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10 points
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Frenchpack 5.0 !! https://www.checksix-forums.com/viewtopic.php?f=435&t=2195045 points
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Yes it is done partially. We decided to not touch the 3d shapes for the first release but to improve it by better texturing. That should do the job for now.4 points
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4 points
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4 points
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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}; }3 points
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Especially when flying helicopters against ground targets. When targets are shielded by trees and bushes, it's like they're inside a bunker. That + a ridiculous lack of splash damage + AI having X-ray vision to look through trees: destroys the idea of realism.3 points
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3 points
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3 points
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Looks doubtful they'll make "winter" And that's just fine.3 points
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The story of Northstar and a broken Phantom running out of luck and options3 points
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3 points
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I think it was simply too easy to land before; you could really slam it into the deck. Now it requires a little bit of touch, at least. Fortunately everything else about the approach is better, so there's no need to slam it down to catch a wire. Old habits die hard (same with muscle memory) Gear breakage complaints will fade as people adjust, I suspect.3 points
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This has become more of an argument thread than a wish list thread. If you have individual things you would like to wish for on the Huey, please make a separate thread. This one is closed. Thanks3 points
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Often today when some are asked “what’s the most important aircraft in the USAF”, the typical answer is the F-22,F-15, F-16, or perhaps the B-2. The initiated know it’s the KC-135. Without the Stratotanker’s gas and cargo bay, no one else flies.3 points
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3 points
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Greetings Pilots! This is an AH-64D Apache Course is a simple but effective training mission that you can use to practice and improve your craft from being a "Zero" to a "Hero" on the digital battlefield. - There is no scripts so you never have to update anything. - Aircraft are set up so you can multicrew with a buddy if you want. - All aircraft are hot start, minus range 12. - Simple & Effective kneeboards - The mission is set up in 12 different ranges, each range has its own spawn. So if you want to do range 1, select the range 1 spawn. If you don't know how to do something check the kneeboard for the range you're on. - Each range you spawn into will give you a quick brief from range control. For example if you spawn on range 7, you'll be prompt to switch to the front seat and have George hover you at an altitude of 150ft. ——— RANGES ——— 1: Navigation Basic - Work your way through 5 waypoints that are pre-loaded into your TSD. 2: Navigation Advanced - Enter the given waypoints into your TSD and fly the route. 3: Landing & Hovering - Practice your landing and hovering, also has an obstacle course 4: Hellfires - Practice using the hellfire missiles from the CPG seat 5: IHADDS Rocket Range - Practice using the rockets with your IHADDS 6: Rockets Long Range - Practice long range rocket engagements from the CPG seat 7: IHADDS Gun Range - Practice using the gun while slaved to your IHADDS. 8: Guns Long Range - Practice long range engagements with the gun from the CPG seat 9: Positive Identification Range - Practice PID against similar looking vehicles. 10: Boats: This is your deck landing qualification (DLQ) Range. 11: Barrier Shooting: Fly behind cover & concealment and engage the enemy 12: Radios: Learn how to set up radio freqs If you're still learning the basics of flying the AH-64D Apache and want to continue using this mission, I highly suggest going to range 3: Landing & Hovering and follow BradMick's "AH-64D Flight lessons" playlist on youtube. —————————————————— - Check your kneeboard! - If you want to do a different range, go back to spectators and select a new range. - If you want to redo a range, restart the mission, and go back to the range. Made by: Tom P !!IF YOU HAVE ANY ISSUES PLEASE LET ME KNOW!! Once downloaded. DCS Drive(whatever drive your DCS is on) > Saved Games > DCS > Missions. And place my mission in there. Open DCS and select mission and play it. Enjoy Apache Course v2.miz *Edit* Had to readd the mission file2 points
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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 to2 points
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I suggest we leave this topic alone for now if there is nothing to contribute to it. Other issues/feature requests you can report in Bugs session or as separate topics.2 points
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2 points
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Deka is a small team and if they can fix the one or other issue depends on ED. Not true. I was there from day 1 when we didn't had Youtuber tutorials, Chucksguide or even the official chinese manual. They come when they come. JF-17 was far more feature completed than any other recent module release without any major bugs. F/A-18 and F-16 for example are "stable" too but yet not feature completed. Its the status quo for all DCS developers. PS: PPS: To get a new module sooner to generate more money2 points
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We're rapidly approaching the old "Two Weeks" confirmed territory now.2 points
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2 points
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Shift of focus to the new J-8PP module ? As far I know only thing missing is the weather radar but they need to wait for ED to finish their clouds.2 points
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2 points
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yap, genau das. Aber wie von Dir gesagt nur bei schneller Bewegung. Die gehört aber nicht in ein Fluggerät! Das geht immer schief. Der ADAC Pilot der EC-135 hier in Merzbrück sagte z.B. zur Bedienung des Cyclics: stell Dir vor, das Du den Kanarienvogel Deiner Freundin in der Hand hast und ihn lebend wieder abliefern musst. Also 2 Finger und kleine Bewegungen, dann klappt das auch mit der Balance. Und schnelle Bewegungen der Füße an den Pedalen führen einfach nur zum Strömungsabriss und Ausfall des Heckrotors. Nicht zielführend. Bei den von Dir erwähnten Simracing-Pedalen macht doch als FFB nur das Rückschlagen des ABS Sinn, oder? Die beiden anderen haben doch immer definierte Steuer- bzw. Betätigungskräfte, oder? Und falls Du es nicht gelesen hast: ich habe ein angetriebenes Cyclic, das die Original-FTR/Beeptrim Funktion der EC-135/145 und anderer Helis abbildet. Aber FFB hat das nicht, weil selbst der Autopilot wie ich letztens gelernt habe nicht mehr den Stick bewegt. Also auch da gibt es keine Rückmeldung des Fluggerätes an den Piloten. Was mein System aber durch die verwendete Technik hat: ich kann per Knopfdruck die Mitte der Federzentrierung versetzen oder die Federn ganz deaktivieren. D.h. ich kann meinen Cyclic im Streckenflug nach passender Trimmung einfach loslassen. Und das auch noch völlig unabhängig vom Simulator. Und genügend Knöpfe habe ich auch noch: Der hat sogar eine 2-stufige Feuertaste unter der gefederten Sperre. (nachdem Barundus mir noch ein paar Tipps und Bilder vom Original gegeben hat)2 points
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Feature complete senza nemmeno un manuale? Ridicolo. Io capisco difendere il proprio prodotto preferito, ma questa è davvero troppo anche per te, lasciamelo dire!2 points
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Those are used so that DCS cand recognize them on you plane RWRs mainly. Same for SAMs, you need to know based on their "signature" code what is looking after you! Could be used in conjunction with the mod in the link below, but you need to merge the content! DCS RWR Symbology (digitalcombatsimulator.com)2 points
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Ok I understand that, what about CZ on HSD then? currently there is no CZ on HSD.2 points
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Even turning off the collisions for the trees would be a very good temporary measure until they can create this. We already have ME capability to remove / destroy scenery. This should hopefully be an easy tick box for ED2 points
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@Falco. you have given your feedback many times already without moderation, but we understand you are not happy. Repeating it will not solve anything, the feedback has been taken. Please do not turn this into a campaign against the third party. A reminder - 1.10 Product feedback and constructive criticism is encouraged when provided in a mature and courteous manner. However, feedback that is abusive, insulting or condescending is not welcome. Additionally, to bring up a particular issue repeatedly after it has already been acknowledged will be considered "trolling" - in such cases a warning will be issued to the author and the post will be removed. thank you ------------------------------------- Falco. hai già dato il tuo feedback molte volte senza moderazione, ma capiamo che non sei felice. Ripeterlo non risolverà nulla, il feedback è stato preso. Per favore, non trasformatelo in una campagna contro terzi. Un promemoria - 1.10 Il feedback sul prodotto e la critica costruttiva sono incoraggiati se forniti in modo maturo e cortese. Tuttavia, i feedback offensivi, offensivi o condiscendenti non sono i benvenuti. Inoltre, sollevare ripetutamente un particolare problema dopo che è già stato riconosciuto sarà considerato "trolling" - in questi casi verrà inviato un avvertimento all'autore e il post verrà rimosso.2 points
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Biggin Hill was a sector station - this meant it had an Ops Room (the big map table where they pushed the wooden blocks indicating air raids and friendly air units around) and was the primary control authority for the squadrons based at the stations within within it's sector, these being West Malling and Lympne. Biggin was on the frontline as a Fighter Airfield right up until early 1944, with many notable fighter squadrons rotating through it from 1939 till the months before D-Day. The squadrons based there claimed 1000+ enemy aircraft destroyed. Manston was one of the secondary fields (no Ops Room) in the Hornchurch sector. Used by Fighter Command during the Battle of Britain it was attacked so frequently and so heavily that units were withdrawn to bases inland, as it being so close to the sea the fighters based there struggled to get to height before the enemy raids arrived, meaning the squadrons often got bounced, or missed the interception altogether. As the air war became less defensive, Manston started seeing lots of units rotate through, particularly on a temporary basis as fighter squadrons might forward deploy from the bases inland to extend their range somewhat in order to be able to escort bombers to targets in Belgium and Holland. Later, it became a regular home to Hawker Typhoon squadrons and during the V-1 campaign the first squadrons of Gloster Meteors were based there.2 points
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Mine just arrived. Although at work I did try to see how the buttons react and yeah, like expected all the 4-5 way switches are mushy as hell. One thing I noticed is that when you take the cap off, it is a tiny bit better so I suspect there's a bit of a slop due to the space between the switch stem and the cap groove. Will try to fill it with "something" to see if it'll help it. Still a miles away from VKB 4/5 way switches but that's because VKB produces their own and Virpil still uses off the shelf switches which are really sub-par. Will see later tonight how it is in action when I mount it.2 points
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Landing Gear changes were added to DCS 2.9.3.51704 The landing gear shock absorbers were adjusted to match documentation and reference videos. The F/A-18C landing gear articulation is a complex and dynamic process that is accurately modeled for carrier recoveries and touch-and-go. This change also provides improved landing control in a crosswind and addresses excessive G loads when landing. Whilst greatly improved, we will continue to tune this mechanic to allow even more accurate nosewheel touch-and-go behavior to allow lower airspeed rotation. In addition to the landing gear mechanisms, the tires have also been adjusted to provide more authentic friction forces that will be apparent in crosswind takeoff and landings.2 points
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Tanking a crippled F4 at high AOA, 1600 feet above the water at 190kts. Wow. Well deserved and true heroes of aviation.2 points
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A wery well integrated model! I made my own update of this mod that makes it flyable in the Su-27 cockpit, is much smaller in size and has improved aerodynamic realism. I wasn't able to contact the author to offer my update as he is long offline, so I am offering it here.2 points
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Yep. “Amateurs talk about tactics, but professionals study logistics”2 points
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Thank you again for your comment. As TLTeo mentioned, discord is the place to go. Make an account, follow the link to the A-4 community page and then make a post. It can be a little confusing to use but if you have any problems send me a direct message here and I would be happy to help.2 points
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@ex81 Die Antwort(en) auf diese Frage dürfte wohl den Rahmen von „Kurze Fragen, kurze Antworten“ sprengen…2 points
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First off, I know it might be 2 different, but closely related issues here. As they both together lead to an absolutely unreliable JHMCS in dogfights, I wanted to start a thread about both at once. If you dont look at them both, you might not get why the JHMCS is behaving as it does at the moment. The lesser of the conditions bewlo are met, you might even have the impression JHMCS is working correctly, but start wondering why it sometimes does not work as it should. Reproduction, TMS up "no rad" with radar still emitting : -DGFT mode -TMS up to get the boresight cross in the HUD -TMS up and hold to get the JMCS boresight cross and the radar to be slewable by the JMCS -while TMS up pressed, it shows "no rad" , but in fact the radar is active all the time, as you can see, while displaying "no rad" the JHMCS boresight is locking the target. Note that I dont let go of "tms up". The lock happens whith "tms up" depressed and showing "no rad" all the time. You can even bring the JMCS cross back to the HUD with "no rad" showing and then the HUD boresight cross locks the target too. Video: Track file attached: "tms up hold shows no rad but radar active - single target.trk" This issue leads to the next problem: Reproduction: Put a line of jets flying in a line at same altitude in front of your jet. Try to lock the jet on the right with JHMCS. It will always lock the jet on the very left side. See the split screen video. What happens is because TMS up "no rad" still emits radar energy, it locks the first target it sees. But there is the other thing that comes into play. It always wants to start from the left. So you always end up with the most left target. Watch the the in cockpit video first. Then watch what the B-sweep Radar Azimuth indicator (Bottom of Radar MFD) does. The only chance to lock a target to the right is actively guide the boresight away from the left side, guide it above all the other aircraft, then bring it down to the aircraft on the right side. Also one thing to condsider. Why does the radar always need to start a new sweep from the left? Every TMS up seems to bring it to a "fresh start" from the left side. Just as a side note. This seems to waste time in a dogfight environment for which this mode was designed for. It rather seems like programming wise it initates a reset restart of the radar script. Video: Track file attached : "tms up locks first target azimuth left.trk" This the B sweep radar azimuth indicator I am talking about. Always wants to restart from the left: tms up hold shows no rad but radar active - single target.trk tms up locks first target azimuth left.trk2 points
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Interessant - ganz ähnlich wie bei mir, fast als wäre es das selbe Dorf . Das ganze von Dir genannte Zeugs ist bei uns auch geflogen. Ganz in der Nähe war auch das Jagdgeschwader 72 mit der Phantom. Selten gab es bei uns auch mal die ein oder andere F-111 und relativ häufig auch mal britische Harrier - noch die alten und haufenweise US und niederländische F-16. Ich war mal wieder - wie so oft - direkt bei meinem Elternhaus auf dem Sportplatz, stand im Tor und der Nachbarsjunge hat mir die Bälle um die Ohren geschossen, als 2 A-10 (noch mit der schönen grünen Lackierung) in einer Linkskurve über den Platz gefolgen sind. Die waren so tief, dass ich sehen konnte, dass der vordere sein Helmvisier unten und der hintere oben hatte. Da stand ich dann als 8 oder 9 Jähriger und habe wie blöd gewunken. Der vordere hat tatsächlich zurück gewunken - ich konnte das garnicht fassen. Es ist so viel interessanter Kram in den 80ern / 90ern bei uns geflogen, aber an diesen Typen werde ich mich vermutlich noch auf dem Sterbebett erinnern2 points
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@Sn0wMan4, you keep claiming we simply copied the behavior over from the FCR, when in fact this is absolutely not true. I do not know what document to which you are referring, but the devs have seen more than one document that does specifically state the SOI will transition from TGP to WPN upon the TGP entering track. I can see you are quite new to the forums, so I assure you that the devs do not make changes without research into a topic. In the past there have been occasions when someone claimed this or that on a given aircraft, and dev time was expended making a change accordingly. Then later it was proven that this was not accurate at all, and yet more dev time was expended correcting it back the way it was. If you have any public, unclassified documents that state otherwise, you are free to send them via PM to one of our community managers, @BIGNEWY or @NineLine. Otherwise, such claims without evidence to back them up are not valid, and we cannot make a change on unsubstantiated claims.2 points
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2 points
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The super human AI in warbirds Today I would like to talk about the AI, particularly in the spitfire. Those who've play in the war-birds will have at some point decided to fly against one of these monsters and most likely lost a lot of times against them. Now, what is apparent in DCS is that the AI makes shots based on computer calculations (obviously) which makes them extremely accurate. Put this in the spitfire and you've created something obscene. I'm pretty sure all DCS planes in WW2 work like this but combined with the turn rate of the spitfire you created something simply built different. There's no margin of error in accuracy or burst length limitations built into the AI so often you get sniped out of the skies by an AI using single shot mode without the sight of any tracers whizzing past your cockpit. Two factors that can save your life. The AI can use single shot mode by only firing when it believes it has a 100% accurate gun solution. But there's more... The AI pilot can see through the cockpit which means his vision isn't obscured when pulling high deflection shots. See the image below... Now you might say you can do this as a human... But a human will use GUESSWORK to make the shots and not a ballistic computer. A human will lose sight... And a human will spend ammunition and release a stream of tracers which you can "react" to. So, why isn't any of this incorporated into the way the AI behaves? Why can't the AI release a burst rather than a single shot? Why doesn't the AI fire inaccurate shots that will miss (dependent on set difficulty)? Why can the AI accurately shoot while not having visual of what it is shooting at? It either feels like you're fighting a toaster or the terminator and there seems to be nothing in between.1 point
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1 point
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Yes, agree hot start is total unnecessary. Above all, the first mission is followed by the first mission - HOT START. So basically you have to fly twice the same mission to progress.1 point
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That is all true, I think we just want to figure out which of these helicopters is modelled wrong, so that it can be made realistic. People just notice the big discrepancy between them.1 point
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