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Yes, they'll all be released alongside the OH-6. The C-123 might just be a static object in the initial release, though. It's temporary, still working on it. Pretty like everything else Yup, it's on the list. --- A few more screens: 187th Assault Helicopter company livery pack by SWELynx17 points
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16 points
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01 March 2024 Dear Fighter Pilots, Partners and Friends, In the most recent DCS update, Ugra Media has meticulously fine-tuned the DCS: Syria Map, embodying a commitment to precision and realism. The latest updates promise to immerse you further into this digital battlefield, enhancing both aesthetics and functionality. Please make sure you update to the latest DCS version to enjoy this and all the other additions and enhancements! We're excited to update you on our progress to improve the weapon settings panel, especially pertaining to fuze settings for modern aircraft. The Mission Editor and Rearming/Refueling Panel weapons panel now caters to more complete setting up of bomb fuzes, laser code settings for Paveway II and III, cluster bomb configurations, airburst heights, and customizable parameters for seekers and control systems. Alongside these functional improvements, we've incorporated the long-awaited 3D nose fuzes based on nose fuze selection. Stay tuned for further information as we strive to deliver the most accurate simulation of such weapons available anywhere. If you want to learn more about DCS and possibly participate in the multiplayer aspect, but are uncertain about where to begin, we are pleased to introduce you to the Wolf Pack Discord community. They are passionate (21+) DCS and aviation enthusiasts with members spanning every corner of the globe across numerous time zones. Joining Wolf Pack doesn't come with prerequisites such as training or a fixed schedule; you'll gain immediate access to all areas of their Wolfpack Discord. Thank you for your passion and support. Yours sincerely, Eagle Dynamics Syria Map Recent Updates In case you missed it, Ugra Media's most recent updates to the DCS: Syria Map delivered optimized scenes and models by reducing the number of bushes, and textures while simplifying damages and car models. Ground textures saw a boost in frame rate performance due to updates to the ground vector data renderer. Detailed enhancements cover the territories of southern Israel and Jordan, featuring additions like Amman, King Abdullah II, Prince Hassan, Muwaffaq Salti, and Herzliya airfields. Technical fixes addressed relays and ILS in Ramat David airfield, and errors in objects were also fixed. The adjustments to the sea depth near the shore and a tower frequency change at Wujah Al Hajar airfield improve realism, while Ein Shemer airfield benefits from a runway extension, and added parking lots at Ein Shemer, Megiddo, and Ramat David airfields. Weapons Development Progress We are pleased to share our progress on improving the functionality of the Mission Editor Payload settings window and the in-mission Rearm and Refueling pop-up. These interfaces will allow you much finer control of fuze settings, laser-codes, cluster bomb settings, unique 3D fuze models, and more. These panels will allow you to take “weaponeering” to the next level in DCS. More specifically, we have focused on implementing bomb features that are relevant for modern munitions that include both general purpose bombs, sub-munitions, and guided munitions. This specifically includes setting the laser code (PRF) for laser-guided munitions like Paveway II and III, target spin rate at bomblet release for CBU-type munitions, airburst heights for munitions with radio-altimeters, and even adjusting seeker and control system parameters for weapons that have this capability. Based on the nose fuze selection, the 3D models are now adjusted accordingly and even include sub-variants for nose plugs. We are also including bomb casings differences between USAF and US Navy weapons. Wolfpack MP Server Wolf Pack is a thriving community across more than 10 multiplayer servers encompassing every facet of DCS: from WWII PvP/PvE missions to a modern jet competition division. They host a campaign mission every Sunday and a weekly helo mission on Tuesday and Wednesday nights. They fly dedicated WWII missions every Thursday/Saturday night. Check out the Wolfpack Discord event tabs for the week's mission schedule, or jump into our Discord voice chat when you fly to team up with other wingmen. As a dedicated DCS Community, Wolfpack welcomes members from other DCS groups. If you're part of another community or squadron, make sure to connect! Introduce yourself in the Discord "introduce-yourself" section, share your link, and recruit for your group. The aim is to foster collaborations with other DCS communities and squadrons. Thank you again for your passion and support, Yours sincerely,15 points
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As many real life pilots who tried AAR in DCS claimed that its much easier in real life than in DCS, I was wondering if there were any plans to implement the forces involved of the interconnection of the boom and the jet. I found this video of an F117 pilot talking about AAR. What he is basically saying: A one or two tons of force holding you in place and driving the connected jet around. You dont have to be particularly precise on the throttle. If we can get some more immersion on that part and with that a relief on the phase being connected to the boom, ED could implement a collision model for the boom to make refueling harder at another point of the process Here is the video: (time 33:45)5 points
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Really looking forward to the new payload settings! But please, please, please, don't forget to add short mouse-over tooltips for the different fuzes that give some basic descriptions. I'm willing to learn, but with these technical names, it will be easy to forget what is what. Tooltips should cover: What is it used for/What does it do? When was it used and by whom?5 points
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5 points
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01 марта 2024 года Дорогие друзья, В нашем крайнем обновлении мы представили очень скрупулёзно обновлённую карту DCS: Сирия, созданную нашими партнёрами - компанией Югра-Медиа. Целью обновления было повышение реализма и производительности карты; которая стала более насыщенна, как функционально, так и эстетически. Мы значительно расширили функционал панели настройки оружия/авиационных средств поражения в редакторе миссий. Она позволит настраивать не только настройки взрывателей, но и параметры сброса вооружения, кодов лазера для бомб с настраиваемой ЛГСН, высоты подрыва БЧ и установки различных типов взрывателей, где это возможно. Одновременно с этим, мы отработали смену 3D модели взрывателя в соответствии с выбором игрока. Подробности ниже. Если вы хотите получить новые знания о DCS, и летать на многопользовательских серверах, но не знаете с чего начать, то сообщество энтузиастов Wolf Pack Discord – как раз то, что вы ищете. Это большая группа увлеченных авиаторов и виртуальных пилотов (возрастом 21+), живущих и летающих во всех временных зонах земного шара. К новичкам, желающим присоединится, не предъявляется никаких специальных требований и жесткого графика при участии – они получают мгновенный и полный доступ ко всем категориям и направлениям обсуждений в Wolfpack Discord. Благодарим за энтузиазм и поддержку, Искренне с Вами, Команда Игл Дайнемикс DCS: Сирия Что нового Югра-Медиа выпустила обновление для карты DCS: Сирия, направленное на оптимизацию объектов и ландшафта. Уменьшена вариативность кустов и растительности, упрощены некоторые текстуры, модели поврежденных и используемых автомобилей. Помимо этого была полностью перестроена векторная база поверхностей, что в совокупности обеспечило значительный рост производительности при рендеринге. Был улучшен внешний вид территорий к югу от Израиля и Иордании. Добавлены аэродромы и авиабазы: Amman, King Abdullah II, Prince Hassan, Muwaffaq Salti и Herzliya. Исправлены технические проблемы с ретрансляторами и работой маяков ILS в Ramat David. Уточнен рельеф морских шельфовых зон, уточнена частота вышки в Wujah Al Hajar, увеличена длина ВПП и число стоянок в Ein Shemer, увеличено количество парковочных мест в Megiddo и Ramat David. Авиационные средства поражения Отчёт о разработке Мы рады поделиться прогрессом в улучшении функционала панели настроек оружия. Первоначально она была реализована как интерфейс для управления настройками взрывателя оружия, но с тех пор была доработана для решения более широкого спектра задач. В частности, мы сосредоточились на реализации функций, которые актуальны для боеприпасов, более совершенных, чем неуправляемые бомбы общего назначения. К ним относятся установка кода лазера (частоты повторения импульсов ЛЦУ) для боеприпасов с лазерным наведением, таких как Paveway II и III, целевой скорости вращения в момент выброса суббоеприпасов для CBU, высоты воздушного подрыва для боеприпасов с радиовысотомерами, настройка параметров ГСН и системы управления для оружия, обладающего такой возможностью. Во время работы над функционалом оружия не забыт и визуальный аспект — мы уверены, что многие из вас будут рады долгожданной возможности управления внешним видом оружия простым и удобным способом. Работа по взаимной интеграции этих систем с остальной частью DCS – будь то ЛА ИИ, авионика или наземные юниты – идет полным ходом. Мы всегда рады усовершенствовать игровой процесс и сделать наш симулятор настолько реалистичным, насколько это возможно. Следите за новостями! Wolfpack Многопользовательский сервер Wolf Pack - это бурно развивающееся сообщество, работающее на более чем 10 многопользовательских серверах и охватывающее все аспекты DCS: от PvP/PvE-миссий времен Второй мировой войны до современности. Каждое воскресенье стартует очередная миссия из кампании, по вечерам во вторник и среду - еженедельные миссии для вертолётчиков. Каждый четверг/субботу по вечерам – миссии для пилотов на “поршнях” Второй Мировой. Смотрите расписание на Wolfpack Discord, или непосредственно, присоединяйтесь к голосовому чату в Discord для использования во время вылета с напарниками. WolfPack приветствует новичков, а также вирпилов из других сообществ DCS. Присоединяйтесь, даже если вы уже летаете на других серверах! Просто представьтесь в разделе “introduce-yourself”, поделитесь ссылкой и набирайте участников в свою группу. Наша цель – сотрудничество и взаимодействие различных сообществ DCS! Искренне с Вами,4 points
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At least they are being upfront about it. I bet your ISP is collecting a ton of data about what websites you visit, when, how often, how long for, etc, etc, etc. Yet no one is screaming from the hilltops over that. Same with Microsoft I expect. Amazon is collecting everything you look at and buy, how you buy it, how often and so on and so on. Phone company the same. Utility companies.. the same. Satnav company... the same. Even Apple has been found to record breadcrumb trails of your movements, and what wifi you connect to. Banks... ATMs.... supermarkets.... petrol stations.... To be blunt about it..... everything you are doing digitally involves some form of data capture... about you.4 points
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Heatblur (info for pre orders): Shipping in progress! Our office team has been working hard over the last few weeks and shipping DCS: F-4E pre-order bonus items worldwide. We hear some of you have already received your goodies! Unfortunately due to a slight delay in vinyl production and overwhelming numbers of pre-orders with physical items, shipping of some orders will extend into the beginning of March, our sincerest apologies for this delay. Note that we do not send you a shipping tracking number, however don't hesitate to get in touch if you have questions or concerns. Thank you for all of the support, it means the world to us. We hope you'll enjoy your new shirts and Of Ghosts and Thunder by Meteor!4 points
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Hi, my original post of this problem from April 2022 became stale and has been locked recently. As the problem still persists, I repost it here. In CCIP mode, when the time-delay cue is visible and the actual impact point is below the HUD, the following should happen upon holding WPN REL: (1) the target designation pipper (visible in the HUD) should get glued to the chosen target point. BUG: the target designation pipper gets glued to the ground position that would have been hit if the bombs actually had released the moment WPN REL was pressed. (2) the flight computer should guide to the release point using the azimuth steering line (ASL). BUG: The ASL stays vertically centered in the HUD and does not provide steering guidance to the target. (3) the flight computer should release at the right moment to hit the target. This is working as intended, although the azimuth offset cannot be zeroed by the pilot due to missing ASL guidance. The "correct" behavior is described as such in the DCS F-16 manual, so I don't think there can by any doubt about whether this is correct or not. 240229-CCIP post-designate ASL.trk3 points
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I’m sure all of us want the complete module to be released Right Meow. But that’s not how complex projects like this work. Every computer software project is one bug away from being delayed. Despite their best efforts, HB or ED may find a problem in testing that could push the F-4E back weeks…months…or even years, depending on the scope of the issue and what steps are needed to fix the problem properly. No amount of “Are We There Yet?!” threads or comments will eliminate this risk. We may get a module next month…or instead a heartfelt apology because testing found an issue that will push the release back. Either way, I’m behind HB and ED. Are you?3 points
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On a general note. I test all my 170 assets simultaneous to make sure they don't conflict. If someone experience disappearing units or CTD it's most likely the case of having old versions of my assets installed, or other makers mods that conflict. In both these scenarios the solution is to be found on the user end. Thanks! I agree, the model isn't perfect, but we have yet to see it in real life also. You are totally correct on the NSM launchers, I forgot to think, haha. They're even pointed inwards on the reference pictures I'm using, as external launchers usually are. The Admiral is a great guy and we chat a lot. But we make the assets we want, the way we want. We don't have a joint venture or anything like that.3 points
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I have asked the team to review and have created a report for them thank you3 points
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Thank you very much for bringing us the USS Constellation - It appears that you bought the 3D model here. https://free3d.com/3d-model/ffgx-next-generation-frigate-4274.html I want to point a few things out, however. Firstly, as far as I know, hull number 56 doesn't go on a Constellation-class frigate, although a quick workaround could be to swap the numbers to make 65. Secondly, the NSM launchers fitted amidships should be angled inward instead of outward - I believe this is to prevent wear and tear from rocket booster exhaust blasting into the ship every time they launch a missile. Lastly, it could be the camera angle, but the superstructure and mast appear tall compared to official US Navy images and renders. I know I shouldn't be so critical and judgmental, but I'm here to provide insight and feedback based on my observations. Thanks again as always for your brilliant contributions - I think I'm getting a bit too pedantic now so I'll let others speak.3 points
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Part Three – Conclusion: Here I will editorialize a bit. Without seeing the lift, drag, and thrust models used inside the flight model, it’s hard to tell if the incorrect CL curve and the incorrect turn-time curve are related. Either way, they both need to be fixed. In absolute terms the maximum lift is a bit too high, but that is not the problem I’m concerned about. The virtual pilot does not ‘feel’ it. What is immersion-breaking once you notice it is a jet with a small, low-aspect ratio wing generating peak lift at 15 degrees of AoA or less. Those are straight-wing propeller plane angles. Additionally, the way CL increases at low speed reduces the normal variation of AoA with speed. Practically speaking that will degrade the responsiveness of the aircraft when the pilot tries to control airspeed correctly with AoA, especially on landing approach. I think there is a reason so many DCS players struggle to make stabilized landing approaches in the -21. Likewise the steady turn rate being slightly too high is not the main problem. The main problem is the shape of the curve. On the real MiG-21, slowing down below M0.5 decreases performance. On the simulated MiG-21 right now it does not lose any performance, and experienced players know to hold AoA in the red and slow down to stall speed for maximum turn rate. This becomes almost a complete inversion of reality when thinking of tactics and flying technique. I don’t want to beat a dead horse much longer, but it’s worth saying again that there is not even one supersonic jet known to behave this way. There are too many diagrams to show here and many of them I am probably not allowed to post. Instead I will just list the fighters that we either see in DCS or know from public data do not turn faster at minimum speed, and leave finding the charts I am looking at as an exercise to the interested reader: MiG-19 MiG-23 MiG-29 Su-27 F-4 F-5 F-8 F-14 F-15 F-16 F-18 F-20 F-100 F-104 Mirage III Mirage F1, Mirage 2000 JF-17 Draken Viggen That is a long list, but alone does not mean the MiG-21 cannot have a second turn rate peak at its stall speed. What is does mean is that this behavior is only believable if specific data backs that up. The specific data we do have does not. Lift_uua_28_clean_2.trk Fishbed_sustained_7511_r3s.trk3 points
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As we all know, FC3's aircraft are Standard Systems Modeling and they do not have as complete functionality as Advanced Systems Modeling. Therefore, the functions of FC3 are relatively limited and highly homogenized/templated. In the recent 2.9.3 update, we have obtained new models of the FC3 aircraft, and the cockpit has also been made high-definition, this is exciting news. But it seems to be just an optimization of the texture. As for the avionics animations of some aircraft, they are still missing, such as The A-10A’s autopilot switch has no switching animation effect; The F-15C's landing light switch does not toggle with animation; The Su-25A navigation light switch has no switching animation effect; etc…… These missing cockpit animations actually correspond to the available avionics functions. I hope that the existing functional status switching of FC3 aircraft can provide feedback at the corresponding positions in the cockpit. Regarding this, the cockpit animations of Su-27 and Su-33 are almost perfect. At the same time, I would like to know that the inHg pressure setting value cannot be seen from the F-15C’s barometric altimeter. Is it true that there is not one, or is this function not simulated?2 points
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DCS Version: DCS Standalone 2.9.3.51704 NO MODS Hello All. After talking with some friends we have discovered that the yaw/side slip angle in the Viper doesn't seem to be matching up to real life. So naturally I went on the hunt on the forums to see if there were any bugs reported about this issue and I was happy to report there was bug report about this issue but the issue seemed to be dismissed rather quickly and said it was correct-as-is. After further searching I was lead to another bug report that was listed as "Fixed" on January 9th, 2023. After jumping into DCS and confirming the issue is still there, I have decided to report this problem and put a little more pressure to see if it gets fixed. To describe the issue at hand when you go into knife edge flight typically around sea level you can maintain altitude no problem. We are of course talking about a clean F-16. When I tried this in DCS, I found that no matter what airspeed I was at I could not maintain altitude and the nose slowly sunk. In the previous post I refereed to above, it was stated to maintain altitude in knife edge flight you must be at 85 degrees of bank. So I went back and tested this out with no success. It stoked my curiosity so I went digging and found a Thunderbird HUD footage of them doing the same maneuver at around 10,000 feet. I noticed that the bore sight cross in the HUD was able to maintain 10 degrees of side slip angle. After looking back at the track I confirmed that the DCS F-16 bore sight cross barely even gets to 5 degrees side slip angle. I'm assuming there is something either in the FLCS laws that is preventing the yaw angle to get past 5 degrees or it could be not enough side lift on the body. I came to the conclusion it could not be the yaw rate limiter because the angle of attack is no where near where it begins to limit. There could be some false reading as-well causing the yaw rate to be limited. Either way it has been around 2 years since this bug was first reported and I hope the team takes a closer look at this. I have included a video side by side comparison as-well as the raw track file. Cheers, Panic VIDEO EVIDENCE LINK: https://www.youtube.com/watch?v=7WGqNw99EhY F-16_Side_Lift.trk2 points
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Nah dude you just need to drop the attitude and go and read the manual, there seem to be a difference between how you think the module works and how it actually does work.2 points
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I think that would depend on the altitude. Or(and more likely) how it affects the stability of the aircraft as such. Anyway, if you read the German Luftwaffe manual, overall airspeed limits and airspeed limitations for safe ejection of tanks are specified. Maximum allowed airspeed with CL tank is stated as Mach 1.5 Jettison speed limits: Min speed: 240 KIAS, max: Mach 0.85 Maximum allowed airspeed with wing drop tanks: Mach 0.9 Jettison speed limits: Min speed: 300 KIAS, max: Mach 0.92 points
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Thank you all for helping to stress-test "Levant". The mission is now up for download from ED's servers.2 points
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yes the grey ones if I remember correctly enjoy!2 points
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Absolutely. And a damn shame at that.2 points
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Update: Version 17 has been uploaded to the Git Hub with the SuperBug suggestion from Triagati, I tested this with my UFC and Super bug and confirmed it was working. Thanks all for the interest and support. Download Link to Version 172 points
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Oh and by the way: Will we eventually see a ground unit/structure damage modell update, for those fuzes to actually make a difference? I fear that with the current damage model, fuzes for HE-bombs will most likely be novelty and cosmetic items. For delayed fuzes, we'd need proper penetration mechanics (structures, ships, maybe even tanks) as well as ground skipping physics (i guess for WW II mostly). Proximity fuzes would need some kind of basic shrapnel effect simulation against soft targets for them to make any difference.2 points
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Absolutely, couldn't agree more. I might add, though, that at one point, there were people who *were* 'screaming from the hilltops' over it - and rightfully so. What happened then is a testament to the stupidity of mankind: More and more people forgot about their privacy, and security, gladly giving it up to be able to lazily click on something and find a picture of Britney Spears naked (albeit faked), or a movie or music they didn't have to pay for....what they did was exactly the same as a donkey with a carrot hung in front of him. "I don't care what I'm giving up, I want the free video/music/naughty pics/whatever...after all it's FREE" Well, news flash: It ain't free. NOTHING in this world is free save maybe the love of your family and that of the Almighty (and the family can be questioned at times lol). We'd have been fine, had all the geniuses listened. We could have put a stop to it at the onset, as consumers. Unfortunately, every time someone (rightfully) tried to speak up, here come the geniuses: "You need to stop complaining and just upgrade..." "It's not hurting anything, it's helping me see when things I want are on sale..." blah, blah blah. Right on through Windows 7 to Windows 10's forced updates...how long do you suppose it will be before Microsoft wants to charge everyone f**king monthly subscriptions to use *our* hardware? (Hint, they already intend to). The *real* problem, to be honest, is those who say it's normal, it's to be expected, and we should just accept it. Sooner or later, everyone's going to realize all the convenience and naked pics of Britney Spears on the planet aren't worth what it will cost. We should've heeded common sense when this all started. We should've raised hell then, and stopped it. I personally was among those 'screaming from the hilltops' that this was all coming. And I was attacked by "this is normal, to be expected..." "You need to just upgrade..." And *now* everyone's crapping in their pants at what they've finally realized is going to happen??? Benjamin Franklin is credited with saying "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety." I'd submit a more modern take on the concept: Those who give up their personal identity and privacy to get "free" pics of Britney Spears naked, and have someone else picking over their food from the grocery store, deserve all they get2 points
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Looking great. Thanks for the progress update too. You’re both gonna spoil us with all these goodies. I’ve had my face painted up in readiness, jungle cammo getting some funny looks in M&S but I’m styling it out. Best of luck with the tinkerings.2 points
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Я немножко поправлю Пункт 2. Не 3 м/с, а 4 м/с. Пункт 3. Не косую, а осевую обдувку. Пункт 4. Не 92%, а 88%. Ну так скажу, без обид. Тебе стоит самому разобраться в том, что ты пытаешься объяснить. Все просто. Шаг ваерх-правая педаль, шаг вниз-левая педаль. Так же педалями ты можешь разворачивать на висении. Куда хочешь лететь- туда наклоняешь ручку, если вправо-ручку вправо, если вперед-ручку вперёд. Если тебе надо развернуться в полете, то ручку в сторону разворота и той же педалью помогай. Тренируйся, все получится. 100 взлетов и 100 посадок сделай, потом расскажу как летает вертолет))2 points
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The F-15E was released when there was still the OB with a much more rapid release schedule.2 points
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And how exactly would adding some kind of artificial and unrealistic sensation of speed help with making it less „arcady“? And what is your supposed solution to this? Speed is a fact not a feeling. Moving x nm in y minutes gives an objective speed. You can’t change that. Same for the relative size of objects. You can change the superficial perception of speed by the means discussed at length in this thread…. But how exactly would you suggest to do it, without being artificial and unrealistic?2 points
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Unless you are very, very heavy, 200kts is just way too fast. Also, don't fly a speed, fly the AoA. After all, you want to touch down as slow and safe as possible.2 points
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New video, demo how the standalone avionics works alongside with F15C avionics. So we could have A/G, A/A, BVR, TWS, HMCS in ELYTRA2 points
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This is a issue since MT. You are not the only one who noticed. I was hoping for a fix last patch I suggest you open a bug report in the proper forum section It will get noticed there, and reported to the team once confirmed. There may already be a thread stated about this issue. I agree. We need the smoke back! Have you tried to damage a ship? If you want smoke, try that! LOL The burning and fire effects are WAY better! Maybe Too much so. @DOL I love your ships! Any plans for new WWII ones? Keep your Ammo dry!2 points
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It used to be a valid tactic. A formation of F-4 could, as was done with Tornado, launch a barrage of ARM’s from one or two in your attacking formation - be it Shrike (F-4), or ALARM or HARM (Tonka), the follow up would be iron bombing either direct or lobbed in. The axiom was “poke ‘em in the eye before you knee ‘em in the balls”. Blind then batter. The ARM’s would not severely damage the ship target, but would shred the emitters, effectively blinding or severely degrading their ability to track, thereby allowing the follow up to close and bomb (with limited ship defences).2 points
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Hi, Dont get confused about MT and ST they were both part of stable and open beta before the merge and nothing has changed yet. You still have the option to use ST or MT via the bin or mt-bin folder. Eventually ST DCS will be removed, but while we tweak MT DCS it is still an option thank you2 points
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23 February 2024 Dear Fighter Pilots, Partners and Friends, We’re delighted to announce the release of a free texture upgrade to the J-11A, Su-27, Su-33, F-15C and A-10A in the latest update. These Flaming Cliffs 3 aircraft have received significant texture improvements and Physical Based Rendering, PBR. We look forward to your feedback. Please check out the Flaming Cliffs 3 upgrade video. We are thrilled to embrace a unified DCS World, where everyone can enjoy the most cutting-edge content together. Your feedback has been invaluable in guiding this decision, and we look forward to a more cohesive and collaborative community experience. Get ready for a new Maple Flag challenge with the new F-15C Aggressors Air Combat Maneuvering Campaign! This campaign aims to sharpen your dogfighting skills and put your tactics to the test in a set of pulse pounding missions. This Sunday 25th of February, we will be discontinuing the new user 50% discount. In addition, we will soon be introducing a new ED Miles program for the benefit of all new and existing users. Please stay tuned for further announcements. In the meantime, we want to extend our heartfelt thanks to you all for being a part of the DCS community. Your energy, feedback, and support drives us onwards and upwards. Thank you! Yours sincerely, Eagle Dynamics Flaming Cliffs 3 Upgrade The DCS: Flaming Cliffs aircraft have received a texture refresh upgrade to their cockpit and external model textures. The F-15C, A-10A, Su-27, Su-33, and J-11 have received new cockpits and external textures, and the Su-25 has received new cockpit textures. These upgraded cockpits focus on detail and realism and include Physical Based Rendering (PBR) textures. This free upgrade propels Flaming Cliffs 3 to 2024 texture standards and promises to maintain Flaming Cliffs 3 as an excellent choice for new and veteran DCS pilots. Our goal is to further improve the new user experience in DCS. The Flaming Cliffs 3 aircraft provide professional-level flight models but with simplified controls that result in a shallower learning curve for new virtual pilots. The F-15C, A-10A, Su-27, Su-33, J-11, MiG-29A, MiG-29S, and Su-25 provide a variety of aircraft that range from air superiority to attack. These come with a wealth of missions and campaigns and are operable on most online servers. If you are not already flying Flaming Cliffs 3, now is a great time to jump in and enjoy this great value. DCS World Development Report In our ongoing commitment to providing a seamless and streamlined experience for our pilots, we're thrilled to share positive news on the transition to a single-version approach, eliminating the distinction between Stable and Release versions. This move is aimed at ensuring all players enjoy the latest features, updates and improvements simultaneously. Please make sure to get familiar with the more harmonious and collaborative DCS World by updating to the latest version now! Notably included in this update is a performance improvement for terrains, an impressive set of new liveries from Polychop for the DCS: SA-342 Gazelle, as well as improvements to the DCS: MB-339 flight and collision model by IndiaFoxtEcho. We have also delivered a large number of bug fixes for DCS: AH-64D, DCS: F-16C Viper and DCS: F/A-18C. For a list of changes, please check out the full changelog. F-15C Aggressors ACM Campaign by Maple Flag The F-15C Aggressors ACM campaign puts you in the cockpit of an F-15C Eagle as a new Aggressor pilot with the 65th Aggressor Squadron at Nellis Air Force Base. Based on real world procedures, you will fly as Red Air against Blue Air Forces. You will face a series of challenging Air Combat Maneuver (ACM) missions against dissimilar aircraft with a wingman for assistance. Each mission will comprise two 2 vs 2 air to air engagements. Tankers are available if you wish to refuel before the second engagement. Your opponents include the F-4E, F-14A, F-15C, F-15E, F-16C, F/A-18C, M-2000C, MiG-29G, CF-188, MiG-21, Su-27 and an unknown type. Three campaigns are included in the download package to allow you to fly against Rookie, Ace and Random AI opponents. Additionally, there is an 11 mission practice campaign against the Rookie and Ace AI with in-air starts so you can perfect your ACM tactics and techniques. Key features: Over 1800 voice overs 49 pages of briefing material including the RED FLAG Spins, Red Forces In Flight Guide Maps, Diagrams Custom Kneeboards and Mission Data cards We hope you're as thrilled as we are about these latest developments in the world of DCS. Please remember that the Lunar Sale is in its final hours and ends on the 25th of February at 15:00 GMT. Do not miss out on this fantastic opportunity to land something truly special! Thank you again for your passion and support, Yours sincerely,2 points
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Part Two – DCS: With a basic grasp of the real-world data, it is time to look at the behavior of the MiG-21bis module in DCS World. Let’s start again with coefficient of lift. This is straightforward enough to measure. Perform a decelerating turn at constant AoA, record the altitude, TAS, and G-force at a few different speeds, then calculate CL at each point. My result is not as clean as it could be, but it says all that needs to be said. I’m confident this is accurate because it matches what several other forum members have measured in the past. In very simple terms, the lift at 28 units indicated AoA is swapped with the line of maximum lift, just like the chart in the Russian language tech manual. According to all the evidence from part one, this is not correct. 28 units is not even the maximum lift in-game. There are two possible explanations: The ratio of indicated AoA units to true AoA degrees on UAA-1 in the DCS MiG-21bis simulation is not constant and increases rapidly at low speed. The parameter of lift vs mach in the DCS MiG-21bis simulation is not correct. The first possibility can be quickly eliminated because the ratio of AoA units to degrees in-game currently decreases slightly at lower Mach numbers. Here is my measurement at 28 units. Other forum members have measured this in more detail. At low speeds, this is about 13 degrees of true AoA generating CL of at least 1.15 --- an extremely steep lift curve for a wing with an aspect ratio of about 2.2. How steep is 1.15/13 exactly? There is no wind tunnel data easily available for the MiG-21, but we can sanity check this against abstract literature, or other delta wing designs. Fortunately NASA makes this easy. They reported on a scale model test in the 1970s comparing the F-5A wing with some other planforms (https://ntrs.nasa.gov/citations/19740018330). More specifically, they tested an un-cambered tailed delta wing with AR=2.1, and a swept wing with AR=2.8. While the report does not say “Fishbed” or “Phantom”, just take a look and judge for yourself what they were thinking of (in 1974 America): The real MiG will vary slightly from this proxy, but not by much. Here is the CL NASA measured for each wing: Remember what I said about drafting errors? Fortunately NASA only connected two dots incorrectly, and the legend is correct as confirmed by other pages of the report. Here is the page for the delta specifically. I have added where the DCS MiG-21 lands. It is over 60% steeper, even assuming the chart in the MiG-21 manual represents tail installed but without deflection. Notice also that the test CL at 13 degrees is 0.72, just about equal to what the manuals claim for 28 units. Coincidence? Maybe. This is only one data point, so it’s also good to sanity check with the expectations of abstract literature. Fortunately delta wings are very well studied, and at this point almost a standard teaching aid for wind tunnel tests. Using the Polhamus model for vortex lift (https://ntrs.nasa.gov/citations/19670003842), I get CL(15deg) = 0.76 for AR=2.1. That matches perfectly to the line for δh = “off” in the chart above. The lift curve of the DCS MiG-21 is simply not plausible. CL/deg of 0.09 belongs to a completely different category of wing. One might reasonably assume that an implausible lift curve slope will result in other implausible behavior. In other words, it’s now time to look at sustained turn rate. This module is quite famous in the multiplayer PvP community for sustaining its best turn rate at minimum speed, but proponents often point out that the real sustained G charts do not go down below 0.5 Mach. True enough, but really beside the point. We can look at the turn time chart and see the problem without extrapolating anything. To illustrate, I’m going to borrow data from the extremely useful compilation of automated testing by @totmacher at dcs.silver.ru. I hand-flew some tests before my two week trial ran out to sanity check that the extreme low speed performance is not an artifact of the automated testing. A .trk is included, but the precision of the automated test is simply far better than what hand flying can achieve. If more data is really needed to illustrate the problem, I know some other community members have been collecting extensive hand-flown data recently. Now here is an overlay of that automated test against the tech manual turn-time chart for standard afterburner at 1000m altitude: Turn rate at higher speeds matches OK (probably this is where it was validated in development). To see the real problem, just look at the slope of the curve at M0.5: The turn rate of the real aircraft is slowing down The simulation is not We also know that the turn rate even gets faster (turn time goes down) below that speed in the simulator, but it’s not necessary to look there when the problem is already evident. Showing data from in-game below the minimum speed of the IRL plots seems to generate a lot of controversy for some reason, so I am avoiding that.2 points
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I am growing tired of people who give the answer ‘ fly MP and your problem is over’. NO fix the damm AI. MP is boring as hell and I DO NOT WANT TO FLY MP! Apology for rant.2 points
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