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GD F-100D progress update Enviado desde mi CPH2197 mediante Tapatalk6 points
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6 points
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BO-105 Development Report During the last few months, the Miltech-5 team has been hard at work on developing a completely new set of functionalities for the BO-105 helicopter. Simulating helicopters is a long and complex endeavor, and throughout our journey the team has learned valuable lessons along the way. Development cycles often require taking a step back, and realistically assessing the needs and wants of the community. Your ever-increasing standards and expectations do not fall of deaf ears, and we have taken draconian measures to meet them. In concrete terms, this means we had to go back to the proverbial drawing board, take an honest look at what the team could realistically achieve with existing tech… and we concluded that we had to change the way we do things. We needed to set a new benchmark in terms of helicopter flight dynamics fidelity and more accurately simulate various aircraft systems, devices, and components. “MEDUSA” is the name of our own internal software framework, specifically built from scratch to better simulate realistic aircraft physics, including behavior according to their mass and properties. The traditional way to simulate a specific user action (for example, moving a switch in the cockpit) is to cause a chain of actions, which then are checked for all possible situations. Here is an example on how things were typically computed prior to using MEDUSA: Is electrical power available? Is the relevant circuit breaker pressed in? Is the device useable/undamaged? If all previous conditions are met, results of all connected devices are calculated. Hardware Devices The MEDUSA software considers individual devices/components as dynamic objects, which are in turn affected by environment arguments, and react accordingly. Any external change of arguments does not require a specific software module anymore. The reaction is an automatically computed result based on the combination of all device results. Electrical, fuel, hydro-mechanical and oil lubrication systems of the simulated helicopter are as close to an integrated 1:1 representation of the real helicopter as can be. One of the most critical physics models to get right is the rotor assembly. Each rotor blade is divided into 10 sectors. Each sector computes: Sector speed Sector lift Sector drag Sector momentum Sector centripetal forces All sector forces are added, which in turn affect the entire helicopter. The three images below show calculations in different situations. The green bars show the lift development, the red bars the induced drag. The first image has the collective in downmost position. The second image shows the collective raised 7 degrees upwards. The third image shows the collective raised in the uppermost position. This approach ensures that special situations like autorotation or blade stall are dynamically computed and affect the whole flight model. Special care was also taken to accurately model rotor blade stall, which can lead you into dangerous situations. If a helicopter is in a rapid descent (vertical velocity greater than 800 ft/min) with almost no forward movement, the inner blade sectors 1, 2 and 3 have a resulting angle of attack (AoA) greater than 18 degrees. This is partly caused by blade twist (8 degrees), collective position and the direction of streaming air caused by the abrupt descent. The physical position of the inner sectors affect the lift vector, which in this case is reduced to almost nothing) and the pilot has almost no possibility to recover. Why? Well, a natural reflex to decrease the decent rate would be to raise the collective further up… but the side effect of doing so further increases the blade angle, which is already stalling. The image below represents the stream of air in a blade stall situation. The beauty behind this concept is that the stalling blade is recognized as physical result by the rotor device software. In other news, the electrical and fuel supply systems are done. The turboshaft simulation still needs a bit more tuning since the modelling of the compressor and the combustion chamber are not quite where they need to be yet. The next step will be the integration of the gearbox and the rotor systems. In parallel, another team is working on integrating the module with the DCS SDK (Software Development Kit) interface. The Miltech-5 team has already shown the advanced stages of our photorealistic replica of the BO-105’s cockpit and helicopter body, but we thought it was important to share what goes on under the hood when it comes to systems, flight model and component interactions. The BO-105 is an exciting challenge, and we are very excited to share further upcoming features as we approach the finish line. We will keep you informed continuously about the development progress.5 points
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The whole old model was a place holder, never meant to be distributed or public, That's why i spent one and a half year making my own AH1G model built from scratch and is my First time doing It, só take this in consideration with a grain of salt. It may not be perfect but atleast they are my own, so i hold all the rights over my own labor and have more freedom to work on It. That include the Textures too. Why use and show a place holder, i had to see If i were able to Deal with other aspects of the modding beforehand of making a model, i needed to test weapons systems and flight modelig, while doing parallel work on 3d and 2d. And this is why i stated on my vídeos "Work In Progresso. EVERYTHING is subject to Changes."5 points
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ED is the only game publisher that I know of, who shares weekly news … of course, there will always be people that can’t be pleased, but on my case I truly appreciate the communication efforts that ED does, probably because I spent most of my free time flying with DCS, instead of being on a never ending vigil for the "next great thing" Best regards.5 points
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02 February 2024 Dear Fighter Pilots, Partners and Friends, Our third party partner Miltech-5 are pleased to share a progress report on their DCS: Bo-105. This module promises to bring you a truly authentic light utility and reconnaissance helicopter experience. Please stay tuned for more details, and take a look at the Development Screenshots below. Since the inception of the DCS: South Atlantic map, RAZBAM have strived to innovate within ever-evolving technologies. From the majestic mountain peaks to the rolling landscape of the Tierra del Fuego, their new custom surface mesh, which lends detail where required, makes the entire landscape feel more alive and better suited to the local topography. Digital Controllers is a community dedicated to establishing detailed and international standards for Air Traffic Control and Tactical Control in all their varieties. Through partnerships with various DCS servers such as Flashpoint Levant and Hoggit, they provide layered ATC and Tactical Control to dozens of pilots on a regular basis, while running a comprehensive training course and dedicated mentoring. Join their Discord. Thank you for your passion and support. Yours sincerely, Eagle Dynamics Bo-105 Miltech-5 The above screenshot shows the current state of the Bo-105, which will be available in three versions: the German Bo 105 PAH 1A1/VBH, the Swedish Hkp9A, and the South Korean Bo-105 as AI only. Aside from the liveries, all three versions will have different internal devices and are offered as separate versions. The external and internal 3D models of all Bo-105 versions will have a high level of detail that is close to photo realistic. All movable parts of the helicopter have been modelled, from rotor blade articulation to circuit breakers. Initial tests have shown the great potential of their new development strategy for internal machine logic. It fits well into the existing DCS API and environment. The program logic changed from event control to situation control. This means that all devices have their own program and are interconnected within a global system. The advantage is that specific control situations do not require special coding. The result is an auto-generated output that is dependent on all the connected devices. An example of this is autorotation. The handling is initiated by the corresponding pilot inputs. The rotor system, as an independent device, reacts like a real Bo-105. Even non programmatically planned situations are handled realistically. This system is termed MEDUSA by Miltech-5. It is a multithreaded system that can handle all devices in different threads. The external and cockpit models, electric system, engines, fuel supply, and rotor system are in advanced development states. The next steps are focused on flight performance, handling, and fine tuning the Bo-105’s behaviours. South Atlantic Development Report Since the release of the DCS: South Atlantic map, RAZBAM has provided a series of updates including new airfields, improved visual appearance and performance. They have also resolved bugs and this is now a much improved map that will see further enhancements this year. A large amount of work has gone into modelling and improving all towns, cities and small hamlets. This includes new building types, Points of Interest (POI), and optimising them for a boost in performance. RAZBAM have also invested time and expense in aerial photography drones to provide improved terrain distribution aesthetics. RAZBAM will be focusing on further ground texture and normal map improvements in the coming months. Please make sure you update to the latest version to enjoy all these new updates or consider a purchase of this large, unique, and historic region of the DCS: South Atlantic. Digital Controllers Multiplayer Server Digital Controllers aim to unite individual squadrons by inviting them to participate in large inter-squadron events. Collaboration becomes far easier by training squadron air controllers to a global standard. Pilots new to radiotelephony are welcome to participate in the training too! They provide detailed publications that define training standards and provision of ATC/Tactical Control. This allows squadrons to quickly and easily reference standard specifications. The linked example is a work in progress Air Traffic Control standards guide. Their mission is to standardise ATC and Tactical Control, resulting in a friendly hub that brings the DCS community closer together. Check out their website and join in on Discord. Thank you again for your passion and support, Yours sincerely,4 points
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ARP Pack - Airfield Signs Mod - official thread Current version: v2.1 About mod: It contains standing signs and horizontal patterns. The latest works included also additional illumination for standing signs, PAPI and arresting system. It was changed many times and tested, not to be seen as obstacle for AI. There's also template for a few Caucasus Airports which can be loaded in Mission Editor. Notice that I was made for Caucasus (it's mostly flat map). It can partially work on other maps. In the 'readme' file there're list of mods I use so you can just load template and have our work or load template and download other mods (not mine) which I use - that looks better. Developers: Valium1994 (main author, models, textures) Dare (models) Currenthill (models) Credits: Thank you for other people like western_JPN, crazyeddie from ED Forum and also my friends who work in Ryanair, Enter air, Wizz air, Polish Air Force (31st Tactical Air Base), Air4 in Gliwice, Aeroklub Śląski in Katowice. Editing and redistribution: At the beginning, this mod was planned as a private mod. After some time, we decided to share with it, so it’s public. Anyway, we spent many hours for creating, editing, improving all models and textures. Please, appreciate it. Many information were taken from the book which I use to learn for ATPL exams and from conversations with my friends who are real civil and military pilots. Redistribution and/or edition is prohibited. Donation: The mod was planned to be private but we decided to make it bigger, spending many hours, nights and share with you for free. It improves whole community. If you like our mod and/or you would like us to improve it, you can make a donation. https://buycoffee.to/valium1994 Thanks! Known problems/bugs: 1. Grass should be turned off because it rises through textures; this problem exists in many other mods and probably will be solved in future 2. Arresting system is just a static object (it doesn’t work – it was intentional). 3. PAPI shows 2 white and 2 red lights regardless of glideslope (perhaps it’ll be solved in future but at this moment most airports in DCS are using PAPI which also shows incorrect data). 4. All templates were tested with C-130. In case of bigger planes, there’s possibility that they’ll stop because of obstacle. 5. There’s probability that in some other cases, AI movement will be disturbed although there weren’t such problems during testing. 6. Ramps were created as patterns. There’s no additional parking sites but you can use it as ‘hot start’. 7. Illumination of standing lights is separated and it’s added to template. You can remove it one by one in case of computer with lower specification (if you notice that you have fps problem). What's more, depending to shaders, there may be some problems. If you notice any problems - let us know about it here. DOWNLOAD v2.1: user files: https://www.digitalcombatsimulator.com/en/files/3335590/ direct link: https://files.fm/u/sr2jv3pu6c Pack is locked with password. Read 'readme' because there're some information which will probably answer also for many questions and password of course. *** Log: 03/02/2024 - v1 12/02/2024 - v2 ⦁ changed standing signs illumination (2x stronger than before) ⦁ changed PAPI illumination (a little bit) ⦁ completly new ramps and rwy patterns with 3 background (old, concrete, concrete cube) ⦁ completly new models for pattern A, B, RWY intersection numbers ⦁ completly new TDZ models ⦁ added different lamps, they work at night ⦁ a few minor bugs solved, some objects replaced/removed to work properly with AI ⦁ KAFA pattern changed ⦁ new template to load 12/02/2024 - v2.1 ⦁ 2 types of template to load - one doesn't need any mod (thanks to Rudel_chw2), the second one gives the same look as mine (photos) and requires some mods (see readme, there's a list).3 points
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This is incorrect. Firstly, you are indeed correct in the fact that the KC-10 is a special case which has the ability to provide both DME and bearing information via TACAN, but other aircraft can only provide DME via A/A TACAN, not bearing. That's the reason why the NATO brevity for A/A TACAN is "YARDSTICK", because you measure distance with it. Secondly, as has been reported many times in the past since a DCS patch broke this well over a year back, tankers in DCS can currently only be received with TACAN using either REC or T/R modes in DCS, which is obviously incorrect as these modes are meant to be used for ground stations. With your TACAN set to A/A mode you cannot recieve neither DME nor bearing from a tanker, but in REC you can receive bearing and in T/R you can recieve both bearing and range, irregardless of whether the tanker has this capability in real life, and irregardless of weather you've ticked the "Bearing" option in the advanced options for the tanker.3 points
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First mission was really challenging but totally fine once you cranked the gamma, looked good too. Gave me a completely new appreciation for the flying these guys did, "Parish lantern" or not, no idea how they pulled off what they did. Just finished the 3rd mission, very challenging as well but really rewarding. Fantastic work Reflected.3 points
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Or you could have spent the same effort posting this to ED, because at this moment I’m the only one telling them about this issue while everyone else is complaining to me, a guy with the same access to the DCS code as you: none. the mission timing is realistic. I’m not changing it. There is a full moon. If a core ED module/ feature/ bug is substracting from that realism, the solution is not for me to make the mission more unrealistic as a workaround for playability but for ED to fix their stuff. read the relevant chapter in ‘Fighter group’ and you’ll learn what it was like to take off in total darkness. If you don’t believe the mission, that is. @[ED]Ben can you please give us an update on this bug, and whether the team is working on a fix? Thank you.3 points
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That is an core DCS issue. Units in DCS are doing a poor job of deconfliction when launching their missiles, so a lot of them will go for the same target. Even if that target is sunk. There is nothing I can do about it. Hm, I thought I was clear but apparently not. TL;DR: I only create and test my assets with the latest DCS Open Beta version.3 points
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So 1) there is a bug with the DCS lighting engine. As I said many times, I already reported it to ED. If you want it fixed, don't tell me, you're preaching to the choir. Tell THEM. (so that I'm not the only one whining about it) 2) in real life pilots didn't have gamma controls, so it was as dark as in DCS with the bug and full gamma. Just read about Lt. Frascotti. 3) therefore, there is nothing for me to fix. If ED fixes their lighting engine, you'll be able to 'cheat' by cranking the gamma. 4) just because people have opinions that differ from historical facts, I'm not gonna spend my time convincing each and every one of them. Sorry, I just don't have the time for that if I want to build and fix campaigns. History is history.3 points
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Development progress is news, sharing great community events, groups and progress is important and we will continue to highlight it. I am sure there will be something for you in future newsletters to enjoy, I don't understand the criticism above, either way have a great weekend. bignewy3 points
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3 points
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I randomly chose an Instant action mission and was puzzled by the snap views that were not mine... so I went to look into the mission files. It seems that from all the missions, three Instant action missions contain Config with snap views, tracks and other unwanted stuff. The affected files that should be cleaned up: QuickStart/P-5125 - Caucasus - Train Strafe.miz QuickStart/P-5130 - Caucasus -Train Strafe.miz QuickStart/P51D-IA-Caucasus-Low Level Hell.miz2 points
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The current HQ-7 is the very much ineffective in game mainly due to accuracy problems of its missile. It tends to miss even on an aircraft that is simply flying straight. It took 4 HQ-7 launchers (2 Radar guided + 2 Optical guided) 14 HQ-7 missiles to bring down 2 F-5E flying straight towards the SAM battery. The flight trajectory of the missile also seems weird and unrealistic. After miss the target, the missile will loop around and try to hit the target from the back. Some missile even could do a couple of loops before it ran out of energy and hit the ground. Please revise. HQ-7.trk2 points
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Alright folks, I think this deserves a sticky thread based on the questions I've been getting: 1) UK time in June 1944 was UTC+2. The time shown in DCS is UTC. So when you see 1:30 AM on the infobar, that's 3:30 local time. 2) Yes, it's dark, but if you crank the gamma it's actually quite OK. 3) There is a bug in the DCS engine. At 2:30 AM the full moon produces a lot of light and it looks beautiful, but at 3:30 AM that same full moon produces no light as dawn approaches. ED is aware and I hope they'll fix it soon. 4) This is exactly what happened in real life. Was it hard? You bet it was...A few miles from Debden the 352nd FG lost a pilot on takeoff who crashed into the control tower in the darkness. Freedom is not free. This finally gave me a glimpse into the price that had to be paid for the liberation of Europe, and it makes me appreciate their sacrifice even more.2 points
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You would be breaking the terms of the DCS Limited-use License (point 3.1.b) ... I can understand your frustration, but antagonizing the developer is not a good approach in my opinion. Changing the mission time is probably not as easy as you believe it to be: the briefing would have to be updated, some of the voiceovers would have to be redone, some of the text messages, and so on. Urging ED to fix this bug would probably be a better approach, I'm sure they have already seen all this fuzz ... hopefully they will fix it soon.2 points
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I apologize the response is reversed, a mistake in transfer of info from the team. You are correct. To the OP, this is a known issue and already reported. Sorry for the confusion.2 points
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Obviously I didn't mean the devs of the old games solved the problem completely and forgot to pick up their Nobel prizes in mathematics. I meant banding was not visible. In DCS it looks attrocious.2 points
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True, true true………I have the F15SE in my hanger but have hardly flown it, simply because, on top of learning the Apache, I also fly the F1, F5, Harrier & F14……. These older jets with the exception of the harrier are easier to learn, with of all of those, the F14 taking the most effort due to having the back seat as well, which is a module in itself……I am expecting the F4 to be a similar but slightly easier beast to learn and will probably be flying it almost exclusively with the F14 when it comes out. I have come to realise that 6 levels of sub pages on an MFD is not actually fun………2 points
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I really don't understand when people look down on the Hornet's radar. It's definitely better than the F-16's. If you mean the radar display and symbology, then fine, I think the F-16 is superior there as well. The actual radar though? I wish the F-16 had the 18's radar so much. The extra range and azimuth would mesh so well with the F-16's performance for BVR.2 points
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2 points
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Because everybody will be reporting about the same version instead of possible multiple other older versions hanging around which could cause questions about things that are already solved. The "other sims" don't have the option to skip a version, multiplayer or not, so either you are at the latest version or you don't play. It keeps things tidy. The only drawback is that if there is a major bug introduced, there is no way to revert.2 points
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Good idea to separate guided and unguided.2 points
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Being skeptical is a good thing. We have the duty to be skeptical on any non sourced anonymous user input on a forum (that's why I am now), especially given how DCS users are emotional about things. Mirage 2000 data is classified, so you will not get any figures on this forum. Then please give the same attention to the following statement by someone from RAZBAM (me) "The M-2000C FM is good enough to be used in current FF module" If both FMs are good, the +30% afterburner thrust increase between M53-5 and M53-P2 might explain a lot of things. Thanks...2 points
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Ideally we need Norwegian AI assets for the Kola map. Some late cold war stuff or 90s stuff.2 points
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In the meantime here’s an enlightening (no pun intended) reading for everyone: “In a break with normal operations, a red flare spluttered from the control tower high into the dark and wet. At once, the 486th’s P-51s huffed and barked and spun themselves to life in a gratifying staccato growl that soon steadied to a comforting thrum. A few minutes later the squadron’s aircraft began their awkward, waddling taxi to the takeoff funnel. All pretense of order came apart in the dark and some flights failed to assemble while tagalongs joined others; few of them made it to their proper place in line. Fahrenwald found himself at the head of the entire mess as part of a three-ship. According to the brief, they were supposed to take off in four-ship formations: By the darting flames of their engine exhausts I could make out the dim identifying letters painted on the fuselage of each ship. So Pappy Gignac and McKibben and I were together, and we three were hogging the slot reserved for the Colonel’s flight. That, however, was tough titty, because it was too late now to monkey around trying to get organized. We ran up our engines and it was time to go, and I didn’t want to push that throttle at all. My instruments glowered greenly at me like the winking, blinking, luminous eyes of a whole pack of pussycats racked up in a blacked-out bookcase. But they did go. With their throttles pushed up, the pilots of the first three Mustangs felt their aircraft bump along the muddy grass on a northeasterly heading as they picked up speed. Gignac’s mount hit something slippery that spit him off to the side. Fahrenwald, on McKibben’s wing, jockeyed his throttle to stay in position until the two of them finally lifted off. They both drew a collective breath as they raised their landing gear and put precious altitude between themselves and the ground. Behind them Martin Corcoran swung his four-ship into takeoff position.4 A string of lights intended as a takeoff aid had been torn away, presumably by Gignac, Fahrenwald or McKibben. Without the lights, and failing to check his compass, Corcoran aligned the flight too far to the right. Not noting the mistake, he advanced his throttle and started his takeoff roll. To his right, Donald “Red” Whinnem rolled with him as did Robert Frascotti who was next in line to the right. Carleton “Bud” Fuhrman was on Frascotti’s right wing. Unknown to any of them, Charles Griffiths had mistakenly tacked onto Fuhrman’s right wing and was also taking off. Corcoran’s four-ship was actually a five-ship. Meanwhile, Fahrenwald tucked himself tightly to McKibben’s wing, anxious not to get separated in the murk. “We banked into an easy turn to port,” Fahrenwald recalled, “and I glanced back to the field and all of a damned sudden a horrible, billowing explosion half-blinded me, and I knew automatically what it was: a Mustang, a maximum load of high-octane and one of the boys, all gone to glory in a puff of flame.” Below Fahrenwald and McKibben, every man on the ground gaped horror-stricken into the brilliant pyre. Robert Frascotti was dead. On the errant heading, Corcoran’s flight hurtled at high speed to the edge of the airfield where a new control tower was under construction. Corcoran and Whinnem passed to the left of it as they lifted airborne. Fuhrman passed it to the right. Further right, one of Griffith’s wheels struck a pole on a nearby volleyball court but he was unhurt. Frascotti, in the center of the flight, smashed into the tower with a blinding yellow-white blast.“ no gamma slider, no refly button.2 points
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It depends on what you want. At the beginning I wanted to cut all works on it because of grass. Then, I noticed that even with 1500, there's a small distance with grass and you can see from cockpit there's no grass about 30 m further. The terrain looks different for sure with no grass but personally I'm choosing a little better airports. For terrain I have Caucasus Redone. The main problem is the grass is visible through textures when it should not (on ground). @speed-of-heat - there's the only one way to use it and have grass. Remove horizontal patterns which are not located on runways and taxiways, i.e. ramps, threshold, stopway. The rest should work fine. Ramps can be added on actual dcs ramps and also there shouldn't be any problems with AI. Everything is in mission editor so feel free to make changes. I hope some people even will suggest something which will be changed in future templates. From the other side, I wonder if it's possible to make a mod which can disable grass in some places. Anyway, I'll try to make another template with relocated models to use it with grass.2 points
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2 points
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Not for DCS I'm sure. Flight simulation is such a niche market there are no heaps of money to be made. That leaves passion projects, which DCS modules have to be per definition or any developer - 3rd party or otherwise - won't last. I also don't imagine people who have the required credentials - being aeronautical engineers who can also hold their own with software development are particularly easy to find...2 points
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Actually you have to move your head closer to the HUD to see more of the projected image! The HUD glass is essentially a mirror, and like any mirror you get a wider FOV of the reflected image when you are closer to the mirror. I have gone back to the A-10A recently, and am finding that I can't see the entire HUD image unless I move my camera very far forward, towards the HUD. But then I can't see the instruments at all unless I look down, and then I'm viewing them at an angle. Alternatively I can zoom out to a wide FOV, but then I get fisheye distortion. I know my head is far forward because when I turn around I see my head is very far from the seat headrest. It's as if the HUD image is too large. I compared it with the A-10C II and did not have the same issue in that module. Note that this is a comment/problem associated with viewing the image projected onto the HUD, not the glass itself. I can see the entire glass easily enough with the camera moved all the way back, but then I can't see the tape at the bottom or the IAS or altitude numbers on the sides. All I see is the middle part of the pitch ladder.2 points
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Hey Folks! @rob10thank you for helping out! And @JlovemarkI hope you enjoy the campaign!2 points
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Campaigns can’t change sound levels. as for the timing I stand by point 4 in my first post.2 points
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The problem is that mission files can have a copy of snapviews.lua embedded within. If these conflict with the copy in your saved games folder then the view settings in the mission file take precedence. Because mission files are just zip archives you can check this easily. Make a copy of a "problem" mission and rename it to be a *.zip file. Then open it. You will probably find a file config\view\snapviews.lua in there. Delete the view folder from the zip archive, then rename it back to *.miz and test. I'll bet the problem is gone. So how does this file get in the mission in the first place? One way is if the mission creator uses the FLIGHT - PREPARE MISSION feature of the mission editor. That causes a copy of snapviews.lua to be copied from your saved games folder to the mission file. And once the file is embedded, any other missions that use that mission as their starting point will inherit a copy too. A checklist for mission/campaign makers should include as a last step to open the mission file as a zip archive and make sure that there are not any unnecessary files included.2 points
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Not to sound mean or condescending, but I remember back in school we learned how to properly use commas in a sentence. To me it was pretty clear...2 points
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However, if you read this again, one begins to wonder who wrote these words in such an unfortunate meaningless form: What does it mean ?2 points
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DCS: BO-105 Development Screenshots by Miltech-5: The above screenshot shows the current state of the Bo-105, which will be available in three versions: the German Bo 105 PAH 1A1/VBH, the Swedish Hkp9A, and the South Korean Bo-105 as AI only. Aside from the liveries, all three versions will have different internal devices and are offered as separate versions. The external and internal 3D models of all Bo-105 versions will have a high level of detail that is close to photo realistic. All movable parts of the helicopter have been modelled, from rotor blade articulation to circuit breakers. Initial tests have shown the great potential of their new development strategy for internal machine logic. It fits well into the existing DCS API and environment. The program logic changed from event control to situation control. This means that all devices have their own program and are interconnected within a global system. The advantage is that specific control situations do not require special coding. The result is an auto-generated output that is dependent on all the connected devices. An example of this is autorotation. The handling is initiated by the corresponding pilot inputs. The rotor system, as an independent device, reacts like a real Bo-105. Even non programmatically planned situations are handled realistically. This system is termed MEDUSA by Miltech-5. It is a multithreaded system that can handle all devices in different threads. The external and cockpit models, electric system, engines, fuel supply, and rotor system are in advanced development states. The next steps are focused on flight performance, handling, and fine tuning the Bo-105’s behaviours.2 points
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2 points
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Ещё разочек ссылка на новый выпуск новостного канала, который, если правильно помню, был одобрен в официальных новостях DCS. Канал аккумулирует все известные источники, включая дискорд каналы third party, интервью и т.п. Годно для тех, у кого нет времени штудировать всё по отдельности. Кому интересно - уже подписались, поэтому умолкаю.2 points
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2 points
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AviaStrom Tornado Develop Update: https://discord.com/channels/1020277498363269120/1020303137145368627/12005938859367670262 points
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1 point
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Hi. I would like to add photos but max total size is 10.44kB... And it's less and less, don't know why. I added to user files but it's not activated, still waiting... I will check your issue although nobody has report that so far.1 point
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Only the South Korean. The Bo-105 will be a normal full fidelity module (writing this with tears of joy btw…..)1 point
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this may seem very old-fashioned in the 21st century, but i'd prefer both the project and myself to remain completely unassailable where money is concerned. too many people have made too many contributions to the project for anyone, but perhaps especially me to be handling or distributing money related to the project. not doing so means people can bring their full selves to the project when contributing, and never have to feel poisoned by who is getting compensated, or by how much, and feel secure that they are in the company of other volunteers who are doing the same. if you have money to burn, there are so many good places you can be throwing it at right now other than in our direction. be a hero and do that instead.1 point
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So I'm learning the Nav in the MiG-21 Chuck's guide, the manual and JohnXXX's videos have been a big help and I'm hoping to do some myself, explaining some more on what I've found. To practice I have a very simple, take off from Kobuleti, fly over the sea until 50-60 clicks out then navigate to Batumi. In the evening in clear weather. This way I have visual clues to see what is going on while using the NPP/KPP to do the navigation BUT Problems 1) Sometimes I find the when in range with no flags on the KPP that the ILS bars on the KPP are indicating above the circle telling me to climb when I'm actually too high in the first place. I'm unsure if its a reversal of the bars, I need to experiment more. Other times it works as described 2) Selecting the directional Autopilot for landing to get clues I get nothing. If I'm understanding when in directional mode the Director on the KPP (the yellow bars) should also give you clues for ILS approach. 3) On the same topic when I select Auto for landing both green lights on the Autopilot panel light, yet the manual states the modes are mutually exclusive???? 4) In nav mode on approach to Batumi if I fly the director nearly every time I don't get needle convergence, I've got the heading set for 180deg from runway heading and I start 50-60 Ks out, so plenty time for the system to respond. Usually I end up with one needle are 11 O'Clock and the other at 1 O'Clock. Then sometimes it works.................this has also forced me to learn how to manually intercept my chosen radial. Is this a bug or is it just intended to be deliberately unreliable? I'm not knocking the MiG I think Leatherneck have done a fantastic job I love the pit, the textures, the flying characteristics and scary landing. I just wondered if others were experiencing the same frustrations I'd love to see it finally debugged but that probably will not happen until some time well after Viggen release (which I've also bought). I've also been following the "State of the MiG-21" thread and seen Nav mentioned but no specifics1 point
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