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Showing content with the highest reputation on 04/23/24 in all areas
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Hi everyone, The Split Air is a French group of pilots and modders on DCS that you maybe know from Virtual Air Festivals airshows with some of our teams such as the Wolf Delta or the Rafale solo display and many more. We're also known for our previously published mods, such as the Rafale/M2000ND and OV-10A Bronco, which have been well-received by the DCS community. Our upcoming project represents a significant leap in quality for DCS free mods: the Alphajet. If you don’t know this trainer jet, you will love to fly it on DCS World when the mod will be ready. The mod will offer the best fidelity, featuring a specific EFM ! We put a special attention into the flight model with a new modelisation, as far as we can say the result is perfect. For now, you can catch a sneak peek of the project's progress on our Discord server. The mod is currently 80% complete and we are giving the maximum to have it fully ready as soon as possible. Help us by showing your support in sharing the news and fly it when it will be out. We can’t wait to see the community flying this wonderful aircraft. Join us on the Split Air Discord server or other social networks https://linktr.ee/splitair15 points
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Thanks, Beldin for your great photos. I was looking at the USS Bowen the other day. She needs to be reworked. Yep, older ships are coming. I didn't know much about texturing when I released the older vessels like the Bowen and Bainbridge. I will add Bowen to my Shipyard list to be worked on. I improve the textures. Every day I practice texturing ships in Substance Painter to stay busy. I've found that texturing ships in SP reduces the time it takes to create ship mods. However, I need to work on reducing the number of objects that need texturing because the more objects the more textures. At least 6 textures per object. It adds up after a while. Last night I worked on the USS Farragut. Just practice. With that said. I need to fix the amount of objects being textured before releasing the Italian ships. *** On another note I will be away from PC from now until Apr 29th. So I will not be responding to any comments for a few days. Thank you all for your continued interest in the AI Ship mods.***14 points
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I think sometimes it's hard to grasp the amount of time any form of (even basic) testing takes. The US pack contains around 60 different assets, imagine performing 10 tests per asset. That's 600 tests. There's also a lot of work involving the release, everything from cleaning up the folders, removing redundant files to creating the loadout spec sheets and updating the web. That said, we're almost there now. The testers received a RC1 of the US update yesterday. If nothing major has broken I'm releasing it very soon.14 points
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Hello, Vietnam War Vessels 0.4.1 is out: https://github.com/tspindler-cms/tetet-vwv/releases This maintenance release includes several enhancements to existing assets. The flagship CVA-31 Bon Homme Richard of our mod now has a companion - generic Essex Class carriers featuring the SCB-125 update, complete with an angled deck and steam catapults. The ship's number is now dynamically applied from a set of textures, instead of being fixed in the model. Additionally, the lower hull now boasts a red coating, accented with a black waterline. Most notably, we've added new runway and taxi configurations for 24 and 36 planes on deck, crafted by Beldin, allowing for more densely packed flight decks. For more details, please refer to the Bon Homme Richard README. Thanks to the collaborative efforts of Beldin and currenthill, the main armament of the USS Maddox has been upgraded to engage both ship/shore and AA targets effectively. The MiG-17F now sports a fresh set of liveries provided by seabat, alongside an updated collision shell that should result in fewer errors reported in the dcs.log. Similarly, the F-8 Crusader has received an updated collision shell, hopefully improving its performance and reducing log errors. We also have a discord channel dedicated to the Vietnam War Vessels mod, follow https://discord.gg/P2B63VEZVk Enjoy, TeTeT10 points
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Nevertheless. The "other" flight sim can't do any of that. Also, a little bit of imagination capability always helped with immersion in computer-(games).6 points
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6 points
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This thread has been dead for years because I just didn't have the time to visit the archives anymore. That doesn't stop other people from visiting though, and Heatblur Discord user VF-103 AJ made an attempt to get the tactics manual for the AJ 37 squadrons declassified, with a little bit of assistance from me. We ran into some trouble with the officially published version from the mid-80's, but we did manage to locate a draft version from 1975 and get that declassified. Some of you have been waiting since at least 2017 for this, so it is with great pleasure I present to you, the Proposal for Tactical Advisory for Strike Squadrons, 1975 provisional edition: Förslag till taktiska anvisningar för attackförband, 1975 (TAA 75): provisorisk utgåva, issued by the 1st Air Group (1. flygeskadern, E1), 19 June 1975, in 10 numbered copies. This is copy number 1, stamped arkivexemplar (archive copy), found in the national military archives, specifically in the archive of the 1st Air Group, ops section, classified series F II, volume 1. There is a distribution list on page 2; copy number 2 and 3 are not accounted for there, but numbers 4 through 7 were issued to the commanders of the strike wings (the 6th, 7th and 15th wings; the 7th wing was issued two copies) while copies 8 through 10 were retained at the E1 headquarters. I'd expect this to be the only surviving copy of this version of the publication; the others should have been burned according to standard classified document archival procedures. Unfortunately this draft version is not complete and is missing several chapters as well as many of its appendixes. The cover letter states that this is simply because not all chapters were finished at the time of issuing and in some cases additional field trials were required. We do however have our sights on another copy from 1980 that may be possible to get declassified, so stay tuned for that. All credit to VF-103 AJ, who did all the actual work of going to the archive, photographing the documents and assembling the PDF. I mostly contributed some arcane knowledge of the national archives search engine and some tips on how to deal with their bureaucracy.5 points
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I for one am hesitant to get excited about plane directors on the deck. Given the current SuperCarrier logic, not only will it mean each spawn spot will have to use a specific CAT, it will also mean for spawn location we'll have to use the exact taxi route that is pre-coded (so no deviating off route, or statics in front of the island etc, etc). Just imagine a plane director evenly spaced on the taxi paths below, with a very small trigger zone for the animation, and you can imagine what we're probably going to get. In a multiplayer environment, with 10+ aircraft spawning in at once, following a logical launch sequence will become almost impossible. My fear is the whole process will become even more restrictive, inflexible and buggy, than we have now. Hopefully I'm wrong, and ED surprise us with a system compatible with large MP launches. Edit: Some more digging indicates that after recovery, the plane directors are going to try and park aircraft aft of the island, just like AI aircraft attempt to do. This will mean back tracking aircraft and ground crew all fouling the deck during recovery. This will 100% not work for any MP squad conducting realistic 45-60s interval recoveries. There's a reason aircraft are spotted on the bow after recovery IRL. Anyway just an observation, here's still hopeing for the best.5 points
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Thinking of Falcon 3.0, F-14 Fleet Defender and similar. A crap ton, yes. But it didn't feel thta much back then..... We're so spoiled today!5 points
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Still waiting for AlphaJet and Draken. If somebody makes a BE Lightning and SEPECAT Jaguar, even more happier.5 points
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That's awesome because while working on the carrier CVA-31 I recalled you had a few great mid 60s to early 70s warships (some are now in the yard). But I dug through my mod archive and came up with a couple pics. Here's CGN-25 Bainbridge and FF-1079 Bowen with CVA-14 and CVA-34 and their Allen M. Sumner-class destroyers while getting resupplied from USS Sacramento. Carriers and Sumner-class destroyer (USS Maddox) are from the Vietnam War Vessels Mod. So yes the more escort options the better. And many thanks in advance I'm going to try and do a few liveries for the USS Bowen as she's a Knox class so there are plenty of options but USS Bainbridge was the only ship of her class so no livery options there.5 points
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As it wasn't on-topic on the other thread about the TGP slew and HAD, I'll create a thread of my own instead. After the latest patch I've noticed that the TGP sometimes can't stay stationary on one coordinate (i.e even the coordinates in the top left corner of the TGP are slowly changing). I have double-checked that my slew controls are perfectly centered, and even so, I can observe this while the TGP is locked in point-track. From my observations this "drift" always happens in the same direction as the aircraft is moving, so if I am moving straight against the target, the TGP will drift further away on the ground, and if I am traveling towards the left in relation to where my TGP is pointing, the TGP will drift in the same direction. I have even tried saving markpoints with the TGP, flown around a bit and then cycled through the markpoints and making sure I'm doing Cursor Zero on the TGP, and I can observe that the TGP suddenly points way off the markpoints that I had placed. I have noticed this complaint from other players on multiplayer servers, so I'm not the only one experiencing this. Attaching a track-file to this post demonstrating this. F-16C TGP-bug 2.trk4 points
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Here the latest version on Discord https://discord.gg/FfEEW2ru while waiting for the soon v3.84 points
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4 points
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Are you working on an Alphajet? ... I don't know how advanced you are on the project, but I'd love to be able to edit some missions for it when it is released Best regards, Eduardo4 points
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server-20240417-160837.trk Problem occurs approx. 0955. and this mission is basically empty, no scripts, like two triggers, and 2 AI units. P.S. forcing players to go to specific catapults will not work for organized missions. At a minimum they must be able to choose. "Request taxi catapult 1". I really hope the implementation does not force you to go to certain catapults. What if you're doing CQ (only using cat 1 & 2)? What if you are doing a covey launch? What if you have a launch sequence plan? P.P.S. Groups wouldn't be forced to use scripts to control the aircraft carrier if cyclic windows, turning into the wind, proper CASE 3 marshalling and bolter/waveoff was part of the DCS: Supercarrier 2020 module.4 points
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not yet, for the moment we are focus on our Alphajet but it will be fix in future ( 'cause Alphajet have the same issue too)4 points
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With all the desert based maps why don't we have a default hesco barriers? I know there is a mod out there for it but some people don't want to install mods. I wouldn't think that's asking a lot and mission makers would be able to make realistic looking fobs/bases. If not soon can we please get it when Afghanistan comes out? A couple images for those who might not know what a hesco barrier is.3 points
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3 points
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Its awesome to see this project. I flew the old freeware one a lot and did rocket attacks with it. I taught a friend of mine new to serious flight sims in the older alphajet, it waw very easy to fly and get the hang of for a noob. looking forward to this!3 points
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The winch can be used with the MH-60R submod for CSAR missions. https://www.digitalcombatsimulator.com/en/files/3331106/3 points
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3 points
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No matter what you might think I can assure you work continues on the F/A-18C. If and when we want to make a big fanfare about being out of EA we will do so, but we have things we are still working on. As for the comment above about low confidence, that couldn't be farther from the truth. The DCS: F/A-18C is a solid module even with some polishing still needing to be done. As far as bug reports we still try and make sure they are all added so the team knows and can prioritize them as needed. I am more of a WWII guy but for modern the F/A-18C is still my personal go-to aircraft. I just upgraded my HOTAS setup with WINWING F/A-18 stuff and I love the aircraft. Again, yes there are some things to be done still and bugs that exist and need to be addressed we will get to them all. I honestly am not up on the big fanfare releases because no matter how complete at the time, someone may have an issue with something and honestly fanfare for release feels like a goodbye to development when we still have things we want to do. I know some of you might not agree with me, or think I am lying or spinning the truth, but this is all facts. Really the only thing that has changed on the F/A-18C development is some text lines on the store page.3 points
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So if I run your track, I see your right MFD darkening. I take take control from the very start, it does not happen. If I start the track and then immediately take control as the right MFD darkens, I can press the 'Backlight Brightness' to brighten up the MFD again. So something is causing the 'Right MFCD DSP Decrease' bind to be pressed3 points
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3 points
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seems fine to me was flying it in red arrows livery monday night with blue smoke telling myself i was red 13 points
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There is no need to edit or change these values, they are saved automatically when the App closes. For a reference, this is what MovingMap saves at each index: user settable values (saved in config.ini file) 0 = 2 MAP style (2, 3, 4) 1 = 1 TYPE show/hide (-1/1) 2 = -1 C/S show/hide (-1/1) 3 = -1 ALT show/hide (-1/1) 4 = 1 ROSE show/hide (-1/1) 5 = -1 SZ/F show/hide (-1/1) 6 = 1 SZ/E show/hide (-1/1) 7 = 1 TRACK show/hide (-1/1) 8 = 0.5 MAP opacity (0 .. 1) 9 = 50 Missile Warning Volume (%) (0 .. 100) 10 = 1 AIP show/hide (-1/1)3 points
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With the upcoming modules F-104, Mig-23MLA, Mig-17F, the existing types Mig-19P, Mig-21, Tu-95, AJS37 and mods such as SU-15 Flagon (by Marco1985) and P-3C, the Draken would fit extremely well in Cold War scenarios based on the Kola Map. A Forrestal-type carrier with A-4E, F-4, C-2A, S-3B etc. would also be within the realm of possibility. All protagonists Norway, Sweden, Finland, USA and the USSR would be represented with good equipment. That would be a good prospect for all users who love historically based flight simulations.3 points
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Ну, чего расстраиваться раньше времени. Когда-то первым вертолетом классической схемы (UH-1H) с нормальной, не виданной до той поры физикой, стал вертолёт стороннего тогда разработчика Белсимтек. У Хитблюров то годные аппараты выходят, а у ED тем более. В то время как к Разбамам всегда было побольше вопросов, что к самолетам, что к их карте Южной Атлантики. Но для уверенности, конечно, РД не от ED всегда немного настораживает. С картами похожая ситуация, но на данный момент людям больше нравятся Сирия и Нормандия от Югры. Афганистан от ED может изменить рейтинг. Посмотрим.3 points
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Thanks all, we are taking a good look at this now.3 points
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Same thoughts from me as well. I am not to judge when the plane is ready for release. It isn't my product nor my company BUT, This sort of "quiet" release implies low confidence in the product. Actually no, this absolutely screams low confindence and a lack of passion for this product. Its just the way it is. No way of getting around it. People in this community will always find out anyways. And in my personal opinion, this type of release is more harmful for this product as opposed to releasing it with full confidence even with its flaws. ED gave a full trailer with newsletters when a map was released from EA. I would not even be annoyed that it still has some issues. Nothing is perfect, ever. I believe a lot of people still like the Hornet as a module as much as I do. But if I worked as a dev for something as defining as the Hornet is for DCS, for more than half a decade, I would find it massively insulting that the result isn't even worth a mention from the company. Seriously ED, why do it this way? Every 3rd party developer is actually proud of what they do. And you are not?3 points
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For player modules, of the right timeframe and in theatre during that timeframe. I'll be quite strict and where there's caveats I'll mark them with an asterisk: Both F-4Es fit into that timeframe (DSCG is supposed to cover mid 1970s - mid 1990s, DMAS will cover the late 70s/early 80s up to the mid 1990s at least IIRC). Tornado IDS (just about, though depending on how different the avionics it could represent an earlier 1980s aircraft). 9-12/9-12A MiG-29 MiG-21bis MiG-23MLA (if it ever comes) Mi-24P *UH-1H(?) For AI aircraft: *An-26 (I think the countermeasures might be a more modern addition) Mi-24V MiG-27K Su-17M4 Su-24M Su-24MR For the VVS Group of Forces in Germany (as it was known from May 1980 - 1993), the best place I've found so far is this (scroll down until you find the 1980 Organisation). For other aircraft (player and AI) that weren't necessarily in theatre, but were otherwise around for the timeframe: A-6E (Depending on the exact version) A-7E A-50 AH-1W (without the AGM-114K, only the AGM-114B was around for the AH-1W in the 1980s) AH-64A (though again, not with the AGM-114K, only the AGM-114A and AGM-114C was around for the US Army in the 1980s) C-101EB/CC CH-47D F-5E *F-5E-3 (Asterisk is here purely because it's somewhat of a hybrid, but it does still fit in the timeframe) F-14A-135-GR (early) F-14B (just) F-104 (depending on variant) G.91R/3 /R/4 Il-76MD (though would've likely had its tail guns fitted). Il-78 KA-6D Ka-27PL L-39C L-39ZA Mi-26 Mirage F1BE, CE and EE. MiG-23MLD MiG-25PD MiG-25RBT 9-13S MiG-29S (without the R-77) SH-60B Su-25 Su-27S UH-60A Tu-22M3 *Tu-95MS6 (though not with missile it's armed with). *Tu-142 (depends on what variant it's supposed to be, the missile it has available isn't accurate for any variant AFAIK) So a pretty decent showing, particularly from AI aircraft.3 points
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Hi all. First just want to say this map is going to be fantastic. Great going ED! After the interview I saw with Wags, I had a couple of questions. Will there be assets for this map and will it include Hesco/Sangers etc. so we can build our FOBs and PBs? I think that would be good. Also as we have great helicopters in DCS with the CH-47 coming in soon, will we see Ground unit AI improvements? ie. Insurgents and soldiers acting in a more realistic way on the battle field?2 points
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I never said that. What I said was that the plane of rotation of your view side to side will be different than the plane of light (which doesn't bend) passing between camera and reflectors. And it absolutely is. Unless, as I said, the camera and reflectors are level with the plane in which your head turns side to side. Do I need to post a picture to prove this? And TrackIR doesn't need to know sh*t about the level of the floor for this to happen. It happens inherently because you rotate your head side to side in a plane that is not that same as the angle of camera to reflectors, if you mount the camera too high. And although there may be some "compensation" it is also absolute that it will get bad enough at a steep enough angle that software can't correct it. Light doesn't bend. If the reflector is off angle enough, light will not be reflected back where tge camera can see it. If it's approaching that angle, it will behave oddly. How far from the screen are you sitting normally?2 points
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the bronco will be patched for the multithreading Gear bug as well as the propellers when we have found the problem :)2 points
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Update is out now for my RCAF skins. https://www.digitalcombatsimulator.com/en/files/3336649/ Part 1 https://www.digitalcombatsimulator.com/en/files/3336650/ Part 2 I am slowly working on redoing most of the default skins in this style, yes.2 points
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Also, the OP more or less tells us he's close to the TV: Further away, shallower (lesser) the angle. Closer, more steep (greater) the angle.2 points
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Can't quite agree about reluctancy to turn - to me that aspect feels the same as it was before 2.9.4 and still is in remaining "old physics" warbirds ie. one needs to get the plane moving to let inertia swing it around a little. Nothing changed here in my opinion. On a sidenote, it's DCS Mosquito that got reluctant to turn with the new physics, simply because its brakes are made of marshmallows now, almost like the ones in Il-2GB . I do agree, however about general "boaty" behaviour of Mustang dampers currently. My oh my, in left and right turns while taxiing it sways like old American family midsize saloon car :D.2 points
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2 points
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You call these stuttering enteties moving as smooth as a jammed robot "troops"? realy? And you cannot land "troops" on a rooftop in DCS. What you can do is land on a rooftop and let some troops spawn there from a imaginary inventory created by a script. I have never seen troops in DCS disembarking from a helicopter (means realy sitting inside, open the side door, jump out animated and do a 360), all i have seen is troops spawning out of nowhere.2 points
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If that happens, the steam version will also no longer work as you still have to log on with your ED account from within DCS to authenticate. Personally, I still use the steam version. The benefits I see are faster downloads, ease of payment (I try to keep spreading around my credit card information to a minimum) and I really like the start menu where I can easily switch between VR and non-VR versions.2 points
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I hope that we don`t get knee high grass on airports/airbases again, and i hope that Orbx use accurate satellite images on airports and airbases with at least accurate placed vegetation and access ways to buildings. I know that they can not create every single building accurate and it will be some copy/paste stuff again but moders like me can at least create those missing buildings and replace inaccurate stuff with the scenery removal tool. All other DCS Maps failed miserably regarding all this issues, and i bought all of`em. Hope is up for Kola Map..2 points
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Что значит - "Магазин не может сам устранить проблему" если не может устранить проблему тогда должен вернуть нам деньги + извинится. Я не знаю что там у вас в России но у нас (в Европе) такого и в мыслях никто не подумает что покупая что то в магазине потом придется еще разбираться с третими лицами из за качества продукта. Я при покупке фотоаппарата (чтоб вам было понятнее но это касается многих других продуктов) могу на второй день вернуть его обратно и сказать что она меня не нравится и потребовать обратно деньги. Не то что там кто то подсунет не работающий фотоаппарат - это нонсенс! Я даже могу вернут работающего. Ну ладно, понятно что не хотите вы посмотреть на ситуацию нашими глазами - как хотите. Просто надеюсь вы понимаете хоть того что Ф-15 это не хок. Доверия можно потерять только один раз.2 points
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Update: Version 15 is out with new features and some fixes: - added the OpenAIP map overlay: it shows Navaids, Airspaces and Aerodromes, and can be toggled on/off with the 'AIP' button. - fixed a performance issue, where units 'disappeared' from the map in missions and on servers with a high number of units. As always, feedback is welcome! Enjoy! IMPORTANT: if you upgrade from an older version, you need to replace the movingmap-hook.lua file in your Saved Games\DCS[.openbeta]\Scripts\Hooks folder with the updated one included in the .zip file on the download page: ------------------------------------------------------------------------------------------ DCS MovingMap (free Windows version): https://movingmap.bergison.com/download DCS MovingMap Caucasus (free version): DCS MovingMap (full version supporting all DCS theaters) NOTE: consider installing the free Caucasus version first, to try out the app and to test if your DCS data export is working! ------------------------------------------------------------------------------------------ To your questions: MovingMap does saves all settings in a file named config.cfg, which is already included in the .zip file. Make sure it is in the same folder as the DCS_MovingMap.exe and not read/write protected. We'd need a provider for (free) MGRS grid map tiles. I've looked around a bit but could not find any. If you happen to know or find such a service, I am happy to add it as a map overlay to MovingMap! I have just tested the Windows version on a 7" touchscreen, and the App works exactly like the Android version.2 points
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The only time I can't add a custom engine sound is when the unit is equipped with radar. Due to a DCS bug, the engine sound will then be locked in position, so the vehicle will drive away from the sound. Very strange bug.2 points
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Да уж… Как можно было довести ситуацию до такого? И что теперь с этим полуфабрикатом будет? Жалею что фантома оплатил тоже в раннем. Больше ни ни2 points
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No, don't worry I'm with you (mostly). SA-4? Yes, definitely. SA-7? Abso-bloody-lutely - it and the SA-4 are the only relevant single-digit SAMs missing from the theatre. Huge number of radars and IFF? Again abso-bloody-lutely, the P-37 and PRV-11 have been in game for aeons but only as non-functional eye-candy, it alone would be a big step forward. Also missing the 5N84A (P-14F) + NRZ-14, 5N87, P-12/12M/-18, P-40, PRV-9/16, -13 and 17 and a Parol version. Of course, we'd also need IADS functionality and it would be fantastic if we could get a more complete set of battery components for our Cold War air defences - PU-12 and the P-40 would do wonders for PVO-SV systems, OdaZ-828 could be reused for numerous electronics/operator cabins for a few of the single digit SAM systems etc. However: For Nike, we're mainly missing just the conventionally armed MIM-14B/C Hercules. Ajax was older and not really relevant for the late Cold War, the rest are mostly for ABM defence, never stationed outside the US and kinda lacking a practical role in DCS (not to mention being nuclear armed). Pershing? Similar thing - it has a nuclear warhead and that's a big no-no for ED. Earlier versions of the SA-2 and -3? Personally, I'm fine with the variants we have (just so long as everything is coherent), they are missing a few battery components (transloaders - I know one has been teased for the SA-2, operator/electronics cabins and generators are the big 3). With all that said, look what turned up in the CH-47F Pre-Order video: Credit for u/Zanderzoo_ on hoggit for pointing this out, but this kinda looks like it could be a Cold War Germany map, depicting the inner German border between the GDR and the FRG - that observation tower in the first image (though looks a little short), kinda looks like a BT-9. Of course the helicopter and the much more modern M1A2 SEP v3 are out of place. In the second image, the smaller bunker/pillbox kinda looks like it could be something like this, also found along the Inner German Border.2 points
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RSHFT+RCTRL + NP Arrows move it up down left right, and RSHFT+RCTRL + NP/* move it FWD and back. Then save it with AltGr + NP 0. The proper vertical POV height is when, in the top right corner of the HUD, the horizontal part of the crosshair aligns in height with the little dot in the other mechanical pipper.2 points
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