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Showing content with the highest reputation on 10/13/23 in all areas
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Hello Android, as mentioned after the release of the OSA Missile Boats I will be working backward to repair and or update a lot of the older mods as their weapons are out of date. It will take some time but I will do what I can. After a certain update a while back it seemed like the flags on all the ships flipped upside down. You can try flipping the flag in Paint and in some cases, it will fix it. And yes, I have the USCG Sentinel Class WPC in my inventory and will be released at some point. I really like the smaller coastal patrol boats. I will make note of your observations. I will reach out to you when i do update the USCG Vessels. Thanks. Thanks, HighMaintenanceB, I appreciate it. You know being a Navy Vet we all feel like there's nothing we can't accomplish or achieve but sometimes I think we all push ourselves a bit too far. I know my limits though and yes I really need to rest. Something I don't get enough of. Hello Pepin1234 it appears OSA Two has a Manpad launcher. I'm trying to incorporate it now but not sure it will be working on release. It will be added though. It will not be a soldier for the moment. The SS-N-2 Styx Missile is very powerful in DCS. It sunk an aircraft carrier with one hit. If they get within a couple of hundred feet of any ship. That ship will be sunk. The RIM Launchers appear to be more effective at close range than the other weapons in DCS and that includes the CIWS. The OSA CIWS works very well also. The Carrier weapons need some serious updating as they are weak at the moment. I guess that will be up to us to do it though. Thanks all for your feedback. I appreciate it.10 points
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L-39ZA Albatros: Changelog (13/10/2023): • Complete Guide Overhaul Mi-24P Hind: Changelog (13/10/2023): • Added level bombing tutorial with Petrovich AI • Added attack profile tables for both unguided bombs and cluster munitions (KMGU-2/USLP) F-16C: Changelog (19/10/2023): • Steerpoint Auto/Manual Sequencing logic updated to reflect latest implementation for Steerpoint Navigation Tutorial section and Autopilot STRG SEL Mode section • Offset Aimpoint logic updated7 points
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Honestly I don't know who in real life would calculate actual gross weight in flight, but I'm betting it was the RIO. It would be very cool if we had a way to ask Jester through the wheel menu to calculate weight or max trap fuel for us.5 points
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Honestly this is all cool but dcs players deserve a M777 and D-30 mod before anything else Also some statics to go with them would be so cool.5 points
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Only VD supports currently AV1, hope Meta will Update Oculus PC Software soon and add AV1 Support for Link and Airlink...5 points
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Dear Fighter Pilots, Partners and Friends, An interesting aspect of the DCS 2.9 update coming soon is a substantial improvement to Voice Chat, and we think you will enjoy it. We would like to extend a special thanks to our Closed Beta testers who have provided valuable feedback to help tune this great feature. DCS 2.9 will also see a dramatic improvement in the realism and detail of datalinks in the DCS: F/A-18C, DCS: F-16C Viper, DCS: A-10C II Tank Killer and DCS: AH-64D. Currently, player aircraft are limited to exchanging data within a Mission Editor aircraft group. With 2.9, each aircraft type is assigned a unique identification that is used to create a network. This allows the creation and editing of datalink networks whilst on a mission. Get ready for DCS: MAD Black Shark Campaign by Stone Sky. This upcoming campaign will include 12 narrative missions for DCS: Black Shark 3, custom liveries, and missions from Special Operations Forces close air support and combat search and rescue. Stay tuned for the release! Thank you for your passion and support. Yours sincerely, Eagle Dynamics https://www.digitalcombatsimulator.com/en/news/newsletters/22b02d6863b818e597ecfeecccecd777/4 points
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I'm thinking you are reading too much into that. The biggest items so far "Probabilistic detection" and different RCS simulation based on aspect, where introduced by Razbam some months ago on their implementation of the M2000C radar. False target detection is also their on their radars (F15E and M2000C). So apart from the range cell resolution which is interesting but also done by Heatblur if IIRC, ED is mostly playing catch up here (its not a critic at all, im super excited but just being honest to the 3rd parties)4 points
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(developer here) No, they will only show on active radars. Not because they emit, but because they either scan across your position, or are tracking towards your position. In game both give the same effect because it's not possible to discriminate the cases. I believe that IRL a scanning antenna will create the whiskers, while a tracking antenna will only create a powerful return that smears horizontally. And yes this is not interference, but purely caused by the antenna retro reflection.4 points
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Nur geraten bzw. vielmehr gehofft. Oft werden ja Dinge nicht mehr hier im Forum, sondern über Discord publiziert. Ich mag Discord halt nicht. Zu verschachtelt und aufgeblasen. (Nur meine Meinung - nicht gleich steinigen)4 points
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Great idea, we will look into it. @Silhou please be so kind and track it as a suggestion. Thank you!4 points
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That is an oversimplification of the problem at hand, but regardless it's something we want to do, and when we know more or for sure how that will look, you guys will be the first to know. Lets avoid this discussion, it really has nothing to do with anything. Its all guessing and not based in any facts. Talk about how much you want the MiG-29, and what you would like to see, but leave everything else alone, please and thank you.4 points
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Thanks once again - I'll get in touch with you when the time is near. As for 3D models I may consider procuring, I have a few ideas but I may not end up buying everything on this list - it's going to be very expensive. Independence-class Littoral Combat Ship Freedom-class Littoral Combat Ship M1296 Stryker Dragoon (wheeled IFV) Stryker IM-SHORAD M1E3 Abrams tank M1A2 SEPv3 tank M1A2 SEPv4 tank KMW/Rheinmetall Puma tracked IFV ARTEC Boxer wheeled IFV RMMV HX utility truck F123 Brandenburg class frigate F124 Sachsen class frigate F125 Baden-Württemberg-class frigate K130 Braunschweig class Alvand class frigate Moudge class frigate Karrar main battle tank HESA Shahed 285 helicopter Sevom Khordad medium-range SAM system Bavar 373 long-range SAM system (S-band AESA search radar, X-band AESA targeting radar, command truck, launcher trucks, Sayyad-4B missile) Norinco ZBL-08 wheeled IFV Norinco ZBD-05 Amphibious IFV Norinco PHL-16/PCL-191 wheeled rocket artillery/tactical ballistic missile launcher HQ-16 medium-range SAM system (command post, radar, another radar, launcher trucks) LD-2000 SHORAD (Land-based Phalanx but Chinese) Dongfeng EQ2050 armored mobility vehicle (reverse-engineered Humvee) FAW MV3 utility truck Shaanxi SX2190 utility truck (reverse-engineered Steyr 91) Shaanxi Y-9 turboprop airlift plane (reverse-engineered Antonov AN-12 Cub) Xi'an Y-20 medium/heavy airlift jet CASC Rainbow CH-4B high-altitude, long-endurance combat UAV Tengden TB-001 medium-altitude, long-endurance combat UAV Type 056 Jiangdao Corvette4 points
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Requesting some basic functions to make WW2 aircraft behave more like the real thing, and in some cases, to improve controllability aspects that render parts of the sim unattractive. Tail Wheels Although a caster wheel doesn't have to have it, a caster wheel on an aircraft typically has what's called a caster angle. This caster angle ensures that when weight is applied to the wheel, the wheel attempts to reach its most recessed upward position. For most, this caster angle leans forward. For some, like the Thunderbolt, it leans back (and thus why it has shimmy and stability problems that a lock helps prevent). Bf-109 Fw-190A P-47 The Spitfire is a bit misleading because it looks like it might be mounted to a 45 degree caster axis, but it actually is not. It's much less, but still present and leans forward. The basic idea of this norm in geometric design is that when the tail wheel pivots away from its forward aligned position, the caster angle lifts the tail. Thus in reverse, gravity straightens it out. An approximation of the moment returning it might look something like M = F * sin(c) * sin(r) * d Where M is the moment around the y axis , F is the sum of force (weight + aerodynamic down/up force), c = caster angle relative to the ground, r is the rotation angle from the aligned position, and d is the offset of the tire from the caster axis. Some aircraft like the Fw190's take it even further and incorporate a return spring, where not only is there a caster angle assisting in ground stability, but also a spring that tries to push it towards center. I'd like to see caster angles modeled more cleanly in DCS. Without them, ground stability during taxi requires locking the tail. This may be more expected for a P-47, but it seems unreasonable for the rest, especially because of how much more difficult it makes ground handling. Prop + Prop-to-Tail effects I'd like to see P-factor and Gyroscopic procession implemented. It's not yet implemented on any aircraft but is a significant effect. Currently we only have torque roll and prop wash, but even those two effects have a few problems. P-factor is a moment that is applied when there is AoA or sideslip velocity and power applied. High AoA with power translates to left yaw. Right sideslip (left yaw angle) translates to negative pitch. Negative AoA translates to right yaw. Gyroscopic procession is almost the same, except instead of being based on the difference in thrust across a prop blades rotation, it is based on the RPM, rotational inertia, and pitch/yaw angular rates of the aircraft. When I pitch any aircraft up and down rapidly, or hold high angles of attack/sideslip, I experience neither of these effects. Torque Roll Some planes like the Fw190, when stuck in a vertical climb, will begin torque rolling as if the plane doesn't have wings. They will spin up like a helicopter. It's too fast. The wings should be applying some drag and dampening that prevent 4 rolls per second. Other planes, like the TF-51, don't have this (or prop wash) modeled at all. It just gets locked into position. This seems like an unfortunate mistake because it should be nearly identical to the P-51 model and it's also the introductory aircraft that people will judge the whole sim on. Prop Wash Prop wash otherwise looks really well done and I'm impressed with how it can be used to control a tail stand. There is just one minor problem with it, and it's that it doesn't deprecate in any way during a tail slide. Some might argue this isn't typically how the aircraft are flown but, that's not entirely true. It's just weird to be falling backwards at 50 kts and still have full prop wash control like a vectored thrust jet.3 points
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I will try and get more info, but that is only an assumption based on a small bit of text. I have not heard of any desire to cut off mods and wouldn't make a lot of sense.3 points
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Da bist Du nicht alleine. Mir wäre es auch lieber, die Information/Diskussion würde über das Forum laufen - aber so ist es halt nicht. Ich verlasse mich darauf, dass alles wichtige früher oder später hier ankommt.3 points
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STATE OF AFFAIRS AND WHY WE ARE INVESTING TIME IN A MANUAL FOR THE CAMPAIGN. The missions themselves are finished, and the division of several missions into two parts each will be completed over the weekend. We are working hard on the documentation, which we will provide on the kneeboard in flight, but also in the form of a manual. I rarely read manuals and documentation myself, so I can hardly believe that so much time and effort went into this part. However, it will be an essential help and impetus for many who have struggled with campaigns or are hesitant to try them. LES MISSIONS ELLES-MÊMES SONT TERMINÉES ET LA DIVISION DE PLUSIEURS MISSIONS EN DEUX PARTIES SERA ACHEVÉE AU COURS DU WEEK-END. Les missions elles-mêmes sont terminées, et la division de plusieurs missions en deux parties chacune sera achevée au cours du week-end. Nous travaillons d'arrache-pied sur la documentation, que nous fournirons sur le tableau de bord en vol, mais aussi sous la forme d'un manuel. Je lis rarement des manuels et de la documentation, et j'ai donc du mal à croire que tant de temps et d'efforts ont été consacrés à cette partie. Cependant, je suis convaincu qu'il s'agira d'une aide essentielle et d'une impulsion pour de nombreuses personnes qui ont eu des difficultés avec les campagnes ou qui hésitent à les essayer. STAND DER DINGE UND WARUM WIR ZEIT IN EIN HANDBUCH FÜR DIE KAMPAGNE INVESTIEREN. Die Missionen selbst, sind fertig gestellt und auch die Aufteilung mehrere Missionen in jeweils zwei Teile wird über das Wochenende abgeschlossen. Aktuell arbeiten wir mit Hochdruck an der Dokumentation, die wir zum einen auf dem Kniebrett im Flug bereitstellen, zum anderen aber auch in Form eines Handbuches umsetzen werden. Selbst lese ich selten Handbücher und Dokumentation, kann es daher kaum glauben, dass so viel Zeit und Aufwand gerade in diesen Teil fließ. Ich bin aber der festen Überzeugung vielen die sich mit Kampagnen bislang schwergetan haben oder davor zurückschrecken eine Wichtige Hilfe und Anstoß zu geben.3 points
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Его расстраивает то, что ты не подсказал ЕДшникам как правильно сделать точную виртуальную копию ми24 потому, что тыжевертолётчик! КАК ТЫ МОГ такое допустить!) И почему вобще в среде, где виртуальный плоский воздух, такие расхождения с реалом. В бета версии. Это немыслимо. Это на компьютерах с 64-ю разрядами на секундочку, это ж какая точность вычислений доступна. Получается что, не могут не умеют на 90фпс считать такое?)) *тоннысарказма*3 points
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3 points
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Проблема в том, что ты очень витиевато и нечетко формулируешь свои мысли. Поэтому очень сложно понять, чего ты конкретно хочешь. Я так понимаю, что тебя возмущает грядущее внесение изменений в лётную модель модуля. Сначала всё же лучше дождаться и попробовать. Пустые и беспредметные споры ни к чему не ведут. Тем более, если спорящий не имеет отношения к реальному вертолёту.3 points
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Тут на петушином не общаются. Мы будем очень скучать (на самом деле нет).3 points
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Thanks, FlyingscotsMan. I know the feeling. I can't sit, stand or even drive for extended lengths of time. My back usually tells me when enough is enough and believe me i listen. After I release the OSAs I will rest. Sometimes it's hard to pull away from what you love doing though.3 points
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I don't know if it would be considered realistic or unrealistic, but from a game play perspective, it would be nice if the oxygen was replenished during a rearm. When playing for a long time on a server like greyflag where you end up hundreds of miles from your starting point but can rearm continuously at closer airbases, I seem to run out of oxygen if I spent a lot of the time flying around at high altitude.3 points
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Hey Tripod3. Thanks for asking. Sorry i been absent guys. I had a back procedure this past weekend so i have been down a bit. Next month i will go in for another back procedure in the hopes of getting some relief. Pain can get the best of you if you let it. So 3D Modding for DCS. One thing about 3d modeling. You HAVE TOO be able to concentrate on the model your working on. Any distractions will slow you down and take away your interest in modeling. It's not always easy to create models when your being nagged by pain so i do what i can when i can. The OSA Missile Boats are complete with the exception of livery flags for the countries that operate them. The OSA Boats are simple mods. Nothing really technical about about them other than declaring the Styx Missiles for it which I have the hang of now. The reason I have been slow to push out more mods is because I have been spending a lot of time in Substance Painter trying to create better textures for the mods. One thing about SP is you can create different textures and save them for future use and or use the textures that are provided. So i can use one texture set for the ships hulls and use it on all the AI Ship mods. The good thing is you can go back and tweak as needed. Below is an example of what can be accomplished in Substance Painter. Eventually i will get the hang of it. One main thing about modeling is being able to understand 3DS Max and Blender. I always use 3DS Max. I'm currently using 3ds Max 2023 at the moment. I learned Max on my own along with help from other modders which is how i got started and i'm still learning. Youtube can be your best friend when it comes to 3d moddling. So with regard to creating mods for DCS. There are a few things that are time consuming when it comes to creating AI Ship Mods for DCS. 1. Animating - Animating Missile cell hatches and weapons will take time and its one thing you have be motivated to do. It can take hours and hours to animate your mod for DCS. Its one thing you have to be focused on. 2. Textures - Creating texture are easy if you just want to apply textures to mod and release it which is what i have been doing but i want to change that. That's why i've taken the time to learn Substance Painter. However, texturing can take a lot of time because you want to make sure the textures are at least presentable. 3. Coding - Coding is the most important part of creating mods. No matter how long it takes to animate a mod for gaming. If the mod isn't coded properly for weapons, props, radars and so forth the mod will not work properly. Coding takes time because you have to make sure the codes are 100% correct otherwise the mod won't appear in DCS or your animations won't work properly. 4. Testing - The DCS Game Engine will determine whether your coding is scripted properly. If it isn't DCS Game Engine will let you know right away something is wrong. I spend hours and hours in and out of DCS to make sure the mod is operating properly. No matter how good you are at moddling you will always miss something. That's why i always send the mods out for another opinion. 4 eyes is always better than two. These are just some of things you have to do to successfully create a mod for DCS. This is the reason ED has a team to create their mods. If i'm focused and motivated to create a mod. I can easily create a mod in three weeks or less. It's not hard anymore but as mentioned you have to be motivated. Have to be. Sometimes it gets frustrating when you can't get something to work properly but no matter what I always solve the issue. I hope this gives you all a somewhat clear picture of what it takes to create 3D Mods for DCS and the time it takes to create them. I do want to thank you all for your interest in the mods otherwise I probably would have stopped releasing them. I still have a lot of mods to release and that includes ai aircraft and armored vehicles as well. If you all have any questions about modding just shoot me a PM and i will get back to you. Stay tuned i will be releasing the OSA Boats by the weekend. Thanks again!3 points
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yes it feels pretty much like scripted detection when within a certain range. ANY unit instantly turns the gun at you no matter what the conditions are and has pretty much god tier tracking, I can not believe that an old BTR with the type of optics and the lack of stabilizer it had could fire like that. while the (battlefield is in total chaos)it seems like ground units can always instantly find any aircraft and lead it as if they were using a tracking radar . sadly this aspect of dcs is one of the most forgotten even the air AI seems to be "smarter" {ground pounders suffer }2 points
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2 points
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No, I confirm this is likely a bug related to the module HRM radar accessing units that are being deleted by the engine. Such a bug has been already fixed, this comes in next openbeta update.2 points
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I confirm that currently SORT mode will use the EL setting. I missed the actual behavior. Fixed (too late for next update, will be more likely in november)2 points
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Thank you. I see an error with your VR driver, but it does not seem to be the source of your crash: 2023-10-13 09:24:00.954 ERROR VISUALIZER (Main): OpenXR exception: XrResult failure [XR_ERROR_FORM_FACTOR_UNAVAILABLE] Origin: xr Source: Projects\Visualizer\Source\OpenXR\openxr_program.cpp:447 I see a lot of errors caused by custom scripts. It looks like a conflict between Tacview and TheWay (your log is filled with this). 2023-10-13 09:27:03.557 ERROR THEWAY (Main): Error in upstream LuaExportAfterNextFrame function[string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/DCSDTC.lua"]:429: attempt to index a nil value 2023-10-13 09:27:03.557 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/TheWay.lua"]:126: attempt to index a nil value stack traceback: [C]: ? [string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/TheWay.lua"]:126: in function 'PrevLuaExportAfterNextFrame' [string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:65: in function <[string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:58>. 2023-10-13 09:27:03.561 INFO DXGUI_WIN_ADAPTER (Main): resize main window to [2560, 1440] 2023-10-13 09:27:03.771 ERROR THEWAY (Main): Error in upstream LuaExportAfterNextFrame function[string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/DCSDTC.lua"]:429: attempt to index a nil value 2023-10-13 09:27:03.771 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/TheWay.lua"]:126: attempt to index a nil value stack traceback: [C]: ? [string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/TheWay.lua"]:126: in function 'PrevLuaExportAfterNextFrame' [string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:65: in function <[string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:58>. 2023-10-13 09:27:03.800 ERROR THEWAY (Main): Error in upstream LuaExportAfterNextFrame function[string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/DCSDTC.lua"]:429: attempt to index a nil value 2023-10-13 09:27:03.801 ERROR Lua::Config (Main): Call error LuaExportAfterNextFrame:[string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/TheWay.lua"]:126: attempt to index a nil value stack traceback: These errors end up causing DCS demise (see, the lua.dll crashes): 2023-10-13 10:05:34.663 INFO EDCORE (Main): # -------------- 20231013-100534 -------------- 2023-10-13 10:05:34.663 INFO EDCORE (Main): DCS/2.8.8.43704 (x86_64; MT; Windows NT 10.0.22621) 2023-10-13 10:05:34.664 INFO EDCORE (Main): D:\DCS Open Beta\DCS World OpenBeta\bin-mt\lua.dll 2023-10-13 10:05:34.664 INFO EDCORE (Main): # C0000005 ACCESS_VIOLATION at 00007fff1f2e9cae 00:00000000 2023-10-13 10:05:34.665 INFO EDCORE (Main): SymInit: Symbol-SearchPath: 'D:\DCS Open Beta\DCS World OpenBeta\bin-mt;', symOptions: 532, UserName: 'lbuer' 2023-10-13 10:05:34.665 INFO EDCORE (Main): OS-Version: 10.0.22621 () 0x300-0x1 2023-10-13 10:05:34.666 INFO EDCORE (Main): 0x0000000000009cae (lua): luaF_newproto + 0x187E 2023-10-13 10:05:34.666 INFO EDCORE (Main): 0x0000000000009669 (lua): luaF_newproto + 0x1239 2023-10-13 10:05:34.666 INFO EDCORE (Main): 0x0000000000009080 (lua): luaF_newproto + 0xC50 2023-10-13 10:05:34.667 INFO EDCORE (Main): 0x0000000000001eaf (lua): lua_pushstring + 0x5F 2023-10-13 10:05:34.667 INFO EDCORE (Main): 0x000000000066ea6d (DCS): SW + 0x1D86BD 2023-10-13 10:05:34.667 INFO EDCORE (Main): 0x000000000066bf14 (DCS): SW + 0x1D5B64 2023-10-13 10:05:34.667 INFO EDCORE (Main): 0x000000000066b955 (DCS): SW + 0x1D55A5 2023-10-13 10:05:34.667 INFO EDCORE (Main): 0x0000000000007195 (lua): luaD_growstack + 0x4B5 2023-10-13 10:05:34.667 INFO EDCORE (Main): 0x0000000000006b4c (lua): lua_setlocal + 0x9FC 2023-10-13 10:05:34.667 INFO EDCORE (Main): 0x000000000000737f (lua): luaD_growstack + 0x69F 2023-10-13 10:05:34.668 INFO EDCORE (Main): 0x0000000000006d4e (lua): luaD_growstack + 0x6E 2023-10-13 10:05:34.668 INFO EDCORE (Main): 0x0000000000001c00 (lua): lua_pcall + 0x60 2023-10-13 10:05:34.668 INFO EDCORE (Main): 0x00000000000188cb (tacview): (function-name not available) + 0x0 2023-10-13 10:05:34.668 INFO EDCORE (Main): 0x0000000000027abd (tacview): luaopen_tacview + 0x393D 2023-10-13 10:05:34.668 INFO EDCORE (Main): 0x0000000000033457 (tacview): luaopen_tacview + 0xF2D7 2023-10-13 10:05:34.668 INFO EDCORE (Main): 0x0000000000024176 (tacview): (function-name not available) + 0x0 2023-10-13 10:05:34.668 INFO EDCORE (Main): 0x0000000000007195 (lua): luaD_growstack + 0x4B5 2023-10-13 10:05:34.668 INFO EDCORE (Main): 0x00000000000133c9 (lua): luaS_newlstr + 0x3EE9 2023-10-13 10:05:34.668 INFO EDCORE (Main): 0x0000000000006b5b (lua): lua_setlocal + 0xA0B 2023-10-13 10:05:34.668 INFO EDCORE (Main): 0x000000000000737f (lua): luaD_growstack + 0x69F 2023-10-13 10:05:34.669 INFO EDCORE (Main): 0x0000000000006d4e (lua): luaD_growstack + 0x6E 2023-10-13 10:05:34.669 INFO EDCORE (Main): 0x0000000000001c00 (lua): lua_pcall + 0x60 2023-10-13 10:05:34.669 INFO EDCORE (Main): 0x0000000000074b49 (edCore): ED_lua_pcall + 0x59 2023-10-13 10:05:34.669 INFO EDCORE (Main): 0x000000000007054b (edCore): Lua::Config::call_func + 0xEB 2023-10-13 10:05:34.669 INFO EDCORE (Main): 0x000000000098b169 (DCS): SW + 0x4F4DB9 2023-10-13 10:05:34.669 INFO EDCORE (Main): 0x0000000000877b05 (DCS): SW + 0x3E1755 2023-10-13 10:05:34.669 INFO EDCORE (Main): 0x000000000089946a (DCS): SW + 0x4030BA 2023-10-13 10:05:34.669 INFO EDCORE (Main): 0x0000000000857f24 (DCS): SW + 0x3C1B74 2023-10-13 10:05:34.670 INFO EDCORE (Main): 0x0000000000858e02 (DCS): SW + 0x3C2A52 2023-10-13 10:05:34.670 INFO EDCORE (Main): 0x000000000270adb0 (DCS): AmdPowerXpressRequestHighPerformance + 0x135CDAC 2023-10-13 10:05:34.670 INFO EDCORE (Main): 0x0000000000c5a782 (DCS): SW + 0x7C43D2 2023-10-13 10:05:34.670 INFO EDCORE (Main): 0x000000000001257d (KERNEL32): BaseThreadInitThunk + 0x1D 2023-10-13 10:05:34.865 INFO EDCORE (Main): Minidump created. 2023-10-13 10:05:34.866 INFO Lua::Config (Main): stack traceback: 2023-10-13 10:05:34.866 WARNING LOG (13100): 2 duplicate message(s) skipped. 2023-10-13 10:05:34.866 INFO Lua::Config (Main): stack traceback: [C]: ? [C]: in function 'ExportUpdate' [string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:62: in function <[string "C:\Users\lbuer\Saved Games\DCS.openbeta\Scripts/TacviewGameExport.lua"]:58> If you want a quick way to stop these crashes, simply rename your "Saved Games/DCS.../Scritps/Export.lua" file to "Export.lua.bak". But it will break your custom scripts (no Tacvew, no The Way...). Please attach your Export.lua file.2 points
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2 points
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Никто вам ничего не лепит и не прикалывается. Говорят, как есть и как это можно проверить. Ибо непонятно, какие объяснения и доказательства нужны, чтобы вас всё устроило. Меня всегда удивляло свойство людей самим себе находить поводы для расстройства)2 points
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Heya, I don't think you can put pressure on them, maybe it's enough to describe the state of affairs and post a few pictures, Kola Map with Eurofighter is hot !!2 points
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Might be air frame specific experience? Most pilots I heard, say it is easier IRL, same with learning to land a plane, as you have the complete package of feelings and correct view and not like on the computer a 2D Track IR or not perfect to real world VR view. But that were also probe fliers, mostly Tornado and Typhoon guys.2 points
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I'm really really hoping we get some ground forces AI updates sooner rather than later, using any attack helicopters in DCS in any mission is getting pretty boring against the really bad ground AI, even the awesome Apache its become way to easy to kill them even with clever scripting, except for the sniper AK47 guy, he is a one man Rambo show2 points
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Flaps actually decrease max AOA of the wing before stall. They just increase lift dramatically before that earlier stall. Many modules model this in DCS so expect so in MiG-29 If your slip ball moves to the side, push rudder in direction of the slip ball2 points
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Ты главное первым тут не становись вон VR flight sim guy, который нахваливает вообще всё, не видит смысла в Quest 3 в сравнении с Pico 4. Можешь поглядеть последние 2 видео и комментарии почитать.2 points
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Hey Admiral, you go and take it easy - get well soon, and best of luck with everything.2 points
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Resurrecting this thread for the following question Twistking asks. I have the same question here in 2023 as I'm trying to learn the Viper: "With the video about A-Cal now being up, i wonder what purpose Fix has anyhow. A-Cal seems to be able to do position fixes AND altitude fixes seperately or at the same time. Why is FIX needed in the first place when you have A-Cal. What am i missing?" I've learned INS Fixes and have that working well. Then I moved onto A-CAL and find that you can set it to BOTH (Altitude and Position). Given this, why isn't the default for the Viper to just do an A-CAL/Both and be done with it?2 points
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May I use your code? The Admiral was kind enough to supply me with harpoons. I have a Hai Kun class which needs good weapons. https://en.wikipedia.org/wiki/Hai_Kun-class_submarine2 points
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There is a lack of infantry in many Country, France, Israel, Espagne ect... We are still waiting for the ED infantry with great impatience2 points
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I think this is just muddying the waters. Modern restorations use updated instruments and avionics for a variety of reasons, but many still do incorporate original flying instruments. The crux of the issue is that the instrument simply isn't modelled correctly. It's supposed to incorporate pendulous vanes, that with sufficient vacuum pressure, would trend back to finding the horizon. It doesn't do this and it's not the only attitude indicator that seems to have been modelled this way by ED. Almost all the warbirds, but also more modern aircraft like the F-5 suffer from the same issue. Here's an excerpt from a description of the AN5736 (the gyro horizon in the p51) in its service manual: Nobody is saying that it shouldn't topple or develop errors if left uncaged during a dogfight. But even if it does, it should slowly return back to an accurate horizon due to the mechanism described above. This would also allow us to uncage said gyros on the ground, after the engine (with vacuum pump) is running, as per normal procedure. You could (and should) still use the occasional cage to quickly correct errors from extreme maneuvering or low suction pressure when running on the ground, but it would not be required in the way that it is now. As the instruments are currently modelled, you first have to get up in the air, then pick a reference straight & level attitude to uncage before you get accurate indications. This means, as an example, that you can't uncage it on the ground with the attitude nose-high while the aircraft sits on its tailwheel and have the instrument read accurately -- this is nonsense.2 points
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There is a saying, Slow is Smooth and Smooth is Fast Unnecessary deadlines only make pressure for no good outcome. In the end, everything takes longer. You might get a product into customer hands quicker, but it will be at a cost to quality. You can have quick or good, but never both. It's difficult to wait, when you don't know for how long - it really is. But think of all the times things got "rushed". Think of how many people constantly complain, they will never buy an early-access module again - that's fast, but not good. it's not bad either, it's just not finished, and their might be bugs in their too. When I learned IT, my boss and mentor taught me, 'if you do work, you make mistakes, if you don't do work, you can't even manage making the mistakes'. Let's let ED do their work and not try to put pressure on them. Firstly, they won't let you - you'll be sitting on the curb so fast your eyes will spin, but secondly it can only do more harm than good. Good things take time. I bet there are other things to do in DCS than the Kola map. I bet there are.2 points
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2 points
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Hi @twistking, Some tasks can be delegated to the rear pilot, which can be useful in a combat situation. For example, the rear pilot can operate the radios, VOR and TACAN and the radar (as well as other things). The rear pilot can also change the countermeasure configuration, which in the single seaters is only possible on the ground. Cheers!2 points
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Нет, не понятно. Вертолет может вращаться относительно 3х осей. X-крен, Y-направление, Z- тангаж. Везде есть угловая скорость. Ещё есть угловая скорость вращения несущего и рулевого винтов, есть угловая скорость перемещения педалей(темп перекладки), рцш(темп отклонения ручки) и ошнв(темп взятия шага). Темп перекладки педалей ограничивается гидродемпфером, если он находится во включенном положении. Темп взятия шага, перемещения ручки, угловая скорость разворота на висении ограничивается тем кто управляет. Угловая скорость разворота есть так же в установившемся вираже и может рассчитываться. Нужно рассчитать время разворота, а потом это время разделить на 360. Как рассчитать время разворота на 360, формулу я не помню, но вроде это можно сделать на НЛ-10. Есть другой способ. Рассчитываешь радиус разворота, можно по формуле R=V²/(g×tgY), где R-радиус разворота V-скорость Y- угол крена. Или можно рассчитать на НЛ-10. Зная радиус разворота, можно рассчитать длину окружности разворота L=2пR Зная длину окружности и скорость полёта, можно рассчитать время разворота. t=L:V Зная время разворота, можно вычислить угловую скорость разворота Угол разворота разделить на время разворота. Потом берёшь, запускаешь DCS, садишься в модуль Ми-24П, взлетаешь, встаёшь в координированный разворот (шарик в центре, крен, высота и скорость const), записываешь параметры и сравниваешь с расчетными. Вот даже для себя, лень этим заниматься. Вертолет разворачивается и разворачивается правильно. PS: если рассчитать параметры разворота, и проверить их в полете на настоящем вертолете, они совпадут с явной погрешностью.2 points
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He's asking for climb rate with no forward velocity. Forward velocity reduces required engine power, the highest rate of climb velocity is when the engine uses the least amount of power for level flight. For the huey that's between 55-65 knots. @SMH This is the last time I reply to this argument. However vertical rate of climb has no data available due to how it is made irrelevant by forward velocity. What we do have, however, is thrust data. We can actually acquire vertical acceleration. The OGE hover chart stops recording at 45 Ct, which equates to 12,834.0783692lbs of thrust. Force = mass x acceleration ie acceleration = force/mass so we can get acceleration in Gs from thrust/mass so 12834.0783692/7500=1.7112104492266666666666666666667G subtract 1 G for the force of gravity 1 G = 1930.4429751599998FPM/S thus 0.7112104492266667G = 1372.95FPM/S meaning with that much thrust, the huey at 7500lbs should be able to accelerate vertically, to a rate of climb of 1372.95FPM within 1 second. However this does not provide us possible rate of climb, as the act of air rushing through the rotor vertically, changes things, and momentum exists as well, as does parasite drag. it's not a simple question. however, we can lazily estimate one working backward on the hover chart, we can see that at 9500lbs, (a Ct of 33.30975452) we have a Cp of about 22.9, ( 966.9629541shp) Thus hovering takes 966.9629541shp from the engine. So if we proceed up to a Cp of about 35.3 ( 1490.558615shp (yes that's above its rated 1400shp, it's complicated, one engine pushed 1900shp in testing, the power it is rated for is not the maximum power it can push as that changes with atmospherics etcetcetcetc)) 1490.558615-966.9629541=523.5956609 THUS, as per predicted vertical velocity = 523.5956609 x 33000 / 9500 1,818.8fpm at 9500lbs How about we do this for 7500lbs (a Ct of 26.29) thus a Cp of what looks to be about 17.7, a shp of 747.3905802. 1490.558615-747.3905802=743.1680348 thus 743.1680348 x 33000 / 7500=3,269.9fpm but we know that's wrong, because the increase in power creates an increase in torque, creates in increase in left pedal requirement, which creates an increase in the amount of power taken by the tail rotor, thus a decrease in the amount of power available to the main rotor. That is the Nm in the formula, mechanical efficiency which for the above formulas was assumed to be perfect, which it's not. Which is another thing to calculate, and EVEN IF WE HAD IT. OK SO LETS DO THE MOMENTUM ANALYSiS null OH BUT WE ALSO HAVE TO ANALYZE THE BLADES ENOUGH OF THIS That's enough. I'm not going any farther right now. There's a reason my next thread is taking so long, because it's about actual full on flight dynamics and each individual error's compounding effects on the whole flight model. Do I believe the rate of climb with no forward velocity is correct NO, I don't. Of course I don't. but it doesn't matter right now, because so many other things are wrong that trying to fix the rate of climb before then is literally just a waste of time and effort. The aircraft doesn't even perform properly in a hover. If it doesn't perform properly in a hover, of course it doesn't perform properly in a climb at ANY speed. Fixing rate of climb, first requires fixing hover. THEN when it starts climbing like a rocket because of the correct thrust values provided by the rotor, you fix the OTHER PROBLEMS that cause this. AS PER YOUR OWN WORDS How about you take your own advice. Realize that these things all compound into each other. Fixing ONE, requires FIXING MANY OTHER THINGS. Just because fixing one thing breaks something else, does not mean that fixing that one thing is the reason that second thing is broken. I'm not replying to this poorly thought out argument anymore. I have research to do. Mods, if you have to, lock this thread. Its point has long since been made. I'm just going to make another one the next time a rework happens anyway.2 points
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если кто-то не читал сам эти новости, то касательно системы управления в них не написано "улучшение", написано "исправление". во всех моделях несомненно есть несоответствия. И мы делаем - стараемся - максимально сглаживать то, что "обойти" сложно. Ваш контекст " ЕД сделают так как они это хотят" - направляет акцент (на мой взгляд) не туда. Как будто специально делается так, чтобы было неправильно, трудно для пользователя и т.п.))) Так в ЕД в "здравом уме и твердой памяти" никогда не делается .. а если получаются несоответствия, приводящие к большим затруднениям, то непременно думаем, как это сгладить. И да - ошибаемся-исправляемся, ошибаемся-исправляемся...это время от времени возникает, и в большом, и в малом. Как у всех в жизни. Может уже все знают, а может кто-то и нет - симулятор это моделирование в реал-тайме, а не набор готовых состояний и параметров, который "вынимается" в зависимости от положения рычагов и предыдущего состояния ЛА, и получается тогда как в книжке. Нет, в DCS это не так. Состояние ЛА (его положения, значений скоростей по осям, состояния его систем..) получается от самого-самого первого набора ИД, на которые методом расчетов в реалтайме "накладываются" управляющие воздействие, воздействия от изменения вектора скорости, других объектов, событий в системах. Это приводит к изменению векторов сил, эти силы дают изменения моментов, моменты - дают изменения положения и т.д.). Естественно учесть всё-всё со 100% достоверностью в реалтайме не представляется возможным. Аэродинамика ЛА, не смотря на многие известные и устойчивые вещи, это еще и "куча" неопределенностей. Поэтому в моделировании всегда компромисс. Где-то больше, где-то меньше. И моё мнение - надо спокойно это принимать. А если что-то не так, то беспристрастно об этом писать в формате: "в модели так и так, а должно быть (по моему мнению, или согласно таких-то данных) - вот так и вот так". Да, РППУ не на всех режимах находится именно там, где должна быть из практики, это тоже пока что надо принимать так, как есть.2 points
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Yeah the whole DCS FLIR "model" is just bad. Like the ground has variable contrast depending on time of day and so forth, while in DCS its pretty static from what I can tell. Also, vehicles in general should have different contrast regardless because they are made of different material with different emissivity and so forth. IR is not some simplistic "predator" model, what something looks like is a combination of emissivity and reflectivity of the material, as well as heat. I've repeatedly shown images here of stuff at the same exact temp that show up entirely differently in FLIR. The idea that some object will magically disappear if it becomes the same "temperature" as the background shows how badly ED misunderstands FLIR at a basic highschool level. Moreover basic sensor principles don't seem to exist. Like there is no detection range difference between first gen pods like LANTIRN, and later 3rd gen pods like ATFLIR/Litening, whereas IRL there were major differences in detection ranges between those systems due to how much more sensitive the latter pods were (which amusingly became a problem because issues like veiling glare on the battlefield, but I digress). I mean if more people understood it they'd be up in arms if the mig21 radar performed like the AWG-9 as an example. With regards to modern pods like I said, alot of the actual technical information you'd need to model them well is either unknown or very well obfuscated. Or even the case of basic stuff like "digital" zoom on the Litening pods which I'd hope guys that code things like graphics should understand its not even modeled. But the fact of the matter is at best we have one "model" working in the LWIR part of the spectrum, and most of the modern pods working in MWIR part of the spectrum.2 points
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Но модуль на данный момент имеет расхождения с поведением вертолёта. Вот в чем проблема. Понимаешь, да? О тебе в принципе речи нет, потому что ты врядли сам лично кого-то интересуешь, речь идёт о модуле Ми-24, и если кто-то считает, что ты не прав, то так же высказывает свое мнение.2 points
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