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Introduced new campaign - DCS: Mi-24P Outpost Campaign by Stone Sky. DCS World CTD with new Oculus/Meta Quest 2/3 v63 software - fixed. NEW: Added over-pressure shockwave influence from bombs, missiles, shells and gunfire on terrain vegetation like trees, bushes, and grass. FIXED - Linked Zone doesn't work with player-controlled units in Mission Editor. ChinaAssetPack. Fixed HQ-7 AI launcher missile guidance issue (better hit rate). ChinaAssetPack. Changed HQ-7 EO drivable version back to tracking radar version Voice chat: Added a separate input layer for each FC3 aircraft. Added the Forced PTT mode for intercom. Fixed. FM range is missing R-862 radio. Fixed. The frequency range of P-832M. Weapons. Chaffs do not affect some radar-guided SAMs missiles - fixed. AI aircraft. Tanker hose-cone is in retracted state when refuelling - fixed. Update default trimmer sounds in accordance with new references. AI aircraft. Helicopter with certain main rotor damage makes its crew heads bounce as if head-bangers - fixed. ME. Crash when deleting text from editor text field in some cases - fixed. GUI. When the user edit the joystick name and pressing <ENTER> (as suggested by tooltip), OPTIONS window closes - fixed. Weapons. AGM-65E2\L still hits the target after the laser designator turns off - fixed. ME. Freeze at Sim Poststart when using 'Show Hidden Units' - fixed. MP. When started after a DCS client, a local dedicated server "steals" Force Feedback from the DCS client - fixed. MP. JTAC laser code setting is transferred to another mission - fixed. AI surface. Some ships prevent Fog of War unfogging when they are more or less distant from the enemy targets - fixed. AI surface. Ground units don't work if the mission has an intro - fixed. AI surface. Some units always face north - fixed. Airborne troops. Crash when requesting to disembark - fixed. AI surface. Added new sound for M-60, BMD-1 and BTR-D. 3D Models. Fixed models (SA-10) S-300. GUI. CTD when trying to play Ogg Theora video tutorials - fixed. SNS devices. Digital map floating after initialization when an aircraft spawns airborne - fixed. DCS: F-16C Viper by Eagle Dynamics G effect improvements. Loss of color, tunnel vision, and black out have been adjusted and all happen over a greater time period. This is most useful AFTER performing a G warmup (4 to 5 G for 90-degrees, and then the same manoeuvre back in the other direction). At 9.3 G and after a G warmup, blackout now occurs at approximately 30 seconds instead of 9.5 seconds. - work in progress. Sound effects will be done later. Added embedded INS+GPS logic based on Kalman filter. - work in progress. Fixed: “Knife Edge Pass” review FCS logic. Fixed: TGT-TO-VRP (CCRP) crash when activating it. Fixed: CTD when switching FCR mode in OVERRIDE. Fixed: Datalink with human players not working if GPS is unavailable. Fixed: Datalink doesn't work for maps in the Western hemisphere. Fixed: Multiplayer datalink share of detected air targets. Fixed: VSR gets stuck in EXP when switching to VSR in EXP. Fixed: FCR auto-display range is not working with a SAM designated target. Fixed: VSR Scan limits not possible to slew. Fixed: TGP line-of-sight oscillations and freezing. Fixed: Commanding area or point track with TGP in STBY moves SPI to behind aircraft. Fixed: FPS drop with JDAM. Fixed: Maverick ripple lock loss. Fixed: MAV TD BOX drift. Fixed: Inboard HARMs jettisoned inhibit outboard HARMs from designation. Fixed: HSD Expand can cause some symbology to disappear. Fixed: MSL/DGFT/AA mode OSB 9.. Fixed: Sensors do not follow steerpoint after AGM-65 EO-VIS usage. Fixed: WCMD loss of TUI after bomb release on HUD. Fixed: HTS major and minor axis data becomes unstable in some situations. Fixed: Engine nozzle feathers graphical error. Fixed: Jamming SURV effect improvements. Fixed: Display behaviour for AGM-65 LOS Circle "in range" box is inconsistent. Fixed: Cockpit seems to have two reflections. Fixed: IAM missed by the amount of drift. Fixed: GMT TMS Up while tracking moving ground targets causes target info and background map to disappear. Fixed: AGM-65 setting SOI to WPN before designating in EO-VIS moves designation to 0,0 coordinates. Fixed: GBU-24 symbology jumping around and erratic when on ground. Fixed: Cursor zero ignores newly set Mark Point if using DTOS. Fixed: F-16 Switching from TWS to RWS while in STT drops track briefly. Fixed: Visual issue with F-16 HUD glass edge. DCS: F/A-18C by Eagle Dynamics Fixed: BRA on RDR ATTK page does not use MAG, using TRUE heading incorrectly. Fixed: AACQ and Bullseye information is overlapping - Bullseye symbol overlapping. Fixed: High drag bomb release error in Free Fall (FF) mode. Fixed: RAID mode can be "pre-activated" prior to entering TWS. Disabled Game Flight Mode. Fixed: ASI command makes a little overcompensation command - Pitch down tendency. Fixed: Check stab command NU at landing flare touch down. Fixed: TDC in RDR ATTK and AZ/EL does not show info for trackfiles in memory, when in STT. Fixed: Check trim advisory not showing. Fixed: Steerpoint TPOD misalignment/drift. Fixed: ACM Slew and NO RAD indication under specific flow. DCS: A-10C II Tank Killer by Eagle Dynamics Fixed. Altimeter is missing a decimal separator for pressure setting. DCS: AH-64D by Eagle Dynamics Game Flight Mode disabled. Fixed: CTD on turning on AH-64D TADS. George AI tuning. NOTE: In the next update, we plan to add LINK, ZOOM, and C-Scope functions. DCS: Mi-24P Hind by Eagle Dynamics Added: Bind for radar altimeter dangerous altitude setting Fixed: While “Hydro Lock” option activated , moving collective without hydro release pressed still affects avionics but not FM DCS: P-47D Thunderbolt by Eagle Dynamics Fixed. P-47D-40 bugged gunsight external texture Fixed. hydraulics drives fail to extend undercarriage after repair Added. New landing gear physics DCS: P-51D Mustang by Eagle Dynamics Added. New landing gear physics (including TF-51D) DCS: Spitfire LF Mk. IX by Eagle Dynamics Cockpit reflection tuned DCS: Supercarrier by Eagle Dynamics Fixed: Deck crew LODs have spikes Fixed: Supercarrier ATC radio menu is broken during takeoff from the catapult Fixed: Radio menu may break after repeated landing request in some case DCS: Mirage F1 by Aerges General: Rear pilot is now not present in the Mission Editor preview window (basically in payload dialog) when the 'Solo Flight' option is selected. The rear pilot is now not present in a human-controlled Mirage F1 BE, once in the mission, when the 'Solo Flight' option is enabled. Adjusted appearance of the aircraft mission options dialog. Now with the 'Disable force feedback effects' option checked, force feedback joysticks (if any is connected) will always return a constant spring force. All FFB shake effects will be disabled as well. Now with the 'Disable force feedback effects' option checked, 'Force Feedback' section in the Special Options dialog is inactive. Radar: Implemented radar 'Standby' mode. Implemented radar power up sequence: Display is available at the 31st second after radar power up (PNE light goes out at the 35th second), and transmitter is ready after 3 minutes timeout (EMI light will cease at this moment). Added power up logic for the radar “AP” (parametric amplifier) light. Fixed dedicated 1st and 2nd stage commands of the radar antenna elevation buttons behaviour when 2nd stage is released with 1st stage still being held pressed. The radar resulting antenna altitude difference now can't be more than +/-48000 ft in both 'E' and 'D' elevation control modes. Systems: Fixed clickability issues (shifted clickspots) with the lights panel at the right side of the Optical Sight ( 'C + M or SW' and 'Jammer Detection' lights). Fixed AoA light strip not illuminating in Mirage F1 BE rear cockpit. Fixed combat flaps logic not working in Mirage F1 BE. Fixed Optical Sight test symbology appearance: 'Approach' test mode is now enabled for testing only when none of the weapon modes were selected. Attitude scale now displays -60 deg of pitch and 180 deg of bank in normal scale display mode, and -40 mil of pitch and 180 deg of bank in simplified scale display mode. Gun firing reticle now has 40 mil diameter in all test modes. Adjusted the following symbols positions in various test modes: target symbol, gun firing reticle, radar command reticle. IFF will start in N when the aircraft is initialised hot on the ground. Fixed brightness adjustment of IFF lights. Default mode 2 IFF code is now 2000. Added magnetic indicator logic in the Mode 4 IFF panel. Fixed launch problems created by a mixed F1 and F4 rocket payload. Flight Model: Added vibrations with airbrake deployment at high Mach. Fixed a small bug in airbrake pitching moment tables. Communications: Added 'Engage Ships' radio command. Added 'Engage with' radio submenu. Added F1 TRAP 136 and TRAP 137B radios presets for Voice Chat. Changed TRAP 136 V/UHF radio guard frequency to the standard one: 243 MHz. Voice Chat intercom does not operate anymore when electric power is unavailable. 3D model and textures: Added cryptographic computer unit texture. Miscellaneous: Updated Flight Manual. Mainly IFF description, including mode 4, and Controls Window description. DCS: C-101 Aviojet by AvioDev General: Rear pilot is now not present in the Mission Editor preview window (basically in payload dialog) when the 'Solo Flight' option is selected. 'Solo Flight' is now available for AI-controlled aircraft. Fixed C-101EB 'English' cockpit livery not being applied. Now with the 'Disable force feedback effects' option checked, force feedback joysticks (if any is connected) will always return a constant spring force. All FFB shake effects will be disabled as well. Communications: Added Voice Chat sound filters parameters for ARC-134, V/TVU-740, and VHF-20B radios presets. DCS: JF-17 by Deka Ironwork Simulations New: inSky SATAC 2022 Champion skin New: draw two airspace on HSD (A: purple and B: cyan) MISSION (default): Added by mission maker using draw->line->segments Blue: BKYA and BKYB Red: RKYA and RKYB Neutral: NKYA and NKYB F10 Label: Added by player on F10 using label JKYA1~JKYA10 and JKYB1~JKYB10 Always closed polygon Preset: Added by preset lua Each terrain has its own airspace lua Lua sample can be found in JF-17/Doc directory Lua (file) can be edited (replaced) during (MP) mission for quick update In MP, each flight/squadron can use its own lua (convenient distribution) Help keep F10 map clean Clean: remove airspace from HSD Note: You can select airspace source in configuration panel then update DTC Each draw no more than 10 line segments Fixed: unstoppable refocus of WMD7 camera Fixed: WMD7 laser cannot be repaired after run out of life Adjusted: WMD7 CCD image source (better CCD grey image) Adjusted: install/remove ladder and inlet cover via config panel Adjusted: switched to ED’s GB-6 and LS-6 DCS: Black Shark 3 by Eagle Dynamics Fixed Ka-50 old QS Syria missions corrupted start position Incorrect audio/subtitle warning given for INU Fixpoint within 18km - fixed DCS: F-14 Tomcat by Heatblur Simulations Fixed minor vertex normal issues on left engine nacelle (A) Slightly improved rendering performance by merging some indicator elements. Fixed various minor issues in LoD 1-3. DCS: Flaming Cliffs by Eagle Dynamics A-10A. Panel lights texture issue (border) - fixed A-10A. Cockpit model adjustments Su-33. Reflections can be too strong at odd times on gauges - fixed Su-25T. Kh-58 missile collide with plane during launch with big sideslip angle - fixed A-10A. HSI and ILS are not working - fixed Su-25A. CCRP ripple release mode does not work with MBD2-67 - fixed Su-27. MFD placed in wrong place in HUD view mode - fixed DCS: L-39 Albatros by Eagle Dynamics Added Marianas Instant Action missions DCS: Mi-8MTV2 by Eagle Dynamics Cockpit reflections tuned DCS: Yak-52 by Eagle Dynamics FIXED: Reflections too strong under flashlight DCS: Combined Arms by Eagle Dynamics Fixed player-JTAC operation in MP. DCS: NS430 by Eagle Dynamics Fixed. Terrain mode memory leak leads to CTD Fixed. Options menus have truncated labels Fixed. Wrong indicated ground speed Fixed. HFOM and VFOM statuses on GPS page won't fit into its fields Fixed. Crash that happens during zooming in and out on the Persian Gulf map Campaigns DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Campaign was updated to version 2.3 All Missions - Top down review and many bugs squashed big and small. Many thanks to Pyrocumulous! His help was instrumental. All missions - radio frequencies better coordinated for all aircraft in the strike package All missions - updated Datalink connections for all like aircraft. All missions - changed all displayed messages to Clearview All missions - updated to new F10 menu system which adds new options for the player to manage thier simulation's environment. Thanks Gareth Magnall https://www.youtube.com/@Pukin-Dog All missions - Wingmen (Pig-2, 3 & 4) changed over to a seperate group for more tasking flexibility. Thanks B.D. All missions - added the option of a Practice Sortie to each mission. This will allow the mission pilot to exit the primary mission, fly a practice sortie with the same loadout as the primary mission, and then reenter the primary mission. The mission pilot can fly and practice any technique/profile, rearm and refuel as desired, and then re-enter the primary mission when ready. All missions - now have the ability to accelerate time (fast forward between waypoints) without missing any mission critical inputs or messages. Thanks Sedlo. All missions - datacards use different font/colors for easier reading. All missions - end of mission music added. DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations All missions – Air defense visibility adjusted to get AI SEAD flights attack higher priority targets over Rapiers and AAA DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Updated mission 13 DCS: F-14A Fear the Bones Campaign by Reflected Simulations Su-25T was removed from modules list DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Added campfire to mission 1 to assist in location of enemy training camp P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations ATC frequencies changed and corrected Spitfire IX The Big Show Campaign by Reflected Simulations Complete revamp of the campaign to version 2.0 Every mission uses historical locations now Mission historical inconsistencies fixed Mission timings adjusted based on further research Smoothened triggers More voice overs and sound effects added Reworked kneeboards and briefing visuals Corrected mission timings ATC frequencies changed and corrected yet again. DCS: P-51D Debden Eagles Campaign by Reflected Simulations ATC frequencies changed and corrected yet again. All takeoff sequences were reworked DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations More damage fail safes added to mission 12 Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations ATC frequencies changed and corrected DCS: P-47D Wolfpack Campaign by Reflected Simulations Mission 12 - flight has no bombs - fixed A-10C / A-10C II Basic Flight Training Qualification Campaigns by Maple Flag Missions Corrected CMSP Switch Trigger Test for both A-10C and A-10C II BFT01 missions. DCS: UH-1H Worlds Apart - Spring 2025 Campaign Mission 1 - In some cases, AI does not trigger when landing at station 1. The trigger has been adjusted and the take-off can be forced as a solution via the F-10 radio menu. DCS: Raven One Dominant Fury Campaign Mission 2: fixed issue where mission would not progress after reporting seeing the yacht complete mission update to match new radio system F10 radio menu and space bar now can be replaced by HOTAS switches for better immersion added Link4 and ACLS to the carrier Mission 9: fixed issue with Texaco 21 refuelling of Texaco 11 fixed issue with SCUDs not firing and breaking the mission complete mission update to match new radio system F10 radio menu and space bar now can be replaced by HOTAS switches for better immersion added Link4 and ACLS to the carrier added working TACAN to all flight members F/A-18C Serpent’s Head 2 Campaign by Badger633 Missions 1: Fail on entering display fixed. Missions 3,5, 8 and 10: EZ refuel versions Fords fuel mass reduced F/A-18C Rise of the Persian Lion by Badger633 Mission 6: IR shield removed from enemy Helos. Mission 7: Convoy blocking itself and not moving fixed. Missions 4 to 9 and 13: EZ refuel versions Fords fuel mass reduced. F/A-18C Rise of the Persian Lion 2 by Badger633 Mission 6: F18 not exploding fixed. Mission 4,6,8,9a,9a and 12: EZ refuel versions Fords fuel mass reduced. Mission 12: Bugged moving rectangular zone fixed. Known issues: Propeller and Jet wash effect on nearby vegetation environment was added but not finished yet WIP F-16C - Flight Alignment procedure still requires some tuning, coming in a future update. In-Flight Alignment in pre-GPS era requires additional couple of FIXes in addition to the first two OFLY FIX to calculate the velocity properly. These FIXes can be made in any suitable mode: TPOD, FCR, HUD, OFLY, the only requirement is to keep the aircraft at a straight line between the fixes. Of course, the fixes should be done precisely.10 points
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All i have uploaded the latest version of the LPD Foudre version 1.0.2. Please report any issues you see. Thanks. https://sites.google.com/view/admiral189dcsworldmods/warships?authuser=0 LCM-8 Landing Craft Mechanized NEWS. She is almost complete. I think she is a beauty and will be another great asset to DCS. The modeler did a great job creating it. I'm already playing with the textures in Substance Painter on an older version. There's more to this model though. As you all can see I'm trying to stay busy. Stay tuned.8 points
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I have been using this exact setup for quite a while. It works great. I am about 80% done with a 3D printed scale Huey collective. I still need to model the control plate and the additional box on the top of the head, but it is getting there. It is strictly cosmetic at the moment, but it does have a wire channel in the center if I ever get around to building a custom input device for the head.7 points
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Pre-release is still a very special time, it's an all hands on deck kind of situation. At this point I may also remind you that all throughout F-4 development we've layed significant ground work that ultimately will benefit the F-14, too, and help us push it out of release. The line still holds true, it has no bearing on our steadfast committment to the progress of all our existing modules. Thank you for your kind patience.6 points
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The key issue was that we had the new more dynamic reflections as well as the old static ones together on the F-16. The old static ones were removed and while you still have reflections they are more muted than before. We are still tuning as well I am trying to get a 'slider' so users can adjust based on their preference, while some here want more, there are others that want less. So a user setting might be the best bet. Thanks.5 points
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Hello Mric29. Sorry, I missed your comment. The hull textures will remain the same except for the Hull numbers and flags. Aircraft falling through the deck has been corrected. So the issue with the liveries is the file name. It was spelled Foundre, not Foudre. Please update the Livery name to LPD_Foudre. I will upload the latest version I corrected. If I don't hear about issues of a mod I assume all is well so thanks for reporting the issue. Eddie, I don't know what's with the funky ship colors. I can see white in the Arabian Gulf but I don't think it makes a difference out there. It's just downright hot and humid out there. It's even worse if the ship loses power. Inside the skin of the ship is like an oven. We once had to sleep on the outside deck of the ship and eat cold cuts in the Indian Ocean because the ship's boilers couldn't produce water. You have do to what you have to do. HIghmaintenance, CH is my go-to. He can usually catch issues for me. He's a big help. I have all the ships covered except the Durand De La Penne. I don't even see a 3d model of the ship out there anywhere. Thanks for the offer. I appreciate it. If I come across the Durand I will let you know. I will PM you on something I do have. Thanks. The Italian ships will take time to create. Also, I will not set release time frames. More times than not life gets in the middle of modeling. Some days I don't do any modeling because my mind isn't into it. I will upload the latest version of the LPD-Foudre after this. Also, the AH-64 on the left side is AI. The one on the right is the playable aircraft. Thanks for your patience.5 points
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5 points
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Прочитал последний патчноут и у меня только один вопрос возник... а когда следующий патч?5 points
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I agree. I think this scheme just causes problems in general. Apache is not the only machine where it doesn't work. Another is the Hornet, for example, which has a recurring problem with low engine thrust in this mode. I think the cancellation will benefit everyone. For one thing, the developers will have less work to do and for another, the game will be more accessible. Because in my opinion the main problem is not realism. I think the best way to make the game more accessible is to completely rebuild the basic training missions for the SU-25T. Furthermore, these missions should not only include how to operate the machine, but should teach the basics of flying. This is particularly lacking in DCS:W. Probably not a problem for many veterans since we already played IL2, Rise of Flight, FSX, LoMAC twenty years ago. But newcomers to the genre have a hard time in my opinion.5 points
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That setting could be scraped altogether in DCS, for the sake of also easing and simplifying development.5 points
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A simplified flight model, it was creating problems and the best option was to disable. thanks5 points
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No worries. Thanks. It looks fine in Max. I will export it again to see if that corrects the black spots before someone nitpicks it. Thanks.4 points
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Thank you so much for taking it upon yourself to answer this, @BIGNEWY. Can I trouble you to relay my opinion that many people here would love it if @OnReTech also took the time to communicate with us. They made such an encouraging start with this roadmap, only to disappoint many who thought OTR to be exemplary.4 points
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DCS: F-16C | Alignment Procedures To further improve the accuracy of the F-16C INS and GPS alignment system, we’ve implemented significant improvements that will later be rolled into other DCS aircraft like the F/A-18C, AH-64D, and A-10C. Proper alignment based on the GPS-era and a normal versus STRD HDG alignment. Proper alignment is critical for accurate navigation, sensor slaving, and weapon accuracy. Known issue: In-Flight Alignment in pre-GPS era requires additional couple of FIXes in addition to the first two OFLY FIX to calculate the velocity properly. These FIXes can be made in any suitable mode: TPOD, FCR, HUD, OFLY, the only requirement is to keep the aircraft at a straight line between the fixes. Of course, the fixes should be done precisely. Once this addressed in a later update, I will create a in-depth instruction video on this topic. GPS-Era / STRD HDG Alignment First, let’s start with the most common form of alignment in DCS, GPS-era using a STRD HDG alignment. This is the simplest, fastest, and most common for single- and multi-player. With power to the avionics systems, set the INS switch to STRD HDG and then set the GPS switch to ON. It’s important that the MIDS switch remains in the OFF position. After about 12 seconds, you’ll see an ALIGN indication on the HUD. You’ll then verify the STRD HDG alignment by going to the DED INS page and check the latitude, longitude, and altitude against your location on the F10 map view. After about 60 seconds, you should be aligned and confirm this by the ADI flags being retracted; HSI showing correct magnetic heading, DME, bearing pointer and CDI deflection; roll and pitch correct on the HUD; and RDY should be flashing on the INS alignment DED page after less than 2 minutes. We can now switch the INS switch from STRD HDG to NAV. On the DED INS alignment page, confirm that GPS TIME is displayed one minute after the GPS switch is set to ON. Note that this may take longer if the aircraft is under cover like a hardened aircraft bunker. As such, it is best to align out of cover. With good GPS TIME, set the MIDS switch from OFF to ON. After alignment with GPS correction, you can expect no more than 40 meters of INS drift. Further, if you zeroize the GPS or are flying a REDFOR Viper, you can expect an INS drift of 100 meters or more. GPS-Era / Normal Alignment A normal alignment is much like the STRD HDG Alignment, but we’ll need to manually enter the aircraft starting location because we’re not using a known, STRD HDG location. To start though, we’ll in the INS switch to NORM and not STRD HDG this time. Then set GPS to ON, verify MIDS to OFF, and wait for ALIGN on the HUD after about 12 seconds. The big difference is now going to the DED INS alignment page and entering the aircraft’s latitude, longitude, and altitude as shown on the F10 map. Once done, we’ll verify ADI, HSI, and HUD as before and wait for the flashing RDY indication on the DED INS alignment page after about 8 minutes. Once flashing, set the INS switch from NORM to NAV and verify GPS TIME indication. With that, set the MIDS switch from OFF to ON. These will be the most common alignment scenarios when performing a cold start. However, you may come across a mission or campaign with a date prior to the GPS era. In that case, we’ll only align based on INS with no GPS correction. Non-GPS Era / STRD HDG Alignment Like the GPS-era, set the INS switch from OFF to STRD HDG and wait for the ALIGN indication on the HUD. Then, verify the DED INS alignment page latitude, longitude, and altitude to the F10 map data and verify ADI, HSI HUD, and wait for the flashing RDY indication. We can now move the INS switch to NAV. Once airborne, you’ll then want to conduct alignment FIX procedures using Overfly, targeting pod, HUD, or FCR to remove accumulated INS drift. Please see the earlier videos on fix taking. Non-GPS Era / Normal HDG Alignment The last weight-on-wheels we’ll look at is doing a normal alignment at a mission date prior to GPS. Set the INS switch from OFF to NORM and wait for the ALIGN indication on the HUD. From the DED INS alignment page, enter the aircraft’s latitude, longitude, and elevation using the F-10 map. Next, verify the DED INS alignment page latitude, longitude, and altitude to the F10 map data and verify ADI, HSI HUD, and wait for the flashing RDY indication after about eight minutes. We can now set the INS switch to NAV. Once airborne, you’ll then want to conduct alignment FIX procedures using Overfly, targeting pod, HUD, or FCR to remove accumulated INS drift. Please see the earlier videos on fix taking. So far, we’ve only been talking about weight-on-wheels alignment procedures. We’ll now shift gears and discuss in-flight alignment. We’ll start with the more common GPS-era procedure. GPS-Era / In-Flight Alignment First, set the INS switch to FLT ALIGN and flight straight and level until the ADI flag is retracted. You’ll see INS FLT ALIGN on the DED and STBY on the HUD. Maintain straight and level flight and enter your compass magnetic heading within 20 seconds on the DED and verify that the pitch ladder is displayed on the HUD. Continue to fly straight and level until the ALIGN is replaced with the maximum G value on the HUD and then return the INS switch to the NAV position. Non-GPS-Era / In-Flight Alignment Last, for an in-flight alignment with no GPS, set the INS switch to FLT ALIGN and fly straight and level until the ADI OFF flag is removed. INS FLT ALIGN should appear on the DED and STBY on the HUD. Fly straight and level and enter your magnetic heading on the DED within 20 seconds while ALIGN appears on the HUD, replacing the maximum G indication. We’ll now perform an OFLY FIX within the next 30 seconds. It is required we perform a second OFLY FIX within two minutes to correctly perform velocity calculations. Keep flying straight and level, and once the maximum G field replaces the ALIGN indication, you are done. For best INS alignment, you may wish to perform an OFLY, HUD, FCR, or TGP alignment every 15 minutes for best possible navigation and acceptable weapon accuracy. Manual Alignment as Backup The manual alignment is a backup alignment designed to provide get-home capability only.4 points
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Dear all, unfortunately we have no changelog for this patch, as the team is preparing the F-4 release, we thank you for your kind understanding. Rest assured that soon after the F-4 release updates and patches will return to a normal for both Viggen and F-14, and of course we did not forget about the remaining items to bring both out of EA. Thank you for your very kind patience in the meantime! As of course the F-14 was made compatible with the recent Open Beta, please be so kind and give us your feedback, should any new issues be spotted. Thank you as always for your continued support!3 points
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Please add mission scripting functions to get the state of a client cockpit argument. Functionality would be similar to that of getDrawArgumentValue except it would be able to access the arguments of clients in multiplayer servers. I understand that this would not work for AI and that each aircraft would have different arguments. I do not care, and can work around it myself. Why do we need this? Currently it is impossible to build multiplayer missions with the fidelity of singleplayer ones because we cannot see the arguments of client cockpits like we can those of players (there can only be one "player" aircraft per mission). As someone who has been working on and off on MP content for years now and who has been requesting this feature via DMs with ED CMs for over a year to no avail, this lack of capability is incredibly restrictive on what I can do for clients. I will use the F-16 as an example as that is what I am most familiar with: -I have built a custom crew chief module, however I cannot finish it. The F-16 doesn't seem to have an external argument for the brakes, which are checked as part of every startup at the unit I am representing. Because of this I need to read the state of the toe brake pedals in order to see that the player is attempting to check them. I cannot do this for clients so I cannot finish the script module. -I have worked on an ATC script module, however I cannot finish it. At the airfield I am working on the fighters will send a "flash" from their IFF to ident to departure/approach. This hinges on in-cockpit controls. I cannot see these for clients, so the script module is stuck. Any further functionality I attempt to create will likewise be impossible because I cannot see what clients are pressing in their cockpits. I have many ideas I would like to explore but can't because this functionality does not exist. We need this functionality if we are to make anything multiplayer on-level with what the established SP creators are doing. Can ED develop this?3 points
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Just want to see water effects when flying low.. next to the mach cone! but it would be nice to see visuals when low over water.. i mean water is a big part of most maps! shooting rounds into water, i am grateful for that! step up the visual game! as been going with the explosions and what not. dust kick over land could be improved too, i recall there was more dust kick in lomac back then..3 points
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DCS Patch status Current versions: https://updates.digitalcombatsimulator.com/ Stable Version Current version number: 2.9.4.53549 Next planned update: hot fix planned 12th April 2024 ( subject to change ) Eagle Dynamics3 points
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Uppercase vs lowercase. It's the same difference between MBps and Mbps. 1 byte (B) = 8 bits (b)3 points
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This is the behavior since DCS exist, or at least since I have memory when I start to make server back in the 2017, nothing related to the Apache FCR. That's why we are usual to perform a complete stop/start of our DCS server instances every 6 hours. Below you can see memory trend of our DCS server back in 2022: It's a good analysis, something interesting for a deep dive for ED team ( @c0ff ), but I guess it will not something that will be solved in short time.3 points
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The team are planning a large update but you will need to continue to be patient. thank you3 points
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Thanks for the update and sorry for the late reply. I had a nasty bit of food poisoning and haven't really been up for modding. Getting back to things now. I should be able to adjust that spawn point. As for the TACAN stuff I'll start looking into it. I have no idea how it's supposed to work but I'll dust off the hotas and do some testing with the Nimitz class soon. I'm also seeing the same results with the RWR so I'll look into that as well. Many thanks again for the feedback3 points
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I confirm it works for other aircraft, tested in F-14 and F-15E (yeah, it still flies ).3 points
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3 points
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C-Scope: As you said, radar icons on IHADSS. LINK: Ability to link TADS to radar. So when you use radar to target, the TADS will automtically slave to the target. ZOOM: Ability to zoom on your radar display. Making it easier to seperate targets close to each other.3 points
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Hey Andyo, the Bay Class is part of my big deck plans. I have the model. Sorry guys I haven't released the Iranian Frigate. Ran into some technical difficulties. I was told when I worked in IT to never spend more than 15 minutes trying to solve a problem. Move on and come back to it. However, I always try my best to resolve issues and sometimes that turns into days. When all else fails I ask for assistance and there are not many I can ask when it comes 3d model AI Ship problems. Opinion. What do you guys think? Do you think it's too much grunge and rust? I'm trying to give the Comandanti the weathered look. I don't want to overdo it. That's what's so great about Substance Painter. You can create any effect you want. The waterline and hull numbers were painted on using the Projection feature. This is just practice. I sampled the texture of the real ship photo below but when I exported the texture it appeared close to white. Did you all know the US Navy used to have a White ship? USS Coronado AFG-11. I think it was painted white because of the extreme heat in the Arabian Gulf. It was stationed in Bahrain. Later it was painted Haze Grey and changed to LPD-11. The photo below was taken in 1981.3 points
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2 points
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Is this gonna be hotfixed? It will make multiplayer very difficult with 2 or more Vipers lasing in the same area. Since its fixed internally and patch cycle is 6 weeks I think think should be hot fixed.2 points
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That sounds like the gator I was on. My first ship the USS Spiegel Grove L3D-32. Our racks were no more than 2-3 inches thick and we slept under wool blankets. Always broke down and import. Now the US Marines had it bad. They had a cot to sleep on. It was just a thick layer of fabric. Just enough to hold them up and they were stacked like bunk beds. 3 beds high. We ate pretty well onboard. New Recruits had to work 90 days in the Galley cleaning dishes, serving food, and gathering supplies for the cooks. They were called Mess Cranks. 1986-1989. I still remember those days. Life was pretty good for me back then.2 points
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It's just because someone mistyped that they had 16Gb of ram, when it's really 16GB.2 points
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The ME allows us to view lists of objects in our missions which is very helpful, but we can't edit the information in these lists. This would be helpful, especially if we could multiselect, allowing us to change to change things like skill level for many groups at a time. I envision something like this: An "Enable Editing" checkbox that can allow for the unit list to be locked to prevent accidental changes. There could also be additional options like setting the ME to automatically add unit or group name prefixes or suffixes. The ME does this automatically as of now, but is limited to numbers. In the example image above there is a dropdown for unit Skill for Ground-1. If multiple units were selected, the screen should appear the same but with the light blue highlight on more units, and the dropdown menu should impact all selected units. It might also be nice to expand the unit list to show which liveries are selected. At the moment it can be a big hassle to set camo for different ground units across a mission.2 points
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I will try to find out, some info below however 30 sec with 4G for warm-up and then you can sustain 6G2 points
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Do you have or fly the F-5? Ever fly it on ECW or similar and have a blast? The F-4's radar is like that but way better. Also, Sparrows which, if DCS missile failure rates were more realistic, would still fail like (wild guess) ~15% of the time anyway. I think folks would benefit from looking at the F-4 and adjusting the mindset such that they don't look at it like it's a very old version of a 4th gen fighter and more like it's a Korean War plane on steroids. We are able to change our perspective for WW2 planes as entirely separate and discrete. Korean War jets too. It's time for this era of jets to have their own category. Imagine jousting an Su-27 in an F-15 and having 2 of your AIM-7M's fail. You're now in a lot of danger because you have to assume their missile did not fail. If the same happened in the F-4 vs a MiG-21, it's frustrating, but generally you're in a lot less danger. Yes, you can do a lot less than in a Hornet but there's also generally a lot less to do vs the enemies of the era. I do agree though, as someone who can mostly only fly alone, I hope Jester will be capable of handling the new controls on his own sufficiently to make the experience in MP fun.2 points
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For combined arms and helicopter players it does a lot for immersion.2 points
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2 points
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https://gitlab.com/quelcertoleo/big-eye-ewr test mission added in tag 0.0.6 also, no more prefixes are required, awacs/ewr/sams will automatically be added to the detection group based on coalition (blue/red)2 points
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2 points
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Aaaand it's out! Just make sure you update your DCS to the latest version, and you'll have The Big Show 2.02 points
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P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations ATC frequencies changed and corrected Spitfire IX The Big Show Campaign by Reflected Simulations Complete revamp of the campaign to version 2.0 Every mission uses historical locations now Mission historical inconsistencies fixed Mission timings adjusted based on further research Smoothened triggers More voice overs and sound effects added Reworked kneeboards and briefing visuals Corrected mission timings ATC frequencies changed and corrected yet again. DCS: P-51D Debden Eagles Campaign by Reflected Simulations ATC frequencies changed and corrected yet again. All takeoff sequences were reworked DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations More damage fail safes added to mission 12 Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations ATC frequencies changed and corrected DCS: P-47D Wolfpack Campaign by Reflected Simulations Mission 12 - flight has no bombs - fixed2 points
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The device used for recording and the conditions of recording makes a big difference in comparing such things. It's why the EUFD looks green in modern digital cameras when in fact it is more yellow colored in reality, as seen in old film-based photographs, which is reflected in DCS. To answer your question, yes it is authentic, in that if you were to actually wear a real helmet around your head and listen to it in real-life, there would be no detectable difference. However, depending on the quality of your computer audio output device (speaker, headphones, VR headset), it may very well sound quite different from a Youtube video that was recorded on a smartphone while being heard in an open air environment like that. Such comparisons are far from ideal.2 points
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Well they all had defined use cases, it's just that some vere very weapon specific (all the ARBCS modes were really for nukes). And when you are mainly dropping dumb bombs, some modes were not really necessary. For low drag bombs, Dive Toss was the way to go - if it worked. For high drag bombs, you are dropping so low that it was easier to just go direct. CBU was a push (remember, you are usually dropping 6 or so of those puppies at a time). Lofting dumb bombs is fun but dumb. You could loft LGBs and use Spike to guide them pretty effectively. We did practice nukes (visual and radar) using LADD and Laydown. And LADD numbers were available as a backup for LGB lofts. So think A-4 with LGBs and you are pretty close. Which isn't a bad thing, considering the A-4 was designed to drop bombs; the F-4 was designed to drop Migs...2 points
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I usually don’t care much about patch days, but the above is something that I really look forward to … hopefully ED and Razbam can reach an agreement2 points
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