit and use the coordinates as required. Advantages: No outside work. Disadvantages: You can only work one point at a time, which can be very tedious. --- I cannot suggest "The Way". It seems to be somewhat buggy, and if you are willing to use a mod, there is a better solution, IMHO. --- Scratchpad is the github link. Here is the forum thread: In-Game Scratchpad Mod Available - Works Great In VR! It works perfectly, and with the latest update, can insert all kinds of points into your board computers on the click of a button. Not all aircraft are supported with the feature in insert points, but it always works to collect any number of coordinate points on the <F10> map into it's own Scratchpad file, which you can edit in-game as you wish (like using any simple text editor) or between session with any text editor on the Scratchpad files. What more could one want? Oh, did I say that it works brilliantly in VR?!2 points
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I have both but honestly, I find the F16's hotas workflow far more intuitive and fluid. The F15's hotas functions are like "let's put this here, oh wait how about over here for the pilot and over there for the WSO".2 points
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I also love the prowler. There's a promising EW script, but I had some problems with it, I couldnt find the reason. The way I do it: 1. Set up a SAM Site and name the LAUNCHERS in a way I can easily find them. 2. Create a square trigger zone on one side of the SAM site 3. Let the Prowler circle between two waypoints that lie just a bit outside of that zone. Usually I set the prowler to invisible. 4. In the trigger menu, set two continuous triggers: As long as the prowler is inside the zone, AI of all launcher units is turned off. As soon as the prowler leaves the zone, they are turned back on again. That way, there's still a possibility SAMS will get launched at the player / other AI aircraft. Also the RWR of the player will go off, because only the launchers are deactivated. As soon as the prowler turns at the end of its racetrack circle, it is not jamming and the SAM site might shoot at you.2 points
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2 points
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I usually place the pod that the hose comes out of in the top of the hud window, maybe a little right of center, and concentrate on that. Also, an easy way to get your trim right is put AP on altitude hold for a couple seconds while youre in left observation then turn it off. The jet will trim itself while in AP2 points
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