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Showing content with the highest reputation on 05/18/24 in all areas
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Good Morning Everyone. The Italian Warship modding is coming along well. Cavour will take time because of all the features but her Escorts should be done soon. WIP.12 points
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MASSUN92´s Animated ground crew and lights MOD -- DOWNLOAD IT FROM: HERE! What a journey, right? As mentioned in today's newsletter (May 17, 2024), the asset pack will become part of the DCS core, allowing everyone to use the assets in their missions without needing to download anything. This does NOT include the animated ground crew and lights, which will still be available for download from the link above. ------------------------------------------------------------------------------------------------------------------------------------------------------ Before addressing some questions, I would like to thank all of you, the community, for your support and positive vibes. This achievement is also partly yours. On one hand, your support for the asset pack pushed me to make it better and bigger. On the other hand, I'm sure ED wouldn't have noticed the asset pack if so many people weren't using it and creating wonderful bases with it. So feel proud, we've achieved something fantastic! ------------------------------------------------------------------------------------------------------------------------------------------------------ - What's going to happen with the mod? I will continue developing content because I enjoy doing it. I love seeing what I create come to "life" within the simulator. According to my discussions with the people at ED, there's a possibility of adding more objects in the future, so feel free to leave suggestions below. - What will happen to the missions created with the latest version of the mod? As far as I understand, and I could be wrong, they should work fine WITHOUT the mod installed. - Will there be improvements? We have an agreement where I will make some minor future corrections to the models. Beyond that, I don't know what the future holds. ------------------------------------------------------------------------------------------------------------------------------------------------------ - Who I am? Hi to all! My name is Patricio Massun, I'm a 3D artist and architect from Argentina. My job is mostly related to arch visualization and asset creation for renders. I use this mod to practice some lowpoly, game-ready, real time rendering technics. I use Blender for all my work. All the models of the mod are created entirely by myself and the textures are from ambientcg (old cc0textures.com). All the export process is based on the EDM exported made by Tobi and use the tutorials from Grajo (Without them the mod would not have been possible). - About the mod:9 points
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I'll stay away from going into details about things I don't know enough about, like EDs business model and such. But when it comes to my models, the majority of them would be safe to distribute with a game. In simple terms, the most common license type stipulates that redistribution 3D model file in its native format is forbidden. But it's okay if it's exported in a proprietary format like EDM, that requires reverse engineering to obtain. That's actually one of the main reasons they are for sale in the first place. It's often a large part of the advertisement, and also why the original creator have to accept the standardized license agreement when selling them through these sites (like Turbosquid and CGTrader etc).8 points
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Good Afternoon Everyone. With the assistance of CrazyEddie. We bring you all a Hurtigruten Class Cruise Ship Arcturus. I think they're mainly river cruise ships. Hurtigruten Class Cruise line is a Norwegian public coastal route transporting passengers that travel locally, regionally, and between the ports of call, and also cargo between ports north of Tromso. The mod comes with 10 Liveries with unique names and texture colors created by CrazyEddie. It was a short-notice mod creation that Eddie and I collaborated on. Enjoy.7 points
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This video has some good shots of F-4B's launching on some kind of ground strike mission. Note how the naval variants of the F-4 can carry Sidewinders and a full TER of 3 Mk-82 bombs at the same time. Also some A-6's and an F-8.5 points
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planned yes, depending on final checks / unforeseen issues.5 points
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TeTeT's Vietnam War Vessels 0.5.1 This is a hotfix release for a problem with the F-8 Crusader pylons. The pylons were fixed, and the pylons on the wings are now hideable. The hotfix affects only two files. If you have downloaded 0.5.0 already, you only need to get the patch zip: "TeTeT VietnamWarVessels 0.5.0_0.5.1 patch.zip" As with Vietnam War Vessels 0.5.0, we now offer also a separate livery pack from the base mod. You can either download the complete zip (748 MB), or the base zip (533MB) and optionally the liveries pack (214MB). https://github.com/tspindler-cms/tetet-vwv/releases5 points
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5 points
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Surviving FAM-1 in the Phantom. Congratulations on your purchase of the F-4E Phantom II. It is a sweet flying beast, with enormous depth and versatility. It’s easy to fly while being tactically challenging. The aircraft is versatile, and the era it dominated was interesting, a combination that produces hours upon hours of engaging fun. First, don’t be intimidated by the hulking beast. The surprising little secret is that it’s easy to fly. The Phantom is honest and uncomplicated procedurally, the engines are responsive and powerful, and the slats make it feel responsive, but also stable and precise. You point it where you want to go, push the throttles up and man, does it go! As you would expect, Heatblur has delved deep into accurate modeling of systems and aerodynamics, and the result is a nuanced, detailed simulation of the F-4E. You will discover small details as you explore the aircraft and systems, they’ve even simulated the influence of engine exhaust flow on the stabilator due to its anhedral. How cool is that? From broad testing experience and SME feedback, I recommend starting with a pitch curve of at least 10 for the F-4. The simulator is faithful to the real F4E, which is sensitive in pitch. Experiment and refine your axis tuning for your controller from there. I am currently using a non-FFB stick with a 4 inch extension and heavy spring tension, 12 works for me. Map your controls. You only need pitch, roll, rudders, brakes, gear, flaps, nose wheel steering, speed brakes, trim in all axis and drag chute for this hop. Keyboard and clicking will be fine for the rest. We won’t be killing MiGs just yet. This guide is meant to be a quick and dirty “FAM-1” guide to get you in the air and safely back to earth. We’ll also have some fun in between. I know you’re eager to give it a try, so skip startup and begin on the runway, ready to launch. Fly a clean jet today, or throw on a centerline drop tank for starters. The trim will already be set (understand that due to the way the bellows/trim system interacts, until airspeed increases, the stabilator will be positioned full leading edge down on the ground), engines running, check that the flaps are down, let’s go. Normal Takeoff and Climb. Apply full afterburner, position stick full aft when Jester calls 80 knots and hold it there. Nose-wheel steering until the rudder becomes effective ~70KIAS (the NWS button must be held during operation). If you drift and need nose-wheel steering to correct, then center the rudder pedals before re-engaging. With full aft stick, the aircraft will rotate on its own when it’s ready to fly, ease off back stick to hold it at 10-12º nose up pitch attitude. Our intrepid F-4 SME’s and and recommended this technique, it works beautifully. Gear and flaps up immediately to avoid overspeed. Both have limit speeds of 250 KIAS. Min flap retract is 180 KIAS, which is only a consideration during military power takeoffs. Jester will let you know when they’re up. Terminate burner at 300 KIAS. You’re in the air, easy peasy, nothing to it. Climb at 350 to intercept .9 Mach. Mil power climbs at 350 KIAS initially require just over 20º of pitch. In Max afterburner, it will climb into the mid twenties at .9 Mach at over 30º nose high. Beast mode. Setting 3000 pph per engine results in a cruise Mach between .84 at FL 250 and .90 at FL350. That’s a fuel burn of 100 pounds per minute. Fuel planning couldn’t be simpler. Mil power at FL350 tops out just below Mach, around .97 IMN. Ease the nose down and it will go supersonic without afterburner. There is a little Mach Tuck going through transonic. Overall, the pitch changes are mild, trim is sensitive. Be quick with your thumb. Operationally, the F-4E is a Mach 2 aircraft. In level flight, it’s fastest at 35,000, and can achieve the dash one charted speed of just over Mach 2. Unload in a dive, and if you sport an adequate moustache, you can hit 2.2 plus. You can have fun figuring out the profile for that for yourself. At sea level, a low drag configuration tops out at 1.12-1.15 IMN. Adding external stores will reduce max Mach proportionately. Maneuvering Flight ROLL AUG off for maneuvering. Always roll using coordinated rudder and aileron. The higher the AOA, feed in more rudder as ailerons are less effective. Rudder only rolls are smooth and predictable. Reducing AOA increases roll rate. Experiment at different AOA’s and speeds, it will come to you quickly. Best sustained turns with typical Air to Air load outs at medium combat altitudes (SL to 15,000) range from 520-480 KIAS. Even with light pitch forces, flying a consistent, sustained turn is relatively easy. Smooth corrections pay big dividends. Control bank angle primarily with your feet. I checked the sustained turn G capability today from SL to 15,000 MSL, and it’s on the money. Gross weight affects performance of course, but if you’re doing your part, you’ll be able to hold 7.0 G on the deck, and 5.1 G while turning level at 15,000 MSL. I’m quite impressed with how stable the Phantom is at high G loads. You can already sense that the F-4E needs and loves airspeed. Use a 500 KIAS entry speed for a mil power loop, 450 with burner. A 4-5G pull up to 19.2 units will result in 200-230 knots or so over the top. It takes a lot of intentional baffoonery at very low speeds to depart controlled flight, which commonly shows up as a nose slice opposite to the direction of aileron input. The recovery controls are neutralize ailerons and rudder, unload with stick well forward (5 degrees AOA is a good target), and pull the throttles back to idle power. If the engines compressor stall, no big deal, go to idle, they recover quickly. Continue to hold up to full forward stick and let the aircraft do what it wants to do during post stall gyrations. As nose falls below horizon, and speed increases to 200 knots, you are flying again, so it’s safe to carefully roll with rudder and aileron to wings level, then pull up in light buffet, approximately 17 units, don’t exceed 19.2 units in the pullout. Spin recovery controls are rudder opposite the yaw/turn needle and lateral stick into (the primary recovery control is aileron), but perhaps the biggest shock having heard all of the lore, it is difficult to get the slatted F-4E to spin, even intentionally. That said, if the aircraft doesn’t recover, pull the drag chute. The aircraft will pitch nose down and accelerate. Either jettison the chute or let it fail when airspeed exceeds ~250knots. If you see a nose slice, it’s probably the ailerons causing it. Center the stick, reduce the angle of attack. The AJB-7 attitude indicator is so well designed that it can be used to fly precise aerobatic maneuvers, including rolling out on a specific heading, without looking outside the cockpit. The indicator is surrounded by the primary flight instruments, so in addition to the heading marks on the AJB-7 itself, you can see airspeed, AOA, altitude and the VSI in your peripheral vision, without shifting your scan. It’s all right there. Try this. Referencing the attitude indicator, pull up wings level and peg the nose exactly in the middle of the black dot that depicts 90º up, then pull the throttles to idle and do a lovely tail slide. If you get it right, the aircraft will back down, and full aft stick will make it flop forward, full forward stick will make it flop on to its back. Hold controls neutral, and it will pendulum past vertical at the bottom, where inertial dominates aerodynamics, just as a real fighter does. The AJB-7 clearly indicates where the closest horizon is to roll and pull out with minimal altitude loss. You can use it to pull out of a hairy maneuver on a specific heading, bugging out directly at home plate, where you can change out your underwear. Landing Max landing weight is 46,000 pounds. We aren’t too concerned with limitations for our hop today, but you don’t want to get into bad habits either. That’s about 12,000lbs of fuel for our configuration today, shouldn’t be a problem. At max landing weight, a stable on-speed landing AOA of 19.2 works out to 168 KIAS. If we were down to 3000 lbs of fuel using today’s configuration, on-speed would be 151 KIAS. Overhead breaks at 350-400 KIAS work well. 4000 pph will result in 400 KIAS on the run in. In this speed range, idle power in the break is fine, speed brakes are not necessary. If you do use the boards during a faster break entry, they should be manually retracted on downwind. If you are struggling to hold altitude when dirty, then you forgot to retract the speed brakes. Seat full up for landing. It’s difficult to see over the nose, so you may need to use RCTL+RSHFT+8 to raise cockpit camera. Extend gear and flaps at 250 KIAS, get the power back up as the aircraft decelerates towards 180 knots. That’s minimum speed on downwind, but slow to the “on-speed” AOA of 19.2 units (the big white square) before or during the first part of the final turn. Jester will talk you through the simple Landing Checklist. For reference, when level downwind, pitch will be 10-11º, and ballpark fuel flow with be ~4000 pph per engine. The aural tone and indexers give plenty of feedback. Gear and flap extension both cause a very mild pitch down. Flaps extend when decelerating through around 210 KIAS. Flaps will retract in the air if over-sped. Like most fighters, you’ll need to add power around the approach turn to control rate of descent. It doesn’t take much. Perform all rolling in the pattern with coordinated rudder and aileron. Trim and pitch are sensitive in the landing configuration, faithful to the aircraft, so smooth inputs are required. Fly with your fingertips. Due to the -5.25 degree thrust line of the J79 engines, adding power causes the nose to pitch down, reducing it causes a pitch up. It’s exactly opposite of the F-14. When you push with your left hand, you will need a slight pull with your right and vice versa. It’s also a happy little airplane during approach, with the AOA tone beeping and chirping. In fact, it’s quite easy to get on the runway in one piece. All of that cheerful noise should be a clue that the Phantom is flown while referencing AOA in the landing pattern. If you are struggling, try flying a little fast, with the AOA needle at the bottom of the white, “on-speed” index mark, around 17-18 units. We aren’t landing on the ship, so a little fast is fine as you get familiar, you have plenty of runway to work with. Use the “bug on the windshield” for glide path reference. Just like landing a Cessna. If you are addicted, you’ll quickly wean yourself off of HUDs. If you get behind the power curve, above 19.2 units or more, understand that excessive AOA causes enormous drag that if unchecked, will dramatically increase descent rate. To recover, forward stick to reduce AOA immediately is critical, while adding lots of power. You need both, don’t try to power out, reduce AOA with pitch. Danger of stall buffet and nose slice lurks above 25 units. In the flare, you may need to look to the left or right through the windshield side panel to see the runway, like Lindbergh did flying the Spirit of St Louis. It’s where you look when landing tail draggers or even fat nosed single engined Cessnas. Some instructors call it “The Lindbergh Reference”. I find that carrying power into the flare makes for a smoother landing. Arrest the rate of descent before you ease the power and let it settle. If you are fast, then pulling more power in the flare is fine. When you try a carrier landing, and we all know that you will, keep in mind that you will need a significantly wider abeam distance. The F-4E lacks the BLC flaps of the Navy versions, so you’ll be flying a much faster approach turn with a wider turn radius. The LSO’s will be nervously eyeing the net. Good luck. Single engine approaches are simple. Only real change is you a little faster, at 17 units, the yaw due to asymmetric thrust is easily controlled with rudder, even in burner. Fly a straight in approach using gentle bank angles and you’ll be fine. It helps to get rid of most of your fuel before landing with an engine that is “uninterested in further toil”. The F-4E also has a nifty flight director on it’s remarkable AJB-7 attitude indicator that makes ILS approaches a piece of cake. ILS freq is set on the pilot’s left console. The controls for what drives the needles are on the lower right side of the instrument panel. Give it a whirl, flight directors are amazing. After touchdown, lower the nose, pop the chute, hold the stick aft, and enjoy Jester’s compliments on your landing as you roll out. I bet that you land it on the first try. When clear of the runway, there is nothing like opening the canopies and enjoying the sound of two J-79’s while enjoying some fresh Phantom Air. Soak up the satisfaction of a flight well-flown as you taxi back to the ramp. You just experienced what it is like to fly an iconic fighter that continues to menace the skies even today. Damn, that was fun. Maybe that's why Jester loves to say, “We have the best job in the world.”4 points
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I'm seriously frustrated by Early Access politics. Im playing DCS from Flanker 2 era and i'm trying stay optimistic, but now beginning to believe that it is a pernicious path. becouse this few facts for example.... F/A - 18 Hornet. more like 9 YEARS develoment and still not finished. 9 Years. ( A10C with KA-50 has FINISHED with better damage modules in much shorter time, but not EA exist in this era.. ) DCS Supercarrier : 5 years in development (4 in EA) and update progres is very slov. Briefing room was announced 3 years ago. In the same time was finished huge AAA titles in Games or Films. DCS: Sinaj. Last roadmap update 14 july 2023. Absolutly dont follow promises and no info from developer. I want money back. DSC F15E Strike Eagle + other modules from RB No commutication to users, no explanation situation about razbam. No updates in laste patches. Now is just next unfinished modul with unfilled promises, but payed. If this module not continue in progress, return money. Other reported minor problems have not been fixed for years, for example GBU-28, static objects activate/deactivate in ME, MFD maps scales and others... And story can continue with more modules... I am no longer interested in new module announcements. i payed, and I was patient, but you don't keep your promises. your profit has become dependent on Early Access announcing, and not on FINISHED works. For me "thank you for your patience" it's not enough anymore. Im leaving DCS Afganistan, DCS Chinook and others in future, because these are just other unfinished modules. until you dont change access to EA. sorry.4 points
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I just want to put this out to the DCS Community. I'm sure we can all agree that CH has done so much for the DCS Community, 200 assets, that's simply amazing. I was looking at the Models that CH uses to create his assets, and boy they are not cheap!! I just want to ask the Community to help support CH and give him a donation, it's the least we can do for him seeing that he has done so much for the DCS Community. I have provided a direct link to help CH out. There are more links on this feed. Thank you, and enjoy! https://buy.stripe.com/9AQ3dV4CSbo20Te9AB Timex 34 points
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How many people actually buy modules at full price? Most of mine were either on one of the regular sales, or at pre-release discount. I have nearly everyone module and the only ones I remember paying full price for were the Huey and Nevada. The Huey was because it was my first module and I didn’t know about the regular sales. NTTR was for release 2.0.4 points
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^This! One of the most challenging aspects of COIN operations like in Afghanistan and Iraq is ROE and the limitation of collateral damage. We really need at least the standard insurgent model without an AK-47, so we can distinguish between an "armed" vs an "unarmed" insurgent. Same goes for the Technicals, simpy give us a pickup truck without the DshK. Lifestock and multiple civilian models, like people and cars, bikes etc would be the icing on the cake. As of today, it's basically "if it moves, shoot it", when it comes to Counter Insurgency or asymmetric warfare and ROE are not really a concern. This would give us so much options to implement ROE and challenges into these type of scenario. That would be awesome!4 points
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I'm confused, where have you been the last decade or more? That hasn't been the purpose of early access in gaming as a whole for a long time now. The purpose of early access in modern gaming is to allow customers to use an early version of a product before it is completed and to allow the developers to get cash flow to continue development of the project. In other words, there's no gaurantee you will ever recieve a finished product if you buy early access because you have only the word of the developers that they will continue to develop the product and eventually finalize it. So, if the devs are true to their word, eventually the product will be considered "feature complete" and you'll have everything you originally paid for. If not, and development stalls or becomes uncertain, the Strike Eagle for example, the product may become abandoned and you're stuck with the last version they gave you. In DCS alone, we have the F-15E, F-16, F-14, Mirage F1, Apache, and multiple other modules still in the early access release state as they are not considered finished products by their developers. Many other games use the early access model as well, this shouldn't be some brand new revelation to anyone.4 points
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17 May 2024 Dear Fighter Pilots, Partners and Friends, For the next DCS update, we are preparing eagerly-awaited new features such as the FCR Zoom and C-Scope for DCS: AH-64D and FCR and TADS LINK. These features make the AH-64D an even more deadly force on DCS battlefields by increasing situational awareness and enhanced target identification. Patricio Massun is a 3D artist from Argentina who created a free asset pack for DCS that contains a variety of ground models, fortifications, and airfield assets. Please join us in thanking Massun for his help to include these directly into DCS. We are testing the models and plan to include them in DCS for free! Furthermore, the DCS: F-5E Tiger II has received various enhancements such as the RWR improvements, more realistic radar ground clutter, and the addition of the AIM-9J Sidewinder. Please read the details below and stay tuned! Thank you for your passion and support. Yours sincerely, Eagle Dynamics AH-64D Update Overview Upcoming Update release: 21 May, 2024. For the next DCS update, the AH-64D will see the addition of three important features: the Fire Control Radar (FCR) Zoom and C-Scope functions and the LINK function for the FCR and TADS. Both are incredibly useful when engaging targets. The Zoom function allows you to zoom-in on the FCR Next to Shoot (NTS) target at a 6:1 ratio, or you can use the display cursor on the FCR page to select an area to zoom in on. This is very useful when engaging closely grouped targets. The C-Scope function, also selected from the FCR page, allows you to place FCR target identification symbols on both your Helmet Mounted Sight and the CP/G TEDAC display. This is an invaluable tool for building situational awareness, and AH-64D players without an FCR installed can still see these symbols using the datalink. Both items are previewed in this DCS: AH-64D FCR ZOOM & C-SCOPE video. The next update will also introduce the sight select LINK function to the AH-64D. This allows both the CP/G and Pilot to slave the TADS video to the FCR NTS. This will allow you to visually identify FCR targets through the TADS prior to engagement and allow you to perform battle damage assessments after an engagement. LINK also allows you to slave the FCR to the TADS. You can learn more about LINK here DCS: AH-64 | FCR/TADS LINK DCS Core Massun92’s Assets Pack We would like to thank Patricio Massun for creating his asset pack and his work to assist with integration of the 3D models as part of the DCS Core. Massun’s Asset Pack for DCS includes over 100 terrain objects including fortifications and ground models that can be placed across all DCS terrains. These models are very well designed and aid to create more realistic and immersive missions. For more information, please check out the Massun Asset Pack for DCS forum. We are currently testing all the models and planning to include them in the next DCS update. F-5E Tiger II Development Progress A favorite of Cold War pilots, the DCS: F-5E Tiger II is a very capable, twin engined, light-weight fighter with excellent close combat and ground attack characteristics. This beautiful aircraft was easy to deploy, maintain and operate and much loved by its pilots. For the next DCS update, we’ve made several improvements based on your feedback. These include: The Radar Warning Receiver (RWR) now displays radars in search mode. Ground clutter on the radar is now more accurately represented based on altitude and scanning elevation. We’ve added the AIM-9J version of the Sidewinder air-to-air missile. TACAN operation with no weight-on-wheels has been corrected. It is no longer possible to uncage the AIM-9B Sidewinder in pre-launch mode using the Missile Uncage Switch. We hope that these F-5E improvements will further your enjoyment and make the F-5E an even better addition to upcoming Flaming Cliffs 2024. Thank you again for your passion and support, Yours sincerely,3 points
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Dear all, we are proud to announce the release date of the DCS: F-4E Phantom II. May 21st 2024. We thank you all for your very kind patience and tremendous support you have shown us over the past couple years. We hope to see you all soon, in the Phantom skies, come May 21st. From all of us at Heatblur: Thank you!3 points
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added Aster 30 Block 2 as well https://github.com/zahnatom/HighDigitSAMs3 points
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Unless the fictional livery is at the top of the list there should be no change. However, in the description.lua for each livery, it is possible to specify where in the list that livery should be simply by adding "order = x", replacing x with whatever number you desire. Of course it would be nice if there was an official livery manager as this is a change you will have to keep making every time the game is updated or repaired, unless of course you place the modified files in your saved games folder and just delete the duplicates in the CoreMods folder (I personally keep a copy in my user files allowing me to just drag and drop them in). Hopefully that makes sense.3 points
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Currently in DCS there is no (official) way to get hands on the IFF code selected by another aircraft. So we decided, until this might be changed by ED in the future, to use double bar returns for friendlies and single bar returns for neutral aircraft. It is a compromise that, as it is, fits well into how most other modules do it in DCS as well [emoji846]3 points
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3 points
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3 points
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Unfortunate bug that had been introduced a few days before the build used by the Content Creator. It has been fixed already[emoji106]3 points
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Hello, this mod is really great, it takes the Caucasus map to a new level. Given that ED recently integrated the Massun92 mod into the game. Could you please try to cooperate with ED to officially bring this mod into the game?3 points
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Carrying a loadout of just 6 R-77 accelerates almost as slow as a loadout of 6x R-27R + 4x R-73. Which is almost a ton heavier on total (~900 Kg) and has bigger diameter missiles with large fins plus the additional R-73 with more flat IR seeker window. Meanwhile a loadout of 6x R-27 is leaving the 6x R-77 in the dust in terms of acceleration. This can not be right.2 points
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Good day Admiral! Lovely to see you well and back in your shipyard, long may it continue (don't go overdoing it though to fulfil the wishes of your ravening fans)!. I wonder if you had considered looking into the Type 42 destroyer of the Royal Navy? I know Razbam were meant to be introducing an asset as part of the SA map, but that seems to have fallen by the wayside and I think it would fit nicely into the cold war revamp you seem to be undertaking on some of your other lovely vessels. Food for thought perhaps. Best wishes, 'Fly2 points
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2 points
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Do not get me wrong, I'll get this campaign when released, but, I was wondering if you gave any consideration to the USAF Weapon School in an early post Vietnam war setting, 1972-1975, when the USAF had F-4E (the course for F-4 was added to the school in 1965, before the Navy's Fighter Weapon School) at Nellis AFB. The USAF WS increased the focus on A2A in the early 70's and used F-5 and T-38 as aggressor for that. Right planes, right bases, right services...2 points
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Seems so simple now that we've got it working. For some reason it took the 3 of us weeks to get it figured out. Haaaa - maybe that says more about us!! @Devil 505, I'd say make the video - maybe even post it in its own thread so future community members can find it easier via keyword or thread title search.2 points
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Yes. I snapped that one up straight away. Just waiting for a good discount on the F1.2 points
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2 points
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Hi KoN, We believe they are fairly priced for the work we put into them, of course everyone's budget is different and you should only use disposable income for pleasure. We have many sales during the year, and on stand alone we have EDmiles for participating modules which help towards future purchases, third parties can decide if they wish to participate or not. We are working on a new discount program and we will share more news in the future. thank you2 points
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Basically you should always select AIM-54C over AIM-54A as that's just a straight upgrade. As for the motors there are differences but IRL they were regarded as having the same performance or at least close enough that the difference wasn't relevant. The difference is basically that one of them burns longer but weaker and the other burns shorter but stronger. But small difference. I'll leavy the discussion as to which motor is better in what situations to the people that put a lot of though into that.2 points
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Don't change!!!! I like Satelite look. I don't care VR, I like high quality look. It's prettiest map in DCS - I was late for vote, please count me in!2 points
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That system still exists. Again it’s possible to use that by selecting Spotting Dots: Off. That doesn’t turn the dots off, it just reverts the setting to the 2.8 system. 1080p players can still see you as a giant dot at crazy distances.2 points
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2 points
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My buddies and I just figured this out last night. FM requires UHF to be on and select T/R to work. Follow the steps below and you should be good to go. Center Console: Batt on Center comms panel (both of them) ensure all switches are flipped in the up position. By default in cold/dark, two of them labeled 1 & 2 are in the down position. These need to be flipped up (1 is FM and 2 is UHF). Turn the volume knobs all the way up on both comms panels (to the right). Front console (Radio Panel): UHF turned to T/R, Volume turned all the way up (small rotary dial) FM radio turned to PTT, Volume turned all the way up. Ensure you and your friends are on the same channel. All channels have worked for us. Where we were messing up was we were not turning on those 2 switches in the down position and the volume knobs were turned down low (around mid I think) in default cold start. Let me know if I need to record a video for assistance.2 points
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This is most excellent indeed. Anything that help bring realism and life to airbases and FOBs.2 points
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Wow! That asset pack looks amazing! I don't like using mods, as too often I found myself troubleshooting after official updates, so I'm extremely happy to see this mod being embraced by ED. Congrats Massun92!! (Let's hope more user created mods will follow soon. That would give DCS a massive content/quality boost)2 points
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That’s the old definition of early access. Now it means a module that is still under development.2 points
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Early Access starts May 21st, for everybody. Some streamers have gotten access to a preview build to start showing features off, doing initial tutorials, etc.2 points
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@Massun92 this is truly one of the best news that I've seen on the DCS newsletter on a long time, congratulations2 points
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17 мая 2024 года Дорогие друзья, В предстоящем апдейте вас ждут долгожданные обновления FCR – РЛС управления огнём для модуля DCS: AH-64D. Будут реализованы функции FCR Zoom (сужение вида) и C-Scope (вывод радиолокационных контактов в монокуляр). Также, станет доступна функция корреляционного сопоставления информации FCR с TADS. Новые возможности делают AH-64D ещё более смертоносным и существенно повышают ситуационную осведомленность пилотов на поле боя. Патрицио Массун (Patricio Massun) – 3D дизайнер из Аргентины создал весьма объемное расширение для объектов DCS World, которое будет бесплатным для всех пользователей DCS. В него войдут объекты фортификации, аэродромное оборудование, широкий набор новых наземных юнитов, в том числе доступные для управления. Присоединяйтесь к нам, и выразите свою благодарность талантливому художнику и моделлеру за его большой личный вклад и проделанную работу. Объекты находятся в стадии тестирования и станут частью DCS World. Модуль DCS: F-5E Tiger II получил заметные обновления: улучшена система предупреждения об облучении (RWR); “математика” при расчёте радиолокационных помех от земли стала более реалистичной; стали доступны ракеты AIM-9J Sidewinder. Читайте подробности ниже! Благодарим за энтузиазм и внимание. Искренне с Вами, Команда Игл Дайнемикс Обновление AH-64D Релиз: 21 мая 2024 В следующем плановом обновлении для AH-64D вы увидите: функцию Zoom – приближения (сужения вида) для FCR; отображение радиолокационных контактов через монокуляр и TEDAC (C-Scope); корреляционное сопоставление контактов (FCR/TADS LINK). Улучшения окажутся чрезвычайно полезными при боевом применении вертолёта в сложной обстановке. Функция Zoom позволяет 6-тикратно приблизить вид на радиолокационной картинке FCR, что особенно востребовано при детализации целеуказания среди близкорасположенных целей. Функция C-Scope, которую также можно выбрать на странице управления FCR, позволит вывести идентификационную информацию о целях на дисплей TEDAC оператора и отобразить через монокуляр пилоту. Это очень полезная фича, даже для случая, когда FCR не установлен, т.к. информация о целях может быть получена через даталинк с других вертолётов. Смотрите инструктивное видео по теме DCS: AH-64D FCR ZOOM & C-SCOPE video Третья полезная функция, которая станет доступна - это корреляционная связь радиолокационной обстановки и видеосистемы. Она позволяет связать между собой изображения FCR и TADS и привязывать обзор FCR к изображению на TADS перед тем как применить оружие, а также произвести визуальную оценку результатов после применения оружия. Связь работает и в обратную сторону, т.е. TADS можно привязать к текущему направлению обзора FCR. Смотрите соответствующий видеогайд DCS: AH-64 | FCR/TADS LINK Ядро DCS Комплект расширения Massun92 Мы хотели бы поблагодарить Патрисио Массуна за огромную проделанную работу и подготовку к интеграции 3D-моделей в ядро DCS. Пакет объектов для DCS от Massun включает в себя более 100 юнитов и объектов, включая укрепления и наземные модели, которые можно разместить на любой карте DCS. Эти модели очень хорошо спроектированы и мастерски исполнены; они прекрасно дополнят игру и сделают миссии ещё более увлекательными. Для получения дополнительной информации, пожалуйста, ознакомьтесь с соответствующей информацией на форуме. В настоящее время мы тестируем комплект и планируем включить его в следующее обновление DCS. F-5E Tiger II Отчёт о разработке Любимец авиаторов эпохи холодной войны – DCS: F-5E Tiger II это легкий многофункциональный истребитель с двумя двигателями, который прекрасно подходил как для воздушного боя, так и для атаки наземных целей. Изящные формы, простота в эксплуатации и обслуживании сделали его любимым самолётом многих военных пилотов. Основываясь на ваших отзывах, в предстоящем обновлении мы добавим ему функционал, которого ему не хватало: Система СПО (RWR) теперь будет отображать РЛС в режиме поиска; Радиолокационные помехи, вызываемые земной поверхностью будут отображаться более правдоподобно с учетом высоты полёта и текущего возвышения антенны радара; Самолёт сможет использовать ракеты AIM-9 Sidewinder версии J; Корректная работа TACAN после взлета; Для УР AIM-9B Sidewinder отключена возможность сделать uncage ГСН при захвате цели, как в реальном образце. Надеемся вы оцените улучшения, особенно с учётом того, что версия самолёта с упрощённым управлением будет включена в комплект Горячих Скал 2024. Ещё раз благодарим за всемерную поддержку и увлеченность!2 points
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Good Morning Everyone. I'm almost finished with the Italian Comandante Class Frigate. It takes time to figure out what textures work best for the 3d models but I think I got that figured out now. It's been slow because of my health but I do what I can when I can. Comandante Class Frigate Foscari Class is 98% complete. Weapons work well. I will finish her this weekend and start work on the Italian FREMM Bergamini Class Frigate and I will also create a version for the Egyptian Navy as well they operate two of the FREMM Class Frigates. Progress photos of the Foscari are below along with Liveries. Stay Tuned.2 points
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Yep, couldn't agree more. There are 2 relevant Kievs for the Kola map - the Kiev (i.e. the original TAVKR Pr. 1143) and the Baku (later the Admiral Flota Sovetskogo Soyuza Gorshkov), which is a Pr. 1143.4. Personally, I'd be much more interested in the former - it had a longer service life, relevant for the entirety of the late Cold War period - the flagship of the Northern Fleet. While it has a weaker point-defence SAM system in the 4K33 Osa-M [SA-N-4 Gecko] (with 40 9M33 missiles) as opposed to the 3K95 Kinzhal [SA-N-9 Gauntlet] (with 192 9M330 missiles), it carries a medium-range SAM system with the M-11 Shtorm [SA-N-3 Goblet] (w/ 96 V-611 missiles). It also carries 4 more P-500 [SS-N-12 Sandbox Mod 1] AShMs (albeit 8 as reloads, the Baku has 4 more launchers).2 points
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As promised I am going to conclude this thread with my post about Авиабаза 1521, Мары-1 - Центр боевого применения | Airbase 1521, Mary-1 - Combat Operations Center which was based in Mary-1. This airbase is included in the general Afghanistan map area and would be a huge asset and incentive for the map's additional support by the community if it would be modelled. 1521st unit based at the Mary-1 was the Soviet analogue of the U.S.A. Top Gun/ Aggressors! It was a special base for training front line fighters in various ways on top of the training they were getting in their own airbases. (Training program code name "Operation Kavkaz" or "Exercise 500") This training program for dogfighting and other combat flying, was not done in one day. It lasted several weeks or even a month. This program would have been impossible without rivals that were the visiting units. Thus, the majority of units of the USSR fighters visited the Mary-1 for training. Mary-1 “aggressors” were flying the following aircraft: In the early 70s MiG-21PFM, SM, UM and in 1974 - MiG21Bis. Since the fall of 1975, the 2nd squadron on the MiG23M/UB (non-woven blue with white edging, camouflage since 1979) MiG-23MLD was flown since 1984, The MiG-29 9.12 was adopted from 1989 for the 1st squadron and from 1991 for the 2nd squadron. To make the resident instructor squadrons stand out during the exercises, some quick identification elements - “cognac stripes, shark mouths, Vikings and Hornet logos” were adopted since 1987. After 1992 and the dissolution of the Soviet Union the airbase was disbanded, some of the jets were returned to Russia and some stayed as part of the Turkmenistan Air Force. Attached photos for reference. 00. ED map 01-02. Actual location, current state 03-06. Aircraft and operations photos Paper Skies video about Airbase 15212 points
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2 points
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I have literally explained how system works in both the real Apache and dcs in this thread as well as countless others. I’ve said the same thing more times than I can count. Keep going with the conjecture though, because it definitely resolves things and doesn’t muddy the waters or confuse people at all.2 points
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