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18 points
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**DCS: SA-342 Gazelle February 2024 update** *Facelift* The upcoming update for the SA-342 Gazelle will introduce new features, fixes, quality of life improvements as well as a facelift to the external models and textures. We're gradually replacing the original liveries that stem from the release back in 2016 with highly detailed renditions that make full use of physically based rendering techniques (PBR), many of which are included in this update. The SA-342 Gazelle minigun variant not only received an update on the M134 and gunner models, it now features the first iteration of our gunner AI capable of making short work of any soft target it can get within its sights. *Community Contributors* Over the past few months Polychop Simulations has been working closely together with a number of very dedicated and exceptionally skilled community members who have shown an interest in contributing to the module by putting in their time, effort and expertise resulting in what is essentially a graphical overhaul for the SA-342 Gazelle as well as an extensive set of kneeboard pages and documentation on the all new French liveries that can be found in the module's Doc folder, or more continently, attached to this post. *Input system overhaul* With the upcoming update of the Gazelle we have overhauled the inputs system. This means that it is likely that you will have to rebind all of your controls for the Gazelle module. The inputs for the Gazelle are now split into separate categories for the three positions - Pilot, Copilot and Gunner (the latter for the Minigun variant only). The inputs system works differently depending on whether you are flying with other players in your aircraft ("multicrew"). When in "multicrew" mode, each player will only have access to the inputs according to their position. However, when flying the Gazelle in a singleplayer mission, or flying on a multiplayer server but without other players in the aircraft, the player will have access to multiple input categories depending on the position they are in. In short, this allows a single player Pilot to also use the Copilot inputs, and vice versa. The priority (in the event of two inputs being bound to the same switch) is determined by the currently occupied position. For example, if you have the 'Fire Laser' input from the Copilot bound to "Button 1", and the "Force Trim" from the Pilot inputs also bound to "Button 1", then pressing "Button 1" will action different behaviours depending on whether you are sitting in the Pilot or Copilot seat. However if you bind them to different buttons, you can use both from either seat. The available inputs are as follows: - Pilot position - access to Pilot and Copilot inputs (Pilot priority) - Copilot position - access to Copilot and Pilot inputs (Copilot priority) - Gunner position - access to Gunner and Pilot inputs (Gunner priority) Please note that we expect further disruption to the inputs system as we continue to bring improvements and add various missing inputs to the Gazelle. We thank you for your patience and understanding. *The future* While we have come to a point at which it is now all hands on deck for the OH-58D Kiowa Warrior module's final stretch, Polychop is determined to keep updating the SA-342 Gazelle module on all levels including but not limited to major features such as an English (Empirial units) cockpit, a George like AI pilot/gunner and the transition to the new rotor blur system seen in more recent rotary wing modules. We'd like to be transparent on the fact that the aforementioned final stretch of the OH-58D Kiowa Warrior module development will have a certain impact on the development of new features for the SA-342 Gazelle for the next few updates. https://youtu.be/mjk64Y3mXdE DCS: SA-342 Gazelle by Polychop Simulations Exterior model art updates Added: New PBR material for glass surfaces. Added: 3D model detail additions Added: Reworked damaged and destroyed 3D models Fixed: General PBR material improvements Fixed: 3D model shape and smoothing Overhauled and replaced all external textures and liveries in full PBR Added livery: FR ALAT HRI 1981 Added livery: FR ALAT HRI Daguet 1990 Added livery: FR ALAT HRI KFOR 1999 Added livery: FR ALAT Sable 1990 Added livery: FR ALAT Sable 2003 Added livery: FR ALAT CE Daguet 1990 Added livery: FR ALAT CE OPEX Added livery: FR ALAT CE Barkhane 2014 Added livery: FR ALAT CE EALAT Added livery: CYP Air Force Sand Added livery: SRB Air Force Green Added livery: SYR Air Force Sand Teal Added livery: US Marines Grey Added livery: YUG Green / Brown Added livery: UK Army Air Corps BATUS Added livery: UK Army Air Corps BATUS Orange Added livery: UK Army Air Corps Green / Black Added livery: UK Army Air Corps Green / Black UN Added livery: UK Army Air Corps Green / Grey Added livery: UK Desert Army Air Corps - Operation Granby Added livery: UK Royal Marines Green / Black Added livery: UK Royal Marines Green / Grey Fixed: Athos / GOA sight now only updates when not stowed (fps gain) Fixed: Athos / GOA sight symbology disappearing when changing zoom levels Added: Opacity added to Athos / GOA symbology Fixed: Magnetic variation not displaying correctly Added: Document explaining the new French liveries in the module’s Doc folder Added: Kneeboard pages Added: Minigun tracer ratio selection (Fewer tracers for NVG operations) Fixed: M134 fire logic Updated: M134 weapon model Updated: M134 gunner model Updated: M134 sight now collimated Added: First iteration of AI M134 gunner (limited to player controlled Gazelle) Known issues: External weapon sounds not matching correct type of weapon15 points
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DCS: SA-342 Gazelle February 2024 update Facelift The upcoming update for the SA-342 Gazelle will introduce new features, fixes, quality of life improvements as well as a facelift to the external models and textures. We're gradually replacing the original liveries that stem from the release back in 2016 with highly detailed renditions that make full use of physically based rendering techniques (PBR), many of which are included in this update. The SA-342 Gazelle minigun variant not only received an update on the M134 and gunner models, it now features the first iteration of our gunner AI capable of making short work of any soft target it can get within its sights. Community Contributors Over the past few months Polychop Simulations has been working closely together with a number of very dedicated and exceptionally skilled community members who have shown an interest in contributing to the module by putting in their time, effort and expertise resulting in what is essentially a graphical overhaul for the SA-342 Gazelle as well as an extensive set of kneeboard pages and documentation on the all new French liveries that can be found in the module's Doc folder, or more continently, attached to this post. Input system overhaul With the upcoming update of the Gazelle we have overhauled the inputs system. This means that it is likely that you will have to rebind all of your controls for the Gazelle module. The inputs for the Gazelle are now split into separate categories for the three positions - Pilot, Copilot and Gunner (the latter for the Minigun variant only). The inputs system works differently depending on whether you are flying with other players in your aircraft ("multicrew"). When in "multicrew" mode, each player will only have access to the inputs according to their position. However, when flying the Gazelle in a singleplayer mission, or flying on a multiplayer server but without other players in the aircraft, the player will have access to multiple input categories depending on the position they are in. In short, this allows a single player Pilot to also use the Copilot inputs, and vice versa. The priority (in the event of two inputs being bound to the same switch) is determined by the currently occupied position. For example, if you have the 'Fire Laser' input from the Copilot bound to "Button 1", and the "Force Trim" from the Pilot inputs also bound to "Button 1", then pressing "Button 1" will action different behaviours depending on whether you are sitting in the Pilot or Copilot seat. However if you bind them to different buttons, you can use both from either seat. The available inputs are as follows: - Pilot position - access to Pilot and Copilot inputs (Pilot priority) - Copilot position - access to Copilot and Pilot inputs (Copilot priority) - Gunner position - access to Gunner and Pilot inputs (Gunner priority) Please note that we expect further disruption to the inputs system as we continue to bring improvements and add various missing inputs to the Gazelle. We thank you for your patience and understanding. The future While we have come to a point at which it is now all hands on deck for the OH-58D Kiowa Warrior module's final stretch, Polychop is determined to keep updating the SA-342 Gazelle module on all levels including but not limited to major features such as an English (Empirial units) cockpit, a George like AI pilot/gunner and the transition to the new rotor blur system seen in more recent rotary wing modules. We'd like to be transparent on the fact that the aforementioned final stretch of the OH-58D Kiowa Warrior module development will have a certain impact on the development of new features for the SA-342 Gazelle for the next few updates. SA-342 Gazelle February Update Change Log - Exterior model art updates * New PBR material for glass * General PBR material improvements * 3D model detail additions * 3D model shape and smoothing improvements * Reworked damaged and destroyed 3D models - Added and replaced all external textures and liveries with full PBR * FR ALAT HRI 1981 * FR ALAT HRI Daguet 1990 * FR ALAT HRI KFOR 1999 * FR ALAT Sable 1990 * FR ALAT Sable 2003 * FR ALAT CE Daguet 1990 * FR ALAT CE OPEX * FR ALAT CE Barkhane 2014 * FR ALAT CE EALAT * CYP Air Force Sand * SRB Air Force Green * SYR Air Force Sand Teal * US Marines Grey * YUG Air Force Green Brown * UK Army Air Corps BATUS * UK Army Air Corps BATUS Orange * UK Army Air Corps Green / Black * UK Army Air Corps Green / Black UN * UK Army Air Corps Green / Grey * UK Desert Army Air Corps - Operation Granby * UK Royal Marines Green / Black * UK Royal Marines Green / Grey - Fixed Athos / GOA now only updates if it's not stowed (fps gain when not using the periscope) - Added opacity to Athos / GOA symbology - Fixed Athos / GOA sight symbology disappearing when changing zoom level - Added Kneeboard pages - Added document explaining the new French liveries - Fixed Magnetic variation issue - Fixed Minigun fire logic - Updated Minigun weapon model - Updated Minigun gunner model - Added Minigun tracer ratio selection (fewer tracers for NVG operations) - Updated Minigun sight is now collimated - Added First iteration of AI minigunner (limited to player controlled Gazelle)15 points
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Fabric texture on the elevators New bomb selection panel Additional testing happening with the bomb sight and terminal velocities, note the addition of the TV card on the top right of the computer8 points
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Next update: Planned for February 22nd 2024 ( subject to change ) During final checks an issue was found and we will need some time to correct it, patch moved to 22nd. Thank you8 points
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When you add the new airfields can you please make sure that the frequency of the existing airfields remain the same? Otherwise all missions need to be updated - for the 3rd time. also, when can we expect Biggin Hill to be finished please? Currently it only has a few parking spots, not enough for any meaningful missions. thank you5 points
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Tja, oder wir packen die Verschwörungstheorien mal bei Seite und akzeptieren, dass es Zollabgaben auf Waren aus Nicht-EU Ländern gibt. Darüber hinaus sind die Zollabgaben je nach Produktart unterschiedlich. Deine Angaben/Nachweise waren demzufolge also trotz des Öffnens notwendig. Für so „spezielle“ Artikel wie die von Dir genannten, lässt sich womöglich auch der Preis durch den Zoll schwer schätzen/ermitteln. Eine ordentliche Zollinhaltserklärung des Versenders hätte womöglich geholfen.5 points
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I'm no photographer and this is from my phone, so take it for what it is. She was a real beauty, massive, and in excellent condition from a visual perspective. Allegedly, she is airworthy and they fly her from time to time. They have a bunch of other nice aircraft there as well. Hats off to Virginia Military Aviation museum.5 points
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The F-16 cockpit was started in 2004 and built for Falcon 4.0. It flew BMS for 15 years. Since 2021 I switched to DCS and today I am ready to restart publishing Vlogs flying the pit. The pit flies both sim without reprograming, so all key inputs are common between DCS and BMS, it took a while to setup. The software interface is also common thanks to a little software gem called DCStoF4 allowing to put life in the DCS cockpit by reading the BMS shared memory. This may sounds strange to most of you but when all the cockpit has been interfaced to read the BMS shared memory, it's much easier to keep doing it rather than reprogramming the multiple third party apps that are necessary to interface the pit. The small caveat of course is that the BMS shared mem needs to be active when I run DCS. Small price to pay to have a pit flying two totally different sim. Full report of the WIP build is on Viperpit Enough talk, Here's an introduction picture of the pit and I will use this topic to post Vlogs of solo and MP flights with the F-16 in DCS4 points
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4 points
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Hopefully the team can fix said issue in a timely manner without overtime and added stress4 points
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It will be persisted in your track files, yes. We are planning for later during EA to add a way to inspect the values for players as well. Details on that at a later point.4 points
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4 points
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Было бы неплохо, для визуального обнаружения, сделать вспышки выстрелов наземным юнитам. Сейчас сами трассы видно, но определить наземку в кустах довольно проблематично.4 points
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DCS Patch status Current versions: https://updates.digitalcombatsimulator.com/ Change logs: https://www.digitalcombatsimulator.com/en/news/changelog/release/ Release Version Current version number: DCS 2.9.19.13478 Next planned update: To be announced4 points
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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 you3 points
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3 points
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3 points
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I've nearly finished converting the "Deployment" campaign to BS3. I think it's one of the oldest campaigns so there was quite a lot of work involved and I had to fly through every mission multiple times to fix them. Apart from simply changing the model to BS3 in the ME, I also checked the weapons load-outs, the correct helmet-mounted device (defaulted to NVG normally) Set INU to no alignment needed, removed trees from areas with targets where there were no trees originally, changed some AI load-outs for SEAD where the AI was useless, plus a few more tweaks which make the missions slightly more achievable. I also cut some of the longer mission routes which involved flying for ages and then not having enough fuel. Will upload in hopefully a few days from now. Edit: Finished! Attached zip file, search for user pyates2104 Deployment Campaign for Black Shark 3 (digitalcombatsimulator.com) BS3_Deployment.zip3 points
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Kindly check the manual. You can check an option to use the "Reference aircraft". That will cause the Phantoms to spawn with "perfect" values. However, they will of course still be subject to the system while you fly them. If you think you have to constantly fly high G turns without correctly stowing your pod, you have to live with a pod that is only half as good as it used to be. Thats the consequence of flying outside of intended parameters and misusing things.3 points
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It's just an example; not something we're noting as being an actual bottleneck right now. The entire module is a product of the whole; and if there's overall more complexity involved, even small things like a few additional vertex transformations every frame can have an impact. Performance is important and while we want to push things onward in fun ways, we're not very enticed into creating unplayable, unfun experiences.3 points
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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).3 points
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2 points
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Dear all, we would like to present you the first out of a series of videos running up to release of the Phantom, which will increasingly go more and more into the various details of the module. Enjoy!2 points
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Seems that tomorrow the viggen will be getting a whole lot of updates … almost all of them are cosmetic and so they shouldn’t affect existing missions, but should increase immersion: I’m so glad to see the Viggen being maintained like this, in spite of all the F-4 hoopla2 points
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2 points
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2 points
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This is fixed internally now, it won't make the upcoming patch, but it should be in the next.2 points
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2 points
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Blah blah blah blah....Thanks for getting the hens cackling and prompting endless speculation, complaint, and impatient posts that we're all going to have to put up with for months. Just release it when it's ready and stop blowing smoke where the sun won't shine already.2 points
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If you read the forum, you will see that this campaign is going through a full overhaul. Unfortunately it won't be in the next patch.2 points
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in helos in sims it is even worse the lack of the speed sensation. The cues we use, sound and visual, are sort of like being in a fast car. if the car is not made for speed and feels like junk and handles poorly at high speed it feels like you are going very fast. If you are in a car that handles very wells and smooth it feels slower. other visual cues are other objects for relativity. each aircraft is different. In the future it will probably improve with tech. But it is just one of those things that varies with each person, aircraft and computer. A long time ago, 60 years ago? Disneyland had a ride 'Rocketship to the moon..." I believe it was named. It was a movie but with sound and a large curved screen. The seat deflated which simulated +G Forces, and inflated for -G forces. You didn't hear the air in the seat at all. Just a thought...2 points
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Finally...Hopefully this is absorbed and retained by all the decades of idiots I've dealt with who assume and insist that higher frame rates automatically 'fix' stutter. Best part of the entire article is where it's stated plain as day: "This might shock you, but an animation that is capped at 30 fps looks much, much better than the same animation varying between 40 fps and 50 fps." I've maintained for years - because I actually understand how it works - that I'd take a lower, stable frame rate (within reason) over even 100 frames bouncing around all over the place. It's not the lower frame rate that is distracting; it's constant changing between rates in real time. In fact, there's a simple way to show that that no one can really tell the difference in lower and higher frame rates anyway; they simply assume a higher rate will automatically be smoother (not true). Interestingly, there has always been a correlation between those who insist on this, and those having money to throw at top-end hardware, claiming they can see the difference in 45 and 60 FPS (for example, or even between 60 and 100). We all know the post: "I have no stutters because I'm getting 60 FPS rock solid" Someone figures out at least a couple times a year that you can completely eliminate stutters if you throw enough money at hardware Typically, what's taking place is someone wanted 'bragging rights' for the latest, most expensive hardware, but didn't want to admit that's really what they were after. So, the way to justify throwing money at bragging rights is "I can see the difference in 45 and 60 FPS". No, you can't, and it's actually easy enough to prove you can't see the difference between even 1 and 100 FPS. What you notice is variance in the perceived rate of movement, which in reality has nothing at all to do directly with frame rate. (As an aside, the same guy could be expected to be proclaiming a year later - when the next newest GPU came out - that he now has "NO STUTTERS" because he's getting 100 FPS with the new $2000 GPU he just "pulled the trigger on"...lol HINT: It's the same guy who just a year prior said he had no stutters because he got 60FPS. So how do you eliminate stutters that you claim you didn't have a year ago?) Smoother does not necessarily come from higher frame rate, and higher frame rate does not necessarily guarantee smoother. (EDIT: I fully expect to be attacked for having stepped on toes concerning frame rates and expensive, latest-gen hardware. Comes with the territory; been dealing with that for the same aforementioned decades)2 points
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MSAA + Post Process Effects = Stupid high frame times, MSAA was not designed to run with excessive post process shaders or multiple texture layers, let alone on multiple viewports. DCS even in 2D has at least 10 texture layers on most of the models, and most cockpits run multiple viewports, and globally, the amount of post process shaders is way up there. The performance penalty is huge on 2D, So naturally VR is more than twice as bad . TAA has it's quirks but will only get better, DLAA uses TAA + Tensor Core powered Shaders, FSR 3 ( I think DCS still uses 2.0), uses TAA + AMD's Shaders. I haven't gotten around to using DLSS -> FSR 3 Wrapper, to see if it's better than FSR2 in DCS.2 points
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PROBLEM SOLVED* Just changed the name of the Saved Games Folder. It created a new one - new login. and Now it works. It had to be something wrong with the DCS OPEN BETA Folder in the Saved Games. thanks.2 points
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И сейчас можно отдельные группы вражеских юнитов сделать не враждебными (запрет атаки) и невидимыми для дружественной коалиции. И по условию вернуть агрессивность и убрать невидимость.2 points
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DLAA all the way, no comparison My number one annoyance with DCS was the shimmering. Especially around towns and cities. I don't mind a few jaggies here and there, but DCS was on an other level. DLAA makes this a thing of the past. Whilst you can't quite get the sharpness of MSAA, its truly a massive improvement. Like yourself I use DFR with Quest Pro and it looks great There is ghosting, but on the newest DLSS release its reduced by a lot and it's a non issue. Especially for those of us who can remember the times where we couldn't get the FPS above the refreshrate of the headset. VR has moved in strides and I can not wait to see what Vulkan will bring2 points
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Interesting, this is the only module I have never bought on pre order think I will hold back until after release see how it all pans out.2 points
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DLSS is binary compatible. This means that you can replace the executable, but you don't get the new features. There's another video from Digital Foundry on YT that covers DLSS 3.5 in Cyperpunk 2.0. Check it out. The newer, cleaner DLSS will not be available until the Dev's add the new features to the DCS engine.2 points
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SRS is likely still the most common comm's on MP servers so definitely use it. DCS Voice and Discord would be the other most likely methods. What's used will vary depending on the server. DCS Voice still has enough issues (slowly getting ironed out) that I don't think it's very widely used yet.2 points
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I can't port a mission from one map to another without completely redoing it from scratch. Every trigger line. Then, the N2 map doesn't have some of the places where the campaign takes place - e.g. Amiens Prison? So I need to find new targets, which means all voice overs go to the trash and I need new ones, as well as briefings, briefing images and kneeboard pages. The only thing I could use from V for Victory would be the Mossie skins.2 points
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Just wanted to bump this post again, I think now would be a great time to outline the future plans for the level of detail planned for the Cyrano IVM and a brief overview of its expected capabilities and limitations, particularly its use at low altitude and in look down2 points
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Id like to add to the topic of maintenence and "swapping out" worn parts, that this is up to the mission designer and scenario to decide. What if your Phantom was created in a factory very late in a long war where the enemy shut down your supply of new parts and the tolerance for the jet has been reduced heavily. What if the jet was captured and used by a country that can't just replace tiles and has to work with what they got. The wear/tear system also tries to capture this aspect to give mission designers more options. And it might for example be highly relevant beyond fictional scenarios if we decide to perhaps make a WW2 prop plane in the future (just an example). Ultimately, no two Phantoms are absolutely identical. There are very subtle differences and you can feel that. Im aware that the wear and tear system and it's exact effects are vague and hard to grasp at the moment. Thats why we want to explain it later in more depth, for example in a video.2 points
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Could that be a switchable option? If there may be performance degradation then could there be a selection that inhibits the movement, thereby not having a performance hit? Dont know if it indeed would cause a drop in performance, but if so . . . Every little helps.2 points
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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.2 points
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Dear Simmers. There is always a way to convince the enemy that he is evil. One of them is to convince the enemy with HOTs and one way is to curse at the enemy. Another way, if everything fails, is to convince him with lead. That's why we have a G36 - this is planed. I know that the Magazine is transparent....but the renderer thinks it's not We also plan to share some inflight Video in the next months.2 points
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Every time they release an update any non hard coded frequency is randomly regenerated. Its been noted several times and honestly Ive basically given up trying to redo these documents to accommodate,2 points
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