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Showing content with the highest reputation on 07/16/24 in all areas

  1. The F124 Sachsen Frigate is more or less done.
    20 points
  2. Ok, you probably know, that I'm rather forgiving towards ED, regarding bugs, missing features and so on - mainly because I'm aware the creating is much much harder than criticising. But this time - boy am I disappointed. Especially from the perspective of a helicopter guy. Where the map looks good, it looks really good. But that is few and far between. The transitions from highly detailed airfield to blurry mess of random textures are brutal. And we're not talking unreleased areas or something. Fly more than three miles in any direction from high detailed airfield or try following a road or a river and you are kicked out of immersion mercilessly. It is quite frustrating to me, that with every recent map release, Syria seem to be even further away as an unmatched benchmark. At least you have to go to the far fringes there to experience such low-res textures and they - at least - are homogeneous. Nope sorry, lost me here for now. To add some (hopefully) somewhat constructive criticism: My main gripe (apart from low res textures that really shouldn't appear anywhere in the "high detail" region) is the transition - or better lack thereof - from high detailed/handcrafted to procedural (seemingly) placed satellite textures. And sometimes some settlements are somewhat randomly sprinkled atop of those poor textures and look like an afterthought. (Well I don't kno if that was any constructive at all - but those are my feelings towards this map right now.) Looks pristine from cruising flight level though. Edit: I think I need to make something clear. I'm not criticising the EA-aspect of the map. I early accessed every single map and module since I joined DCS four years ago and I don't care (much) about bugs and late features. What I am pointing at (I think) are some design choices and their execution. Maybe I'm wrong and the texture issues will get improvements down the road, I for sure hope so.
    14 points
  3. This is good feedback, and perhaps the dev team has plans for these, but if you don't mind, make a separate post in the bug section about POIs you expect and we can search them up. I think POIs are very important for making a map feel as real as a video game can feel real. Thanks! I think there is some confusion on the wording as our wording generally was designed for aircraft modules, and features are different parts and systems. With Terrains it's different. So features being complete are things like airfields, and being complete are being in the map and usable. The terrains, in and around these 'features' are still WIP and in some cases very much so. This is a new way of doing a map, in 3 parts, this is also the biggest map we have done so far. So what does this mean, some of the medium-level textures may have to wait until all the sections are in the game. This is so we can maintain performance and get the best we possibly can. So Some of these areas that have high textures butted up next to low textures may have to wait. If we do the max quality medium details now, then come back and do the other 2 sections we could end up with a map that runs like a slide show when all parts are available. So again, I understand the confusion on the near-feature complete wording. We will see if we can clarify this more in the future. We appreciate all this feedback it doesn't fall on deaf ears we take it to the Afghan team and management. So keep it coming, make bug reports, and share what you are not happy with but understand in no simple terms, this map is Early Access, it looks rough in some areas, but it will improve and all of your feedback will make it even better. I hope this answered some of your questions, I admit I jumped in very late here. If not, ask away again.
    11 points
  4. Good Morning Everyone, sorry for the late mod release. I had a toothache last night. I don't think I need to tell you about the pain I experienced. Hey RWC, I wasn't aware of that. I don't think I set it up like that. The USS Bowen and the USS Kidd will be replaced with new mods. HighMaintenance, that's the Arleigh Burke Flight Class I Destroyer USS Fitzgerald DDG-62 with USS Carney DDG-63 Livery. For those of you that don't know I was stationed aboard the USS Fitzgerald for five years and part of the commissioning crew or plankowner as we call it in the US Navy. The reason I haven't released her is because it has a lot of moving parts. I had CH look her over and he found some issues but those issues have been corrected. I just want to make sure when I do release her, she has very few issues. With so many things going on I just haven't had time to look her over properly. It took me months to complete the mod. You welcome SilentGun. As long as I'm able I will continue to create mods for DCS. Thanks. MoFly29, you are 100% correct. Thanks for putting that out. I appreciate it. Creating mods the way I do now is very time-consuming. There's a lot that goes into modding for DCS besides adding textures, weapon animation, and coding. *** The most important thing about creating 3d mods for DCS is you HAVE to be in the MOOD. You have to be in the mood. ******** One thing to mention. If I showcase a mod. That mod will be released at some point. I calculated the other day how long it would take me to properly complete a mod from start to finish with my current health issues. Depending on the mod type and size. It can take two - to three weeks to properly create an AI Mod for DCS and that includes testing. That's just one mod. On top of all of those things, I have to balance my time with the family. Remember, Family always comes first before anything in life guys. They will be there for you when no one else will. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- So as promised. I have released the US Submarine Pack version 1.0.0. Please Enjoy them. I still have some submarines to create but that will be done at a later date. I'm sorry I don't have any good photos. The model viewer is not appearing correctly for me. Has anyone else seen this? The mods appear in black and white in MV. See below. Just a few things about the Submarines. If there is an enemy ship near the subs they will automatically submerge but they will not return to the surface. So you have to manually return them to the surface. I tested them and they didn't return to the surface after enemy ships had been destroyed. I subs can be coded to return to the surface but the last time I tampered with the code. The model didn't appear in DCS. They have to be on the surface to launch missiles in DCS. I recommend placing the submarines at a good distance from enemy AI ships for them to launch their missiles. If you set up a mission in DCS the submarines automatically submerge. It means you have placed them too close to the enemy ships. The USS Ohio Class has a declared Trident II missile vice Tomahawks. You can swap the code for the Tomahawks if you like. The Tomahawk and Trident II perform the same tasks in DCS but the Trident II is more powerful. I will let you all see that for yourself. -- Features Animated Perscopes, and Propellers. A periscope view has been added to all the submarines so you can enter the submarines as you do in armored vehicles using the periscopes. You will need Combined Arms installed to enter the Submarines. - OHIO Class Submarine Weapons DCS Default Torpedoes DCS Default Tomahawks / Declared Trident II Ballistic Missile DCS Default Harpoons Los Angeles Class Submarine Weapons DCS Default Torpedoes DCS Default Tomahawks DCS Default Harpoons Sturgeon Class Submarine Weapons DCS Default Torpedoes LacMenjoyer, I have corrected the missiles for Normandie but I'm still doing testing on her before I release any updates.
    11 points
  5. Thanks CH for your hard work! Especially, for your open manner and honesty on everything. You have done much to educate both modders and non-modders alike and that is the absolute Truth. But, you know what they say... Haters are gonna hate.. Thanks again bud!
    8 points
  6. Hello, We have made several updates and renovations to the Vietnam War Vessels mod. Unfortunately, the release of the MiG-21MF has been postponed as the model requires significant reworking to better represent the aircraft. However, we are also developing a well-recognized propeller-driven plane for the mod, though neither plane has a fixed release date yet. In terms of recent updates: Odyseus has improved the fore and aft sections of the CVA-31. The Maddox now features new bridge windows that are more in line with the Vietnam War era appearance. Technically, the CVA-31 deck has been renamed to PALUBA_, which has resolved the BDA messages in the debriefing. We hope you enjoy the update! https://github.com/tspindler-cms/tetet-vwv/releases
    7 points
  7. The second one is here! TF_Helmand_Sangin - PB Pylae A small PB less than 1 km south of FOB Jackson in Sangin. I have now been able to place it in its correct location thanks to the suggestion from Whiskey35. This is a Miz file rather than a stm as it now has triggers to clear out scenery. User files updated. File download link; https://www.digitalcombatsimulator.com/en/files/3339496/
    7 points
  8. What’s annoying is that the standard response has been “we appreciate you looking over there (low quality areas) but look at the nice areas we did do.” Yeah I get it, but why don’t you (BN) address the contradictory nature of your post saying that it’s feature complete but yet it’s in early access and thus we’re working on it. The two statements just don’t jive man. And then labeling the thread as opinion. It got a little chuckle from me. I mean any thread claiming how great, or bad, the graphics look is an opinion. Don’t think there was a need to draw attention to that, but hey, it’s not my message board. I’ll just stick to the “nice” areas of the map, flying low and slow as the Apache’s rotors literally wash the low res textures off the buildings in front of me as I fly by. Or take a jet and stay above 10k and agree with the other “non-opinion” thread and remark, yeah, this does look nice (and it does!) I mean you got my money anyway And off topic here but @markturner1960 how are you getting on with the other “visually helo friendly” maps?
    7 points
  9. Hi, when we have a date for the next patch we will let you know but we are looking at other issues created by 2.9.6 also, as soon as we have the major issues fixed we will likely patch. thank you
    7 points
  10. Thanks for everything you do @currenthill Your work is AMAZING and really boosts an already incredible simulation to another level entirely! Please keep up the great work!
    7 points
  11. Hello Every one, since last DCS update, the MOD is broken, we don't have fix yet, only AG variants works at current time. We work hard to find solution or alternative. We apologize. Привет всем, с момента последнего обновления DCS мод не работает, исправления пока нет, в настоящее время работают только варианты AG. Мы прилагаем все усилия, чтобы найти решение или альтернативу. Мы приносим свои извинения. null
    7 points
  12. correct FOV submission, the team have tested and it is looking good. thank you
    7 points
  13. It seems that the improved model for APA-5D was also delivered. null
    7 points
  14. Who said we are not happy? We have launched the early access southwest Afghanistan, it is work in progress and work continues, we have outlined our plans in the FAQ thread with the other regions to follow in due course. Early access is just that, its early access for the development of the product. Some people don't like the early access model we understand that, and I think that is part of the frustration for some, but early access enables us to bring these products to you all, and it is very popular. Sales have been good and that allows us to continue the production of the product. Good constructive feedback is essential for the betterment of the product. thank you
    6 points
  15. No, nobody paid me. I have been using flight sims on home computers since they were available (possibly before you were born) and using DCS for some years. I have always kept away from forums to avoid the sort of replies as above. As a 70 year old retiree the price of the new modules has to be considered and I was gutted when whatever problems arose with the F-15E may have led to another obsolete module. Unless I am mistaken DCS did not have to provide a refund so thanks to where thanks are due. I'll continue to turn and burn (mainly burn) and perhaps return to leaving the forums 'read only'.
    6 points
  16. Folks SD just wanted to take a break, it is a thread he created and he manages the information in the first posts. As the OP of the thread if he asks for it to be hidden we will do it. He has messaged me this morning to thank everyone for their concern, he is fine, again just needed a break. I will reopen the thread, and close this one. thank you
    6 points
  17. First post! Yeah me! I have decided to start my own thread here to put up all my static templates and miz files of the main PBs, FOBs and COPs for TF Helmand (The British ones mainly) and then the complete miz file with them all included in one place. This is a pretty big task so it is all a WIP. Completed TF Helmand_Nadi Ali - PB Pimon TF Helmand_Sangin - PB Pylae TF Helmand_Sangin - PB Tangiers TF Helmand_Sangin - PB Wishtan TF Helmand_Sangin - FOB Jackson TF Helmand_Nadi Ali – FOB Argyll TF Helmand_Now Zad – District Centre TF Helmand_Now Zad – ANP Hill TF Helmand_Gereshk – FOB Price WIP TF Helmand_Lashkar Gar – TF Helmand HQ TF Helmand_Lashkar Gar – FOB Bost TF Helmand_Upper Gereshk Valley – FOB Gibraltar TF Helmand_Kajaki - FOB Zeebrugge TF Helmand_Kajaki - OP Normandy TF Helmand_Kajaki - OP Sparrowhawk TF Helmand_Kajaki - OP Athens TF Helmand_Sangin Valley – FOB Nolay TF Helmand_Sangin Valley – PB Viking TF Helmand_Sangin Valley – PB Waterloo TF Helmand_Sangin Valley – COP Robinson TF Helmand_Upper Sangin Valley – FOB Inkerman TF Helmand_Musa Qaleh – District Centre TF Helmand_Musa Qaleh – FOB Edinburgh TF Helmand_Musa Qaleh – OP Roshan TF Helmand_Garmsir – FOB Delhi TF Helmand_Garmsir – FOB Dwyer (Already on the map so not sure what to with this one as it was the 105 gun fire base for support of FOB Delhi). And more to be added to the list…. Each of the FOBs will be recreated as close to realistic as I can possibly make them within the limits of the DCS Mission Editor, using my own and many other sources. They may not all date to the exact same time period or year either, but they will all be within 2006-2008/9 hopefully. Also I will not be using any mods so they will be accessible for all without the need to download anything else or increasing the chances of these being broken as DCS updates. If anyone has any ideas or wishes please do reply! Hopefully someone will get some use or enjoyment out of these! All of these templates are hidden. To reveal them on your map you will need to go to map options in the mission editor and unhide blue units! The first of many! TF Helmand_Nadi Ali - PB Pimon This is my new and improved PB Pimon as it has been resized to be correct, the last one was twice the size it should have been! Oops! The static template can be downloaded from here; https://www.digitalcombatsimulator.com/en/files/3339481/
    5 points
  18. Lol, what the heck is with the big orange “OPINION” stuck next to the title of this thread now? Did they stick “OPINION” next to a thread praising the map? This is downright hilarious. We keep getting “E/A comments from the same people that clearly posted “FEATURE COMPLETE”. It’s like trying to ask a question to a politician.
    5 points
  19. Thanks guys! I agree, let’s get back on track and on topic. Progress is good with the German pack and I will share some more pictures soon.
    5 points
  20. ED doesn’t even do all of their own 3d models, they hire and/or buy from 3d studios as well. Like you said, it’s an efficient and effective method to manage resources. Check out this studio, a good number of ED’s assets came from here: http://www.precise3dmodeling.com/ ED even showcased the C-17 model some years back advertising it coming in an update that never materialized. I surmise that there was a monetary disagreement. I think 3dReach has done a few DCS models as well. -Woog
    4 points
  21. This ^ I appreciate you work for the company BN and maybe limited to what you can say.......but I can read the papers and watch the news if I want to listen to politician speak..... I got zero answers to any of the questions politely posed....... I just dont understand why you cant do that......? People like me are your good clients...I have spent not far short of £2,000 on modules, campaigns and other DLC, a lot of which I never use....simply to support YOUR business.....its not too much to ask for a straight answer to a straight question is it? Anyway, thanks for the input
    4 points
  22. Well-known modder Currenthill writes that with each update more and more game resources are closed for viewing and editing. Allegedly, weapon schemes were now closed. Is this a general policy to oust modders with their products, or do other circumstances require it? Can you clarify the company's policy regarding gaming resources and what will happen to this in the future?
    4 points
  23. Thanks for your report! We've fixed it and will be included in a next update.
    4 points
  24. Just an update on this, with the help of a real-world Crew Chief I and testing out different survivable damage states within DCS and trying to determine what would be the resulting indicators and effects. My first report is some 30mm hits, loss of a leading edge flap, and the tip of that same wing. I do not have a timeline on when this might be looked at, and what can be done with our currently less complex damage model compared to the WWII one.
    4 points
  25. 4 points
  26. currenthill aka Swiss has phenomenal productivity rate and it's hard to even imagine how well he understands the ED code, since he makes such realistic units from scratch. Special thanks for the implementation of ballistic missiles, it was an interesting and long-awaited experience. We all understand how hard it is to work when conditions are becoming more difficult, especially when many assets require maintenance, and hope that everything will be fine
    4 points
  27. I just can't believe what I'm reading! The DCS World Community is very grateful to have CH! DCS World was getting old until CH showed up! CH has created hundreds of high-quality Mods and I couldn't be more grateful. Like I've said many times on this feed, CH has brought so much life into DCS World. I don't know any Modder who comes close to CH. We should be very grateful for what CH has done for this Community. I know that I'm VERY GREATFUL to have CH, I really enjoy using his Mods! Thank you CH, I sure appreciate everything you have done! With Respect, Timex 3
    4 points
  28. I'd oringally incorrectly approtioned blame for this to the grass/clutter setting. It seems that there is some ratio applied to small bushes that severly limits the distance in which they appear in comparison to larger trees. That ratio also appears to affect the LOD distances. In the orgiinal Caucauses map, shrubs are predominently used to produce the illusion of dense forrestation under the tree canopy. In the more arrid maps however they are far more of an obvious feature in their own right. The problem comes in that, despite now being more than just close up "filler" they remain treated as such which results in a jarringly short view distances, often in otherwise featureless terrain. Not a big issue for Jets perhaps but for helo players its a different matter. Any chance this could be looked at in the future or even put on a slider in their own right, separate from the trees?
    3 points
  29. This is an issue all over the place, looks really jarring down low, basically the imagery used for the texture has buildings baked into it and appear flat on the terrain even down low This example is at 32deg36'49"N 65deg53'49"E on the edge of Tarinkot
    3 points
  30. Some issues with various waterways usually relating to terrain mesh
    3 points
  31. Hey Guys, First, I would like to say the submarines I uploaded are the same ones I'm playing with in DCS. I just tested the Submarines and all of them launch Torpedoes as they should. They all launch EDs Default Torpedo. Remember if there's an enemy AI Ship near them. They will submerge no matter what you do. Even if you task the submarines to launch missiles. So here's a workaround but just keep in mind this workaround will stop the submarines from submerging but they will launch their weapons. Please place these characters before the Sub Submerge info. at line item 60 as shown below --[[ Place this character after line item 103 on the LA Sub, Line 105 in the OHIO Code, and Line 103 in the Sturgeon main Lua file. ]] I will play with the code below to try and delay the submerging prior to launching missiles. Below is a photo of what happens when the code is disabled. The submarines launch their missiles. https://i.postimg.cc/wBKr8qy3/Digital-Combat-Simulator-Black-Shark-Screenshot-2024-07-16-17-10-27-06.png
    3 points
  32. Hi @ivan-ivanov-1902, in my lua files I used the correct arguments from model viewer and its called Locator_Rotation, a dummy tracker was also used which is in the 9S32 track radar. The Locator rotation on the ERO model is limited to two directions (up and down, and arm rotation) but on the 9A82 Giant in real life the locator also rotates left and right as in the picture below. Shame we can't do this but there is no argument on the model for it. The 9A83 model is correct in its locator rotation arguments. You will also see in the files I have changed the vehicle to a tracked IFV for engine sounds, added the IR stuff for FLIR, also tidied up the missiles so they come out the middle of the tubes, changed to my own naming convention and added an encyclopedia animation so it looks right in the encyclopedia. I have added a complete liveries file to my S-300's, all from current pictures of the real thing, but am not ready to release them yet as there is still some work to do, but here are a couple of others I have done (Egypt) and (Northern Russian) which is great for the KOLA map
    3 points
  33. Currently, every unit has their own unique symbol displayed on the F10 map, which can clutter the display in high unit scenarios. My suggestion is to make an option where you aggregate all units in a group to one symbol that represents the sort of battalion/regiment/whatever it is. For example; An SA-10 site currently will show as a bunch of launchers, some logistics vehicles, couple of radars and some C2 units. All these different symbols bunch up and you can't really tell what you're looking at from the symbols alone, which removes the purpose of the symbol system. By aggregating the units, you'd instead see one symbol, in this instance the NATO symbol for "air defence." Obviously this should be an option, maybe even at some point when you zoom in the units are no longer aggregated to allow for precise planning etc.
    3 points
  34. ^^^These were not helpful posts, in fact, they kind of make things worse. ^^^This was a helpful post, thanks. I'll be honest, after reading the posts by BIg Newy, I almost just said forget it, I'm no longer interested in this map, but after the post from NineLine, I will continue to watch the development, and will consider buying the map sometime in the future.
    3 points
  35. This thread should have a big orange “OPINION” stuck next to it like the one called “not gorgeous, just more of the same!
    3 points
  36. Mind you Yo-Yo is not just a "beta tester", he's lead FM engineer for ED fixed-wing aircraft modules. I'd say he would know if anything was changed as he's the one making changes . It might be in your heads guys. Or the 2.9.6 update reset game flight mode on your PCs maybe? I haven't felt any differences myself to be honest.
    3 points
  37. Fixed in V2.1.42. When starting a mission with NVG installed by default. Asking ground crew to install JHMCS II will no longer disable NVG. Again, thanks for the report. EDIT: Seems ED userfiles site is having some delays updating. Use this direct download link for now. https://www.digitalcombatsimulator.com/upload/userfiles/e18/s5rtb4mymtb5egpk0qbja0pzf31201jj/ModernMPD_v2.1.42.zip
    3 points
  38. Let us keep it for a while .
    3 points
  39. As you know, the southwest region is currently in the early access phase. We are committed to ongoing improvements and enhancements. While it can be tempting to focus on areas that still need work, please keep in mind the advancements we have already achieved. Your constructive feedback is invaluable as we continue to refine and enhance our product. thank you
    3 points
  40. Seems he's just saying "It's my ball and I'm going home". That's ridiculous. Lots of people posted news in that thread, not just SD. And many many more people read that news and enjoyed the thread. Why does one person have the right to close a thread that so many contributed to and enjoyed? And if a new thread is started and people contribute and it gets a readership, will he come right back and open the old one up again to overshadow the new thread, which will then probably die... and then maybe he decides to close it again a month or two later when he's not in the mood again and not let anyone contribute or read the news anymore? It really is pretty silly.
    3 points
  41. But several people posted news in that thread. I've posted news there. Why does Silver Dragon get to close the thread?
    3 points
  42. Indeed, thank you Currenthill. Especially with DCS upgrades messing so much up for modders filling in the gaps of DCS World!
    3 points
  43. The new detent option seen in game is not actually ready yet, it is only GUI currently and has no affect. In the future you will be able to set the AB detent based on your throttles position. thank you
    3 points
  44. Dear all, We are currently collecting data on issues encountered during the launch of DCS 2.9.6. Once we have completed gathering the data and implementing the necessary fixes, we will inform you of the next patch release date. Please note that a fix for Quad Views will be included in the next patch. Thank you for your patience and support. Best regards, Scott / Bignewy Associate producer Eagle Dynamics
    3 points
  45. Wow, you managed to disregard or misunderstand my post completely. Didn't I already say I completely understand the DCS T&C and EDs reasoning behind it, even if I don't agree with it myself? But you still seem to think the mesh is the mod. To humor you, I can tell you that the (common) license T&C I mentioned as an example in my post doesn't require me to mention the creator of the native editable mesh file. In the case I use a mesh with Creative Commons license type, I credit the author as by the license type in the README. Just like ED does when they use open source software. I even think I've credited you for some liveries. And what's up with the straw man about me naming a model? I've never said I create my meshes myself, it's even spelled out in my FAQ on my site. We should be more interested in how the modding possibilities of DCS are steadily declining. A couple of posts earlier I mentioned that even the weapon schemes are now encrypted. I just want to have the tools to make the best DCS mods possible. Well, it's been a pleasure, but I have to continue working on my assets now.
    3 points
  46. We'd also like this and will touch on the topic with ED soon.
    3 points
  47. I can't get enough of this map. I just fly around looking at it. It's beautiful. Andes. Glacia O'Higgins. Chile. (Largest glacia in the Southern Hemisphere). Version 2.9.6.57650. ..
    3 points
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