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Dear friends and pilots. Thank you for your patience and support !!! Phase 3 is going through all stages of testing and we hope that it will be released soon and available for updating. Phase 3 will include: Fixing bugs from users and beta testers (more than 100) Airfields: 15 pcs and unique scenes for there: Quwaysina Birma/Tanta Air Base Al Rahmaniyah Borg-el-Arab/Intl Jiyanklis New Gebel el Basur Al Khatatbah Kom Awshim Beni Suef Wadi Abu Rish El Minya Hurghada Wadi Abu Shihat Ramon International airport Sharm El Sheikh Unique objects and architectural monuments, industrial facilities - more than 100 pieces (link below) Added more typical scene objects like yacht, ndb tower etc.. Vector data - zones of new airfields, places under unique objects. City textures and assets - improvement, garbage cleaning 2 types of acacia bushes for the south of Israel New more realistic seabed texture Parking for f35 and hangar for Israel airfields Improved scenes for helipads Night illumination of unique objects Upgrading the Pyramids of Giza and the tombs around the pyramids Trees on mountains in Israel Added of military installations of Egypt (northern and southern camp) and military bases on Israel Improving ground textures (adding more color variety) Added Oil Platforms We continue to work on the 4th final phase of the Sinai project (release), which will include: Airfields for Jordan and UAE, 1 for each country Working with rocks for unique places, Ramon, Petra, etc.. (Development of a utility in TDK is required) Bugs and improvements that constantly come from users15 points
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Hello Everyone, I am sure some of you have seen the recent posts that I have made with updates to the South Atlantic map which brings with it higher fidelity. IMPO this is a game changer in that the ED lighting now works hand in hand with the terrain and makes for some absolutely stunning images. I just wanted to share a few of those with you (especially for those that only really check the forums) Anyways, here are the screenshots Enjoy!10 points
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As some of you mentioned the lack of Royal Navy vessels with DCS world, and I posted a picture of a Type 42 batch 3 destroyer within the Admirals thread. I wasn't planning on releasing, but decided to throw caution to the wind and give it a go. The Type 42 Btch 3 ( extended hull) will come with : Sea- Dart surface to air missile sysytem 2 x Phalanx CIWS 2 x 20mm Oerlikon 1 x Mk8 4.5 " Deck gun 4 vessels of the batch 3's will be available HMS Edinburgh HMS Manchester HMS York HMS Gloucester There's She can support Helo's up to the size of Merlins. There's a basic damage model, so she can take damage and can sink. Beldin has been working on the lua, as there was an issue with the missiles not launching, and the scale of the seperate sea dart on the launcher wrong. Textures are not the best, they were fine for me for what I was using her for ( eye candy) The attached screens may have different Ships numbers so disregard. I will look to release once ED fix the coding for the missiles8 points
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Download version 0.2 of the An-12 here: https://drive.google.com/drive/folders/1cexvpKggz1ZgR6bh4CSu8G8VMo5zvfcJ?usp=drive_link Changelog: v0.1: Initial release v0.2: Minor fixes to 3D model and textures (inc. specular map no longer declared in edm), new animations, collision shell added Download version 0.1 of the C-123 here: https://drive.google.com/drive/folders/1hdhq_QdRG9XG1o_nHLhBDCj3IGEnD_Fo?usp=sharing Changelog: v0.1: initial release Download version 0.1 of the Caribou here: https://drive.google.com/drive/folders/14gtv5enApPTeRvFOxSxTW9zNpw1zpyI3?usp=drive_link Changelog: v0.1 initial release An-12 model by 'helijah' used under CC Attribution License - https://sketchfab.com/3d-models/antonov-an-12-707e22f6edc64871b8c02f556be03075 null C-7A 3D model and textures by Virtavia, who have generously permitted their use in this mod8 points
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I have been neutral towards this whole situation, not having any real information. But as a customer, regardless of the situation, if RAZBAM does not fix this within the next week, they have declared themselves the loser. If they fix it so as to keep the functionality that we purchased, I may continue to support them. Now, if the whole story comes out, including this time-bomb development, I may change my tune. Never, never include your customers in your business problems. It will always backfire.7 points
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Вот вы не понимаете психологию человека и отношения к модулям в игре. А разработчики очень даже понимают - модули покупаются не для того чтоб на них летать а чтобы было ))))) Зачастую это так и есть ребята - наши модули это как колекция дорогих машын на которых ты может не ездишь каждый день на работу но всеровно ты испитываешь удоволствия что они у тебя есть и что если ты захочешь то можешь прокатится на них. Вот спроси у маркетологов ЕД и они вам скажут что на таких людей стоит компания. То же самое и в Стар Ситизен - там тоже это ошушения что ты обладатель космического корабля многое стоит и люди покупают эти космические корабли (по факту виртуальную фигню) в стоимостю 800+ долларов и счасливие и довольные продолжают не играть в стар ситизен и далше )))) как будто они не смогли не играть без потраченних денег. Кароче говоря эти компании (ЕД и CIG) продают мечту. А мы мечтатели которые покупаем у них не модули, не космические корабли а мечту. По этому очень больно когда кто то срет в твои мечти. Вот по этому просто вернуть денги это не совсем то что мы ждали от разработчиков. Хотя я ценю это тоже и отношусь с пониманием к сложившимся обстоетелств - я люблю эту игру и комюнити (в большенстве) по этому остаюсь и надеюсь на лучший выход для всех. Если посмотреть в наш проект чисто прагматично то тебе нужен только одинь модуль - ф-18 на пример и все больше тебе ничего не нужна - летай и нагибай. Но мы люди не прагматики а мечтатели - нам нежен и ф-16 (у него кокпит такой класный) и ф-15 (он такой большой м могучий и на нем можно очки надеть как все крутые пилоты) и ф-14 - по тому что у том круза ести и если что на нем можно Су-57 уничтожить и там ми-8 по тому что он просто лучший модуль в DCS и так далее... Так что вы говорите про деньги а мы про чувства. Мы никогда не поймем друг друга. Мы всего лишь неповзровслевшие мальчики (и девочуи может быть то же) у которых отняли любимую игрушку и предлагают в замен деньги.6 points
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Thanks Penquin625. Yep, I found out yesterday about the HMS Richmond, HMS Duncan and also the French Frigate Normandie. I corrected the USS Oak Hill, and USS Constellation RIM-116 missile files yesterday. Admiral Ushakov's missiles are jacked also. Here's my plan. I don't want to release any new ship mods with missiles until after EDs June 26th Update. I just feel the new Update may corrupt the existing missile fixes but we'll see. It should include the CH-47, possibly the Afghan Map, and possibly the new troops as well. I have my eyes on the Super Carrier update which comes with the ability to steer the ships. I inquired for more information on the Carrier features but haven't heard back. May just have to wait until its relieased. Today I will continue updating the declared broken missile files on the AI Ship mods. Stay Tuned. Thanks for your patience.5 points
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It may not be this next update probably the one after, we are testing internally. I get the angst but it takes time, you need to be patient. thank you5 points
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Really disappointed in this development. The module was time-bombed either maliciously or incompetently, either one does not measure up well. They either knew the certificate was expiring and chose not to say/do anything because "reasons," or they didn't even know due to incompetence. AV8 was on my short list of things to get next, and now I wouldn't even consider something from Razbam on any platform. Very sad times.5 points
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5 points
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Thank you for the feedback. The names are chosen mostly in reference to how they are called officially in the real plane. To also make it easier for anyone using the real manuals. We can improve the name by adding (Chaff/Flare) to it. To make it easier to discover via the search function [emoji106] That said, I recommend using the categories. Selecting the Countermeasures category will reveal it immediately. Similiar for other binds.5 points
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Another "soon..." update from the devs. I'll believe when I see it and not a second before. This map has been collecting dust for so long. Huge parts of the map is just emptiness while others appear to have random pieces of green fields that does not line up. Looking at the new screenshots of airfields it still shows this in places - it looks very unnatural. The map needs a huge amount of work. The focus so far appear to have been on the areas around the pyramids. Hope to see more than the city closeups for what is being updated.5 points
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Video 12/09/2024 = Talking a little about the project. Hello community, I present to you the first test of the UH-1H Huey cockpit. In this particular case, it is for you to observe and help me correct proportions and general shapes. Much of the work is based on photographs, and while I try to be as precise as possible, perhaps someone with real experience with the aircraft might notice things that need correction. Don't expect anything usable, just a white structure of the larger components of the cockpit. In the file, you will find a .jpg image with the steps to follow for installation (it may break the integrity check, meaning multiplayer mode might not work). Please remember to back up your files, and I am not responsible if you need to clean up the installation after use. You can leave comments here on the forum (but please quote me so that I get notifications). Thank you very much for your time. Best regards! ###################################################################################################### Hello community! Today, I want to introduce you to a project I started a few days ago. I'd love to hear your opinions and perspectives on it. About the Project: The main idea of the project is to update our beloved but somewhat outdated UH-1H Huey. As a 3D artist, my primary focus will be on updating the module's graphical aspects with new 3D models and textures (we’ll discuss the scope of these changes and their implications later). However, I don't rule out the possibility that, with the community's help, the changes could be more comprehensive. Considering that the Huey's flight model is excellent, and its systems are quite complete, any improvements beyond aesthetics would likely involve adding new weapons or features. Images (WIP): Progress So Far: Currently, I have partially modeled the Huey's cockpit. There’s still a lot of work to be done, but so far, I think it's looking pretty good. I've attached images of the work in progress. I managed to run some tests in the simulator with the new cockpit added to the old model, and it looks quite promising. I still need to figure out how to make the file changes through the "saved games" folder to avoid breaking the Integrity Check (IC), which I currently have no idea how to do. If anyone is willing to help in this area, your contribution would be more than welcome. -- We need to replace the file located at: "C:\Program Files\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\Uh-1H\Cockpit\Shape" named "Cockpit_UH-1H.edm" with a new file of the same name placed in the "saved games" folder. Project Scope: Regarding the project's scope, I envision several possible options. Over the past few days, I've conducted a series of surveys to gauge the community's reaction to the project. For now, the goal is the following: A completely free mod for the community that updates the cockpit with new 3D models, textures, and animations. There would be no new functionalities. We would need to find a way to include it as a mod that doesn’t break the Integrity Check. If that’s not possible, based on the survey responses, there would be little community interest in the mod (and therefore, not much reason to continue its development). For those who have installed the mod, the helicopter will function as usual, but with a significantly enhanced level of detail in the cockpit. For the moment, both the exterior model and the interior cargo area of the helicopter would remain as they are currently. Improves on those parts would cost lots of time for a free proyect. The Reason for the Project: Essentially, I usually do things out of pure enjoyment or whim. The Huey is one of my favorite modules; it’s easy to use, fun to fly, not too complex, yet you can spend quite a bit of time mastering it. Despite this, its graphics, especially the interior, are quite outdated. Therefore, a few months ago, I started thinking about updating its textures to the PBR format. This led to multiple challenges due to the way its UVs were created, preventing the proper use of an AO pass. So, I decided to start modeling the interior in 3D from scratch. Estimated Timeframe: There’s no ETA; this is a project I’ll be working on in my spare time. Other Possible Versions: For now, I would focus on the version we currently have. I’d love to be able to choose whether to add or remove the radar altimeter and the flare dispenser at will, to make it closer to versions used in earlier periods of the Huey’s history. I’d also love to add the option for side-mounted M60s without the external hardpoints, as used by Hueys in Vietnam. If I were to develop other versions, I would be interested in a "C" version with various weapon systems used during Vietnam. I’m not a big fan of glass cockpits, so I’m not interested in modeling more modern versions of the Huey. However, these ideas are more like "dreams" rather than concrete goals, and they would largely depend on community support (since beyond 3D art, aspects that require programming are not my strong suit). Conclusion: For now, this is all. I hope the project interests you, and that together we can build this improvement. I look forward to your feedback! Best regards!4 points
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KIO-WA is an in-game clickable AI command overlay for the DCS OH-58D Kiowa Warrior that can use with your mouse or point device. It also frees up keybinds and HOTAS buttons and works in VR. https://github.com/asherao/KIO-WA Kiowa MFK Overlay is a clickable Multi-function Keyboard overlay that works great in 2D and VR. https://github.com/asherao/kiowa-mfk-overlay It is still a work in progress and collaboration (that means you!). We can work together to shape this in a way that we like over time. I have provided some building blocks. Suggestions are welcome. The code is heavily commented with notes. I hope that it is friendly to those who want to get into this kind of modding. I encourage adding your own innovations to this utility and sharing your creation and modifications with the community. Old KIO-WA Demo Video4 points
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4 points
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I should clarify for everyone. I've been working on replacing all the broken missiles for the last three weeks. I had to use all the tricks in the book to get them to basically work again. Core DCS doesn't have accessible weapon schemes made for these kind of weapons (like the GMLRS, ATACMS, PrSM, GLSDB, 9M723, YJ-21, DF-21D etc). It's not due to my lack of understanding these weapons, it's because I haven't found another way to implement them. The alternative would be to remove them. I have tested numerous different solutions, and this is the least worst one. I've experimented a lot with the SCUD code, but we need to understand the aim_data parameters for it to be useful.4 points
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shame to both razbam and ed, they make their customers to suffer because of their impossibility of reaching an agreement.4 points
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Thank you OneRetech for this update! Pictures are looking great! Looking really forward to the update….I‘d guess we might see it in July update.4 points
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4 points
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Some parameters on the MiG-15bis guns do not match the historical data. These errors tend to reduce the effectiveness of guns. I’ve created a mod to match the historical data as closely as possible. You can find a link to that here. Of particular concern are the dispersion values and weights of the projectiles in DCS. Perhaps some of these proposed changes could make it in before Flaming Cliffs 4 comes out. https://www.dropbox.com/scl/fo/0vg8jko4cdn5dsfx4k3ri/AFeR-Qst2XAl69xxI6Wx_LY?rlkey=vevkaqfqxvt4hkw3k0pxyekyq&st=5dcqhkr1&dl=0 Of particular concern are the dispersion values and weights of the projectiles in DCS. The proposed changes to the bullets are: 23MM HEI-T 23MM API 37MM HEI-T 37MM AP-T Dispersion Old 0.0007 0.0007 0.0017 0.0017 Dispersion New 0.0012 0.0012 0.00083 0.00067 Bullet Weight Old 0.196 0.199 0.722 0.765 Bullet Weight New 0.196 0.199 0.735 0.753 Filler Weight Old 0.011 0 0.41 0.41 Filler Weight New 0.014 0.006 0.041 0.008 Tracer Off New 2.5 2.5 3 3 life_time New 8 8 8 8 The 23MM and 37mm should also be changed to match the data from the historical data. Those proposed changes are: NR-23MM N-37MM Rate of fire Old 850 400 Rate of Fire New 860 400 Ratio of HE/API in Gun Belt, Old Ratio 2 HEI-T / 4 API 2 HEI-T / 4 API New Ratio 5 HEI-T / 2 API 5 HEI-T / 2 API The proposed values correspond to data from official documents. The primary sources are: The Soviet Technical Manual for Aircraft Guns https://disk.yandex.com/i/YVj0XI6O3Mu4LM MiG-17 The Flying Techniques and Combat Manual: Link below https://annas-archive.org/md5/bd31e5163d094e0ba055e8dccaaa0a0c Volume of 2 of Technical Manual for the MiG-15bis: Armament. Evaluation of Soviet Automatic Aircraft Guns 37mm NS and 37MM N 1952 Link: https://apps.dtic.mil/sti/tr/pdf/AD0004232.pdf The change are discussed in detail below 37MM The dispersion is too large on the N37 HEI-T. Currently Da0 is set to 0.0017 The weapons manual indicates the mean error is 0.5 meters at a range of 600m The appropriate value for the DCS N37 HEI-T is = 0.5 / 600 or 0.00083 In DCS the mass of projectile is off, It’s 0.722 kg and should be 0.735 kg The weight of the explosive in DCS 37MM HEI-T is 100 times greater than the data from the technical manual. In DCS the charge weighs 0.410 kg. The weight of the HEI charge in the real shell is 0.037kg. The weight of the tracer chemical is 0.008 kg. So max weight of explosive should be between 0.041 or 0.037 in DCS. The tracer in DCS also turns off too early. In DCS it shuts off after 1.5 seconds. Based on the time of flight of the projectile from the American evaluation. The DCS tracer turns off after traveling 1000 meters, 500 meters short of the burn distance given in the Russian Aircraft Weapons manual on page 47. From the previous TOF chart. We can estimate the TOF at 1500 meters to be around 2.5 to 3 seconds. So I’ve set tracer_off to = 3 for both the APT and HET projectiles. Given the duration of the tracer burn, I believe the life time of the projectile should be increased to at least 8 seconds. In DCS the projectile life time is set to 5 seconds. Thus after 5 seconds the DCS bullet explodes. The manual does not indicate there is a self destruction feature on this shell. So the lifetime of the bullet should be greater than the burn time of the tracer. 37MM APIT The dispersion is also too high for the 37MM APIT shell in DCS. In DCS the dispersion value Da0 is set to 0.0017. That value corresponds to a probable error of 1.02 meters at 600 meters. The Soviet Manual notes the largest acceptable probable error at 600 meters is 0.4 meters. Thus, the appropriate value for Da0 is = 0.4/600 or 0.00067. Similarly to the DCS 37MM HEI -T, The API-T tracer turns off too early, at 1.5 Seconds. It also self-destructs after 5 seconds. Based on the time of flight of the projectile, Both the tracer duration increased to 3 and the projectiles lief time to 8 seconds. 23MM Bullets: The dispersion in DCS is too low for both 23MM projectiles the MIG-15bis fires. The dispersion for both, the API and HEI-T, is Da0 = 0.0007. The DCS version of these bullets have a probable error of only 0.35 meters at a range of 500 meters. The actual dispersion for these bullets was 1.714 times larger. As the Aircraft weapons manual gives the probable error as 0.6 meters at 500 meters, Da0 should be = 0.6/500 or 0.0012. An increase in the dispersion will likely improve the effectiveness of the 23MM in game. An appropriate amount of dispersion keeps a lethal density of projectiles down the entire range of the sight line. As indicated by the MiG 17 Combat Manual, the designers at the BBC optimized the sight setup to account for this. The sight was angled downward to account for the angle of attack at the assumed optimal firing parameters as well. Given the 50 meter boresight target in the Armament Technical Manual for the MiG-15bis is identical to the one in the MiG -17 Combat manual. We can assume that, the MiG-15bis sight and weapons are angled the same. Above MiG 17 50 meter boresight target. Above: MiG 15bis 50 meter boresight target. For the 23MM HEI shell I also increased the weight of by 3 grams to account for the tracer material. As the tracer substance can have an incendiary effect. A payload of 0.006 kg of incendiary was added to the 23mm API. As the real projectile contains 6 grams of incendiary agent. The tracer time for the 23MM HEI-T was increased to reflect the tracer length of 1200 meters given on page 34 of Soviet Aircraft Weapons and Bullets manual. The current trace duration is 1.5 seconds and seems low based on the ballistic tables for similar projectiles. I’ve set changed to 2.5 seconds based on the ballistic tables for the 23MM Vya For comparison, The HEI fired from 23MM VYa cannon with a muzzle velocity of 890 mps takes 1.81 seconds to travel 1200 meters. Given the lower muzzle velocity of DCS projectile, the tracer is likely to burn out before it travels 1200 meters. We can use this table to estimate the tracer burn time for MIG-15’s 23MM HEI-T bullet. The velocity of the VVY projectile at 600 meters (675mps) is comparable to muzzle velocity of MIG-15’s HEI-T (680mps). If the firing table listed the time of flight to a range of 1800 meters. We could have used the TOF’s to 600 and 800 meters as the duration of the tracer lifetime. As the Tof 1800 - TOF 600 = TOF over 1200 meters = Tracer burn time. However, the chart only goes to 1200m meters. We are forced to make an estimate of the TOF to 1800 meters. We’ll do this by examining the rates of change of the TOF and the change of this change. Thus we estimate the TOF to 1800 meters as ~ 2.95 seconds. As the TOF to 600 meters is 0.774. We compute the tracer burn time as 2.2 second, as: TOF 1800 - TOF 600 = Tracer Burn Time 2.98-0.774 = 2.21. We can assume this estimate is somewhat accurate, as the projectile stays within the linear part of the mach drag curve. Thus a tracer burn time of 2.5 to 3 seconds seems reasonable. The ammo belts of all the guns have been changed to a mix of 70% HEI and 30 API. Which are the proportions given in the MIG-17 Combat Manual. Currently the NR23 fires belt consisting of 2 HEI and 4 API. The N-37 fires 3 HEI and 1 APIT. I chose to implement a ratio of 5 HEI and 2 API on the 23MM and 37MM. This makes the ratio of HEI to API equal to 2.5. Close enough to the ratio given in the manual 70/30 or 2.333. To ensure both 23MM cannons do not fire a tracer at the same time. The placement of the tracers is 23MM cannons are different from one another. These changes are made at line 375 in the lua file in the Guns table. The rate of fire of the cannon was changed in this section of the LUA to. The ROF of both cannons is offset by +-1 RPM. DCS doesn’t always deal with two guns with same rate of fire on the same aircraft. The RPM offset mitigates this. The rate of fire of the 23mm cannon was increased to 860 rpm. 860 being the mean rate of fire given in the MiG-15bis Technical Manual Volume 2 Armament. The variable which controls the range at which the AI will open fire, tbl.effective_fire_distance,was also changed of both the 37mm and 23mm cannons. It was reduced from 1000 meters to 600 meters. 600 meters was chosen based on the effective range of the weapons and sight system as described in the MiG-17 The Flying Techniques and Combat manual. As a result of this change, the highest skilled AI will only open fire at 600 meters or less. The lowest skilled AI will begin shooting at approximately 420 meters. These values are based on the notes in \Scripts\AI\Skill_Factors.lua. CANNON_FIRE_DISTANCE_COEFF = 29 --effective fire distance = fire distance * fire distance coeff The value of lowest skilled AI is set to 0.7 and the most skilled is =1 [CANNON_FIRE_DISTANCE_COEFF] = 0.7, For testing purposes, I’ve disabled the barrel heating mechanic by setting shot to 0 on all the guns. This was done to verify the accuracy of the dispersion changes. It may also be worth considering reducing the recoil coefficient on all the guns. The magnitude of the effect seems overdone, shaking the aircraft considerably when firing. While the N37 is a large weapon with considerable recoil force, it does have a muzzle brake to reduce these forces. The recoil effect is governed by the parameter, recoil_coeff. It is currently set 1 on both guns. At 0.5 the forces are reduced considerably. When computing the recoil force DCS only seems to consider the projectile mass and the muzzle velocity, whatever other transforms it applies . If you made it this far, Thanks for taking the. Please let me know if you have any question or concerns.3 points
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DCS Organic Panic - OPN (Beta Stage) DCS Organic Panic (OPN) is a script for Digital Combat Simulator that enhances the AI behavior of ground vehicles when under attack, and simulates vehicle crew. By integrating this script into your DCS missions, you can expect a more dynamic and realistic response from AI-controlled ground units, making your simulation experience more immersive and challenging. This is the first public release of the script, and it's on a beta stage, so it might have bugs and issues. Please reference the project's Github for instructions, limitations and submitting issues. Features DCS OPN tracks ground units stress over time, and changes the unit behavior based on the amount of stress. This script offers several key features that enhance the AI behavior of ground vehicles in DCS missions: Each ground unit stress level is tracked during the mission. Stress level decreases automatically over time, but can be increased by: Being hit by a weapon. Being close to a weapon impact Being close to a friendly unit being hit or destroyed Losing hitpoints The amount of stress added or removed depends on: Unit type (tank, APC, IFV, light armored, air defense, cargo truck, transport truck or car) Distance to the weapon impact. Distance to the friendly unit being hit or destroyed Amount of damage received When a unit's stress level starts to rise it will move and disperse. Each subsequent attacks near or on the unit will make it change position. If a unit's stress level rises and reaches a certain threshold, the following will happen: The unit will panic and move away from the attack zone. Then it will stop for a while, and then move to the vehicle fallback zone. Once in the fallback zone, the unit will stop and wait for a while before returning to the attack zone. If it has less than 70% health, it will stay in the fallback zone. IMPORTANT: At the present OPN version, units will not continue with their previous tasks after being attacked. If attacked again while in any of those states, the unit will always change positions, and may panic again. Ground unit crew is also simulated by the script: If a unit loses over 70% of its health or catches on fire, it's considered disabled, so it won't move or attack anymore. If a unit is disabled / on fire, the crew will dismount and later retreat to the infantry fallback zone. Different types of units have different crew sizes, and the crew will be spawned as infantry units. There's a 7% (configurable) chance that a crew member will spawn as a MANPADS. The amount of crew members spawned may vary between 0 and the max crew size of the unit. This is to simulate crew losses during the attack. There's a 30% (configurable) chance that units placed in the Mission Editor will spawn without a crew (to simulated parked vehicles). However it's possible to force a unit to have no crew or max crew size, by changing the name of the group (described below). Limitations Group Composition: Each group must consist of only one unit to be compatible with OPN's control mechanisms. Fallback Zones: Limited to one fallback zone for vehicles and one for infantry, per coalition. Waypoint Adherence: Units will abandon mission editor-defined waypoints upon entering a panic or dispersed state and will not resume them. Multiplayer Compatibility: OPN should work in multiplayer missions, but it wasn't tested yet. It's possible that some features may not work as expected. Since controlled units won't return to their tasks after being attacked, the compatibility with other scripts might be affected. Community Contributions DCS OPN is completely open to community contributions and ideas. At the moment, the script is on Open Beta stage, so a lot of things might change in the future. Having feedback from the community is extremely important for this proccess! Usage Rights Feel free to modify and redistribute DCS OPN. It's currently licensed under GPLv3, so the only restriction is that if you use DCS OPN, your product / project has to be open source. If you need to include it in closed source code, please get in contact so we can discuss it together. How to use it? DCS OPN is not a mod. It's a script you must include in you missions by using the DO SCRIPT or DO SCRIPT FILE triggers in the mission editor. Minimal setup is required in the mission for it to work. Please reference the documentation available here for full instructions. dcs-opn-v0_84beta.zip3 points
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Info incoming... Type 42/3 (Manchester) DDG Displacement: 3920 std In Class: [4] Size Class: C/Small In Service: 1982 - 2013 Propulsion: COGOG/CPP Crew: 284 Electrn Cnt: 2nd Gen J&D Acoust Cnt: 2nd Gen T Signature: Small/Noisy Armor Rating: 0 Weapons: Cbt Sys: Gen 4 Semi-Automatic F(1)1 Mk8 4.5in/55//See Remarks (1.2) C P/S(1)2 GAM-B01 20mm (0.3L) C P/S(2)2 GCM-A01 30mm (0.4L) C F(2)1 GWS30 w/22 Sea Dart//2 F/A Type 909 D PB/SB(3)2 STWS.2 324mm TT w/3 Mk46 Mod 2 F/USA P/S 2 DEC Laser Dazzlers (local control) -- Aft Pad (1)1 Lynx HAS.2 or HAS.3 B Sensors: ES: 2nd Gen Type 992R, Type 1006, Type 1022 J Type 162M, Type 2016 K Link X L GSA 7 Sea Archer (EO, laser rangefinder) -- Remarks: Manchester, Gloucester, Edinburgh, York. Further two in class and increasing Sea Dart to 36 msls canceled. Fitted with dual stabilizers, decklock helicopter recovery system for Lynx. Mk8 directed by forward Type 909 against air and Type 992R against surface targets - GS 5. No HF capability, Type 909 must be manually steered to target elevation. Carry one or two WE177A NDB in wartime. • 1983: Sea Dart Mod 1 and Stingray torpedoes available. • 1986: Fitted with 4 DLF(2) floating distraction decoy (“Rubber Duck”) dispensers. GSA 8 fitted with 2nd Gen FLIR. • 1987 - 89: P/S(R)2 Mk15 Phalanx Blk 0, AA strength 6.3A, replaces GCM-A01 30mm guns. ECM to third generation jammers and decoys. Estimated Link 11 data link added. STWS-2 324mm TT removed. • 1989-91: Sea Dart Mod 2 available. • 1990: Edinburgh refit with P&S(R)1 Mk15 Phalanx Blk 0, AA strength 6.3A, on forecastle only. Retains P/S(2)2 GCM-A01 30mm. Proposed installation of P/S(4)2 GWS26 Mod 2 w/4 Sea Wolf//2 Type 911 canceled. • 25 Feb 91: Gloucester shoots down Iraqi HY-2G missile. • 1991-95: Type 2016 replaced by Sonar 2050, Type 992R replaced by Type 996 (provides HF function). Edinburgh possibly as below, Gloucester Feb 93-Jun 94, Manchester Sep 91-Mar 93, York Jan 94-Apr 95. • Oct 95 - Feb 96: Edinburgh refitted, Phalanx fit changed to P/S(R)2 Mk15 Phalanx (6.3A), 30mm removed. Link 16 data link added (remainder possibly fitted by 1998). • 1998: DEC laser dazzlers probably removed. • Early 00s: Fitted with PW/SW Radamec 2100 (3rd Gen FLIR, laser rangefinder) replacing Sea Archer. Provision for Sonar 2170 3rd Gen towed acoustic decoy added. • 2000: Type 675 jammer removed, ECM: 3rd Gen D, 3rd gen ES added. Type 1007 and Radar 1008 replace Type 1006. • 2000 - 01: P/S(1)2 GAM-B01 removed. • 2002: Sea Dart Mod 3 available. • 2003: York fitted with DLH 4th gen radar decoys. • 2004: HE ER 4.5in ammo available. • 13 Apr 12: Sea Dart retired. • Decommed: Edinburgh 6 Jun 13, Gloucester 30 Jun 11, Manchester 24 Feb 11, York 27 Sep 12. Damage & Speed Breakdown: Dam Pts: 0 53 106 159 191 212 Surf Speed: 31 23 16 8 0 Sinks3 points
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Moin, ich möchte hier nur ein mal sagen das ich von der Light begeistert bin. Das Setup war super einfach und schnell erledigt. Nach einem kurzen Feintuning mit Mr YouTube läuft das gute Stück einfach super. Zur G2 ein Quantensprung und mit Quadviews FFR und wie das alles noch so heißt habe ich stabile 60-70 FPS. Bin sehr zufrieden und dankbar das Pimax das gute Stück zum richtigen Zeitpunkt angekündigt hatte (wollte gerade bei der Standard auf den Kaufbutton drücken als ich die Ankündigung gelesen hatte). Hardware zur Info I9 13900k 4090 64GB DDR53 points
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Mit der angekündigten Pimax Crystal Super ( knapp unter 60 PPD) kommen wir der Auflösung des menschlichen Auges schon recht nahe (ca. 60 PPD). Wenn die Nvidia 5090 die Pimax Crystal Super ordentlich befeuern kann (von mir aus auch mit Hilfe von Quadviews), dann ist doch ein Ende ständig steigender Hardwareanforderung für VR am Horizont erkennbar. Mehr Auflösung als das menschliche Auge braucht kein Mensch. Dann bedarf es vielleicht noch einer "6090" oder einer "7090", um die Auflösung des menschlichen Auges auch beim horizontalen FOV über 180 Grad darzustellen. Aber insgesamt darf man Hoffnung haben, dass wir in 5 bis 10 Jahren nicht mehr ständig der Hardware hinterherrennen müssen . Pimax hat auch nichts weniger als Ziel für die Zukunft ausgegeben als die Auflösung des menschlichen Auges zu erreichen!3 points
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After a long pause, I'm back at it again. I'm resuming my work on vegetation, urban and water layers. As I was struggling to select only forest areas in GIMP, because the transparent green layer mixes with different soil colours, I remembered an old trick: these layers can be hidden by editing the "hiddensemantics" of the .\DCS World OpenBeta\Config\terrain\terrainoptions41.lua file. Here's what I get: This is now much easier to work with the forest layer.3 points
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Stimmt auch wieder. Trotzdem kann ich heut den Apache auf der Marianas Map flüssig fliegen was vor über nem Jahr mit derselben Hardware nicht ging. Trotzdem hast recht, die Hardware macht wohl größere Sprünge in derselben Zeit.3 points
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Ciao a tutti, volevo semplicemente condividere con voi alcune foto del primo raduno ufficiale della community JATF, che ieri 15/06 - dopo ben 4 anni e averne sempre e solo parlato fino allo sfinimento - siamo finalmente riusciti a fare , dando così per chi c'era un volto alle voci ormai ben note che sentiamo in radio durante le missioni. Una giornata all'insegna del divertimento, tra buon mangiare e bere (elemento imprescindibile di ogni raduno che si rispetti! ), allegria, voglia di stare insieme e racconti di voli virtuali e reali, nella splendida cornice del Lago Brasimone, incastonato nel meraviglioso panorama dell'Appennino bolognese ai confini con la Toscana. Augurandoci che sia il primo di una lunga serie e di incontrare sempre più nella vita reale gli amici con cui condividiamo questa grande passione!!! null3 points
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Hey, thanks for the suggestion! Your dispute about this back in the day was quite a read The very lenght of your post means that the concept of "SPI generator" can be hard to grasp, especially by novice players. The term is not commonly known, and only mentioned once (?) in the depths of the DCS manual, so it's easy to overlook. So I suggest we use both: the "proper" one, and the widely-used one for the reference.3 points
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we are testing AI accuracy tweaks currently. thank you3 points
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Same here. I'll just park it in the hangar for a little while longer, see if it gets fixed and then go from there.3 points
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This is the best news I have heard in a long time. How is she coming along, do you have any more WIP shots ?3 points
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In the E, the wingfold mechanism is not powered, has no cockpit controls and has to be executed by ground personnel manually by hand. Not something quick and easy to do. More something for perhaps a static Phantom model with folded wings. Trivia, they had to put bolts into the wings to ensure they stay in place. There was an incident where it has been forgotten and the wings of said Phantom clapped back up after takeoff due to the forces. Afaik they managed to fly it relatively okay regardless, with folded wings. As stated by others, the RAT was never available on this E either.3 points
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Kindly see the overview table in our manual, thanks: https://f4.manuals.heatblur.se/stores/air_to_air/aim_9.html#variants3 points
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Ok ! First campaign to be updated is Crisis in Persian Gulf Blue version ! You can find it here : https://www.digitalcombatsimulator.com/fr/files/3335187/ Iran attacked Oman and several landing points are reported north of the peninsula. We do not know what the final objective of the Iranians is, but it is feared that they will rush south to invade the UAE taking advantage of the surprise and the relatively weak forces at the moment. Your goal will be to repulse Iranian troops from Oman. Good Luck ! Flyable modules for this campaign : Activated by default at start : - A-10C-2 - M-2000C (UAE Air Force) - F-4E Phantom II (Turkish Air Force) - FA-18C (CVN Super Carrier) - F-14B (CVN Super Carrier) - AV-8BNA (LHA-Tarawa) - SA-342M (FARP) - OH-58D Kiowa - F-16C_50 (UAE Air Force) - UH-1H (SAR and CSAR) Not activated by default but ready to be activated (using DCE Manager ... see PDF) : - A-10C - AJS-37 Viggen - F-15C - F-15ESE - M-2000C (French squadron) - Mirage F-1EE - Mirage F-1CE - AV-8BNA (LHA Nassau to fly in MP with 8 planes) - AH-64D - Ka-50 (Greek What if ! ) - KA-50_3 (Greek what if ! ) - Mi-24P (Bulgaria) - Mi-8MT (Bulgaria SAR CSAR) - Possibility to activate excellent UH-60L Mod but it will be instead non playable SH-60B for SAR missions There was a file mistake in the first release so please check that your campaign version is 9.3 on the DCE_Manager It should be the good one now !3 points
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Обнаружен жирный баг. При постановке на активную паузу, видимо что-то продолжает обсчитываться в системе управления. А потом, при снятии с активной паузы, самолёт как взбрыкнёт! Порой самоуничтожается об воздух, ломая плоскости.3 points
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DCS: Sinai Map FAQ and Updates Phase 3 is going through all stages of testing and we hope that it will be released soon and available for updating. Phase 3 will include: Fixing bugs from users and beta testers (more than 100) Airfields: 15 pcs and unique scenes for there: Quwaysina Birma/Tanta Air Base Al Rahmaniyah Borg-el-Arab/Intl Jiyanklis New Gebel el Basur Al Khatatbah Kom Awshim Beni Suef Wadi Abu Rish El Minya Hurghada Wadi Abu Shihat Ramon International airport Sharm El Sheikh Unique objects and architectural monuments, industrial facilities - more than 100 pieces (link below) Added more typical scene objects like yacht, ndb tower etc.. Vector data - zones of new airfields, places under unique objects. City textures and assets - improvement, garbage cleaning 2 types of acacia bushes for the south of Israel New more realistic seabed texture Parking for f35 and hangar for Israel airfields Improved scenes for helipads Night illumination of unique objects Upgrading the Pyramids of Giza and the tombs around the pyramids Trees on mountains in Israel Added of military installations of Egypt (northern and southern camp) and military bases on Israel Improving ground textures (adding more color variety) Added Oil Platforms We continue to work on the 4th final phase of the Sinai project (release), which will include: Airfields for Jordan and UAE, 1 for each country Working with rocks for unique places, Ramon, Petra, etc.. (Development of a utility in TDK is required) Bugs and improvements that constantly come from users Bye Phant3 points
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1. This is a behavior known by the Russians as “Podkhvaht” or “pick up.” It is a blend of two things A. Mushing: this is what happens when a helicopter at high speed experiences high enough G load that AOA becomes positive, and up flow of air through the rotor causes it to stall, causing RBS like symptoms as you lose control and thrust B. The wing is installed at 19 degree angle. Not coincidentally, the wing also stalls at 19-20 degrees. This means almost any positive AOA will stall the wing. The wing is also quite a distance behind the rotor mast and center of gravity (CG), this means that the lift it creates (up to 25% in cruise) also causes a pitch down moment. It also means that any payload on the wing moves CG back, which increases AOA and thus wing lift. This is one reason that loading weight on the pylons has so little effect on it in cruise. So when increase G load between 1.4-1.8 G, at some point the Angle of Attack will transition from above your nose to below, your rotor will get up flow and begins to stall and your wing is also stalling. The first part of the rotor to stall is the right side, causing a pitch up. The wing being behind the CG/rotor, is causing a lot of pitch down force with its almost 3,000 kg of lift. Now that it’s stalling, suddenly the force pitching the nose down goes away and makes the pitch up worse. So it’s a cascading intermeshing of issues, that all happen to be caused at around the same time. There are three ways to recover or prevent this happening! A. this always happens at a certain G-load, I will post the G chart, a good rule of thumb at medium weights and altitudes is don’t exceed 1.6-1.8 G. If in a level turn, this is around 50-55 degree bank B. Decrease collective pitch 1-3 degrees. This will un stall the rotor. You might be surprised how fast it can snap back after just 1-3 degrees less collective. C. Full stick forward! Also. If your are nearing the ground, decrease roll angle during recovery. The less your bank angle, the less altitude you lose while this happens Also. Manual recommends to increase G to desired load in a turn over the course of 2-3 seconds. This makes a big difference for me There is a real G chart for this, but has a huge margin of safety for speed. I usually ignore the speed restrictions, it will always happen at the same G, but the faster you are the more violent it will be. You can get a really good feel for this by doing 50-55 degree angle bank turns. In my experience, weight, altitude, and collective decide what your max G will be There is dot in the G meter at 1.5 G, it is good reference for minimum G you can sustain at all altitudes below about 2,000m. I made my own color coded picture with yellow/red as danger zones Also: the effect of the entire podkhvaht/pick up was made smoother in a patch recently 2. Your second issue, tail authority My first suggestion if you you are not overweight or at too high altitude, is watch your Yaw AP. Your AP can add/subtract anywhere from 18-118% authority, and trim you without your consent. Check if you have an option “Pedal auto move” on. You want to have it off. Turning it off means that if Yaw AP runs out of its 18% authority, it will trim your pedals to use as much authority as it needs. Having it on means that pedals will trim you anytime heading moves more then 7.5 degrees from the heading it’s trying to hold I tell most new flyers to keep Yaw AP off. And to only play with it once you are ready to play with the microswitch and all the microswitch options the change the Yaw AP from heading hold to dampening. If you are interested, let me know. I have also written large guides for weapons and autopilot and translated an aerodynamic manual for it.3 points
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Military Asset Pack USA 1.1.4 released! Changelog Version 1.1.4 Changed MIM-104 country affiliations Changed MIM-104 HEMTT display names Changed RIM-116C accuracy Fixed Arleigh Burke Flight IIA Destroyer SAM issues Fixed Arleigh Burke Flight III Destroyer SAM issues Fixed B-21 AGM-88G missile issues Fixed Constellation Frigate SAM issues Fixed M142 HIMARS ATACMS missile issues Fixed M142 HIMARS engine sound Fixed M142 HIMARS GLSDB missile issues Fixed M142 HIMARS GMLRS missile issues Fixed M142 HIMARS PrSM antiship missile issues Fixed M142 HIMARS PrSM missile issues Fixed M270A1 ATACMS missile issues Fixed M270A1 GLSDB missile issues Fixed M270A1 GMLRS missile issues Fixed M270A1 MLRS engine sound Fixed M2A3 destroyed model Fixed M777 LTH M982 Excalibur issues Fixed M777 LTH/MTVR M982 Excalibur issues Fixed NASAMS 3 SAM issues Fixed Ticonderoga CMP Cruiser SAM issues Fixed Ticonderoga Cruiser SAM issues Fixed US Infantry FGM-148 missile issues Distribution model This Military Asset Pack is available in the following versions: The standard full download. The incremental download which updates 1.1.x to 1.1.4 and contains only the changed files. You apply it by overwriting your 1.1.x installation. Special thanks A special thanks goes out to @daskjdhjah for a tremendous testing effort!3 points
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Just pay Razbam so your customers can enjoy the best module in DCS before it’s too late3 points
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Kiowa profile released! https://www.digitalcombatsimulator.com/en/files/3338636/3 points
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First of all, thank you very much for the great update! The fact that Jordan and the UAE are getting an airport is really cool. I think the UAE is too far away to get an airport, but I believe that it will be Saudi Arabia that will get one, not the UAE. Maybe it's a typo or I'm misinterpreting. Thank you very much! I'm looking forward to the update!3 points
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Just stop all the damn drama, and have some patience. It almost seems like people gave up their ability to eat a proper meal to buy a module.3 points
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F-15E is really DEAD now. Useless thing... Deleting module waste of gigabyte.2 points
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I wish some of those buildings (oil platform) ended up as objects in the ME...but it's going to look very, very nice on the map as well. Really look forward to this!2 points
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Good to see these, I do love this bird. Been feeling guilty flying the Kiowa so have to have little trips in this just to keep my hand in . Yep, would be good.2 points
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