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Showing content with the highest reputation on 12/21/23 in Posts
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11 points
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RooBarbJapan that's a great photo keep the snapshots coming and Thanks. I'm getting better every day. MoFly29, I haven't released the Japanese assets. I will try to catch up on modding in 2024. Thanks, RichCotte. You as enjoy the holidays as well. As Hawkeye60 mentioned. I will be offline and traveling for the holidays. It's a well-deserved break I need. I'm not sure if I will be releasing any more mods before the New Year. We will see. Stay Tuned. I hope you all have a wonderful X-Mas and New Year. Thanks for your interest in the AI Ship mods. Lots more to come. Thanks, Hawkeye60. Coalition ships being escorted somewhere in the Red Sea.9 points
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Wait, I thought it was out already... My apologies, pre-Christmas stress is getting the better of me. But yes, a hotfix is incoming. I adjusted the thread title to avoid confusion.6 points
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Currently, there seems to be an extreme downward bias for target detection. I was just doing some testing and a target on a hillside above the aircraft was extremely hard to detect until I was flying above it. Manually adjusting the elevation didn't seem to help much, though closer in I was able to get it one notch above at 1.5km. On the other hand, looking down at targets from a ridgeline to an area down below about 200ft and I was able to pick up many targets rapidly with ease, even those in defilade. In both cases I was close to the ground under 15ft, so it's all about relative target elevation. However, something else to keep in mind: if your sight is the FCR, then as a pilot it will try to follow your current acquisition source, which can make it possible for the FCR to be looking away from your target. If you want it to scan an area you're looking at, set your acquisition source to PHS and run your scan. Alternatively, fixed will keep the scan zone centered on the centerline. Until a scanburst is done, it will focus on the commanded heading at time of scan. CPG can do the same, but must use the slave function to bind to the current acquisition source.5 points
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I just updated the Ka-52 with the new parameters from ED, and it works great. So the next release (within the new Military Asset Pack Russia) will have a trainable cannon and retractable gear - without any jerry-rigged workarounds.5 points
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Dear all, our apologies the changes only make it in now as they did not get pulled for the original patch by accident. The major addition of course is the TARPS pod - which for now is only a visual model. Later we plan on implementing some very basic/ rudimentary gameplay for it. With this we would like to wish you all a Merry Christmas and Happy Holidays, and of course, as always, would like to thank you for your continued support and kind feedback. Your Heatblur Team DCS F-14 Tomcat by Heatblur Simulations NEW: Added TARPS pod for both F-14A and F-14B (visual model only) - gameplay features to follow NEW: Added boarding ladder to static and AI aircraft. Added TARPS loadouts. Adjusted loadout restrictions for TARPS pod. Fixed broken normals on both -A and -B4 points
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Thanks ED for making this change. I always felt the 16C was odd in that you have to manually slave the seeker to the radar contact. It's so much better that it happens automatically now and feels right.4 points
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Well, since a new major bug was found, I was forced to create a new build... So, this time to be clear on where we are, I created a new 1.2.1 versions, and here is the changes logs https://github.com/sedenion/OpenModMan/releases/tag/1.2.1 Changes logs 1.2.1 Fix created mod files are not properly deleted at restoration Fix window not properly activated after progress dialog closed Changes logs 1.2 Dec 20 Fix OvGME like Zipped mod not properly installed Fix Mod restoration fail with "PERMISSION DENIED" in some cases Fix window always on top Fix Presets not properly installed and disapearing after application restart Changes logs 1.2 Dec 19 Fix repository definitions files not properly opened in repository editor Increase (up to 200%) checksum computing performances especially on large files New button to compute/show Mod file checksum in Mod properties dialog Fix Network Library not properly refreshed on Local Library content changes Fix inappropriate LF to CRLF conversion when loading description text file Fix UI bugs in Mod-Package Editor and Repository Editor Repository Editor now properly alert if specified URL/path is invalid4 points
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Thanks Vakari, we still have a report open we will bump it and ask the team when they will have time to check it. thank you4 points
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The easiest way right now is to use the TSD's pan and scale feature to cross reference what you're looking at.4 points
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No I don't run any servers so unfortunately I can't help you with that, but if you like Operation Jupiter in it's current state (which is quite old), you're really going to love what's in the oven ... I have pre and post invasion mission templates completed and just sorting out some final tweaks before I add the objectives back into them. Both pre and post invasion templates contain sectors throughout the entire map so you can fly anywhere any get yourself into trouble One of the objective based missions in the pre invasion template is based on Eagle Day to give you an idea of what's cooking.4 points
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First post Up-Dated! We have a Christmas gift for you! Enjoy!3 points
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Good to hear you are seeing improvements, yes it is much better now. Thank you for the feedback3 points
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Make sure the radar is active/on. Make sure you know the distiction between DL and radar tracks. The radar may be in mode that won't allow the locking of distant target (ex. ACM modes). The radar cone may be scanning different part of the sky - the bandit can't be locked then. The target may be filtered out by either doppler or main lobe clutter filters. The radar limitations won't apply to TV sensor thus it's normal for the TV to still track while the radar lost the lock. Know the limitations of the systems and Jester and you'll be fine. Otherwise report any bugs with tracks and videos instead of empty statements, please.3 points
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v0.7.0 available: adjustments for the implementation of FCR in the latest DCS Open Beta update (2.9.2.49629): [CPG] added the steps to powering up FCR;3 points
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Referencing the following thread where it was mentioned previously and I uploaded a video where I happened to capture the effect: Problems: Intermittently, when landing the A-10C2 it will pitch up heavily just after crossing the runway threshold. After today's patch (2.9.2.49629) when performing my tests, my aircraft would pitch down heavily a few thousand feet before the runway threshold, then pitch up again after crossing the threshold. I had encountered the pitch up behavior maybe a dozen times prior to sitting down today to test it, and I only experienced the pitch down behavior after updating today. Maybe it's just a coincidence and the patch is unrelated. I created a new mission to help me try and find the source of this problem. In the attached mission, 5 of my first 9 landings triggered this behavior. When triggered it applied both the pitch-down behavior followed by the pitch-up behavior. I was starting to think it had something to do with the position of the speedbrake, but my 9th attempt had these problems without using it. Setup: Caucasus, Sochi-Adler, no wind, aircraft in-air, lined up for runway 06, 1500ft ASL, 200kts. Upon entering the aircraft I would immediately throttle to idle, lower landing gear, set full flaps, trim for approach then land. I would also tweak HUD settings and waypoint out of habit. I tend to intentionally land very early on runways. Some details I've noticed so far: The pitch down behavior consistently occurs at the first line I've drawn in the attached image, roughly 3800ft before the runway starts. The pitch up behavior consistently occurs just after the start of the runway. When landing long (touch-down between the end of the tire marks and the center of the runway) I could not reproduce the issue. When landing steeply (5-degree glide slope) I could not reproduce the issue. When landing shallow (1-degree glide slope) I could reproduce the issue. The best way I could describe the feeling is that all pitch trim is removed on approach then re-applied once over the runway. If I react quickly enough, I can pull back on the stick and hold it to maintain glide slope when the pitch-down occurs, then when the pitch-up occurs I can quickly release the stick to neutral to continue the last few feet before flaring onto the runway. I've included multiple tracks that include this 'bug' and also tracks where I expected the bug to occur but it didn't. Let me know if there is any other information I can provide. Thank you for your time! A-10C2 Landing Pitch No Bug 3 - Very Shallow.trk A-10C2 Landing Pitch No Bug 2 - Standard Landing.trk A-10C2 Landing Pitch No Bug 1 - Standard Landing.trk A-10C2 Landing Pitch Bug 7 - Shallow with Rapid User Response.trk A-10C2 Landing Pitch Bug 6 - Very Shallow Failed Landing.trk A-10C2 Landing Pitch Bug 5 - Standard Landing No Speedbrake.trk A-10C2 Landing Pitch Bug 4 - Standard Landing.trk A-10C2 Landing Pitch Bug 3 - Standard Landing.trk A-10C2 Landing Pitch Bug 2 - Standard Landing.trk A-10C2 Landing Pitch Bug 1 - Standard Landing.trk A-10C2 Landing Pitch No Bug 4 - Landing Long.trk A-10C2 Landing Pitch - Bug Hunt.miz3 points
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CBU-87 in DCS does not have armor penetration modeling. This does not match public information. https://apps.dtic.mil/sti/pdfs/ADA264233.pdf (1993) Approved for public release. Distribution is unlimited.2 points
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Just did a quick test for the new ATT hold mode, this is so much better! ED really should change the word "slight" to "huge"2 points
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The X symbols only represent the estimated location of where the missile was fired to. This is the case when you fire a SAL missile using the TADS as well. The X symbols have no bearing on the FCR targeting process because neither the aircraft or any of the onboard sensors know where those missiles go after launch, whether the missiles hit the intended target near the X, or if the target is still functioning or destroyed, etc. The X symbols represent the locations at which missiles have been shot, no more no less. For all the radar knows, the missile could have missed, and the original tank drove away into the treeline and a other tank drove to the same location. When you perform another scan, the FCR is only telling the pilot what it sees in the latest scan, and puts the current FCR target icons over top of the X symbols (although you can see them). It is up to the pilot to exercise the appropriate judgement and prudence to determine how to use the information the FCR is providing.2 points
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This latest patch is a significant improvement for me in VR. A lot smoother at 45-60 fps and pushing higher fps in less demanding environments (maxing at 90 in some situations). I am not sure what has changed under the hood but it’s making a difference. Cheers.2 points
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Only in the A, not in the C. The AI will however cheat, as they start defending the missile before it goes active, when set to small. Additionally target size is a DCS-ism - irl it is different, as it would have to be set correctly to "where the missile is most likely to see the target itself", and if set wrongly could lead to the missile not going active on the target, missing it (as in not seeing it) etc. However this depth of seeker modelling is not present in DCS.2 points
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I am happy you like it @Rudel_chw This prop issue can, and will be solved. This was Urbi's work around. He does not use max. His talents are in liveries, and code. After the Holidays, I will re visit the Max. Cheers!2 points
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At the time the tutorial was created, the Mercury pod was being modeled (incorrectly) as being infrared, hence the tutorial description of what to look for. The pod is now being modeled more correctly as a low tech light amplification pod. So things no longer show up in high contrast as they once did. The target is on the runway centerline just above the white runway markers. The tutorial needs to be remade. in your second set of screens, your seeing what you should see with the pod amplifying daylight—a bright, washed out screen.2 points
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Первый лажовый кабель, который я купил ожидая кабель с Али не заряжал от слова совсем. Ну он и умер через 4 дня. Второй я купил за те же деньги, но usb-c на usb-c. 3.2 gen 2 без зярядки. Он правда без угла, опять же c али не пришёл. И вот с этим кабелем зарядка падала со 100 до 75 за два часа, то есть вполне себе. Вчера пришёл кабель с али и надеюсь он будет такой же приблизительно. И вроде же писали, что это проблема софта была. Может в версии 60 пофиксено? не уверен. А менять стоит, G2 висит теперь на стенке. Я доволен, 3 квест чуть конечно менее чёткий в центре. G2 капельку лучше в центре свитспота. Сравнивал по одной и той же миссии F-16 на Кавказе. Высота красных целей, подсвеченных Awacs читалась лучше на G2. Чуть. Особенно когда две цели наслаиваются на друг друга и в целом красное менее чёткое. Ну и желательно иметь 4090. Люди с менее мощными картами не рады вроде как.2 points
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Hi Reflected, Thank You for the A6 Texan paint, it is gorgeous. Please no worries about DCS crashing I know it is not Your fault. I will wait for the next ED patch. I started playing the Beware Beware campaign for the 100 times again and also I have all Your WWII campaigns so I`m having for to play for all of Christmas. Please continue YOUR excellent work with campaigns, I`m waiting for next. Best Regards and Merry Christmas to You.2 points
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AI warbirds that actually act in a way you would expect! This has been a long time coming and a point of extreme frustration for warbird enthusiasts, but finally after our initial testing AI warbirds (Bf-109, Fw-190 A8) don't flip onto their back after absorbing all your ammo, have their engine quit and climb back to Paris. Helicopters to test next (can they still absorb 8 AMRAMMS?) but so far, a great step forward, thank you.2 points
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Check out this interview with Pricklyhedgehog72 where I talk about Debden Eagles, as well as my plans for the F-4 Phantom2 points
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good to hear you have improvements, the DOF setting is a FPS hog so probably the main reason.2 points
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Yes, of course, I get that, but imagine a mission where you only need 3 Mods on the Red side vs. 4 Mods on the Blue side... I have several of this kind of missions. You'll nevertheless have to enable all the Red and Blue sides Mods. That's approx. 15 + 10 Mods.... in order to avoid a few specific Mod's texture problems... The resource optimization is not standard here... Well, my 2 cents... CH Mods are amazing, anyway !2 points
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This is lowkey one of the best additions to the Viper in the last year. It makes it all so much better. Especially holding the lock between Dogfight, Missile Override and Nav, and the seeker automatically tracking, it's spectacular. 100/100.2 points
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Please fix this as soon as possible as it impedes the best resource we have for WW2 gameplay.2 points
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In the future we may see better modding support, but I have no news to share currently, but it is something we have discussed internally. Obviously we are very busy at the moment with huge changes to DCS like MT, vulkan ect ect. again I dont want to derail currenthill's thread2 points
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DCS: AH-64D | Fire Zones DCS: AH-64D | Fire Control Radar Introduction DCS: AH-64D | Fire Control Radar Pages & Controls DCS: AH-64D | FCR Prioritization & Weapons Engagement DCS: AH-64D | Backseat FCR and Radar Hellfire Hi did you check out the videos from Wags?2 points
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In SMS A/A missile page with AIM-9, there is threshold detect circuit option (TD/BP) for AIM-9L/M in RL F-16, including block 50. If TD option is selected, tha automatic uncage is possible under certain audio conditions. That is not implemented in DCS F-16C, at the moment. I hope it will be in the future. Best regards, falconbr2 points
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Reorganizing I'm in the process of reorganizing my assets. It needs to be done in order to be able to manage them. Some of you will like it, and some won't. But it is what it is. I'm creating packages per country. CH Military Asset Pack USA CH Military Asset Pack Russia CH Military Asset Pack China etc By doing this I will be able to reuse configurations between assets, as well as managing updates easier. I will consider a whole country package an item for updates, so no more individual updates per asset. This will make it much easier to mitigate compatibility issues and for users to keep their mods at the latest version. The downside will of course be heavier downloads, but that's a sacrifice I will have to make. The first version will more or less be a consolidation of all assets per country, improvements in removing redundant textures and models will be made in later versions. This is to minimize the risk of introducing issues and errors in the consolidation process. Since I'm primarily using Dropbox for file sharing I'm going to test their Transfer service which will enable me to make packages (like my asset packs) available for download without downloads counting against the daily download bandwidth limit. I also just ran a mission with all and every version of my assets spawned at the same time (helicopters, planes, ships, vehicles etc), while my CPU and GPU didn't appreciate the workout I can report that there were no compatibility conflicts among my own assets.2 points
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Yes, they will be improved. But some disconnect will remain if a player maneuvers erratically or too fast during a call start, that can displace the bandit by any amount of degrees and aspect while the call is still happening. That all happens in half a second. A human would recognize that, pause, and then update his call. Whether this level of intelligence will be possible for 2.0, or rather 3.0, we'll have to see.2 points
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Yes it's normal. The FCR basically searches for big chunks of metal, and tries to classify them based on the radar return. A destroyed tank is still a big chunk of metal that has about the same shape as a non destroyed one, the radar has no way to know if it's destroyed or not. Pretty happy that ED included that.2 points
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Id say, as with many jets, it's easy to get into, but difficult to master. Back in the days, a lot of things haven't been very fleshed out yet and a lot of stuff was still in the process of being refined for better usability. As a direct result, the cockpit panel layout appears a bit weird in some places and the responsibilities between Pilot and WSO are not always split well yet. Also, a lot of weapon delivery modes or systems are not very intuitive yet (compared to intuitive CCIP/CCRP symbology that we have nowadays). It is easy to startup, easy to taxi, takeoff, fly around for fun and bring it back without exploding. Doing that in a controlled way however, as required for combat or other things, is difficult. The control authority and responsiveness varies a lot depending on the situation you are in, leading to confusion and surprises to untrained pilots. You will have to learn how to read her feedback and what configurations you want to avoid. General navigation is straightforward. You can set (up to 2) waypoints via coordinate entry and navigate there with your HSI. You also have a standard TACAN, ADF and VOR system for getting from A to B. The radar doesnt have a lot of switches and modes, so it's easy to get started with. The challenge is interpreting the returns and dealing with its limitations of being easier to break in some situations. Weapon delivery is a two sides journey. Some stuff is easy to use, such as Mavericks or a dive toss bombing on a TGP target. The complex things are mostly secondary modes, such as manual bombing. You have a lot of options to choose from when it comes to dropping a bomb in different modes and each of them needs a slightly different setup and slightly different things to be entered in to the computer. Also, these modes require you to accurately fly a setup config (speed, altitude, angle) to be precise - which is difficult without assistance and not having a modern HUD that shows your values in plain sight. It will be fun to learn, but in practice not a lot of users will use it on a daily base and instead rely on the simpler bread and butter methods. The targeting pod is a challenge to use, because it requires a lot of coordination between Pilot and WSO. The WSO will frequently get lost, because (only god knows why) only the pilot has an indicator telling where the pod is looking at. The WSO has to tell the pilot when he wants to track something, so that the Pilot stops maneuvering (else the WSO will lose sight). Likewise, the Pilot has to warn the WSO before maneuvering, else the WSO will overcorrect and get lost. In any case, it's a very fun plane to fly with a lot of things to discover :)2 points
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Although I appreciate that PC want to release a full-functioning product out of the box, I'm somewhat bewildered by the total lack of development reports, screenshots, explanations etc. Wouldn't that be a good way of a)letting know the community that the project is very much alive and well, b) keeping people excited and c) generating more interest from more potential buyers in the future? Genuinely a bit confused by the lack of news. This is one of my most-anticipated modules. Looking forward to seeing it at some point2 points
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If it is of you interest I just uploaded my initial version of a cockpit skin for the Su-25T, and it includes a little change on the Shkval textures that considerably improves image visibility and contrast on some situations (see on "more screenshots"). On the post there is also a link for an english translated version. https://www.digitalcombatsimulator.com/en/files/3334759/2 points
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Thanks for documents The range of the AGM-122 close to the original in DCS. But you are right, there is no pop-up and loft at low altitude. I put it on my wish list. As for the choice of frequencies, you are also right. All anti-radar missiles of those years had very narrow operating freq bands, so before the flight it was necessary to select a frequency band or change the entire seeker, as was the case on Soviet missiles. We will think about how to implement it.2 points
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