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  1. Project 22160 Patrol Ship (Russia) version 1.0.0 released! Changelog Version 1.0.0 Release version
    16 points
  2. Hey, Kronenberg from vCarrier Air Wing 17 here. In this post I want to rant a little about the state of Supercarrier, about the changes that are coming, and give concrete suggestions on how to improve that module for us. To start off, here is a little bit about us as Carrier Air Wing 17. We have been around DCS since 2021 and nowadays we are an airwing with roughly 30 active members equally split between VF-103 flying the Tomcat and VFA-34 flying the Hornet. We try to simulate US Naval Aviation as realistically as possible in DCS and we strive to find a good balance between "milsim" while doing things that actually make sense in DCS. This means we're not super big on roleplaying and we will omit real life procedures if they do not make much sense. We often fly strike packages with 16 Aircraft and over 20 players. This means we will all load up into the mission, spawn aircraft on the carrier deck based upon our LSP (Launch Sequence Plan) and then, on event time, launch those aircraft. We simulate Cyclic Ops, meaning all event aircraft will recover together on the carrier deck after the Cycle has been completed. Another point before I start with my ranting: We understand we fill a niche in DCS, and that we are not the entire community (although there are other groups like us). I will talk about a lot of things that make sense for us and balance that with things that the rest of the community does. There are two things I'll talk about: 1. Ongoing bugs/Issues 2. Future features. So with 16 Aircraft that want to launch one after another will cause a huge amount of issues. First, we cannot even spawn 16 aircraft on the carrier at the same time reliably. While there might be enough spawn slots on the carrier, as soon as there are more than 4 aircraft spawned into the carrier we cannot reliably spawn in anymore. That means we need to re-spot the aircraft that are already spawned in. One of the bugs that we encounter a lot is when the catapults break in launch operations, or will no longer accept an aircraft. Also the JBDs can get stuck while extended. While recovering, the crew will return to the LA or catapults while other aircraft are in the system and on approach. This means if I taxi to CAT 2 to park I have to avoid the CAT1 or 2 JBD because the SC module will trigger the JBD. However, I will say: the catapults are better and have not been breaking as much since the last time I ranted (see this video). When it works we also love the catapult crew. It's a nice feature to have and it's really cool for immersion. Which is why it would be nice to be able to control all this as an option or menu item. Here you might say: "Okay guys, just spawn in start up and take off immediately - where is the big deal?" Well, that's not how carrier ops work IRL. We want to simulate proper launches and recoveries within a set amount of time (a cycle). It is our identity and seeing as it is literally how carriers have always operated IRL, we should be able to do it. We obviously realize that not all communities operate like that. But a good part of it wants to be able to simulate real life procedures. On to future features, and here is something that actually really scares us: The plane directors, specifically the new feature. They are obviously a really cool feature, but it is highly likely that they will not work for 16 planes. A lot of people bought SC thinking we can simulate realistic carrier operations. Instead we are getting “Super Carrier - The Animation”. If the Plane Directors are a feature we cannot turn off in the mission editor, or cannot control, we will not be able to use the Supercarrier module anymore. We want to be on CVN-73 not the Stennis and benefit from what works. Otherwise, our choices are to uninstall the Supercarrier in the wing or use the Forrestal and that would be awful. Here are the features we actually want in the Supercarrier. First, please give us custom spawn slots/positions (like takeoff from ground on an Airfield). This would solve a lot of issues we have with spawning in. We could put all our Tomcats at the stern of the boat, all the hornets in the Sixpack, no respotting needed. We just spawn and launch on time. Then you might say: "hey our AI routing would not work with that" - and sure that’s true, but the solution is make it an option in the Mission editor so that we can choose. We do not use any AI at all for our missions. Please give us the option to have custom spawn slots, and the people that do not want to have that, just do not tick the option in the ME. The next thing goes hand in hand with the spawn slots: give us an overall "Manual Mode" for the carrier. We have human controllers and LSOs every time we fly and we do not need the AI comms at all. It is beyond frustrating not being able to turn on the deck lights on without calling into the aircraft carrier with the AI comms. Or when the AI starts to talk after people bolter and then anyone else just gets talked over. In general the AI comms are just not useful to us, because the AI just talks on top of us. Basically, a manual mode for the SC features would be best. Custom spawn slots/positions (like takeoff from ground on an Airfield) and give us the ability to turn off the plane directors. This way groups like us can choose to work the Supercarrier on our own and without too much interference. Don’t get me wrong, we love the module, but I just want to put into perspective what is actually important. Primarily, we are just requesting features to be handled by ourselves so that we can choose to use the module in a way that makes sense for realism-focused groups. Overall we are just frustrated with some of the features that we have and that have been promised. And looking forward it does not seem like any of these issues are going to be addressed. Thanks for your work ED! TLDR - Here is what we need: Reliable Aircraft Spawn Slots: The ability to reliably spawn 16 aircraft on the carrier at the same time for realistic launches and recoveries. Custom Spawn Slots/Positions: Provide custom spawn slots/positions on the carrier deck, similar to airfield ground starts, to facilitate smoother operations without the need for respotting. Manual Mode for the Carrier: Introduce a manual mode for the Supercarrier, allowing human controllers and Landing Signal Officers (LSOs) to manage carrier operations without AI interference. Option to Turn Off Plane Directors: Allow the option to turn off the Plane Directors feature, which might not be practical for use with larger groups of aircraft, such as 16-plane operations. Fix Catapult and JBD Issues: Address bugs related to catapults breaking during launch operations and issues with the Jet Blast Deflectors (JBDs) getting stuck while extended.
    11 points
  3. Новости в последнее время ни о чем. Когда 2.9?
    6 points
  4. Correct, since you guys always guess my assets so quickly I thought I'd try to make it harder this time. Here is another one.
    5 points
  5. From what I see the official designation was Bf 109 but I've always known and referred to it as the Me 109 and will continue to do so. In German, I don't pronounce the individual letters as I hear it being said in English (i.e., not "EM-E" but "Me") and I can't do it so easily with Bf, so what would I call it - "Biff 109"? Not gonna do it, that sounds silly lmao.
    4 points
  6. Radar. I vote finishing the radar model before moving on to the F1M.
    4 points
  7. Boeing 767 mod AI only , version 0.1.1 beta , on 29/Jan/2025 updated. Download : https://www.digitalcombatsimulator.com/en/files/3342692/ All 3d and 2d works are done by me. Current contents are only civil airliner -200/-300 variants. Military Tanker KC-46 Pegasus will come after 4 - 10 months. This pack contains 30x B767-200 and 31x B767-300 liveries. Known issues --- No damage models. LOD models are not good. Wing root shape has to be retouch. Some animation bugs (main wheel bay doors opening animation etc.). Skins don't have weatherings or details. No normal map textures. Airlines' windows closing arrangement + shades down options aren't drawn. No Freighter liveries. Liveries list of B767-200 : Aer Lingus, Air Gabon, All Nippon Airways, American Airlines, Ansett Australia, Birgenair, CAAC, Continental Airlines, Delta Air Lines, Iraqi Airways, Jordan Aviation, Kam Air, MALEV, Omni Air International, SilverJet, South African Airways, TWA, USAirways, UTair, Vietnam Airlines. Aeronexus, Comlux Aruba, MidEastJet, Sheikh Mustafa Edrees, Vision Airlines, Weststar. Kazakhstan Government. Liveries list of B767-300 : Air Canada rouge, air astana, Air China, Air Europa, Air Europe SpA, All Nippon Airways, Delta Air Lines, Ethiopian Airlines, Garuda Indonesia, Israir, Japan Airlines, LTU, Martinair, neos, Omni Air International, SAS, Star Alliance - Air Canada, Thomsonfly, Turkmenistan Airlines, United Airlines, Vietnam Airlines, WestJet.
    3 points
  8. I'm curious about the Y-axis range and how is it modelled. For Su-25T in particular, but the question is probably related to other planes too. I have my stick with some curves, but both X and Y axis are set in the same way. If I pull the stick completely, I see this in the controls indicator: If I push, the stick in the cockpit stops moving, when the indicator shows: But even beyond this point, I can see not only indicator change, but also see/feel the action, all the way up to this indicator status: Looking at the outside view, the elevators clearly move in the whole range. Why does the indicator look asymmetric and should I care? Is the action realistic? Why does the stick stop mid-way while pushing? Is this in any way related to Special options like this one in F-5? Thanks for any insight into the topic. And yes, I know that 99+% of the time I don't push that much and planes probably don't like it either.
    3 points
  9. Check your throttle isn't going into the cutoff position and check for any unwanted key assignements on your joystick to any aircraft systems.
    3 points
  10. Yeees. It's in my plan preparing the livery in the pack's 1st release. The free shared OAI logo vector data is broken about its aircraft silhouette part. I have to retouch the data before pasting as the texture. Btw, promised livery list in the 1st release --- -200 = Aer Lingus 2016, ANA (Domestic), Air Gabon, Ansett Australia 1991 + 1996, Birgenair, CAAC, Delta 2002, Malev, US Airways, UTair, Vietnam Airlines 1995 -300 = Air Canada rouge, Air China, Air Europa 2010, Air Europe 2005, ANA 1988 - 2018 (D + I), Ethiopian Airlines 2011, Garuda Indonesia, Israir, Japan Airlines 2019, LTU, Martinair 2010, neos 2011, SAS 2002, Star Alliance (Air Canada), Thomsonfly 2007, Turkmenistan Airlines 2009, WestJet I cannot promise I'll finish all of them before the 1st release date, those liveries are planned --- (Pax) Aero Mexico, Air Astana, Air New Zealand, American Airlines, Atlas Air, Delta (-300), El Al, KLM, Kuwait Airways, some-of LAN / TAM / LATAM, Las Vegas Sands, LOT, North American, United, VARIG, Vietnam Airlines (-300) (Freighter) ABX, Amazon Prime, Amerijet, ATI, TMA Cargo, West Atlantic Sweden (Government or Air Force) Chile, Israel, Kazakhstan I'm wondering ... Freighter liveries of DHL / FedEx / TNT / UPS are already in DCS / CAM ; not so needed ? priority low.
    3 points
  11. Hi, From Aerges Team we are working on the bugs you sent to us. All we be not is this next patch, but yes in october Patch. About nozzle, that measure are correct. 3d modelles checked in real one. Regards
    3 points
  12. Brought to you by, The Airbus Beluga The Airbus Airbus Beluga (A330-743L) is a large transport aircraft based on the Airbus A330-200F built by Airbus to move oversized aircraft components, such as wings. The aircraft made its first flight on 19 July 2018, and received its type certification on 13 November 2019.[3] The Beluga entered service with Airbus Transport on 9 January 2020. https://www.dropbox.com/scl/fi/g4bbz513ud583swpdidr7/Airbus-Beluga-V-1.2.1.zip?rlkey=s1hn19g5qr536izo1n4szgipe&dl=0 Damage collision added. Now includes Four types of cargo including. A Helicopter, A Cargo pallet, A Tank, And a Supply pallet. All Cargo is placed inside the Bay, and can only be seen when the front is open, using arg 38. Try a landing and parking mission! Also includes a Loading crane. Animated, I hope! I also created a skin for the US Army. Not very good sadly. The Livery is a WIP! Please create more! Have FUN! Stay safe! Be Kind! A WIP! WIP screens. The cargo load outs need to be created, and/or added to the bay! And a Crane to load the same! Stay tuned! Cargo created! Crane added!
    2 points
  13. Also, give us the pure plat cam view back. I want plat cam view 24/7 on my discord.
    2 points
  14. Hear hear. This has been a painful PAY module to love. It hurts me more than my highschool girlfriend did.
    2 points
  15. Thank you for Vasily Bykov-class asset! It's very challenging AI battle when placing UA Su-25 against 22160
    2 points
  16. Math says: (Kola map + Viggen) * Me = loss_of_contact_to_real_world_because_of_continuous_playing_DCS Bye bye real world
    2 points
  17. Another update, guys - please check this teaser: Thanks to Blinxis for creating this video!
    2 points
  18. Amazing Job! Thanks a lot for this wonderfull Project 22160! We are not far from reconstituting the entire modern Russian fleet! There are already mods to add Sovremeniy (Admiral189), Udaloï and Ropucha class ships, and with your ships, we're really starting start to replenish the whole fleet! I bet your next ship will be the Grigorovich-class frigate ^^ Black sea fleet https://i.ibb.co/yB0WyPS/Black-sea-fleet.png
    2 points
  19. Thanks @Bremspropeller and @Loukuins for your work, much appreciated. Here is some small stuff I shouldn't care about (but do). This is a screenshot of the canopy emergency handle near the cockpit of the F1: And this is more or less the same handle in the Mirage 2000 by RAZBAM: The RAZBAM one is a full 3D object with glass on top of it. Also, I really cannot unsee this texture: If you don't know what I mean, the grey texture just below the spoilers, it is really low res and ugly. Please add some 3D stuff here. The Mirage F1 is a 79,99$ module, which puts it into the same category as the Heatblur F-14, RAZBAM F-15E etc., this is the high fidelity category. I think we all know that the 3D model of the F1 is not on the same level (yet), so some constructive criticism is warranted here. I love this module and would buy it a second time if I could - just to support you guys. I also really appreciate that you guys listen and communicate. Kind Regards, Booka42
    2 points
  20. Игропром научился правильному ракурсу.
    2 points
  21. What should we do with so many ships ?
    2 points
  22. I was helping with the Mig-21 … for the Hornet the folder name is "Cockpit_F-18C", for the Dora it is "Cockpit_FW190D9". I dont know how, as I’m just a simple user not a Moder … hopefully some other user can help you with that.
    2 points
  23. F-5E module is not IS the only module with that option. You might want to follow this topic https://forum.dcs.world/topic/323919-joystick-and-y-axis-asymmetry-question/ As far as I know it's still undocumented.
    2 points
  24. As long as there is a fix and it’s on the way! Can’t play the campaign b/c it won’t let me select a new livery (only one available for campaign) It’s not the lack of mirrors or moving map as I rarely use either….it’s the damned forced Russian cockpit. I don’t know the hind well enough to alway know which switch is what. so, thank you for bumping this and getting it fixed
    2 points
  25. @Mike Force Team Do you actually play this game or do you just collect modules and maps on your hard drive? Then run out of stuff to collect and then ask for more… If you actually play DCS you’ll realize there is a lot to keep you entertained here without silly extra stuff like volcanoes, meteors, wildlife or typhoons etc. Since this is a combat simulation such things don’t add much because active operations don’t usually happen in the areas affected by earthquakes and erupting volcanoes. But by all means keep entertaining us with your wacky suggestions. PS You can actually write directly on this forum page without attaching Word docx files.
    2 points
  26. @Mike Force Team “For the (or a) VietNam Vietnam Map” Fixed that for you.
    2 points
  27. 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
  28. Thanks for the extensive report, this is how texture bugs should be reported. I'll send this to the texture and 3D model team.
    2 points
  29. Hey folks, figured I'd start an "official" thread for the mod, as it came up in the other one a lot but obviously I wasn't responsible for creating it I'll do my best to update this as much as possible, although I'm not that active on the forums. With that said, here's the important stuff: Discord Link - yes, finally a working link for you Mod Download Link Mod ReadMe Link Mod Guide Link - yes, a ReadMe AND a Guide! Now you have no excuse! FAQ: 1) Will you add Door Gunners/Weapons? Short answer, no. It's not possible. Door gunners (and AI gunners) are locked behind SDK (too best of our attempts and knowledge so far). Yes, the Hercules mod has guns you can aim but they're dodgy at best. Fixed weapons on the Black Hawk also aren't happening - there is no unclassified information about the use of these systems and they also depend on other SDK-locked technologies such as FLIR. Of course if any of this changes, I'll be happy to implement some dakka. 2) Will you make this a paid module? Not unless ED change their mind - they won't let us, presumably because they or someone else is already planning one (based on quote from BN: "It's not available at this time"). If they want to work with us, they know where to find us - we'd be happy to work with them given the opportunity. 3) What about slingloading/ground crew/radios/radio navigation/multicrew? Proper solutions are locked behind SDK. As per usual with SDK locked stuff, if I can magic a workaround, then I'll fix it. But that can't be guaranteed. Some of these are already implemented with workarounds that may have bugs due to the nature of being a workaround. Until ED change something, it probably can't be fixed any more than it already is, which makes me more sad & frustrated than you, believe me. 4) When's the next release? At time of writing, 1.3 is expected to be a smaller release that focuses on bug fixes and system improvements. 5) What about a Pave Hawk/Seahawk/Jayhawk/Oceanhawk/Firehawk/Gods-knows-what-hawk? Without the ability to implement the systems that actually makes those unique (FLIR, radar, ASW systems, hoists, firefighting systems etc.) I don't really see any point. We are bringing some of the smaller changes as options to the core mod such as the Refuel Probe and later on, Tacan navigation. 6) Please can you do insert-helicopter-here mod next? Eh, probably not. I've got enough on my hands with this mod, and I'm at a point where I am limited more by ED than anything else, which rather puts me off. I'd love to create more content for DCS, I do genuinely enjoy it (having worked 20-30hrs a week for 14 months to build this...), but I can't see myself doing it again unless I have more/better tools to work with. It might sound arrogant to some, but I know what I'm capable of, and I feel very much 'boxed in' by the limitations imposed on modders. I truly want to make more awesome content for you guys to enjoy, especially after the incredible response to this mod, but it's going to have to be as part of an official third party team or in some way that gives me more access to the full SDK, where I have the access and tools to build full and well developed features.
    1 point
  30. I noticed a lot of frame spikes and stuttering with radar ON, in latest OB 2.8.6. With Radfar OFF, there is no stutters in OB 2.8.6 (like previous beta 2.8.5). MT Branch. Please ED don´t get more lower the VR performance and fix this issue, F-18 is unplayable now at specially low level flight (maybe due extra radar calculations???) Any other had the same experience? EDIT: Attached tracks with radar ON --> STUTTER and radar OFF --> No Stutter (no framespikes). Can you reproduce it please? F-18 RADAR ON - STUTTERS!!!.trk F-18 RADAR OFF - NO STUTTERS!!!.trk
    1 point
  31. Hello, in agreement with my team, we decided to start sharing our 3D creations for the game. Over the years we have created a lot of Swiss assets for the sim, we think that sharing this content can only be a plus for the community. There is already two mods out, we need to fix the apu texture in a V2 version but It remains downloadable. The second one is the U-80 hangar also known as preparation hangar or technical hangar. There is a little list of what we gonna release: Barbwire fence: Barbwire fence 50m Barbwire fence 100m Barbwire fence 150m Barbwire fence 200m Barbwire fence 250m Control Towers: LSMP Control Tower (Payerne Air Base) LSZL Control Tower (Locarno Air Base) LSGS Control Tower (Sion Air Base) LSMM Control Tower (Meiringen Air Base) LSME Control Tower (Emmen Air Base) Hangar: LSMP Hangar 3 (Payerne Air Base) LSZL Hangar 5 (Locarno Air base) LSZL Hangar 4 (Locarno Air Base) LSGS Hornet Box (Sion Air base) LSMM U-80 (Generic Air Base) LSME Hangar 6 (Emmen Air Base) Others: LSME Patrouille Suisse Monument Swiss Air Force APU Unit Axalp Control Tower Axalp Targets Swiss Air Force KAFA System (Emergency Arresting Cable) Generic Runway Emergency Stop Net Swiss Airforce mobile VW Tower Static Pilatus NCPC-7 ---------------------------------------------------------------------------------------------------------- We remain open to suggestions, as far as possible, and from Switzerland obviously :thumbup: Have fun!
    1 point
  32. That was a pain in the butt. Those pesky 21s...One realy has to hold on the head on shot. I did the mission a couple of times (first was actually the best, but I ran out of fuel because it took me some time to tangle these MIGs) and they never hit. I was a little confused what has to be happening after the Report of the SA-5 being up and Paco doing some "fancy flying" in the hold, so I deceidet to go for myself. Looks like the Triggers fired anyway, because he fell into trail and the rest of the mission came together as intended, I believe. Again I was very short on fuel, so I really would have appreciated a recovery tanker. 1 - 2000 lbs would have been enough to make it back save and sound, but since I did not had that luxury, I had to be inventive to bring the plane back. Maybe think of adding an tanker. One note: I skipped the first part of the mission. I cheatet a little and used time acceleration to get into the hold without spending half an hour, since I was running out of time. Cudos to Reflected, all the triggers worked.
    1 point
  33. People dont realize how painful rusty old fasteners can be..Especially if a cockpit is full of them.great work guys.One job at a time.
    1 point
  34. Best is to make a WWII map(s)!, and more better: DCS WWII exe install !! If you/me doint like to fly WWII, i have: -no WWII files; -no WWII probs and logs # i save space # i save loading time MBY DCS 3.0
    1 point
  35. Can also confirm. Civilian side I've never been required to request start clearance, but every Air Force base I've launched from has always been requesting start clearance from ground or clearance delivery depending on the flight plan
    1 point
  36. It really is a fantastic module. Thanks Aerges. You have a loyal customer in me. Excited for the 104.
    1 point
  37. Just a small thing that's been bugging me for a bit, maybe we can get some clarification if this is 'Correct as is' or not. When you power up the RWR in the F-16, those 3 beep tones are leftover from the ALR-67 from the Hornet. When the F-16 first launched it had all Hornet RWR sounds, is this something that was just forgotten to be removed? I don't think our ALR-56M has a startup sound, or at least I don't think it's the same as the Hornet's.
    1 point
  38. This. You did the right thing, @DonRumsey.
    1 point
  39. You initially wrote "added" not replaced. @Flappie is just making sure, you're good though!
    1 point
  40. As I said in july, I updated ALL components of my PC --> NEW 7800X3D, 64GB DDR5 6000 mhz CL30, 2xSSD 990PRO. Testing now with my new PC (only keep 4090... ), the stutters stills remains with radar AA ON (F-16 and F-18), but those stutters are not so huge. I reinstalled everything W10, DCS from scrach. Radar ON still make stutterings (I repeat, not so huge, but quite noticeable, especially above 100 fps - 2D - or in VR). Previous patches are smooth as silk with NO radar AA hit in FPS! Some bug has been introduced in the latests patches. I believe that AA radar now try to scan every building or every object in terrain, causing CPU or SSD constant access ... this is not normal. Maybe for maximum realism ED tweak radar functionality ... (somo notes in the lates changelogs speaks about some fixes for radar not detecting trought building...) BUT ED, please... you have to make some concessions in realism vs sim performance. Considering even STABLE version with these issues, not open beta. IMHO it´s not important if you can detect a plane that is behind a tree or builing, specially considering that such "feature" or "fix" will bring worse performance or sutters in the sim... thats not relevant. In addition, planes normally does not hide behing a tree or building... Please ED optimize the sim or fix this bug asap in F-16 or F-18, stuttering at low level with AA radar ON is not an option. Thnks.
    1 point
  41. But engage method is different. In K-4 you have extra forward movement on throttle probably you would need noticeable more force to enter this throttle position. In K-4 engine will go to MW50 power settings regardless MW-50 switch position, and this is very dangerous. Max throttle is 1.45ATA and 2600rpm when you push throttle pass stop gate engine will run up to 1.8 and 2800rpm which can be used only with MW50 at high alt you can use 1.8/2800 without MW50 but i can't remember exact alt. In D-9 when you engage mw50 it will bypass engine boost regulator and it will add more boost, boost gain will differ on which supercharger gear you are and your alt. In D-9 you don't get increased engine rpm, and if your mw50 switch is off you can operate throttle with full range, because increased ATA is only obtainable via mw50 switch.
    1 point
  42. Easy, only use both at the same time, and buy a finger mouse ring lime me, so when you move the hand, cursor will move and youll be able to click buttons by clicking at ypur finger mouse.I use this device, only a few bucks at aliexpress. It comes with two buttons and a scroll wheel and is inalambric. has his own rf usb dongle. Search for ring mouse and will find a lot of devices. -P.S. : you dont need nor the leap motion device , nor the fingers app, just uncheck "use mouse" in VR tab and the cursor will stuck at the center, so when you move the head here goes the cursor, only clcik the right or left ring mouse button when the cross is over the cockpit button anf thas all, also you can rotate dials with the center ring mouse's wheel (just where I have my tumb over). Usually I mount the device at my left hand, on my index finger, more usable because does not interfers with the throttle controls. If you not touch any moue button the cursor disappears, in order to make it visible again just click any mouse button and thats all. NOTE . searching at aliexpress I found a bluetooth version of the finger mouse...here you have the link. https://es.aliexpress.com/item/1005005909520469.html?spm=a2g0o.productlist.main.35.7798c376yfq9Qp&algo_pvid=262eeab5-a0e8-4736-9e12-56385cedf546&aem_p4p_detail=2023082413240447328895395100008542119&algo_exp_id=262eeab5-a0e8-4736-9e12-56385cedf546-17&pdp_npi=4%40dis!EUR!20.21!9.9!!!156.30!!%40211b600816929086436172275e54ea!12000034804891829!sea!ES!4218856019!&curPageLogUid=kurrmyH2mDmN&search_p4p_id=2023082413240447328895395100008542119_18 s.
    1 point
  43. No need to. It's already been reported and acknowledged on the first day. A fix is coming. Turn off the secondary FFB settings in the special menu, turn off the magnetic brake, and it's quite enjoyable to fly. Cheers! Sent from my MAR-LX1A using Tapatalk
    1 point
  44. This description sounds like you are trying to align the E-bracket with the velocity vector, as you would in the Hornet or Viper. The E-bracket should be aligned with the fixed T in the HUD.
    1 point
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