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Showing content with the highest reputation on 12/29/23 in all areas
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14 points
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Yes, the packages will be released less frequently since I update a larger amount of assets (all the ones in one pack) before releasing. Yes, you will have to re-download the entire archive until another technical solution is implemented. I'm looking into that. No, I don't stop maintaining my asset packs. It's just not possible based on how DCS works. If I were to stop they'd be broken within a DCS update cycle. Haha, I love all the special contraptions. If I don't make these changes, there won't be any assets from me at all. I spend a lot of time and money (thank you donators!) making and maintaining my assets, and then I provide them for free. Then only thing a user have to do is download and use them. And you still think you're getting a bad deal? Thanks! I'm definitely for implementing more Turkish assets, I even have the country pack already. Haha! To manage expectations though. I've been searching for well made models to use for this one, it wasn't easy. I've had to make a lot of manual changes to this one. Unfortunately it won't come with a cockpit. But, it's tenfold better looking and working than the in-game version. I've even added the 6 missile rotary launcher (will also update the Tu-95MSM with it).8 points
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Dear Fighter Pilots, Partners and Friends, From all of us at Eagle Dynamics, may 2024 bring you and your family strength, health, immense joy, great success, and countless memorable moments in the virtual skies of DCS. We would like to offer you our most sincere thanks for your unwavering support. You make our dreams come true! We are thrilled to share some exciting progress on our Dynamic Campaign. Much of the most recent work has focused on realistic modeling of the ‘front line’ logic. There’s lots in store for the new year, and we look forward to sharing more with you very soon. Our E-Shop Sale will continue until the 7th of January, 2024 at 15:00 GMT where most of our products are available with 50% discount! Don’t miss our most popular modules such as the DCS: F-16C Viper, DCS: F/A-18C, DCS: Mi-24P Hind which are at 40% off. Enjoy! If you fly on Steam, please note that the DCS Steam Edition Winter Sale is now running at full power and will finish on the 4th of January at 18:00 GMT. Please hurry and don’t miss on some super savings. Thank you for everything you have done for DCS and the Community in 2023. Have a wonderful holiday and a very happy and prosperous New Year. Onwards and upwards! Yours sincerely, Eagle Dynamics Happy New Year See you very soon! On this very special weekend, we extend our warmest wishes to you and your loved ones for the New Year. We wish you happiness, prosperity and health. We also want to express our sincere appreciation for your continued support and feedback that makes DCS what it is today. Here's to an extraordinary year ahead, filled with epic missions, thrilling dogfights, and unforgettable moments. See you on the other side! 2023 was another important year for DCS with the introduction of several new products, the evolution of DCS core technologies, and an ever-expanding wealth of content from our partners and friends. 2024 promises even bigger and better things! Dynamic Campaign Development Report DCS Dynamic Campaign (DCSDC) is one of the most important tasks for the future of DCS as it will add a new and much-demanded evolution/improvement of gameplay for both single player and multiplayer. Rather than mimic past solutions, we hope to set a new standard, one that provides a high level of interaction, authenticity, immersion, and ease-of-use. Our goal is to deliver a system that allows players to create their own dynamic (non-scripted) campaigns that will evolve based on strategic and tactical AI decisions, indirect player influences on AI actions, and direct player influences on the battlefield. This will all leverage existing DCS features such as Voice Chat, new ATC mechanisms, etc. This has been a tall order, and the effort has been underway since 2018 with a small but dedicated team. Our focus in 2022 was on the creation and testing of General Air Operations tasks. In 2023, we shifted our DCSDC efforts to Ground Operations. This area will break new ground for dynamic campaigns and includes the following tasks: The creation of a realistic road network system that is based on a new road editor system. This allows units to have appropriate road movement conditions that are tied to the logistics and supply network. This also integrates into the movement of ground unit formations. A new ground unit formations editor was created that allows for the accurate assembly of units-based levels of command from platoon up to division, with all command levels in-between. Command structures vary based on the country and era, just like the real world and with correct terminology. Unit formations then operate realistically within their larger force structure based on tasking such as road march, meeting engagement, assault, defense, retreat, route, etc. We addressed ground forces behavior once engaged. This was one of the biggest, most complex tasks. Much of this was dependent upon force tasking, support from neighboring forces, organization of frontline forces, logistics (munitions and fuel), and disposition of enemy forces. To assist with these items, a new and improved path-finding mechanism was developed that considers both the terrain topography and restrictive zones within it. This allows more sensible routing of formations based on the terrain properties. In addition to Ground Operations tasks, we continue to work on Air Operations related tasks. For instance, many airfields currently have too few parking spaces available for a large DC. We don’t want to be limited to such limited numbers for large scenarios. To address this, we have developed a new process to expand spawn points for aircraft. Next, we will finalize ground tasking, increase the level of internal and external testing, and begin work on the important Graphic User Interface (GUI). Winter Sale Huge Savings! The DCS Winter Sale 2023 is the perfect time to bolster your arsenal of DCS modules. Take advantage of these festive deals before they disappear! The Steam Sale will continue until the 4th of January at 18:00 GMT and our E-Shop sale will close on the 7th of January, 2024 at 15:00 GMT. Don’t miss the great deals across all our most popular aircraft, terrains, tech packs, and campaigns. Thank you again for your passion and support and everything you have done for DCS and the Community in 2023. Onwards and Upwards! Yours sincerely, Eagle Dynamics https://www.digitalcombatsimulator.com/en/news/newsletters/5bf6ef59f8b97771ba0e0ac9904be8f7/6 points
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6 points
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On top of that TWS was not really used as an attack mode. RL is vastly different from DCS. First of all you have an entire flight section, your flight, AWACS and all kinds of integrated support, so the scenario "me alone against 6" is highly unlikely. Secondly, anyone ran from an F14 nail or spike, most of the time. The deterrent from the F14 was so high that just being there was usually enough, and lastly, PDSTT was a much more reliable mode to attack, with your wingmen sorting targets and the entire flight group backing you up, you would not need to launch a phoenix in TWS. Your opponent also cares much more about his life, and getting spiked/launched at would usually result in bugging out, which IRL is as good as shooting down. And also also, the US would rather destroy an enemy's air force on the ground than in the air, so even during large scale conflicts like Desert Storm or Iraqui Freedom, etc, skirmishes in the air would be the rare exception, most of the enemy's air capability got destroyed nicely parked on their airfields, before even taking off.5 points
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I use a lot of user mods too, but I don't get angry at ED for updating their Sim ... I just disable any affected user Mod and wait for the Mod developer to update it. No need to delete User Mods if you employ a Mod Manager. This is not the first time that a DCS update affects several user Mods at once, the update to v2.5.6 was similar, as the graphics engine stopped support for older 3d models. Most Mod makers updated their 3D models within a lapse of a few weeks ... only moders not in the scene anymore, like Ranger79 or Lilkiki, couldn't update their Mods and they had to be abandoned, sadly.5 points
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Download links and traffic limits update I've been working the issue with traffic limits and I've come to a conclusion. Dropbox backed from their earlier statement of their Transfer service. So I will be cancelling my Dropbox service. Instead, after experimenting with many different solutions this is how I'm implementing it for the time being: On the frontpage of my website you will see three download links, they will take you to three different Google Drive accounts which have their own and separate traffic limit. This is the best price/performance I can get when it comes to file sharing services. The links will only be on the frontpage for ease of maintenance. And the links will take you to the shared folder where you can chose one or more packs to download. I've already updated my website.5 points
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Call me a broken record but going into not 1 but 3 inherent resource sinkholes (18, 16, !64!) concurrently practically guaranteed problems for other modules in the long run.4 points
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Анонсировать то можно что угодно, а динамической кампании как не было, так и нет)4 points
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4 points
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Folks, you all have different opinions and that is fine, I will remind everyone to keep to our forum rules which can be found at the top of the page, keep feedback constructive and civil. When we have a date to share for the F-4 we will share it with you all. Have a good new year thanks bignewy Associate producer Eagle Dynamics4 points
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Yes! We had something else in mind, though If you guys prefer, we can ditch the silly Vietnam assets and add a Ferrari and a guy in shorts with a mustache instead *Change is subject to everything (or something like that)4 points
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@ Nedum. Naja, ganz so schlimm ist es jetzt auch nicht. Ich finde, dass Du etwas überziehst. Ich bin mir ziemlich sicher, es waren rethorische Fragen, mit dem Bedürfnis die Meinung zu äußern und dem Ziel die Forumswelt mit den eigenen Werten konform zu halten bzw. zu gestalten (weil es ihm, salop gesagt einfach auf den Sack ging, dass 4 wichtige Buchstaben fehlten). Ich mag die Art und weise jetzt auch nicht, darum hab ich ja auch nochmal nachgehackt. Aber Menschen sind nunmal so... Verschieden hald. Jeder hat sein Päckchen, und das hängt mal mehr oder weniger sichtbar raus, aber im großen und ganzen, liebe ich diese deutsche Community. P.S. Nach meiner Lebenserfahrung (ja, ich zähle mich auch schon zu den älteren;) fliegt eh immer alles und jeder auf. Selbst in einem "nur schriftlich" zwischenmenschlichem Zusammenspiel aka Forum. Die Frage ist nur, ob man das sieht bzw. sehen will oder anders auch, auf welcher Seite man steht. Weil Trennung/Dualität gibt es nunmal auf dieser Welt (man braucht nur Nachtrichten schauen = Extremversion). Darum bin ich auch so froh um unser Forum Alles noch sehr human und "normal" hier. Und man muss und kann auch nicht mit jedem super dicke, das ist auch normal. In diesem Sinne freue ich mich auf a guads Neues mit euch allen! Bleibt so wie ihr seid, ausser ihr mögt euch selbst nicht, dann könnt ihr euch gern ändern, aber versucht Bitte nicht andere zu ändern, des geht si eh ned aus. Blasphemie!!! Ähh... Freiheit meine ich!3 points
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3 points
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Finde ich gut, dass du aus Pit wieder Cockpit machen möchtest Übrigens hast du sogar Recht, ich habe diese Frage schon einmal gestellt. Eine Frage und keine Fragen. Muss ich mich mal entschuldigen, dachte ich hätte diese "selbe" Frage mal in Discord gestellt und keine Antwort erhalten oder diese eventuell verpasst. Alles in allem, würde ich mich freuen, wenn ihr aus Pit einfach wieder Cockpit macht. Klingt besser, macht eure "alten" Kameraden glücklich und ist so oder so kein Anlass zu streiten. Wir haben eine wunderbare Gemeinschaft von ganz jung, bis ziemlich alt, die sollte man in aller Freundschaft am Leben halten. Hals- und Beinbruch Andi3 points
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you still have the AH-1G mod. Its best to delete all unofficial mods and run a slow repair or verify if steam. Test it works, then add your unofficial mods one by one to see what is creating the problem.3 points
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Hi, @grim_reaper68, The RPL201 would need internal code changes for it to work correctly in a flyable aircraft, as each payload has its own mass, CoG and inertia -and fuel in the case of external tanks- calculations that are run internally. Just adding the payload to the lua won't be enough to make it work correctly. We have an internal task to eventually add the RPL 201 but we have more pressing tasks to complete first. I think I has mentioned it in a previous conversation.3 points
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Я бы не ждал динамическую кампанию ближайшее 2-3 года. Для неё как минимум нужны улучшения ИИ (например, чтобы наземка могла проехать из любой точки А в точку Б не застряв) и новый УВД. Ещё заявлено использование "пузыря" для повышения производительности, это тоже займёт время. В интервью разработчиков иногда спрашивали про динамическую кампанию, ничего внятного они не ответили, ограничившись общими фразами, так что, судя по всему, она будет не скоро.3 points
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It's fair to talk of modules going into "maintenance only" mode, but I would expect outstanding faults/bugs/inaccuracies to be fixed (the F5 has a few) and promised features to be delivered / complete (speaking generally here for all modules).3 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 -B2 points
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you are probably using the older clouds still and not the newer presets ones, or you have the cloud setting to low for your quality preference. Clouds look fine here even in VR using the quality setting, if you need help feel free to PM me2 points
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Ich nenne es wie ich will .... verklagt mich Guten Rutsch allen hier2 points
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29. Dezember 2023 Liebe Piloten, Partner und Freunde! Wir alle von Eagle Dynamics wünschen euch und eurer Familie für das Jahr 2024 Kraft, Gesundheit, große Freude, viel Erfolg und unzählige unvergessliche Momente im virtuellen Himmel von DCS. Wir möchten euch unseren aufrichtigen Dank für eure unermüdliche Unterstützung aussprechen. Ihr lasst unsere Träume wahr werden! Wir freuen uns, euch einige aufregende Fortschritte bei unserer Dynamischen Kampagne mitteilen zu können. Ein Großteil der jüngsten Arbeit konzentrierte sich auf die realistische Modellierung der Frontlinien-Logik. Für das neue Jahr haben wir uns viel vorgenommen, und wir freuen uns darauf, bald mehr mit euch zu teilen. Unser E-Shop Sale läuft noch bis zum 7. Januar 2024 um 15:00 Uhr GMT, wo die meisten unserer Module mit 50 % Rabatt erhältlich sind! Verpasst nicht unsere beliebtesten Module, wie zum Beispiel die DCS: F-16C Viper, DCS: F/A-18C, DCS: Mi-24P Hind, der DCS: AH-64D, welche ihr mit einem Rabatt von 40 % bekommt. Viel Spaß! Wenn ihr DCS über Steam spielt, denkt daran, dass der DCS Steam Edition Winter Sale noch bis zum 4. Januar um 18:00 Uhr GMT läuft. Beeilt euch und verpasst nicht diese tollen Ersparnisse. Vielen Dank für alles, was ihr im Jahr 2023 für DCS und die Gemeinschaft getan habt. Wir wünschen euch schöne Feiertage und ein glückliches und erfolgreiches neues Jahr. Vorwärts und aufwärts! Viele Grüße, Eagle Dynamics Guten Rutsch und frohes neues Jahr Auf baldiges Wiedersehen! An diesem besonderen Wochenende möchten wir euch und euren Lieben unsere besten Wünsche für das neue Jahr übermitteln. Wir wünschen euch Glück, Wohlstand und Gesundheit. Außerdem möchten wir euch unsere aufrichtige Anerkennung für eure kontinuierliche Unterstützung und euer Feedback aussprechen, die DCS zu dem machen, was es heute ist. Auf ein außergewöhnliches Jahr voller epischer Missionen, spannender Luftkämpfe und unvergesslicher Momente. Wir sehen uns im neuen Jahr wieder! 2023 war ein weiteres wichtiges Jahr für DCS mit der Einführung mehrerer neuer Module, der Weiterentwicklung der DCS-Kerntechnologien und einer ständig wachsenden Fülle an Inhalten von unseren Partnern und Freunden. Das Jahr 2024 verspricht noch größere und bessere Dinge! Dynamische Kampagne Entwicklungsbericht DCS Dynamic Campaign (DCSDC) ist eine der wichtigsten Aufgaben für die Zukunft von DCS, da sie eine neue und viel geforderte Entwicklung/Verbesserung des Gameplays sowohl für Einzelspieler als auch für Mehrspieler darstellt. Anstatt frühere Lösungen zu imitieren, hoffen wir, einen neuen Standard zu setzen, der ein hohes Maß an Interaktion, Authentizität, Immersion und Benutzerfreundlichkeit bietet. Unser Ziel ist es, ein System zu liefern, das es den Spielern ermöglicht, ihre eigenen dynamischen (nicht geskripteten) Kampagnen zu erstellen, die sich auf der Grundlage strategischer und taktischer KI-Entscheidungen, indirekter Spielereinflüsse auf KI-Aktionen und direkter Spielereinflüsse auf dem Schlachtfeld weiterentwickeln. Dabei werden bestehende DCS-Funktionen wie der Sprachchat, neue Flugverkehrskontroll-Mechanismen usw. genutzt. Dies ist eine große Aufgabe, an der seit 2018 mit einem kleinen, aber engagierten Team gearbeitet wird. Im Jahr 2022 konzentrierten wir uns auf die Erstellung und Erprobung von Aufgaben des allgemeinen Flugbetriebs. Im Jahr 2023 haben wir unsere Bemühungen für die DCSDC auf die Bodeneinsätze verlagert. Dieser Bereich wird neue Wege für dynamische Kampagnen beschreiten und umfasst die folgenden Aufgaben: Die Schaffung eines realistischen Straßennetzes, das auf einem neuen Straßeneditor-System basiert. Dies ermöglicht es den Einheiten, sich unter angemessenen Bedingungen auf den Straßen zu bewegen, die an das Logistik- und Versorgungsnetz gebunden sind. Dies wird auch in die Bewegung von Bodentruppenformationen integriert. Es wurde ein neuer Editor für Bodeneinheiten erstellt, der die genaue Zusammenstellung von auf Einheiten basierenden Kommandoebenen vom Zug bis zur Division und allen Kommandoebenen dazwischen ermöglicht. Die Kommandostrukturen variieren je nach Land und Epoche, genau wie in der realen Welt und mit korrekter Terminologie. Die Formationen der Einheiten operieren dann realistisch innerhalb ihrer größeren Truppenstruktur auf der Grundlage von Aufgaben wie Straßenmarsch, Treffpunkte, Angriff, Verteidigung, Rückzug, Route, usw. Wir befassten uns mit dem Verhalten der Bodentruppen nach dem Einsatz. Dies war eine der größten und komplexesten Aufgaben. Vieles davon hing von der Aufgabenstellung der Truppen, der Unterstützung durch benachbarte Truppen, der Organisation der Truppen an der Front, der Logistik (Munition und Treibstoff) und der Disposition der feindlichen Truppen ab. Zur Unterstützung dieser Punkte wurde ein neuer und verbesserter Wegfindungsmechanismus entwickelt, der sowohl die Geländetopographie als auch die Sperrzonen innerhalb des Geländes berücksichtigt. Dies ermöglicht eine sinnvollere Routenführung von Formationen auf der Grundlage der Geländeeigenschaften. Zusätzlich zu den Aufgaben für die Bodeneinheiten arbeiten wir weiter an Aufgaben, die mit dem Flugbetrieb zusammenhängen. Zum Beispiel haben viele Flugplätze derzeit zu wenig Abstellplätze für eine große DC zur Verfügung. Wir wollen uns bei großen Szenarien nicht auf diese begrenzte Anzahl beschränken. Deshalb haben wir einen neuen Prozess entwickelt, um die Spawn-Punkte für Flugzeuge zu erweitern. Als Nächstes werden wir die Aufgaben für die Bodeneinheiten abschließen, den Umfang der internen und externen Tests erhöhen und mit der Arbeit an der wichtigen grafischen Benutzeroberfläche (GUI) beginnen. Winter Sale Große Ersparnisse! Der DCS Winter Sale 2023 ist der perfekte Zeitpunkt, um euren Bestand an DCS-Modulen aufzustocken. Nutzt diese Festtagsangebote, solange es sie noch gibt! Der Steam Sale läuft noch bis zum 4. Januar um 18:00 Uhr GMT und unser E-Shop Sale schließt am 7. Januar 2024 um 15:00 Uhr GMT. Verpasst nicht die großartigen Angebote für alle unsere beliebtesten Luftfahrzeuge, Karten, Tech-Packs und Kampagnen. Nochmals vielen Dank für eure Leidenschaft und Unterstützung und alles, was ihr für DCS und die Community im Jahr 2023 getan habt. Vorwärts und aufwärts! Viele Grüße, Eagle Dynamics2 points
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Not for my new float plane! Lua edits will be needed to fix any other ai aircraft mods.2 points
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2 points
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From the last newsletters Supercarrier Development Report Ground AI Development Progress DCS Dynamic Campaign (DCSDC)2 points
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The AH-1G is working perfectly in the Simulator. The reason I kept the Mod is I had a custom Iran Livery for it. I have deleted everything else, other than CH's Mods. The 2.9 update has screwed up all my Mods, and it sucks! I don't fly much anymore, I enjoy creating large and complex Missions in the Mission Editor. I hope ED can resolve the issues, because I have nothing to work with. DCS World is a Hobby for me. Thank you for your help, it's very much appreciated. Happy New Year, Timex 32 points
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I know this isn’t the answer being sought, but a couple things: 1) I don’t seem to have trouble trimming the A-10 in DCS; I haven’t flown one in real life, but the trim behavior feels believable to me. 2) Real, non fly-by-wire aircraft are impossible to trim perfectly; due to turbulence, wind, constantly changing fuel states, etc, real planes require constant input from the pilot to fly straight and level. The inputs will be very subtle if trimmed well, but if you were to let go of the yoke or stick on most days without an autopilot engaged, the plane will be banking, climbing, or diving in short order.2 points
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Предусмотрел также вариант для левшей, который будет крепиться, соответственно, вместо правого подлокотника. Также в продаже будет комплект, состоящий из РОШ, РЦШ(без системы возврата в центр на двух гидравлических демпферах, с регулировкой сопротивления) и вертолетные педали (так же без возврата в центр, с установленным гидравлическим демпфером с регулировкой усилия). Ну и естественно площадка для мыши. Все четыре устройства с креплением к офисному креслу.2 points
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Are you going to be Grinch today? :)))... These are guided projectiles, not missiles .... so they are quite limited on their correction capabilities. There is also a reason setting up different skill levels for the units... right?2 points
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I think you're absolutely right. But I will consult our specialists just in case. And if they confirm it, I'll correct it quickly. Thank you very much for the report.2 points
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Hi Guys...I was having a blond and Senior moment combined...my bad I had removed a Desktop short cut to DCS, cleaning up his PC...that was the correct one....booting into mt-bin, Multi threading. So this issue is caused after the last patch...and running in SINGLE TREADING. Reset his Target and Start in to \bin-mt and the issue is resolved He was using this correct path...I messed it up....oh well, learnt a lesson Cheers Happy Landings2 points
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I hope ED developers could fix this bug soon, otherwise, a lot of the multiplayer missions won't work well, especially when we set triggers for "A or B or C ... in zone", because if any one from A/B/C... is not selected by a client, its status will become "Dead" and therefore triggering the actions at the start of the mission. Just post it here to raise attention! Thanks.2 points
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No one is asking you to remove and reinstall everything from scratch. Move the mods out of DCS and/or saved game folder and run a repair on DCS and you're done. If that doesn't work, rename your saved games folder in case something got left behind in there. Then you can start moving mods back and see what's causing an issue. There have been enough confirmed issues with mods and the latest patch (including people who swore they had none or that mods couldn't be the problem that came back and admitted it was the fault of mods) that it's not at all unreasonable for ED to expect you to at least remove them before they spend more time looking into your issue.2 points
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One makes the sort of howl that makes it seem almost unearthly, has a look straight out of a sci-fi film, can cavort around the sky at altitudes that can embarrass quite a few fighters, and comes from the same stables as the Lanc. The other can, as evidenced in the picture above, light it’s farts.2 points
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I'll say it again, this is AWESOME!!!! If you guys include a PBR with this.....WOW!!!!2 points
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Wow. Love how your accusations of speculative release dates are completely derived from your own equally speculative opinions. #irony! The F-4 will release when it's ready. You seem to forget that these digital products are the result of many hard hours of toil by real people; those people have lives, lives are complicated and timescales slip thanks to the unexpected. Dude, get a grip, enjoy the festive season for what it is and quit being such a moaning minnie.2 points
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New Progress update! Development had been suspended for a while due to self business now it continues! Worked on the HSI page. Now there is a moving map in HSI page while the scale is lower than 20nm. In HSI page now you can enable Airbase finding function and HSI would display 10 most nearby AB on the HSI. Waypoint and Airbases visualized on HSI. Added a seq line for nav Worked on the EW system. Now you can setup the counter measures as auto or manual. For flare now you have an option to burst it!2 points
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Hello, when self-hosting MP a mission or playing/testing a MP-compatible mission in SP, the initial world position after loading the mission (background of lobby screen) is centred on the redfor aircraft with the lowest id and if no redfor aircraft is found, it is centered on the blufor ac of lowest id. Knowing this was useful, because with using "late activation" of certain assets, you could force the initial camera position at a certain point. This way you could minimize loading times and data shuffling when loading into the cockpit for the first time, because ideally the initial camera position was close to the aircraft spawn position (this is only viable for CoOp obviously - where all player share the same starting airport). We recently tested hosting with the dedicated server tool and while all worked well, i noticed that my camera "hack" did not work anymore. The initial camera was centered on a random airfield (if i remember correctly: abu musa island in PG map). My question would be, if there is a way to change the initial camera position of a mission when hosting it with dedicated server and how the initial position is decided. If possible i would like the initial camera position (the view of the world in the background when lobby screen is shown after loading) to match the location of the airport the players will spawn on. Any ideas why this behaviour might be different between self hosted games and hosted from dedi?2 points
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Мой DIY проект РУДа под 3D печать: На GitHub На Thingiverse Вы можете увидеть «собранную» 3D-модель здесь (пароль - Throttle) Отдельное спасибо @propelerи @busel - проект основан на их работах.2 points
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No, in the NATO procedure the JTAC has full responsibility of what weapons to use. Of course there is a discussion with the pilot(s), but final decision is made by the JTAC.2 points
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The Easiest option would be would require decoupling of the players head/view controls and move the HMD to it's own axes controls (for trackIR at least). (Decoupling HMD Movement from Head Movement Axes) So Cockpit view would remain un affected while HMD would follow players Track IR Axis movements. This would work for players that want the cockpit view to remain static and only move the HMD with their head (Domes and Really wide View angles), This would not work for a player that wants to control both view and HMD with track IR. The problems with de-coupling and allowing the Tracking to control both Head/View and HMD at the same time would be Multiplier Values. Having TrackIR control both player's head and the HMD across ultra wide and 3 screen or dome setups would be extremely tricky as the Axes multiplier varies depending on screen size, orientation and resolution. So for one player a set value would equal player head and HMD movement in a 1:1 Ratio and the HMD stays centered in their view (w/ the head/eyes, not center on the screen/viewport), but for another player w/ larger displays and track IR view angles, that same value would only result in the HMD moving 50% off center etc. Despite the player looking over their shoulder the center of the rendered viewport is still going to be in front of them. Best case scenario if it could do both would be to have a "Ratio" setting to control the HMD Offset as the player turns his/her head (ie 45 degrees TrackIR Axis = 90 Degrees in DCS, Thus moving HMD at a 2:1 ratio, allowing it to move not only from the center of the screen but to the players physical viewpoint.) The issue after that would be vertical decoupling, most players run 3 screens wide or ultra wide, not 3 screens tall, or ultra tall displays, so looking up, the HMD would quickly shoot off the top of the screen, Full 180 / 360 Domes would likely be unaffected. So on top of "TIR Ratio" you'd also need Axis bounding limits so it does not render off the screen, or the option to only decouple specific axes. While X (Up / Down) and Z (Left / Right) would be the 2 axes to decouple, you can also decouple Y (Tilt L / R) Axis, and allow player to tilt his head and the HMD remain aligned to the player's head tilt, but again, the Multipliers would have to be set for each axis at that point, as TrackIR Head Tilt is pretty much 1:1 or close to it, vs Rotate L/R U/D being close to 2:1 At this point one can see the only real solution for TrackIR is to allow the Player to adjust HMD : Head Tracking Ratio for each Axis individually, As well as the option to De-Couple it entirely for someone in a Dome Setup and/or move the HMD to it's own Viewport like the HUD and allow them to render it through lens to display onto their own HMD Glass/Visor.2 points
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