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  1. 16 February 2024 Dear Fighter Pilots, Partners and Friends, We’ve extended the DCS 2024 Lunar Sale until the 16th of February at 15:00 GMT on Steam and till the 25th of February at 15:00 GMT on our E-Shop. Enjoy! The DCS: F/A-18C is undergoing significant improvements to its flight model and flight control system. These improvements center on F/A-18C landing behavior, landing gear articulation, using altitude autopilots modes, engine response times, and the automatic carrier landing system. Please read about all the new features and improvements we have been working on below. If you are interested in a comprehensive DCS experience, make sure to check out the Digital Coalition Air Force DCAF servers. DCAF Squadron. Thank you for your passion and support. Yours sincerely, Eagle Dynamics Lunar Sale Reminder The Lunar Sale has huge savings up for grabs across most of our popular aircraft, terrains, add-ons and campaigns. Please head over to the Shop and check out the exclusive deals. Highlights of the DCS Lunar Sale 2024 Modules with a 50% off Fixed wing with a 50% discount DCS: A-10A Warthog DCS: A-10C II Tank Killer DCS: Bf 109 K-4 Kurfurst DCS: C-101 Aviojet DCS: Christen Eagle II DCS: F-15C Eagle DCS: F-5E Tiger II DCS: F-86F Sabre DCS: Flaming Cliffs 3 DCS: Fw 190 A-8 DCS: Fw 190 D-9 Dora DCS: L-39 Albatros DCS: MiG-15bis DCS: MiG-21bis DCS: MiG-29 DCS: Mosquito DCS: P-47D Thunderbolt DCS: P-51D Mustang DCS: Spitfire LF Mk. IX DCS: Su-25 DCS: Su-27 Flanker DCS: Su-33 DCS: Yak-52 Helicopter with a 50% discount DCS: Mi-8MTV2 Magnificent Eight DCS: UH-1H Huey Terrains with a 50% discount DCS: Nevada DCS: Persian Gulf DCS: The Channel Other with a 50% discount DCS: Combined Arms DCS: NS 430 Navigation System DCS: NS 430 Navigation System for C-101EB DCS: NS 430 Navigation System for C-101СС DCS: NS 430 Navigation System for L-39С Cockpit DCS: NS 430 Navigation System for Mi-8MTV2 Cockpit DCS: Supercarrier DCS: WWII Assets Pack Modules with a 30% off Fixed wing with a 30% discount DCS: F-16C Viper DCS: F/A-18C Hornet DCS: JF-17 Thunder DCS: MB-339A Aermacchi Helicopter with a 30% discount DCS: AH-64D DCS: Black Shark 3 DCS: Mi-24P Hind Terrains with a 30% discount DCS: Syria Modules with a 25% off Fixed wing pre-order with 25% discount DCS: F-4E Phantom II Modules with a 20% off Terrains with a 20% discount DCS: Normandy 2.0 That’s not all! Campaigns are also available with up to 50% off. These include Stone Sky’s MAD series, the Maple Flag Campaigns, Reflected Simulation Campaigns, and many more. Check out the Shop. Due to database maintenance in the European time zone, you may have experienced downtime and errors whilst accessing the website and online multiplayer servers. This issue has now been resolved and we apologies for any inconveniences this may have caused. We hope that extending the Lunar Sale till the 25th of February at 15:00 GMT provides you with enough time to find your next module or campaign, or both! F/A-18C Update The F/A-18C has been one of our most popular DCS aircraft as it provides a wealth of game play options and is nearly feature-complete. There are though a number of items that we continue to address that will further improve the realism and attention to detail of this DCS flagship aircraft. Flight Model For the past several months, we’ve been improving the flight dynamics of the F/A-18C to represent this aircraft’s unique flight qualities even more accurately. Much of this has been focused on expanding the F/A-18C’s high Angle of Attack (AoA) capabilities by adjusting the stabilizer scheduling. These changes will allow maneuvering up to 50 to 55 AoA, compared to mid-30s earlier. This expanded AoA capability will better allow players to take advantage of the F/A-18Cs outstanding low-speed, high-AoA maneuver capability. Note that this expanded AoA capability can result in a dramatic loss of airspeed, if not careful. Another important improvement is the handling characteristics in Powered Approach (PA) mode when landing. During landing, you will find achieving and maintaining on-speed AoA easier. This is tied to the flight control system changes. Nose pitch effects have also been added when the speedbrake is extended and retracted to match the real F/A-18C. Overall aerodynamic damping has also been improved to better match F/A-18C handling characteristics. Flight Control System The Flight Control System (FCS) has been completely reworked in all channels, and it provides much improved behavior when switching the control logic system between AUTO flaps mode to HALF\FULL flaps. You will find the transition much smoother with little to no un-commanded pitching moments. This will also make getting on-speed during landings much easier. Roll characteristics have also been improved to better match the real aircraft with greater stability in the roll and yaw channels. This also applies to improved behavior around the longitudinal axis when taking off. The yaw channel FCS in PA mode has also been adjusted to improve landing control in a crosswind. In total, the improvements in the FCS will make takeoff and landings much easier. Landing Gear The landing gear shock absorbers were adjusted to match documentation and reference videos. The F/A-18C landing gear articulation is a complex and dynamic process that is accurately modeled for carrier recoveries and touch-and-go. This change also provides improved landing control in a crosswind and addresses excessive G loads when landing. Whilst greatly improved, we will continue to tune this mechanic to allow even more accurate nosewheel touch-and-go behavior to allow lower airspeed rotation. In addition to the landing gear mechanisms, the tires have also been adjusted to provide more authentic friction forces that will be apparent in crosswind takeoff and landings. Engine Engine transition thrust time was adjusted to be more accurate between afterburner and MIL thrust modes. The engine transition time is now faster from afterburner to idle. This allows you to reduce airspeed when cutting the engines to idle more quickly. Autopilot F/A-18C autopilot operation has been improved by tuning its behavior when initiating an altitude hold mode whilst the aircraft is unbalanced. The updated autopilot also improves holding the set altitude when in a roll and initiating an altitude hold mode. Before, you would often lose or gain hundreds of feet. Last, the autopilot control is much smoother when transitioning through waypoints in coupled mode. Automatic Carrier Landing System When activating the Automatic Carrier Landing System (ACLS) in coupled mode, the autopilot will use smoother and improved approach behavior. Get the DCS: F/A-18C at 30% off now during the 2024 Lunar Sale that has been extended to February 25th, 2024. Digital Coalition Air Force Multiplayer Server The Digital Coalition Air Force is a fun and engaging way to enjoy DCS online. The members fly on the EU timezone with DCS: F-15E Strike Eagle, DCS: F-16C Viper, DCS: AV-8B Night Attack V/STOL pilots and controllers. This military simulation group alternates between training and operation seasons. Q1 and Q3 are training seasons when new cadets are screened and trained as per squadron standards. Operation campaign seasons are Q2 and Q4. You can read more about how the F-15E's squadron training season would work here. DCAF teaches many bespoke training courses that cadets can access and be assessed on. Make sure to and check out their DCAF Discord. Thank you again for your passion and support, Yours sincerely,
    12 points
  2. Hello all, The Mirage F1 is one of the cold war modules I fly the most, however I had an issue with the textures as I felt that they were too flat and pixelated. thus I took it upon myself to redo the textures as best I can. this is still very WIP but the list of improvements and work left to do can be seen below. in the meantime here are a few WIP images. This work is done in a more general fashion then my usual liveries in the hopes that I can provide a template in the end for users to create their own liveries with the new textures, the camos and the lines are the same from the original template provided by Aergas but heavily modified, while the labels have not been modified. Enjoy~ List of Improvements: Entirely New Roughmets to give the aircraft depth and detail Entirely New Normal maps (possibly in 8k if storage space permits) to remove the pixelated lines and add, depth detail and realism Entirely New Weathering which includes oil leaks, panel wear, and paint wear integrated with the Roughmet Heavily modified Panels and rivets to remove the pixels around the panels and reduce the strength to something that is more comparable to real life List of WIP items that need to be completed: Removal of seams and other errors Underside weathering Horizantal stab. weathering + RMs Improve normals, especially on the fuselage Apply changes to other variants (EE, BE) Here are some images and comparison gifs: Comparison GIFs Ingame Screenshots:
    9 points
  3. Hi We would like to thank the community for its attention to the project. Today we will show you a small update of Normandy. We've added two new airfields that you may be familiar with: Dunkirk & High Halden - so there are now 79 military airfields on the Normandy map. And we have made small changes to three existing airfields: Detling, Lympne, Manston - for you it will be as if you have returned from vacation, you see everything the same, but at the same time everything has become noticeably better. The specifics of historical maps require constant attention to references, and in this regard you help us a lot: @DD_Fenrir the runway was left, the global restructuring of Manston will be in the next iteration. Everyone will be able to see these results. Keep checking back for updates soon Dunkirk High Halden Detling Lympne Manston
    9 points
  4. Spudknocker выпустил подробный гайд как добавлять исключения во встроенный защитник Windows всего, что так или иначе связанно с DCS. Процедура просто обязательна! Общее повышение производительности и ускорение загрузок. В моем случае помогла добиться 25 секундной «холодной» загрузки симулятора на только-что включенном компьютере (было 60 с чем то). Если вдруг кто ещё не знал - на заметку.
    8 points
  5. FYI, we are working on new textures since long ago and they will be released soon. We appreciate when people work on our modules, thanks for your work.
    8 points
  6. Hi fighters! Thank you for your interest in our project. As promised before, we continue to support and develop it! If you are familiar with the symbols: "F-16", then you will be pleased with today's news. Previously, this place was inaccessible to you, but we have prepared a surprise for you. Get ready for your military trip to Muwaffaq Salti Airbase. The aviation history of this place dates back to the First World War. It was home to the Royal Jordanian Air Force, Belgian Air Component and United States Air Force. Helicopters, transport aircrafts, fighter aircraft, drones - everyone was here. By the way, we made new unique hangars for this airbase, now your birds will be safe. Even though the canteen (DFAC) is no longer as tasty as experienced fighters say, the rule of three drinks has been preserved and you will be covered by MFR (the Morale, Welfare, and Recreation program). The Internet is available, but may fail, so be sure to take a hard drive with your favorite movies with you. When you arrive at the location, tell us whether you liked it or not, we tried to provide all the conditions for you. Here's a little review for you
    7 points
  7. I'm testing out some HD cirrus textures for the next update. The current shader generated cirrus layer has this annoying behavior where the cirrus clouds fade in and out every 3 minutes or so. The good news is I've figured out how to increase that. Right now I have it extended to 15 minutes. The only downside is that its another 15 minutes before the next cirrus layer fades in. Still trying to adjust that. I'd be thrilled if they included my presets. ED normally isn't too keen on adding user made content to the sim though.
    6 points
  8. While coding finishing in the background, we are testing additional features to make the overall look more reralistic. This also includes natural behaviours of the character/Pilot/Co-Pilot (facial animations) We are working hard to implement these features to the DCS-BO-105. The first look looks promissing in our opinion. What do you think ? Keep in mind that the endresult is up to the engine. Meaning that the current Animation Test is WIP. CharacterCreator_5i3Iv1vBuz.mp4 CharacterCreator_bNuFSyqZq6.mp4
    6 points
  9. Change log will have full details but yes its planned for the next patch
    5 points
  10. Yes, everything under our control is subject to wear/tear, generally speaking. That includes stores like the pod. Missiles also to some extend (mostly when it is about the interaction with the plane - not so much when it already left the rail). Yes, the pod has several components that are subject to the system (iirc around 30) and it can overheat and also melt. And then there is of course also combat damage.
    5 points
  11. It appears that the Tracked Target Symbol, Target Aspect Angle, and the HUD Reticle Aspect Indicator are all tied together. When the Tracked Target Symbol changes every 22.5 degrees (as it should) the Aspect Angle and HUD Aspect Indicator also changes. Only the Tracked Target Symbol should change every 22.5 degrees whereas the Target Aspect Angle should display in tens of degrees. and since the HUD Reticle Aspect Indicator should be tied to the Target Aspect Angle that too should change every ten degrees. This makes it difficult to do base line intercepts as flying 120 AA is ideal for intercepting but on the FCR the AA never reads 12 it only shows 11 and 14 and in some situations it shows 13. All-in-all I think there was some confusion, or it is still a WIP moment. See attached track files and mission files. 22.5 = 22.5 FCR AA reads 2 22.5+22.5 = 45 FCR AA reads 4 or 5 22.5x3 = 67.5 FCR AA reads 7 22.5x4 = 90 FCR AA reads 9 22.5x5 = 112.5 FCR AA reads 11 22.5x6 = 135 FCR AA reads 13 or 14 22.5x7 = 157.5 FCR AA reads 16 22.5x8 = 180 FCR AA reads 18 Only the target symbol should change in those degrees not the AA number. The AA number should change in tens: 11, 12, 13, etc. F16 Aspect Angle Testing from the left.miz F16 Aspect Angle Testing from the right.miz F16 Aspect Angle Test tgt from the left.trk F16 Aspect Angle Test tgt from the right.trk
    5 points
  12. I can confirm this, thanks to Leeh1y for putting me through, will be a good division of work now!
    4 points
  13. First video where they compare the Canard/Wing area ratio, they claimed the J-10 to perform best at landing and takeoff in comparison to any other EuroCanard. There is not a single video where the J-10 shows this ability but meanwhile there are so many videos of the Gripen performing on streets that they say the Gripen loves roads more than being in the air. Also they said that only the J-10 canards can balance the aircraft on takeoff/landing due to its size which is incorrect as well. You can see in the video below the Eurofighter using its canards actively on the runway too to balance it. To the second video, they say the Meteor has on the first 30Km no attack capability because it need to accelerate first which is not reasonable to me. 1. Ramjets dont need super sonic speeds to function 2. Rafale/Eurofighter/Gripen can fly supersonic 3. Meteor has a 2-5 second boost stage to accelerate it beyond mach 1 in no time even when launched at slow speeds They also claimed its INS guidance is impossible with the Meteor because the engine intakes cause too much drag and so it will lose it attack capabilities due to rapid speed changes when the engine shut off. Its not like those issues have been solved since the 60's when they launched tons of rockets into space with much older INS generations that had to suffer greater rapid speed changes every time the rocket separated a stage and ignited the next one. Also there are tons of other ramjet missiles with INS guidance especially in the former soviet union with like the KH-31 missile. They claimed the INS in the PL-15 works very well despite explaining that the PL-15 can reach mach 3 immediately, glide to the target and firing the stage a second time to reach mach 3 again as well. Tell me now which missile has greater rapid speed changes. A missile that can only control its pollution by firing its rocket stages or a smooth throttleable ramjet engine. From my point of view, the narrator doesn't really know what he is talking about and just try to sell the aircraft as the best one.
    4 points
  14. I don't want to promise a time table, but I think within the next couple of months is realistic. Slapping a second plane into a mission is actually really easy, but I don't want to half-ass it either and make sure both players have fun and reasonable objectives to meet. Some missions will need more reworking than others, but, yeah. Call it April. If it's not out by then, please come yell at me. lol. Glad you're enjoying the missions.
    4 points
  15. I personally can't really elaborate on real world usage; however, I can summarize the modes quickly to give an overview. Lets start with the loft/toss modes. You got 4 of them: * LOFT - toss your bomb at a lower pull angle forward. * Timed Over The Shoulder - toss your bomb at a high pull angle (above 90°) * Toss - the same, high angle. But this time you designate the target by clicking Bomb Button right above it, instead of over the IP * TLADD - similar to Loft, but meant to be used from low level and with drogue weapons Next, we have a set of more basic modes: * Timed Level - you compute a timer for a preplanned alt/speed etc, fly over the IP, hit hit the button and the timer runs down. Keep flying straight and level, bombs go away. * Direct - you hit the button and bombs go away immediate, simple. Could also be used for manual mil-bombing * Offset - you enter the target on the computer by means of an offset to the IP. Once over the IP, press the button and the plane guides you towards the target and auto-releases. Last but not least, your bread and butter methods of accurate bomb delivery: Variations of Dive Toss: * Dive Toss - the classic. Dive, put nose on target, WSO "locks" the ground return. Pull up and auto-release * TGT FIND: same as Dive Toss, but the target is designated by the Pave Spike TGP. This is probably the most flexible way. Put the TGP on target, hold bomb button and auto-release as soon as there's is a solution. Pretty much like CCRP * DIVE LAYDOWN - like Dive Toss, but for high drag bombs. You pull out level and fly straight until ballistic solution * LAYDOWN - like Dive Laydown, but without the dive. also for high drags. You precompute a certain mil setting based on alt/speed. Fly that profile level. Once the target is under the pipper, press and hold bomb button and keep flying straight, auto-release Technically, with the Pave Spike, there is another backup bombing mode called "Release On Range". There, bombs release as soon as the measured slant range goes below a set range threshold. In practice, most people will likely use Dive Toss and TGT FIND (if they have a Pave Spike), and Dive Laydown for high drag bombs. The four toss modes are a lot of fun, but obviously fairly inaccurate. Offset can be interesting if you have very bad visibility on the target area. Timed Level can be good if you drop a whole trail of bombs or cluster ammunition, as it allows you to just release level from high altitude with no visibility (above clouds).
    4 points
  16. Hello Aerges! Any news on the Mirage F1M development? I can't wait to be able to fly on it. Thanks!
    3 points
  17. @Raphomet Have you tried deleting your DCS_AJS37 folder inside Saved Games, or deleting all files inside it? Some times you get a bad cartridge file in there that causes a crash. The mission itself funs fine for me. And you there's tonnes of weird DTC stuff in the log, so I'd start with removing the cartridge files. @TOViper
    3 points
  18. Surveys on this Forum tend to produce skewed results since it’s a sampling of enthusiasts and not the overall player base. ED has stated that the split in this game is about 90% SP.
    3 points
  19. This is too early to say. We plan(!) an AI feature for mouth synch on F5 menu...maybe more straight forward. but like I've said - it's too early to say. There're a lot of things to investigate in order to say: "Yes - that's possible".
    3 points
  20. OK, I just watched the last video. I will watch the previous 2 later when I get more time. But from what I have seen, that guy didn't say that "ramjet needs supersonic speed to function. He only mentioned that ramjet missiles have 2 disadvantages. 1: the speed is low at the first 30km which makes them easier to dodge. But for PL-15, its initial speed makes that range an "unescapable zoom". The guy didn't claim that the meteor "won't work". That wasn't in the Chinese subtitles which corresponded with his lip movements, only in the English dub. In Chinese subtitles, the commentator only stated that "ramjet intake causes high drag". So that's the poor choice of words on the English dub. 2: ramjets missiles INS guidance won't work because they cause too much drag and after it consumes all of its fuel, it loses its ability to attack. I agree, what he said here was an exaggeration. The missile shouldn't "lose its ability to attack". It just loses its killing efficiency more rapidly. But please remember, he is not an authority but a commentator in a TV program for causal military lovers. You are not a causal military lover. You play DCS, that makes you a semi-export. So please don't get worked up when people tell you that electrons orbit the nucleus, instead of telling you that electrons appear randomly in the nucleus's energy zoom and that the same electron can occupy multiple different locations of space at any given point in time.
    3 points
  21. Very likely Skynet script.
    3 points
  22. I know they script them in campaigns to shut down, maybe server has scripts too.
    3 points
  23. Thanks for the update, I haven't flown the F1 in a while, but will try to update my cold start mission to cater for it as soon as I have a little available time
    3 points
  24. Engine and Governor System is ready for release
    3 points
  25. nullИмпульсный режим на малой высоте. "Режим фантома"))))
    3 points
  26. I don't have an exhaustive list, but I haven't had any trouble with any of Admiral ships on my own missions ... well, beyond the fact that the South Atlantic Map has trouble with the depth of some ship's hull ... I have had to edit the entry.lua of most ships to cater to that map fault
    2 points
  27. Sorry to hear that, I will hold you on my prayers, hope you recover fully, and wish you all the best.
    2 points
  28. Hello Naval Aviators, I've been working on updating some of the scripts in the Goshawk, fixing various stuff: 1. Magnetic variation from the map implemented, TACAN, VOR and Waypoints magnetic bearings now correct. 2. Switches for the radios now work in the correct direction. 3. 264 MHz and 305 MHz are automatically set on the radios (Bankler's Case I training mission, to talk with buddies via SRS). 4. COMM1 and COMM2 are automatically audible and on when you have a hot air or ground start. 5. Parking brakes are set on ground by default. 6. ADI is on MFDL and HSI is on MFDR by default on a hot start. 7. Antiskid is on by default for a hot start. 8. ILS is on and tuned to 110.30 Batumi ILS. 9. TACAN is on and tuned to 72X. 10. Data Page on either MFD is cleaned up and shows magnetic variation and QFF from the map. 11. Hides the NATOPS Kneeboard CHL. 12. CDI for TACAN and VOR now show correctly when using the reciprocal course. 13. Altimeter starts at the correct setting, within the limits of the Kollsman window. 14. Wind displayed on the HSI is now in the correct direction (was 180° off) 15. Added a temperature error to the altitude based on QFF and sea level temperature All these changes are in the Scripts folder which I have attached below. Please read the readme.txt file to know where to install (replace the original). Feedback and info about any new bugs introduced by my tinkering very welcome. Fresh 2024-FEB-18 Scripts Update.zip
    2 points
  29. it's great to see the west side fence of Dunkirk being much further away from the landing strip. On the Channel map it's so close to the strip it's a hazard.
    2 points
  30. I am curious, there have been some good points here, has ED seen this thread and if so can they say anything regarding their plans for fixing this problem beyond 'we are working on it'? We did get some decent models for the SA-10 recently, and there have been other systems added in the 4 years that I have been playing. I have seen that many systems now have defined frequency operating ranges. Beyond that and tweaking values within the existing system, it seems little to no progress has been made. We already have a SEAD-focused platform (the F-16 Bl.50-ish) and will soon get another (the F-4). It will get fancy new seeker heads that only work on certain kinds of SAMS. SAMS that themselves seem to mostly, if not universally, use the same guidance method and absurdly simple logic. At the same time, the vast majority of the systems we do have are not befitting opponents to ED's flagship modules. It is impossible to currently build a realistic environment that even approaches peer warfare when the most potent system we have is the S-300PS (or SA-2, depending on who you ask), an extremely outdated system that is around 40 years old at this point. We do not have the capability to simulate EW in any meaningful manner and ED has yet to give us the tools to build simulations ourselves. This creates a particularly sad state of things, at least in my opinion. The brand-new Kola map will release at some point with a set of campaigns depicting (from what I have read) some sort of war between the west and east involving both of ED's flagship jets. A 2024 (hopefully) campaign by some of the best developers on a 2024 map featuring 2018 and 2019 modules, stuck with 1980s systems and 2000s code. It hasn't even released yet and we already know that the matchup will be completely nonsensical. Around 7 months ago I did pretty extensive research on the topic and came up with a few recommendations: -Give scripters the ability to read the cockpit arguments of client aircraft so that they can build systems dependent on things like ECM switches/buttons. -96K6 Pantsir-S1 SA-22 for short range air defence. Late 2000s system. Alternatively we could get the Tor M2, but I think it's a long shot. -9K37M1-2 Buk-M1-2 SA-11 for medium-to-long-range. Late 90s/Early 2000s system, not the same as the Buk-M2 (SA-17) or M3 (SA-27) that you see more often these days. -S300 PMU-2 SA-20B for long range. Predecessor to the SA-21. Nothing came of it (yet).
    2 points
  31. 510 is on the list. 555 is probably also possible. I'll try the 555 recommendation too Among the ANGs, there are many that fit well with the DCS F-16 (such as the South Dakota), but are there too many? If there are no restrictions, the skin size Skin sizes will be too big (my opinion) But its ED's authority I also hope many ANGs are added (with ARS tankers)
    2 points
  32. There is one more mode, which is beacon bombing - but if, we will only implement that later, as beacons for bombing are currently not present in DCS. This would be the best and most accurate mode for bombing in IMC conditions.
    2 points
  33. The opposite is the case. As faster a missile as more G it has to pull and as bigger its turn circles.
    2 points
  34. OK, that confirms it then, thank you both. I've already sent your dcs.log to devs. If devs ask for more stuff, I'll get back to you.
    2 points
  35. Would be nice to have startups and shutdowns like this: smooth, no starter pistol pops, no massive flames. Even the failed starts don't sputter or pop.
    2 points
  36. A-4 can't without SDK access as confirmed by the FAQ. Guided weapons are locked behind the SDK which isn't available for modmakers.
    2 points
  37. Closer to 7M? For the little information I know, PL-11 wasn't closer to 7M, at least not the original PL-11. However, there are 2 upgraded A and B variants. A variant had a new motor and seeker, which gave it a similar performance as AIM-7L. The B variant was just an A variant with an active seeker.
    2 points
  38. I recommended Roughmaster to the ED team and I think he will working for the European f-16 liveries. Got OK reply from ED team and he is working now I only make US airframes (because update the old f-16 skin it already exists) Don't feed strange rumors or posts. This project is only with passion
    2 points
  39. Yes, it's difficult to find any real video of the RB05. One video snippet of a Viggen firing an RB05 can be seen in this video, at 13:45:
    2 points
  40. Hi, Want to share the WSO sticks project. you can find the design here: https://www.cgtrader.com/3d-print-models/hobby-diy/other/f-15e-wso-sticks-for-3d-printing-with-all-functional-buttons here are some pictures:
    2 points
  41. Thanks for your feedback. This is a big problem. We urgently added this to the high priority bugs. We will try to fix this and check the entire Nile Delta so that it will be fixed in the upcoming update
    2 points
  42. @DD_Fenrir @Fred901 Experts need to stay, because... It is the opinion of users that evaluates the work and corrects the development vector. I want to remind you that thanks to users, we made adjustments to French airfields, thanks to you, English hangars and caponiers were made, and the French one was slightly changed. fr At the same time, the engine’s resources are not unlimited; we made sure that “London” and “Paris” differ not only in buildings but also in airfield infrastructure. We created products as close as possible to historical content, but the capabilities of the engine and large maps impose restrictions on the variety of objects - they have narrow time intervals for working in war. The map is constantly being developed, corrected and expanded. In the studio we compared screenshots of what was and what has become - amazing changes. We have now come to the point that we cannot focus only on 1944, primarily because when new airfields are added to the Normandy map, 1940 scenarios become available to users: Dunkirk Retreat Scenarios and Battle of Britain Scenarios. You once wrote to us that there is no need to limit yourself to a certain period, but now this moment has come: the map has expanded both in space and time. Therefore, experts, stay with us, keep your finger on the pulse. And we will do everything possible to take into account your opinion and your wishes in our work.
    2 points
  43. Hi, while the update is coming to you, we will make a small preview: Today our heroes are two airfields: Detling and Lympne. Both have taken their place in history, associated with the events of the Battle of Britain and D-Day. The runways are covered with the chassis of bombers, Typhoons and Hurricanes, Spitfires and Mustangs. Detling Lympne
    2 points
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