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  1. Check Six Simulation DCS: PC-9/A Pilatus develop pics
    8 points
  2. 6 points
  3. The problem is doing that in VR, for most people that would be an instant vomit comet.
    5 points
  4. Latest newsletter covering this was awesome!
    4 points
  5. In the thumbnail, notice the mixed hellfire loadout on the launcher, and the climbing pilot animation.
    4 points
  6. Thats a very good question. I would also be very interested in this The goal should never be balance in multiplayer but maximum simulation depth. Until now, the 3rd party radars were much better simulated and now ED is finally catching up. That can only be seen as positive. I also hope that the progress will be carried over to other modules, but it's perfectly fine to start with the F16/18 first.
    3 points
  7. В том то и дело. И от некоторых фич уже начинает подгорать. Даже не потому что их делают (все равно их юзают единицы), а просто потому что разработчики на это тратят время. Щас ещё педали появились... Даже не знаю, плакать или радоваться... В итоге исправление багов, о которых много раз говорили, и которые портят этот один из лучших модулей, откладывается каждый раз.
    3 points
  8. The Mirage F1 and other aircraft with clickable IFF panels still do not model it - they simply added the animations to the cockpit, but whether you click those buttons or not is entirely irrelevant. IFF remains a simple check the game makes against coalitions.
    3 points
  9. Ты там на кочерге что ли? Чёт ты надоел уже со своими указаниям касательно меня. "Прояви, не мешай". Хватит. Хотелка с напедальниками абсурдная, вот и все. И пользоваться ею будут единицы, а потом перестанут вообще скорее всего. Зато реализация её отняла время, ресурс и затормозила исправление багов, которые мешают "становиться модулю лучше". Тебе и тем кто хотел пошли на встречу, хотя просто могли сделать галочку в настройках "педали с напедальниками" "педали без напедальников" и дальше решай сам, где тебе такие педали найти. Тебе уже сделали фул реал, бери друга (подругу), садитесь в один вертолет, летайте, стреляйте куда хотите, хоть в луну. А сейчас не мешай другим "делать этот модуль лучше" и "прояви уважение к остальным, твою хотелку услышали, кажется".
    3 points
  10. Уже педали, напедальники и канал направления "сделали эффективнее". Благодаря абсурдным хотелкам такого рода все дальше и дальше отодвигаются решения явных проблем, которые сейчас существуют...
    3 points
  11. I have a major up-date coming. A whole new model! With correct weapons! Stay tuned! @Ghostrider142 I will look into the sounds. I think there is a way, using the sounders files.
    3 points
  12. The first type of data to discuss is sending and receiving messages through the COM page. Select COM and then SEND from the Message (MSG) options along the bottom. We now have three options, send a text message, send current mission data, or send either Mission 1 or Mission 2 data. To send a text message, select TEXT from the top row and then you can choose to send a Mission Planning System, or MPS, preconfigured message, or a FREE text message. To send an MPS message, select the push tile next to the message you wish to send, and then select SEND. It will then send this message to all Team members within the Gunslinger, Preset 1, network over the selected radio on the EUFD, in this case the VHF. To send a free text message, select FREE and you’ll then be able to compose a message of four lines using the keyboard unit. As you might imagine, the TEXT 1 to 4 allows you to compose each line, with a maximum of 44 characters in each line. Once satisfied with your witty message, select SEND to push over the selected radio and team member network as set on the EUFD, box. If you wish to send over a different radio, use the rocker on the far left to move the box symbol to the radio that you wish to transmit over. Note that you will be listening on all the radios based on the selected frequencies. If though you send a message and a recipient aircraft’s modem does not acknowledge its reception, you’ll see an XMIT NAK and the transmitting radio message on the EUFD. This means that the transmission was not acknowledged, which may be caused by terrain blocking the line-of-sight to the recipient, or if that recipient isn’t monitoring that frequency for datalink messages. In addition to sending messages, you can also receive them. When you receive an MPS or FREE message, you’ll see a notification on the EUFD and an REC, or Receive, option will appear next to SEND within the MSG bracket on the COM page. Upon selecting REC on the COM page, the list of received messages is displayed, and you can select them to review them. Pressing COM, we will select SEND again, but this time select Current Mission. From here, we can select our entire Waypoint and Hazard file, our entire Targets and Threats file, or our entire Control Measures file, Laser Codes, Routes, or All to our Team members on the Gunslinger network over the selected radio, in this case VHF to L1, Preset 1 Gunslinger. For example, if I have numerous Targets created, I can select TGT-THRT from our SEND Current Mission page and press SEND to provide all Target points at once to each Team member within the Gunslinger network. The first report we’ll discuss is Present Position, or PP. This is the current location of our helicopter and those of our Primary members. As mentioned earlier, this is a static position that is not continually updated. For it to update, you’d need to send a new one that would replace the prior one. To send our PP, we select RPT, or Reports, select PP, and then select SEND to L1 over the VHF. If wish to request a PP from our Primary members, we select Report, select PP, and at the bottom where is says MSG for Message, toggle that from SEND to Request, or RQST. As before, then press SEND and all Primary members will send you their current PP. Before leaving Reports, one last item to note is that we can select our aircraft to automatically reply to the receipt of data by setting REPLY to AUTO, or if we want to reply to it only manually, we can set it to OFF. Last, we can also send individual Waypoints, Hazards, Control Measures, or Target-Threat points on our TSD to Primary members. To do so, enter the TSD POINT page, select XMIT, cursor select the point you wish to send, in this case a Control Measure, select which Primary members you wish to send it to, and then press SEND. You can also manually enter the index of the point using the keyboard using the POINT option at L1 instead of selecting it with the cursor. If we receive a point, we’ll see a white REC on the left side of the TSD. If we select to receive that point from within the REC list, upon which pressing displays point on our TSD. NOTE 1. As with the real-world AH-64D, the DCS version cannot exchange data with other aircraft like the F-16C, FA-18C, and A-10C. NOTE 2. From the RPT sub-page of the TSD, you can elect to set the REPLY to automatically (AUTO) send data that is requested of you from other network members, or you can set to OFF and manually reply with the requested data. NOTE 3. 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.
    3 points
  13. For those who desire a factory-like clean cockpit for the F-14. This cockpit mod is still currently a WIP but I've decided to release it early as it is mostly complete but I won't have much time available in the coming months after working on this on-and-off for nearly a year. Feel free to ask questions in the comments, on the forum post, or pinging me on the Heatblur Discord (my discord username is @dsplayer) and I'll try to answer them as quickly as possible. **IC Compliant** UserFiles Link: https://www.digitalcombatsimulator.com/en/files/3333027/ Manual install: 0. If you want to have this clean cockpit mod both for the F-14A and F-14B, be sure to make a copy of the "F14B_cockpit" folder included in the 7zip file and rename that copy "F14A_cockpit". Then continue to follow the next step. 1. Drag and drop the "Liveries" folder into your DCS Saved Games folder (make sure you do not have any other F-14 cockpit mod installed). 2. Replace all the files that you need. 3. Done! OVGME Install: Coming soon™... --Changelog-- V0.0.1 - Initial Release V0.0.2 - L FIRE and R FIRE lights + Master Caution light fix from Magic Zach. Things To Do/Things I Need To Refine since I hate their current appearance: - Finish the majority of the screws - Finish the lighting for the CAP panel buttons - Finish the knobs - Finish some normal and roughmets - Refine the switches - Refine the handles upfront - Texture hidden panels - Redo the flooring and siding - Do the circuit breakers - Clean up some of the in-cockpit lights (Fire lights, etc.) - Have a dedicated F-14A & B version included that has different labeling (ex: Nozzle Percentages, Airstart/Backup Ignition) Screenshots: Pilot: RIO:
    2 points
  14. If you are interested in the new Somnium-VR1 you can get a spot for your free reservation. No cost. https://somniumspace.com/#reserveYourSpot Read more about this Headset and what you can expect. https://somniumspace.medium.com/somnium-vr1-headset-development-update-️optics-️production-design-materials-fov-4dedf0b80101
    2 points
  15. This is now fixed internally. The fix will be part of DCS 2.9.
    2 points
  16. The problem is that there are people asking for stuff like this for real so you kinda have to take it at face value.
    2 points
  17. I think the point he is trying to make that computer games are always a compromise between playability and realism... Rather than taking his point as a suggestion...
    2 points
  18. That’s fine, if you make it an option. Please remember that while a flight sim is far easier than flying the real thing in a lot of aspects.* Sims of modern fighters by necessity also end up being a simulation of operating a computer, without a proper interface and without looking directly at the screens. I.E.: It’s a lot harder to operate and view than the real thing. *The first thing anyone making a “real as possible” flight sim should do is to severely restrict head movement at high Gs. The second is to intrude genuine fear
    2 points
  19. From Page 107 of the manual: To toggle between Automatic and Manual steerpoint sequencing, use the DCS Up/Down positions to place the DED Asterisks over AUTO/MAN data field and press the 0/M-SEL button on the ICP.
    2 points
  20. Это одно и то же. Да. В обоих случаях меняется FOV.
    2 points
  21. Вы совершенно правы)) уж больно хорош вышел... нехорошо!)))
    2 points
  22. не переживайте) работа над Петровичем (и его всеми проявлениями) - это одни специалисты, работа над аэродинамикой и системой управления - другие, работа над системами (и их багами)- третьи. Поэтому их ресурс между собой не пересекается.
    2 points
  23. Yes, in my wall of text, it probably wasn't clear. I had to write in a hurry to at least get out the good news, since I left for vacation yesterday. However, I'll answer all you guys nice mails and PM's today! Thank you so much! My FCC version has different V/force output than the FCC3, that's why I said the preset sensitivity settings of uri_bas software won't be accurate. Since I can adjust amplification and also measure force input, it was easy to set up a custom sensitivity for me. On my prototype unit I even have hardware set pitch on a different amplification than roll, but that's just me playing around. As I wrote above, initially I placed the sensors so I could get full force output at 40lbsf, but that was tendinitis inducing and I quickly scrapped it. I ran into two minor problems though, my FCC R4 rev 1.3 has rail to rail output, so pretty much 0.1-4.9V. I wasn't able to make use of the full range except with the MMJoy2 config, now I understand why. The rev 1.2 worked fine though. How do I set the Warthog mode? Second was stair stepping at quick input release. Just to be clear, there is no jittering whatsoever, the filtering works and output is silky smooth. I see stair stepping at small time differentials during force reversal. Open eg VKB joystick viewer and in quick succession go pitch up and immediately release input. After the top you will see a stair step before returning to a smooth curve. When reading raw output signals (unfiltered from the ADC) of the FCC R4 I don't see these stair steps, so my guess is the software is running into some averaging issues. And again, I am absolutely impressed with your software and these really are minor issues! Maybe, if you find the time and are interested, we can work together on looking into the issues? You can PM me if you are interested in testing one in person. Thank you so much, guys!
    2 points
  24. Thanks, added to the bug list. Priority - medium
    2 points
  25. Рекомендую проделать то, что ты хочешь от Петровича, в полётах с живым человеком. Можно будет оценить скорость принятия решения миллионами лет эволюции, а также заметить, как твой напарник реагирует на хотелки прицелиться или выстрелить в то или иное место. Потом сравнить с Петровичем. Алекс выше написал, что он и так как-бы много чего делает по кампуктарному быстро. Ну или сам сядь за оператора и попробуй навестить "вон на тот ангар видишь там за ним тунгуска выглядывает". А ангар в это время желательно чтобы был вообще вне поля зрения радуги. Ведь мы же обычно так хаотично тыкаем цели для Петровича) Мораль в том, что ты сначала говоришь сделайте труЪ как в реале иначе быть не может!, а потом просишь чисто игровые фичи. Это не очень как-бы последовательно. Поэтому у людей и подрывает от каждой новой дофига нужной хотелки. Я уже заварил чай и прям изо всех сил сижу жду, что там будет следующее для Ми-24 в хотелках. На счет VR в него в принципе видно только в центре в основном, но он даёт нормальный угол зрения и нормальные размеры/дальность до объектов. Поэтому если мне что-то не видно на земле в центре, значит в реале глазами я тоже это не смогу разглядеть скорее всего. А на зуме ты можешь посмотреть как в бинокль. Спасибо ЕД не ограничили же кратность) Поэтому это именно чит. Выходит, что в дкс как-бы две реальности, которым они жонглируют. С одной стороны зашкаливание реализма, с другой стороны попытка натягивания игровых фич на этот реализм)
    2 points
  26. My first ever refueling from the right side of the tanker !
    2 points
  27. One does not exclude the other, but yeah, some sort of screen wear could be a feature for future products. I'm not speaking for Cobra but knowing him if a cockpit option for a less worn cockpit was to be added he'd want to make it inhouse and to our quality standards, it's as simple as that.
    2 points
  28. Well, the Mossie should have an AI navigator that deals with all that stuff. He should out up gears and flaps. He should get the bomb panel in order. He should deal with the radio. As well as call out speed, altitude, range/time to next waypoint. Call out time to target. Call out ground targets and enemy aircraft.
    2 points
  29. Понятие об эффективности не должно выходить за рамки человеческих возможностей.
    2 points
  30. @eFirehawk You can look at this video to understand the effect of the dampers with an héli (dampers make the joystick stay in the last position you left it):
    2 points
  31. Russian forum. New radar technology working to F-16C and F/A-18C will exported to other modules on the future and convert on API to 3rd Parties.
    2 points
  32. This is accurate and not a bug. If there is no active sensor providing the height above target then the CDIP calculation pulls the current designation or closest steerpoint elevation and uses that. Suite 4 as implemented does not have DTED tied into its bombing calculations. Your only sources right now for height above target are SYS, wwhich isaircraft barometric or GPS corrected altitude compared to the steerpoint elevation. Or LAS which is the target pod latched to the CDIP reticle with the laser firing. The other parts of the height above target hierarchy: Air to ground radar ranging, Radar altimeter, HRM and Passive are not implemented. of those, only Radar altimeter an Air to ground radar ranging would help with CDIP bombing.
    2 points
  33. Вижу что думать, в отличии от того что бы писать, не лучшая Ваша сторона. Причём тут игровой движок, если он даже ещё не стартовал. Загрузка ЦП на 100% в простое, это признак бага в коде. Даже "не очень просвещенные не гуру" знакомы с примерно с таким кодом, который приводит к подобному поведению. int value = 0; ...... while (value==0) { Thread.Sleep(0); } код, естественно, сильно упрощенный. Вы мне напомнили героя одного анекдота: " Меня к вам прислали из знаменитой "Кантемировской дивизии",а там, как вы знаете, дураков не держат! " Подсказка для тех, у кого не совсем хорошо с логикой: Это ядро (вернее поток) с загрузкой на 100% никак не задействовано в самой игре, поскольку оно прибывает в таком "подвисшем" состоянии ещё с момента запуски GUI.
    2 points
  34. As has been mentioned above, DCS does not currently have a way to simulate IFF in a realistic way. The aircraft that can interrogate other aircraft simply look at the coalition in game and cheats. The panel you describe is a transponder which IRL would control what responses the aircraft give to radar interrogators, and as I described this is not implemented in DCS. The Viggen cannot interrogate other aircraft for IFF if that's what you're after and that's true to life. As for the anti jam filters, that knob isn't really relevant for DCS as ECM and jammers isn't modelled to a point where it's useful anyway.
    2 points
  35. Sorry, but it's not simulated. Yes, those fighters can interrogate, while the transponder panels in the different modules are not simulated. That's just how it is whether you agree or not. Cheers!
    2 points
  36. As far as I know, IFF functionality not simulated within DCS except for the most basic stuff. So there's nothing Viggen devs can do when the game itself does not support it.
    2 points
  37. Great to hear about improving radar simulation but I also like to hear the answers to the earlier questions: - RCS vs target aspect and loadout - plans for propagation of new radar simulation to other modules
    2 points
  38. People have a weird tendency to believe the devs, SMEs and confirmed pilots rather than a random internet anon.
    2 points
  39. The only intent here was to represent the aircraft modelled as realistically as possible. And no, our SMEs were not museum curators, they were all aircrew or technicians with many hours under their belt in realistic, deployed (at sea) conditions. And like I've said, they've multiple times verified the look and that they're happy with it. It's always possible to argue the different points about playability and I'm certainly not saying you're wrong. But we chose what we did because of realism, not the contrary. Granted it makes the learning curve harder until you've memorised all the controls but again, this is not willfully excluding what you're asking for, it was a matter or priority. And afaik the intent is to eventually release a cleaner cockpit but it's not a quick job. The two years I saw someone posting in another thread seem a bit taken out of thin air but it's gonna take time and reasources to make a new set of cockpit textures with a cleaner look that's up to the expected standard of the official module. Until then a mod like this is a perfect stand-in while you wait if you need it or wish for it.
    2 points
  40. I think he meant that any AI (ground) unit is red so it's free fire (although with him you might never know, he posted bunch of "bugs" that were actually his error).
    1 point
  41. 20+ year old muscle memory is INCREDIBLY impressive! im a trucker and if i go a few weeks without reversing i can feel it lol
    1 point
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