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  1. That's right! That's right! Yes, it is! null https://drive.google.com/file/d/1PvzOzcpLKPBufO4UFW4kQ8ehySeQnOk0/view?usp=sharing Read the manuals The truth is, I stopped using DCS a while ago, so I'm just getting back into it. So I thought I'd bring you the latest dev version of the pack that's been sadly waiting. So here's what's new, because there's a lot of it, even if I never found the time to finalise the AMX-30s, sorry: - Leclerc redesign - AMX-10RCR redesign - New optics - Redesign of complex armour. - Mavick drone added - Infantry added - Real engine performance added. - Shell improvements. - Leclerc tank manual - Manual modpackscript - Added modpackscript with manual, allowing you to : - Create your own armoured group that obeys only you and whose AI is enhanced, giving you ammunition and status reports, as well as allowing automatic or manual artillery strikes at the click of a button across the battlefield. (No Combined arms required) - Request air support, CAS or SEAD. (No Combined arms required) - Request reconnaissance by Mavick drone (Yes, as in Ukraine) - Request supplies. (No Combined arms required) - Build fortifications and minefields (no Combined arms required) - Mask yourself using the smoke grenades available on some of the tanks in the pack. - Repair armour. - Request night illumination (no Combined arms required) - Carry out effective suppression fire on vehicles with little or no armour. - Get heavy armoured vehicles to
    7 points
  2. WIP Merlin engine textures WIP Flap Internals Refined Vert Stab 3d model (using the same textures so it looks identical)
    7 points
  3. This is an early stage texture now This is a LOW-RES texture. However, I plan to RE-MASTER it in 4K detail soon. part of livery, IC pass OK https://www.digitalcombatsimulator.com/en/files/3313768/ Air to Air weapons Completed -AIM_120С -AIM-9M -AIM-9X-main -AIM-7M -AIM-9L -AIM-9P5 -AIM-9P -AIM_120B -AIM-7F Planned -R-77 (FC3) -R-73 (FC3) Air to Ground bombs & missile https://www.digitalcombatsimulator.com/en/files/3336172/ Completed -GBU-12 -GBU-24 -GBU-31 -GBU-38 -GBU-54 -MK-82 -AGM-88C Planned -MK-82 AIR -MK-84 -AGM-84 -AGM-130 -MAVs Etc -MXU-648 planned missiles are currently counting all Rivets LOT labels for the bombs are WIPs It may be modified or changed depending on the reference Rivet counting How to install Chose the livery you want, open description.lua with notepad and copy n paste the following text livery = { {"AGM_88", DIFFUSE , "agm_88_diff", false}; {"AGM_88", ROUGHNESS_METALLIC , "agm_88_diff_roughmet", false}; {"GBU_12", DIFFUSE , "gbu_12_diff", false}; {"GBU_12", ROUGHNESS_METALLIC , "gbu_12_diff_roughmet", false}; {"GBU_38", DIFFUSE , "gbu_38_diff", false}; {"GBU_38", ROUGHNESS_METALLIC , "gbu_38_diff_roughmet", false}; {"GBU_31", DIFFUSE , "gbu_31_diff", false}; {"GBU_31", ROUGHNESS_METALLIC , "gbu_31_diff_roughmet", false}; {"GBU_54", DIFFUSE , "gbu_54_diff", false}; {"GBU_54", ROUGHNESS_METALLIC , "gbu_54_diff_roughmet", false}; {"GBU_24", DIFFUSE , "gbu_24_diff", false}; {"GBU_24", ROUGHNESS_METALLIC , "gbu_24_diff_roughmet", false}; {"MK_82", DIFFUSE , "mk_82_diff", false}; {"MK_82", ROUGHNESS_METALLIC , "mk_82_diff_roughmet", false}; }
    6 points
  4. For anyone asking same question as i do. They do work on it, no ETA (thanks god, we have enough ETAs that repeat multiple times). They are working on full simulation, aiming for same standard as rest of module is held on to. We just have to wait. This type of radar will be first of the kind in DCS so better to wait instead of ending up with some joke.
    6 points
  5. Fragmentation based damage model confirmed
    5 points
  6. Due to a reduction in the cost of materials, I am able to lower the production costs and pass this saving on to you! Was £150, now £139.99! What is Slugmouse? Slugmouse is a wireless, finger-mounted mouse button and joystick button emulator. It's available now and usually ships within a week of placing your order. Used alongside a VR headset that can convert hand movements to mouse pointer control, you can interact directly with cockpit switches, dials, levers, buttons, knobs, etc., just by pointing with your hand and left, right, scroll up, scroll down buttons. The Slugmouse also supports a middle mouse button on the right hand and a back button on the left. Alternatively, the Slugmouse can be configured as a joystick device, providing five extra buttons per hand. The Slugmouse is plug-and-play, or rather, pair-and-play, as it connects to your computer via Bluetooth. It does not require calibration, and the battery will last for days, with recharging taking less than an hour. Battery status is provided on your Bluetooth device screen in Windows. The Oculus Quest 2, Oculus Quest Pro, and Oculus Quest 3 support hand tracking. However, purchasing an Ultraleap Motion Controller can add hand tracking to any headset. You will also need to install the free Hand Track Cockpit Clicking (HTCC) OpenXR API layer for both the Oculus headsets and the Ulraleap Motion Controller. HTCC will convert the hand tracking to mouse pointer movement. For details about configuring HTCC, please refer to the HTCC website. Here's a video of it in action: a cold start, taxi out, departure, a circuit of the airfield, and arrival. Here's a review by TFS: To recap: Finger-mounted, one on each hand. Wireless. No calibration is required. Auto and manual standby options (user configurable). Press the middle button to wake up instantly. A battery life that will meet the needs of the longest missions and more. Less than an hour to recharge using a USB-C cable Standby mode battery lifetime of days. Emulates left, right, scroll up, scroll down, back and middle mouse buttons or can be configured as a game controller (DX buttons). Scroll up and scroll down speed increases when held down. What can I use the back and middle mouse buttons for? You can map them to anything in DCS. For example, the middle button on the right-hand Slugmouse could be mapped as the Pilot Salute, and the middle button on the left-hand Slugmouse could be mapped to Pilot Ready to Taxi. How much does Slugmouse cost? A pair of Slugmice plus the Slugcase is £139.99 plus P&P. Shipping to most countries is available. How long will it take to ship? Production time is usually a week or less from receipt of payment. How do I order a pair? Send me a private message or email me at team.slughead @ outlook.com (remove the spaces around the @ symbol) with the ring size of your left and right index fingers, the headset you intend to use the Slugmice with, your name, shipping address and your PayPal email address. Be sure to use a ring gauge to measure your ring size. Using tape, string, etc, will not give an accurate size and will leave you disappointed. If you use a plastic adjustable ring gauge, do not lay it flat to measure it with a ruler. That gives an incorrect measurement. If your ring gauge has a number or letter, provide the number or letter, e.g. US12 (left), US13 (right) or Z (left) and Z1 (right). Alternatively, the best option is to go to a jeweller and be measured professionally. This is usually a free service. Remember to consider room for swelling when you are hot, so don't choose a tight ring size. At the same time, you do not want it to be loose. The Slugmouse comes with three lower ring tangs of different sizes: small, medium and large, with the medium size matching your finger measurement so that you can change the fit slightly to accommodate swelling and shrinkage of your fingers. How do I pay? A PayPal invoice will be issued, which you can pay by credit or debit card whether you have a PayPal account or not. Once I receive your ring sizes, name, shipping address, and email address, I will issue you a PayPal goods and services invoice. Shipping Costs Typical shipping costs (may vary): UK: £9.95 Tracked 24 with Signature Ireland: £19.95 International Tracked and Signed 3 to 5 business days Australia (mainland): £26.95 International Tracked 6 to 7 business days Canada: £24.95 International Tracked and Signed 6 to 7 business days France (mainland): £19.95 International Tracked and Signed 3 to 5 business days Germany: £19.95 International Tracked and Signed 3 to 5 business days Italy (mainland): £19.95 International Tracked and Signed 3 to 5 business days Netherlands: £19.95 International Tracked and Signed 3 to 5 business days Spain (mainland): £19.95 International Tracked and Signed 3 to 5 business days USA: £26.95 International Tracked and Signed 6 to 7 business days All packages are sent with tracked and insured shipping. Shipping times are from the date of shipping, not the order date. Please ask for other countries. How Do I Change the Tang? PICO4 Users: Please follow the instructions here: Troubleshooting Ensure that "hot plug" is disabled in DCS settings > controls. Failing to do so will introduce stutters or severe pauses in the gameplay when the Slugmouse wakes from sleep. If you are using Virtual Desktop, ensure that "Hand tracking" is enabled in the "INPUT" screen of Virtual Desktop. If your Slugmouse is paired but the buttons are not creating mouse clicks or joystick button presses, remove the device from Windows and try pairing again. This can happen if you attempt to pair both the left and right Slugmouse to the computer at the same time. Slugmouse is based on a design by rafgaj78, although it has been completely re-engineered and improved in hardware and software from the ground up. If you would like to build your own, you can find details of rafgaj's design here: https://github.com/rafgaj/Mouse-buttons-and-wheel
    3 points
  7. Hi all, I figured out what is the problem concerning the 'black' Prowlers (missing skins) and how to fix it. The problem is caused by the fact that most of the mods textures (mostly DDS-format) are not accepted by the DCS system anymore (labeled 'unknown format' in DCS log file). So you have to open the unaccepted files and save them again in DDS-Format. Do not change settings in saving/rewriting process. Just open and save again at the same place (folder). You have to do that with the files in the Liveries folder of your Prowler as well as in the Textures folder (both in 'saved games' area). Concerning the Textures folder you have to unzip the EA_6B.zip file, then do the load and save procedure and then pack all files again in new zip-file named EA_6B.zip. To load and save the files I recommend the tool Paint.net (https://www.getpaint.net/) Again: Do not change settings in saving process (should read as displayed by file attached). Okay, it is a little bit 'monkey work' to rewrite all the DDS-Files this way but in the end it does the trick. All skins show up again! Rango
    3 points
  8. Finally have flown enough to form an initial opinion: Overall - I think the FM changes are very good, excellent work from ED. BFM feels much closer to real life as far as I've heard/been told/researched. Nose low game plans finally work which is wonderful. It also seems to regain energy slower which is also more realistic as far as I've been told. Flying in DCS feels more like flying an actual jet and less like being on rails. It took a bit to get used to it, whether its BFM/CASE 1 or AAR, but after getting used to it, I'm quite happy with it.
    3 points
  9. Hi, In the Hornet roadmap, it's indicated that the INS and GPS simulation has been completed. But the INS modeling in the hornet is very lacking, INS fix methods are not present (even if in GPS-denied missions the INS would drift) and the DMS also lacks functionalities like the option to pan around the map. Can we expect some additional features in the INS modeling in the future? In the F-16 for example, various INS fix methods have been implemented. Regards
    2 points
  10. 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,
    2 points
  11. Thanks ChillNG - Yes to removing MODS. I know its a pain and I do love some of the MODS but by other devs comments they more often than not cause weird errors To access different versions of missions use SKIP button to cycle through available missions. Have added some smoke to the training camp to make it more obvious. Didnt want to make the task too easy for players but hopefully this should help. Will add to both versions of the mission. Thanks for the feedback, all noted
    2 points
  12. Thank you Chillng Sir, i will start removing the mods and try again.
    2 points
  13. If it helps, every single time I've had reports of triggers activating when they shouldn't it's been caused by a mod - they affect things in many mysterious ways.
    2 points
  14. Welcome back My Friend! I trust all is well. Boy am I glad you are still with us! A heartfelt Merci for this up-date!
    2 points
  15. I have never reported this as an issue simply because at first I thought it was something that was only affecting me and I assumed it might an issue with my PC and Nvidia Grphics Card. The first time it appeared as an issue for me was with the MAM A400 mod that suddenly went textures weird, I spoke to a few other guys and between us we came up with a solution - pretty much what you are finding now - redo the dds texture files. Since then I have seen several posts that appear to address similar issues, with different mods. I have never noted or seen an ED response to any of the issues mentioned. It does not make any sense to me - it wasnt an issue before 2.8 so why now, what has changed in the core game. - I dont know. As I said, I cant think of any reason why this should be happening, and I long gave up reporting issues involving non ED Mods to ED - thier solutuion is always the same - remove the Mod. I get on and try to fix it myself.
    2 points
  16. We all do. Sadly the circumstances won't allow that to change any time soon (with the exception of the upcoming MiG-29 - so at least we have that).
    2 points
  17. Не знаю, было уже или нет, на всякий случай прикреплю:
    2 points
  18. Sorry but that's nonsense. Our friendly neighbourhood community managers at ED have stated several times they want a FF Su-25 even more than we do. But their hands are tied - at least for the moment.
    2 points
  19. Flappie here u go mate Caucasus too dcs.log-20240303-121842.zip
    2 points
  20. Engine warmup time. Not all of us are unemployed with unlimited play time.
    2 points
  21. seriously we need more ww2 skins by @II.JG1_Vonrd
    2 points
  22. In fact, I had precisely that problem, depending on how "aggressive" I hover sideways. For me, it feels hard to control the Gazell in that case. But honestly, my checks are not that deep, and I do not have practice in the actual Gazelle. I often make the same mistake as my Russian fellow pilot, overestimating the simulation part in DCS compared to the coasts. A disappointment is a not fulfilled expectation. 90% of Players may not even understand the physics he is talking about. The good thing is, that the team is still improving the flight model, and with the participation and reactions from RL Pilots the obvious glitches may disappear in future updates. Most important for me, the fun is back and with a little more Power, lets say 500 + horsepower I am the happiest guy in the world, don't care about to much phyiks. Greatings to Russia, unfortunate all of his videos are in Russian, so it is hard to follow. But to see the different opinions ad expectations, is very educating an entertaining.
    2 points
  23. I have started reviewing all ED modules and asking for some better consistency and updating of older glass. I can't promise this will be a fast task but I will have everything reported internally that I can monitor and review from time to time. I apologize as I know this is a big issue for a great many of you and in some cases we have made the reflections look good if you are a camera but less so for the human eye (yes I did testing in my Ford Edge).
    2 points
  24. Updated wording to cover current forum better.
    2 points
  25. April 1st at the latest. If it's not already then I can't guess.
    2 points
  26. After the last update, I get the same performance on Syria that I do on PG and Caucuses…pretty amazed at how much VR has improved recently and especially on this map. I still have some slight performance issues flying warbirds on the Channel map for some reason. but man…at least turn forest details and terrain detail sliders to .5 and see how that helps. Terrain detail can be really hard on VR at low level. Personally, I can’t tell the difference between cockpit texture at medium and high (and I’m at max resolution for my OQ2 with PD 1.3) so I dropped that. I just think -in VR- you are getting diminishing returns on a lot of those high settings
    2 points
  27. This is how a third party developer should do things. They actually get fixes and changes in. Not blow smoke. thank you
    2 points
  28. hahaha, boys, tnx you alot, i did it!! ))) i mean i didn't refuel the whole thing but, big but, i did manage to connect in very short time and in controlled manner, and refueled for my record 30+ seconds, still overwhelming experience being THAT close to the tanker so i had some issues but over all amazing feeling, i am beggining to see benefits of being able to fly formation,refuel in actually moving the plane through waypoints and approaching airfields, CV during landing, its all much more smoother and more logical, its a beautiful experience wow. You guys deserve a shout out for real, you really did make an impact, my crappy X56 isn't actually responsible for my previous blunders (though still crappy and will be buying VKB whole set -including pedals as im also fan of the shark and hind, down the line Apache as well). Its funny, how DCS can be fun for all the different reasons to many ppl, some enjoy blowing stuff on the ground, others raking air kills in MP, to me doing the "basics" the right way and since i'm not a pilot its a full commitment and hard thing to get right on the get go. Now i can do the rest of it, navigation, frequencies, using TACAN, my god such a noob i know, and only then tactics, air to air, air to ground, and during all this not to forget to do 5 refueling missions per week for 10 min max to refresh and imprint as much of the movement into my muscle memory when its still "fresh".
    2 points
  29. Bit (very) late to the party, but thank you so much for adding this base!
    2 points
  30. Thanks a lot! It's unplayable without doing core 0 trick. ED need to fix this.
    2 points
  31. Grubby, I flew the TA-4J in training with the US Navy. The flight model is excellent with one exception, landing. Regarding sensitivity of the flight controls in a sim, the original aircraft had a roll rate of 720 degrees a second, two complete revolutions in that second. Full stick deflections were limited to one roll of 360 degrees (one half second) due to the probability of entering a "coupled roll" where the aircraft could become unrecoverable. It was an insanely responsive platform! Regarding landing, the flight model is terrible. Response to power to control glideslope is not even close to the real aircraft, or any aircraft I have flown. Not sure how one would fix this as other sims have gotten it right in the past, most notably Janes F/A-18 from many years ago. A suggestion: Use the axis tuning tools to reduce the sensitivity in the areas you are struggling with. Here are my settings which may give you a place to start. Pitch - Deadzone = 8 / Saturation X = 100 / Saturation Y = 80 / Curvature = 30 Roll - Deadzone = 8 / Saturation X = 100 / Saturation Y = 70 / Curvature = 35 Elevator trim speed = 33 Aileron trim speed = 33 Rudder trim speed = 50 I am constantly trimming throughout a flight, which is/was normal for aircraft of this era. Modern fly-by-wire lawn darts are junk in my opinion because the pilot does not actually have a feel for what the plane is telling him through its trim. Trim is the original "force feedback" as it always told you what was happening aerodynamically with the airframe. Modern jets breed terrible pilots. This jet was a joy to fly, one of the best aircraft I have ever flown. Responsive, nimble, honest. A good pilot could spank the crap out of any jet out there in its day, F-4, F-14, F-15, F-16, Mirage, MiG (pick one) in a tight fight. The combat slats gave it control at low speed that was just amazing. All it lacked was a solid radar, which is also fairly well represented in the game. The cockpit was so small most pilots had to turn sideways (myself included) to bring the canopy down or it would pinch/catch the sleeves of your flight suit! It was like putting on a pair of jeans that are one size too tight. No kidding, you felt like you were not in a cockpit, but actually part of the plane. (Real useless trivia, the T-2C "Buckeye" was just the opposite. You could put three people in each seat in that jet. It was like sitting in an oversized bathtub. A jet made for really fat people!) That there is such a high quality model of this aircraft in DCS that is not a paid module is a testament to those like myself who flew this jet and loved it so much. What a joy it is to fly it again! I hope this helps, Richrach Combat Vet: Iraq, Kosovo, Afghanistan, Pakistan
    2 points
  32. .. ahem... meteorological winter ended yesterday...
    2 points
  33. Uniform is here! Where is he? He is like a phantom... very close (Czech republic)
    2 points
  34. 2 points
  35. The only person responsible for your expectations is yourself...
    2 points
  36. 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.trk
    2 points
  37. 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
  38. What's 100% likely is that they're just having fun. Why is this even a discussion?
    2 points
  39. Nope! I've thought the same, but looking at current photos for all TU's they carry the old red star Yep
    1 point
  40. 1. Der Sinn ergibt sich meiner Meinung nach aus der Möglichkeit, daß ZUM BEISPIEL "rote Feinde" auch blaue "erbeutete" Panzer / Flugzeuge usw. haben können. Ich arbeite an einer Mission, wo terroristische Feinde US-Panzer besitzen. Beim Abschuß bekommt man dann nicht die Meldung "Eigene Einheiten beschossen". 2. die ganzen statischen Objekte wie Häuser müssen ja auch für alle Fraktionen verfügbar sein. Es gibt keine reinen "US"-Gebäude, sondern diese stehen allen Fraktionen zur Verfügung. 3. Wie willst du das sonst machen bei Online-Spielen "Rot-gegen-Blau", wenn auch die roten Spieler gerne ihre F-16 fliegen wollen?
    1 point
  41. I got the U.K. Livery working for the F-4 B/C. Thanks again for the links/info. I'll post my F-4K lua and a runway lua for Joey's Hermes after a little more testing
    1 point
  42. You're not losing performance per se; It would be more accurate to say you'd be making matters worse (at times, much worse) if you had the OS and the game on the same drive. The key to consider here is that the system uses storage constantly. Files are read by both the operating system and other programs (to do whatever)...and files are written to, for various reasons, as parts of programs running (think program log files, as one example). If you install the game files (any game, not just DCS) and the operating system on the same drive, then at times, that game and the operating system will both be trying to use the single storage resource. (How much is a complicated discussion, but for the purposes of your question, it doesn't matter how much, because when it happens, it's very bad). In technical terms, we call this "resource contention": Multiple processes attempting to use a single resource at the same time. It's easy enough to see, then, that at best, each process is only able to use the resource at a part of 100%; in other words, with two processes you might have a 50/50 split, or it might be 80/20...but because there is only one resource to be utilized (a single storage device), then one way or another, like it or not, somebody's waiting (to be accurate, usually everybody is waiting - more than they'd have had to otherwise). It doesn't matter how much or how little, nor does it matter how often it happens or anything else...the absolute, brutal fact is that a machine can perform better with less resource contention. If it were possible, then ideally, every single thing that happens in the computer would be given 100% of the machine's resources, at any time, for as long and as often as needed. This way, no one's ever waiting on anyone else. Everyone gets what they need in the absolute shortest time possible. But, common sense tells us this isn't possible. It is unquestionably ideal, but it's just not possible. So, the objective becomes trying to get everything as close as possible to that ideal. Forcing resource contention by storing everything on one drive is a very bad idea, especially considering that storage is (relatively) cheap. You might also consider that the folks who design these systems are fairly smart people, and the fact that they see fit to put all the different drive connections and controllers in a design should tell you that they understand it's important to avoid resource contention. So if I understand your question, are you better off having games on a separate drive? Absolutely.
    1 point
  43. Brother, the amount misinformation on IR stuff in general in DCS and especially in DCS is huge. The numbers for the KOLS that Aria posted are accurate. It was never meant to be some long range IRST system. Those ranges drop further if the target background is clouds or the ground by about half. We have RL 29 pilots testifying to the fact it was basically useless outside of BFM ranges (Where it did do well, because thats what it was designed to do). Big engine doesn't matter. Aspect angle, and total solid angle are what actually matters, and to a lesser extent if the target is supersonic or not. For "long rage detection" afterburner can't even be seen as the CO2 lines are rapidly absorbed (it does matter at short ranges because it takes a few km of atmosphere to absorb it all). And how this simple, literal IR 101 fact is lost on pretty much every dev amazes me. But maybe it shouldn't. Also how "hot" you think something is also wrong, because turns out different sensor see different energies in the spectrum based on the detector chemistry. Thats the first mistake most people make about IR. Its entirely like the "flood" mode on western jets. It is what it is.
    1 point
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