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Showing content with the highest reputation on 01/18/24 in all areas
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8 points
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I have put this project on hold for the moment. Both my testing and parenthood activities take all of my free time. And my job does not help either. I recently asked devs to allow custom raster charts from the Saved Games folder. If they made it happen, it would probably motivate me enough to resume work on this map.5 points
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Hi everyone, I'm not the author of this mod, i did an updated version of their work (merged with the "S300 pack" mod) which was functional after last DCS updates...because they (the authors) didn't, and i don't know if they are still working on it or not... I wish they are. That's why i wasn't ready with the idea of releasing my version on their topic. I asked them here about it....but no answer... It seems that there are a lot of people interested in that mod. So here is the link: https://drive.google.com/drive/folders/1HiO0eHcI-qu0aLEPdmkIeWD4GVPSDQxU?usp=drive_link Nota: If you are using the "SAM Sites Asset Pack", or "2SAP" mod, you will need to copy the texture folder from my version and overwrite texture folder of the "2SAP" mod....or you will not get my new texture set.4 points
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4 points
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4 points
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It's not just carrier versions. Don't forget our friends in the Corps. USMC Phantoms flew out of Da Nang and Chu Lai. That naped-up Bengal Tiger's seen cleaner days. This Falcon is ready to go to town. Dual-Zunis on the inboard Sidewinder rails can be spotted quite often on Marines jets. I've seen the dual and two quad launchers on the shoulder pylons. Black Knight with another LAU-33 on the inboard Sidewinder rail. Red Devil with LAU-33 and a pod full of BRRRRRT. Gotta be the Hughes Mk44 points
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Oh boy! Something that I have been waiting for forever is finally coming to pass. The OH-6A Cayuse scout has been one of my absolute favorite aircraft of all times. A few years back I obtained a Cayuse static plastic model by 21st Century Toys in GI-Joe scale (1/6th). Being a lifelong modeler, I went about reconfiguring as much as I could ending a years worth of work with something I like and has won show awards. To get there, I got as many references I could find....such as the December 1976 TM for the OH-6A (Operators Manual) # 55-1520-214-10. I am making it available to you for this project should you need.4 points
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3 points
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Spitfire didn't change the face of the war in less than a day. Battle of Britain lasted several months and have many variables etc. For Midway, one day Japan was big and scary, the next day, not so much. And that was the humble SBDs that did that.3 points
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3 points
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Ive spoken with the team, We have material for Russian version of the full manual sorted, and the English translation was finished and is currently being proof read. As soon as the team are happy they will add it to public builds. thanks3 points
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I'll save this and quote you again when it's released. Until then...blue skies.3 points
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Hi All I have just upgraded my Warthog Throttle to a Viper TQS. Therefore after about 10 years of reliable use I'll give away my old Warthog Throttle to a deserving DCS player (preferably based in the UK for postage reasons) To manage expectations its in good condition with the exception of the radio switch on the throttle handle (the one on the left operated with your little finger) which broke about 5 years ago (its gone all floppy) I will ask the person who gets it, to pay for postage - but you can do that once it arrives - will prob be £15 or so I expect. I would also ask the person who replies here 'wanting it' not to think they will just sell it on ebay and make a few £'s..... its really for someone who can not afford this type of stuff but is an avid DCS player and would love to have it ...... please respect these wishes I'll leave this post here a couple of weeks and then pick one reply at random - mention it to anyone who you think fits the bill. NOW ALLOCTED TO A DCS USER SO NO LONGER AVAILABLE No PM's requesting it please2 points
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2 points
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12 January 2023 Dear Fighter Pilots, Partners and Friends, We hope you all had a wonderful holiday and that the New Year has started well. For those of you who may have missed it, please check out our 2024 and Beyond video. 2024 will see the introduction of the Vulkan API which will offer better frame rates for most players as well as new graphical capabilities such as ray tracing and improved VR performance. In addition to new aircraft, terrains and Vulkan API, DCS core will see many new features, as well as bug fixes and improvements based on your feedback and requests. New modules and core improvements will be developed in conjunction with work on existing modules. Please check out the details below. Thank you for your passion and support. Yours sincerely, Eagle Dynamics Vulkan for DCS Development Progress With the release of multi-threading and DLSS/FSR, the next big core DCS task is the support for the Vulkan Application Programing Interface (API). Multi-threading was a prerequisite to support the Vulkan API backend and enhance system performance/efficiency. Much of the Vulkan API work over the past several years has focused on adapting the DCS internal tools to seamlessly integrate with optimized functionality to ensure peak performance. This has been a challenging endeavor to rectify all validation errors, streamlining graphics and processing tasks, improving compatibility with Nvidia, AMD, and Intel hardware and a diverse set of drivers, and creating and refining the groundwork for rendering across multiple threads that will allow even more advanced graphic capabilities. As we move into 2024, we continue to optimize and refine performance to exceed what is possible with DirectX 11. It is important that we continue to push graphic standards whilst maintaining excellent performance for both 2D, and even more so, VR. However, like multi-threading and DLSS/FSR, results will vary between players based on their hardware and settings. DCS Core Development Progress Here are some of the interesting functionality improvements coming to DCS: Save Game. Our new game persistence system will allow you to save mid-mission and return to that save point at a later time. Replay System. The current track file system was originally created as a debugging system that simply reproduced game input to construct a replay of the mission. However, this system depends on limited DCS version changes between when the track was recorded and when being played back. The system in development for 2024 is designed to address this and will offer additional capabilities. Infantry Unit Improvements. We will be working on new infantry models and animations in 2024 along with more life-like behaviors. New Air, Ground, and Naval Units. New units will be available in 2024 that will range from World War II to modern day. Each unit requires thousands of man-hours to create and will be provided as optional packs at their highest levels of detail. Standard versions will also be available for free to ensure both single-player and multiplayer compatibility for all. Graphic Improvements. In addition to the graphic improvements that the Vulkan API will afford, we will also be making improvements to the Render Graph for better VR performance, new and improved special effects, and further advancements in the FLIR rendering system. Weather. The weather focus for 2024 will be on a new fog system and towering clouds with appropriate line-of-sight blocking. Voice Chat. 2023 saw great connectivity improvements and a unique, real-time voice processing allowing users to modify voices to replicate different radio eras and technologies. In 2024 we will continue to integrate radios to vehicles, ships, and other units. We also plan external application support and other player-requested features. Spherical Earth. One of the biggest changes coming to DCS is the Spherical Earth. This substantial work is ongoing however we do not expect to release it this year due to the size of the endeavour. Dynamic Campaign. Please read our Newsletter for 29 December 2023 where we discuss DCSDC in detail. Air Traffic Control. Although we have a solid design to provide an exceptional ATC experience, much of the work in 2024 will involve how we generate the voice dialog and create a much-improved interface. Improved Accessibility. To make DCS more accessible to new players, the Graphic User Interface will be updated to make it more user-friendly and include a Launcher with new capabilities. New interactive missions are also being developed to shallow the learning curve with popular modules like the F/A-18C. Air-To-Air Missile Development. We plan to migrate the R-27 (AA-10) family and R-73 (AA-11) missiles to a new component structure and flight dynamics. This will be coupled with a new proximity fuse model that accounts for Doppler closing speed, modified seekers, and a more realistic interaction model between the missile and the supporting radar. This will be done within the larger MiG-29 project framework. Other missile types will also be developed in the same way. Air-To-Ground Munitions. We continue to develop new munitions as well as update existing air-to-ground weapons to include a new component model with advanced flight performance. This includes guided bombs and tactical missiles. Regarding Anti-Radiation Missiles (ARM), we are developing narrow-band specialized seekers that were used with early ARMs of the 1960 to 1980s prior to the more modern AGM-88 HARM class of missiles with broadband seekers. These older ARMs, such as the AGM-45 Shrike of the Vietnam era, will be modeled with other older ARM systems. ECM. We are developing more advanced principles of electronic warfare that will allow simulation of a greater variety of electronic warfare attack and countermeasure modes and capabilities. This is a very complex task and confidential subject. We cannot promise quick results, but work is underway to deliver a satisfactory simulation of this opaque area of modern warfare. New Landing Gear. A new two-component landing gear system was released for the Mosquito last year. We will continue integrating it to other aircraft this year. We plan a separate newsletter article that will explain the new capabilities and what it brings to landing gear behaviors. Module Support Development Progress In parallel with the development of the new modules discussed in last week’s newsletter, we will also continue to update, fix, and improve existing aircraft and maps. Some of these efforts include, but are not limited to: Radar Improvements. In 2023 we released both Phase 1 and Phase 2 of the radar improvements for the F-16C and F/A-18C. Phase 3 efforts will continue with a focus on better Single Target Track (STT) simulation, false target generation, and more realistic look-down effects. Data Transfer Card (DTC). For each aircraft, the DTC consists of a variety of areas that are first modeled such as datalink, navigation, radio, weapons, sensors, and more. Once these elements are completed, they will be organized into a unified DTC interface. Fuze Settings. All modern aircraft will benefit from the new and more advanced fuzing options first introduced for our WWII modules. This includes the new payload interface in the Mission Editor and Rearm/Refuel Window that will allow authentic setting nose and tail fuzes and new 3D rendering of fuze selections. DCS: F-16C Viper. Priority work for 2024 includes the Sniper Advanced Targeting Pod (ATP), a 1st perspective pilot model, and other improvements like new HUD symbology and RWR Handoff tones. DCS: F/A-18C. The biggest task for 2024 is a refactoring of the flight model and flight control system, landing gear physics, and improved external lights. Once the new external lighting system is complete for the F/A-18C, this technology will be used for other aircraft modules. DCS: AH-64D. With the addition of the Fire Control Radar (FCR) core functions, next steps in 2024 include the addition of functions and modes such as LINK and remaining radar modes, new George and Flight commands, and the campaign. Supercarrier. 2024 will see continued work on the new plane director operations that move aircraft out of the landing area to a parking location. This is in addition to work on the Air Boss deck and Ready Room. Mosquito FB VI. This year we continue working on the features from the Early access list. Including AI crew members and the Drift recorder. Rest assured, our other modules and maps will also receive improvements and enhancements. Winter Sale Hurry! Offers end soon. Please note that this is your last chance to save big in our DCS Winter Sale! Watch the video. You can enjoy up to 50% discount across our most popular aircraft, terrains, tech packs and campaigns until the 14th of January at 15:00 GMT! Hurry up and shop now! We hope that the progress on the DCS core is to your satisfaction. Please stay tuned for more details on all the topics mentioned above. Stay healthy and as always, fly safe. Thank you again for your passion and support, Yours sincerely,2 points
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Updated to version 5, available in User Files File modified is now "(SRS Folder)\awacs-radios-custom.json" instead of "(SRS Folder)\awacs-radios.json" SRS updates could overwrite the original file. GUI: Moved volume slider up. GUI: Changed order of the Modulation types in their dropdown box. GUI: Window position is saved. Delete the "SRS AWACS-GCI Radio Presets.ini" file to reset all options, or delete the "AppPosition" lines in it to only reset window position. MIDS: When selecting MIDS as the modulation type, the frequency fields will be disabled and will automatically be calculated when you enter the desired MIDS channel Even though the .json file contains the data, SRS does not currently load the saved MIDS channel when enabling EAM mode. You will have to manually select the proper MIDS channel in SRS after connecting to EAM mode. If SRS is updated to load these values, this program should already support that update.2 points
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Hi all, we are currently looking into fixing some of the issues of the mod @currenthill already provided a patch for the weapons. As you may know, 2.9 had several impacts on mods and we are still figuring out ways to fix them. Thank you all for your patience, on a brighter note, our new 3D exterior model is done and we are currently working on the textures.2 points
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@Belphe When there is one curse of modern living, it is fricking subscription model everywhere....... So, no thanks! I'm completely aware that ED is a business and needs to make money to keep the lights on - and I'm fine with everything they think to seem fit for that purpose. But please stop with those unsolicited ideas nobody asked for!2 points
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Thank you for flying with us for so long and supporting our work, we do appreciate it. We are working hard on many new things in DCS and always will, DCS has no end goal currently, we continue to update, progress and add new content and features, we have now reached our 15 years anniversary bringing great combat flight sim entertainment to thousands of users and we continue to grow. I have merged your thread with another about subscription, it has been discussed many times before but we have no plans to change our payment model, what we currently have has kept DCS going and advancing for many years already, we feel it is the best option for DCS. kind regards bignewy Associate producer2 points
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How about no? This was "discussed" many times before, it always revolves around few different points and ends with one of ED members coming in, saying they won't change their business model and that's it. Little forum search would have found you this in a no time if what you are truly interested are opinions of the people.2 points
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Вообще, если задуматься, то черт его знает как у других. В какой еще игре ты доишь единицы фпс с таким геморроем как в DCS на топовой конфигурации? Может если и там начать так извращаться, то вылезет такая же кривизна. Это, конечно, не в защиту кривизны, это больше отсылка к общему состоянию геймдева на сегодня - очень сложно припомнить незабагованные тяжелые игры вышедшие за последние пару лет. Главное на сегодня это засунуть привлекательные ассеты и разогнать хайп, остальное хорошо если вторично. Прогресс в железе замедляется, и косяки не покрываются грубой силой железа на момент релиза, плюс при этом софт становится всё сложнее и вероятность косяков в целом больше. Да и релиза как такового уже нет, т.к. все играют в сырые поделки. В общем, не думаю, что DCS сильно хуже рынка в плане кривизны. К примеру, не смотря на сложность, не вылетает практически никогда, т.е. отладка на критические ошибки реально хороша.2 points
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Having been a CIWS tech during its earliest days in the fleet, I can attest to this being the mindset at the time. As a former CIWS instructor, I can say that no, they do not have a "mind of their own", they operate exactly how they were designed to (barring a failure -- more about that in a moment). The biggest operational problem with them was that many COs did not understand them. I will add that in my experience, military decision-makers tend to be risk-averse, especially when there are systems involved that are poorly understood. That was most certainly the case in the 80s, and made the bogus "meaning" of the acronym ("Captain, It Won't Shoot") that much more insulting to those of us who maintained and operated it. In STARK's case, the CIWS was not operating because they were running electrical power-affecting engineering drills at the time. According to an old CO of mine who had commanded an FFG in the Gulf during the Iran/Iraq War, it was commonplace for Iraqi F-1s to overfly US warships on their way to their targets. It may seem hard to believe now, but Iraq was considered an ally at the time, so such overflights were accepted, even if they weren't particularly comfortable. The JARRETT/MISSOURI friendly-fire incident didn't do much to assuage concerns. Eventually, the Navy developed doctrine that was effective in preventing issues like these, which is why we're not talking about similar incidents in the last 30-odd years. Now, a sea-story involving a failure: This happened during a firing exercise being conducted to impress some distinguished visitors with the power of our Phalanx systems. I was at the local control panel, and would be firing the gun from my position after being cleared by the skipper. The procedure was 1) receive clearance while gun was in stowed position, 2) energize the gun mount and move it to the pre-assigned firing bearing off the port beam at 45 degrees elevation, 3) fire a 100-round burst. What happened was: 1) I received clearance to fire, 2) I energized the gun and set it to move to the firing bearing and elevation, 3) the rate integrating gyro failed, causing the gun to slew to the physical stops aft of the port beam at 45 degrees elevation -- which left the visitors and the skipper in his whites standing on the port bridgewing staring directly into the muzzle of the gun and diving for the deck, and 4) yours truly recognizing the error and powering the mount down where it was. (It is worth noting that the PHYSICAL mount stops are outside the ELECTRICAL firing circuit stops. The gun was not going to fire because the firing circuit gets broken if the gun is pointed at any part of the ship's structure. I shut it down because the gun hadn't gone where I expected it to.) As @Northstar98 rightly points out, RL screen formations look nothing like the close-in stuff you typically see in DCS missions and cinematics, though this is not entirely because of CIWS. It's mostly a safety of navigation issue. Look up the MELBOURNE/EVANS incident, in which an Aussie carrier collided with a US destroyer. CO's Standing Orders on the cruiser I served in were to remain at a safe distance from the carrier at all times (1 mile if astern of the carrier, 2 miles if abeam of the carrier, 3 miles if ahead of the carrier), going closer only with the CO's express permission, such as taking station as CV Shotgun or plane guard. The CO who wrote those orders went on to be a Carrier Group commander and after a destroyer maneuvered too close to the carrier, he summoned the destroyer's CO to the carrier and fired him on the spot.2 points
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2 points
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Indeed - and since the User Files are entirely under the control of ED, let us hope that the fabled new Launcher provides a lot more than just a link. One thing that I have learned from (not necessarily new) DCS users is that they feel that DCS appears byzantine to them: too many folders in too many locations with too little transparency. Having the launcher, for example, allow the user to temporarily (!!!) desanitize DCS, to install missions from the user files for their planes etc., or (yes, I know, thin ice) install/manage Liveries/Mods without the user having to know what goes where would go a long way to make DCS more accessible to many users, long-time and fresh.2 points
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2 points
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Thank you very much! Please see the Pearl Harbor Project thread for new Japan war ships! Coming soon! Just tested in OB 2.9 A screen to tease,2 points
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Its released to patrons in a few days, everyone else needs to wait a bit longer2 points
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2 points
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By that logic a meteor might strike, or there might be a war, or, or or.... and there might no be any DCS to worry about at all. A more sensible approach would be to go by the history of the developer in question, and what they deliver, and how they deliver it. Perhaps? With respect I agree with Pappy's remarks regarding your pessimism...maybe stay positive (I think they've earned this approach and then some) and see what shakes out. Especially with an E to enjoy soon, this will make (for most of us anyway) waiting for the Naval variant (which yes barring unforeseen disasters will come) that much easier.2 points
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From the team: "We know about the D-28 and all other modifications What we have is one of the numerous modifications on the early period of D-30 production without the tail fin as the major difference in FM."2 points
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2 points
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Im seeing some are worried regarding low details on the airport terminal in Bodø. Dont worry to much about it, as it looks like work in process, regarding that the airport tower and building look spot on, so expect it to be updated.2 points
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Ich mag diese ganzen modernen Bildschirm-Flieger überhaupt nicht, die Cold-War-Area ist viel spannender (nur meine Meinung!). Und dass es die A wird (plus hoffentlich die G-Version) freut mich als Angehörigen und inoffiziellen Presseoffizier der deutschen FULCRUM-Staffel ganz besonders (wenn ich es in RL auch nur auf 13 Stunden im Backseat gebracht habe). Diese Version ist in der NATO bis in alle Einzelheiten bekannt (hab selber noch die Dash one im Bücherschrank stehen) und daher vergeben sich die Russen nichts, wenn die in allen Einzelheiten simuliert wird. Etwas Moderneres wird bei der derzeitigen Lage nicht kommen oder nur stark verfremdet. Und so unterlegen waren wir mit dem Jet Anfang der 1990er gar nicht, das Helmvisier war eine böse Überraschung für die Sparrings-Partner und die F-16-Piloten haben sich sehr oft geschlagen geben müssen. Das Radar war ein Problem, wir haben versucht, dessen Fähigkeiten zu erweitern, mussten aber aufgeben, es war halt für ein anderes Einsatzkonzept entwickelt (GCI bis zum Feuerbefehl). Und die Reichweite … tja … da erinnere ich mich sofort an einen Satz in einem unserer Briefings für NATO-Offizielle, der das auf den Punkt brachte: ”The FULCRUM is the ideal point defender - if the point to defend is the own airfield.” Ich freue mich jetzt schon mehr auf das Ding als auf die F-4. Fliegerisch macht dieser perfekt kontruierte Auftriebskörper mit Triebwerken, die dank der Intake-Verschlüsse und der sich dann öffnenden Lamellen auf der Oberseite nicht mal bei einem Tailslide ausgehen, und der absolut gutmütigen Flugeigenschaften einen enormen Spaß!2 points
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2 points
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When in MANUAL elevation control, the MAN TRK on the TEDAC can be used for antenna elevation (if TADS power ON and FCR is selected sight), as can the arrows on the FCR screen. AUTO uses the aircraft's radar altitude to point the radar. When in AUTO mode, the radar elevation is supposed to be such, that the minimum range the radar scans at is 500m. This assumes a ground plane at the radar elevation of the aircraft. So when sitting on a hill and looking down into a valley, the minimum range will be pushed further away and the radar may scan above targets if they are too close. In ATM (Air Target Mode), elevation control is always manual and defaults to 3° up. In TPM (Terrain Profile Mode), the elevation is always static but can be selected between near and far modes where the elevation is static at -0.5° for FAR, which provides early warnings out to 2500m for high terrain and obstacles and -3° for NEAR for warnings out to 1000m. The sector scan size in TPM is dependent on air speed. For 0-55kt is is 180°. Down to and above 45 once triggered by 55kt it's 90° and fixed to center line. I spent a whole 30 seconds to make this helpful illustration.2 points
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Malawarebytes didn't like the executable. 94% Machine Learning ?? https://www.malwarebytes.com/blog/detections/machinelearning-anomalous-100 I whitelisted it and worked fine. thanks1 point
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^ I presume players are usually OK with current 300 per gun as a weight and performance compromise suitable for various types of sorties, but technically, if ammo boxes in wings could be filled up o 425, we should be able to do so for, let's say, CAS missions every now and then. Granted, MTOW limit would indeed be an important factor, but that's what the sliders in loadout options are for.1 point
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Hi @Hulkbust44, I finally found the issue : it was a Plane issue. Even if the perfect Mirage2000C model support full clickable cockpit, the hand interaction is actually not supported. I will investigate deeper on that. Yesterday I gave it a try with the F18, and everything was working fine ( at least working - switches and button are good enough during free flight, but the rotative one are extremely random) I will try to combine with some mouse control, but anyway, just using OpenXR is supported with DCS / Quest 3 configuration. Thanks for the support. See you soon above the clouds.1 point
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I still think they should go the Black shark III like upgrade/update way for like 15-20$ ? Revised texture and model Modernized Early or late 1990's avionics Improved A.I & Co-pilot Revised Armament Add troops movement in and out1 point
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I will try to explain the problem with this map in pictures: No bridge to cross one of the largest cities in the Nile Delta, Mansourah, supposed to be a real road crossroads : No bridge at Shirbin too, another city on the Damietta Branch of the Nil : In Damahur, there is the bare minimum to cross the largest rivers, but practically nothing to cross the small rivers. 80% of the bridges are missing! And all this for the major cities of the Nile Delta... There are practically no bridges in the smaller cities or in the inter-urban space! Consequences on pathfinding with a practical case: I take a vehicle on the coast and I want to go to waypoint 1, south of El Mansura: Despite direct roads, there is no major bridge around the city, the convoy is obliged to do a very large detour to the West and the South between Tanta and Al Zaqazik I now want to take my convoy to Waypoint 2 : New Damietta. While with the expected routes passing through El Mansura (there would be 65 km of road), the convoy will literally take a 200 km detour passing next to Al Salihiyah, the Suez Canal and passing through Port Said!!! Ok. Well, I want to go back to El Mansoura for my Waypoint 3, but this time, I'm going to stay on the same side of the Nile, I could probably hope for a direct route since I'm not crossing any major rivers..... And Well no ! Even so, the lack of bridges over simple small streams forces my vehicle to make a huge detour, returning through my origin point. It is practically impossible on this map to have a fairly direct route because of the quantity of waterways and the total lack of bridges!!! And for my last waypoint 4, I'm going to push the pathfinding problem of this map to the absurd: As the crow flies, my waypoint 3-4 is 35 km. By road, it is practically the same distance theoretically since there is a direct route between these 2 waypoints. But the lack of a bridge will force you to make a detour of around 160 km! These absurd pathfinding problems can be reproduced almost anywhere in the Nile Delta, making this map a real headache for a missionmaker in order to determine convoy routes, or coherent road axes. However, it would not take much to solve this problem: Simply the addition of a hundred bridges scattered at least in all the major or secondary cities of the delta, and on all river routes. For me this problem should be the ABSOLUTE PRIORITY of OnReTech, because in my eyes it is considerably more important than adding more details to the pyramids, adding new types of trees or buildings... The map must be PRACTICAL, otherwise, it will be shunned by missionmakers. It doesn't seem to me that these additions are that complicated to make, but their importance is crucial for the appreciation of the map! I wanted to do some dynamic missions on this new map which excited me and which I found magnificent: I quickly returned to the Syria map, because I couldn't do what I wanted due to the total lack of bridges... It's a shame for a suh beautiful map!! We are not only fly over the Delta. We make CAS missions for Helicopter and CAS plane. So the roads must be pratical for convoy!1 point
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1 point
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Is that the Apache? I’ve never actually flown it. In the a-10 commenting out a line in viewporthandling.lua ( to turn off in-game mfd’s) AND doing the same in one of the a-10 BAKE files( so the mfd’s don't show on the main monitor in alt-f1. not sure if the same applies to the Apache or where that file would be. I came across it by sheer luck. Here was our conversation on the a-10. Maybe something similar for the Apache. Not sure if this is the same thing happening to the OP1 point
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It is impossible to put infantry in buildings in DCS, so the "armed building" AI is sometimes useful for some missions scenarios. Unfortunately, the AI immediately identify the building as an enemy. This shouldn't happen, as the building hasn't opened fire yet, no way to identify this building as hostile. 2 tracks attached, demonstrating the problem with both air and ground units. I also want to point out that a single shell from the T-90 was enough to destroy the building. The Mi-24P needed 3 ATGM to do the same thing. Seems something isn't quite right with the damage. armed building spotting.trk tank_armed building spotting_and damage.trk1 point
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New video out. Longer this time. Full flight demo video which go through most of the system which are finished. Please turn on subtitle1 point
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just thinking of the Mig29 made me remember this excellent DCS video. I think it won in a competition, The Ghost1 point
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https://www.youtube.com/watch?v=s5hDRatB3ew&ab_channel=NotAPoundForAirToGround This is a very well done development/history of the F-86. The Nuke and Special Stores is mention here. It's a very good watch with lots of interesting information about the development of the F-86. Ed1 point
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1 point
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