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Showing content with the highest reputation on 12/05/23 in Posts
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RAZBAM Discord AV-8B https://discord.com/channels/536389125276827660/1109145442102562929/11809038363957740327 points
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I salute your decade long dedication for our sake, @Silver_Dragon. Thank you for keeping us updated on the state of things! This post deserves to be in the hall of fame!5 points
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5 points
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I would like to have a few more options in the infantry/personnel category. There are of course a lot of active combat units that could be added here, like ATGM teams, machine guns and so on, but I would like to point out a few possible additions that aren't exactly combat-related but would be rather useful for a lot of missions: 1) Pilots This is a pretty simple addition I would wager, as pilots are already modeled and rigged with animation in DCS. It would just be super useful to be able to actually place pilots as a unit, for airfield atmospherics but mostly because it would make setting up CSAR missions for helicopters a lot more immersive. 2) Stretchers Admittedly a bit more work here, but I think that a lot of helicopter transport missions (also looking at the future Chinook) would benefit from teams carrying stretchers as a transport task unit, seeing how medical evacuation and transport is a primary task for most utility helicopters. 3) Civilians I'm aware this is always a bit of a point of debate, but having a small selection of generic civilians would not only be good for transport missions, VIP extractions and the like, but also add a tight ROE-boundary for helicopter strike missions, which we cannot properly do yet.5 points
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4 points
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I went G2 to Aero back in May this year, to me vertical FOV is essentially the same, horizontal FOV is wider though - the viewport is more of a letterbox shape. Think of the view out of a motorcycle helmet. The crystal has more vertical FOV, particularly downwards so checking panels might be easier, this has never been an issue for me though, in the aero I can read both HUD and MFDs in the A10C just by moving my eyes. Performance wise the aero is faster than the G2 when using varjo foveated due to the lower pixel count required. A sort of bad point to note about the aero, there is a slight motion blur that is apparent when moving your head, this does not bother me in the slightest however some it does. It's nothing to do with the panel latency as fast moving objects whilst holding your head still are perfectly clear. Varjo have said that there is nothing that can be done to fix the issue. If you find it bothers you then you have a 14 day window to return it to varjo - just be eyes open. I use 2 htc vive V1 base stations that I got from CEX for 50 quid each, both up front, slightly above the headset, canted inwards and downwards. Tracking is perfect and I don't lose it even when checking 6. I love my aero, it's super comfy, the active cooling is superb when it gets warm and the clarity and performance just works for me. Is it perfect? Possibly not but it's a great bit of kit.4 points
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Hello all, Added a 6th mission to this set, on the first post of the thread. If you already have the prior missions, you may prefer to download the mission directly from this link: https://1drv.ms/u/s!Ai6cuX3YQI26itJ52JG-TTHJcOvUbw?e=157n2d or, if you deem it safer, download the whole set from ED's User Files, the link is on the 1st post. Next, I will edit my first Weapons Training mission for the Viggen: M10 - Gun Strafing at a target Range. It will require the 476th VFG Range Objects Mod: I hope that doesn't discourage too many users from trying it ... I know Mods have a reputation for breaking DCS, but this is a very mature and stable mod and it is actively maintained by Nick “Noodle” Landolfi & Danny “Stuka” Vanvelthoven. I use this Mod a lot and have never had a problem with it Cheers! Eduardo4 points
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riporto anche qui, giusto perché la sezione "Script Tips" non è proprio il massimo della popolarità supponendo che a qualcuno possa fare comodo qualcosa di meglio che il triste awacs attuale ed allo stesso tempo qualcosa che funzioni (il venerabile EWRS si è rotto con le recenti patch ed il repo non è mantenuto da anni) mi sono messo quindi a fare qualcosa per conto mio. usatelo, provatelo, pull requests sono gradite ed augurate.3 points
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3 points
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No. DLSS doesn´t make games look better, it´s the exact opposite ! It decreases picture quality to gain performance. And again no. DCS looks better on a 2k screen than it does on a 4K VR Headset. Because in VR, you are looking at the screens from like 5 cm distance and looking through a magnifying glass. You will see pixels ! And most likely you will have to reduce quality settings to be able to run in VR in the first place. So no, it definitely does not look better in VR. And someone else had better performance with 2.0, so should they have stopped at 2.0 ? Or 1.5 ? Increasing hardware requirements have been standard in PC gaming since PC gaming existed.3 points
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Might be something for you. Will be very Norwegian centric of course3 points
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They’re all heroes to me. I appreciate them and what they all went through ‘just doing their job’. I can only imagine. My Grandad also spent a ‘short’ time in Bodø. He was a WOpAG. In ‘42 he was attacked while trying to take off from Bodø in a Short Sunderland. I can hear him saying when Jerry came over they “took awf like a scalded cat”. There were a pair of them, bombed and strafed, badly shot up, neither made it out. They tried salvaging my Grandads, repairing it with parts from the other aircraft but Jerry came back over and finished her off the following morning. They were picked up by a Destroyer, all survived but some wounded. My Great-Uncle and Godfather was a FAA fitter, on Swordfish (of all things) on a Carrier with Wildcats & Sea Hurricanes. He was on the Arctic convoys from ‘42 (60ft waves at times). I have some of his snaps, one from the focsle of his ship in the ‘Kola inlet’ in ‘45 so I’d love to have a virtual look around. if I ever win the lottery I’ll have a salvage team off Bodø trying to get my Grandads Sunderland back. No messin . Should be pretty well preserved in that cold water. Maybe I should start a crowd funder thingy?3 points
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It would be another module, just like F-16A would be. Different systems (one MFD, old school radar screen), different engines, different FM.3 points
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3 points
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Сделали бы Великолепную восьмёрку что-то типа V2.0. Звуки подкорректировали, текстуры обновили. Мне кажется за это готовы будут платить, как за Ка-50.3 points
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You fly a 14 to fly a 14. Who cares about its qualities as an eSports toy? You wanna eSports, you don’t want or care about the 14. You don’t have shelves with digital goods. When it earns enough back, you can lower prices to allow more market access. Either through buyers who can’t spend $60+ on a toy, or ones who just never buy at full price. Digital goods work really different.3 points
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The CVA-31 is now available in a raw state in version 0.2.0 of the Vietnam War Vessels mod: https://github.com/tspindler-cms/tetet-vwv/releases/tag/VWV_v0.2.0 It's worth to note that we're not sure if the fall through deck issue has been fully resolved. Wider testing will tell. There are other known issues, listed on https://github.com/tspindler-cms/tetet-vwv/tree/main/TeTeT VWV/mods/tech/USS Bon Homme Richard CVA-31#readme I've put together a short video for the release at Some screens: Enjoy, TeTeT3 points
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Аа, т.е. использование пневмоинструмента это забивание молотком шурупов. Ой смотрите, надо же. В лучшей стране в мире (хотя не, не лучшей, лучшая ведь имеет самую сильную армию в Европе), нанотехнологичный Джон 3000 использует ТАКОЙ ЖЕ инструмент. Ай яй, ну дела. В обще как обычно, пук среньк, стандарты нато. Ничего нового3 points
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Add to that list the wrong RWR modes that have been stubbornly ignored by ED ever since, plus the at least doubtful very nose-heavy take-off and landing characteristics, and maybe even the pitch/vertical speed ratio.3 points
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VERSION 7.3.0 You can now download version 7.3.0 in the Original Post! Fixing what's broken! Due to some DCS scripting changes, all missions using Moose stopped working a while back. The guys over at Moose were quick to find the problems and publish a new version. Thanks to them, and thanks to you who helped out testing the little test mission I posted in the thread, we are now back on track. Thank you so much! Happy landings! Have a nice holiday later this month! //Bankler CHANGE LOG 7.3.0 * Updated Moose, in order to get the mission working again after ED's scripting changes. * Changed overhead tanker TACAN band to Y. Enjoy!3 points
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See the problem with stements like this one is - it only holds true when you think about maximum settings. What exactly do you expect from ED (or any other game developer for that matter). To stall developement and freeze the game on a 2010 level to keep hardware demands at bay? Personally I expect ED to raise the bar in visual fidelity (and any other metric, but this on is the most hardware demanding) every year. When my hardware can't keep up, I have to skip the newest eye candy or reduce settings otherwise. But I can still play it just fine. But I would never expect them to stall developement until I can keep up with my hardware. That would be foolish. Edit: For the longest time I couldn't play new games like the Witcher 3 for example on release, because I wanted to play them on high(ish) settings. So I only started playing it a couple years after release when I was ready. Same for other demanding titles. But it was a me-problem. It never came to my mind to expect them to downgrade their game to meet my needs (and btw. there had been an option right from the start - I simply could have played it on a lower res with medium settings. I just didn't want to. MY choice).3 points
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Hello Viggen fans, In anticipation of the Kola Map release, I'm re-learning the Viggen, after many years of having it on the hangar ... not because of any problems with it, but because so many other interesting aircrafts have appeared for DCS, which I wanted to learn As part of this re-learning process, I edited a few training missions for this aircraft, as this forces me to learn the aircraft in more detail than just flying on it, and I want to share them here. As soon as Kola arrives, I will edit a 2nd version of each, to be flown on the new map, in the meantime they are set at Nevada because I'm truly tired of Caucasus and Marianas is a bit too small, and also because I really like Nevada I have already finished a small set of these missions, and want to share them here and add more as I go on finishing them. The missions are available from ED's User Files, this is the link: https://www.digitalcombatsimulator.com/en/files/3334422/ Editing and debugging one of these missions takes about 10 days each, I'd rather not wait until every mission that I want to edit is ready, so here they are: M01 - Abreviated Cold Start My original idea, was to have a Cold Start with two client slots: one for an abreviated procedure using battery power, and another slot for starting with a full procedure and using Ground Power. In the end I couldn't make it work because the battery start has a very limited endurance, that didnt give me the time for detailed explanations that could be shared between both clients, so I ended up splitting the mission in two: One for battery start (this one), and another mission for a detailed cold start. M02 - Detailed Cold Start I know, I know ... almost one hour for a Cold Start mission? ... the truth is that I love how a Cold Start touches up on almost every System that an aircraft has: Electrics, Fuel, Hydraulics, Flight Control, Ignition, Engine, Radios, Avionics, etc. Its undoubtedly the single mission where one can truly view the complexities of a modern aircraft. Bear with me: M03 - Taxi & Take-off from an Airbase I was in the middle of editing this mission, when the last DCS update striked ... bugging the ATC. Plase ignore the glitch when asking ATC for permission to taxi M04 - Take-off from a Roadbase This is similar to M03, but starting from a Road Base near Creech. M05 - Autopilot use (added on 26/Nov/23) As a prior step to learning the Viggen navigation, I tought it would be useful to have a brief mission on the employment of the Autopilot system. M06 - Pre-planned Navigation (added on 5/Dec/23) This has been the hardest mission to edit, up to now, even with its scope limited to flightplans created on the mission editor, but it is also the most fun to fly: M07 - Visual Landing & Shutdown (added on 25/Dec/23) I promise, this is the last non-combat training mission that I will do for the Viggen on a long while ... but I needed the student pilots to be able to land after a combat training sortie, so I had to edit this mission on Landing first. For this mission, I elected to give the trainee the ability to select the kind of Landing Approach he wants to learn: Direct or Overhead, Normal or Short (short is harder as it leaves less time to align with the runway), and even managed to put the chance to learn the Shutdown procedure as well. To make the mission a bit more fun, I'm using a Script that @toutenglisse created for me, that will produce a report with the landing distance the student pilot occupied ... this is my own record after about two dozen tries made while debugging the mission Other DCS users that helped me to create this mission, are @funkyfranky for his landing diagrams, and @Charly_Owl for the valuable information contained on his Viggen Guide. Here is a walktrough video, of the overhead approach: and here is another with the Shutdown alone: M08 - Radio Employment (added on 23/Mar/24) As the Viggen radios are quite different from those of other DCS aircrafts, I decided to edit this training mission to help new Viggen users to get used to its intrincacies. The video includes a small bug on the section about using the emergency radio, which has been fixed but I didn't had the time to re-record the video. Installation: If you prefer, you can save these missions on the DCS Program folder, that way they would appear alongside the built-in training, like this: However, I know that many users don't like to modify the original game, so on that case you can save them inside a folder at /Saved games/DCS World/Missions/ and within DCS they would show up on Missions -> My Missions, like this: Conclusion: I will keep adding missions to this small pack, until Kola gets released. At that point I will migrate the finished missions to it. If you detect any issue with these missions, please report it on this thread, with as much detail as you can, and I will do my best to fix any bug. Best regards to everyone, and in particular to the user @TOViper as without his update of the Viggen manual, creating these missions wouldn't have been possible. Eduardo2 points
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G'day guys! We know that you've been itching to find out more, so this report will be purely focused on the development state of the A-7E Corsair II for DCS World. The SLUF has an all new, much improved 3D model and today we're happy to be sharing the first pictures of the new model in-sim! First, I must apologize for the lengthy gap between development updates. We understand that many of you are keen for more regular update reports, and I will strive to do my best going forward to try and keep the development news flowing through more regularly. Without further ado, let's dive into what we've been up to in 2023! ARTWORK 2023 has been a wild ride for our beloved Corsair; with some difficult decisions being made throughout the year. In our previous report, we unveiled our overhauled and remade 3D model in all of its beauty. The model was exquisitely detailed, and we were very proud of it (and still are) - especially considering the model was built from only photos and blueprints. In 2023, we recruited a new artist, Oleg, who is a veteran of the industry & aircraft modelling, having worked previously with some of the very best teams in Flight Simulation. Not only an incredible 3D artist, Oleg has extensive experience with photogrammetry; the fascinating process of extracting a 3D model from a real-world object via a detailed photography process. This presented us with a unique opportunity to do something we've never done before - scan an entire aircraft as the basis of our model. After being presented with this opportunity, we made the very difficult decision to remake the 3D model AGAIN. Now I know what you're thinking, and don't worry - this decision hasn't had any effect on our release projections; there is still plenty of more programming work to be done in tandem. Of course, this decision was very painful for us, having to set aside thousands of hours of work is not a decision to be made lightly. Ultimately though, we believe that this was the best decision going forward for the team, for the module and for the consumer. Our previous model was excellent, however any model built from blueprints & photos is prone to inaccuracies, as minor as they may be. This is just the nature of dealing with wild blueprint inaccuracies, incomplete photo reference and managing strange photo perspectives and alignment. Photogrammetry eliminates these errors and inaccuracies, providing a true-to-life 3D reference of the model and textures. The external model has progressed at an incredible pace thanks to the photogrammetry, and soon work will begin on the cockpit remodel. Now that the new model has been in development for some time, we are absolutely confident that we made the right decision, and we think that these screenshots might just convince you too Note that the textures here are using the scan reprojection from an A-7P, and don't necessarily represent the final textures or level of wear & tear. PORTUGAL TRIP Earlier this year, Oleg & all of his gear packed up and made the journey to the Museu do Ar (Air Museum) in Portugal. The museum is home to 2 beautiful A-7P aircraft - one in Ovar, and one in Alverca (plus an additional cockpit display in Sintra). We were lucky enough to be granted full access to both aircraft; not only the exterior and cockpits, but also to internals such as the radar & avionics bays, landing gear compartments and intake! With perfect weather shining down on our scanning days, we were able to capture near perfect scans of both airframes - giving us not only 1, but 2 complete reference models. This took several days of laborious photography, crawling inside tiny compartments, setting up lighting rigs and capturing tens of thousands of photos from every angle imaginable. As you can see, the end result has been well worth the effort. We are immensely proud of the new artwork and the progress it's been making; Oleg is doing fantastic work and we truly believe it will be up there with some of the best in DCS World. Of course, we didn't stop there - you don't get an opportunity like this every day! We also used the opportunity to capture video footage inside the cockpit, providing detailed reference of switch, dial and lever motions to provide accurate reference for animation. The final step, using a professional microphone rig, was to capture all of the unique cockpit sounds that we possibly could. Although it would be very easy to use generic switch & lever sounds, we think using genuine sounds from the real cockpit just adds that extra level of immersion & authenticity. FLIGHT MODEL Moving into Phase 4 In the last few months, work has been mainly focused on further developing and refining the flight model, with the aim of getting it ready for testing and into phase 4 of development. It's been quite a lengthy process, requiring a redevelopment of the equations driving the flight model, in order to be able to better integrate the CFD data we have been capturing. We also came across a new source of wind-tunnel data this year, providing more direct data to be used in our tables as well as providing very useful validation data for our CFD model. Without getting too technical, we have significantly expanded upon our stability & control derivative modelling, replacing previously linear derivatives with complete non-linear data tables, often with 3 or 4 dependencies and inputs. Again, this goes above & beyond the derivatives provided from wind-tunnel testing and provides a more in-depth and accurate simulation of aircraft dynamics, particularly at & beyond the edge of performance envelope. This year also saw the expansion and development of the TF-41 engine simulation, with much the same process being applied here. Various data reports & engine simulation software were used to create a comprehensive picture of engine performance, with work ongoing to further develop simulations of various engine subsystems & quirks. The TF-41 is a relatively slow engine to respond, adding an even greater challenge to carrier landings and Air Refuelling operations. Finally, 2023 has seen the completion of the Automatic Flight Control System (AFCS), which includes a complete Control Augmentation System (CAS) as well as multiple autopilot operating modes. We've previously discussed the AFCS in detail and the importance it has on all areas of flight - we're now happy to report that it is finished and awaiting testing! Optimization & Efficiency An EFM in DCS World is typically simulated every 0.005 seconds - meaning that the flight model is updated & recalculated 200 times every second. This is necessary to allow for the accurate computation of aerodynamic models and also for accurate reading of pilot inputs, providing an appropriate level of sensitivity and resolution. Given that an aerodynamic model consists of huge amounts of data (often thousands of data points split into as many as 100+ tables) and heavy calculations, any inefficiencies in the EFM model can lead to a degradation in performance at all times in flight. For this reason, we have been spending time optimizing and improving runtime efficiency in our flight model to try and ensure we have the best possible performance. The focus here was to redevelop our Look-up Table (LUT) model from the ground up, using the latest available research to help direct our efforts. Without getting too far into the nitty gritty details, we have been able to significantly improve the processing time of a simulation loop by increasing the speed & efficiency of our look-up tables. Typically in a LUT, data is stored in tables, which usually have up to 20-30 rows and often the same amount of columns. The computer will take an input, such as AoA, and loop through the table until it finds the nearest matching values. From there we can do mathematical interpolation to determine the correct value that matches our input. This is repeated for each table (can be 100+ tables), and the whole process repeated 200 times per second. While this is an acceptable process in most cases, there is certainly room for improvement. One such approach is to store the previous result, and then use that as a starting to place for the next search loop through the data table. This helps, but still requires a full search loop whenever a large change in input occurs. Our new LUT model however does not require any searching or loops; instead, we have developed a clever method that involves manipulating our data sets so as to maintain a linear relationship between inputs & corresponding data tables, so that the table index (or where to look in the table) can be simply computed from the table input value. We have of course expanded the model to include n-dimension tables, so that it is ready to handle any fresh CFD data we can throw at it! It was important for us to get this right, not only for the performance reasons above but also because the LUT model is a cornerstone of the EFM, and can be reused in any future modules. CFD WORK You'd be forgiven that we would be finished with CFD work on the A7 by now, but not quite! Previously, our CFD model was built in NASA's OpenVSP software, meant to only be a crude representation of the A7 with a very simple, performance based mesh. This has given us acceptable results over the last year, most of which has been implemented into the Flight Model already. However, having captured the scans on a real A7, the opportunity to collect fresh & more accurate CFD data was suddenly available. So this year, using the scan as a base, we have been busy also rebuilding our CFD mesh; this time using a much more detailed and accurate mesh. Given that CFD is entirely mesh dependant, an upgrade to mesh fidelity consequently provides an increased data resolution and accuracy. This was particularly beneficial for capturing peripheral data that is not present in the literature, such as landing gear forces, speedbrake forces and so on. Our previous mesh was very simplistic, and thus only captured a general idea of the forces. Now however, we are building our CFD mesh from Oleg's incredible scanning and modelling work, providing 1:1 accuracy with the mesh and consequently the data collected. It has been a difficult & intensive process, as anyone that has worked in CFD can undoubtedly attest to. Fortunately, we have been working closely with Research in Flight once again to further refine our new model and ensure validity of our collected data. It is a large undertaking and fairly heavy workload, however we are grateful to have the opportunity to work with the experts to really develop our CFD knowledge & skills; not only is it a huge benefit to the A7, but it also opens the door for us to be able to model any future aircraft with full EFM fidelity. Here you can see just a very, very small sample of some of data collected from a test run of the landing gear model. MECHANICAL SYSTEMS The Corsair has a beautiful duality as an aircraft; it was a technological pioneer of the time, featuring the first fully-fledged Heads-Up Display unit that we are so familiar with in modern aircraft. Yet, it was also very much an 'analogue' jet of the past, lacking the huge array of sensors and digital control systems that modern fighters are equipped with. The Corsair is a very much a hybrid of the two; a transition between two eras in military aviation. With this in mind, we've been spending some more time this year really expanding upon our simulations of the aircrafts mechanical systems such as gear & ground operations, carrier ops & systems, hydraulic & fuel systems. While these aren't as flashy as the weapons & avionics systems, these elements make up a considerable portion of the airframe, procedures and overall simulation experience, and its important that we get them right. As a simple example, the speedbrake is hydraulically operated, but not immune to the intense forces of high-speed flight. It will be buffeted and pushed back, partially retracted by a strong enough airflow. It is prone to drooping & partially opening should PC2 hydraulic pressure fail. It cannot be operated with gear extended, unless using a manual PC2 hand pump when on the ground. We have done our very best to capture all of these quirks & details, really developing the unique character of the Corsair II airframe. As we are modelling a later-era Corsair, the airframe includes Automatic Manoeuvring Flaps (AMF), an advanced flap control system designed to increase turn performance and manoeuvrability in lower speed conditions. The system operates by partially extending the trailing & leading edge flaps when angle of attack exceeds 14.75 units at an airspeed below 0.7 mach, retracting again below 10.5 units AoA or above 0.7 mach. The AMF system has been completed & integrated fully in 2023! CARRIER & GROUND OPS We are happy to report that the Corsair is now operational off the carrier deck, having made her maiden launch & trap several weeks back. Landing a Corsair on the ship is immensely difficult, and success will not come easily. We have to commend the incredible skill & courage of real-world Corsair pilots; to be able to regularly achieve such a feat is nothing short of extraordinary. We have completed work on the launch bar system and its various safety measures & dependencies, as well as the arresting hook system, nosewheel steering, braking systems, landing gear systems and much more. To give you an example of the work that's been happening, lets discuss the Nose Gear Steering system as an example. The Nose Gear Steering (NGS) system is the power steering of the Corsair; it is electrically controlled & hydraulically actuated via a hydraulic cylinder mounted on the nose gear shock strut. When the system is deenergized, it provides an automatic nose gear shimmy damping function - essentially damping nose-wheel wobble and providing a smoother taxi. Engaging the system via the Nose Gear Steering button on the grip allows the pilot to steer via the rudders up to 60° off-centre. Hydraulic power is provided via the PC2 system and requires the utilities isolation valve to be OPEN - it will not function if the valve is closed. Automatic recentring of the nose gear occurs during gear retraction, or when the right gear weight on wheel sensor determines there is no weight on the gear. When this happens, a servo valve repositions to block PC2 hydraulic pressure. A spring-loaded damper shutoff valve then moves into position, connecting the left & right sides of the nose gear steering system to a damping orifice, restoring the automatic shimmy damping functionality. We are quite pleased that we've been able to capture & simulate this functionality; it will be important to follow procedures correctly when flying the Corsair. As you can see, the technology used is slightly older than what you might be used to, and has some more limitations than modern aircraft. There is alot to remember, even with something simple such as the Nose Gear Steering. You'll need to make sure your utilities valve is open, flap settings are correct, hydraulic pressure is okay and even then you'll always need to be on your toes to ensure you don't exceed that 60° limitation or you may be in for a rapid departure off the deck! In a similar vein, we have completed work on the braking system - featuring simulation of antiskid behaviour, PC2 pressure dependency and an additional emergency wheel brake system. Landing Gear operation also requires correct management of the utilities isolation valve, and features a similarly detailed emergency release system. I won't go into as much detail on these systems, but each has been carefully crafted to match the detailed operation procedures and information available in the NATOPS & pilot manuals (as well as with pilot input of course!). There have been a few challenges along the way, such as overcoming DCSs rigid body physics in-order to create a realistic simulation of hydraulic compression, something that is seen during a carrier landing when the arresting hook is compressed. Most likely you might never notice these types of details when you fly the Corsair, and thats good however extensive work has gone into their development in order to provide a natural, realistic experience. Most of these core systems are in various stages of completion now, with work on-going on the suspension model & fuel systems. SENSORS & AVIONICS Much time has been spent this year on improving the realism of the flow of information that occurs through the A7's suite of computers and sensors. Every display, every computer, every calculation throughout the avionics suite relies on data that is collected via specific sensors in the aircraft. These sensors pass data through to the AN/ASN-91(V) Tactical Computer, the central brain & processor of the avionics suite. The computer can then run calculations as needed, and feed data to various displays and systems. As you might imagine, any disruptions in this chain of information can have severe consequences on the quality and availability of data available to the pilot. Fortunately, the NATOPS manual goes into great detail regarding this flow of information & we are also lucky to have access to a paper that extensively details the inner workings of the software used in the avionics suite. You can see an example below, just one page of many demonstrating the flow of information through the aircraft. To this end, we have been working on detailing our aircraft sensors - the first part of the information chain. We have created an accurate simulation of the Corsairs unique Angle of Attack system, which used non-standard AoA 'units' instead of degrees and is a key data element for a number of display & guidance systems. Work is ongoing to correctly model damage to any sensors, and the consequential disruptions this has on the avionics suite. We are quite pleased with the progress we've made on this front through 2023, having completed the Air Data Computer, begun work on the IMS and have completed integrating most of our systems correctly within the chain of information. Work has now also begun in earnest on the Tactical Computer, one of the most sophisticated parts of the aircraft (and consequently most complex to develop). The Corsair does not have any modern MFD's; consequently any inputs the pilot needs to make, settings that need to be changed, data that needs to be read - it all happens via the Tactical Computer and its numerical inputs. The functionality of the Tactical Computer is enormous and beyond the scope of this report; however I have included some of the input codes below to give you a taste of how the computer is operated, and the extensive amount of information that can be accessed and edited as required. Whilst much of the basic functionality of the Tactical Computer has already been done, we expect we will be continually working on advanced features right up until release. WHEN WILL IT BE FINISHED?? Two weeks Just kidding, unfortunately we still don't have a solid estimate on when we will be finished with development. Officially, we are expecting to move into Phase 4 of development sometime early next year, with the aim to begin testing at some point during the year. We are only a small team, without the resources to really expedite development over a couple of years. What we do have in spades is passion for the aircraft, and a willingness to craft if to the absolute highest standards, as long as that may take. We do want to extend a sincere thank you to everyone reading this, everybody that stops into our discord to chat about the A7 and everybody leaving comments on our social media and blog posts. Truly, you guys have been so patient and supportive of our work, it fills us with pride to be a part of such an excellent community of aviation enthusiasts. Thank you! Thank you for reading & for your continued support. Cheers, Dan, Alex, Raimond, Oleg & Iakov. FlyingIron Simulations2 points
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What I think would be a real game changer would be, if we can have moving and realistic ground crews on board ship, but why can we not have realistic ground maintenance crews ashore. It would be really awesome if we could have a marshaller and a couple of traded personnel standing by to marshal you out and marshal you back in again. In real life, aircraft don’t taxi themselves out and in again.2 points
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I change back to stable after the beta 2.9 update, because of constant stuttering, and now, when the stable update to 2.9, the problem is back. Seriously, somebody must find out what is the problem with the 2.9 update.2 points
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So how much difference do you think 3000 lbs makes on a given aoa throughout the flight envelope? How about at altitude? If there is a substantial relative change in aoa, how much difference do you think it might make regarding aerodynamics? And if aerodynamics changes, to add just 10% drag in level flight somewhere in the envelope, then what happens when that increase in induced drag is increased as the pilot loads the aircraft up in a turn? How much of a difference do you think an increase of 10% of weight makes to critical aoa? The decrease in performance of increased weight is exponential as G load increases and as pressure altitude drops. The C does its best work up high and if it closes to the merge it works best around 8g with brief pulls to 9G I think people are assuming that 3000lbs, about 10% increase in empty weight is not enough to affect aerodynamics.2 points
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"We need to wait for ED to fix the issue." <<<< THIS I have been offered every solution that is mentioned here on this thread, been told that it's a hardware issue with my Track IR, been told that it's my system (when I know that it's absolutely not because I run 2 other sims that are very heavy on any rig and neither of them have the issue, been told that it's MODs that I'm using when I have never used any mods in D.C.S. , And I've been told that it's E.D.'s problem. Having done everything possible to cure it. Yet still it persists in DCS after following every lead given.....It's an E.D. thing. Again, shelving DCS for however long until they come to terms with their own product. DCS spends more time dormant on my computer than any other software that I have ever owned because of constant technical problems or issues. And they wonder why I refuse to give them any more money.........2 points
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2 points
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@Loner If you are serious about going further in your modding adventure, Send me a PM. I can help. There is a lot to learn. What you need is a support team! I can provide this to you, in SPADES! Cheers!2 points
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2 points
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I changed 32GB to 64GB last time (DDR4, 3600), no any changes in DCS . More important is VRAM but you have 24GB so it's enough.2 points
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2 points
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Thanks for the kind words and the bug reports. Especially when it comes to model and texture problems, there are probably a dozen or so more. On the plane positions, we can take a look. Cheers, TeTeT2 points
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Yeah, that's a downer with the current implementation. Depending on the module, you might need two sets of binds, one for the VOIP, one for the comms menu. IIRC that's on most if not all ED modules, F-14 does have some special options to allow for short/long press operations of the mic switches2 points
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One of my relatives spent a short time at Bodø - evacuating troops in 1940… then Arctic Convoys to Murmansk and Archangelsk in 1941 and 1942 … very keen to get some flight hours on this map. Must have been all those sorties in F-19 and EF20002 points
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Hello, turns out I made a small mistake in the code and some keybinds weren't working, please update to the newest version found here which fixes the issues. To update to this version, just run the new installer.2 points
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Oh, I would love ground crews at air bases. As it is, they are very empty and lifeless. Hey, they could even introduce the "Freestyle Fridays" sendoff from the ground crews, that would be amazing. "Game Changer" - maybe not, but it would improve the immersion on the ground.2 points
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use a mod manager... and get into the habit of turning it off before you install updates and back on after you have updated it also makes it easier to flow between ic and non-ic2 points
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Can you imagine the Sunday Funday missions with them? A mission where a dozen or so DC-3s have to snake through the mountains and avoid fighters in order to deliver 'product'2 points
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RAZBAM has refused to make it possible to remove the CFTs from the F-15E. Even with the CFTs removed, it is at least 2 or 3,000 lbs heavier than the F-15C, and the F-15C is heavier than the F-15A. The F-15A's engines were troublesome, but they also had a higher thrust rating. The F-15A and early F-15C still have the "turkey feathers" on the engine nozzles. I bought the F-15E, but I prefer to fly air-to-air. The Flaming Cliffs 3 F-15C's flight model is great, but the non-clickable cockpit and simplified systems are strikes against it. I could see a heatblur solution where there is the F-15A, FC3 level F-15C and then either an early F-15C or a modern F-15C. If there can only be one variant, I would accept the FC3 F-15C, but I would still rather have an F-15A. An F-15E with CFTs installed cannot fill the role of any single seat version in ACM except for the Alaska interceptors that carried CFTs. Even without the CFTs, the F-15E would only make a marginally effective substitute.2 points
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Right now not really. I have plans to bring some more models over to DCS, but another carrier is currently not planned. Also you will see after testing that there is still some more work needed to make the Bon Homme Richard better. First I'd like to confirm that the fall-through plane problem is gone for real. Then I'll try to figure out how to rig the IFLOLS with blender - there is a lot I have currently no good idea about how to do it, though @joey45 gave me a lot of pointers! Cheers, TeTeT2 points
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Honestly PC should copy Petro for the gunner at least. This hopping around between seats is a) unrealistic, b) lame to do.2 points
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LOL literally no one cares. The DCS MP, "need muh bestest jet or uber missile" mindset sucks frankly. The phoenix has been and continues to improve and be more realistic, which is what matters. And frankly the Cat is quite dangerous on most period apropos 70s/80's servers if its flown by a competent pilot at least. But you are right the days of the "I win button" are over and that probably makes some people sad. The easy "I win button" got taken away. Some people can't cope with that.2 points
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Hello all, new update for the program, this time to add features for VR users in particular. Warning: If you are updating from an older version, remove all traces of TheWay, including TheWay.lua file and the Export.lua line, and then follow the new install instructions in the README This release adds heavily demanded features to aid VR players, such as: New crosshair system that will show in VR as well (no need for other mods to achieve this functionality,like Scratchpad) The new crosshair also works well with multiple monitor setups Added ability to customize keybinds to perform different actions (such as toggling crosshair, saving points etc). Open the settings to assign them. Ability to input a waypoint file without DCS open Added C130 Hercules support thanks to @Summit60 . Make sure to install the Patch for the C130, linked here. You can find the release link here. Make sure you follow the new install instructions! The old Lua files you may have installed will not work anymore! Hello, I'd suggest trying out the newest version, remove all traces of TheWay including the lua files and follow the new install instructions2 points
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Вы сами не понимаете, что постите. А постите как раз против ваших же слов. На фото со сборки F-35 проекционная система лучами света показывает, куда ставить заклепки, тогда как иваныч что-то крутит по памяти в штучных экземплярах. Так что среньки пока только у вас. И да, с вашего фото цех крупным планом. Один фюзеляж в сутки...2 points
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А то это большой секрет. На фото высокоточный робот "Иваныч-2000" производит лазерную перфорацию деталей не имеющего аналогов Су-35 Хотя, надо сказать, на сборке суперджетов все-таки есть автоматизация.2 points
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2 points
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I'd be curious to know how you've drawn that conclusion. I was never that big on the 14 to begin with (nor the air combat mission itself), but it's been an interesting module to use. In the ultra-modern era, it's going to have limitations and that's just a fact of life. Like the SA-5 is an old system that can be defeated in certain ways and methods, but you still have to do something when one of those freight trains comes hauling butt at mach "get rekt" and altitude "eye of sauron" at you. So too for the AIM-54, because you can do certain easy things to defeat it, but the mere fact that you have to react to it can make all the difference in the world. Lately, in the ultra-modern space, I've just been using it to pick off high value targets. Being able to reach out and touch enemy fuelers and AWACS at 80nmi+ is quite a capability. My furthest was an A-50 at 94nmi. And unlike AIM-120 hits, an AIM-54 will knock them down. If I'm not doing that, then I'm using the long legs to deliver precision ordnance on target. The platform itself was built for a particular era, within particular limitations. The mere fact that it can be merely viable in the modern space is amazing in itself, considering that it's predominantly 1960s tech. I bet if you walked the clock back to 1986-1990 prior to the AIM-120 and R-27ET/ER, you'd find a ton of people just hopping into F-14s with AIM-54 doomsday loadouts. That's just the stupid meta bovine excrement that characterizes DCS multiplayer. Players want to win, and they'll pick whatever is best to do that for the situation. For me, I want to do something interesting and see what happens. How can I knock down that modern advanced fighter with a cold war rust bucket, not how I can't do it.2 points
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DCS: AH-64D | Fire Control Radar Introduction COMING SOON NOTE. As always, these videos provide a preview of an upcoming feature to assist you in understanding a new feature. Later, it is quite possible that the feature will change, and the feature functionality has changed. As much as I’d like to, I lack the time re-record these videos. This is the first of several planned FCR video and is intended as a simple overview. In this DCS: AH-64D video, I’m going to introduce you to the Fire Control Radar, or FCR, of the Delta. The AN/APG-78 FCR was designed to enhance the target acquisition and engagement process of the AH-64D when faced with large numbers of enemy armor units moving across the battlefield. More than just a sensor for detecting and engaging targets, the FCR is a target classification and prioritization system that automates and accelerates the process of acquiring targets and determining which of those targets should be engaged to have the maximum effect on the battlefield with the limited number of munitions on board the aircraft. The FCR turns the Delta in a true force multiplier. It was developed in the 1980s for the Delta as the Airborne Adverse Weather Weapon System, or AAWWS, which was part of the Multi-Stage Improvement Program, or MSIP, to enhance the AH-64A. The AN/APG-78 is a millimeter-wave FCR target acquisition system that also includes a Radar Frequency Interferometer, or RFI. The FCR is housed in a dome located above the main rotor mast. The APG-78 is capable of simultaneously tracking up to 128 targets and engaging up to 16 at once, and an attack can be initiated within 30 seconds. The datalink allows FCR data to be shared with other Deltas and allows them to coordinate attacks using fire zones. It’s important to understand that performing a radar scan with the FCR can be thought of as taking a “photograph” of the battlefield. When multiple FCR scans are performed in succession, this is called a “scanburst”, which is like taking several photographs of the battlefield in rapid succession. It is during these photographs that the FCR is determining where the targets are, what targets are moving or stationary, and classifying each target within several target types, such as Tracked vehicles like tanks, Wheeled vehicles like trucks, Air Defense vehicles like a ZSU-23-4, or even fixed-wing aircraft and helicopters. There are two types of scanbursts: a single scanburst and a continuous scanburst. A single scanburst takes several photographs of the battlefield and displays the state of the battlefield on the cockpit displays as a fixed, momentary snapshot in time. A continuous scanburst takes photograph after photograph of the battlefield and continues to update the state of the battlefield on the cockpit displays. Each time a new scanburst is initiated, all FCR data is deleted like throwing away the existing “photographs” and a new series of photographs are taken. This is very different than the air-to-ground radar modes that you may be familiar with like in the F-16 and F/A-18. When a scanburst is performed, the FCR page will only display the 16 targets that have been determined to be the highest priority. It will never display more than 16 target symbols because the AH-64D can only carry a maximum of 16 Hellfires. These 16 targets on the FCR page can be thought of as a “shoot list”, with a diamond placed around the highest priority, “Next-To-Shoot”, or NTS, target, and an inverted triangle placed around the second highest priority, “Alternate Next-To-Shoot”, target. The TSD can display more than 16 targets when set to the attack phase, but all low-priority target symbols will be displayed at half the size as the 16 high-priority target symbols. The C-SCOPE and ZOOM functions on the FCR page are not currently implemented, nor is the LINK function on the Sight-Select switch. These will come later in early access, along with other radar modes. That’s it for this introduction to the FCR. In the next video, we’ll explore deeper into setting up FCR pages and controls. Thanks for watching.2 points
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To be honest. I doubt that. In 2.5 you didn‘t have half of what we have today…. no Marianas, no Apache, no clouds etc. When you fly in a 2.5 Module on a 2.5 Map without clouds. Let‘s say in an F-5 or an F-86 in Caucasus, I‘ll bet you get the same or better performance. Just don’t forget to turn off all the pretty eye-candy that didn’t exist back then. Edit: Also, memories are rose tainted. Did you make a reproducible benchmark back then?2 points
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