Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 07/17/24 in all areas

  1. Chuck's Guide to the F-15E Strike Eagle is finally available! The page count is 900+ pages. *** Link: https://chucksguides.com/aircraft/dcs/f-15e/ *** This project was a roller coaster from start to finish. Two cockpits, many heavily-integrated systems modelled to an unprecedented depth, RAZBAM-gate, a community ever-hungry for anything Eagle-related... and much more. It was a difficult endeavour to say the least, but your shared excitement to see it all come to fruition is what kept me going throughout these last months of sheer insanity. Happy reading! Chuck
    14 points
  2. Release of the DCS: CH-47F Early Access Guide! Dear Pilots and DCS Enthusiasts, We are thrilled to announce the release of the draft DCS: CH-47F Early Access Guide that will be updated during Early Access development. How to Access the Guide: The DCS: CH-47F Early Access Guide draft is available for download on our official website here. Make sure to check it out and familiarize yourself with the systems and operations of this impressive aircraft. Thank you for your continued support and passion for DCS World. We cannot wait to see you in the virtual skies, mastering the DCS: CH-47F Chinook! Best regards Eagle Dynamics
    13 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.
    10 points
  4. Added a new section to the FAQ: What does Early Access, Features and such mean for Terrain and how does it compare to Aircraft modules? (ADDED) We have noticed some confusion on what Early Access means for a terrain, especially one being sold with the possibility of owning only 1 or 2 parts. Features on a Terrain can be described as things like Airfields, Cities, POI's and such. Saying the SW portion is mostly feature complete it's for these types of objects and areas. What it doesn't mean is that those areas are necessarily done in layout or textures, all these things can change during Early Access. This also goes for textures, for example, some have pointed out areas where highly detailed abruptly bump up against low detailed areas. Even in the SW regions, this is still very much WIP. The challenge of doing a huge map like this is maintaining a reasonable size and performance. The idea here is to get the most out of the high-detail areas for all 3 areas, then go back and see how much we can push those medium-detail areas you would see between High and Low areas. If we were to complete the SW area before the others and push it to max levels before the other 2 areas were in, we run the risk of having an unmanageable sized map, or one with poor performance, and would require us to go back and pull some detail out. This is a very new way of doing a map, along with one of the biggest and most detailed maps to date, there will be some growing pains and it will look rough in places at times. We appreciate all those who are willing to continue on this EA with us, and we look forward to all your feedback and reports on the map!
    8 points
  5. Erstmal ein paar Grundlagen, ohne Anspruch auf Vollständigkeit (oder Richtigkeit - ich bin auch nur Sim-Pilot und kein Aerodynamiker). Wenn du das Flugzeug mit dem Querruder rollst und eine Kurve einleitest, wird der äußere Flügel etwas schneller von der Luft umströmt als der innere und erhält damit etwas mehr Auftrieb. Mit der Zunahme an Auftrieb geht eine Zunahme an Luftwiderstand einher. Beim inneren Flügel sehen wir das genaue Gegenteil (weniger Auftrieb und weniger Luftwiderstand). Das heißt, die Nase des Flugzeugs wird im Kurvenflug von den Flügeln nach außen gezogen. Diesen Zustand nennt man im Englischen einen "slip" oder "slipping turn". Damit trifft dann in der Folge Luftströmung seitwärts auf den Rumpf, was aerodynamisch ausgesprochen blöd ist, weil der Rumpf damit als riesige Luftbremse fungiert und man mehr Triebwerksleistung benötigt, um nicht abzubremsen. An dieser Stelle kommt das Seitenruder ins Spiel. Gibt man genau richtig Seitenruder in die Kurve hinein, verhindert man das seitwärtige Schlittern (also den "slip") und fliegt einen sogenannten koordinierten Kurvenflug ("coordinated turn"). Mit dem Seitenruder gleicht man also den Unterschied beim Luftwiderstand der Flügel in einer Kurve aus, oder besser gesagt man steuert damit gegen. Man kann allerdings auch zu viel Ruder treten und die Nase zu sehr in die Kurve drücken und den Effekt quasi auf die andere Seite des Flugzeugs verlagern, sodass nun die Rumpfseite auf der Kurvenaußenbahn seitlich von der Luft angeströmt wird; im Englischen nennt man dies einen "skid" oder "skidding turn". Woher weiß man nun, wie viel Ruder man treten muss? Das Problem löst für uns die gute, alte "Libelle", auf Englisch "turn and slip indicator". Das ist dieser leicht nach oben gebogene Streifen direkt unterhalb des künstlichen Horizonts in der A-10 (in vielen anderen Flugzeugen ist die Libelle an einer sehr ähnlichen Position), die einen Ball in der Mitte hat. Oder besser gesagt: Wenn der Ball in der Mitte ist, dann fliegt das Flugzeug ohne "slip" und ohne "skid" durch die Luft. Im Geradeausflug sollte das sowieso der Fall sein (man kann aber eine A-10 auch schön asymmetrisch beladen und damit einen Sideslip im Vorwärtsflug erzeugen), und idealerweise auch im Kurvenflug. Deine Aufgabe als Pilot ist es, immer so viel Ruder zu treten, dass der Ball in der Libelle immer genau zentriert ist. Vor allem bedeutet das, dass du beim Einleiten einer Kurve aller Voraussicht nach Ruder in Richtung der Kurve treten musst. Also, Rechtskurve = rechtes Ruder. Als einfache Merkhilfe sagt man im Englischen "step on the ball", also "tritt auf den Ball" - ist der Ball in der Libelle rechts, tritt man rechtes Ruder. Ist der Ball links, dann tritt man linkes Ruder. Und wenn man diesen Effekt kennt, weiß man wohin sich der Ball bewegen wird, bevor er es tut, und tritt schon vorher auf das Ruder und lässt es auch zur richtigen Zeit wieder los, sodass sich der Ball überhaupt nicht aus der Mitte herausbewegt. Das ist aber, soweit ich weiß, selbst für echte Piloten schon eine hohe Kunst und erfordert sehr viel Übung und Erfahrung. Wenn man will, kann man die Aerodynamik hier noch deutlich komplexer machen und sich noch anschauen, in welcher Richtung die Luft ganz genau über die Flügel strömt und was das für weitere Effekte nach sich zieht, aber da setzt mein Verständnis dann auch langsam aus. Die FAA erklärt die oben beschriebenen Effekte im Airplane Flying Handbook, konkret in Kapitel 3 "Basic Flight Maneuvers". Und jetzt, wo wir das geklärt haben, können wir es uns einfach machen: Das Stability Augmentation System (SAS) der A-10C kümmert sich nämlich für dich um die Turn-Coordination. Das SAS gibt beim Kurvenflug von sich aus Ruder, um die Kurve schön koordiniert und den Ball möglichst zentriert zu halten. Wenn du links auf dem SAS Panel die beiden YAW SAS Channels ausschaltest, solltest du in einer Kurve deutlich größere Ausschläge der Libelle sehen und je nach dem kannst du vermutlich sogar sehen, wie die Nase nach außen weggeht und das Flugzeug sich in einen Slip fliegt. Kleines Anekdötchen noch dazu: Der Slip führt nun dazu, dass der Flügel auf der Innenbahn schneller angeströmt wird. Und das bedeutet...? Genau, mehr Luftwiderstand und mehr Auftrieb. Beim Flügel auf der Außenbahn sehen wir das Gegenteil (langsamere Anströmung, weniger Luftwiderstand, weniger Auftrieb). Das Flugzeug hat nun also eine Tendenz, in die entgegengesetzte Richtung zu rollen, und in der Folge kommen wir dann in eine Kurve in die andere Richtung, rutschen dann aber direkt in einen neuen Slip herein, und das Ganze dreht sich wieder um. Dieser Effekt kann sich, je nach Flugzeug, immer stärker aufschaukeln und dazu führen, dass ein Flugzeug ständig von rechts nach links rollt und antizyklisch dazu nach links und rechts giert. Diesen Effekt nennt man "Dutch Roll" und der ist ziemlich unlustig. Deshalb haben ganz besonders Airliner und Frachtflugzeuge ebenfalls SAS oder ähnliche Systeme, um jeden Turn schön koordiniert zu fliegen und schon die Grundlagen für eine Dutch Roll am entstehen zu hindern, ohne dass die Piloten dazu die Pedale in irgendeine Richtung treten müssen, selbst wenn sie von Hand fliegen und eine Kurve am Steuerhorn oder Sidestick einleiten. Mentour Pilot hat eine tolle Erklärung dazu auf YouTube.
    7 points
  6. Все симуляторы во все эпохи требовали самого топового железа. Это было, это есть и это будет. Вы наверно не помните когда еще в конце 90х вышел Фланкер 2, все взвыли от того что на компах тех лет это было слайдшоу на средних настройках. Falcon 4, только ленивый не плюнул в него из-за тормозов и бешеных требований к железу. 2001 год. Первый Ил-2, форумы на всех языках орали про невозможность играть на нормальных компах. 2003 год. В первый ЛОКОН отказывались играть на средних ПК, называя его генератором скриншотов. Да, сейчас все эти старички летают на бешеной скорости. Но современные симуляторы требуют современного топового железа. Это аксиома. И 1 Тб дискового пространства на 25-м году 21-го века это не много. Не возможно DCS заставить работать на калькуляторе. Системные требования растут из года в год. Это нормальный технологический прогресс и плата за крутую графику, мощную физику, объем и грубину симуляции.
    7 points
  7. I posted in discord but for those that don't use it I'm adding here. Here is a scratchpad extension that allows you to manage your cockpit with features such as one click LatLon input, autostart and a variety of other customizations for various modules. In addition it also provides an environment for you to write your own Lua scripts to automate actions you might otherwise do manually. In particular there's specific support for the Anubis Hercules. Here's a video of the autostart( the engine start dials are buggy and require right mouse click) and one showing the LatLon input. You can get a copy here: https://github.com/aeronautes/dcs-scratchpad/archive/refs/heads/main.zip . And for Herc specific support you'll need this patch: https://github.com/aeronautes/Hercules-6.8.2-macrofix As an added bonus the repo includes a message history extension to capture the various text messages displayed in the cockpit while you're playing. It's named aeronautes-msgs.lua 2024-07-02_16-31-09.mp4 2024-07-02_16-42-26.mp4
    6 points
  8. Ну по системным требованиям DCS не сказать, что очень уж требовательный. Единственное, в чём он очень требователен - нужно много места на SSD и 32ГБ оперативки (стандарт для современных игр 100-150ГБ на SSD со всеми DLC и 16ГБ оперативки). А по процессору и видеокарте требования DCS как у среднестатистической игры, на средних настройках наверное можно летать на старом i3 и GTX1660. Есть более требовательные игры, чем DCS, например Alan Wake 2 или Hellblade II. А вот с экономической моделью DCS непонятно, что будет в долгосрочной перспективе. ED для заработка необходимо постоянно выпускать новые модули. В итоге имеем кучу модулей в раннем доступе и всё растущий технический долг. Со временем модулей становится всё больше, их поддержка будет занимать всё больше времени. В какой-то момент ED придётся либо всё время тратить на поддержку старых модулей, сократив до минимума разработку новых (чего ED не может себе позволить), либо забить на старые модули и продолжать выпускать новые в раннем доступе, которые непонятно когда выйдут в релиз, учитываю кучу старых недоделанных модулей. Хороший пример - разработчики платных кампаний. Кампании постоянно ломаются при обновлении DCS и требуют исправлений. Чем больше автор выпустил кампаний, тем больше времени он тратит на исправление старых кампаний и тем меньше у него времени на разработку новых. В какой-то момент наступит предел, когда автор будет вынужден всё время тратить на исправление старых кампаний и у него совсем не будет времени заниматься новыми. А что будет, если уйдёт какой-нибудь внешник? По любым причинам, не обязательно из-за конфликта с ED. Представьте себе, что в будущем Heatblur выпустят ещё несколько модулей и закроются из-за того, что их разработчики ушли на пенсию либо умерли от старости, а других разработчиков они не смогли найти. И, даже с условием передачи исходного кода, что тогда будет делать ED, учитывая, что у неё и так не хватает ресурсов на кучу недоделанных модулей?
    6 points
  9. Давайте запомним эти слова ) У вас есть возможность поставить низкие настройки графики в игре. Тогда DCS работает даже на ноутбуках 10-ти летней давности. Проверено. Но я так понимаю, что вам нужны все красоты и желательно на Pentium 4. Так не получится.
    6 points
  10. I feel a lot (most) of the drama could have been prevented had ED worded the pre-release announcement like you just did Personally I feel like this new way of doing a map is actually preferable: add all major aspects (airfields etc) first and focus on details later. At higher altitude the map looks gorgeous, and the performance is very very good on my system. I can understand the helo-only crowd being upset, but in the end you can't make everyone happy at the same time and the fixed wing crowd is likely to be much larger. As long as the helo-crowd do indeed get their concerns addressed at some point down the line (especially since this map is famous for its RL helo operations), I think we can all be happy.
    5 points
  11. 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/
    4 points
  12. Man, putting an Opinion tag on that thread, but not others like this one, was super petty.
    4 points
  13. Everyone is absolutely entitled to their opinions and part of me thinks this is a social experiment by ED to gauge reactions about where to draw the line for the low res portions of the map for those that only purchase portions not the entire thing. I could of course be completely out to lunch, but ED would do well to canvas the comments if I'm wrong. I've spent most of my DCS hours since release in free camera mode looking for interesting FARP locations, I've barely even got started and I have dozens dotted around the map, the rift valley is Eden in the making. My takeaways are this; The template image that they use to place objects on is still in place and visible, it's extremely low res as you'd expect to minimize lag whilst world building, some areas do not have full altitude rendering either so dunes look flat, no doubt to keep performance up before final meshing and optimization, this would also explain highly facetted mountains which is not ubiquitous, I found sections of fully rendered dunes and facet less mountains with all appropriate textures and bump maps applied. Turkmenistan and Pakistan are not just more mountains, the density of urban and agricultural areas in those two countries is staggering and is far beyond anything ED have produced in the past. Sure, the placeholder textures and facetted mountains are currently an ugly duckling, but one day this map will be a swan.
    4 points
  14. На мой взгляд, ДКС это не игра и никогда не была игрой в классическом смысле. ДКС больше похожа на платформу по продаже моделей ЛА. Эдакий маркетпелйс, включающий в себя движок и наработанную аудиторию. Клуб моделист-конструктор, развлеки себя сам, как бы обидно это не было для кого-то. В платформе по продаже моделей самолетов не может быть гемплея как в нормальной игре. Уже 10 лет наблюдаю за развитием ДКС и вижу, что усилия направляются на полировку движка, создание новых моделек и карт , для привлечения аудитории и сторонних разработчиков. Но это не про игру, ее нет и не было. Вспомните, несколько лет назад вышло обновление облаков. Было много восторгов и были обещания от разработчиков о дальнейшем развитии как самих облаков (термики и прочее), так и взаимодействия с ними ботов (чтобы не видели сквозь облака). Вспомнили? А теперь посчитайте сколько прошло лет и сделано ли было что-нибудь из этого. Странно, да? Ведь это имело бы прямое влияние на гемплей в лучшую сторону. Ничего странного, если принимать ДКС не за игру, а за платформу по продаже контента. В этом разрезе все становится понятно и логично: улучшения облаков были нужны для того чтобы избавится от архаичности прежних, привлечь блогеров, увеличить продажи. Гепмлей? У вас умоляю, пообещали и все. За три - четыре года делается средняя ААА игра, а в ДКС за это же время не делается взаимодействие с облаками. Зачем? Ведь существовать на средства доверчивых фанатов, без жесткого издателя (который душу вынет за 1/100 от имеющихся косяков и сорванных сроков) это так приятно. Я уже ничего не жду от ДКС.
    4 points
  15. По крайней мере четверо моих друзей покинули мир DCS в течение 5 или 6 лет из-за этого. Еще мне просто повезло, потому что я уже давно купил 64Гб памяти, если бы у меня не было столько, меня бы уже давно здесь не было! Думаю, я покину форум, потому что больше не могу смириться с тем, что здесь все можно только хвалить, а реальность совсем другая. До свидания, я терпеть не могу, когда мне сверлят мозг историями, в которые я должен верить! Живите в этом мире, в то время как другие намеренно сохраняют низкие минимальные системные требования, чтобы как можно больше людей могли играть в их игры и тратить свои деньги на разработчиков игр, а не на компьютер!
    4 points
  16. The E-2 with four bladed propellers!?!? Instead of the abomination that we are force to use. I always leave the static version off my carrier decks because the 8 bladed prop doesn't fit my 80s/90s scenarios... dare to dream Thanks for all you've done!
    4 points
  17. The F124 Sachsen Frigate is more or less done.
    4 points
  18. 12 July 2024 Dear Fighter Pilots, Partners and Friends, At last we made it. Once again, please accept our apologies for the delayed release of the 2.9.6 version of DCS which includes our new Launcher, DCS: Afghanistan map, DCS: Supercarrier features, Flaming Cliffs 2024, several new campaigns, and much more. Please update now and enjoy! Check out the Flaming Cliffs 2024 video here and for those of you who own Flaming Cliffs 3, you can upgrade to FC2024 for only $9,99 for the coming month, thereafter the upgrade price will increase to $14,99. Thank you. Afghanistan has been one of the most important combat theatres of the past half century with the War on Terror and the Soviet operations of the 1980s. Few war zones have ever seen more A-10C, AH-64D, F-16C, F/A-18C, CH-47F, OH-58D, Mi-24P, Mi-8MTV2, and Su-25 action than here. Afghanistan offers a highly varied landscape consisting of vast deserts, towering mountains, and lush river valleys. The initial release is focused on the southwest region of the country and includes regions around Kandahar and Herat. DCS: Afghanistan is now available, don’t miss our biggest and most detailed map to date. Watch the trailer and enjoy! The DCS: F-16C The Gamblers Campaign by Baltic Dragon, developed in collaboration with John ‘Rain’ Waters from the Afterburner Podcast, is now available on the DCS eshop and Steam. Also in the latest update are two more exceptional new campaigns. Check out the details below! Please remember that the DCS Summer Sale is coming to a close soon, so don’t miss up to 50% savings on most of our aircraft, terrains, important add-ons, and campaigns. The sale ends on the 14th of July at 15:00 GMT. Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS 2.9.6 Available now! The latest version of DCS contains an impressive range of new products and features, enhancements, and fixes. A notable addition is the DCS: Afghanistan map! Also included are the new Launcher, the Air Boss deck for DCS: Supercarrier, Flaming Cliffs 2024, and three new campaigns. Flaming Cliffs 2024 Flaming Cliffs 2024 is designed for new virtual and veteran players looking to expand their collection. In addition to the existing Flaming Cliffs 3 aircraft. F-15C, A-10A, Su-27, J-11, Su-33, Su-25, MiG-29, and MiG-29S, FC2024 now includes three new aircraft: F-5E, F-86F, and the MiG-15bis. It can be purchased as a full product for $59,99 or as an upgrade for Flaming Cliffs 3 owners for only $9,99. This special launch price will be available for the upcoming month, thereafter the upgrade price will increase to $14,99. If you haven’t already seen it, check out the launch trailer! New Campaigns DCS: F-16C The Gamblers Campaign by Baltic Dragon DCS: UH-1H Worlds Apart Stormfront Campaign by Low Level Heaven DCS: AH-64D The Four Horsemen Campaign by Fight’s On Simulations DCS Key Updates The DCS Launcher allows players to configure and manage DCS before DCS start up as well as during the DCS runtime. In addition, we have completed a new multiplayer interface which greatly improves respawn functionality by providing dynamic spawn points along with the ability to select spawn locations directly from the mission map. These dynamic respawn slots have been added to allow more flexible mission join management. SAM units are smarter now, and based on their skill level, can turn off their radars and reposition if they detect an incoming anti-radiation missile. Several new ground units have been added such as the MRAP, M1A2 SEP3 and MaxPro. AI and System Enhancements AI systems now include more realistic target detection based on alert status and ability to scan area. Combat landing options for helicopters have been added. Various bug fixes and enhancements across the DCS Core and many modules. The T72B3 tank and others are now available for you to control. The update includes better AI ground unit pathfinding and engagement behaviours. Graphics and Mission Editor Graphics have been improved with detailed terrain rendering and new material for fields and towns. Various fixes and enhancements have been made to the mission editor, map interactions, and static object handling. Weapons Updates Several weapons, including the AIM-7E/E2 and AIM-9X, have received performance tweaks and bug fixes. Improvements have also been made to other missiles, rockets, and bombs. The WWII Assets Pack has also seen updates to the Wurzburg radar. 2.9.6 is a huge update that includes a long list of fixes and enhancements to DCS: F/A-18C, DCS: F-16C Viper, DCS: F-14 Tomcat, DCS: F-4E, DCS: AJS-37 Viggen, DCS: AH-64D, DCS: Mi-24P Hind and DCS: UH-1H Huey. For a full list of all the latest updates, please read the changelog. Southwest Afghanistan Available in the latest DCS version Afghanistan, often called the “crossroads of Asia” is a landlocked country located at the intersection of Central and South Asia. It shares borders with Pakistan, Iran, Turkmenistan, Uzbekistan, Tajikistan and China. Historical Significance In the 19th century, Afghanistan became a buffer state in “The Great Game” between the British Empire and Tsarist Russia, both of whom sought control over Central Asia. Later, the Soviet-Afghan War (1979-1989) highlighted the strategic importance of Afghanistan in the Cold War geopolitics. The rugged terrain also played a pivotal role in the resistance mounted by Mujahideen fighters against the Soviet forces. Post September 2001, Afghanistan became a central theatre in the Global War on Terrorism, leading to a prolonged conflict involving the United States and NATO forces, who aimed at dismantling terrorist groups whilst stabilising the region. Operational Challenges Operating in DCS: Afghanistan presents unique challenges due to geography, climate and socio-political dynamics. The combination of high altitude environments and limited infrastructure requires adaptive strategies from foreign military forces and highlights the importance of local knowledge and alliances. Key features: 14 airfields including: Bost, Camp Bastion, Chaghcharan, Dwyer, Farah, Herat, Kandahar, Maymana, Zahiraddin, Faryabi, Qala i Naw, Shindand, Tirinkot, Zaranj Improved clipmap technology Improved Field and town materials The Afghanistan map is highly detailed with fields, cities, towns and thousands of smaller settlements. We implemented a new method of collecting, processing, importing and exporting data are being OSM type data, as well as determining surface types from satellite images, which are processed, optimised and vectored for subsequent implementation into the terrain module. You can purchase only the DCS: Southwest Afghanistan region offering you a 471’381 km2 area and 12 highly detailed airfields or the full region 1’449’216 km2 terrain which will be offering 28 highly detailed airfields, check out DCS: Afghanistan. F-16C The Gamblers Campaign by Baltic Dragon The Gamblers campaign was developed by Baltic Dragon and John ‘Rain’ Waters, a former Viper Demo Team pilot, member of the 77th Fighter Squadron, and host of the Afterburn Podcast. In 13 varied missions, you will relive some of the sorties that Rain and his squadron flew during their deployment to Syria, as well as some of the other most iconic moments of the allied involvement within the theatre, including the Battle of Raqqa in 2017, the US TLAM strike against the Shayrat Airbase, and the standoff between US forces and the notorious Wagner group, which is now known as the Battle of Khasham. This campaign also introduces a new, more immersive way of interacting with the environment using the HOTAS. DCS: F-16C The Gamblers Campaign by Batic Dragon. We hope that this vast DCS 2.9.6 update is to your satisfaction. Please rest assured knowing that we are carefully monitoring the initial feedback of the DCS: Afghanistan, as well as the brand new Flaming Cliffs 2024. We look forward to your comments. Thank you again for your passion and support, Yours sincerely,
    3 points
  19. The recent patch has been great for those who love blowing up ground targets. No longer do ground units insta-360-no-scope aircraft like some aimbot using COD player. However I would suggest one added improvement to ground unit targeting. Currently, Terry Taliban sitting in the back of a Landcruiser jacked up on amphetamines is either the Terminator or he spouts a tracking and acquisition radar out of his back side every time he decides to shoot at an aircraft. My attempt at humor aside, the point is that ground fire for units like the LC DShk, which rely on the scientific wild ass guess method of aiming at fast moving air targets, are still WAY too accurate especially on their first burst. My suggested improvement is either: 1. The quick and dirty solution - lower base accuracy for ground units that do not have some sort of radar/tracking ability 2. The slightly more in depth solution - lower the base accuracy for the first burst. Accuracy increases with subsequent bursts but is a function of distance, aircraft speed, change of direction etc. If the aircraft leaves the ground unit's engagement zone the accuracy returns to the base accuracy value.
    3 points
  20. AIM-174B for F/A-18C 1.1.0 released! On popular demand I chose to release the AIM-174B (air launched version of the SM-6 Block Ia without the MK72 booster) for the F/A-18C. It's nothing fancy, it was made to be used with the player controlled Hornet, but will of course be limited by its radar performance. It will replace your AIM-120B and will break IC. Credits Thanks to ED for the F/A-18C and its configuration files. Installation Unpack files in the main DCS program folder (not your DCS Saved Games folder) and overwrite. I recommend using OvGME as it allows for easy installation and uninstallation of the mod. Distribution model It's available for download on my site. And as usual, please don't redistribute it! Disclaimer This was just a quick side project and I won't spend time supporting it, feel free to play around with the missile configuration to tune its performance.
    3 points
  21. Das EA Handbuch ist nun verfügbar https://www.digitalcombatsimulator.com/en/downloads/documentation/dcs-ch47f_early_access_guide_en/?fbclid=IwZXh0bgNhZW0CMTEAAR2cn_DZR1TSrXU8b9QsHJ6SWeSVNzeAPbeKp6y2_8vHsRX5mdI2eXDEsDM_aem_1c9GoFAldEUGmOS_MIBWWg
    3 points
  22. Yep, the only thing you can do at the moment is enable/disable and position it. Size doesn't work, presets doesn't work. So I will have it disabled for new ships, can't have the modern ships looking like the Kuznetsov.
    3 points
  23. We do have a report open, this is not just a Afghanistan issue but something that can be found on other terrains also, the team will look to tweak it in a future update. thank you
    3 points
  24. А можно в лаунчере для доступных к установке (и желательно установленных) модулей/карт/расширений писать сколько места они занимают?
    3 points
  25. And I would love to see some pics of the RA-5 Vigilante!
    3 points
  26. You said you're fairly new to DCS and it shows. It's not that this particular map is somewhat unfinished. It's the whole trend of reducing quality in ED's releases. Stick around long enough and you'll se what I am talking about. Yeah, this map has a huge potential, but I would personally prefer that ED held onto it a bit more and released a more polished product. To me, it seems ED is lately conducting a lot of social experiments to see how low they can go before we really start revolting and stopping cash flow. Luckily, I have Syria map to help me get my fix.
    3 points
  27. Well in my opinion opinions has been served with a teaspoon now since release.. It start to get very repetative, I have put all DCS FB groups in coma just not want to see peoples opinion. ED gets, a few loves it, a few hates it, and all those inbetween. Where I am at. Huge potential, some great areas some not so much. and some ugly. We all get it. I look upon this as a representation of DCS in general, we do what we like and ignore what we dont like. Latter we are very bad at.
    3 points
  28. Are you wondering what the gameplay will be like in my upcoming MIG Killers campaign? Here's a playthrough of mission 2 where I explain many of the unique features:
    3 points
  29. Does anyone know of any updated comparison screenshots or videos? A lot of the Better-Smoke files were updated by ED in the recent patches. That doesn't mean that the official DCS looks as good or better then DCS with this mod, but it does bring up th question: is this mod still needed?
    3 points
  30. Тут бы надо поставить ИМХО. Вы не пробовали играть в платные кампании? Там геймплея и интерактивности больше чем во многих других симуляторах. А платформа по продаже ЛА это MSFS.
    3 points
  31. I strongly agree with you and I reported the wings fragility issue a while ago. But in the meantime, the wingless scenario happens a lot. And being able to fly this wingless aircraft is unreal, which is why I try to get both issues fixed. Of course, if devs were to fix the wings fragility issue first, the wingless high controllability issue would get a lower priority.
    3 points
  32. This is general DCS issue. Hitting a MBT on the road in Marianas ignites houses around it. It is just that ED is using very simple model damage for things. Stage one is fire and smoke, stage 2 is 3d damage model (Iif present for given 3d object). Fire and smoke is applied even to things like concrete poles or chainlink fence. It the DCS not the map.
    3 points
  33. The only problem I have with the nicely updated South Atlantic map is finding more free time to explore it.
    3 points
  34. I really hope Dino (IndiaFoxtEcho) brings in an asset pack. He has a decent E-2C, and C-2 he had released in P3d. Also an A-4/TA-4/OA-4 that would be nice to have.
    3 points
  35. Двоякая ситуация тут) Я вот, думаю, что новые игроки всё же будут приходить. Но и их нужно заинтарасовывать чем-то. Для этого и нужно развитие даже в плане легкодоступности нормальной игры без бубна - чтобы всё игралось с приемлемым качеством и ФПС "из коробки" без пляски с бубном, чтобы земля ощущалась землёй, чтобы 200 метров ощущалось как 200 метров, а 5 км как 5 км, чтобы можно было "по кнопке" сыграть в адекватную миссию с красивым графическим информированием о плане действий, чтобы можно было выйти из кабины и погулять. Без развития все сами понимают, что будет. Не каждый из нас сейчас на гармошке "барыню" подругам играет.
    3 points
  36. 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
    3 points
  37. 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/
    3 points
  38. 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
  39. 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?
    3 points
  40. 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.
    3 points
  41. I understand you want real life examples, but I feel from your third paragraph there's a few things you aren't clear on about the shortcomings of TWS. These as far as I know translate to real life as well. Other radar modes have a significant benefit of an expanded search zone. TWS is limited to either 2 bar 40 or 4 bar 20. Whereas my typical standard search pattern is 4 bar 40 in RWS and can go larger then that. There's a significant difference between your ability to detect targets at closer ranges with the expanded search zone and it those cases the other modes are actually the lower workload since you don't have to do as much steering of the coverage area to find targets due to spotlighting. I find TWS workload is higher then RWS when there are multiple targets that you don't want to shoot at in your radar sweep. You have to go through and set Do Not Attack, or mark as friendlies so that the WCS understands that it should not be firing on those targets, or you have to select your next target manually after each shot. TWS has unreliable accuracy of the track file against manuevering targets. I've had it many times where the track file and radar return seperate which trashed my missile in TWS. Also, if you have Datalink, your datalink symbols for aircraft are hookable in RWS. There's more subtle stuff too. Like formations of planes showing up on the TID as less then the actual number or even sometimes only one track on the TID, despite seeing the seperate bricks on the DDD. (They probably don't show up as seperate bricks in the real jet in this case, but I don't know for sure) Making them impossible to separately target using the TID in TWS. I pretty much switch between using all of them in my flights. PD search to extend my radar range if I am looking for stuff past what RWS or TWS can handle. RWS is my normal search mode. Followed by STT shots for single targets TWS I usually specifically reserve for multi-shots, due to the shortcomings I mentioned before, especially the issue with tracks separating from radar contacts. However, sometimes lack of datalink means I need to be in TWS to hook targets. Pulse, I use whenever I recognize that the aircraft I am looking for is within one of my filter regions and isn't detectable in pulse doppler modes because of that, especially over land where I can't turn off MLC. Or If I want to break out radar contacts on the DDD in range rather then closure without having to keep the IFF button pressed.
    3 points
  42. I have to agree. I waited to say something, because ...well... with everyone having issues, I didn't think it would be well received. But my overall experience has been overwhelmingly positive. I play exclusively in VR. I had no mods or even extra skins installed when I updated this morning, if that matters. I have a Pimax Crystal, and other than a bit of shimmering on some structures on the Afghanistan map on my first flight, I have encountered very little issue since. I started DCS at about 0830L today and, with the exception of a lunch and a couple of bathroom breaks, I've been playing/flying. Its now going on 1830L. It's been so enjoyable, I put my yardwork on hold. I did reload the Community A-4E-C mod and had a few bumps when I flew a 2V2 against them in the Tomcat, but even that sorted itself out. I really dig the new launcher as well...even wish I could fill my monitor screen with it. I fully admit, I was borderline aggravated at ED, after the F-15E debacle, and then the forum blowing up because I *perceived* that we just got handed a complete trainwreck called an update. Well..I was seriously mistaken. I'm not a ED fan boi by any means, but for me and my experience today, I no longer feel stupid for dumping loads of cash into this form of entertainment. Well done ED. Well. Done.
    3 points
  43. Really do mean to get you guys more videos, internal clips and stuff like that, but my time and availability for this project gets sucked into other things like trying to get AI voice transcription to work or importing new tools and stuff. Can assure you that the gunner stuff is amazingly fun, but probably the most not ready at this point. all in good time
    3 points
  44. Whenever you leave a server while controlling a CA unit as the game master (maybe JTAC but I haven't been able to check) the server crashes with no error log or crash report. Looking in the server log, the last entry is 2024-07-17 20:19:29.800 INFO ASYNCNET (Main): disconnecting client[4]: 2024-07-17 20:19:29.800 INFO APP (Main): Skip deleteDynGroupByUnitID, its not dynamic slot unit This is reproducible, I've done it a second time to make sure it wasn't a one-off
    2 points
  45. Тут все же не слишком справедливо. Да, MSFS это ультимативная платформа для продажи контента. Хотя в целом, любой желающий может под неё выпустить свой самолет, аэродром или карту. Пользуясь общедоступным инструментарием и SDK Так же Asobo каждые несколько месяцев выпускает апдейты городов, регионов и миссий. Даже тех же самолетов, на весьма хорошем уровне (iniBuilds). Ну и да, у них есть достаточно открытый и прозрачный roadmap. Некоторая критика справедлива - особенно то что касается внешнего отсутствия видения развития платформы. Если о чем-то говорится в новостях или в ежегодных видео, то есть определенные ожидания что на этих темах будет сосредоточена работа. А получается что о чем-то зашел разговор, а появляется это годы спустя, а потом еще много лет дорабатывается. Пайплайн из юзер стори, но не из эпиков
    2 points
  46. If the ships are in the same group, they should follow the Carrier afaik. So in fact you do control the whole CSG.
    2 points
  47. 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
    2 points
  48. 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.
    2 points
  49. So, in tandem to the other thread, I cant say enough how dissapointed I am to have shelled out more money for the supposed "cutting edge" tech and latest improvements in DCS terrain rendering....to get what is simply put yet another example of blurry textures laid over terrain mesh with -really, definition points measured in the hundreds of metres rather than the centimetres that I was getting in FSX 15 years ago......mountain ranges with dead straight ridgelines hundreds of metres apart....mountain sides comprising flat planes with low res testures pasted over. Repetitive low res textures with detailed areas plonked over the top with no blending. Its really, really dissappointing after the same crap in Kola and SA. Check out these screen shots. Honestly, there are areas of the Caucusus and NTTR that look better than this. Is this really 15 years progress in scenery development in DCS? Why oh why oh why are the devs fixated in pumping out low res massive scale maps that are really terrible when they could make the map a quarter of the physical size with the same number of GB and have nice high res textures, more detailed terrain mesh and a lot more happy punters.......
    2 points
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...