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Showing content with the highest reputation on 10/28/23 in all areas
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16 points
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Hello, A-4E-C Pilots! This new version adds some exciting features like new damage effects, ADF, improved radios and new nosewheel castering simulation. This version of the A-4E-C requires DCS version 2.9, which as of release, is only available on the OpenBeta branch of DCS World. If you're still playing DCS World version 2.8, you'll want to stick with the version 2.1.1 for now. You can download older versions from the A-4E-C Releases page. Remember that in multiplayer, server and client versions of the A-4E-C must match, so be sure you are in sync with your favorite server's configuration when playing online! https://github.com/heclak/community-a4e-c/releases/tag/v2.2 Version 2.2 - 27 Oct 2023 Added A new NWS (that's Nosewheel Simulation, mind you) makes correcting turns on the ground much easier, and eliminating the "stuck wheel" feeling due to over-braking in taxi. Amaze your friends with your drifting skill! AN/ARC-51 UHF Radio supports DCS VOIP radios. In addition to Radio Microphone Push-to-Talk (PTT) Transmit binding for sending to VOIP radio, a second Radio Microphone Push-to-Talk (PTT) Guard bindings allows the pilot to transmit to the guard frequency when the radio is in TR+G mode. These two bindings function identically to the DCS default "cockpit r.1 VoIP PTT" and "cockpit r.2 VoIP PTT" bindings, respectively, and you can use them instead if you wish. See the Updated AN/ARC-51 UHF Radio guidance on page 1-2 in the Kneeboard Manual for additional details. AN/ARN-25 Automated Direction Finder (ADF) system is now modeled for use with the AN/ARC-51 UHF Radio. Information on using the equipment is detailed in the Kneeboard Manual on page 1-3. Weapons: AIM-9J and AIM-9P3 are available on inboard and outboard stations. AGM-45B Shrike is available loadout options on inboard and outboard stations. 2.75" Hydra rockets are available loadout options with LAU-3 (19 rocket) and LAU-68 (7 rocket) launchers, including white phosphorous, HE, HEAT, as well as Mk1, Mk61, and WRU-1/B practice munitions to the loadout options. LAU-68 launchers also allow loadouts with Para Illum and Practice Smoke Hydra rockets. Outboard stations support 1 launcher, inboard stations up to 2, and up to 3 can be added on the centerline station. AN/ASQ-T50 TCTS ACMI pod is available on inboard and outboard stations. Enhanced damage modeling: In addition to Reduced effect of transient forces to prevent wake breaking wings, and improved engine damage. The following system failures can be triggered by damage, or selected as a failure in mission editor: Radar Receiver Gear Jamming Gear Actuator Pitot Tube Static Port Boost Pump Wing Pump Aileron Actuators Elevator Actuator Rudder Actuator Wing Tank Leak Fuselage Tank Leak Engine and Inlet Cold Start, Taxi, Takeoff, and Free Flight missions for the Sinai map are available in the Instant Action. Input bindings: Else option for the Chaff Dispenser Select added (for a 3-position switch). Radar Altitude Warning - Slew axis. Changed Standardized naming conventions for loadouts with multiple ejector racks, and provided additional detail for weapon payloads original to the A-4E-C. Recalculated the weight of rocket launcher pod payloads. Kneeboard Manual: Updated AN/ARN-52 TACAN guidance on page 1-3. Updated Airfield Radio and ILS data on page 1-4, which can now accomodate up to 30 entries, making it compatible with the contents of the Sinai map. Updated Shrike and Sidewinder delivery guidance on page 3-5. Updated AN/APR-25 Radar Homing and Warning System guidance on page 3-6. Compressed images for smaller file size and faster loading. Fixed TACAN and MCL system crashes. The AN/ARC-51 UHF Radio volume knob now adjusts radio and VOIP radio volume. The AN/APG-53A Radar OBST tone and AN/APR-25 RHWR audio properly route to the Helmet sound channel. Black lines along center and around the nose cones of fuel tanks have been removed. Malaysia TUDM livery uses the provided custom fuel tanks. Station arming switches no longer produce a debug printout with the weapon selector in the BOMBS & GM ARM position. Loadout option inaccuracies in the Kneeboard Manual on page 1-6 are corrected. Eliminated Kneeboard Manual typos in page reference annotations.16 points
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10 points
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I wanted to do a bit of research with regards to the Curtiss Electric prop as modelled in the DCS P-47 modules in order to ascertain what is going on with the blade angle limits, and whether or not the behavior of the automatic governing vs. manual RPM adjustment was correct as we see it in the sim. As modelled currently, the governing range of the blades in the automatic mode reach their limit at 48 degrees coarse. Yet, by going into manual mode, you can further coarsen the blades to ~88 degrees -- what would be considered feathered. But this does not make sense for a single engine installation. I suspected that maybe the devs had erroneously modelled propeller limits for a multi-engine installation of the Curtiss electric prop and set out to understand how the limit switches (analogous to mechanical high and low pitch stops in a hydraulically actuated prop) function and how they should be configured in a P-47. For this I started out referencing the P-47 series Erection and Maintenance Instructions handbook (AN 01-65BC-2) 10 August 1944, revised 15 December 1947: As you can see, the depiction of the limit switches (mounted on the aft portion of the power unit, which also contains the electric motor) specifies three limit switches: Low angle, high angle, and feather angle. It is important to understand that all Curtiss electric prop installations have these switches as the props can be fitted to many types of aircraft. Indeed, some installations would be for multi-engine aircraft (eg. the B-26), where a separate feather limit would be needed. If one were to look at the wiring diagram for the control mechanism, and also if you read the user manuals for the Curtiss electric props, you can see and read that while the manual increase RPM switch uses the same circuit as the automatic governor, the manual decrease RPM switch makes use of a separate control circuit, one that doesn't pass through the high limit switch, but instead the feather limit switch (follow the yellow line): Indeed, in the generic Curtiss prop user manuals, it mentions that pilots can manually decrease the angle all the way to feather limits (albeit, at a slower rate than using the dedicated feather control on a multi-engine installation) if they use the manual RPM decrease control. One must remember that these manuals (you can check one out here for yourself) are made to encompass general usage of Curtiss props across several types of installations, and so are a bit ambiguous in specifying whether this feature works for a single-engine installation. If this was all there was to the story, the DCS modelling is correct as is. However, we also have this description of the limit mechanism: It mentions that the switches are tripped by cam segments mounted onto the ring gear. It turns out that how those cam segments are mounted, determines when exactly the switches will be tripped. How should they be mounted in our P-47? Which Curtiss electric prop models are installed on our P-47s? Here's what the Erection and Maintenance Handbook says: As you can see, we're already getting some hints about prop pitch ranges, but seeing as how we've got specific models listed and they all seem to be variations of the C542S-A series, let's take a look at that manual: There's a ton of information in here about installation, disassembly and description of components, but we're interested specifically in those cams: Here's the diagram, parts labeled 7-11 are the cams that determine when exactly our limit switches will trip. Notice at the bottom, we've got a note about blade angles?? Hey, we may be getting pretty close here. Let's have a look: Here, I've cross referenced all the specific model numbers listed in the P-47 Erection and Maintenance handbook, and you can see that for each of them, the High and Feather limits are exactly the same -- this means that a manual decrease of RPM should result in the same blade pitch governing range as the automatic mode. But why is our high/feather limit different than what we're seeing in game? To shed some light on this, here's a technical order from June of 1945: As you can see, at a certain point, blade angles were increased (the procedure involves moving those cams by 5 notches towards a higher coarse limit). There is still a discrepancy between this technical order and the curtiss prop manual, but I am assuming that is because the curtiss manual is 5 years more recent (1950). The one thing this does seem to prove, though, is that in all instances the curtiss electric prop installation on the P-47 had the same coarse pitch limits, whether governing in automatic mode, or set manually with the decrease RPM switch in fixed pitch mode. Also worth noting is that the increase limits in the technical order were done to help prevent engine overspeed in high-speed dives. Lastly, would like to reiterate the fact that, as others have mentioned multiple times on this forum, that the allowable engine overspeed limit in the P-47 pilot manuals is listed as 3060 RPM, probably owing to the fact that you WILL exceed the RPM redline in a dive at high speeds with any power applied: I believe getting the proper blade angle limits implemented would be a great first step on the road to really tightening up the P-47 module. Thanks for following along and I hope the devs really consider taking a second look at this.7 points
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I plan to also include a stationary M777 unit. I might add the MTVR as a standalone since it's already in the pack, it's very little extra work. Haha, are you under the impression that setting the deployment speed is the complex part of the creation? It would take me a second to add a 2 hour deployment time. But in general, most weapon systems in DCS have a sped up deployment/engagement process. I usually try to balance it between realism, gameplay and relation to other similar DCS assets. I started including desert liveries to my assets a while back and plan to do the same for this one. It has to be a lot of smoke and mirrors since ED doesn't have native support for this. I use the Red/Green alarm status to release and deploy the howitzer. That is also why I have to put it in front of the truck instead of having it behind, I have to trick DCS to do stuff it isn't suppose to do.6 points
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Hi CH, would you please let the DCS Community know when it is safe to download DCS 2.9? I will not update until I hear from you! Thanks again for the M777, your work is truly amazing! Timex 35 points
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5 points
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We have defended the current cockpit against those who just blanket state it to be unrealistic, as that's not the case. That said we've also said that we recognize that there are people out there who want a cleaner cockpit and while those decisions aren't up to me as the former researcher, afaik it's something that is being looked at. I'm not sure what else I can add to this discussion.4 points
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Absolutely, I also keep a banner at the top of my site's front page with all known issues. I'm monitoring the progress of bug fixing closely and will report when the issues have been fixed.4 points
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Funny all I used hear was I CANT SEE A THING , lol . And I'm still hearing it . I've been around this simulation since flanker days . Been flying online in squadron for years . Now we have choices and still people complain. Lol Anyway I think it's a good thing . Just needs tweaking.4 points
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Incredible work! I've lost count of how many new features you have added to this simulation; this was much needed! Do you plan on creating Russian equivalents like 2A65 Msta-B or 2S12 Sani? Would be another great opportunity to add more modern transport variants of KAMAZ or URAL.3 points
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Afaik we've never said anything along these lines, we certainly respect the people wishing for a cleaner cockpit. What we however don't agree with is the claim that the current cockpit as delivered with the module isn't realistic. We have multiple times verified that it is. That said a less worn cockpit is being looked at and might still happen, just hard to promise anything. But we've certainly not told anyone who want a cleaner cockpit to go pound sand or anything similar.3 points
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If you use a mod manager like ovgme then you shouldn't have to (I think). Much easier to enable and disable them then.3 points
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So whats the status of this? I was wondering the same thing when i see the new B-1 model... Looks nothing like the stuff showcased before3 points
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In this video I can see that your launch bar is down. With the launch bar down, holding the NWS button will give you low gain NWS and releasing it will provide no NWS at all. Move the launch bar switch to the uppermost position and things will return to normal.3 points
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Because dot labels are hugely problematic as far as providing sensible spotting (until/unless you tweak the heck out of them). For one, they're in the UI layer so they render on top of everything — never mind being able to see planes at 40nm; you can see them at 40nm through the airplane body and mountains. They're what it says on the in: labels. The fact that they had to do secondary work to make up for DCS' wonky and lacklustre distance rendering and spotting was more of an ugly bodge than anything. This change is about something else: a stab at making that distance rendering and spotting actually work and make any sense. There is still quite some ways to go, but it's a start since it introduces a number of options and capabilities that simply didn't exist before. It is now possible to work at creating an equitable and comparable outcome across all kinds of resolutions and display systems. It is possible to hard-cap how far you can see things and not make it look weird. It is possible to adjust both of those depending on aircraft size. Above all, it opens up the possibility to do something DCS has never done or been able to do before: simulating perception. They added it because it attacks a different problem, and provides a foundation for an actual solution, than anything we've previously had (well… in the v2.0 era at least).3 points
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Thats good news as I have put 100's of hours into the optimisation for the build we shipped for 2.9 thanks for the feedback and see you in the skies this should be solved in 2.9 as I have made significant performance improvements for the release alongside 2.9. please let me know if you are still having issues3 points
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3 points
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I need to disagree here. Too fast deploy for a towed howitzer. All that is probably 5 time slower…3 points
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And we've got an image of the new Shrike model! Cobra also confirmed that the AIM-7E already has a new model completed as well.3 points
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2 points
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Hi guys, With the new BE version of the Mirage F1 I decided to update my checklist for it. It does come with a pretty nice one, but It is too long for my taste. So the new Quick Checklist version is already available on the user files download page Here - Version 2.1 It looks like: Besides that I update the CE and EE campaigns pn Syria map and created a new one for the BE (uploaded but still to be release on the User Files Download). This files contains also the two previous campaigns. If it gives you trouble to advance on some mission, just use the skip option (I am not good with triggers... LOL ) They are here: Mirage F1 CE - Desert Bad Guys Mirage F1 EE - Desert Bad Guys The BE vs available tomorrow probably. I hope you like and have fun! All the best, Sydy2 points
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Omg this is NOT THE DLSS THREAD. Please find another place for these discussions.2 points
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ED has released a patch in the meanwhile which might address some issues related to multiplayer (last patch I believe). So my friend and I will try that out ... in a near future ...keep you posted.2 points
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Do YOU have marked data to support YOUR claim? You are just extrapolating from stories and youtube videos. Problem with that is, that it gives a distorted view because people who are content with their received product usually don‘t start a post or create a video about. Simply because that would make a pretty boring post/video. The usual bunch of reviews comes out shortly after release of the product. What else should one say 1 or 2 years after that, if everything just works as advertised. Maybe consider this the silent majority. You might be right about their customer service, but that might also have changed since they opened stores in areas outside China. Now technically those seem to be just warehouses, but they should still fall under the respective jurisdiction (i.e. EU law) with regard to warranty etc… EDIT: Owning 2 Orion 2 throttles (F-18 and F-16 grip), PTO, PTO2, MIP (VR version). No problems observed.2 points
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You completely misunderstand how this works. Other aircraft behave exactly the way Quigon describes. None of them compute any lead release or lasing. They all release in lag of the actual moving target.2 points
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Well, it's just like refueling. There should be a refueling hose connected to the jet, but it's not animated either.2 points
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I think the map is one of the best out there. The sheer size of it and variety of terrain provides a LOT of opportunities. For example, I have three different naval groups on one of my scenarios, all at vaguely sensible/realistic distances.2 points
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2023-10-22 18:35:16.250 INFO DX11BACKEND (23688): NVIDIA API init OK 2023-10-22 18:35:16.252 INFO DX11BACKEND (23688): AtiAPI_Initialize Error 2023-10-22 18:35:16.252 INFO DX11BACKEND (23688): GPU count:1 And I noticed that the code normally shouldn't execute into ATI Initialize branch on a single NV GPU system. There is no "Display Driver Version" information in the logs. mov rcx, cs:qword_NVAPIstuff test rcx,rcx jnz doATIStuff It means there are nvapi64 or NGX API errors (nullptr) to get into the ATI Initialize routine. which is contradictory to "NVIDIA API init OK". and GPU count:1. The cause is unknown to me. Users who share similar logs with @Topper81 probably need use DDU to do a full graphic driver uninstall. then make a clean graphic driver reinstall. Make sure no weird registry values remain in system and no modified/outdated dlls. Your case is too unique. @Topper81Please direct contact with the developers. I cant do any further investigation. https://www.digitalcombatsimulator.com/en/support/2 points
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1000x Thanks ..... more like this Is the towing process automated via ME or it can be triggered by the CA user in vehicle as well? Or is related to Red/Green/Auto status?2 points
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@currenthill you have once again met a missing need in DCS. Having towed guns is realistic and I've wondered if DCS thinks the only kind of artillery is self-propelled! But can you plz: a) Make a desert livery? b) Make the MTVR a stand-alone truck also plz? Many thanks!2 points
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The rear pilot didn't read the notes properly - no! The radar works properly when the radar priority selector is pressed in the rear seat2 points
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I've had a Taurus throttle for over 2 years, works flawlessly. I've got 2 x Orion II's, one for helos the other for jets. Again flawless operation. F-16EX grip on one and the F/A-18 grip on the other. I also use the Ka50 collective. Last but not least is the Orion II throttle with F-16 grip. All my gear works extremely well with not one issue. I'm looking fwd to the WW rudder pedals to complete the setup.2 points
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Ive been waiting on something like this to start in the F-15E. I dont really have time to read the manual, its best to have a hands on learning experience to learn the hows and whys. You're my hero for the day!2 points
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I'm excited - also, seeing as the MTVR truck is in use by 4 other countries, might you be open to making a standalone MTVR truck, as well as a static M777 artillery emplacement? I can't think of a whole lot of militaries other than the USMC that use the M777 artillery piece and MTVR trucks together in this capacity.2 points
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@joso the ultraleap drivers are 5.16.0 @A.F. Confirmed, hands no longer hide when stick is moved - Huzzah! @BIGNEWY Please pass on thanks to the devs on this one, it's getting real good - I even managed to move a rotary switch in the right direction earler Just got to get all the 3rd part devs to get on board!2 points
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странно, что это написали выпускающие) никакого фикса не было пока что.. в работе. Ухудшения работы ATT-H в версии 2.9 в сравнении с предыдущей версией (2.8) связаны с разработкой и внедрением механизма реалистичного получения данных о скорости, т.е. началось "подключение" новых датчиков, которые могут давать ошибки определения значений (ближе к реальности). Т.к. 2.9 делался как "слепок" из текущего состояния рабочей версии, то не уследили за "рабочими" материалами и туда проникли недотестированные вещи. Простите. ПС и да, сейчас ATT-H включается, но сразу после включения наблюдается несколько колебаний по крену/тангажу, а потом все ж SCAS берется за работу). Может не всегда "берется", но как правило да.2 points
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Great find, but I'm going to hold off any updates until ED fixes the root cause.2 points
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2 points
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2 points
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Realistically you should be leading all of them as none of the pods in DCS compute a leading trajectory for the bomb. As a result, you are always dragging the bomb off its natural trajectory and expending energy. Fortunately, the corrections in DCS are fairly forgiving. when it comes to the -15, CDES should basically provide the same des updates as any of the other jets do, its just bugged at the moment for point track movers as it should be updating unless there is user inputs. Its still not really the ‘best’ way of doing it, but its == to everything else in DCS.2 points
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I'm sorry for your thoughts. Aerges team is one of the most profesional group I have ever found. That's the reason that demonstrates that a compromise exists to continue updating and improving the module to be most accurate one. Like everything, perfect things needs time and effort. Its a pity that you can not see the new FM changes incoming.... Enviado desde mi SM-G981B mediante Tapatalk2 points
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You're supposed to have a good chance of losing track of things when you go heads down, it's legitimately the entire reason HUDs were invented.2 points
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I agree. ED, please make this page more useful. We know it might be classified and you could be missing some info, but the general QOL features would be great (setting DL codes, setting up your group, and so on).2 points
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2 points
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Guys, All campaigns in a single link Here (user files download page).2 points
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Agree, the dust effect is way overdone. Every helicopter landing is like in a dust storm with zero vis. This needs to be adjusted down or an option to disable.2 points
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Dear Virtual Fighter Pilots, Partners, and Friends, During the past 30 years, we have worked hard to bring you the most realistic combat flight simulators available for PC. Be it a WWII aircraft or a modern fighter our aim was and remains to offer realism and fun to the entertainment market. With the exceptional technical progress made in hardware and software, it is difficult to tell the difference between DCS and real-world footage. This is wonderful for you and for the industry in general. However, in the light of the current situation unfolding in Israel and Palestine, it is paramount to refrain from generating images which could be misconstrued and potentially put lives in danger. Therefore may we beg you to be sensible and avoid using DCS to create videos of this nature. Our thoughts are with everyone during these uncertain times, and we thank you, our dedicated and caring community for flagging such content and bringing it to the media’s attention. Fake news of this nature is too serious to be left alone and needs to be called out by those of you who know what to look for. Thank you for your understanding and for your support. Kind regards,2 points
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2 points
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