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9 points
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A little enhancement for the searchlight. You can track a fix position on the ground now.7 points
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Abstract In this article I explain how to reduce the F-14’s Liveries folder size by 2.4GB (-18%) and perhaps more, with zero impact on quality and possible positive impact on performance and loading times, by disposing duplicates and unused files. I also present other ideas on how Heatblur can further reduce the folder size. At the end I’m posting my version of the folder with most of the work done. Introduction A good portion of the community is aware of how big the F-14 liveries folder is. Sizing at 13.5GB, it dwarfs the second place, the Mirage F1 at 3.5GB. Comprising almost 10% of the entire base game size. The F-14 sure have a lot of liveries, and they all look of incredible quality. But this is not the sole reason for the files being this big. Whoever got in charge of making and organizing the liveries made excessive use of duplicates, and also left many undesired/unused assets behind. When a livery is similar to another, it will in many situations have parts that look exactly the same (eg.: Helmets, Pylons, Pilot uniforms, etc). The livery creator will normally copy an already existing livery containing all the assets they require and modify on top of it. But they most of the times end up not modifying all of the assets, leaving many of these assets as exact copies of the original livery, while also not properly configuring the description.lua file. The description.lua is a file present in each livery folder, responsible for telling the game which one of the assets that specific livery will use in place of the Default aircraft livery (normally a plain and boring gray one). The description.lua contains lines like this: {"HB_F14_EXT_01", 0 ,"HB_F14_EXT_01",false}; {"HB_F14_EXT_01", 1 ,"HB_F14_EXT_01_Nrm",false}; {"HB_F14_EXT_01", 13 ,"HB_F14_EXT_01_RoughMet",false}; This will tell the game to use the asset of name “HB_F14_EXT_01.dds” for the diffuse texture, the one with the paint, numbers and all the beautiful drawings. Then to use “HB_F14_EXT_01_Nrm.dds” as the normal map for that texture, dictating the illusion of depth in the material. And to use “HB_F14_EXT_01_RoughMet.dds” as the specular map, dictating how the surface reflects light, giving its shininess. Although, in the situations where the creator decides to reuse an unchanged asset from another livery, it is not required to have a copy of that asset in their new livery. It is possible, through the description.lua, to call that asset from the parent livery during the game’s loading. In our example was the creator willing to reuse the normal and specular maps while only changing the painting the lines would be: {"HB_F14_EXT_01", 0 ,"HB_F14_EXT_01",false}; {"HB_F14_EXT_01", 1 ," ../Livery name/HB_F14_EXT_01_Nrm",false}; {"HB_F14_EXT_01", 13 ," ../../Variant/Livery name/HB_F14_EXT_01_RoughMet",false}; In this case, the game will use the newly created diffuse texture. While importing the normal map from another livery in the same directory. And importing the specular map from a livery in the directory of a different variant of the aircraft. This functionality exists for the purpose of optimizing liveries size, and reducing memory allocation, that means instead of your graphics card holding a bunch of copies of an asset it holds just one and applies it to all the objects in scene demanding that asset. Some of the F-14’s liveries make proper use of this function, but the majority of them don’t. This could be because multiple individuals worked on the liveries, without complete knowledge of each other’s work, different philosophies or simply applying different levels of care. Some make use of assets that are already present in multiple other liveries. Others leave assets inside the liveries folders that aren’t being called by any of the description.lua’s, which means no one will ever see those while playing. This work is separated as follow. In Section 1, it is presented how was my process of finding duplicates and undesired assets. In Section 2, a simple benchmark is used to roughly illustrate how this problem can affect the player negatively. In Section 3, I grumble about inconsistencies on Heatblur’s work and propose ideas to tackle those and reduce liveries size even more. In Section 4 there is a detailing of my findings for each livery. along with a link to download my version of the Liveries folder, in case anyone want to check my work and claims. Files are not available anymore, check 1. My method for finding duplicates 2. Benchmark 3. Grumbling 4. The Specifics Conclusions6 points
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Hi @Skuva good points. Also, if you have not done so already, try to take a look at the Optomized Core Thread from TAZ0014 where he makes suggestions and also provides files to replace the bloated ones in other modules similar to your discussion. Hope that the ED Developers are monitoring these threads and take advantage of the optimizations suggested here and in your thread. Cheers.4 points
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4 points
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4 points
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Hi Would it be possible that once the refuelling is completed, as the tanker operator tells 'transfer completed" the drogue stays "physically", instead of having it going through the aircraft. It would add some realism to the AAR operation. I don't know if it's the same for the boom AAR as the probe and drogue. Another possible improvement, related to the first one, would be that the drogue stops going through the aircraft. I mean the only contact possible yet is between probe and drogue. It could be nice to have the drogue bouncing when you missed it, or touch it with the fuselage.3 points
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The approach lighting at Aleppo RWY 27 goes all the way up to the piano keys. And if you clip it you die instantly. I know ED 'owns' the damage models (in this case for the F-16), but any fittings on airfields are supposed to be frangible. And approach lights should finish before the sealed surface of the runway starts anyway. Pics attached. You can see the crater in the runway I made with my last aircraft. PS I love the Syria map! Thanks Ugra.3 points
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3 points
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This is a good post, thank you. This is one of the things that I feel like I haven't been getting across. "Spotting" is a complex subject with a lot of nuance but in these discussions it all too often gets turned into cartoon strawmen and people completely talking past each other.3 points
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I'll add the missing textures to the issue log. I'm reworking all my weapons and radars to make them more realistic, as baseline I use data that's become available during ongoing conflicts. I believe the radar of the core game Gepard is too weak, that's why it won't engage the Kh-101. My China asset pack contains the PGZ-09 which is pretty much the same asset as the Gepard, and it will engage the Kh-101 (but it's pretty close range and engaging it doesn't necessarily mean defeating it). I've held off the infantry additions as DCS has hinted about core game infantry updates several times lately. That and the fact that I'm terrible at human animations. If you want to chat about your work send me a message in Discord (currenthill). Yep, I have the Kh-15 on my list since I released both the 95 and the 160.3 points
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3 points
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I've been trying out Beta 2.7.2 today on the Spitfire and it has been working great. Thanks!3 points
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3 points
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That's a big conclusion to make from a war that that hasn't been won so far. What the Ukrainian war had shown is that you have to be able to win without air superiority, because assuming it will get you in trouble if the enemy can successfully deny it. It has also shown that without air superiority on either side, modern wars tend to bog down, as technological balance generally favors the defender. I would say, that for an offensive war to succeed, air superiority is very much critical, and for the defending side denying it to the attackers can be victory enough, at least if they're prepared to fight a war of attrition. Without air cover, it's easy for an offensive to bog down, and any victory might be pyrrhic at best. That statement is only part of the equation, because you very definitely can let enough of them through to lose you the war. Hanoi did not need air superiority, it needed to deny US forces the ability to bomb its infrastructure. The MiGs were made for this exact role, and they performed quite well in it. In fact, the MiGs won the moment the Phantoms punched off their bombload and turned to fight them, any that they actually shot down were a nice bonus. More than that, the threat of MiGs reduced the sortie generation rate and affected USAF planning. BTW, the chances of a USAF pilot meeting a MiG were greatly dependent on where he was assigned. The Wolfpack, for instance, would be fragged against them quite often. Meanwhile, other squadrons, like the Panther Pack, operated down south and mostly dealt with flak and an occasional SAM. Air to air mostly happened in Route Pack 6, so units that didn't fly there wouldn't have much chance of meeting a MiG.3 points
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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,3 points
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3 points
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The TF30's on most youtube videos are sourced from VHS LP Tapes, If you prefer that, goto your audio control panel in windows and cut the audio freq. to sub 24Khz sample rate.2 points
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How is that at the same time? All I see is that he had to lift HMD to put NVGs on.2 points
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While it was mentioned by BN in October last year that We don't have anything else on it and obviously many people saw that YT clip called "NOR Aerial Refuelling Testing" which kind of shows how it could behave in DCS if ED wanted to improve the current state. I also remember that ALE-50 Towed Decoy was awaiting cable physics which I think could be a common tech for both, the decoy and the drogue. Maybe FF Fulcrum's drag chute work will also benefit from / contribute to this?2 points
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2 points
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2 points
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2 points
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2 points
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Basically, if you're not cleared contact or you've finished refueling the hose and basket become a ghost hose and basket and have no collision/contact modelled. You can see it if you get cleared on the left side but the right hose it out too -- you can put your probe directly through the basket on the right side and it won't move. Or if you add power after it releases on completion of fuelling and instead of the basket riding up the canopy or fuselage it just disappears into it. Generally it's a minor thing, but it would be nice touch if it continued having existence while it was extended. My experience is F-18 and any of the basket refuelers (most commonly the KC-135MPRS)2 points
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Any additional Jf-17 upgrades would be amazing. I would even be happy with just the chin hardpoint. It would add so much more functionality.2 points
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Ich stimme dir da grundsätzlich zu, möchte aber eine Einschränkung machen. Diese Einschränkung ist, dass beim Fragenstellen gerne unterschlagen wird, welches Vorwissen man als Fragesteller mitbringt. Wir könnten wahrscheinlich ohne viel Aufwand dutzende Beispiele im Forum finden, bei denen Fragen zu relativ fortgeschrittenen Themen gestellt werden und ein entsprechendes Vorwissen automatisch vorausgesetzt wird. Diese Annahme stellt sich dann oft als falsch heraus und die Antwort muss eigentlich mindestens eine Ebene tiefer ansetzen. Dass bei einem solchen Missverständnis in der Antwort mit Abkürzungen nur so um sich geworfen wird, liegt in der Natur der Sache: Man vermutet, das Gegenüber muss nur eine Winzigkeit anders machen, um das Problem zu lösen. Tatsächlich versteht das Gegenüber im Wesentlichen nur Bahnhof. Im Discord finden wir das ganze eine Potenz schlimmer. Wobei, wenn da jemand fragt, ob man ihm kurz DCS erklären kann, wird zumindest kein Fachwissen vorgegaukelt... Je nach Niveau und Vorwissen der Diskussion muss man meiner Meinung nach bestimmte Abkürzungen als bekannt voraussetzen. Beispiel: "Wie kann man in der A-10C mit der Mav das Ding abschießen, das man im TGP sieht?" Die Antwort wird ein Fest aus Akronymen, Abkürzungen und Fachbegriffen sein, in denen beispielsweise TGP, SOI, Coolie Hat, SPI, TMS, MAV und China Hat vorkommen können. Wenn das dem Fragesteller nichts sagt, dann bringt es gar nichts, die Akronyme auszuformulieren - in dem Fall muss man mit der Antwort viel grundlegender ansetzen, und die richtige Frage wäre gewesen "Kann mir jemand sagen, wo ich das HOTAS-Tutorial finde"? Aus meiner Sicht ist es so, dass der allergrößte Teil der Fragen hier im Forum mit ein, zwei Posts beantwortet werden könnte, wenn die Fragen zielgerichtet gestellt werden. Stattdessen muss man den Leuten oft hinterherlaufen und über zig Posts hinweg immer wieder fragen und nachfragen und beispielsweise um Tracks bitten. Was du schilderst ist also ein wertvoller Aspekt, dass wir bei der Beantwortung von Fragen nicht einfach bestimmtes Wissen voraussetzen sollten. Gleichzeitig würde ich mir auch wünschen, dass Fragen zielgerichteter gestellt werden und man vor dem Stellen von Fragen zunächst seine Hausaufgaben macht (selbst nach einer Lösung suchen, im Forum nach ähnlichen Fragen suchen, im Handbuch schauen, ob es nicht eine Antwort gibt, und sich nicht mit fortgeschrittenen Themen beschäftigen, wenn man die Grundlagen übersprungen hat). Manche Fragen werden im Forum gar nicht gestellt, weil man sie sich beim Ausformulieren selbst beantwortet hat. Und das sind auch die, aus denen die Fragesteller am meisten gelernt haben.2 points
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2 points
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Man könnte aber auch einfach die Abkürzung Googeln oder in einem der Handbücher nachschauen. So kann die Person, die das nicht weiss, auch noch üben, wie man schnell an Informationen gelangt. Das kann auch für andere Zwecke von grosser Hilfe sein.2 points
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And that example also highlights another crucial component in all of this: “spotting” isn't a single thing, and it cannot be served a single system. There are (at the very least — arguably there could be more) three aspects that a spotting mechanic needs to deal with, each within its own range band. Edge-of-visibility, long-range target detection. When a plane crosses over from BVR with just within WVR range. Medium-to-long range aspect detection and target tracking. When a plane is WVR and you're trying to anticipate where it's going so you can keep track of it and get a suitable pursuit solution on it. Medium-to-short range target identification. When it's time to figure out whether you should shoot or not. DCS has always struggled, and pretty much consistently failed, to deal with all three aspects. Spotting dots are, and can only ever be, an answer to the first of these. As described earlier, you have this problem on modern display systems that they are capable of rendering objects way smaller than the pilot should be able to see, and thus to render them at far too long distances. And that's before we even bring zoom into the equation, which will obviously make that much worse. To maintain a good perception simulation these days, we have to actively degrade what can be seen and what is drawn on the screen, but that in turn means we need a mechanism to cover up the gap between when we're in “this is the smallest thing you can see in-sim” mode, and when we're in “pure perspective gives an accurate target size” mode. And that mechanism needs to avoid pop-in, it needs to avoid being inequitable (and I use that word very specifically as opposed to “unfair”) for no good reason, and it needs to be responsive to zoom so that “smallest thing” remains the smallest no matter how you manipulate FoV. I can't remember seeing any suggestion other than dots that can properly solve problem #1. Scaling might, but feels like total overkill for something that, by very definition, should always result in a very small group of pixels. The two tricky parts are determining equitable size across different resolutions, and figuring out a good fade-in/out function as the target moves across the visibility threshold. For problem #2, there is an obvious solution — scaling. That's pretty much the purpose for which it was invented to begin with, after all. It also needs to solve the issue where we were looking at a dot as a representation of “smallest thing” that needs to seamlessly transition into “accurate size for what your display is capable of”. Zoom could conceivably do it the detection bit, but we're at ranges where sufficient zoom on its own would most likely also create over-sensitivity to viewpoint jitter that it's hard to keep track of where you are and how your own plane is oriented in relation to the target, which sort of defeats the entire purpose. But it couldn't really handle the dot-to-model transition in a reliable way. For problem #3, zoom should probably take over as the best solution, possibly aided by scaling, but we're now at ranges where those two need to counteract each other to not make it too easy or look too silly. That's easy enough to handle with some of the later scaling equations. I think a lot of the problems we're having with DCS' solution, and in this thread in general, comes down to the fact that people want to use one tool to solve all three things. Be it an extension of dots to cover the medium-range visibility problems (which they can't really do —they wouldn't be dots then), or just zoom (which can't solve the long-range problem, and is barely adequate for medium-range), or just badly made dots, solely for the long-range problem, but with no consideration for the other two visibility issues. Or just using dots for everything because scaling is verboten for political reasons… In light of all of that, it's hardly surprising that the complete solution that is most fondly remembered is one that not only uses more than one tool, but does so in such a mix as none of them are even apparent — it just flows together with one taking over where the other no longer works for the problem at hand.2 points
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Für und Wieder hin oder her: Olympus rennt gut, sowohl im SP als auch im MP. Wenn du wie beschrieben das Webinterface öffnen kannst, scheint die Installation schonmal korrekt gelaufen zu sein Fürs Hosten von eigenen Multiplayer Servern (kein Dedicated Server): Multiplayer Karte starten und los gehts, dafür reicht die Client Installation aus. Lokal gehostete Multiplayer Karten starten stets im PAUSE Modus. Das muss wie üblich zunächst aufgehoben werden, so dass die Mission anläuft - ab hier ist auch das Webinterface von Olympus live dabei wenn man den "Olympus Client" startet (Shortcut sollte sich nach der Installation auf dem Desktop befinden). Dass Olympus korrekt verbunden ist, zeigt dir ingame beim Start der Karte oben rechts die Meldungen "Olympus C++ blabla module sucessfully loaded", "units table initialized", etc. Zur Konfig: Bei der Installation (hast du die Installer Variante genommen ?) wirst du nach der Config von Olympus gefragt - dort gibst du das gewünschte Client/Serverpasswort ein welches später im Webinterface benötigt wird.2 points
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sfw is under fixing the cluster bomb one was just fixed internally2 points
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2 points
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My original thread in the Hornet sub was closed and tagged “map issue, not a Hornet issue.” Does this mean ED are confirming this is a known issue with the map? If so, is it on the bug list? I would have thought not having buildings/objects detectable at all by the A/G radar would be a significant issue?2 points
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I first posted this in the Hornet sub, but the thread was closed due to it being classified as a map issue, not a Hornet issue, so I'm reposting it here. I'm noticing vastly different images when using the ground radar, especially EXP3, depending on which map my mission takes place. For the Persian Gulf specifically, the A/G radar displays very sharp ground features, runways, taxiways, (no roads) etc, but absolutely no buildings or other physical features. This is in contrast to the Caucuses map, which displays all features correctly. As you can see, no buildings or roads are visible on the radar, even though there are plenty in the area.2 points
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2 points
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SCAS goes crazy if you do large stick movements. Do small, smooth corrections and trim. Alternatively hold down trim while doing those corrections. That's just the way it is. It seems a little excessive at times, but I have no real world experience, so I can't say. They said SCAS is still WIP. I also found that altitude hold seems to slip away after a few minutes and it holds better if you just leave it off. If you keep the FPM stable and aren't slipping, you can reasonably keep flying the same direction with attitude hold. Personally I don't mind too much giving a millimeter of stick input every 30 seconds and re-trimming without attitude hold, i really only use it for hovering. I can't speak about the hind, but the KA50 was designed for a single pilot, including a route autopilot. If you have a decently competent slave CPG (aka not george), then all you really need to worry about is flying and planning (with your CPG), which is fine. Let him handle all the targeting, radio stuff and navigation. If he's not shooting stuff he's going to be bored anyway.2 points
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2 points
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19. Januar 2024 Liebe Piloten, Partner und Freunde! Diese Woche freuen wir uns, euch das Update von Grinnelli Designs für die DCS: F-100D Super Sabre vorstellen zu können. Bitte lest die Details unten und schaut euch das Video hier an: F-100D Dev Log: The Road to Realism. Im jüngsten DCS Open Beta Update habt ihr vielleicht einige Verbesserungen an der prozeduralen Grasvielfalt und Schattierung auf den Karten wie DCS: The Channel und DCS: Syria bemerkt. Wir arbeiten weiter an der Verbesserung der Grasverteilung auf den Geländekacheln, und die Grashalme lassen sich jetzt biegen, um ein natürlicheres Aussehen zu erzielen. Diese Technologie wird in unserem Terrain Development Kit (TDK) verfügbar sein und bietet unseren offiziellen Karten von Drittanbietern die Möglichkeit, den Realismus am Boden auch für ihre Karten zu verbessern. Wenn ihr nach einem Server sucht, auf dem ihr eure Fähigkeiten testen könnt, dann ist der PvE-Server “Grayflag Death From Above” genau das Richtige für euch! Dieser von Graywo1f und Grimes betriebene Server bietet die Möglichkeit, die Positionen von Einheiten bei Server-Neustarts zu speichern. Tretet dem Grayflag-Discord bei. Vielen Dank für eure Leidenschaft und Unterstützung. Viele Grüße, Eagle Dynamics F-100D Super Sabre Entwicklungsbericht “Unser engagiertes Team hat eine ausgedehnte Reise durch Texas, Georgia, Ohio und Indiana unternommen und die F-100-Flugzeuge akribisch gescannt, um ein Höchstmaß an Qualität und Präzision zu gewährleisten. Mit diesen unschätzbaren Ressourcen kanalisiert unser Team Kreativität und Fachwissen, um die Super Sabre zum Leben zu erwecken und sicherzustellen, dass jedes Detail die Essenz dieses kultigen Flugzeugs einfängt und bewahrt.” – Grinnelli Designs Ein außergewöhnliches Erlebnis fand in Fort Wayne, Indiana, statt, wo sich aufgrund eines Treibstoffventildefekts bei der letzten fliegenden F-100 eine eindrucksvolle Woche entwickelte. Dieses unvorhergesehene Ereignis bot die einmalige Gelegenheit, das Flugzeug detailliert zu warten und dabei wichtige Geräusche und Luftaufnahmen zu machen. Diese Erfahrungen, ergänzt durch Einblicke von Veteranen, werden eine entscheidende Rolle bei der Gestaltung dieses äußerst realistischen Moduls spielen. Das Projekt schreitet stetig voran und konzentriert sich auf die Entwicklung eines umfassenden und genauen Flugphysikmodells für die Super Sabre. Durch eine Kombination aus Berechnungsmethoden, realen aerodynamischen Daten und Windkanaltests verfeinert das Team das Modell akribisch, um die komplizierte Dynamik des tatsächlichen Flugzeugs genau nachzubilden. Diese Bemühungen sind ein Beweis für das Engagement des Teams, ein hochwertiges, authentisches Erlebnis in der Welt von DCS zu bieten. Bitte seht euch das Video an: F-100D Dev Log: The Road to Realism. Vegetation Entwicklungsfortschritt Auf dem obigen Screenshot seht ihr das Ergebnis der verbesserten prozeduralen Grasverteilung über die Geländekacheln. Im Vergleich zu anderen Vegetationstypen wie Sträuchern oder Bäumen hat Gras eine gleichmäßigere geometrische Standardstruktur; dieser Vorteil wird jedoch durch die riesige Menge an ausgeprägter und subtiler Flora aufgewogen, die sich selbst auf relativ kleinen Geländestücken finden lässt. Um Interaktivität und stabile Frameraten auf den kleinsten Karten zu gewährleisten, war die brutale Methode, die gesamte Landschaft mit einzelnen Grashalmmodellen zu bedecken, unpraktisch. Daher arbeiten wir weiter an einem effizienteren Ansatz für die Grasverteilung und haben die Schattierung von Gras durch die Verwendung von Ambient Occlusion verbessert. Mit der Veröffentlichung von Screen Space Shadows (SSS) haben wir auch die Schattierung der Vegetation verbessert. Außerdem arbeiten wir an neuen visuellen Vegetationseffekten durch Explosionen, Geschützfeuer und Flugzeuge. Grayflag PvE-Server Willkommen bei “Grayflag Death From Above”, einem persistenten Hardcore-PvE-Multiplayer-Server. Wir ermutigen euch, euch zusammenzutun und Gebiete auf einem von vier Servern zu befreien und feindliche SAMs, Fabriken, Basen, Landebahnen und mehr anzugreifen! Seit vorsichtig, einige Mitglieder können gelegentlich als REDFOR kämpfen, um euch auf Trab zu halten. Dieser Server beherbergt feindliche Streitkräfte, die versuchen werden, ihre Stellungen zu verstärken und Nachschub zu liefern und sogar Gegenoffensiven zu starten, während ihr und euer Team versucht, die Frontlinie voranzutreiben und Gebiete zu befreien. Eure Aufgabe ist es, Bodeneinheiten aufzustellen, um Ziele zu befreien und einzunehmen oder mit Bodentruppen zu verteidigen. Bitte beachtet, dass die Position der Einheiten beim Neustart des Servers gespeichert wird und ihr euch direkt wieder in dieses persistente Schlachtfeld einloggen könnt. Dieser Server bietet auch das Modul Combined Arms. Mehr Informationen findet ihr auf dem Grayflag-Discord! Abermals vielen Dank für eure Leidenschaft und Unterstützung. Viele Grüße, Eagle Dynamics2 points
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I follow You, Your answers to other users, Your favorable attitude towards opponents and simply people who are not always in the know and do not always understand basic things. And I simply never cease to admire Your character and try to be like You in communicating with other people, although with great difficulty, to be honest. Thank You Carrenthill. Don't take it as flattery. This is true.2 points
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Not true, MiG-21Bis Flight Model has been updated several times during it's life (since 2014) and the lasts updates came not long ago actually. As for your other assumptions, MiG-21Bis was a pretty heavy aircraft as expected since it was the last big iteration of the model, you can listen to some Finish pilot's interview on YT speaking about that and how he preferred MiG-21F-13 over Bis for actual combat, though that means dogfight and not any real modern BVR combat at all in which MiG-21 would be really limited facing capable contemporary counterparts, let alone more modern ones. So Bis is exactly what is expected to be as you can see in the actual real manual, MiG-21 wasn't really a dogfighter unless against contemporary aircraft with limited to none capacities in that regard, same as MiG-21. Against other more modern fighters it's no match without proper strategies. And as that it's depicted here. MiG-21Bis wasn't ever a nimble fighter aircraft, you're probably confusing and mixing different models.2 points
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Эти тени в настройках можно убрать поставив "Улучшение теней (SSS)" на выкл. вот это за них отвечает. Не благодарите. Теперь собственно вопрос, за что улучшение теней отвечает. У меня оно всегда было отключено, поэтому увидев такие тени под номером я удивился, вот порылся и нашёл, откуда эти тени берутся и какая настройках на них влияет. Ещё вопрос разработчикам, почему нельзя реализовать изменение настроек (некоторых) непременно при игровом процессе, как во многих играх такое реализовано, без перезапуска сима. В DCS же это реализовано только, если выйти в меню - это очень раздражает тем, что тратится время на загрузку, подргузку сима. Вот к примеру, я сейчас пытался понять, что же даёт такие тени под стандартным номером - я раз 20 зашёл, вышел, пока все пункты повыключал и повключал. Почему это нельзя сделать при игровом процессе? Есть какие-то ограничения? И ещё вопрос, а сами тени вообще можно сделать качественней или нет? Сейчас их граница довольно размытая и ступенчатая. И ещё вопрос по сглаживанию. Раньше при включенном DLSS на дисплее присутствовало сглаживание и лесенки не было, теперь же идёт жуткая лесенка, как быть? См. на дисплей отображения маршрута и ИЛС.2 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 parameters2 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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Hi, yes it looks great, we have more weather work to come in the future but I will share this thread with the team. thanks2 points
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Hi, it has caught our eye, but I can not promise anything at the moment, teams are extremely busy on tasks thanks2 points
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