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Showing content with the highest reputation on 06/04/24 in all areas

  1. Status update Weapon issues with DCS 2.9.5.55300 As you remember, there are currently two issues at hand. Issue #1 - Affecting all SAMs using TVC - making them go haywire and flying everywhere All affected missiles in all the affected country packs have been fixed. Tests are finished and everything seem to work as intended. Issue #2 - Affecting all missiles using the old DCS missile parameter set - making them fall short of the intended target As I mentioned before, this issue is a bit more tricky as it can't be reproduced with DCS core units (as ED has migrated all their weapons to newer parameter sets), and therefore we can't submit a proper error report to ED. I'm working weapon for weapon to see what I can come up with. The solution for guided artillery shells seem to work as intended. With the added benefit that guided shell will now also have the firing effect (this was a known limitation in my current version). There will also be separate artillery assets for unguided and guided shells. There is unfortunately no solutions for the other assets (beyond the guided artillery shells) yet. Here's the preliminary list of assets affected by issue #2 (green means the issue has been solved): HIMARS ATACMS HIMARS PrSM HIMARS PrSM antiship HIMARS GLSDB HIMARS GMLRS M270 GLSDB M270 GMLRS M270 ATACMS M777 Excalibur B-21 AGM-88G DF-21D PCL-181 GP155 Type 055 YJ-21 Iskander 9M723 Grigorovich Frigate RBU-6000 Artillerisystem 08 Excalibur PzH 2000 Excalibur Issue #3 - Affecting ATGMs I have fixed the ATGMs, but unfortunately I had to remove the top attack mode, since I haven't found a good enough solution, that's consistent. So we'll have to live with direct attack mode until further notice, but they work against both ground vehicles and slow helicopters. Here's the preliminary list of assets affected by issue #3 (green means fixed): AFT-10 HJ-10 CV9050 Spike LR2 RBS 58 FGM-148 I'm currently cleaning up the packages and creating incremental updates that will fix the ones in green above. That will give me time to develop solutions for the remaining issues, while at least all SAMs, artillery and ATGMs work as intended.
    14 points
  2. In this recent note, let's focus on a small but important detail concerning the operation of the hydraulic system of the La-7 aircraft, which is designed to control the position of the landing gear and flaps. The control valve levers for the landing gear and flaps have three positions: "DEPLOYED," "NEUTRAL," "RETRACTED." After completing the retraction or deployment of the landing gear and flaps, the pilot must move the lever to the "NEUTRAL" position. Delaying the return of the lever to the neutral position leads to an increase in pressure in the hydraulic system and premature failure of the hydraulic pump. It should also be noted that the flap control valve can only operate when the landing gear valve is in the neutral position, as it is connected to the idle circuit. As you can see, using the aircraft's hydraulic system requires attention and precision. Watch our instructional film, which visually demonstrates the rules for operating the La-7 aircraft's hydraulic system:
    12 points
  3. Early Release of the OH-58D Kiowa Warrior Manual Dear DCS World Pilots, We are excited to anullnnounce the early release of the manual for our upcoming OH-58D Kiowa Warrior module. This comprehensive manual is now available to help you familiarize yourself with the systems and operational procedures of the OH-58D Kiowa Warrior for DCS World before its official release. Please note that this is the initial version of the manual and our team is continuously working on improvements and updates. By studying the manual in advance, you will be better prepared to fully immerse yourself in the capabilities of the OH-58D Kiowa Warrior from day one. Key Features of the User Guide: Detailed Systems Overview: Explore the intricacies of the OH-58D's avionics, weaponry, and sensor systems with clear, step-by-step explanations. Operational Procedures: Learn the standard operating procedures, including startup, navigation and communication. Visual Aids: Benefit from a rich array of diagrams, screenshots, and checklists designed to enhance comprehension and usability. Updates and Improvements: Stay current with the evolving capabilities of the OH-58D Kiowa Warrior as the guide will be continuously updated to reflect the latest module enhancements and community feedback. Ongoing Updates: As the DCS OH-58D Kiowa Warrior module evolves, so will our User Guide. We are committed to providing you with the most up-to-date information, ensuring you have access to the latest features and best practices. Keep an eye out for regular updates, which will include new content, corrections, and improvements based on user feedback and module advancements. Fly safe and see you soon™! Sincerely, Polychop Simulations OH58D_User_Guide.pdf
    10 points
  4. Well, let’s instead listen to the relentless preemptively nagging of someone who hasn’t even tried it once yet and is condemning the work of people that probably spent month figuring out what they find the best solution and make it work…. just in case. You like how Jester, George and co. work? Fine - I hate it. Especially in regards to flying and handover. I am happy that they try a different approach and I will judge it AFTER I tried it……
    8 points
  5. Good news! Something incoming Tomorrow.
    7 points
  6. В свежей заметке обратим внимание на небольшую, но важную деталь, касающуюся эксплуатации гидросистемы самолёта Ла-7, предназначенной для управления положением шасси и щитков. Рычаги распределительного крана управления шасси и щитками имеют три положения: "ВЫПУЩЕНО", "НЕЙТРАЛЬНО", "УБРАНО". По завершении процессов уборки/выпуска шасси и щитков лётчику необходимо перевести рычаг в положение "НЕЙТРАЛЬНО". Запаздывание возврата рычага в нейтральное положение приводит к росту давления в гидросистеме и преждевременному выходу из строя гидропомпы. Также следует иметь в виду, что распределительный кран щитков может работать только при нейтральном положении крана шасси, поскольку включён в магистраль холостого хода. Как видно, использование гидросистемы самолёта требует внимания и аккуратности. Посмотрите наш учебный фильм, наглядно демонстрирующий правила эксплуатации гидросистемы самолёта Ла-7:
    7 points
  7. Octopus G: DEVELOPMENT NOTES In this recent note, let's focus on a small but important detail concerning the operation of the hydraulic system of the La-7 aircraft, which is designed to control the position of the landing gear and flaps. The control valve levers for the landing gear and flaps have three positions: "DEPLOYED," "NEUTRAL," "RETRACTED." After completing the retraction or deployment of the landing gear and flaps, the pilot must move the lever to the "NEUTRAL" position. Delaying the return of the lever to the neutral position leads to an increase in pressure in the hydraulic system and premature failure of the hydraulic pump. It should also be noted that the flap control valve can only operate when the landing gear valve is in the neutral position, as it is connected to the idle circuit. As you can see, using the aircraft's hydraulic system requires attention and precision. Watch our instructional film, which visually demonstrates the rules for operating the La-7 aircraft's hydraulic system: https://youtu.be/ljq6JgyjSVY
    6 points
  8. No disrespect meant, but this thread is about "Elevator trim too aggressive". If you feel strongly about this issue, it's probably best to start a new topic than to hijack this one. I, for one, would like to see this get back on topic. Cheers, John
    6 points
  9. Just to give everyone a heads up, there will be a huge-ish update this month, depending on a few life variables, testing, if not June, definitely July.. I will attach preliminary change log so far from last public build until now, in order (top is older, bottom is newest changes):
    5 points
  10. Братцы, я целую неделю возился, не имея никаких познаний, и сделал Ту-16 (AI). опубликовал в ветке dcs modding
    5 points
  11. I've always relied on human GCI operators. No scripts at all. They see whatever friendly radars see. If you destroy enemy EWR's and maybe SAM batteries, they see less. Which is then an incentive for helicopter players to deploy EWR's and SAM batteries. The latter is not always available, depends on the mission's scenario. Dozens of missions = Dozens of scenarios. Obviously, the downside of that is when there's no human GCI. You end up relying on EWR calls. You do that by bringing up the radio menu and select bogey dope. Sometimes the EWR doesn't answer you, so you'll have to do that again and again. I find it rather "challenging" (although I don't think it's ED's intention) that you don't always receive immediate BRAA's for bandits. You'll have to "work" a bit with the EWR to get something proper out of it. Another downside is when one team has a GCI operator and the other doesn't. Frustrates lots of players, I know. And yet again it's always been like that. The perfect scenario is when both teams have dedicated GCI operators who know what they're doing and call their assets off when necessary. We've had many sessions like that and that's why we've had a solid community throughout the years despite all the ups and downs and downsides of the server's settings and features. The circumstances can't always be perfect. But when they are, you'll have loads of FUN! You could either stick around despite all odds or leave the server like some do and come back when it's better populated. See you airborne
    5 points
  12. Hi, some more teaser pics by Whiplash of the upcoming skins for the F-8 and the gained ability of the H-2 in the Vietnam War Vessels 0.5.2 update:
    5 points
  13. Rubbish. I'm very disappointed that there have been no updates in 10 months. This needs to be discussed as I would definitely like to see their methodology change. There are legitimate concerns that need to be addressed and considered in the future. But slandering them by calling it abandonware when the dev's are still here and posting in this thread only 12 posts above showing progress is misleading at best and doesn't help anyone. Unless of course, you have some information that shows that the company has truly abandoned their product, and that the posts above by their dev's are fraudulent in nature, that you would like to share besides updates taking longer than you or I would like?
    5 points
  14. https://store.heatblur.com/blogs/news/dcs-f-4e-post-release-update-changelog Hier mal der Changelog für den anstehenden Patch.
    4 points
  15. First post updated. Tu-16 with KS-1 late, KSR-2, KSR-5 ASh and ARM missiles and FABs 250, 3000, 9000 added. Please look at scheme how to attack carrier strike group. Use different vectors. Frontal battle order. Use Atniship and ARM (passive seeker) missile simultaneously. These are combat instructions from real manuals. To destroy one carrier strike group, it was planned to use up to an air division of Tu-16. It is about 80 aircraft. For many, it was a one-way ticket. Mind the flying height when plane equipped with ARM missiles, for 100 km it's 2-4 km, for 200 it's 7-8 km to see the target.
    4 points
  16. Just a quick update, and first impression. Some background. I'm come from using a Valve Index, so no eye tracking or ffr/dfr. 5800x3d & 4090. My initial impression is very positive. The visuals are a solid improvement over the Index and definitely an upgrade to color, blacks, and clarity. As far as comfort, I have to say that initially I found the Crystal Light uncomfortable, but the more time I spend in the HMD the better it feels. The Index was/is more comfortable and for me a better fit. I will continue to make adjustments and see if things improve. Now the biggest question I have in regards to if I will keep it or not. FFR and no DFR/eye tracking. For most non-DCS titles, performance and quality have been great, but DCS calls for more tweaking. I've been learning the ins and outs of FFR using Quad Views. FFR/Quad Views definitely improves performance, but I keep moving my eyes before I move my head and the lower resolution outside the FFR sweet spot is very noticeable and a tad distracting. This is why I really wish Pimax had considered an Crystal Light+eye tracking version. I have to say I am impressed, if not totally sold yet. I need more seat time to workout the rest of the quirks before I decide to keep or not. If there was eye tracking it would be a no-brainer. More to come... (Edit for spelling)
    4 points
  17. осмелюсь предположить ,что Ваше мнение о том, что должно быть как у Мустанга - ошибочно. Мустанг не имеет и близко такой силы моментов относительно вертикальной оси самолета, как реактивный момент НВ 64го (или момент от тяги РВ х плечо РВ). Даже Ми-8, при его значительно большей нагрузке (в разы!) на переднее свободно ориентируемое колесо при вводе коррекции имеет заметную тенденцию к повороту вокруг оси (в реальности). Это значение таково, что если не компенсировать педалями, то вертолет повернется (при незаторможенных колесах основных стоек). Кроме того, как выше упоминали коллеги, у нас есть реальный летчик с 64го, так вот он про "вертлявость" ни разу не писал, хотя очень скрупулезный специалист. И да, изменение динамики НВ, которое стоит в планах, вряд ли повлияет на поведение колеса. Потому что, чтобы "поднять" вертолет нужно дать мощность на НВ. При передачи этой мощности непременно возникает реактивный момент. Этот момент останется примерно тот же (если считать его как зависимость от значения ОШ НВ), как не меняй динамику, если конечно не стоит цель извратить физику. ПС. за ПК управлять вертолетом (имхо) трудней , чем в реальности. В реальности добавляется еще один "датчик" - чувство ускорений, которого нет при игре за ПК. Это проявляется как чуть более ранняя реакция летчика на изменение сил и моментов в сравнении игрой за ПК. Тем не менее, при изменении динамики НВ (РВ) мы конечно еще раз на всё "посмотрим", но если что-то и будет изменяться для колеса (не специально, а "само"), то это проценты, а не "разы" . И это пока не скоро, и при условии удачных "проб" новых подходов
    4 points
  18. +1 Not a single word about weather/clouds in years. Nothing about the old "humidity parameter" for wings vapour, or the reduced visibility (volumetric fog) that was itroduced even with screenshots. Would love to know "anything" about all this.
    4 points
  19. Please refer to the other threads on the subject where JNelson provides detailed explanation on various situations where the said platform is not changing the signals in a way the RWR would be able to detect it. As hinted, we will expand the manual on the topic to prevent confusion on whats going on exactly.
    4 points
  20. All very interesting, except for one detail: The 3rd TFS's F-4E were all ARN-101 jets, that didn't even have Dive Toss anymore. They had CCIP and CCRP, just like the F-16s. But the ranging accuracy with the Pave Tack pod laser made it even more accurate than just plain CCIP (which was a lot better than DT in the older pre-DMAS jets). Incidentally, I was on the 1983 PACAF Gunsmoke team. We had ARN-101 jets back then even (transition at Clark was in 1982, I think), and our CCIP accuracy was a lot better than 20 meters. The biggest advantage the F-16s had was their HUD, which had a bomb fall line for CCIP; the repurposed optical gunsight of the ARN-101 F-4E just had a "floating" CCIP pipper, so the pilot had a tougher time predicting when it would be on the target. Interesting factoid: between every delivery, the Peugeot WSOs would enter the specific location and ejection velocity for the next station on the TER, to account for lateral and vertical velocity and displacement from the centerline of the jet. Interesting in the pop pattern as you were typing numbers into the computer while upside down prior to rolling in... Taking the Pave Task pods was a good choice in 89; not sure why we didn't in 83, a laser altitude update makes sense. Vulture
    4 points
  21. I am not even concerned. I think Video compression, individual settings (especially from guys who mostly fly in VR) and maybe even test builds (Casmo mentioned in his last video) don't necessarily represent the final product on our individual systems. Anyway I am looking 99% inside the cockpit which looks pretty well done. Fingers crossed, the release is close.
    4 points
  22. @Enigma89@=475FG= Dawger: You don't have to like each other, but I'd rather keep this forum for server purposes only. Thousands of posts so far, most if not all of which are issues related to DCS. As to whom I choose to befriend or ask for help is up to me. I don't need any advice in that regard. And if whatever decisions I make lead to trouble, well, at the end of the day this entire virtual world of the internet can eventually _____ (fill in the blank) _____ for all I care. Meaning, I'd rather pour more energy into things aside from my computer. And on a side note, I advice everyone to do the same. Play the game or host a server or whatever and leave it at that... Easy does it. God bless!
    4 points
  23. v 1.2 (actual) DOWNLOAD LINK https://www.mediafire.com/file/0jfmq1akxec3q4x/Cold+War+Assets+mod+v+1.2.rar/file 24.06.2024 Tu-126 AWACS aircraft with Liana radar (predecessor of A-50 Shmel). Detects ships and aircraft at a distance of 200-300 km Tu-128M Long-range interceptor, works in pair with Tu-126 R-4TM and R-4RM AA missles, IR and SARH, 25-30 km range. Added simple collision shell for Tu-95K and Tu-126 so they could be shot down with a gun. KSR-2D decoy missle by Beldin for Tu-16. Readme in Doc folder. KSR-5 speed corrected B-58 wing tips position fixed No new liveries and numbers BANO and landing lights for Tu-126, landing lights for Tu-128 Material names are now unique for Tu-95K, Tu-126, Tu-128 18.06.2024 Tu-95K Kh-20 (AS-3 Kangaroo) long range AShM/Pinpoint attack missile B-58 Hustler Bombing and recon tasks. Mk-83, B-43, B-53. Yak-28 Interceptor and bomber role AA missiles, unguided rockets Various FABs and tactical non-conventional weapon No gun for now Tu-16, Tu-22KD, Tu-22D Shaders/Normals 3D issue fixed (thanks uJeka forum user) RDS-37 H-Bomb added B-47 Bomb bay with Mk-84 and Mk.53 H-Bomb added Textures improved slightly recon task added v 1.0 11.06.2024 Tu-4K KS-1 Comet (AS-1 Kennel) missile Tu-16 KS-1 Comet (AS-1 Kennel) late KSR-2 (AS-5 Kelt) Antiship and anti-radar missile KSR-5 (AS-6 Kingfish) Antiship and anti-radar missile FABs from 250 to 9000 kg Tu-22KD Kh-22 Antiship, antiradar and anti-surface missile FABs from 250 to 9000 kg Tu-22D FABs from 250 to 9000 kg RN-24 and RN-28 munitions B-47 work in progress GAM-63 AS missile Note: for antiship tasks use both antiship and anti-radar missiles. Credits Tu-4K based on DOL's B-29 and Stonehouse Tu-4 Scripts based on Currenthill's, Hawkeye60's, JSN64 mods. FAB-9000 model and texture by Marco1985_IT.
    3 points
  24. Since we're getting more and more Mid-Cold War era aircraft in the coming years, it'd be nice if we had the appropriate USN Helos of the era as well, even as AI Assets. Namely, the SH-2 Sea Sprite, and SH-3 Sea King. Both helicopters were used heavily in ASW, Plane Guard, HUREP, personnel transport, SAR, and other duties. Both were also used by several NATO allies, with one even being flown by the British Royal Family in the Falklands. I know the SH3 is buried deep in the game files, but that one is obviously in need of some serious work.
    3 points
  25. On that matter, these old batteries would have to be swapped out if you accidentally discharged them fully. Which, as mentioned, would mean a lot of effort since it isn't easy to access. You could make your ground crew really mad if you forgot to turn off the battery powered thunderstorm light (white floodlight) when leaving the aircraft. Only takes about 6h-12h and the thing is dead (this is btw simulated out of the box with our electrics system)
    3 points
  26. Awesome work! I presume you’ve seen this page out of Yefim Gordon’s Soviet Strategic Aviation in the Cold War describing what you’ve shown, pretty cool
    3 points
  27. We should be getting some more goodies tomorrow. Don't know what exactly though except for double bomb racks.
    3 points
  28. Hello all, just want to say I'm very happy with this plane and the continuous work of the developers.
    3 points
  29. So more photos: OH-58 - Nbr 20528 - 7th Squadron, 17th Cavalry Squadron “Palehorse”, Kapisa 2009
    3 points
  30. Currently, we are working on fog, with other things to follow. There were some challenges with fog but I am not 100% what they were. Thanks.
    3 points
  31. I will try to bring a short track today Edit: Sry, will be tomorrow.
    3 points
  32. It is just a eye color change 1 carrier crew
    3 points
  33. You both die, you both lose lives. Better fly with someone you can trust
    3 points
  34. Duck, man…. your thread-capturing is really becoming old fast… so many walls of text in several threads (mostly opened for unrelated topics) for such a non issue. I just flew the Phantom without FFB yesterday (stick configured as „normal“ spring loaded stick and FFB turned off in game), blending option off. It worked just fine. Though I still suck at flying the brick (especially landing….) On topic: Yeah, trimming properly is tough. Not exactly sure if that is due to the trimming being too coarse or the Phantom being VERY pitch reactive to throttle settings. (also I‘m under the impression that the Phantom won’t find a equilibrium on its own. If left alone, it will either become a lawn dart or a rocket (until it runs out of energy and becomes a brick again. It definitely isn’t suitable for hands-off flying (very similar to the Mosquito in this regard) - which is probably realistic. I don’t know).
    3 points
  35. Yeah, these settings are for "standard scan". He stops doing standard scan the moment a bandit enters the 30nm range. This behavior can be deactivated in the wheel, it's called Auto Target Focus.
    3 points
  36. Enviado desde mi CPH2197 mediante Tapatalk
    3 points
  37. Hope this feature will be available for the Gazelle too ! And happy to see this is not like the George IA feature that I feel absolutely not intuitive. The wheel like the Jester IA function could be interesting, but for the small Polychop team it may be too much work if we want them to progress on other aspects of their modules in the future.
    3 points
  38. Hey Alpenwolf ! Very much looking forward to flying on your Cold War server again ! I appreciate the inclusion of a decent amount of Caucasus missions for those who don’t own so many maps! Best of luck for your return endeavour! kind regards, Snappy
    3 points
  39. The thing you need to understand is that quad views is going to **increase** your CPU utilization, regardless of FFR or DFR. That should be your primary concern. FFR vs DFR is a secondary concern and is more about how sensitive you are to peripheral view degradation. There is also the Pimax OpenVR FR, which will cost you no CPU, but will provide much smaller gains on the GPU. With this one there is 0 difference in performance between FFR and DFR. For short there is no "somebody please benchmark it for me", because too many variables. You can test out the impact of both quad views or Pimax OpenVR FR today by installing the Quad-Views-Foveated tool or the PimaxMagic4All tool respectively. You can configure the resolution to get close to what you'd get with the headset you are eyeing. This will give you a much better idea of what it will look like.
    3 points
  40. https://shop.iwm.org.uk/p/29001/Roundel-Bamboo-Socks-One-Size-(Battle-of-Britain) I tried to buy a pair of these with a bag from their tent. Card only I was told. I’m not allowed to cash legal tender apparently so I walked away feeling like a long-gone Dougy Bader must have, trying to get equipment. I mean, we’re both ‘complaining from Duxford’ so practically in the same situation . I wandered along a few pitches to the Blenheim tent and asked if they’d accept cash. Of course he readily accepted so I dropped the sock money into his tin to ‘help keep the Blenheim flying’, told him the story and felt much better about the predicament. I got collared on my way out though and succumbed (paying cash) in the shop to a couple of pairs of very eye-catching ‘flying socks’. Some for the Mossie and in readiness, with this in mind, a pair for the Lanc . Mrs Slippa mercilessly mocked me when I showed her so I do hope the project’s going well, I’ve invested heavily in simulation footwear over here .
    3 points
  41. Yeah, you can look forward to VR Flight Sim Guy raving about the performance whilst he flies over the middle of the ocean at 20,000 feet and directing you to his sales referral link.
    3 points
  42. That update was really something. many thanks
    3 points
  43. Having you run Alpens discord is one of the worst decisions ever made here. We are actively helping you, yet, you bite the hand that feeds. @Alpenwolf if you ever need help with discord feel free to reach out. You shouldn't have to deal with this guy for every little thing. I am more than willing to build you a discord and hand you the keys. I could do it in thirty minutes. Additionally, I am sure a lot of more emotionally stable veterans of the scene would be willing to moderate it for you. Dawger is infamous for being a rager and putting him in a position if power is simply a bad idea. I spoke with his squad mates and they basically all confirmed his temperament makes him unwilling to ever bend. This is just a bad recipe for something to blow up later.
    3 points
  44. The server will be back online on Friday, 07.06.2024, around 18:00 zulu. Old vs New Features: Limiting the number of available aircraft and weapons per side was one major feature of this server, and frankly made it what it was known for. However, and as many of you will still remember this didn't come at a low cost. I had to reedit the warehouses of all bases in all missions after almost every single DCS update. And that was no fun at all! just typing that had me sighing... Limiting weapons will unfortunately no longer be an option. Limiting lives for each player on the other hand is the new feature to kind of replace the limiting of aircraft: Each player starts with 50 lives that are restored every 5 hours (the numbers might change in the future if necessary). If all lives are lost before 5 hours have elapsed the player wont be able to fly until his lives are restored. However, that player will still have access to the Combined Arms module through the cmdr and JTAC slots. Note that the Combined Arms module has always been very vital in all missions! Each team can and should have a GCI operator (obviously, not easy to get) and/or a ground forces' commander. After all, most ground units can be controlled by players and many objectives are completed with the help of ground forces. As mentioned above, each player starts with 50 lives. Different types of aircraft come with different costs. The following list shows how many lives the loss of an aircraft costs: 15 lives - F-14 12 lives - MiG-29 9 lives - F-4 7 lives - MiG-21 / F-5 / F1 / AJS37 / A-4 6 lives - MiG-19 5 lives - MiG-15 / F-86 / Su-25 / A-10 / AH-64 4 lives - Ka-50 3 lives - L-39 / C-101 / Mi-24 / SA342 2 lives - Mi-8 / UH-1 0 lives - Combined Arms If you're wondering why modern helicopters are featured on a Cold War server check out FAQ-6 on the main page here. Saving Mission's Progress: We used to run a mission for an x amount of hours before the server rotated to a new one, regardless of whether the objectives were completed by either side or not. If the objectives weren't completed that was considered a draw, and we had loads of that. Also, that didn't give players who joined the server shortly before it was about to rotate to a new mission the incentive to contribute to the team, knowing it wasn't really going to matter much. Therefore, mission's progress will from now on be saved. Every 8 hours the server restarts to save progress before the current mission is resumed. However, if one side completes all objectives in less than 8 hours the server loads a new mission. If not, it will remain online (restarting every 8 hours to save progress) for as long as it takes for one side to eventually get the job done. There are dozens of missions featuring different maps with different scenarios with a variety of objectives. Note that in some missions each side can even have different objectives (check here). Choosing a Side: Unlike before players are now asked to pick a side upon joining the server. Type -red or -blue to do so. This should prevent players from switching back and forth to spy on the other side and see where their ground units are or what objectives remain to be completed. Every 24 hours each player is again asked to retype -red or -blue. This is in order to give players the chance to change sides in case they want to fly something else, balance the teams or for whatever reasons. Weapons' Restrictions: Basically, just like it used to be; Rear-aspect missiles for the most part... Most of the air-to-ground weaponry is available. The nuke bombs are as of now available in one mission only. Check here. Many air-to-air missiles are NOT available. IR missiles are restricted to rear-aspect ONLY! The only exception is the F-14. The F-14 doesn't carry any rear-aspect IR missiles, therefore, it has access to AIM-9L's, but only on the two outer pylons. That means it can carry up to 2 x AIM-9L's. List of the available air-to-air missiles: R-27R, R-3R, RS2US, R-60, R-13M1, R-13M, R-3S and R-55 AIM-7F, AIM-7E-2, AIM-9L, AIM-9P, AIM-9J, AIM-9B, R530F EM, R530F IR, R550 Magic 1, RB-24J, RB-24 and Mistral F10 Map Restrictions: Nothing has changed here. Players can't see their aircraft or any other friendly units on the F10 map. Use whatever navigation systems available onboard and contact your GCI operator if available. GCI and Combined Arms players have always been the backbone of the server and made it stand out and known for it. Get on comms! No more excuses for not using SRS! I've always relied on these things since day one (even when Combined Arms wasn't a thing back then) rather than some scripted AI GCI or the like to hopefully get the most out of DCS. In other words, it's up to us players. We could either fly solo, not be on comms and just go pew pew pew or play in teams. Admittedly, we're not going to always have a GCI operator and there will always be players flying solo making it rather boring. But there will also be some sessions with the exact opposite of that and those are the FUN TIMES! Up... To... The... Players! Special thanks to Yink for offering his help in translating my ideas into lua scripts. And special thanks to good old Apok for the various scripts he's been helping me with for quite a while. Two veterans of the game who have been around for as long as I can remember. Bless you both!
    3 points
  45. Not directly related to technical side of the topic, but as electronic engineer I'm glad that Heatblur with their detailed analysis of Radar and RWR systems (maybe unintentionally) opened some eyes of DCS players about how unreliable the abilities of early RWR was. The current implementation of RWR in Mig-21, 19 and even 29 don't even bother about frequency band, PRF range, signal power and ability to track dozen of missile guidance techniques. Those simply take game object position (missile or plane) and give you "missile launch" I hope this will start a healthy discussion and hopefully some rework of existing RWRs as currently they are silly and OP in regards to F-4. Imagine fighting with Mig-21 on MP which is able to give clear launch indication for all missile types, including those which was not even existing in times of design of it's RWR. Those mig-line RWRs are analog and require set of antenas, amplifier, filter and discriminator circuits to detect each and every search, tracking and guidance radar systems. Instead those uber-RWRs see and understand everything in the game, even they are just half of dozen cathode ray tubes with 4 light bulbs wired together xD Ps: Heatblur, you are true hero's in my eyes by rising the simulator quality bar to new level's. Your job is amazing for all those EE folks which beg ED for so long to stop threatening electric warfare in DCS as silly topic.
    3 points
  46. Hey everyone, thank you for all your messages. First of all, I wanted to ask everyone reporting if you could be a bit more precise - I mean, please include the conditions in which you performed your observation, like gross weight, fuel and stores (or simply CG location), altitude, and speed. Those things have a super high impact on trimming. Second, please remember that the trimming speed in the F-4 was dictated mainly by the requirement to cancel stick forces during quick force changes, usually when accelerating. Also, the requirement for trim speed consistency wasn't very high. It took approximately 8 to 13 seconds to move the actuator between the extremes. I just wanted to note that 13 is 163% of 8 . I mean, don't shoot the messenger; send letters to McDonnell. Finally, please let me quote some test pilot ratings of the pitch trim. They come from various feel trim configurations, but please remember that those configuration changes were a slow evolution rather than a revolution, so most of the comments on the controls can be applied to all versions of the F-4. I can promise that I'll take a look and maybe increase the time for the actuator motor to get to full speed, but it may be a bit difficult to achieve the results you'd like to have without sacrificing realism. However, I don't see a reason why we can't look for some not-so-realistic optional settings for those of you who prefer usability over historical accuracy. Also, please don't feel bad if you like such settings - it's a sim/game, so the most important thing is to have fun, and with the hardware we have, it's impossible to get the same accuracy and feedback as in the real aircraft.
    3 points
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