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Showing content with the highest reputation on 11/17/23 in all areas

  1. Puma A1 IFV (Germany) version 1.0.0 released! Changelog Version 1.0.0 Release version
    14 points
  2. 8 points
  3. Защёлки на видео преодолеваются вручную (мышкой снимаются с упоров). Само поведение открытого фонаря в полёте в самом деле обусловлено несколькими факторами, которые в сумме могут привести к неочевидному результату. Помимо трения и продольного ускорения самолёта существенное влияние оказывает сложное обтекание воздушным потоком. В отчётах об испытаниях серийного образца мы встречали жалобы на самопроизвольное закрывание фонаря в горизонтальном полёте. Эта информация легла в основу поведения фонаря в нашем модуле.
    8 points
  4. Dear all, the recent patches contain only minor fixes, but as always we would kindly like to ask you for your feedback. The slowdown in patches for the F-14 and Viggen are due to us undertaking a more holistic approach in order to make both aircraft beneficiaries of various new features introduced with the F-4, but we'll be aiming to ship various changes and fixes in the December patch before some of these features make their way back into the aircraft. Thank you all for your very kind patience, for your continued kind support and feedback! I would also like to add my personal thanks to both Rokkett and Rick_NSX, who so kindly helped to fix Reforger II and with that took a huge burden off my shoulder and allowed us to finally ship fixes and not make everyone wait longer. It is much appreciated! DCS F-14 Tomcat by Heatblur Simulations Fixed Operation Reforger II Missions 2-5 not progressing correctly, thanks to @Rokkett and @Rick_NSX! Fixed random bulletholes to pop up on fuselage.
    7 points
  5. Creating Farps, Parking bays and anything else you would like to have using the basic texture is the easy bit, I have already created a whole load of them, patches of dirt, tarmac, concrete, small squares, large squares - there is no limit to what you could do. The main issue is as I have explained above, lack of a drop down for Liveries in this Mod as it is now However, by making a simple change to the data.lua you can change this to a 'structure', which you can place like all structures, on flat ground of course, which isnt easy for a base this size but it can be done. Massuns edm is really well made for this purpose. There is another small issue with 'structures' - the Massun default texture for this is the helo deck, and that is what you will see when you place it on the ground in the ME. Not easy to place objects on top of that because what you are looking at is the helo deck, not a parking bay or a concrete patch. So, to overcome that I replaced that texture in the main textures folder with this template, and what you see now is in the first image. Placing helos, Hexo's etc, is easier with this template. When your done placing stuff on it select the Livery you want from the drop down and thats what will appear in game, your Livery of choice, not the template. The Massun LHD-LHA deck isnt lost, I just added that as another Livery in the drop down which you can select and it will work as normal. The template is easy to follow, the outside white lines are the limit of the visible area of the deck when its in the game, so you can keep stuff on the deck where you would want it to be, the colour lines point you towards either a large medium or small parking area Liveries which are in the drop downs, but you could do anything you want with it. On some of the Liveries I have added a couple of very small white lines at either end of the texture file which you can line up with the runway edges. In game this template is actually upside down, I have just turned it around for convenience here. Anyway, this is my first bash at this ... I have some other ideas and uses for this texture file.
    6 points
  6. Да, по мотивам ваших справедливых замечаний. Оказалось, не так сильно портится обзор, как мы ожидали.
    6 points
  7. The issue has been fixed in yesterday's 2.9.1.48111 Open Beta, with patchnote: DCS: Supercarrier by Eagle Dynamics Fixed: The salute command doesn't work when using option Afterburner detent. Thanks ED!
    5 points
  8. Нам мониторным летунам пойдёт. У нас всё равно концепция полета нереалистичная.
    5 points
  9. нормально так...тут армию Ирака 91г. бедуинами называют О_о вкратце 20ти миллионный Ирак, напал на 60ти миллионный Иран и 10 лет с ним воевал,да, не победил, но и не понёс территориальных потерь, после этого психанул и за 4 дня захватил Кувейт, охереть бедуины, полностью согласен, что тогда это была 5-6 армия мира. (ну так из параллельной реальности-если бы Украина напала на Россию, 10 лет с ней провозилась без территориальных потерь, закончила войну и потом за неделю захватила Молдавию, а её бы при этом называли армией "колхозников")
    5 points
  10. Методисты армейской авиации к сожалению не учитывают мнение вирпилов по поводу как им, методистам, свои методики боевой учебы писать. Кстати с одной из их версий можно ознакомиться, погуглив FM 1-140. Там и методики применения на полигоне, и критерии оценки. Старое конечно, но представление примерное получить позволяет.
    4 points
  11. Вечер добрый. С крайнем обновлением беты - проверял кто «планирующие боеприпасы»?(JSOW, SLAM и прочее) А то оно частенько кружили вместо того, чтоб в цель попадать. Говорят баг автопилота самих боеприпасов. И ещё. К разработчикам. Почему/зачем на новых моделях пилотов (Апач, 24) - отрисовывается голова? (Шлем, ОНВ). Бывает голову назад нужно сильно завернуть трекиром и внезапно, вместо пустой шеи появляется голова, которая только мешает там. Раньше ведь было без неё, на всех модулях, в том числе и сторонних. Моделька и движения классные, но иногда мешает. А уж смотря назад…с этой головой - тем более. Подтверждаю. На Апачи - тоже самое. Давненько. p.s. На 24 баг с закрытием кабины так и остался, при виде с места командира. (У оператора стекло закрывается быстрее, чем сам блистер, вернее его «окантовка» так скажем)
    4 points
  12. Я прекрасно понимаю это. Но давайте будем объективными. Какую роль играет так называемый жпмтр... Если лететь с постоянным скольжением, то через некоторое время начнёт затекать нагруженная ягодица)))) В DCS, конечно этого не прочувствовать. А вот, возьмём ситуацию, когда в облаках откажут все 3(2) авиагоризонта.. редкость, но бывает. Какую роль жпмтр сыграет здесь? А какую роль он сыграет при попадании на висении в собственную инверсию? Все внимание в обеих ситуациях будет сконцентрировано на дублирующих приборах в первом случае и на авиагоризонтах во втором. Ну почти все. Со временем, работая в этой сфере, убеждения меняются. Сначала не понятно, что это вообще за чувство пятой точки, потом наоборот все предельно ясно, но в итоге основным принципом становится то, что можно доверять только собственным глазам. А чувство и доверие ощущениям ускорений особенно по приборам и в горах может привести к негативным результатам. Ни одна инструкция, методика, технология ни одно руководство, ни одни правила не дают права доверять этому ощущению ускорений. Какова аналогия с DCS? Ни в симуляторе, ни в жизни невозможно проконтролировать положение вертолета вне видимости земли и горизонта без специальных приборов. Ни в симуляторе, ни в жизни практически не позможно понять без зеркала и команд бм в каком точно направлении раскачивается лёгкая 500 килограмовая подвеска. Чем поможет жпмтр на висении? Никто с завязанными глазами не сможет выполнить висение, особенно с изменением параметров (курс высота) ни там, ни там.. Так зачем тогда нужен этот вымышленный прибор? Согласен, ускорения чувствуются в жизни, но и в DCS они чувствуются, хоть и косвенно, особенно в VR за счет смещения головы в кабине.
    4 points
  13. Can confirm, still seeing the 900-1,000ft AGL frame drop. It doesn't seem to be location dependent. This clip is on a south west track away from Rio Grande. The frame rates were not terribly different. In the 40s above 1,000ft, around 20 under. It's damn pretty though. Second video, note that the first pass is over the more populated part of town at over 1000 and it's very smooth, but the second pass is under 900ft and demonstrates some serious frame pacing issues despite being over a more desolate part of Rio Grande.
    4 points
  14. An FF F-15C is probably coming at some point, but I hope it's not just an upgraded mid-2000s version. We need the classic 90s F-15 for Gulf War era scenarios. Also, most people don't know it, but it can carry and drop dumb bombs. It can also strafe. Accommodations for air to ground are limited, but they exist in USAF F-15s. They're not used operationally and pilots don't train for this, but the F-15 does have air to ground avionics modes.
    4 points
  15. Spitfire IX The Big Show Campaign by Reflected Simulations Mission 4 missing trigger line fixed P-47D Wolfpack Campaign от Reflected Simulations BBC music update DCS: F-14A Fear the Bones Campaign by Reflected Simulations Mission 12 adjusted launch order Takers were given unlimited fuel F-14 Speed & Angels Campaign от Reflected Simulations Mission 11 adjusted launch sequence DCS: Spitfire Beware! Beware! Campaign by Reflected Simulations BBC music update DCS: Mosquito FB VI - V for Victory Campaign by Reflected Simulations BBC music update
    4 points
  16. Dear all, the recent patches contain only minor fixes, but as always we would kindly like to ask you for your feedback. The slowdown in patches for the F-14 and Viggen are due to us undertaking a more holistic approach in order to make both aircraft beneficiaries of various new features introduced with the F-4, but we'll be aiming to ship various changes and fixes in the December patch before some of these features make their way back into the aircraft. Thank you all for your very kind patience, for your continued kind support and feedback! DCS AJS-37 Viggen by Heatblur Simulations Fixed RB-04 buddy-blast
    3 points
  17. Which is exactly what I said. Just read a little further than the first words of the sentence. Of course visual modes do not require steerpoints. Most weapons can engage visually. However, many situations preclude a visual engagement, such low vis or high threat situations. Notably, LGBs can technically be dropped in CCIP, but you'd better have someone else to lase them, unless you go for a ballistic drop.
    3 points
  18. Using the example you quoted from @davidrbarnette, no way is it quicker to drop a jdam with the Hornet. The Hornets workflow is truly horrible, everything that takes one press in the Viper takes at least 3 in the Hornet. This is not true, any weapon that lets you use CCIP, DTOS or VIS mode (I'm struggling to think of any weapon that you can't use in one of those 3 modes ) does not need a steerpoint anywhere near the target.
    3 points
  19. Drop a HUD markpoint near each target. See the workflow for CAS with waypoints for what comes next. Either that or forget the fancy kit entirely. For instance, note that in the "Home on the range" mission you're armed with rockets and dumb bombs. You don't need the TGP. What you are supposed to do is work with JTAC to engage the targets visually. This, in fact, would be the preferred method IRL, if carrying such a loadout. Level bombing is not accurate enough for CAS even with modern technology. JTAC will mark the spot on the ground with smoke, then give you a reference as to where the target is, relative to the smoke. Your job is to spot it and then put the requested ordnance on it. That's just how the Viper is designed. For the air to ground systems to act in a sensible way, you need a steerpoint on the ground. The only exceptions are visual modes such as CCIP or VIS. In these, you acquire the target with your trusty Mk1 Mod 0 Eyeball and fly the aircraft to put the impact point on it.
    3 points
  20. Align the INS and your screen won't be cut off by the ATTITUDE caution, Senior Dumas. Definite skill issue
    3 points
  21. Yup, other folks have reported the same Biggin problem in bugs section of this map.
    3 points
  22. You can see all steerpoints on HSD, but only your active steerpoint gives you cues on HMD and HUD. You can edit steerpoints other than the active one, but before you get the cues, you need to select it as active. Also, you can type in a steerpoint number from the keypad, no need to step all the way to it. If the new steerpoint shows as active on HSD, but can't be seen in HUD and HMD, then it's a bug. You should record a track when this happens. In fact, do it anyway, this will help determine what you're actually doing. Chances are, you're not doing it the way it should be done. Not really, it's more of a thing with the module being WIP, or ED not realizing the design detail is there. For instance, the real HUD has its supports slightly angled so that they take up less of the pilot's view. This isn't present on our model. It's likely ED didn't have a proper reference for the part. With many of those details, the devs mean to "get to it" one day, and others are difficult to find in public documentation, and might be poorly documented in general. Also note, some real aircraft features are clunky. This is a 70s jet upgraded with newer and newer avionics over the years. Some things are holdovers from the A, and others simply aren't perfectly integrated. This is not at all uncommon with real hardware.
    3 points
  23. This is really an interesting thread in my opinion. I find the Viper to be by far the easiest jet to work with on air-to-ground. Here's why: - In the F-16, pull up the TGP page on an MFD, select the steerpoint you'd like on the UFC, and the TGP is looking at the steerpoint. Make the MFD your sensor of interest, move the TGP to the target, and TMS up and boom, you're good to go. Doesn't get any easier. - If you're working off of a JTAC 9-line, you select waypoint 21 - 25 on the DED, enter the 9-line data, convert it, then select the waypoint and boom, you're good to go. Where are you getting sideways?
    3 points
  24. Thank you for this remark, but I'd like to point at my original post, you know, in case you didn't notice.
    3 points
  25. Ok, got it fully. The taz1004 mod is still required plus a small additional change in the shader file described here. It seems to be related to some fresnel factor calculations that have been introduced in DCS at some point. There is still the older code with simple calculations. And it removes this effect completely. --- DCS/Bazar/shaders/model/functions/glass.hlsl 2023-03-10 23:24:10.010616200 +0100 +++ DCS.mods/Taz1004_ClearGlass_v2/Bazar/shaders/model/functions/glass.hlsl 2023-11-17 15:27:04.075284600 +0100 @@ -40,7 +40,7 @@ float4 colorMul : SV_TARGET1; }; -#define CALC_GLASS_FRESHEN 1 +#define CALC_GLASS_FRESHEN 0 #define CALC_GLASS_TRANSMITTANCE 0 //for the future #include "functions/shading.hlsl" Set CALC_GLASS_FRESHEN to 0, line 43. IMO there should be an in-game option for that.
    3 points
  26. Даа, Хэллкет хочется и нормальные палубные операции на поршнях
    3 points
  27. Bug still present with 16 November OB patch.
    3 points
  28. Самый смех в том, что мы то хоть на стуле и перед монитором но хоть что то да знаем... вы зайдите в курилку или столовку на каком нить предприятии где куча обычных мужиков - 99% несут со знанием дела такую дичь от тв3 и малыша-прохопенка, что страшно становится. Да и "эксперты" первых каналов мира, поющие песни про догфайты малозаметных истребителей, попутно крутящих колокола и постреливающих гиперзвуковыми ракетами.
    3 points
  29. One thing to understand about the Viper is that it's built around preplanned steerpoints. If you don't have a steerpoint at or very near the target, you're in a world of clunk. Snowplow really works like that in the real jet, but the idea is that you drop a markpoint near any TOO you find, and then you've got it working like you had a preplanned steerpoint. You can use any markpointing method you want, but you do need a markpoint. Hornet is, in some ways, more straightforward, but I found it a little less smooth to use, because I was used to the Viper.
    3 points
  30. My two cents, when the Corsair will be released, in the same day/patch ED will release Mariana WWII. They wanna put a base to develop the Pacific Theater (as stated by Nick Gray) and starting with an aircraft without at least some AIbto fly VS and a proper map will be a bad stepstone... We will see [emoji106] Inviato dal mio BLA-L09 utilizzando Tapatalk
    3 points
  31. Вывод сделан неправильный. Полет на ПВМ выматывает аналогично поездке по трассе без круз контроля за впереди идущим автомобилем. Все время нужно контролировать его динамику и быть готовым к торможению. Кроме того В любой момент может отказать двигатель. ( Привет птицам) по разным причинам. И шансов на принятие решения или высоты для выбора места аварийной посадки не остается. Именно поэтому и выматывает. Напомнило ... Онлайн, VR, FFB ... Дальше что?
    3 points
  32. "PLEASE" - (with apologies to Barney Stinson) It does take a lot of time, and a lot more understanding and consideration from my loved ones. I'm truly lucky.
    3 points
  33. Yes. I think it is good subject for the next note.
    3 points
  34. Why would that be cheating? Simple map to module default. Each and every new module adds more and more irrelevant garbage by adding more and more liveries that ever were.
    3 points
  35. Just downloaded latest update. Other aircraft spawning on separate catapults, but multiple S-3s still spawning overlapped on CAT 1
    3 points
  36. Links are folders you can BROWSE. You should download the entire folder the first time but after that, browse and only download files that are updated. Updated files will be listed at the bottom of this post or you can sort by Date Modified. My Google Drive has bandwidth limit. Please don't download the entire folder each update.
    3 points
  37. Thank you for updating the kneeboard with more emergency procedures! It is much appreciated.
    3 points
  38. Бедуин - это араб-кочевник. У него кривоногий верблюд; карамультук наперевес и пятеро тёток в жёнах... а то и больше. Араб-кочевник и ЗРК "С-75" во дворе - это уже другое
    3 points
  39. I can confirm the markers sounding as I land, good fix (the range is higher, but that is another problem for another OB, we hope ;-)) and I could also follow the car which is pathed properly and - this was the first time I finished the mission! It's great to see also this kind of fixes for vintage modules. Thank you very much for your care!
    3 points
  40. I may have some good news. I'm only able to reproduce your issue in OB. I could not reproduce it in ED's internal build. It would seem the white flash fix works for your black flash too. Now we need to wait until this fix is merged into OB.
    3 points
  41. No problem, sorry it took a while to fix, but we got there.
    3 points
  42. So sad. Rest in peace. Thanks for all your help and good advice here and in IL-2.
    3 points
  43. This patch seems to have reverted back to the old NVGs in VR for me... Last patch it worked fine, but now I have a squared box with the NVG inside following my eye tracking (same as before 2.9). Running Varjo Aero with Varjo Foveated Rendering. Please hotfix this.
    3 points
  44. With the new updates hoped it would sort out the FPS issues.. Nope. Brand new mission with air start Hornet over the mountains. FPS locked in game (new option) at 50 FPS (VR) started great with a constant 50 FPS (5000'ish indicated on the HUD). Dove down to a glacier to check it out and at roughly 4350 indicated it instantly dropped to 17 FPS about 200' off the ice. Up above 4350'ish it jumped straight back to 50 FPS. Really want to like this map, but this has always been the case. Brand new update, cleaned and repaired after update, no mods. 12700H, 64Gb RAM, 3070Ti
    2 points
  45. It's strange that they added "a small random trajectory spread of cruise and anti-ship missiles so that they do not fly exactly one after the other and do not collide" At the same time, without eliminating the main bug
    2 points
  46. So when the majority don't care about liveries you'd agree to drop the entire subject? After all, MP PvP without BVR makes up less than 1% of all DCS. Anyone outside those perpetually obsessed with 'exploits' couldn't care less about forcibly installed liveries as long as they can install them manually. I guess that this point is moot then for you?
    2 points
  47. It is the software fps-cap that is enforced by the application itself. It limits the. max fps. to the specified value. So e.g. if you set it to 90 but your CPU/GPU would be able to run more than that, it would still only output 90. However if you set it to 90 and your hardware only achieves 80, it doesn't do anything. This could formerly be done by altering an autoexec or the graphics.lua (or set a limit in a third party software like afterburner/rivastatistics). It is just a creature comfort feature to be able to do it from the menu now.
    2 points
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