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19 January 2024 Dear Fighter Pilots, Partners and Friends, This week, we are excited to share with you Grinnelli Designs’ update for the DCS: F-100D Super Sabre. Please read the details below and check out the video here: F-100D Dev Log: The Road to Realism. In the most recent DCS Open Beta update, you may have noticed some improvements to procedural grass diversity and shading across terrains such as DCS: The Channel and DCS: Syria. We are continuing to enhance the grass distribution across terrain tiles, and grass blades now bend to achieve a more natural look. This technology will be available in our Terrain Development Kit (TDK) offering our official third party maps the opportunity to enhance low level realism for their terrain maps too. If you are looking for a server to test your skills, then the Grayflag Death From Above PvE server is excellent! Brought to you by Graywo1f and Grimes, this persistent and busy server boasts the ability to save unit positions during server restarts. Join the Grayflag discord now. Thank you for your passion and support. Yours sincerely, Eagle Dynamics F-100D Super Sabre Development Report “Our dedicated team completed an extensive journey across Texas, Georgia, Ohio, and Indiana, meticulously scanning F-100 aircraft to guarantee the utmost quality and precision. With the infusion of these invaluable resources, our team is channelling creativity and expertise to bring the Super Sabre to life, ensuring every detail captures and preserves the essence of this iconic aircraft.” – Grinnelli Designs An exceptional experience took place in Fort Wayne, Indiana, where an immersive week unfolded due to a fuel valve failure with the last flying F-100. This unforeseen event offered a unique opportunity to engage in detailed aircraft maintenance, capturing essential sounds and aerial footage. These experiences, complemented by insights from veterans, will play a crucial role in shaping this highly realistic module. The project is progressing steadily, focusing on the development of a comprehensive and accurate flight model for the Super Sabre. Through a combination of computational methods, real aerodynamic data, and wind tunnel tests, the team is meticulously refining the model to accurately replicate the intricate dynamics of the actual aircraft. This effort stands as a testament to the team's commitment to delivering a high-quality, authentic experience in the world of DCS. Please make sure you watch the F-100D Dev Log: The Road to Realism. Vegetation Development Progress In the above screenshot, you can see the results of improved procedural grass distribution across terrain tiles. Compared to other types of vegetation, such as shrubs or trees, grass has a more regular standard geometric structure; however, this benefit is outweighed by the huge quantity of distinct and subtle flora that may be found on even fairly small pieces of terrain. In order to provide interactivity and stable frame rates on any but the smallest maps, the brute-force method of covering the entire landscape with individual grass blade models was impractical. Therefore, we continue to work on a more efficient approach to grass distribution, and we enhanced grass shading by using ambient occlusion. We also improved vegetation shading with the release of Screen Space Shadows (SSS). Furthermore we are working on new vegetation visual effects from explosions, gun fire, and aircraft. Grayflag PvE Server Welcome to Grayflag Death From Above, a hardcore persistent multiplayer PvE multiplayer server. We encourage you to team up and liberate territories on one of four servers and conduct strikes on enemy SAMs, factories, bases, runways, and more! Be careful, some members can occasionally fight as REDFOR to keep you on your toes. This server harbours enemy forces who will attempt to resupply and reinforce their positions and even launch counter offensives as you and your team attempt to push the front line and liberate areas. Your task is to set up ground units to liberate and capture objectives or defend with ground forces. Please note, the position of units will be saved when the server restarts and you will log straight back into this persistent battlefield. This server also features the Combined Arms module. Find out more on Grayflag discord! Thank you again for your passion and support, Yours sincerely,17 points
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Development update The next release will be the Military Asset Pack China 1.1.0. Here's the current changelog, it's work in progress and things will definitely be added to it before release (probably another two assets). And as you know, I don't set release dates. Added ZTL-11 AFV Changed HQ-17A radar and weapon performance Fixed CJ-10 LACM Changed CJ-10 CEP Added PGZ-09 gun trajectory forecast Changed weapons reflection and countermeasures parameters Changed radars reflection and countermeasures parameters17 points
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9 points
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I have no patch date to share currently, but we need to time to work and test, so will likely be a February patch. thank you7 points
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To put some color on the topic, the F-16 was approved to solve two problems. Problem #1: the Warsaw Pact drastically outnumbered NATO air, and the US budget wouldn’t allow the F-15 to replace the USAF F-4E and A-7 1-for-1. Originally, the USAF Air Staff planned to just buy F-15s and park the LWF demonstrators at a museum once the trials concluded. Problem #2 : NATO needed a new, simple , multirole aircraft to replace the aging F-104 (which embodied many of the things the “reformers” wanted in a fighter aircraft). Selling Belgium, Norway , and other NATO countries the F-15 wasn’t financially viable. Plus McAir wasn’t going to approve license production of its most expensive and valuable design anyway. The F-16 neatly addressed these important concerns. The air to air mission didn’t come into the picture. Which is honestly as it should be. Thanks to Hollywood , the importance of the air to air mission is DRAMATICALLY overstated - because nobody’s paying $25 to watch Tom Cruise bomb a steel plant. “In March 1969, US Navy…Best Fighter Pilots…etc”. Well, put away the Kenny Loggins cassette. Because the statistical reality is that most Southeast Asian Navy (and USAF/Marine) pilots never saw a MiG. They’d rotate in, fly their line period, and leave. USAF pilots literally had better odds playing the lottery than meeting a VPAF MiG. Even during the Korean War - “No Guts no Glory” and all that - USAF Colonel “Boots” Blesse begged his CO to extend his tour so after 100 missions he wouldn’t rotate home with four MiG kills on his tally. He ended with 9 kills after 125 missions. Thats not even 10%, and he’s flying F-86s in an exclusively guns only air to air mission with no missiles, aircraft radar, or SAMs. With the use of dedicated air to air units & reliance on SAMs to defend airspace, the dynamic is even more lopsided. In Desert Storm the 58th TFS nailed 16 Iraqi jets with their F-15s. All well and good, but those kills happened across 1,500 sorties the 58th flew in the theatre. When a dedicated air to air unit might have a 2% chance of taking down a fighter jet on any one sortie, you start to understand why “people in the know” roll their eyes at all the ink, pixels and media devoted to airplane jiu-jitsu. A very small number of US pilots relative to the total engaged and shot down MiGs in Southeast Asia. ALL of them dropped bombs in some combat capacity. Make of that what you will. This background (and much more) is why the USAF Systems Command Configuration Committee - perhaps wisely - transitioned the YF-16 design into the air to ground focused F-16 we know and have today.5 points
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19 января 2024 года Дорогие друзья, На этой неделе мы хотим поделиться с вами информацией о ходе разработки истребителя DCS: F-100D Super Sabre от компании Grinnelli Designs. Читайте подробности ниже и смотрите видео от разработчиков: F-100D Dev Log: The Road to Realism. В предыдущем обновлении Open Beta вы возможно заметили некоторые улучшения по части процедурной генерации травы и пространственного затенения, в особенности на картах DCS: Ла-Манш и DCS: Сирия. Мы продолжаем работы по совершенствованию алгоритмов генерации травянистых тайлов местности и теперь стебли травы изгибаются, что выглядит более натурально. Эта технология будет доступна в нашем TDK (Terrain Development Kit) для внешних разработчиков, что позволит им добиться большего реализма при разработке террейнов. Хотите новых ощущений – тогда сервер Grayflag Death From Above PvE как раз то, что надо! Этот популярный сервер, созданный усилиями ‘Graywo1f’ и ‘Grimes’, имеет уникальную возможность сохранять позиции юнитов при рестартах. Присоединяйтесь к их Дискорд-сообществу Grayflag discord. Благодарим за энтузиазм и поддержку! Искренне, Команда Игл Дайнемикс F-100D Super Sabre Отчёт о разработке “В поисках информации, наша команда совершила очень плодотворное путешествие по штатам Техас, Джоржия, Огайо и Индиана, где подробно изучила и сделала фотограммирование имеющихся экземпляров F-100 для разработки подробной и точной модели. Благодаря бесценной информации, опыту и творческому подходу мы сделаем Super Sabre c уверенностью, что каждая деталь отразит и сохранит сущность этого культового самолёта”. – Grinnelli Designs Особое приключение совершилось в Форт Уэйне, штат Индиана, где мы в конечном итоге провели более недели по причине отказа топливного крана на последнем из летающих F-100. Это неожиданное обстоятельство, однако, предоставило нам уникальную возможность поучаствовать в ремонте и обслуживании, при этом получить очень ценные записи звуков работы систем и сделать много видеозаписей реальных полётов. Полученная информация, помноженная на информацию от реальных пилотов и ветеранов сыграет ключевую роль в достижении реализма нашего модуля. В настоящее время идет планомерная работа по созданию качественной летной модели Super Sabre. Комбинируя компьютерные методы с имеющимися документальными данными по аэродинамике и продувками, команда тщательно дорабатывает модель, чтобы точно воспроизвести сложную динамику реального самолёта. Эти усилия служат подтверждением нашего стремления полностью соответствовать высоким требованиям реализма DCS World. Обязательно посмотрите F-100D Dev Log: The Road to Realism Травяной покров Новые алгоритмы На скриншоте выше, вы можете видеть результат переработки алгоритмов процедурного распределения травы по тайлам местности. По отношению к другим объектам рендеринга растительного мира, например к кронам деревьев, трава значительно проще геометрически, однако, это преимущество перекрывается необходимостью моделировать широкую вариативность травяного покрова, которая может присутствовать даже на небольших фрагментах земли. Для того, чтобы обеспечить стабильный фреймрейт и хорошую производительность стандартный подход “засеивания” поверхности отдельными стеблями травы весьма непрактичен. Поэтому, мы переключились на более сложные, но более продуктивные процедурные алгоритмы распределения травы; одновременно, мы добились лучшего формирования теней на травянистых участках используя особые методы расчета окклюзии окружения и технологию SSS (Screen Space Shadows). Сейчас, наши специалисты заняты на визуальных эффектах реакции растительности на взрывы, стрелковый огонь, и пролетающие летательные аппараты. Grayflag PvE Сервер Добро пожаловать на Grayflag Death From Above – хардкорный сервер непрерывной игры. Он задуман и работает по правилам PvE – кооперативная игра команды игроков против ИИ. Объединяйтесь в команды и участвуйте в боевых миссиях на любом из 4-х серверов. Вам предстоит уничтожать ЗРК, заводы, базы снабжения, железнодорожные объекты и т.п. Однако, будьте осторожны, некоторые пилоты могут принять красную сторону (REDFOR), что воистину не позволит вам расслабиться! Сервер управляет силами противника, который будет пытаться восстанавливать нарушенное снабжение, пополнять выбывающую в ходе боёв технику и стараться занять утраченные территории путём контратак на ваши наземные силы. Ваша задача собрать наземную группировку для атаки на выбранные объекты или обеспечить оборону находящихся под ударом территорий при активной непосредственной авиаподдержке. Расположение юнитов сохраняется и восстанавливается во время рестарта серверов, что обеспечивает непрерывность игрового процесса. Сервер поддерживает и активно использует потенциал модуля Огневой Рубеж. Присоединяйтесь к Grayflag discord! Ещё раз спасибо!4 points
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This myth needs to die already. The Tomcat's wings swing forward between Mach 0.6 and 0.8 (source: the actual F-14 manual https://www.heatblur.se/F-14Manual/general.html#wing-sweep-system ). If the wings are forward you're fighting exactly where the Tomcat wants to.4 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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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 please3 points
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3 points
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The problem has been found, it was a time issue preventing data link from working correctly. A fix should be in the next open beta. thanks3 points
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3 points
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I'm also a bit confused why there is no fix for this yet. This should be a pretty easy fix. The fact that this issue is still here after so many months is quite annoying for mission makers.3 points
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3 points
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I will now hopefully close this thread with the previous post that was perfectly fitting.3 points
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This is another kind of beast, ++++ far from the MIG-29A. Smokeless engines, extended flight range with more fuel, MFCDs with datalink and air to ground capability, R-77 and another new weapons, a new radar, air to air refueling. Ufff. Is like the SMT, the K or the Peruvian SMP3 points
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3 points
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I suppose it could be possible, for both Iraq and Afghanistan, to extend the map south in low detail to allow placement of carriers in historical positions. It's not unprecedented - look at the Caucuses map. It extends very far west (the entire black sea and Crimea), just in low detail. That way, we could simulate the carrier ops with longer transits in with aerial refuelling, in order to operate in the detailed area of the map.3 points
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We've devloped a 3D view for our 2D editor. Check our our free mission planner as well2 points
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I've been working on a Performance & Settings Guide for nearly a year now, combining both my own original research and verified information I've gathered from various DCS Discord servers. Click To Read The Guide Did You Know: - You can reduce DCS World's disk usage by over 100GB with no performance hit? - You can pass through your HOTAS and keyboard into your VR cockpit, even on headsets as old as the HP Reverb G2? - You can set up separate graphics profiles and launch shortcuts for 2D and VR? - Running low on disk space can reduce game performance? - Enabling DOCP/EOCP can increase CPU performance by over 10%? - Setting preload radius too high OR too low can cause problems? - Raising LOD Switch Factor can make ships look better? - Resizing your kneeboard pages to fit your display can improve performance? - The AMD User Experience Program is incredibly cursed I make an effort to update this about once a month2 points
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I know we won't be getting Block III, which is fine. There are mods and such, but as the Hind got NVGs when it isn't night-vision capable cockpit could the JF-17 we have get an optional HMD sight just like how BS3 got Iglas?2 points
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Currently, the AI priority for carrier ops is to prioritise recovering aircraft over launching aircraft. This is both incorrect (for cyclic ops), and leads to all sorts of issues on the deck. For instance, due to the deck containing many departing aircraft, an aircraft just landed may get stuck taxiing, fouling the landing area, and then everything gets frozen forever. Remaining aircraft don’t land, and nothing launches. If the priority was given to the launching aircraft, it would be both more realistic, and prevent some of these deck issues. When an AI aircraft arrives overhead for recovery, the AI ATC should check to see if there are any active aircraft on the deck about to launch. (Make the use of “request launch” command mandatory for player aircraft to help facilitate this). If there are any active aircraft on deck, the recovering aircraft waits for these aircraft to launch before being issued the “signal charlie”, and commencing recovery. This has the added advantage of clearing the deck of departing aircraft, providing more room for those about to land. Similarly, when an aircraft on the carrier becomes active for departure (or a player requests launch), it should check to see if any aircraft have already been given the “signal charlie”. If so, they wait till that aircraft has landed before moving, then they launch. If no aircraft are in the process of landing, departing aircraft have priority. Any subsequent arriving aircraft are required to wait until all departing aircraft have launched before they can commence recovery.2 points
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Brother, the amount misinformation on IR stuff in general in DCS and especially in DCS is huge. The numbers for the KOLS that Aria posted are accurate. It was never meant to be some long range IRST system. Those ranges drop further if the target background is clouds or the ground by about half. We have RL 29 pilots testifying to the fact it was basically useless outside of BFM ranges (Where it did do well, because thats what it was designed to do). Big engine doesn't matter. Aspect angle, and total solid angle are what actually matters, and to a lesser extent if the target is supersonic or not. For "long rage detection" afterburner can't even be seen as the CO2 lines are rapidly absorbed (it does matter at short ranges because it takes a few km of atmosphere to absorb it all). And how this simple, literal IR 101 fact is lost on pretty much every dev amazes me. But maybe it shouldn't. Also how "hot" you think something is also wrong, because turns out different sensor see different energies in the spectrum based on the detector chemistry. Thats the first mistake most people make about IR. Its entirely like the "flood" mode on western jets. It is what it is.2 points
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Supposedly the FC-1 was used to design the HMD, so it makes sense to me, and it appeared to be an option for sale, the craft even has a button for powering it. I think it might depend on availability of documentation for it. Also, the radar going into spot mode would be very handy.2 points
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Yep, the HQ-22 is TVM/Semi-active. So no active radar seeker in the missile. https://www.currenthill.com/faq#h.ckdnh9zi893m That is correct! I only develop my asset packs for the latest version of Open Beta. As you point out, there has been a lot of the same questions lately. As it's written on the front page of my site: Make sure you have the latest DCS Open Beta and the latest country pack installed before asking for support. https://www.currenthill.com/faq#h.ckdnh9zi893m2 points
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I have made a report for the above examples and the team will investigate. thank you2 points
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This has been a problem since the very first version of DCS World. Colour me shocked that you were unaware of this problem. It is incredibly well known in the DCS World content creator corners of the internet. I have attached two missions showing the issue, the AI doesnt even make it over the bridge one. No Scripts, just DCS Ground AI doing its best, hopefully now that we have brought it to your attention we can get this fixed. If anyone has simple examples of these AI Bridge problems please post your examples here. Try not to use scripts, keep the missions as simple as possible. BridgeStuck_01.miz BridgeStuck.miz2 points
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Hello @SaladinoSaurus Many items need further development on Steerpoint types in our F-16CM Block 50 CCIP, including geographic lines, preplanned threats, etc. Stay tuned for future updates. The current types and distribution are temporary.2 points
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Example 2 - Hydraulic Pressure (F-18_HydraulicPressure_Gauge.ino) The second example is for the F-18 Hydraulic Pressure Gauge. It follows basically the same format as the first example, except that there are two different needles (because they are numbered as 1 and 2) that run over one another around the same scale. I will only explain the differences which are really confined to the Bit_test. Lesson 4: The thing that confused me to start with was that to get the needles to behave correctly I needed to start counting at -280 e.g. anticlockwise 280 rather than 80 degrees clockwise, whilst I needed to end at +40. At face value the needles start at +80 and go clockwise to end at +40. F-18_HydralicPressure_Gauge.ino hydPressBackground.h hydPressNeedle1.h hydPressNeedle2.h2 points
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2 points
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Producing DCS-BIOS Gauges – Example coding and lessons learned Thought that I would share my work to-date on DCS-BIOS controlled gauges. First with three example individual gauges for the F-18, then a more complex example (first example below and attached), building on these gauges, to have them all controlled from a single ESP32, hence saving on COM ports. I will explain the structure of each bit of code and how it all fits together. Happy to take comments or suggestions for improvements. I have kept the code down to the minimum needed. I am using the GC9A01 1.28 inch 3.3v TFT round displays, but I will try to explain where you will have to amend the code if you are using something else. The code should work with any ESP32 that you can program via the Arduino IDE. Hardware First task is to ensure that your hardware is configured correctly. We will be using the TFT_eSPI library, so this needs to be loaded and configured correctly. In particular you need to ensure that the correct driver is loaded (GC9A01 in this case) and that the pin outs are correct. This can be done in the User_Setup.h file within the TFT_eSPI folder. I suggest running the Color Test from the TFT_eSPI examples to check everything is working correctly. It you are using a different display you will have to select an alternative driver etc. Examples The three gauges that I am going to cover are: Battery Gauge Hydraulic Pressure Brake Pressure All three sketches share a common format, with the main differences around the number, position and rotation of the needles. When we get to the three gauge sketch you will notice that, in addition to adding the code to get the displays to work together, I had to change a few of the names to avoid any conflict or just make things more consistent. Lesson 1 – If you are going to make multiple gauges that you might want to later combine into a single sketch, develop a format for all your function and variable names. Producing Graphics The method of producing the graphics is common to all the gauges, so I will start with that. All the gauges consist of a background image and one or more needles. These are converted into ‘Sprites’ in the code which is the most efficient means of using them. I used the following tools for producing the graphics, but alternatives are fine: Paint.net – Used to produce and manipulate .png images. I found that a tool that supported layers was very useful in developing the images, allowed trial and error. I also found myself using Microsoft Paint on occasion when I needed a very basic capability. Icd-image-converter – This was used to convert the .png files into code that the Arduino IDE can use. Background Image – This needs to be produced at 240x240 pixels (for the GC9A01), I kept with 8-bit colors. My experience is to keep the background of the background image black (and I mean black, not dark grey). Lesson 2 – Not doing this proved troublesome later when the needles passed over the not quite black areas and left a trace behind. The final image needs to be converted, in Icd-image-converter, to R5G6B5 format with a block size of 16 bit and Little-Endian Byte order. Once configured in the tool you can use the ‘Show Preview’ option to display the resultant code and cut and paste it into your sketch. Needle Image - This follows the same process as the background. The size of the needle will be driven by your particular gauge, but will be about 80-120 pixels tall and 15 -25 pixels wide. Try to keep the needle symmetrical and an odd number of pixels wide (see pivot later). Keep your needle background color something you are not using elsewhere on the image as once you have imported it into the IDE you will want to use the Find drop down to replace this color code with the one for TRANSPARENT (0x0120). Pivots – You will need to identify pivot points for your background image and needles. The pivot for the background (GC9A01) will be 120x120. The needle(s) pivot will depend on the needle(s), this is where the odd number of pixels for the needle width comes in handy. Lesson 3 - The needle overall size and pivot point must be accurate in the code otherwise you will get all sorts of strange behaviour. Example 1 - Battery Gauge (F-18_Battery_Gauge.ino) Having produced the graphics for your Battery gauge, we can start on the coding. We will need the ‘colorDepth’ regularly, so set a constant for this (7). ‘include’ the two image files, CDS-BIOS and the TFT_eSPI library (9, 10, 14, 16) ‘define’ DCSBIOS_DEFAULT_SERIAL (12) Set up the Sprites, there will be three in this case, the background and two needles (both the same image) (18 – 20) Declare initial values for the needle angles (22, 23) Call the two sections of DCS-BIOS code, one for each needle (U and E) (25 – 37). There are two common lines of code within this that I will explain. The first ‘angleMapU or E’ uses the Map command with the input ‘newValue’ from the DCS-BIOS function, along with the range of possible outputs from DCS-BIOS (0-65535), together with the range of desired values of the needle to produce a needle angle. In the first case the desired needle value we want is on the left of the gauge between -150 to -30, the needle degrees are measured from 0 (12 O’clock position). In the second case the needle is on the right of the gauge and hence 150 to 30 e.g. both needles will start at the bottom and climb upwards. ‘plotGauge’ is then used to plot both needle positions, even if only one has actually changed. Within the setup function (41 – 47) we include the necessary DCS-BIOS call, initialize TFT and fill the screen with BLACK color. There are then three lines of code that impact the Byte order of the graphics. These interact with the Big and Little-Endian settings. You might need to change these in your own projects, but they work in the example here. There is then a call to a Bit_test that will run on power up and cycle the needles through there min – max movement. You can leave as is, or comment this line out as required. The loop function (52) only needs the DCS-BIOS reference. Lines 55 – 69 are the Bit_test. Lines 71 – 82 are the ‘plotGauge’ function. It starts of creating the three Sprites and pushing the needles, as the desired angles, onto the background. The TFT_TRANSPARENT tell the code to not display anything in this color. Once complete we delete the ‘Sprites’ to free up memory. Lines 84-91 create the background, setting the colorDepth, size and pivot point, and pushing the ‘Battery’ image onto the screen. Lines 93 – 99 and 101 – 107 create the two needles, note the difference between the total size of the needle and its pivot point. If you have done everything correctly you should be good to go…. F-18_Battery_Gauge.ino BatteryBackground.h Needle.h2 points
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Yes, that’s what happens in DCS and should be roughly similar to reality. I was just wondering what makes you so passionate that it’s “WRONG”2 points
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Hi, was beinhaltet denn das mobile Cockpit? Mein 1. "Rahmen-Cockpit" war aus 30er Profil damit es nicht ganz so mächtig aussieht. das fliegt jetzt als Huey mit Original Colletiv bei einem DCS-Piloten Weil ein Kunde schwarze Profile haben wollte, ich aber schwarz eloxiertes Alu nicht mag, habe ich Alternativen gesucht und bei ITEM mit dem KH-Profil gefunden. Das ist ein Profil aus 70% Holzfasern im Kunststoff-Strangguss, abmessungsgleich zum Standard 40er Profil, sodas alle Anbeuteile für 8er Nut passen. Es ist tatsächlich leichter als das Alu-Profil und in den normalerweis verbauten Längen auch stabil genug. Der extrem charmante Vorteil von dem Profil: es läßt sich wie Holz bearbeiten. Laut ITEM wird es auch schon von mehreren "Gestell-Bauern" verwand. Gruß yogi2 points
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1. Everyone know that breaking a lock on flanker/fulcrum ib DCS is easy. 2. Real Su-27SK manual states with single sentence that relock is not possible. 3. Even when relock was possible it had limitted practical use 4. RWRs in western jets as implenented now are too precise in terms of azimuth. This is what makes it so easy to dump R-27ER2 points
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You know, we can simply have the pilot model black out at >9G, and everyone will be unhappy enough to be happy. Alternatively, if you really want to go banananananas, create a slight 'fatigue blur/chromatic aberration' effect afterwards for a few seconds. If you really want to piss everyone off, then the 'Mario Maker Drunk effect' should be perfect. The aircraft is still intact, but the unholy, the weak, the desperate, and the devilish forces of the paddle will be kept at bay2 points
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No worries, I wasn't directing anything into your direction. I just wanted to give some additional perspective as the topic's called "carrier version", when the carrier capable versions also did many ops from shore bases. Both in theater as well as on deployment at fwd bases in Japan or on det elsewhere in the Pacific.2 points
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2 points
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Caucasus style boundaries are great for including water, and I'd greatly appreciate it maps went back to have really wide boundaries like that. If we could also place airports, the same would apply to extra land. I've flown missions from Georgia to Crimea before even though the latter is empty. Flights over low detail regions can be made in such a way that the lack of detail hardly matters (night, clouds, etc), but options for launching ground based aircraft are limited to the built in airports currently.2 points
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that's unfortunate, i dont have a good pc so im force to play on very low settings, the reflections are baked in and it look so horrible. Perhaps ED can add the options to the hind similar to the f16,f18,etc2 points
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The momentary speed brake switch arrived yesterday from Mouser so I played with it a bit last night. Looks like there is enough room for the switch even though it is significantly larger then the 2 position switch I had for the project. I modified the stl to make room for the switch handle and the increased range of motion required. Looks like this will work; however, not sure if gluing it in place will work or if I'll need to add material to the back side of the throttle cover with a spot to take screws. The switch hat will also need to be modified to accept the larger switch handle but I haven't looked at that yet. I can share the modified stl if anyone is interested and can't do it themselves. The switch handle appears to be to in one of the far positions in the pictures because it isn't secured to the throttle cover. It is a momentary switch, resetting the the middle, off position.2 points
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My fear is that this is gonna be South Atlantic all over again, map that only looks good from 5000 feet and above and will run like crap.2 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.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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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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Тяговооружённость при максимальном взлётном весе 10 100кГ и тягой на макс. бесфорсажном режиме 4100кГ = 0,41. Вполне приличная. На МиГ-21УМ мы без проблем делали петли, боевые развороты. МиГ-21бис так же без проблем эти фигуры выполнял на макс. бесфорсажном режиме. FM вообще ничего общего с реальным не имеет. Особо прикалывает раскачка в поперечном канале на малых скоростях. На реальном такого не было. Была тряска, болтало по рысканью.2 points
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2 points
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