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Showing content with the highest reputation on 09/13/23 in all areas

  1. New training mission(s) incoming in the nearest patch for DCS F-15E:
    7 points
  2. Development screenshots from the 8th posted on the Orbx Discord, just in case anybody hasn't seen the post on the unofficial roadmap thread:
    5 points
  3. Drift rates ARE that much. Commercial aircraft do have several NM of drift after a transcontinental flight. They don't need more precision though, landing is not performed using INS. Without GPS, they use radionavigation beacons (VOR, ILS...) and ATC radar. INS is just a fully autonomous backup way of roughly knowing where on earth they are. What SloppyDog explained above is a simplified version, but he is mostly right. Drift will NOT get to a limit and stop. A more complex picture : drift is not linear but a stochastic process. It will randomly drift in continuously variable directions over time. The advertised rates are not a constant, but a confidence interval (aka n.sigma). So it says that after one hour, there is a good chance (95% if this is 2sigma) that your drift is lower than 0.8NM. It can be zero if you are very lucky, or more if you are very unlucky. Even more complex picture : the drift rate variance is not even constant over time, it follows a 84min oscillation. It's about zero after ground alignment, then increases to twice the advertised value after 42min, and back to nearly zero after 84min and this cycle starts again. On average over 84min it's the advertised value. A perfect velocity update resets this cycle. The 84min is related to earth gravity and radius. Now yes excessive drift rates have been reported, there is likely a bug. It will be addressed at some point
    4 points
  4. Both Google Authenticator and Duo Mobile *can* work offline; Google Authenticator gives you the option to sign in for backups etc, but you don't need to; as I understand it, Google's primary motivation here is simply reducing spam and account takeovers - it reduces their other costs, the app is not directly an income source. Duo Mobile supports the standard authentication offline, but the same app also supports enterprise 2FA services (which is where they get their money) If there are any of the big tech companies you do trust, almost all of their apps will work with this - Microsoft, Salesforce, etc; again, their primary motivation for giving away these apps for free is usually to reduce account takeovers, which are a cost for them. FreeOTP is probably one of the more common 100%-offline apps - and its' rated low on the apple store because it's entirely offline: no way to transfer to a new phone, need to re-setup everything or use recovery codes etc. "Entirely offline" means "easy to get locked out of your accounts".
    3 points
  5. You need an app that understands the specific form of QR code; there are many options. The app will show a 6 digit number when you open the app, which you type into ED login. ED are using an open industry standard, which is widely recognized by security experts as much better than email or SMS. It's a slightly outdated standard (webauthn would be good), but it's still a big step up over email/SMS. If you want a long boring read, https://nvlpubs.nist.gov/nistpubs/SpecialPublications/NIST.SP.800-63b.pdf explicitly states that email 'SHALL NOT' be considered 2FA.
    3 points
  6. It might happen. If I find suitable models. I've been looking into it. Definitely possible. Hm, strange. I checked all missiles, and they definitely have their collision models. I will look into this more. Very possible if I find a suitable model. That's one expensive low poly model. In general I try to make all my assets playable. The exception is where a certain weapon cannot be playable because of more advanced guidance systems, like missiles not IR guided. Another main exception is mobile infantry, where the soldier will lose balance and fall over when player controlled. This should be solvable in the future. So your example with the Javelin isn't player controllable because it's mobile infantry. Hopefully I will get this (and other mobile soldiers) fixed soon. Thanks! Not a priority, but you never know. I've been looking for a suitable model for some time. They are automatic, completely controlled by AI.
    3 points
  7. Another important milestone was achieved today. After several months of pumping penetrating oil into the gun-sight unit locking mechanism and praying it would free up, the team were left with no option but to cut an access hole into the forward windscreen armor shielding. The 100mm cut off wheel on the grinder made short work of the alloy armor plating, and in short order the stubborn gun-sight was pulled out of its mountings, possibly for the first time in 45+ years! The next step now is to complete the removal of the forward windscreen structure and all the cockpit electrical accessories and wiring, the hydraulic plumbing, and all other items. Once the cockpit is cleaned out and back to just a bare structure, we will give everything a rub back and prime then paint.
    3 points
  8. Here's a little update on the P-47 skins that come with my Wolfpack campaign and are also available in the user files section.
    3 points
  9. Maybe a thought would be to stop showcasing assets in videos years before they release with the caption "Soon" and maybe only a couple weeks before they drop on a pack would be nice. Just a thought. Thanks again @currenthill for all of your work. I do appreciate the time and effort going into stockpiling content and keeping things interesting and more avenues to pursue with mission creation. First class sir.
    3 points
  10. Tacview 2.0 FAQ about all the new features we can exspect. https://www.tacview.net/documentation/tacview2faq/en/
    3 points
  11. Lancaster ED603 was shot down in 1943 over the IJsselmeer Netherlands. All seven crew where killed. Four of the crew washed ashore. It is being recovered right now by a Royal Netherlands Airforce and army crew. Remains of the missing crew members have been found in the wreck. It makes your efforts a nice monument to those crews that lost their lives. Good luck with your efforts.
    3 points
  12. ND424 paint job, Partook in roughly 30 raids before being shot down near Paris on the 28th of June 1944
    3 points
  13. Just recently learned that is possible to assign OFF states of toggle switches as key bindings now! Not sure when this happened, but it makes setting toggle switches way easier. Made a short video highlighting on how to do this, and seems to work in every module I've tried so far.
    2 points
  14. The tracks for the F14 are very broken. From the very start of the track, the jet will just Taxi onto the grass....nevermind trying to watch a dogfight or a carrier landing. Yes, I know this has been mentioned in the past, and yes I know if you run a separate dedicated server and you join that, then you can use that track. However every other module I own doesn't have this problem. I understand that tracks in DCS are generally unreliable, however the tracks for the F14 specifically are another matter entirely. I scrolled through a few pages and couldn't see this in this Bugs and problems section and I really do feel like it needs to be in here. I hope there is some fix for this in the future. A quick google search shows it's a common problem for the F14 module, and one that has been ongoing for awhile. I've always loved the F14 and I finally scrounged and saved enough to buy it. I'm super bummed to see I can't watch the tracks like I do with my other modules.
    2 points
  15. Oh nice! Looks like the work is going well! Thank You!
    2 points
  16. Thanks, great countries The next Campaign will be “Operation Green Line”. The ABE finally got relieved from the Gulf after Asad was removed. On the way back to the US the ABE is diverted to Cyprus. It’s 2016 and Syria is the middle of a civil war after the Arab spring. This, however, is not the reason the ABE has been diverted. Cyprus is divided into two parts, Greek Cypriots in the west and Turkish Cypriots in the East. Both separated by a United Nations neutral zone, known as the ‘Green Line’. This has been peaceful over recent years. Over the last few months unknown insurgent actions have been taking place on both sides of the border causing increasing tension between Greece and Turkey, both NATO members. NATO has requested the ABE move in the area to monitor and make its presence known to hopefully defuse the growing situation. Ford, Matrix, Chef and Grinder are still operational on board and will need to step up to the plate in a campaign which takes them from Cyprus to Turkey, Israel, Jordan and Syria.
    2 points
  17. You were correct; it was, as GrEaSeLiTeNiN said, the need to turn that knob to 'GRND CREW', which is also why I didn't see it in bindings. Radios are generally the last thing I learn in aircraft; in large part because I get tired of ATC granting permission to take off only to deny it once I start rolling and re-grant about the time I rotate. In helos I typically take off where I am because I can. For me radios are the lest important part of the flight. MilSim? I've been in the mil without the sim part. Not a place I feel driven to revisit... One radio at my right elbow and the other on my left wrist and having to select between them with a knob? That's a bit clunky! Does explain why I wasn't able to find an equivalent to COM1 and COM2 in the bindings, though. So, yes, definitely a bug which ED fixed after a few minutes going through the manual and Chuck's guide with everyone's (hugely appreciated) help. It's just amazing how they do that!
    2 points
  18. K239 Chunmoo Main characteristics Weight: 31 tons Length: 9 meters Height: 3.3 meters Crew: 3 people Speed: 80 km/h Engine power: 450 hp The K239 Chunmoo is a South Korean multiple launch rocket system developed in 2013 to replace the obsolete K136 Kooryong in the armed forces of the Republic of Korea. It is a self-propelled multiple launch rocket system (MLRS) capable of launching several different guided or unguided artillery rockets. The K239 is capable of launching 131mm K33 rockets, but not 130mm rockets (such as K30, K37 and K38) used in the previous K136 Kooryong rocket artillery system. The K239 launcher carries two launchers that can accommodate three types of missiles: 20 131 mm K33 unguided rockets, previously used on the K136 Kooryong, with a range of up to 36 km (40 in total). 6 230 mm KM26A2 unguided rockets, based on the 227 mm M26 unguided rocket used in the M270 MLRS, also in service with the South Korean army, with a range of up to 45 km (12 in total). 6 239-mm guided missiles with either a high-explosive warhead or a cluster warhead containing hundreds of bombs, with a range of up to 80 km (12 in total). The 239 mm rockets are 3.96 m long and are controlled using GPS. The missile is designed to be equipped with two types of warheads: a high-explosive warhead designed as a bunker-killer, or a cluster warhead with hundreds of bombs for use against infantry in a wide range. Two different types of rocket pods can be charged at the same time. The missile pod can fire six 239mm rockets in 30 seconds and a total of 12 rockets in a minute. You can reload two rocket pods in seven minutes. The launch vehicle is based on an 8x8 Doosan DST K239L truck chassis, with an armored cabin that protects the 3-person crew from small arms fire and artillery shell fragments, and also provides protection against weapons of mass destruction.
    2 points
  19. Download link fixed. The mod has been uploaded to the User Files since Dropbox isn't working.
    2 points
  20. 2 points
  21. I had this exact problem also. The weird thing is, I never did find a way of fixing it, and anyway, I shelved my Crystal for a few weeks until they released the eye-tracking update the other day. Having installed the software stack for that (thanks @mbucchia ! ) not only did I get a big framerate hike from 35 - 40fps to 60-80fps, but the effect of the black edges has now disappeared. Not sure if anything else fixed it, as I also updated nvidia drivers, PimaxXR and of course the quad-views-foveated addon...
    2 points
  22. Thanks Karon, the guide in your sig is pretty amazing, ( just found it!) a LOT of information in there.....
    2 points
  23. That is true but DCS will have the C-130 coming in the not to distant future which will kick of the beginning of the Logistics Simulator portion. jaja It will be very interesting to see how popular it will become and how much it will grow with plenty of Logistics mission sets that will follow from the community and new comers attracted to this new mission type.
    2 points
  24. The manual needs a bit of a rewording on the countermeasure switch logic (the EW section of the manual doesn't appear to have been updated since S/A and AUTO modes were implemented), but currently should work as follows: In MAN mode: - FWD initiates program 5. - AFT initiates the selected numbered program. In S/A mode: - FWD provides semi-automatic consent to dispense against the direct threat. - AFT initiates the selected numbered program. In AUTO mode: - FWD provides no function, dispensing is automatic. - AFT initiates the selected numbered program. In BYPASS: - FWD dispenses 2 chaff. - AFT dispenses 2 flares.
    2 points
  25. The ironic thing is that DSC is not quite that realistic of a SIM without those non combat logistical military support aircraft that keep the combat aircraft fueled and maintained with a steady supply of spare parts.
    2 points
  26. Greetings. With the advent of new unit / soldier animations and the super carrier, this coupled with the new emphasis of rotor ops I hope to see more life pushed into the arm / disarm and refuel game of rotor ops on the ground. The AH-64, KA-50-3 and now the CH-47 there is more and more community flocking to the rotorcraft section, and everything currently on the ground is very lifeless and less animated. I am requesting that a new FARP pad be created that has several scripted animations available, equivalent to the super carrier. This way those that choose not to have this would just utilize the older exhisting FARP pad in game. On F-10 Radio call to service the pad or on helicopter touchdown and on the ground for more than 20 seconds Personnel could appear. Then after a radio option to establish ground communication, would play an animation of them walking out to the helicopter and plugging in a headset. Any calls to refuel would show someone physically walking out and spawning a single point hose connected or anything at least more service personnel walking out, as well as someone standing by the window. Perhaps a guide man for when landing clearance is obtained with wands or sticks and on the upwind side of the pad to guide you on landing ? Same with takeoff ? just use the keyboard command for the cat launch to trigger animations you are cleared off the pad and ground personnel are clear and they all walk away crouched from the rotor wind etc. Sorry if I dont know all the lingo and the actual procedures but this would be such a great added feature. Honestly anything at this point would be welcome, also cargo ops for the C-130 and CH-47 also Thanks Shrike
    2 points
  27. Have you seen these? KC-135A Generic SEA Skinpack 19th Air Refueling Wing (digitalcombatsimulator.com)
    2 points
  28. Eye tracked DFR goes a long way in getting closer to that. Mine are very high with many settings maxed out. The technology just needs to get in more and less costly headsets. Not sure when/if that might happen, it is still a huge niche within many niches really. VR seems to be a little stagnated at this time. It really needs a revitalization - and not necessarily from Meta.
    2 points
  29. Read the stuff above about Voice Attack again. It doesn't have to always be a verbal command - it can react to just one key press and send off a sequence of keystrokes. eg Press your 'gear up' key and Voice Attack sends 'release lock' then 'gear up' keystrokes. If you want only one key for both gear up and gear down, then use the 'gear toggle up/down' key instead.
    2 points
  30. Here's the thing, in cases like this story the pilot has the speeds right because he can look at those, but he did not have a stopwatch that he timed it with. Think about simply saying the words he used out loud and it's easy to see it as "The plane accelerated (large accurate speed difference) in (a surprisingly short period of time)" The performance was in reality enough to shock him, so much so that he has to make up the time as something unrealistically short just to convey how it felt to him.
    2 points
  31. DCS is something special if we talk about VR. The engine isn't made for VR and much of the new stuff ruins the performance, even so you have nearly no visual benefit in VR. VR in DCS is the way to learn how to life with less with nearly every patch. And in most cases you can't see in VR why there is such a big performance hit. I thought at first the MT build will give us VR guys much more headroom, because the CPU will do all that kind of work for AI, but that hasn't happened. If I am looking at different DCS Builds, the best for DCS was and is 2.56xxxx. How can that be if this was an ST build? I wish ED would give DCS much more "VR-Love". I believe there is a huge headroom for a big performance gain. I do really feel for all the guys who are unable to have fun with DCS in VR. I myself can't play any Sim anymore with only a flat screen. The feeling to be placed directly in a car or plane is outstanding. Only real life could be better. There is no way back for me.
    2 points
  32. COMING SOON NOTE 1. A TDOA member can only contribute if they are not already tracking an emitter with the HTS. NOTE 2. This works for both single player and multiplayer. When in multiplayer and a Slave, you will get an audio DATA alert. NOTE 3. Due to complications stemming from our other businesses, we had to adjust datalink terms. In this case, Tactical Net Datalink (TNDL). NOTE 4. As always, these videos provide a preview of an upcoming feature to assist you in understanding a new feature. Later, it is quite possible that the feature will change, and the feature functionality has changed. As much as I’d like to, I lack the time re-record these videos. Hey everyone, Wags here from Eagle Dynamics. In this DCS: F-16C Viper video, we’ll build upon the previous video about new datalink features. Namely, the ability to use participating data linked Team members more accurately and quickly pinpoint a threat radar emitter, like a SAM site. This is termed Time Difference of Arrival, or TDOA, and it is only available when each Team member is loaded with a HARM Targeting System, or HTS, pod. There must also be a minimum of three Team members in a TDOA team. We’re here over the Persian Gulf map in a four-ship, with each member assigned an HTS POD and two AGM-88 HARMS. This is a common Viper SEAD flight in which both elements support each other. Let’s first bring up the Data Link page by selecting LIST from the ICP, then Enter to select Data Link, and Dobber right twice to display the data link assignments of Team members. For a Team member to participate in the TDOA team but must have the “T” enabled next to it. This can be toggled by Dobber up and down to select the Team member and then selecting any keypad 1 to 9 keys to toggle the TDOA selection. All eight Team members can participate in a TDOA network. From the HAD page, select TM for Team members or AL for all to have all selected TDOA members to participate. If you wish to disable then, select NO. After designated an emitter by pressing Target Management Switch, or TMS, up while the cursor is over a target, you can then press TMS left for greater than one second to display TDOA on the HUD and command TDOA participant members to designate the same target with their HTS and provide multiple triangulation angles. Note that the target will need to be within the Team member’s HTS field of view. To provide optimal triangulation, the other element will attempt to approach the target from a different angle than yours. When TDOA designated, TD-M is indicating that the target has been designated and you are the Master. If in multiplayer and receiving a designation as the Slave, you get a TDOA HUD message and DATA voice message, and once you designate, you’ll see a TD-S on the HAD for Target Designated Slave. When a TDOA Team member participant is also tracking the target and contributing, it will have a segmented, white line between it and the target. You notice that the Position Quality, PGM, value will attain a high precision, 1 value much faster. To exit TDOA tracking, press TMS down. Happy weaseling!
    2 points
  33. We have a WWII team, yes. We also have very skilled people who can and will help out in different locations when required. The person who did the WWII damage model is going to be valuable to the entire team as the new DM is added to other aspects. Things can seem like they are delayed but overall priorities can conflict with individual products at times.
    2 points
  34. Ray Charles can see better than the Lantirn Pod
    2 points
  35. I had both stable and OB in my C drive. I think during installation it gives you some options to share folders? Like Max says about the logbook, I think I had both sharing inputs, liveries and all that. I can’t check it as I only have OB now to save space. I had two shortcuts, one for each and never used stable after a while so binned it. Why have both installed I thought. Fair enough if different people or servers you want to fly with require one or the other.
    1 point
  36. Our group, and our public servers have been trying to integrate DCS VoIP but the main resistance is that it is impossible to tell if someone is talking in Discord (we use to organize flights, etc) or DCS VoIP. We really need some type of voice effects capability to know where the voice is coming from.
    1 point
  37. And, As promised, The F4U! https://www.dropbox.com/scl/fi/l4il55x084sccas5eb0c7/Mod-F4U-OvGME-V2.0.zip?rlkey=w8elewknb3nkps8ew74mw489b&dl=0 And, The Bearcat! Original mod by Markindel. Conversation to flyable, Hawkeye60! https://www.dropbox.com/s/21x1o3zrwsnhypv/Mod F8F-2 Bearcat OvGME V3.0.zip?dl=0 All use the P-51 cockpit. Be sure your path is correct Have fun!
    1 point
  38. @BIGNEWY, any opportunity to pin this post so it keeps near the top? Thanks.
    1 point
  39. Later down the road, for the second CTU, you'll get JHMCS v1. Still have to add 3D model NVG with banana mount on the helmet. Will come soon.
    1 point
  40. However that VR issue has been fixed, at least in the F-15E and (perhaps) the M2000C. I see a lot of things in regards to the Harrier that are "we can't do it" while other modules from the same company can, which doesn't track.
    1 point
  41. The BFM/ACM campaigns are pretty bad at teaching anything so for that purpose I recommend you to not waste your time/money on them. They hail from another era of DCS and are rather sparse on content... It's maybe 20 voice lines all in total and the missions are literally copy paste with different enemies: (Fix the awfully unbalanced default configuration by adding a CAP-9M) Take off Fly the route to the combat zone, same thing every time Head on engagement with DCS AI. You get about 4-5 minutes of VUL time to score a kill, so you're honestly best off gunning them on a head-on pass at the earliest opportunity. Half the time they will just run into the virtual hard deck anyway which also ends the engagement Fly back a couple minutes to reset Repeat previous 2 steps Fly back home There's no training goals, no explanation, no debrief. Nothing beyond 1v1 engagements that will take you about 15 seconds to set up in the editor by yourself.
    1 point
  42. Well they don't, and I believe that you know this - problem is: sarcasm in these forums doesn't help, because many people (me definitely included) are often unable to detect it. Now, what @draconus claims is correct - to a point: because the canopy scratches are located close to your eyes (on the canopy), their parallax shift for both camera render passes is rather large, they are spatially different for both eyes - and they indeed become less pronounced in VR (your brain applies some filtering). And you are correct as well: what does not happen in VR is what a human eye can do by adjusting the focal length and therefore 'look past' (blur out) the scratches. VR renders everything with infinite focus, including the scratches, so you cannot "look past" near scratches by setting your eyes do 'far', they still are sharp, fully visible and unblurred. But the scratches are less pronounced (they tend to "shimmer", depending on which eye becomes dominant in your brain) because they are located in different positions for your eyes. The issue with overdone scratches is exacerbated if you go to shadows=1, as this beauty of image shows from the F-14, I'm still hoping that ED provide a fix for the glass shaders soon. Yeah, it's bad. Hopefully we'll have a fix at some point.
    1 point
  43. From MilTech-5 Discord From RAZBAM discord: RAZBAM Discord Mig-23
    1 point
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