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Showing content with the highest reputation on 11/02/23 in all areas
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11 points
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Russian Forum: Plans to determine the profitability of making clickable harcore tanks modules. ED has moving on that direction. Plans to Realistic vehicle movements on Combined Arsm. ED has research about build a Electronic Warfare System on DCS ED working on a destructive fragmentation system.8 points
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6 points
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Sorry, maybe I was a bit unclear. With the F-4 of course, at this time, meaning before and for a good while after release. Once the modules have been released for a while, we increase partaking in sales, miles, etc. But with new modules we unfortunately cannot afford to partake in the miles programme.6 points
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Wives, girlfriends and significant others will love this feature. ” I thought you were spending the evening flying DCS” ” Jet’s broke.” The finest in realism.5 points
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Love this! There is something really satisfying about watching the ABRIS and PVI-800 go crazy entering new flight plans. Thanks!!4 points
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My apologies, I had to verify, because I initially said this was ED's choice, but it is indeed ours. Unfortunately we do not partake in the ED Miles programme at this time, as a loyalty programme bonus we do not have that many products exposed to it to take advantage and for it to be economically viable for us at the moment. We've tried to price the module as fairly as possible taking into account our development costs to make a complex simulation. Thank you for your very kind support and understanding!4 points
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As previously mentioned, a separate development report is required to fully cover the system of wear, damage, and failures. However, I would like to address some points to clarify potential misunderstandings. Firstly, when we began the F-4E project, we decided to establish a stable foundation that could be shared across all Heatblur modules. As a result, we plan to transfer new features to older products, starting with the F-14. However, this process may take some time. Secondly, we aimed to create a flexible and extensible system that could be developed and maintained for several years. We even considered future potential base simulation platform development scenarios and ensured that we could utilize their full potential in our product. This means that there are some features that cannot be implemented in DCS currently but may become available later, even beyond the early access period. One of the key features is the ability to save and restore the state of each component and the entire aircraft at any point. Yes, this means that persistent airframes in various forms are technically possible. However, we need to better understand how to blend it with gameplay features for the best user experience before we can promise anything. Our aim with these systems was to create realistic, immersive, and entertaining experiences for all users, whether they are casual or hardcore. We considered all use cases, including those in the competitive scene, and welcome feedback to ensure our products are enjoyable for everyone. Each feature comes with various settings to allow you to adjust them to your liking. Now, let's move on to the technical details, which I have listed to make it easier to follow. We use general terms like 'wear', 'condition', 'property' and 'failure' to abstract information about the aircraft. Still, their precise meaning is interpreted at the level of each component individually. As mentioned in the trailer, the F-4E is a collection of thousands of components. Each component is unique and has its own set of properties. Two components at the same level of wear will be slightly different. Some examples of how those properties can manifest in the aircraft: two tachometer gauges may have different accuracy; two pumps may have somewhat different effectiveness; pressure at which a check valve opens and closes will be different from valve to valve; etc. Each component accumulates wear independently. The rate at which it wears out may depend on various factors, such as extreme forces or temperatures. Each component has an assigned condition/quality. This value represents the combined quality of manufacturing, materials used, and maintenance. Component properties are affected by wear and condition. Wear and condition can be assigned per airframe by the mission creator. Components may fail, and each component may fail in multiple spectacular ways. Failures are an additional layer to the wear layer. Wear and other factors, such as damage from weapons, extreme forces or temperatures, may impact the moment when a failure occurs. Failures can be gradual; for example, a seizing-up motor or actuator may, at first, require higher forces to move and eventually stop altogether. Failures are NOT rolling a dice every second. However, we take into account all available sources describing what is the rated lifetime and approved failure rates. The total number of already defined possible points of failure in the F-4E is counted in thousands. Last but not least, if, for any reason, you want to deactivate all of the above, you can select 'reference aircraft' in the mission editor. Your F-4E will have all properties standardized, factory-fresh and in perfect condition. In summary, we wanted to make the F-4E feel organic and unique each time you fly it, and we hope you'll enjoy all the new features.4 points
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EDIT: The store description has been corrected. In any case, below is the full description again. Please note that some regional or language based subpages may still show the old, incorrect description. You can always check the correct description on the English page until the translations have been published, here: https://www.digitalcombatsimulator.com/en/shop/ Our F-4E Phantom represents the culmination of years of hard work and research, to recreate this legendary aircraft in the highest detail and fidelity possible. DCS: F-4E brings this cold-war legend to the skies of DCS, so strap in and prepare for a wild ride. About the F-4E Phantom II The F-4 Phantom II is an American two-seat, twin-engine, all-weather, long-range supersonic jet interceptor and fighter-bomber originally developed by McDonnell Aircraft for the United States Navy. After entering service with the Navy in 1961, it became adopted by the United States Marine Corps and United States Air Force. Due to its high adaptability, versatility and for its time unparalleled capabilities, it quickly turned into the main workhorse for all 3 branches and spread beyond the borders of the United States, going on to serve and protect 12 nations across the world, with Phantoms being operated even today. Its production ran from 1958 to 1981, and with nigh 5200 Phantoms built, it became the most produced supersonic US military aircraft in the history, solidifying its place as one of the most recognizable and well known aircraft of the cold war era. It truly was one of the most iconic aircraft to ever grace the skies, a phabulous aircraft that at its time had unrivaled power and capability. It instilled a sense of wonder and awe, a beast that announced itself only with thunder. Unmatched in character and impression it was without equal, from the first time it took to the skies. A primeval spirit in aircraft form, it delivered shock and awe that rattled to the core and protected many nations across the globe. While both an interceptor and potent air to air fighter, it proved its multirole capabilities as a true air to ground workhorse, and packed a serious punch. This unprecedented mission agility was reason enough for its lifetime to span well over six decades, continuing even today, and will translate to our rendition of this aircraft, as you fly and utilize a wide variety of weaponry across a broad spectrum of mission content. Outstanding features of the aircraft are the powerful J-79 twin engines with a dry thrust of 23,810 lbf and a max afterburner thrust of 35,690 lbf, a crew of two, the powerful AN/APQ-120 Radar, the Digital Scan Converter Group (DSCG), the Weapons Release Computer Set (WRCS), the Aircraft Weapons Release Unit (AWRU) and an Altitude Reference and Bombing Computer Set (ARBCS). The DSCG version of the F-4E also comes with the AN/AVQ-23 Pave Spike targeting pod, allowing for precision strikes and the (self-)employment of laser guided ammunition. Additionally the F-4E can carry the AGM-65 Maverick, a wide array of iron and both TV and laser guided bombs, as well as the capability to carry out Wild Weasel (SEAD) tasks in a limited capacity with the AGM-45A Shrike. Unlike previous Phantom variants, the -E comes equipped with an integrated M61 Vulcan cannon that can be used both in an air to ground and air to air role and an optical sight that allows for lead computing optical sighting (LCOS) in air to air - as well as the ability to carry additional Vulcan cannon pods. It can protect itself with the ALR-46 Radar Warning Receiver, the AN/ALE-40 countermeasures suite, the AN/ALQ-131 ECM pod, KY-28 encryption equipment and employed a range of early to modern era AIM-9 Sidewinder and AIM-7 Sparrow missiles for aerial combat that can be employed also through additional specialized CAGED and computer automatic acquisition (CAA) modes. The Heatblur Simulations F-4E Phantom II aims to simulate this iconic aircraft as a high-fidelity module for DCS, being the culmination of several years of research, coding and modeling. Special points of consideration amongst the many features are the external and internal graphic model created using laser scanning and photogrammetry from real Phantoms at various museums, the detailed External Flight Model (EFM) developed over the past several years and verified by real F-4 pilots and WSOs, the detailed modeling of the AN/APQ-120 radar and the various systems on board and the ability to fly as a two-crew aircraft in multiplayer, as well as the proprietary JESTER-AI helping you as your AI-WSO in singleplayer. Key features of the Heatblur Simulations DCS F-4E Phantom include: The simulation of both the DSCG and DMAS equipped -E variants, the DMAS version following later during the Early Access period. Highly detailed external model, built using laser scanning and photogrammetry taken of real F-4 Phantoms across the globe. New models for some of the F-4 Phantom payloads, such as the AGM-45 Shrike, the AGM-12 Bullpup, the AGM-62 Walleye I and AN/AVQ-23 Pave Spike targeting pod. Highly detailed and accurate 6-DOF (Degrees of Freedom) cockpit also built using photogrammetry from the F-4 Phantoms preserved at museums, including Heatblur FORGE elements to be added later during Early Access. Highly detailed and accurate pilot and WSO models that will eventually match the many liveries and different nations, and later during early access a full character customization system, allowing you to customize your pilot and pick and match various equipment to stylize your crew. Highly accurate, F-4 pilot and WSO verified, External Flight Model (EFM) based on real performance data. Accurate aircraft systems simulation featuring: The Automatic Flight Control System (AFCS). Detailed electrical system, simulating sources, current and consumption accurately, including realistic circuits and power draw for every connected device. Detailed Hydraulic System, simulating the flow of hydraulic liquid that ultimately moves the hydraulics which in return move the various flight surfaces, etc. Detailed and accurate oil and fuel system. Mass based physics system, allowing for unprecedented simulation of moving surfaces, with realistic behavior according to their mass and properties. Fully functional multiplayer two seat functionality allowing a pilot to carry another player functioning as the Weapon Systems Officer, WSO. JESTER AI 2.0: Our new and improved lifelike AI that fills the role of the WSO when flying single-player or multiplayer without a human WSO, with now expanded functionality, dialogue options and more. A simulated Crew Chief for a more immersive and complete startup procedure. Later during early access, a brand new walkaround mode, allowing you to do pre-flight checks on your aircraft. A new versatile set of UI features, that allows for live in-cockpit browsing of the manual and the ability to interact with the various settings and options pertaining to your mission and flight. This feature will be continually expanded during Early Access. Introducing Heatblur Interactive Tooltips: the ability to click on a switch and be directly taken to the relevant manual part, without ever leaving your cockpit. New and improved effects, such as advanced overwing vapors, new procedural animation systems, and more. Detailed and highly accurate simulation of the AN/APQ-120 Radar. Detailed and highly accurate simulation of the ALR-46 RWR. A detailed simulation of the AN/AVQ-23 Pave Spike targeting pod, allowing the WSO to guide laser guided munitions dropped by the pilot or other aircraft (buddy-lasing). Comprehensive digital manual, both as a PDF and as a continually updated online manual, directly accessible from within the cockpit at any time via Interactive Tooltips and/or the EBAG. A complete set of interactive and voiced tutorials. A comprehensive set of missions and campaigns to be gradually released during Early Access and beyond. NOTE: Some features may not be available immediately at Early Access. The later F-4E DMAS equipped variant, including Pave Tack and TISEO, will follow during the Early Access period and the tutorials and campaigns will be implemented and expanded during this early access as well.3 points
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Our new UH-1 campaign will be released soon, and we already have plans for another one. Nevertheless, the question of a new challenge arises. The Mi-8, as another highlight in DCS, is on top of our list. The question arises. Is there interest in a realistic campaign? and if yes, On which map should the campaign be set? I would be very happy to receive your feedback.3 points
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It all sounds absolutely great. But I am particularly interested in the following two points: A simulated Crew Chief for a more immersive and complete startup procedure. Later during early access, a brand new walkaround mode, allowing you to do pre-flight checks on your aircraft. This is completely new and can add an incredible amount of immersion. I hope for a good implementation3 points
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Было много проблемных модулей от сторонних разработчиков, особенно ранних, но их начали исправлять. Миражу 2000 ФМ наконец-то довели до ума, Газели начали переделывать ФМ с аркадной на что-то серьезное, а 21 так и остается в печальном состоянии.3 points
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3 points
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Вообще, иногда хочется, чтобы ED имел возможность коррекции third-party модулей. Должен быть некий фильтр, исключающий уфолётство, к примеру. Да и в случае заброшенности модуля при его откровенной недоделанности наличие такового в продаже мягко говоря, не красит всю систему в целом. Введите тогда какие-то отметки рейтинга в магазине, с помощью чего пользователь перед покупкой мог бы оценить текущее положение дел по модулю без поисков иголки в стоге сена на форуме. К примеру, ввести рейтинг на основе нескольких параметров (примерно): Уровень реализации Проработанность ФМ Проработанность авионики Проработанность вооружения Поддержка разработчиками и тд. Тогда человек будет примерно знать, соответствует ли модуль ожиданиям. Уверен, многие воздерживаются от покупки из-за сомнений, рейтинг поможет определиться и более того, он будет стимулировать разработчика развивать модуль, ибо хороший рейтинг - хорошие продажи. Я так понимаю, возникла ошибка перевода слова "разраб" и переводчик воспринял это слова как "Разрыв", что не верно. "Разраб" означает "разработчик".3 points
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An unwashed mechanic with an ever-present rag in this hands telling us what incompetent boobs we are for damaging HIS aircraft with our kindergarten flight skills.3 points
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Есть самолеты, которые категорически нельзя делать плохо. Миг-21 и F-4 в их числе. Последний дал начало эпохе МФИ. Это настолько легенда, что скорее всего будет первый купленный мной двухместный модуль Но качество должно быть на первом месте.3 points
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Combat flaps will retract automaticly when going beyond the speed-limit, manual flaps won't.3 points
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Es ist doch eigentlich ganz einfach. Du hast ein Problem, das andere nicht haben, und es konnte auf deine konkrete Beispielmission zurückgeführt werden. Das Problem wird sich nicht in Luft auflösen, indem wir diskutieren, welcher Mod oder welcher Parameter in der Mission das eigentlich gar nicht ausgelöst haben kann. Deshalb... ... wäre dies die naheliegendste Lösung.3 points
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Hi BN & team, Loving 2.9 and working well....except for this spotting dot renderer. Whereas I could understand some folks wanted it, I didn't, and furthermore it is a real immersion breaker for me. Huge dark squares all over the sky for aircraft 40 miles away, which disappear when you get closer. As a spotting tool I can't even imagine it works well as when you get closer they disappear and the aircraft become much harder to spot at closer distances. You are distracted by aircraft much further away sticking out very unrealistically. I wouldn't mind if it could be disabled, but the autoexec toggle doesn't work for me, so I am stuck with this - I assume minority driven - cheat code. Please remove or make it so I can disable it. My specs are below and spotting was very realistic before this for me. Thanks and kind regards, Simultaneous.3 points
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3 points
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I shall forward what my great grandfather ones wrote me, during a harsh, long and cold winter night in the year 1905: Dear Sir, while I fully second the sentiment of growing a proper mustache for the upcoming release of the phantastic phantom, I shall nonetheless allow myself the liberty to reprimand you, kind Sir, that during Movember one does not grow a mustache to get prizes, but to bestow the world with the grant prize of your mustache itself. We shall however graciously forgive you this misstep as hitherto Movember has had barely been started and we can see how this could have lead to a facile oversight, a trap, much like the one we are so proudly cultivating our fine mustaches around. Should however any of you grow a sizeable, phabulous mustache until the release, and be willing to expose their fine contours to the public's judgement on these very forums, we shall indeed bestow a firm pat on your back, as a humble gesture of our approval and utmost respect. Because a true mustache can only ever be grown for the sake of being a magnificent mustache, fine Sir! Please have our dearest wishes and cheers for your growing endeavours! Signed: Pops.3 points
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У красных аналог появился только во втором десятилетии 21-го века. Р-77 сделана по известным данным для экспортной РВВ-АЕ. Никакого баланса никогда не было. По комплексу характеристик американские самолеты всегда превосходили советские, если брать один срез времени. Советы рассчитывали на количество, что в принципе работает.3 points
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We hear you, and as has been said before both the now more realistic auto hover and slave to sight features are still being worked on. The problem we face is that the auto hover on the real Gazelle is much more limited to what you are probably used to with the pre-fm update. People have been clear in that they wanted a more realistic Gazelle module which is what we're delivering on. This makes it a bit harder to control as well as we threw out some less realistic options such as the near perfect auto hover that also controlled your pedals and collective. The CVS mode, auto hover, on the real gazelle does not take control over your rudders and collective. That said, ALV mode, more commonly known as slave to sight mode, does take control over your pedals but is not implemented yet. I think when ALV is fully implemented it will be easier for you to achieve what you want.. but you will still have control over the collective. It's a work in progress and we work as fast as we can. However, I do want to add that the old hover and pop-up thing you could do in the old Gazelle with the magic auto-hover is not the best way to go in the Gazelle either way. Shooting HOT3's from hover was abandoned when the more common AO's switched from the lushy Fulda Gap to the Middle-East where shooting HOT's on the run became the new standard. And while harder to pull off as for now you'd have the workload of both crewmembers, with some practice this is actually very much doable on both the L and M with the latter allowing you a bit better situational awareness where the L will have you heads down in to the periscope. Not only does it mitigate the lack of a fully functional CVS and ALV mode, it will give you a much better survival rate in DCS where ground units will try to put a 9M119 Svir/Refleks in your face whenever you hover within range. I know it is not ideal, but know we're looking in to how we want to proceed with CVS and ALV modes. It is a time consuming task as it is a fully simulated mechanic rather than a stop all physics solution.3 points
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The new 2.9 patch rotor wash on grass, trees and dust is awesome! One issue I have noticed is that the cockpit windows/glass of other AH-64D's around me shows through the dust and is not obscured by it. This is the same with MT or ST, VR or 2D. Screenshot is from the start of the Sinai AH-64D Free Flight instant action mission (OB 2.9.0.47168).2 points
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Depends on the situation. Against a target that's running for its life on the deck? You probably want to wait until you're within five miles. Supersonic at medium altitude? You can shoot at 20 and the missile will have a reasonable chance of getting them if they don't react violently. Supersonic at 50 thousand feet I nailed an AI Flanker from 37 miles with an -7MH.2 points
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Henry the auto-Hoover is the highest priority on the Gazelle, but there is only one of me to work on it and the Kiowa is a higher priority right now. Rest assured, as soon as I have time it is the first thing that will I will do on the Gazelle.2 points
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It is easy max continuous up to 7500 is 3000rpm above 3250rpm. 30 min limit for 3250rpm below 7500m, above no limit2 points
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In der Regel, indem sie irgendeine Variable, API Funktion, Textur- oder Objektnamen verwenden, die bereits von einer Offiziellen/integrierten Variablen, API Funktion oder Objektnamen belegt sind, weil die Modder ihre Mods nicht durch EDs Test und Freigabeprozess laufen lassen können, wie die 3rd Parties. Fazit: deaktiviere ALLE Mods und prüfe ob das Problem weg ist. Lässt du die Mods drin, bitte halt die Mod-Entwickler zu prüfen, ob es an ihrem Mod liegt. Hier wird dir sonst keiner wirklich helfen können.2 points
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The best anyone can do is make the jet match dynamic characteristics, stability derivatives and the published data - turn rates, accelerations, top speeds, climb rates etc. Agreed that not everything can be perfectly simulated but what is generous about the F-14 FM?2 points
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I just wanted to say thank you to those of you who are working so hard to make the dream of flying an F-14 become a reality for so many of us. I am very much looking forward to building my sim-pit from the designs a number of you have put together. While I have no design skills to allow me to create & share something with you all, I can not post something here without providing some information that may prove to be useful for those of you who are more skilled. I came across this site while searching for more info on the F-14 cockpit: https://apps.dtic.mil/sti/citations/ADA327438 After opening the link, select "View the full text of this report" (providing a link vs the pdf as I do not wish to become another war thunder player "leaking" info I should not be, so I figured if you can't access the link, you probably shouldn't see what's inside anyway..." If you're weary to click the link, I came across it by googling "F-14 spin simulator" and selected the "Defense Technical Information Center" result. It is a 256 page report on building an F-14 spin simulator. It doesn't appear to have any dimensions to necessarily help you with your build, but it does seem to provide some useful information & graphics. I've scrolled through a couple times now and I believe there should be info that could aid in the creation of our own replica pits. Some key pages I noticed (pdf page#, not report page #): 119: Figure 21 - F-14 Aircraft Cockpit Panel 121: Multipurpose Cockpit Crewstation Specifications (not sure if this is useful as it may not be F-14 specific) 130: VDI Specifications (Display Screen Size: 5 inches x 5 inches) 132: HSD Specifications (Display Screen Size: 5 inches wide x 6.5 inches high) 136: Stick / Rudder Control Loader System Specifications 152-163: Instrumentation & Panels deemed necessary for spin simulation by test pilots (not all instruments & panels were needed for the tests). These are said to be to scale, but upon printing & measuring, I found them to be smaller (the panels I printed were 5.5 inches wide vs 5.75 inches wide as they should be) I hope this proves to be useful to someone! Also, for those of you who feel like you won't be able to build your own cockpit yourself as you don't have the "necessary" tools to do so (CNC, laser cutter, 3D printer...), look to see if you have something called a "makerspace" near you (may have other names as well). I recently learned of these and found I have one not far from me where they have all sorts of tools that will allow me to make my dream become a reality. They even offer classes to help you learn how to operate the machines and how to use the software to actually create what you designed. Thank you again to everyone here helping to make my dream of flying an F-14 become a reality! -Steve2 points
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Habt ihr die Mission schon in 2.9 in den Mission Editor geladen und wieder gespeichert? Beim speichern einer älteren Version, findet eine interne Prüfung der Mission statt, sowie eine "begrenzte" automatische Konvertierung der Settings und Trigger etc. Wie bereits erwähnt, erste Maßnahme ist immer das entfernen von Mods. Es gab schon die absurdesten Fehler durch Kombinationen verschiedener Mods. Einmal clean ohne Mods testen und wenn es dann funktioniert, ein Mod nach dem anderen wieder aktivieren, bis das Problem erneut auftritt und so das kritische Mod identifizieren.2 points
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2 points
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Well, I thought I had it fixed, did a 100% clean install, limited the FPS in Nvidia CP and the stuttering was almost totally gone. Made a couple of AI missions with a few planes tanks etc and all seemed ok with the odd stutter here and there but playable, at least that's what I thought. As soon as I switch the same missions to a client controlled aircraft the lag and freezing was back, and then even in the AI missions, WTH? P.S. I forgot to mention when I first started the game all settings were on low and the game played like crap, only after I turned the settings to max did it improve. Well, for a short while anyway. I officially give up.2 points
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According to ATP-56(A) NATO UNCLASSIFIED, dated November 2000, the KC-130's fuel transfer rate (equipped with Sargent Fletcher 48-000 pods) should be: - 4080 pounds per minute, with the removeable fuselage fuel tank and two AAR pumps installed. - 2040 pounds per minute, with the removeable fuselage fuel tank and only one AAR pump installed. - 1020 pounds per minute, without the removeable fuselage fuel tank installed. For the S-3B, the fuel transfer rate should be 1370 pounds per minute. For the KC-135: - Boom: over 6000 pounds per minute - MPRS pod: 2680 pounds per minute2 points
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2 points
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Yes, there is. Won't say more at this time, not sure how long the current work will take.2 points
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Sure. But the built-in capability to make a turn at 9G does not mean the engineers envisioned a game plan where you drone on in a continuous 9G 2Circle to win.Reclined seat or not. I think the current G-load modelling of DCS gives people the wrong ideas about fatigue or better lack of it in DCS.2 points
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June 6th 2024 will mark the 80th anniversary of the mighty endeavor, the greatest military operation in history: the Normandy landings. In Debden Eagles, my upcoming DCS P-51D campaign, you will be able to experience these events first hand from the point of view of an American fighter pilot. Every mission is based on original, historical documents, down to the smallest details. 100% historical accuracy, zero Hollywood BS, and about 90% Air to Ground ops. I hope you’re as excited to see it released as I am. Here’s a little teaser for you, made by the one and only Dominik Keller:2 points
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2 points
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As the thread is already 10 pages long. I did a search on parachute, with no return. Sorry if mentioned before but: ejected pilots aka parachutists should not have the spotting dot enabled. I accidently chased ejected pilots instead of aircraft...2 points
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Ну, русский можно и не дождаться! Там Разбам делает Миг-23. Но что будет за модель по части FM, тут большой вопрос. А летать хочется на хороших моделях. То что из комплекта "Горячие скалы" русское, уже как-то не то. Конечно это все индивидуально. Но для меня - не то. По этому я летаю на зарубежных самолетах и на нашем, просто изумительном Ми-24. Собственно Ми-24, наверное единственная "русская" модель, отвечающая современным требованиям. Во всяком случае - это так для меня.2 points
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The system has multiple components and aspects to it. We will explain it in detail at a later point. A few points that I can mention today: all properties of the aircraft and each single component will slowly degrade while you fly, based on how you fly and a few other factors - how this will affect your experience mostly depends on the mission designer. dont just think about "engine max speed" here, also think about stuff like how well any of the many lamps in your pit can react to voltage changes. or how well positioned the lense in your targeting pod camera is. the system affects a lot. the "persistence" aspect does not accumulate in the way you describe it, but is rather an option for mission/campaign designers to allow for multi-mission scenarios in which you would fly a single aircraft without being able to repair it, especially dynamic campaigns. it also captures and simulates aspects such as factory quality and variance. not every motor produced in a factory does have the exact same properties and performs identical, they are rather produced within a certain acceptable range. as an example, some of the WW2 birds produced in the last years of the war have been produced with rather bad quality in comparison2 points
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Because rolling back to stable for a large server is much more than just ticking a box to change versions. Please dont let this be dragged into a stable vs OB discussion. Everyone here knows why Openbeta exists. Perhaps I could have worded myself better: ....contrary to what was stated before, turning the feature off not only works for Multiplayer, but is in fact is preferable for many who play MP.2 points
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