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Showing content with the highest reputation on 02/06/24 in all areas

  1. Isn't DCS World a huge sandbox? And I, when I was a kid, used to sit in the sand and play with the toys that I got. Ten percent were in my hand and ninety percent happended in my imagination. So if there's a Phantom in DCS World and it's as close as possible to the real Weasel... well, I'll take it! This has nothing to do with false promises or even malicious advertising fraud.
    9 points
  2. Magnitude 3: We'd like to wish a respectful Waitangi Day to all the Māori and New Zealanders down South.
    9 points
  3. From Airplane Simulation Company Discord, about the C-130 Module
    8 points
  4. New image of the F4u-1D Corsair on the Magnitude3 Facebook
    8 points
  5. Attacking someone and saying "your comment is useless, youre mindless" is actually useless and not needed. Like many people have said here, if you don't like it, make assets yourself, or find something else. This day in age with the amount of options we have and the ever growing size of games/videos/downloads. It's time to move away from small amounts of storage and managing your storage. If you can't fit 50GB of storage on your system without issue, I guarantee you it's time to upgrade, or see what you can do to clear space. There are options whether you are poor or rich. Let's try and keep the attacking language to a minimum. You could have easily said "I don't agree with your statement." Instead you decided to insult. Have a good day. PS, Another thing to consider is that the way these assets are being put together, it is actually saving total GB size with file sharing.
    6 points
  6. Well, I for one am grateful for all the amazing work that Currenthill so graciously shares with the community and support his decisions. If someone doesn't like the way he releases and manages his mods, they should go find some other option.
    6 points
  7. Really looking forward to this.
    5 points
  8. When we have news to share we share it, often third partys share their own news on their own sites, social media and discord. If they want to share some news in our newsletters they reach out to us and we share what we have been given to share. It is not possible to make everyone happy, especially ones so demanding, but we do try. It wont always be possible to have blockbuster news items each week, but there are 52 weeks in the year so hopefully you will be happy with the content for some of them. Please remember to keep the feedback constructive thank you
    5 points
  9. But you do. You don’t just make a sminky 3D model, texture wrap it in some hi-res bump mapped 4k bitmaps and have a fully functional module. The systems modelling is all lua code, lines and lines of syntax and ones & zeros, most of which works, some of it doesn’t and some of it which might work but we don’t know yet cos we’re trying something we’ve never done before. Now, if you think that a developer are going to start posting screenshots of their programming just to satisfy impatient petulant and over-entitled potential customers, I think you need to wake up from your little “I want I want I want” fever dream and smell the coffee.
    4 points
  10. @mbucchia 's quad views dynamic foveated rendering is a fantastic enhancement for getting extra performance in VR. Unfortunately, the foveated region can sometimes be seen distinctly from the peripheral region, as if it has a slightly different shading, somewhat taking away from its effectiveness. According to the developer this should be fixable by ED. Please could someone take a look into this? The issue can be seen in the images. A square with what appears to be a light grey outline in the centre of the 1st image. A fairly distinctive square around the sun in the 2nd.
    3 points
  11. DCS really needs pre-HUMVEE era vehicles . Like M-151A2 MUTT , M-35A1 2 1/2 ton trucks , M-113 APCs , and such. Is anyone working on this ?
    3 points
  12. Our team have access to a PIMAX Crystal and we know we need to do some more work on quad views, I can not say when however as our VR team are very busy currently on current tasks. I will highlight quad views to the team again however. thank you
    3 points
  13. There are several improvements to the EO sub-modes as a whole that are planned in the next patch. Please stay tuned for more information.
    3 points
  14. Alright, more progress made...though it always feels like it's not that much. I've got the shapes I want mostly sorted out. I think I might redo the engines a bit, because I don't love the way the back/mid section looks, but the fuselage camo is mostly complete, outside of the area directly behind the rotor. It's hard to see (it was for me too, since I didn't even notice it until looking at a reference photo probably 3 days ago) but the bottom is a slightly lighter grey than the light grey of the fuselage, and it's got a bit of a wave-like pattern on the real thing, so I'll be working on getting the bottom sides found and painted. As always, the layout of the thing is incredible and infuriating. I was working with the wing template and colored some rivets yellow to see where they appeared, along with some other miscellaneous parts that I was unsure of, and it turned out that the yellow parts that are on the template near the left wing's outside pylon were rivets on the right wing formation light, a hinge holding one of the left rotor doors in place, and some other small part that I couldn't figure out what it was. Anyhow, work continues in my free time. I use this as a break from certification studying, but I really want to get it pushed out, so hopefully I can finish it up in a week or two. The rivets and screw, along with the random hatches and panels are really going to be a pain to track down. I've got to work on sorting out the font too, since what I have now isn't looking like I wanted it to. Enjoy!
    3 points
  15. The tail rotor also slows down with the main rotor. The transmission is the central connection for both. The purpose of the chop button is to electronically idle the engines and near instantaneously remove the majority of rotor torque from the airframe it he event of a loss of tail rotor thrust (i.e. a severance or breakage of the tail rotor drive shaft, or in the event the tail rotor decides to separate from the helicopter). I’ve always briefed that if we’re in a violent enough spin that neither crewmember can get to the power levers, the chop button is to be used to reduce the spin, with the proviso that the collective needs to be rapidly going down and then the power levers brought to idle by the non flying pilot.
    3 points
  16. In order to be able to make any meaningful Desert Storm missions, it needs to have at least Prince Sultan Airbase in Saudi Arabia. Many squadrons flew from the UAE, but that's on our PG map. I guess they can't be connected so that would mean a "load new mission when crossing from one map to another" kind of campaign, which is not ideal.
    3 points
  17. Guys, just tick the option and move on. When there are news, they will share.
    3 points
  18. Depending on what specific systems you're talking about, they may very well be omnidirectional. In fact, in the case of self defense jammers, they typically are (at least as far as public info suggests). Also, correct me if I'm wrong, but it seems like you're assuming that jamming pods are most efficient when they're pointing directly at the emitter they're countering, and this typically isn't the case. Antennas (generally, depending on the type) are typically most powerful when they're broadside to the receiver, so the fact that the aircraft are not hot or cold to you would probably increase their jamming effectiveness, not decrease it Plus, ironically, the further away jammers are from you the more effective they usually are up to a point. Inverse square laws and all that. If you're mathematically inclined, give this a read if you have time. It's unclassified and does a great job of laying out the foundations of how ew systems work Not every system allows you to put energy on a certain azimuth, those are typically reserved for electronic attack systems, like the ALQ-99E pictured below. You can see how the different jamming antennas physically swivel to put jamming energy where it needs to go Newer systems, like the ALQ-249 pictured here, use phased arrays to steer the jamming beams. This takes up quite a bit of space and makes for a wide pod Unfortunately air to air radars and ECM systems are usually the more secretive ones, so there's less public info out there. Fortunately however, that is the most boring part of EW, and the cool part of EW (namely electronic attack in support of the SEAD mission) is much more well documented. Hopefully we see some improvements on that front, and maybe if we're good we'll get accurate simulations of SAM radars / dedicated jamming platforms / wild weasel airframes in DCS as a treat
    3 points
  19. Hello @Wags, I have an Egyptian F-16 livery posted on the userfiles, it is static bort but could easily be modified to be with dynamic bort numbers with your cooperation. The livery features custom weathering, labels, and bort numbers here are some of the images and the userfile link: https://www.digitalcombatsimulator.com/en/files/3321815/
    3 points
  20. Heatblur Simulation: „Cold and Dark. What's your first flight in the Phantom going to be? This week and weekend, the team has worked hard on improving performance, fine tuning FM performance and characteristics, and getting more of JESTER AI in place, who will over time and through EA grow to be your trusted GIB. Stay tuned for long-form and in-depth videos and development updates coming up shortly as we burn the midnight oil to "go gold" and release our Phantom. Thank you for all of your support and for making the start of year an amazing one so far, we look forward to it just getting better and better from here.”
    3 points
  21. It is difficult to estimate when the mod will be available. There is still a lot of work to be done but I will keep you guys updated.
    3 points
  22. Any news of the AGM 130 coming to the Strike Eagle? The AGM 130 is already available in the game. Seen it in the encyclopedia. Hopefully not long now.
    2 points
  23. Much like a radar can only cover one area of the sky at a time and has azimuth and elevation limits, so too should any ECM pod/module installed on an aircraft. Currently in game, (as far as I can tell), any aircraft with ECM capability can jam any radar source at any relative elevation and azimuth (see images and track below illustrating basic example). In the future, I am hopeful ED will model some sort of ECM coverage limit for each jammer that will further contribute to the realism of DCS. Even if said coverage limits are "unrealistic" (i.e. too severe or too lenient), it will still be better than what we have now. Edit: For anyone wondering what I am trying to show in the example, it is that my aircraft (the F-16 to the right in figure one) is being jammed by every REDFOR aircraft (to the left in figure one) even though I am very likely outside of their ECM jammers azimuth limit. ECM Jam.trk
    2 points
  24. as the title says; when starting cold (or in any case from the ground and not airborne) all elevation values typed into the OA page will result in the triangle symbology to be below ground. HOWEVER: if you re-enter the elevation values while airborne, the symbology is correct again. i dont know how many times ED "fixed" the OAs but it would be cool if it could actually be fixed. sorry for the new post again, but the others are all locked... track attached. you can see me overwrite the values agian as i am in the air and close to the target OA1+2 below_ground.trk
    2 points
  25. Sorry for the reply in English, I have no Italian language skills While it's true that the F4U is no F-35, I would argue that some aspects are as challenging to get right and find documentation on. We expect a lot more than your average flight sim game and this can push development a lot longer as well. I believe this team is small and while the module might have been announced 6 years ago, it doesn't mean this has been their sole focus this whole time. I know it can be a painful wait but its not on purpose or lack off effort. Thanks.
    2 points
  26. Maybe we might feel the love for the Phantom on February 14, 2024. Mike Force Team
    2 points
  27. Oho, even BN can get snappy….. I can’t imagine the sheer amounts of cool-juice you guys need to consume everyday to keep your composure all the time! I all seriousness, here‘s to you: cheers!
    2 points
  28. Why so fast with the "correct as it is"? This has no sense. 1) If there were drift between the target and the waypoint, for example 30 meter to the left, the bomb should fall away from the target (+-30m to the left), but with the same CPG. All bomb should fall near each other, because there is an offset, but the bomb accuracy (CPG) shouldn't change. Image attached showing what I mean. 2) The waypoint was in place in the editor, the mission was just started, so there should be no error, and what shows that there is no error is the TGP pointing to the tank, which was CZ, it was not slewed at any time. In this case, it should work as a B2 with preplan waypoints. Is a INS/GPS bomb. 3) They are also very apart in azimuth, so it not a distance (laser) thing. 4) I tried with lase, almost same result. Image attached. null F16 GBU38 CEP with Laser.trk
    2 points
  29. My favourite pic from Mr. Petersen (Yes, I'm spanish)
    2 points
  30. У меня кулер JONSBO PISA A5 ARGB за 2к и 0 проблем. Греется - в синебенче 85С, в играх по разному, обычно не выше 80, типично 60-75. Хочется низкие тепературы - скальп и 25 как рукой снимет. И большой риск угробить камень. Водянки тут никак не помогут, потому что проблема в крышке и слое кэша. Но есть бенчи и погорячее синебенча. Watch Dogs 2 при минимальном разрешении и 300-400 фпс без упора в ГПУ температуры горячей точки улетают за 90 при смешном потреблении в 65 Вт (в синебенче 86). Полагаю, из-за полного задействовании кэша. Поразительно Очень хороший ЦП под будущий апгрейд на АМ5. С хорошей памятью местами выступает на уровне 5800X3D. DCS точно на CCD с кэшем выполнялся? При этом все остальные фоновые процессы с него были убраны для максимизации фпс?
    2 points
  31. Absolutely. Unfortunately, as it currently stands I can't bring myself to be interested in an Iraq map, without at least 1 relevant BLUFOR airbase for the Gulf War or subsequent campaigns. Expanding the map south to include Prince Sultan would be very nice though, it would also encompass Dhahran (King Abdulaziz) as well as airbases on Bahrain and Qatar.
    2 points
  32. Our F-16 should most likely have the RWR Slave option, which provides air-air search and automatically STTs with the FCR by slaving the FCR to the priority target on the RWR scope. It is entered within ACM by TMS-right when no target is being tracked. The aircraft will enter a submode of ACM called "RWR Slave", which is indicated by the "ACM" text adjacent to OSB1 and the "RWR" text adjacent to OSB2. I can provide further explanation if necessary, but I think it's more useful if I provide evidence in PM when inquired about it.
    2 points
  33. We are aiming for including the very basic binds by default. I am thinking specifically about Pitch/Roll, Throttle Axis, Trigger, Bomb Button and perhaps something like the Trim-Hat. I dont think its very meaningful to guesstimate beyond that, as others already mentioned in this thread. But that at least enables everyone to just hop in and have fun without assigning binds first. The rest is clickable anyways, if necessary
    2 points
  34. Beautiful NZ skin . Hope it's not far from release now.
    2 points
  35. Hi Snoppy We are constantly improving DCS, now 15 years into a process of development that will continue. As new data is made public or new technology becomes available we advance. If you have seen our 2024 and beyond newsletter at the start of the year you can see some of the things we are working on in 2024, which includes some of the features you discuss above. This all takes a lot of time and dedication from our team and something we are all passionate about, so rest assured we are working always to make DCS better but we can only use public data when it comes to systems, and weapons. below are two newsletters that lists tasks we are working on or have planned for the future https://www.digitalcombatsimulator.com/en/news/newsletters/3835d6a01ff60597c1a3c993ff9c606a/ https://www.digitalcombatsimulator.com/en/news/newsletters/80815af823dd79988484f6e9a40c9bb0/ 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. thank you for your feedback
    2 points
  36. This is false, the 9S35 on the SA-11s TELARs is capable of acquisition and has a dedicated acquisition mode: From Ausairpower: This also applies to DCS - a single TELAR operating completely autonomously is able to search for and engage targets completely by itself, so long as those targets enter a certain sector (though with 4 TELARs, it's trivial to arrange them such that they cover 360° of azimuth). And in general every track/fire-control radar will have secondary acquisition capability, albeit much more limited than a dedicated acquisition radar. I am though with you on general SEAD vs DEAD as SEAD in DCS (at least natively, without resorting to triggers and scripts) is somewhat of a misnomer and only DEAD really applies - there though the OPs request of getting the AI to target multiple threat emitters simultaneously (as could easily be the case with the SA-11) is desireable. Though maybe what we're really missing here is what @Exorcet described above: some finer control of AI doctrine/tactics and weapon release parameters, so we can control how many weapons get released at what target if otherwise unspecified by, for instance, the attack unit/group tasks. You could even break it down by the category of threat (for instance, as with C:MO's Weapons Release Authorisation settings).
    2 points
  37. From the 2024 and beyond roadmap
    2 points
  38. I'm more excited about the F4U-1 than the Kiowa. I hope the launch is this month.
    2 points
  39. This is pretty much backwards. Modern fighters strive to make everything as easy as possible to free up the crew for important headwork. Only non-pilots would think MFD pages, hud symbology, radar symbology, TGP symbology and own weapon symbology make a jet “harder”. That’s all basic proficiency level stuff and all put there to make life simpler and enhance SA. The only reason simmers think modern jets are “harder” is because so much of what is really involved in flying is totally missing from the game.
    2 points
  40. 2 points
  41. Perhaps Jester assistance callouts can help you out a bit :)
    2 points
  42. Comma followed by 'and' means only the following one is designated with the later classification of 'as AI only'. If there were no comma, all 3 would. That's how I interpreted it. Also...why make a cockpit for AI only aircraft??? It is obviously a player controlled module. The message was there. Good news for South America map. I'm looking forward for its continued development and upgrades.
    2 points
  43. Id say, as with many jets, it's easy to get into, but difficult to master. Back in the days, a lot of things haven't been very fleshed out yet and a lot of stuff was still in the process of being refined for better usability. As a direct result, the cockpit panel layout appears a bit weird in some places and the responsibilities between Pilot and WSO are not always split well yet. Also, a lot of weapon delivery modes or systems are not very intuitive yet (compared to intuitive CCIP/CCRP symbology that we have nowadays). It is easy to startup, easy to taxi, takeoff, fly around for fun and bring it back without exploding. Doing that in a controlled way however, as required for combat or other things, is difficult. The control authority and responsiveness varies a lot depending on the situation you are in, leading to confusion and surprises to untrained pilots. You will have to learn how to read her feedback and what configurations you want to avoid. General navigation is straightforward. You can set (up to 2) waypoints via coordinate entry and navigate there with your HSI. You also have a standard TACAN, ADF and VOR system for getting from A to B. The radar doesnt have a lot of switches and modes, so it's easy to get started with. The challenge is interpreting the returns and dealing with its limitations of being easier to break in some situations. Weapon delivery is a two sides journey. Some stuff is easy to use, such as Mavericks or a dive toss bombing on a TGP target. The complex things are mostly secondary modes, such as manual bombing. You have a lot of options to choose from when it comes to dropping a bomb in different modes and each of them needs a slightly different setup and slightly different things to be entered in to the computer. Also, these modes require you to accurately fly a setup config (speed, altitude, angle) to be precise - which is difficult without assistance and not having a modern HUD that shows your values in plain sight. It will be fun to learn, but in practice not a lot of users will use it on a daily base and instead rely on the simpler bread and butter methods. The targeting pod is a challenge to use, because it requires a lot of coordination between Pilot and WSO. The WSO will frequently get lost, because (only god knows why) only the pilot has an indicator telling where the pod is looking at. The WSO has to tell the pilot when he wants to track something, so that the Pilot stops maneuvering (else the WSO will lose sight). Likewise, the Pilot has to warn the WSO before maneuvering, else the WSO will overcorrect and get lost. In any case, it's a very fun plane to fly with a lot of things to discover :)
    2 points
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