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Showing content with the highest reputation on 06/30/24 in all areas
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11 points
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Hello all, In case some of you don’t know, there has been a radar fix mod for the F-15E released. While it is a mod, it really doesn’t fit in the mods section of the forum as it’s F-15E specific. It restores the F-15E radar to working order and leaves your system date unaffected, even the DCS Mission editor date/time is correct (bottom rght corner). EDIT: also restores TFR functionality. The mod is called Budgie. Keep in mind it’s only a short term fix to help those of you who want to keep flying the Mudhen while ED and RB keep doing what they’re doing behind closed doors. I am hopeful of a patch to fix the radar on patch day, that would be ideal, had we received the patch as scheduled on the 26th with a fix for the Mudhen radar, Budgie would’ve never been released. Of course if it’s not fixed on patch day, Budgie will continue to work and will be updated as necessary until such time an official fix is released. Once an official fix is released, delete the Budgie folder, it’s that simple. Also, for Multiplayer, this passes Integrity Check. You’re back to flying in Multiplayer, I’ve tested it, many other users are flying it right now in Multiplayer. Budgie makes zero changes to any files included with the Mudhen or DCS. You can find Budgie here: Budgie mod on Github Please note, despite being a github release, there is no source at this time. My biggest concerns are pouring fuel on a fire and worsening persistent issues in the community and also the potential to use Budgie as a foundation for exploits or cheating, I know this has upset a few individuals out of what I estimate to be 500+ users so far in a community of thousands of people active daily, I simply don’t care. If you’re not comfortable, you don’t have to use it. YouTube Video By Plane Spotting Fargo YouTube Video By VRFlightGuy InPJPants9 points
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I don't think it's a good method to hesitate with the videos so close to release. I also don't understand what ED is trying to achieve with this approach. As a potential buyer, I want to see what the new module looks like in the cockpit, what the MFDs display, what the sounds are like and just get a general impression before I buy it. I would refer you to the Apache where we had a great video shortly after the announcement where Wags flew and talked about the module, followed by the sneak peek and then the tutorials. In my opinion, that was a great phase leading up to the release. Now we have a pre-order trailer and a FAQ, which I personally find very weak. To then say that EA isn't for everyone is a cop-out and has absolutely nothing to do with the actual problem. What disappoints me more is the fact that ED shows no consistency in their marketing strategy and doesn't follow up on their good practices (e.g. Apache). Early Access is not for everyone, we all know that. But so is unfortunate marketing.8 points
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@Slippayou’re welcome. I built this for a friend, he loves the Mudhen so much I have to include a slot for it in earlier cold war scenarios on my server and he was devastated, he reluctantly jumped into the Hornet but couldn’t remember how to fly it. I ended up in an F-4 merged with a MiG-19 trying to teach him the Hornet, I was so annoyed I switched to guns and ripped the wings off that Farmer. I thought at first it may have been the patch, but then I saw a few videos and posts about changing system date. I made TimeFix ages ago as a tool to mess with dates and times in various applications and games, injected it into DCS and it fixed the issue, the next two days were spent sharpening the sledgehammer approach. By Saturday my friend had the first test copy for our weekend flying. It wasn’t until the patch intended for the 26th was delayed I made an impulsive decision to go public, up until that point only 5 people had Budgie. 2 days or so later and the injector was abandoned as the mod approach worked. I hardly flew the Mudhen before this, I was so new to the jet that when I heard the radar hitting the stops I went external camera to check I wasn’t dumping chaff or flares. This is my first public release of pretty much anything, prior releases are all covered under DLMs, and limited to those orgs and associated groups. I only wish I had moved sooner, I’ve received plenty of messages from people saying they stuck with Mudhen but their friends refunded. EDIT: I’ve added a channel on my discord for Pilots, WSOs and Wingmen to find each other. Squadrons are also welcome to promote. Slasher84 DIscord7 points
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It will be early access, not trying to make it to be anything else. If you do not like early access then waiting is the best option. For people that enjoy early access it will be great for them and they will have fun, give good feedback and report issues to us. Again, when we are ready to post videos we will. With tutorials you risk having to redo them during early access if they are done to early. So there will be instruction videos, but only once the functionality of the video topic is complete. So we will likely see cinematic videos first. thank you5 points
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I think the "Early Access" mantra, a universal get-out-of-jail-free-card doesn't apply in this case, if, in this case the airbases, shown in the promotional, marketing photos / videos do not look like the released version the buyer will feel deceived and rightly so...5 points
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The Apache released into EA March 22 (I think) and Wags had done a whole load of vids before then on a bunch of systems. It is a shame that it's not happening this time round.5 points
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That's not a valid argument. By that logic they may have as well just given us a 10km x 10km patch of low res forest as a starting point for "Early Access" and then it would be ok... because it's "Early Access". They advertised and released a product for people to buy. At the very least we would expect to see what was advertised on the development screenshots that were used for promoting the map and hence for people to buy it. I think it's a very valid question. Things generally improve after initial development screenshots, not get significantly worse like in the released version. So I would like to know why the later build looks worse than an earlier build. Early Access or not. It's fair enough that there are shortcomings for early access release obviously but not for areas which are already advertised beforehand and form a marketing foundation for the product and expectations by the consumer. You can't advertise one thing and sell another just because you stuck an "Early Access" at the end of the title.5 points
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Yeah. Ill have a quick look on Monday. Potentially it can be made to just fill the wheel by distance sorted without a distance limit in just 5 mins or so. The NEXT/MORE would take a tiny bit longer, but I guess above would already be a nice improvement for the meantime. Cheers5 points
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Hello everyone, This topic is dedicated to the MiG-25P mod and it's updates. This mod exists since January by now, and version 1.4 is released today. What is new in version 1.4: -More realistic engine perfomance. It was slightly overpowered before. -Removed TWS radar mode and helmet targeting mode as the MiG-25P does not have these technologies. -More realistic turn rate and booster perfomance of R-40 missiles. -Landing drag parachutes now work. -Liveries have better shading. -A new livery with no markings. DOWNLOAD HERE4 points
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The Iconic Talon Veco Simulations is happy to announce our first public community mod for DCS World: the T-38A Talon. The T-38A Talon is a two-seat supersonic jet trainer powered by two J85 turbojet engines. Entering service in 1961, it was the world's first jet trainer to exceed Mach 1. This revolutionised pilot training with its high performance, endurance, and safety. Extensively used by the U.S. Air Force and other NATO allies, it has trained more than 72,000 pilots since its inception. Even today, over 65 years after its first flight, the T-38 remains a key part of NATO fighter pilot training for many nations. The T-38A will be released as a free standalone full-fidelity community mod with a clickable multi-crew cockpit, highly-detailed 3D model and textures, custom-built external flight model (EFM) and stand-alone avionics. 3D Model The creation of the 3D model began with a simple external design and evolved into a year-and-a-half-long project fueled by precision and dedication to capturing the iconic shape of the T-38A. Our focus on VR optimization and accuracy led us to extensively overhaul the external model and revise the cockpit design three times since 2022, ensuring every detail meets our high standards. Extensive research was crucial in this journey. We gathered hundreds of high-resolution photos, both first-hand and second-hand, of the T-38A and its T-38M counterpart. Using photogrammetry, we meticulously captured the most complex shapes, ensuring no detail was overlooked. To bring the model to life, we are utilizing PBR textures and have hand-painted hundreds of bolts, ensuring an accurate and vibrant representation of the aircraft. This attention to detail not only enhances the realism of the model but also adds a dynamic and immersive quality that makes the aircraft feel truly alive. We have a skilled team of well-known 2d artists and livery creators - Roughmaster, Wolfthrower, Crash, Aqil, and Fistick - dedicated to crafting a diverse range of liveries for the initial release. These liveries represent various operators throughout the aircraft's extensive operational history. Each livery is detailed with unique weathering effects specifically crafted by Roughmaster to reflect the wear and tear experienced by these aircraft over time. Furthermore, we are developing templates with multiple levels of wear-and-tear to include in the livery painting kit. This will allow the community to select their preferred starting point when creating their own liveries, providing flexibility and creative freedom for everyone. External Flight Model (EFM) Development of the EFM started in 2022 and it is responsible for the simulation of the flight dynamic model, engine model and aircraft systems. The flight dynamics of the T-38A are defined by over 25 stability and control derivatives, considering non-linear effects of angle of attack and Mach. The coefficients were derived from wind tunnel tests, empirical estimations and CFD analysis - and subsequently verified against U.S. Air Force flight tests. It features accurate stall characteristics, yaw and pitch dampers, and authentic flight control deflection limits and is continuously refined through extensive flight testing by the Virtual Turkish Stars. The J85 engine simulation uses an analytical model based on a NASA design, providing detailed engine parameters influenced by environmental conditions, with features like afterburner, cold start, and compressor stall accurately represented. The system model employs a "divide and conquer" approach, simulating each component independently, covering electric, fuel, and hydraulic systems on a near-study level, ensuring an honest representation of the aircraft's operational procedures. Standalone Avionic The T-38A features a classic steam gauge cockpit and is fully equipped for instrument flight training. Community mods for DCS typically have limitations regarding the avionic capabilities, as they don't have access to the Software Development Kit (SDK) that is used by 3rd party developers. However, we have carefully chosen an authentic 1970s avionic configuration that allows us to fully implement every functionality, without the need to own any other module and - equally important - without sacrificing our self-imposed level of fidelity. This configuration includes: A fully functional UHF radio for radio communication with ATC and even other players via voice chat. Intercom for communication between the pilot in the front seat and the instructor in the back seat via voice chat. TACAN for range and bearing information to ground beacons, taking into account distance and line-of-sight limitations. ILS for vertical and horizontal guidance during instrument approach, including marker beacon. A mechanical Flight Director System provides the steering cues to follow the desired flight path. Our vision is to provide an unforgettable experience that truly represents what it's like to be in the seats of the T-38A Talon, creating a digital representation that goes beyond what you see on the screen. This project represents a culmination of extensive research, meticulous craftsmanship, and a deep appreciation for the historical significance of this iconic trainer. We invite you to join our journey and experience the T-38A Talon in unparalleled detail. To stay updated on our progress, participate in discussions, and connect with fellow enthusiasts, join our Discord server: https://discord.gg/GfwnDEr62s4 points
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I just wanted to ask - why do the Russian airbases which look pretty decent and realistic in the preview development screenshots look nothing like the released product? I'm just curious as the authenticity of the Russian bases was one of the key selling points of the map to me. The released version is pretty shameful compared to what was "advertised". Preview screenshot here:4 points
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See title. Jester should be able to choose any airfield as a navigation point regardless of its current distance away.4 points
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4 points
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4 points
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4 points
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Thanks for posting this here. I can see their logic at least but the implementation of the "more realistic" lighter grey tiles is absolutely terrible unfortunately. I hope they can improve on it going forward and make it worn and torn and "rough" like in reality.4 points
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Well sure but for Apache there was take off, in-flight, navigation, landing videos etc. Basic stuff that the Chinook could get videos for.4 points
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They did answer this on the discord a long time ago, (sadly everything seems to have a discord these days rather than one area for centralized information). This is what they said in relation to that airport.4 points
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Well I have no interest in a refund. I just want my F-15E to work and you fix is just great. Flew last night and had some good fun. Many thanks! Although there are a list of things I would like to see added to the Strike Eagle, if it at least stays in the shape it's in now with your fix, I can live with that.4 points
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3 points
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28 June 2024 Dear Fighter Pilots, Partners and Friends, The DCS Summer Sale 2024 is in full swing and now also on Steam. Don’t miss the opportunity to update your collection with something truly special. Browse all our aircraft, terrains, add-ons, and campaigns now and benefit from massive savings of up to 50%. Shop now! We have been reworking ground unit AI target detection with a current focus on a ground units ability to acquire, engage and destroy aerial targets more realistically. This is also important to ensure non-air defense ground unit’s behave correctly in the presence of aerial targets. Please read the details below. We are delighted to announce a new DCS: UH-1H: The Stormfront Campaign by Low Level Heaven! This will be available for purchase on the 3 rd of July, along with our next upcoming DCS update. Stay tuned for the impressive update coming soon. Thank you for your passion and support. Yours sincerely, Eagle Dynamics Summer Sale Massive Savings The DCS Summer Sale 2024 is your chance to save big across nearly our entire range of aircraft, terrains campaigns and important add-ons. Hurry! The sale lasts until the 14th of July, 2024 at 15:00 GMT on our E-Shop where you will find huge savings across all our most popular products. Also, the DCS World Steam Edition sale is now open until the 11th of July, 2024 at 17:00 GMT. Ground Units Improved AI Behaviour One of the most commonly requested improvements to DCS has been the behavior of ground Artificial Intelligence (AI) units. In this newsletter, we’d like to bring you up-to-date on these ongoing efforts. We are currently reworking the target detection of ground units. Here is how it works now: The AI detects a target as soon as it enters the “kill zone” and the target is immediately designated for attack, if the target is within range. In the new version, the range and time after which the target is detected will depend on the crew's level of training, the unit's state (GREEN or RED STATE) and the sights with which the unit is equipped (magnification and field of view). Let's consider an example: An aircraft approaches a BMP-2. The BMP is in a GREEN state and the crew are visually searching the surroundings). An "average" crew will detect the aircraft at a distance of 2.0-3.5 km, while an "excellent" crew will detect the aircraft at 4-5 km. As you can see, the values "float" because the AI has a probability of detection depending on the range. In another situation, the BMP-2 crew is in RED state with hatches closed and observation only conducted through the commander and gunner sights. Consequently, it will be more challenging for the crew to see the enemy. Additionally, the target may not be in the sights' field of view (for example, the aircraft approaches from a high altitude). Let's consider another case where we are dive bombing a target convoy from 4000m. Within the convoy are 10 units that include a tank, infantry fighting vehicles, and a SAM. As seen in the screenshot, five units (SAM and 4 IFVs) managed to react to our attack, but only the SAM managed to attack. Thus, the upcoming change should address this issue of non-air defense ground units being too capable of engaging aircraft. However, as mentioned earlier, this is just our first step and we will continue to refine the ground AI especially pertaining to line of sight such as trees and obstacles, meteorological conditions, target parameters such as airspeed and maneuvering, and manual aiming compared to sensor-aided aiming. We will also add more varied firing methods such as barrage fire versus directed fire, which is particularly relevant for manually aimed guns. Please stay tuned as we keep you updated on our progress of Ground AI. UH-1H Worlds Apart Stormfront Campaign by Low-Level-Heaven Mission Development Introducing the STORMFRONT campaign for the DCS: UH-1H, the latest story-driven campaign set in the SPRING of 2025. As a continuation of the WORLDS APART series, you step into the boots of a German UH-1H helicopter pilot of the renowned German Army "WOLF PACK" Squadron (Heeresflieger). This campaign offers a rich narrative experience with 12 missions, three of which are split into A and B segments, totaling 16 missions. Each mission builds upon the previous, delivering a seamless and evolving storyline with multiple tasks per mission. STORMFRONT is designed to challenge even the most seasoned pilots, yet it provides extensive support for beginners, ensuring a rewarding journey for all. With countless language outputs and a comprehensive 77-page manual detailing every mission, STORMFRONT immerses you deeply into its demanding yet exhilarating world. Prepare to experience the intensity and intricacy of modern helicopter operations in this meticulously crafted campaign coming in the next DCS Update. We truly hope you are taking advantage of the important savings in the Summer Sale and that the development progress on the Ground Units AI is to your satisfaction. Please hang in there as we are working on one of the largest updates in the history of DCS, coming to you with impressive new features such as Supercarrier Air Boss station, Flaming Cliffs 2024, DCS: Afghanistan, DCS: CH-47F and so much more! Don’t forget this is also your last chance to benefit from the 30% pre-order discount for both DCS: Afghanistan and DCS: CH-47F. Thank you again for your passion and support, Yours sincerely,3 points
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3 points
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I doubt it. There's been no mention of that, plus they'd need to see an example of it recreate it.3 points
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We are only a few days out from the release of the Chinook. Will there be any videos show casing what is getting released for the EA in July? Any start-up videos, etc? It seems a bit unusual that there are nothing prior to the release of a module. I'm interested in buying the helo but only got a bullet point list of what is supposed have on the EA release day.3 points
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About the "low poly model" - it's not bad, in fact the current state doesn't bother me at all. I would focus on other things.3 points
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@MAXsenna glad it continues to work for you and you're most welcome! I've noticed an increase in visitors to the GitHub in the last few hours above normal, if anyone's seeking support I really need to inspect the back of my eyelids for a few hours (sleep), message me here or on discord and I'll reply when able in a few hours.3 points
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Great work @jamie_c! Absolutely fantastic work! Thank you so much for this! [emoji1319][emoji1303][emoji1316][emoji1635] Sent from my SM-A536B using Tapatalk3 points
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I have flown a photo mission with a T-38A in „white beauty“ paint scheme back in 1997 at Sheppard. But that was the time of analog slide photography and I had only one or two motives digitalized. Must look into my archive later in the evening.3 points
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This one is easy: it's quite short list of systems in this rushed release, so not really much to make videos about.3 points
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@Beirut glad you’re getting some fun out of the Mudhen. I will do my best to keep it flying until we see an official fix. There should be an update in the near future, these changes are planned: The ability to specify targets to change date for, that way if any other module has a date based break, an end user can mitigate it and keep flying Custom date setting, specifically to tie in with above with separate Day, Month, Year fields Log to DCS.log so in the event Budgie causes an issue in future, support staff know it’s there with bug reports (hello support people if you’re reading this! you’re doing great!) Fortunately the Budgie approach to fixing the issue is particularly robust and the chance for further date based changes to take place with Mudhen is extremely limited due to the Mudhen having no idea it’s nearly July. If I’m wrong and another date based issue crops up before any official fix I will investigate and do what I can. I’m hoping after the next update to work on some other stuff unrelated to Mudhen, but still DCS, to be announced at a later time, because to be honest it could be any number of one offs I’ve made being converted to a public mod.3 points
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Очередной "перл", какие команды управления, когда носитель не знает текущие параметры ракеты? Ты хочешь, чтобы я полез в доки, потратил свое время на доказательство очевидного, а ты будешь выискивать к чему придраться и упорствовать в своих заблуждениях. Тебе бы в "плоскоземельцы" надо бы податься, там найдешь близких тебе по духу. Оптимально, конечно, чтобы причастные к боевому применению ракет В-В прояснили некоторые "тонкие" моменты. Но у них, видимо, другие интересы и приоритеты в жизни.3 points
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One thing that would help resolve this is Bump Acquisition (not implemented currently), where if the radar goes STT on a contact, you can reject it and exclude it from being locked for a few seconds while attempting to acquire a different target.3 points
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The Kiowa had videos leading up to it. The F-4 had several videos on how the systems works. Wags had videos on the F-18, the F-16 prior to release... Yes, guess the Chinook EA release is not for everybody.3 points
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Good Morning Everyone, I'm working on the Submarines now. The Vanguard needs more work because the missile launchers are not there so I have to add them. I will add Tomahawks. Although, she only carries Torpedoes and Tridents. So she will be fictional. The USS Sturgeon I think is ready for release. After three years I've finally figured out how to animate the submarine to submerge automatically and periscopes rise up. I will test her today to see if she rises automatically after the enemy ship has been destroyed. Take a look at the bottom photo. It shows how effective the Torpedoes are in DCS. Or shall I say ineffective. Hey Penquin625, the Exocet missile is just as effective but I think the Naval Strike Missile rides low to the water. So it's hard to track and hit. The NSM is 400 kgs/800 lbs so any weapon with that weight will do significant damage to any ship. AI Ship damage is based on their GT.Life configuration and some other configuration. Not sure what the others are but GT.Life is a main one i think. The higher the better. If the ships GT.Life is set low the ship will sink right away. I tested it against the Chinese 093 this morning. It took two hits from the NSM to sink it. The 093 GT.Life is 1500. The carriers GT.Life is set at 7300 so it will take much more to bring them down. I will get the USS Sturgeon out to you all this weekend. She's a basic submarine that only launches torpedoes. Something to note. The Other submarines will not launch any missiles submerged. Just in case you're wondering.3 points
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Please @BIGNEWY or @NineLine, any word on this? We're not asking for video's right away, we just wonder if ED has plans to showcase a bit of what we can expect, before the actual EA release (end of pre-purchase) (I also asked the same question in the weekly newsletter post) Although I love helo flying, I can only spend my money once and even though there's a nice pre-order discount, I still have to make choices between the new upcoming modules. As I can't justify spending money on everything. Personally I wouldn't mind seeing the early access CH-47F being "p"reviewed by a few of the higher rated YouTube content creators such as for instance Casmo and Redkite. Or at least have Wags throw us a a few cockpit familiarization videos on what we can expect at release.3 points
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Casmo was allowed to post raw footage with it at least a week or two before the official release. The lack of 'just' gameplay from ED's side is concerning. Yes, we know already that it's very undercooked, even for EA release, we're four days out, why tip toe around it and not just show it?3 points
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Я помню прифигел после покупки только вышедшего DCS Миг-21бис. Тогда до меня дошло, что приставка DCS для модулей строронних разработчиков вначале просто ничего не значащие 3 буквы. Потом постепенно выяснилось что не только качество поделок сторонних разрабов, но и соответствие характеристик прототипу вообще никто не контролирует, а на замечания пользователей сторонний разраб может просто класть, исправляя в основном мелочь и графику какую нить. Прошло время и купленный Миг-21 был ловко сброшен Лезернеками типа они там поссорились и лежит хромой в забвении недоделанный уже лет дофига. А одна фирма кинув всех неплохо поднялась. И самое главное - помню в ранние времена DCS нигде не сообщалось, что внешний разраб сам себе самовар и за его косяки никто не отвечает(эта интереснейшая информация всплыла куда позже). Лично у меня поначалу была уверенность (иллюзия), что внешников будут контролить и раз они рисуют приставку DCS, учитывая что появившийся первым Belsimtec выдавал офигенные модули. Плюс ни в одном описании в магазине сторонних модулей не написано: "что данные товарищи выпустили что то похожее на прототип, а на сколько хорошо и правильно оцените сами после покупки или переройте сначала форум, если что то не так, ну пишите сторонникам, а сама контора просто дает площадку и не более".3 points
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Extended range fuel tanks are additional fuel tanks that are installed within the cabin. Pipework connects them to the refuel system so they can be filled and pipework to the tanks so they can be used as any other fuel tank to feed the engines. The aircraft can take up to three internal tanks which could be an option for 'Fat cow' operations, where they can refuel other helicopters or tanks etc. from a Forward refuelling point. Although that has the drawback of taking up most of the cabin and it's heavy! So you'd expect to see one or two fitted if in a role where they need to use cabin space and the extended range this extra fuel gives you. The picture shows a tank, larger black box, with the Fat cow kit in the smaller box in the foreground.3 points
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Доброго времени суток! В прошлом патче в DCS обновилась логика взрывателей. В связи с этим сначала короткий баг репорт: * одновременное использование разных взрывателей для одного типа бомб делает все бомбы данного типа не функциональными; * для бомб с тормозным устройством в меню можно выставить только high drag arm время взведения, хотя при использовании без тормозного устройства должно использоваться low drag; * при изменении задержки срабатывания взрывателя для FMU-139 подставляется валидное high drag arm время взведения неявно для пользователя (пары значений корректные, но логика неявного изменения для пользователя негативно влияет на UX); * бомба с задержкой срабатывания попавшая в движущийся объект или упавшая "на землю" не срабатывает никогда; * недоступны настройки взрывателей для GBU-10/12/16 на JF-17, хотя доступны для Mk-82; * для харриера доступны настройки для Mk-82 при условии подвески одной бомбы на один пилон, но недоступны для 2 и 3 бомб того же типа на одном пилоне. Кроме того пользовательский фидбек: 1. Первое и главное. Добавление новой фичи с которой пользователь неизбежно вынужден взаимодействовать должно быть задокументировано, либо в сам UI должны быть встроены подсказки для пользователя. Если нет возможности часто обновлять документацию для всех модулей, то хотелось бы как минимум видеть какой-то changelog или ссылку на развернутый комментарий. Возможно имеет смысл поднять wiki на сайте, где ответственные за доставку специалисты смогут оперативно публиковать информацию для игроков. Если такой информации нет, или не предполагается в рамках работы над фичей ее (информацию) публиковать - значит фича не должна попадать в релиз. Изменение с которым игрок не знает что делать, про которое негде узнать как им пользоваться и которое работает с множеством оговорок - очень токсичный опыт, который вредит восприятию продукта. Со стороны это ощущается так будто в патче у пользователя отняли то, что до патча работало. 2. Очень сильно упростила бы жизнь кнопка "применить ко всем" боеприпасам данного типа текущие настройки. По аналогии с лазерным кодом, но чтобы копировать типы взрывателей и их параметры. 3. Если одновременная поддержка разных взрывателей для одинаковых бомб не планируется, то для настроек взрывателей нужна валидация. Если настройки разные - нужно об этом сообщать до старта миссии, всплывающим окном, выделять точки подвески цветом и т.д. Выяснить над целью, что все бомбы - просто балласт из-за одного мисклика тоже очень токсичный опыт. 4. Для FMU-152 было бы лучше с точки зрения UX использовать три дропдауна с доступными параметрами. 5. Для FMU-139 было бы лучше с точки зрения UX использовать два дропдауна. Параметры high drag arm/delay также как и на реальном устройстве задавать одним дроп дауном. На low drag arm при этом имеет смысл добавить значение X. 6. В окно настроек взрывателя хорошо бы добавить краткое описание устройства и особенностей настройки конкретного взрывателя. 7. Для DSU-33 высота срабатывания просто не имеет смысла, подобные параметры стоило бы вынести в описание из п.6. 8.Субъективно некоторые поля в которых используется спинбокс с возможностью ввода с клавиатуры (например как скорость вращения на FZU-39) лучше настраивать через выпадающий список. Либо заблокировать возможность текстового ввода. Выбор одного из пяти параметров и неявная (не иницированная пользователем) замена введенного значения - UX который может фрустрировать пользователя. 9. В целом есть ощущение, что от более детального моделирования компонентов (как минимум электрической системы) бомбы на базовом уровне геймплей сильно выиграет. Например, если добавить вероятность отказа взрывателя как случайное значение обусловленное внешними факторами и типом взрывателя. Или научить электрические взрыватели расходовать конечный заряд полученный через Mk122... или чтобы FZU-48 вырабатывал электричество только при достаточной скорости... и обязательно логировать такие отказы в дебрифинге. Да, это уже скорее идеи для хотелок, но реализация не выглядит супер сложной, а игроки сразу заметят новый уровень детализации. Далее фидбек более субъективный... Новый уровень детализации бомб очень достойный. Работа эта определенно нужная и важная и определенно заслуживает признания. И я не скажу за всех, но в моем кругу общения именно последние изменения взрывателей подняли волну негатива. Очень хочется быть услышанным и понятым правильно. Лучше такие фичи доставлять "одним куском". Но нет ничего плохого в том, чтобы доставлять фичу по частям. Однако критически важно, чтобы каждая из частей была завершенной, цельной и не ломала то, что уже работало. По ощущениям с взрывателями этого не случилось и поэтому очень хочется привлечь внимание разработчиков к этому вопросу, в том числе чтобы избежать подобных проблем в будущих релизах. Более живой и детальный фидбек в этом видео (да, вот настолько наболело На этом у меня все, надеюсь на ваше понимание. И если я в чем-то ошибся, готов выслушать аргументированные возражения. Со всем уважением к команде разработки и пожеланием новых успехов.2 points
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HB’s already commented that they’re not doing any one-off F-4E variants like the -EJ, -EJ Kai, Kurnass 2000, AUP, Terminator, F-4G and so on. Each Phantom II variant basically is its own unique aircraft from an avionics perspective -and thus each version would take years to develop correctly.2 points
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As we’ve said in the past, the current TGP is a mashup and we had planned to replace it with a full up LANTIRN but resulted in mass push back from customers. Once sniper is available, we will then re-evaluate doing a more accurate LANTIRN thank you2 points
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2 points
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Thank you! Thanks for letting us know it works great in VR. I got to thinking a while after the request and yes, it's possible to do that. I have since then made a proof of concept. I have completed the vertical slice. Things that are working is the app background, button presses via app to sim (with automatic release), semi-transparent buttons, button grid framework. Things to work on are making and assigning all the numpad and keyboard buttons in code, making the visual (transparent) representations of the buttons in the overlay, making the press length a config option, and of course, naming the app. So, basically all the tedious, but simple(r) stuff. The project has turned out to be both more difficult and easier than I thought it would be. I have already learned so much. Maybe this can open up a whole new direction in module accessibility!2 points
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Да, конечно. Получил неплохой результат в итоге по CBU-87. По времени срабатывания раскрытия (воздушного подрыва) - Даже при максимальной задержке получается небольшой недолет суб-боеприпасов. Я думаю, эта настойка больше для безопасности, чтобы самого себя не разорвать. Чем выше скорость, тем меньше задержка может быть. Но на TAS=350 узлов, к примеру, и выставке высоты раскрытия заведомо выше высоты полета (чтоб как можно раньше раскрывались болванки), в сочетании с минимальной дефолтной задержкой, получается отличное 100% самоуничтожение самолета))) Ясно, что баллистика болванки и суб-беприпасов разная, причем сильно, ведь мелко-бомбы снабжены тормозными устройствами. Но нигде нет рекомендаций по установке высоты раскрытия. Ни системы самолета, ни бомбинг калькулятор не учитывают смену баллистики при раскрытии CBU, точнее учитывают некое значение, фиксированное и таинственное. Поэтому, методом проб получилось следующее: Высота полета 6000' MSL Высота цели 3200' MSL Скорость истинная KTAS=350 узлов Сброс с горизонта 14 х CBU-87, интервал 0.07с, задержка дефолтная, высота раскрытия 2200', обороты болванки (для разброса в стороны мелкобомб) = 1500 По бомбинг калькулятору понижение прицельной марки -117 mil, в задней кабине ничего не крутим, только сообщаем Джестеру данные калькулятора. Дальше все строго по чек листу, марку наложили, зажали кнопку, летим ровно, ждем чуда. 9-10 из 11 мишеней типа РСЗО стабильно сносится. Фантом - неплохой бомбардировщик))) Немного скриншотов, в числе которых состояние кабины на боевом курсе. Что еще отметить можно. - Держим скорость истинную, что на барабанном неприметном указателе выше часов. - Режим L хорош тем, что понижение прицельной марки отсчитывается от гиростабилизированного горизонта, а не от строительной оси. Поэтому прицеливание не зависит от потребного угла атаки установившегося горизонтального полета, а значит и от сочетания скорости и полетного веса (это тот еще гемор при пристрелке пушек и НАР) - Есть некоторая путаница в обозначениях высот в редакторе. В международной (и, тем более, в заокеанской, в частности) практике словом "высота" / Altitude обозначается только высота относительно уровня моря. В редакторе же высотой раскрытия (воздушного подрыва), судя по полученным данным, называют относительную высоту (Height), непонятно относительно какого уровня. Уровня пролетаемой в какой момент высоты рельефа? Я опирался на высоту цели как на начало отсчета, но откуда бомбе ее знать на этапе настройки в редакторе, или на этапе подготовки оружия наземным персоналом перед вылетом? Непоняточка, однако.2 points
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So I just tried a sortie on Grayflag Sinai with JDAM and they were all duds, very frustrating. Not sure if you still need a track (I might have one but it's the whole sortie and it's 55MB, tell me if it's needed). I took 4× GBU31v3 (penetrators). I've configured them with: FMU-143 fuze (from Wags video I understand that's the "penetrator" one), I left the arming delay to 5.5 (default) and set the fuze delay to 0.12 (for penetration). I've dropped four of them on bunkers, two missed completely (a bit unsure why) but the two that hit seemed complete duds. The current situation with fuzes is really frustrating. Everything seem to be buggy and it's pretty random whether your sortie will be successful or not. I think some of the problems are "skill issues" but it'd be really helpful to actually know what DCS expects as fuzes for different weapons and different effects. We can try real world documentation but we have no idea how it's implemented in DCS so it's be best to have DCS documentation. Thanks for any help on this and again if you need the 55M track just ask.2 points
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Here is the quick explanation and overview: https://f4.manuals.heatblur.se/jester/combat/overview.html#context-action The following pages have details. Cheers2 points
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. . . I have little to no hope that we will see the preview quality ingame. . . unfortunately. But yes, this was the USP for me too. . .2 points
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I hope soon. Around 7 or so years ago the ground unit's accuracy became obscene and has been that way since. It made me stop playing ground attack missions for a long time. BMP-2s were shooting my wings off when I was in Flankers and Fulcrums. As it is now it is easier to dodge Vulcans and Shilkas than it is BMP-2s, BTRs and other vehicles not designed for air defense. The ability to detect, track and the accuracy is extremely unrealistic. You have to consider what the sighting solutions look like in these vehicles and you'd quickly realize how hard it would be to ID and track and aircraft through these things. As an example, watch the first 5 seconds of this video. BTR-82. It is shooting at a parked M113 at close range. You'll notice that the second shot misses. It goes over the top of the vehicle. If you watch BMP-2/3 and BTR-82s you'll see how much dispersion there is and how inaccurate they are. Here is another video that does an even better job of showing dispersion. Other vehicles are a bit more accurate, but still tracking and successfully engaging and hitting planes would be extremely difficult. Slow and low flying helicopters are more likely to be hit.2 points
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