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Showing content with the highest reputation on 07/20/24 in all areas
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CH doesn't want ED to use his assets. CH has created his Assets because ED is extremely slow when it comes to their Combined Arms Assets. I've been a Member of DCS for many years. ED hasn't updated their Assets in years, and again this is why CH has created all of his Assets! Timex 36 points
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Hello everyone, while searching through my archives I found photos of my stay in Afghanistan in the Kapisa valley in 2008 - 2009. With these photos I pay tribute to the ground personnel and the CHINOOK crews who participated in the operations alongside us. May they be blessed for their dedication and professionalism. CH-47F Chinook of Company B - "Varsity", 7th Battalion, 101st Airborne Division CH-47F Chinook of Company B - "Pachyderms", 6th Battalion, 101st Aviation Regiment, 101st Airborne Division and others that I have not identified...... Photos on board.... And various missions.... oups ! after an eventful flight the panel left its place without authorization !5 points
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5 points
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5 points
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Hello everyone, This mod was flyable before DCS 2.9.6 and now it is converted into AI-only mod as the Flaming Cliffs cockpits became unavailable. Currently, I am focused on AI aircraft mods and this is the first one . My other mods will be gradually converted too. What the AI can do: -CAP, Escort, Intercept or Fighter Sweep with R-73/73M, R-27R/T/ER/ET, R-77/77-1. -SEAD with Kh-31P. -AntiShip with Kh-31A. -CAS and GroundAttack with various bombs and rockets. -PinpointStrike with Kh-29L/T, KAB-500LG/Kr. Download Is Here Installation: -Put the "MiG-29M-AI" folder into "SavedGames/DCS/Mods/aircraft" directory. -Remove older "MiG-29M" if you have it.4 points
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6 UK liveries for the VSN Hunter Mk6. These are mostly made from existing VSN skins within the mod or from the template within the mod, which is very basic, so they are not very high quality. Skins butchered and adapted to suit my game using resources from many different sites. You will need to find the VSN Hunter Mod from wherever it is being stored today, it keeps moving !!!! Credit to the original model and livery makers who are unknown to me. I wont be doing any more. I use Dropbox for more important things so grab this quick, I will disable the link in a day or two. https://www.dropbox.com/scl/fi/u4yxybjqqystwwgcw3urj/CrazyEddies-VSN-Hunter-UK-Liveries.zip?rlkey=z5xeyyzmv6vzjk259toipn0o5&st=j0eectfv&dl=04 points
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I may put a "Save Settings" button for simplicity sake.4 points
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Game developers (as much as you claim otherwise, this is still game - very detailed, but still a computer game) would go bankrupt if they made products targeted to people like you. Gamers might have a hotas, pedals and VR - but even with all of the other things that you mention that you have, you are not even remotely getting the experience that a real pilot has. That said, I’d be OK to allow the unrealistic things to be tuned off for folks like you - but don’t make the rest of us suffer in the name of ”fidelity” when these “sims” can never deliver an experience that is close to real life.4 points
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News about the Mig-29A would be nice...4 points
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Given the number of weapons in development is increasing, i suggest in parallel to work on more variety of VFX and maybe associate them to the color/type of terrain or object hit. Some tips: -Create more types of explosions with increased duration per type/size of warhead and type of weapon, in general DCS explosions and their relative smoke or dust raised have a very short duration. -Change slightly the colour of the explosion smoke based on type of terrain/texture hit. Green/brown for soil and grass, Yellow/orange for sand, Grey for urban areas, with increased debris, white for snow. -Based on slope data(if accessible) or height data, add the number of debris/rocks relative to some type of explosions for mountain rocky/sloped areas. -More smoke/dust duration, means bending the smoke produced by explosions in the wind. I would add this influence not immediatly but after the first blast. -More variety of fires for "set on fire" things, like vehicles buildings, etc. All the current types of fire have different sizes that produce proportional amount of smoke. But the fire shape or the smoke shape and color they are very similar if not identical. I suggest to increase variation in these, like making the fire more irregular in intensity and shape, like having sometimes longer flames or irregular blazes, on random basis, to reproduce the variety of materials burning in a real vehicle. Same applies to smoke, just add some random to the colour and intensity, the amount and colour of smoke can be associated to a random basis per object at the start of the effect, and it can mutate randomly across the duration of burning. You can parent the values of randomicity to a coefficient linked (or even originated by item data or class) to items data to have some controllability per size or type of vehicle or object. If this system works good it can be applied with a more fast time evolution to the burning of aerial objects. The decrease in intensity introduced in the last years it's very appreciated but i think adding some bit of variations and unpredictability it's a key point that can make appear the sim core hugely more realistic with a minimal effort in terms of work for the team. Most of these i suggested are achievable just adding more instances to the effects with some variation in each instance. In general what make the current fires and smoke "fake" it's the lack of detail/variation.3 points
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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 Dynamics3 points
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3 points
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No problem mate. I was worried after seeing huge update list from the devs, and that's why I too thought it wouldn't work after the update but fortunately my mod wasn't affected by the update. Anyway. I'm pleased it's working for you too. Have fun!3 points
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3 points
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3 points
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Please try and make this feature!!! It's immersion-breaking to have to slowly exhale like I'm pulling a trigger to just click a cockpit button.3 points
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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/3339481/2 points
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There appears to be some sort of visibility bug with the interior canopy glass material FW_190_GLASS_INT. All textures, to include the diffuse, and the roughmet and probably the glass ('14' in the description.lua) will flicker in visibility when head or zoom movement occurs. Here is a video, after I gave each material's diffuse texture a color (seen in the quotations in the description.lua at the end). If you remove the diffuse texture (set it to empty) so you only show the the glass texture ('14') for FW_190_PLEXGLASS_extr, it flickers with its parent material FW_190_GLASS_INT as well. This does not appear to be due to the interior and exterior planes being positionally coincididal (overlapping), as you can still make out the two if you move the camera inside the glass pane. The glass hue texture (14), which is used on both inside and outside materials: The FW_190_GLASS_INT in red, and the FW_190_PLEXGLASS_extr in blue. Both are visibly separated between inside and outside materials: While I'm using the ModelViewer here since I have more control, there's been folks reporting it occuring during gameplay.2 points
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Noticed that the trim gauge does not have its glass cover during some retexturing for the gauge face glass. This pink appearance was a solid color fill on id_13_D_FILTR, which doesn't bring anything up on the trim gauge. Also noticeable by looking at the default/unedited gauges at a sharp angle. Comparison between the default RPM (U/min) gauge at an angle and the trim gauge at an angle:2 points
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19 July 2024 Dear Fighter Pilots, Partners and Friends, The DCS: CH-47F is almost ready for early access release. We have been using the additional time to fix issues and provide additional functionality, create more content, and test. With the “Hook” nearing early access release, we are in the process of creating instructional videos, the first of which is an introduction and a simple start procedure CH-47F Introduction and Cold Start tutorial. As we are now on short finals, don't miss the opportunity to take advantage of the 30% savings during the pre-order phase. We are currently developing a new variant of the AGM-12 Bullpup air-to-surface missile, as well as the GBU-8 HOBOS guided-bomb. Please read the details below. We have extended the DCS Summer Sale till the 21st of July, 2024 at 15:00 GMT. Please make sure you take advantage of these final summer savings this weekend and grab yourself up to a 50% discount across most of our aircraft, terrains, campaigns and more! Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS 2.9.6 Update and CH-47F Status The comprehensive DCS 2.9.6.57650 update introduced significant new content and changes across the platform. Based on the feedback and bug reports, we have been able to identify some key issues that we are working diligently to resolve in a hot fix and before launching the DCS: CH-47F. This includes, but is not limited to issues that some of you may have encountered with the new Launcher, multiplayer dynamic spawn, VR quad view support, controllers, and the module manager. Stay tuned for more news coming soon. In the meantime, please make sure to check out the Introduction and Cold Start video by Matt Wagner. To best understand what the DCS: CH-47F early access release will entail, and to get you started on learning this aircraft, we have released a draft of the DCS: CH-47F Early Access Manual. Enjoy! Weapons Development Progress AGM-12 Bullpup The Bullpup was one of the first mass-produced, guided air-to-surface missiles and entered service before the Vietnam war. It was a Manual Command Line of Sight, or MCLOS missile, which meant that the guidance was provided by the pilot through manual steering inputs. DCS currently features three variants of the Bullpup, the AGM-12A, the original 1958 variant for the Navy with a 250 lbs warhead and an Aerojet Mk 8 solid motor (initially designated ASM-N-7), AGM-12B, the 1960 improvement with a Thiokol LR58 liquid rocket motor (USN ASM-N-7a and USAF GAM-83A designations), and a 1964 derivative with a much larger warhead and an LR62 liquid rocket motor: the AGM-12C. 3D models were provided by Heatblur Simulations. All variants of the AGM-12 featured a canard, cruciform aerodynamic configuration and a bang-bang steering system stabilised through a 500°/s roll rate. In addition to the engine nozzle, the rear of the missile included a pair of tracking flares that burned with an increasing intensity over time. To improve the controllability of the missile, the bang-bang canard steering was modulated. Effectively the canards deflected in short pulses, whose length and frequency depended on both the angle of deflection and the rate and duration the stick was moved. A basic form of auto-trim was also used. One major limitation of the system was a tendency for the control axis to roll left because the roll rate increased during the deceleration to the transonic region. This was caused by delays in the control system. This was compensated for by adding a fixed offset to the roll gyro reading that did not depend on the actual roll rate. All these effects on the control system are fully modelled in DCS. Rockwell Homing Bomb System After the AGM-62 Walleye was introduced by the US Navy in 1967, the USAF awarded a contract for their own TV-guided bomb system to Rockwell. This resulted in a series of conversion kits for dumb bombs, dubbed HOBOS, or the Homing Bomb System. These kits consisted of an electro-optical nose seeker section, an aft control section, and a set of strakes running along the body of the bomb. The seeker and guidance used were similar to those on the AGM-62 and AGM-65, and it required the pilot and WSO to align the aircraft with the target using the seeker video feed and lock onto target contrast before release, proving to be difficult in practice. Different daytime electro-optical and infrared seeker kits were developed for different types of bombs, of which only the KMU-353A/B kit for the Mk-84 low drag bomb saw extensive combat use. This configuration, designated GBU-8/B by the USAF, was used from 1969 onward, and is featured in DCS. The 3D model is provided by Heatblur Simulations. GBU-15(V)/B Despite the low effectiveness of the HOBOS, Rockwell was again contracted to continue their guided-bomb development in 1974. The result was a modular system that Rockwell referred to as Modular Guided Weapon System or MGWS. This resulted in the GBU-15(V)/B family of guided-bombs, also known as the Electro-optically Guided Glide Bombs, or EOGB. Initially, two variants were developed: The GBU-15(V)1/B with a daylight seeker and the GBU-15(V)2/B with the same IR seeker as the one used for the AGM-65D. The configuration was similar to its predecessor, the GBU-8/B, with the Mk-84 also serving as a basis of this weapon. However it had a significantly larger set of “wings”, a more sophisticated guidance system, and an ability to communicate with the supporting launch aircraft through the AN/AXQ-14 datalink. These new features significantly expanded the envelope of the weapon at low altitudes compared to the GBU-8/B, and it allowed for employment without a line of sight to a target at the time of release. The weapon followed a 3-stage guidance logic: After a separation manoeuvre, the weapon entered midcourse mode where it would follow a lofted trajectory along the release course. After the WSO spotted and identified the target, they would point the seeker at it and switch the weapon to transition mode. It would then turn to target heading and manoeuvre to keep the seeker at a constant look-down angle, allowing the WSO to adjust the impact angle. Finally, the WSO would select terminal guidance mode in which the bomb would either be automatically guided into impact if locked on, or flown into the target manually. The GBU-15 is in development. Summer Sale Last chance to save As you may already know, we extended the DCS Summer Sale 2024 in order to apologise for the delay of DCS 2.9.6. Please enjoy the 50% savings across almost our entire range of modules. Shop now! Thank you again for your passion and support, Yours sincerely,2 points
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The lights are very funky in this plane and with the exception of what's marked as TODO in our manual, is accurate. IIRC, TODO are the 6 knobs on the right wall and the fact that the Flight Ibstrunent Knob currently doesnt control the brightness of the 6 main instruments but they are instead linked to the instrument brightness rotary as well. And SAI lighting is missing. This is mostly because splitting out 6 lighting animations individually per cockpit is a bit complex and would take the art guys quite some time afaik.2 points
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It would seem you have to hold it to electric. I don't know why it now defaults to pneumatic though.2 points
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@Sc00t It works with the Stennis indeed, but the Airboss and LSO view slots seem to be conditioned by the External view setting. No External view, no Airboss or LSO slots. I'll report this right away.2 points
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Not to get to far off topic...but there are those of us out here who deal primarily in used components/systems, and have worked very hard to build a customer following that is 100% satisfied (and a growing list of "repeat clients"). It's just not accurate to imply that in order to avoid getting cheated you have to buy new. Reputable dealers are reputable dealers. Absolutely nothing wrong with used hardware, provided you deal with the right person. I offer references to every prospective client and encourage them to inquire. Sorry for the distraction, but please don't "throw out the baby with the bath water".2 points
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Hi, makre sure your route is being shown on the TSD from the SHOW menu. The OH Kiowa update is almost ready to be released2 points
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Arghh! My eyes! Seriously though, what the *@#$ is that? Some early experiment in conformal fuel tanks? A fairing for a concealed rearward-firing 16-inch gun? A predecessor to the dropping-lifeboats-from-B-29s concept, that was rejected because having to roll inverted to release the boat seemed an unnecessary complication? We need to be told...2 points
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1 screen attached below for general fisheye overview. I agree windscreen and canopy reflections perhaps might have been made stronger (?), although I haven't flown Anton in a while before 2.9.6 to remember how they were before. They do become a problem now when the sun is low and you've got it behind your back. In default cold start mission on Channel map I could barely see the runway during landing approach as the whole windscreen became only partially transparent with a thick relflection plastered all over it. Can't imagine spotting any targets in similar conditions.2 points
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2 points
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Hi. I was really looking forward yo this terrain. I got DCS: Afghanistan from the e-shop. I feel I am missing somethig though... Looking at Kandahar air base which I understood as being feature complete, I see poor quality of textures which seem to be satellite imaginery from the altitude of 2000 feet, certain buildings within the airbase are there on the textures but not as 3D models and despite all my settings maxed out, the distance between ground clutter being visible or not is so short that it is visible only when taxing but completely gone just tens of feet above ... Do I need a separate install of DCS: Southwest Afghanistan Map somehow? This is the newest DCS map but it's quality seems to be below the free Marianas map and for sure below Syria map.2 points
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draw_args.lua is accurate, it is what the code uses after all. You are talking about external draw args instead of cockpit draw args. Scroll down in the file to where the ext draw args are defined :)2 points
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I was just thinking about this while flying on Paradise Lost in the Huey trying to adjust my air pressure and HSI in the air since I forgot to during pre-flight. Big +1 for this.2 points
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Any chance you can work some similar magic for the UH-60? It'd be great if we could add troops to the back even if we cant fly it.2 points
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I'm hoping 1C does a shore-based Marine F9F, like their Corsairs... but this looks very nice. Fingers crossed it's as good and as popular as the A-4E-C free mod. Keep at it. loving this... if only the Essex carrier was done, but that's the F4U developers too, isn't it?2 points
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Comparing apples with apples though - it's not actually raining in the first & third of those videos though - it's just been raining (drops on the canopy, but none of them moving/running & no new ones forming), & even in the one that it is raining, it's not raining hard - look at the deck crew & how there's no rain in the air between the camera & them, and they're not dripping water, just turning away from the wind.2 points
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Looks like I figured it out. Simple and stupid fix. For some reason I have a G920 and a set of WinWing rudder pedals that were mapped to different view functions. They must have been messing with the AI because when I cleared those functions the AI seemed to go back to normal firing longer bursts and not resetting back to neutral. Edit: After further testing this didn't fix anything unfortunately.2 points
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Check out Growling Sidewinder's video where he gives mission 5 of the MIG Killers campaign a go:2 points
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2 points
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Good catch! The role name changed from "pilot" to "Pilot" in the last patch... That affected the Apache and Strike Eagle as well. Attached is the fixed extension . 02-QWERTY_KB and Load Coordinates.lua2 points
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It’s actually a game. Regardless, these “sims” will always lack the physical feedback/cues that a pilot would experience in the real world. So… having things like audible cues that might not be exactly realistic can be a good thing to help make up for the gaps!2 points
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Just experienced the new effect in the sim for the first time in the warbirds. Woof. I think it needs another look. It's not so bad when stationary and is pretty true to life, but as soon as you start to pick up speed it should start clearing off with the faster slip stream pretty quick. The effect we have now makes it look like the water has the viscosity of an oil, and even if you're flying over 300 knots it slowly moves back over the windscreen like it's molasses. On canopies with multiple sections the direction of the water flow doesn't line up either, and it will often be moving at what looks like 90 degrees opposed to the portion of the canopy on the other side of a frame. I think there needs to be way more variation in speed of the flow over the canopy, with the warping effect clearing off as the aircraft speeds up, trading off the shader warping effect for more impact effects. Unless it's a torrential downpour, even getting up to speed on the runway for takeoff should clear off the majority of it, with the water streaking slowing and collecting around canopy edges on the sides where the local airflow may stagnate a bit. The effect we have now would be more appropriate for catastrophic damage spraying engine oil all over the windscreen. Needs a revision pretty badly.2 points
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So here is No3! Patrol Base Tangiers from Circa 2008/09. South of the main FOB in Sangin on the local road known as pharmacy road. It was built inside an Afghani compound but I have had to build my own as its missing from the map. 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! Hope you enjoy! Download link; https://www.digitalcombatsimulator.com/en/files/3339560/2 points
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2 points
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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! Chuck2 points
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2 points
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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/3339496/2 points
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2 points
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