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Showing content with the highest reputation on 08/14/24 in Posts

  1. New campaign - DCS: F-4 MIG Killers Campaign by Reflected Simulations DCS World Rearm Refuel weights do not update correctly in the interface window - fixed Weapons. incorrect bomb fuze visuals being displayed in some cases - fixed Weapons. AGM-86D almost indestructible - fixed Launcher. Modules card, non-format screenshots- fixed Launcher. Files page refactoring GUI. Lag and Performance issues in certain cases at “Select Role” screen - optimizations are added we expect it to mitigate the issue and we are working on more fixes for it Cargo. If player despawn while carrying cargo, cargo then do not drop on the ground - fixed Cargo. Dynamic cargo can be created when in flight - fixed SP. Loading Debriefing Error “Can not open debriefing file” if player name has single quote in it - fixed Aircraft qty is not returned to warehouse if taken through dynamic slot and user closed DCS without releasing slot - fixed Player score in SP Missions not being registered - fixed EVENT_KILL and onGameEvent('kill') are doubling - fixed Controls input being active while user work with text field in Select Role screen or Route Tool resulting in controls input bindings being registered - fixed MP. Regular slot not being released on server side if user switched from it straight to dynamic slot - fixed MP network protocol changed Known issues: DCS window can blink in simulation when GUI scale 1.25 is used (also for example ESC menu or Input assignment window) DCS: F-16C Viper by Eagle Dynamics Fixed: RWS target symbols no longer show altitude when cursor is hovering over it DCS: UH-1H Huey by Belsimtek Corrected rockets placement in XM158 launcher DCS: CH-47F by Eagle Dynamics CH-47 Crash while entering ICAO code in DIR mode CDU - fixed IA missions update DCS: Sinai Map by OnReTech Northern Israel returned Fixed airfield model LOD Fixed viaduct near Cairo
    34 points
  2. AviaStorm On this day of August 14th 1974 the Tornado made it's first flight from Manching in Germany. Crewed by Paul Millett and Nils Meister the Panavia Tornado first tookoff at 17:21 with the flight lasting 33 minutes. This marked the start of one of the most successful multinational fighter jet programs of the cold war. We are very excited to be bringing this iconic aircraft to DCS, and are looking forward to sharing more very soon.
    22 points
  3. Updated the following: F-16C Viper Guide Changelog (14/08/2024): Updated Datalink section to reflect new TNDL (Tactical Network Datalink) implementation Added TDOA (Time Difference on Arrival) Assignment & updated HTS logic accordingly Updated start-up procedure to ensure proper Datalink setup Added VSR (Velocity Search & Ranging) Radar mode Minor fixes across the guide F/A-18C Hornet Guide Changelog (14/08/2024): Added VS (Velocity Search) Radar Mode Updated HARM RAID Button Terminology Updated LST (Laser Spot Track) Logic Updated Datalink section to reflect new TNDL (Tactical Network Datalink) implementation Mirage F1 Guide Changelog (14/08/2024): Updated BZ Radar Mode Updated GBU-12 laser code logic Added DEFA 550 CC420 Gun Pods Fixed Typos Mirage 2000C Guide Changelog (14/08/2024): Updated GBU-12 laser code logic F-5E Tiger II Guide Changelog (14/08/2024): Updated GBU-12 laser code logic JF-17 Thunder Guide Changelog (14/08/2024): Updated Manual vs Automatic Lasing logic for targeting pod
    13 points
  4. Another addition to the UK asset pack. Thank you to @HE5405 for creating the mesh!
    8 points
  5. https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.7.59074/ New campaign - DCS: F-4 MIG Killers Campaign by Reflected Simulations DCS World Rearm Refuel weights do not update correctly in the interface window - fixed Weapons. incorrect bomb fuze visuals being displayed in some cases - fixed Weapons. AGM-86D almost indestructible - fixed Launcher. Modules card, non-format screenshots- fixed Launcher. Files page refactoring GUI. Lag and Performance issues in certain cases at “Select Role” screen - optimizations are added we expect it to mitigate the issue and we are working on more fixes for it Cargo. If player despawn while carrying cargo, cargo then do not drop on the ground - fixed Cargo. Dynamic cargo can be created when in flight - fixed SP. Loading Debriefing Error “Can not open debriefing file” if player name has single quote in it - fixed Aircraft qty is not returned to warehouse if taken through dynamic slot and user closed DCS without releasing slot - fixed Player score in SP Missions not being registered - fixed EVENT_KILL and onGameEvent('kill') are doubling - fixed Controls input being active while user work with text field in Select Role screen or Route Tool resulting in controls input bindings being registered - fixed MP. Regular slot not being released on server side if user switched from it straight to dynamic slot - fixed MP network protocol changed Known issues: DCS window can blink in simulation when GUI scale 1.25 is used (also for example ESC menu or Input assignment window) DCS: F-16C Viper by Eagle Dynamics Fixed: RWS target symbols no longer show altitude when cursor is hovering over it DCS: UH-1H Huey by Belsimtek Corrected rockets placement in XM158 launcher DCS: CH-47F by Eagle Dynamics CH-47 Crash while entering ICAO code in DIR mode CDU - fixed IA missions update DCS: Sinai Map by OnReTech Northern Israel returned Fixed airfield model LOD Fixed viaduct near Cairo
    7 points
  6. What do you think, could it be effective? They kinda seem like they're doing what THEY want to do without considerating what the market wants. Prioritizing aircraft THEY would like to see rather than those with demonstrated commercial success. I would put big money on a bet that more people want the MiG-21 updated than want anything else they have in their pipeline. Just a thought. Cuz otherwise we won't be seeing any MiG-21 updates for AT LEAST 4 yrs at the most optimisic, and that's simply unacceptable. They're a commercial entity, not simply "modders," and many many people have invested in their products. Support is expected; how long is a question, sure. THIS is egregious tho. Nothing to be expected for at least 4yrs as a kind estimate, considering the dev pace of the Corsair. I mean, buy it new now and you pay 60usd. That's the price of a full AAA game. But then you buy it and find out it lacks in numerous areas. Then you get peeved; and rightfully so. .... I bought it on sale, so I'm not as peeved, but still. I expected moar realerer. If they're gonna sell it "as-is" the cost should be reduced to like 30 or 40usd. It's just THAT out of date and broken. (Tho still fun -- in part due to how broken it is) Perhaps even a petition to release the current version to public domain as they work thru their personal list of "wanted aircraft" and then let them make a v2 we can pay for. (ahhh. dreams be dreams eh ) The lack of support for the MiG-21bis is egregiously unacceptable, especially considering how important an aircraft it is. It's basically the AK-47 of fighter aircraft. One can not talk about the Cold War air combat landscape without acknowledging its significant impact and widespread use. The MiG-21bis represents a crucial piece of military aviation history, and its inadequately updated status undermines the historical and technical integrity of simulations that aim to represent that era accurately. It's the most-produced fighter aircraft in history, with the longest run of usage. And surely it's one of the most popular DCS modules, no? I have no stats, but it's gotta be top 5. And I'm curious how much money in totum it has made. Surely, again, in the top 5. It should be priority number one. It's one of the oldest modules but has CLEAR issues, from the flight model and its low-speed handling to the underpowered engine -- which SHOULD put out like 97k Newtons of thrust with 2nd stage burner. Which, in some configurations like A/A missiles without tanks, would give greater than 1:1 thrust:weight ratio. Which is to say, if light enuf it should be able to handle the vertical fight just fine. Even just correct the flight model and engine performance and change the nav systems to what is now DCS-standard and perhaps deal with the radar, and we'd all be happy while they work on a V2. Which I'm sure we'll all happily pay for (as a discounted upgrade). HELL!! Even a low-cost 1.5 update!! I'd pay 10 to 20usd for that.
    5 points
  7. As the title says, I put together a helpful video on the new dynamic cargo system for everyone
    5 points
  8. Hi guys, Just made a quick checklist to help us out. It is available on the User Files CH-47F Quick Checklist Download page. Here is the first page: All the best, Sydy
    5 points
  9. Ciao, nonostante l'aereo sia recente, abbiamo tutte le informazioni per fare una simulazione approfondita e dettagliata. Su MSFS ci siamo spinti fino ai limiti del simulatore stesso, ma su DCS si potrebbe fare di più. Il 346 non è stato un successo su MSFS e considerato che si tratta di un addestratore, lo sarebbe ancora meno su DCS, simulatore su cui gli addestratori sono impopolari già di suo. Nonostante sia un addestratore, il 346 a livello di complessità non ha nulla da invidiare ad aerei come F18 e F16: ha un flight control system digitale e moderno, un'avionica di un aereo di quarta generazione avanzata, radar e sensori di tutto rispetto per un aereo della sua categoria. Tutto ciò si traduce in una spesa notevole in termini di sviluppo che non verrà mai coperta dalle vendite. Se già in casa nostra, 5 giocatori italiani su 10 lo ritengono poco interessante nel contesto DCS (opinione che onestamente condivido), immaginate su una scala globale dove il 346 neanche è conosciuto cosa potrebbe accadere. È vero che i gruppi virtuali potrebbero usarlo nei percorsi addestrativi, ma stiamo parlando di numeri davvero bassi. I grandi numeri sono i giocatori solitari di server e campagne single player. Abbiamo fatto il 339 solo per imparare ad usare le SDK e perché era un aereo che conoscevamo bene, stiamo sviluppando il G.91 per spirito di attaccamento alla Patria, ma i prossimi progetti saranno di tutt'altro calibro e guarderanno al mercato estero. Purtroppo le licenze di aerei come F104, Tornado e Eurofighter sono già state prese da tempo da altre software house... di italiano ormai a parte l'AMX (impopolare anche questo) non rimane altro. Quindi, mi spiace ma devo dirlo anche qui: non ci sarà un DCS: M-346 da parte di IndiaFoxtEcho. Inviato dal mio SM-F731B utilizzando Tapatalk
    5 points
  10. Einmal schneller als QuiGon ()... Happy First Flight Day.
    5 points
  11. I think DCS is approaching a point where well made and optimized “lite” textures will reap them real long term reward. Sure, some people’s computers are spuds, but when gargantuan file sizes start to affect relatively recent computers it starts to hurt. By enjoyable, I mean “lite” textures that don’t destroy instrument legibility. That retain sharpness in Vr despite less details. Basically, just plain optimized. It will help everyone, not just those running Idaho’s finest. There is a sustainability angle for ED to spend a lot of resources creating optimized/enjoyable ways for people to keep using their payed-off hardware. Happy customers buy more modules and spend money on peripherals instead of computing power. More peripherals yield a more committed customer base. All this results in less electronic garbage as well in terms of the environment (this comes into focus the older you get and you have a huge pile of old computers in the corner). The opposite of this is a customer base that wonders if the house of cards is going to fall, leading to less confidence in spending money on anything related to flight simming. There’s the expectation that flight sims always require the most bleeding edge hardware to make everything work. But if one thinks about that critically, that expectation was set by Micr*soft. Their FS business model gave them little incentive to optimize software. Just move on to the next FS version and collect sales, and enjoy additional profits of Windows OS sales when people bought better computers. That’s wasteful of money, and wasteful of opportunities to help improve the art of development. ED and DCS operate under a different business model. One that I quite like for various reasons. Make and maintain an environment where their own and 3rd party products can be used. Their environment, and playability, is the paramount goal. To that end, ED would reap long term benefits from having every single new module go through an internal, tough as nails, “optimization control board.” One that would strike fear into any developer submitting files for review. Just kidding, it doesn’t have to strike actual fear ;). But seriously, fear works. I kid! I kid! I’m in no way a developer of software or 3d modeler. But like any craft, I would guess skill in development is not based on how overbuilt something can be made, how much power it has, or complexity, etc…but rather on how well it’s put together to do the job it has to do. Effort expended on unusable details is always wasted. I admit that development for something like DCS is definitely a complex thing. And credit where credit is due…for every stumble, DCS has always had corresponding moments of glory. I yield my remaining time to those in line for the soapbox.
    5 points
  12. As shown in the attached track, I am unable to trim the CH47 and maintain level flight. I am using Virpil Controls and have trim and trim reset mapped to my HOTAS. I don't have any duplicate control mappings and I am using the same trimming technique used in other DCS helicopters. There are severe pitch oscillations after holding the attitude that I want, trimming, and releasing the stick. What am I doing wrong here, or is it a bug? CH-47F Pitch Trim Problem.trk CH-47F Pitch Trim Problem 5.trk
    4 points
  13. As far as I can tell, the module currently always uses the default trim mode, and ignores the "Central Position Trimmer mode". For now, this selection doesn't do anything. CD REL is currently non-functional, and neither do the 4 directions of the "beep trim" do anything (the 4 way hat next to CD REL). Trim Control is correct for now. Regarding Trimmer Reset, I know many DCS players use it when their trim goes foobar. Just be aware that this does not exist in the real aircraft. You have the pitch position indicator on the front dash that will always show you the fore and aft position of the cyclic to help you neutralize the stick (at least in pitch). This is pretty much up to you, and there are different schools of thought. As far as I'm aware, Russian doctrine is to input small stick deflections, then quickly push and release the trim button, whereas western doctrine is to push the trim button, hold it depressed, deflect the stick, and finally release the trim button when the aircraft is doing the desired thing. However, I've also learned that helicopter pilots will usually NOT trim into a turn, and instead hold the stick in place during a turn. If something was to happen to them and they let go of the stick, the helicopter will then roll out of the turn and fly level. It's kind of a safeguard for special circumstances, and I wouldn't be surprised to hear from pilots who say this actually saved their life. In DCS, though, I trim into turns all the time because I'm lazy and worst case I might lose a virtual life. So and so. Sometimes I work with incremental trim clicks: deflect stick, push and release trim, center my stick (like you, I do not have a Force Feedback stick), rinse and repeat until I'm happy with the helicopter's attitude. Sometimes I push and hold the trim button, maneuver the helicopter and then let go of the trimmer. I don't like rudder trim. Unfortunately, the CH-47F came into Early Access with no way to decouple the rudder from trim, so whenever you release the trimmer, be sure to center the pedals right away. As far as I'm concerned, never. I haven't even mapped it in any helicopter module and I never, ever use it. But I know of many DCS players who come up with all sorts of scenarios where they say they need it. I guess if your trim goes completely bananas, maybe try trim reset, and be prepared for weird things. Basically, try to understand what trim does and how it works in DCS. Right now in the Chinook, as soon as you release the trim button, your current cyclic pitch, cyclic roll and pedal positions are accepted as the new center position: if you center your physical stick and pedals, DCS will have the virtual controls in the place where they were when you released the trim button. BUT: the instant when you release trim, your physical controls probably aren't centered (why would you trim when they are? ), so you get a "trim bump" where your inputs get doubled. So always immediately center your controls the instant you let go of the trim button. That's where Central Position Trimmer mode comes into play (when it's implemented, and I'm pretty sure right now it's not): When Central Position Trimmer mode is selected, when you release the trim button, your entire stick (and pedal) input gets 100% ignored, until you've centered it. This is pretty cool, because it entirely removes the trim bump. It's also horrible, because if you fail to center your hardware, you're locked out of the controls. Some DCS helicopters have additional options, for example the Ka-50 has a trim mode where stick inputs get ignored for a fraction of a second after trimming, so if you're quick to center your controls, there's no trim bump, but you definitely won't get locked out of the controls. Polychop offer an additional smoothing or averaging option (can't remember what it's called exactly) and that works really well IMO. So in the future, I'm sure we'll see additional trim options in the Chinook. For now and with the default mode being the only one that works, just figure out which method works best for you, and remember to always center the stick and the pedals immediately after releasing the trim button. Sorry for the wall of text, but I hope this help a little.
    4 points
  14. If the forces on the fuselage were not fully modeled, as you claim, then the helicopter could accelerate forward and sideways at the same rate, and also reduce the forward speed at the same rate (assuming the same angles of inclination of the rotors). However, this is not even close: the helicopter's behavior during forward acceleration and sideways acceleration is very different, as is the case during deceleration. I do not claim that the fuselage aerodynamics in the model are calculated with 100% accuracy, but I do claim that they are close to reality. When you say that the physics of the model as a whole is poorly modeled, it would be good to get a numerical idea from you - how poorly. How to do it: Add a comment to your video, or make a new video with the maneuver you have chosen in the model and describe it like this: 1) if the maneuver cannot be performed in principle (according to you) on a real helicopter, then describe it like this: this maneuver cannot be performed in reality for such and such a reason, because such and such will happen to the helicopter; 2) if the maneuver can be performed, but on a real helicopter, unlike in the model, the parameters of this maneuver are different, then describe it like this: at such and such a second, the parameters turned out to have such and such a value, and in reality they should be no less than ... (such and such values), or no more than .. (such and such values), or between such and such values. This will be constructive, it will be clear what you mean, and we will understand where we made a mistake, and this will help us a lot!
    4 points
  15. Added to forum log, was a late entry so I missed it. thank you
    4 points
  16. We are working on APS mode now.
    4 points
  17. overall impressions on the map so far: Pros: map is huge, lots of space to setup longer missions the higher detail textures for the most part look pretty good map looks great from up high Cons: Down low anywhere without a high res texture looks terrible, very muddy zoomed in sat imagery, can literally see the square pixels in some places places where high res meets low res look especially bad as they meet at a razor sharp line many of the roads and waterways have height issues (roads with mile high veritcal canyon walls on either side for example), and some major roads are missing rendering some areas impossible to reach by road some layout issues where two tiles of high res meet in a way they shouldnt, creates visible 'lines' through some areas the DCS standard everything burns is especially strange on this map as you drop a mk82 and stone/mud walls start burning the mountains are for lack of a better term ugly when even somewhat low, look like extruded playdoh with no texture or roughness, I get that some is a general DCS limit with no overhangs and vertical surfaces not texturing well but look at Sinai for how to make them look decent anyway Overall impressions: Map is generally pretty bad in its current state, however there are some areas that do look decent and can work well for some content already. Some of the biggest issues are likely also the easiest to solve and by doing that the map will go from 2/10 to 7/10 easily. The map is also unfortunately severely limited by the DCS core in that for it to really work well we need ground AI improvements, especially Infantry as the current behaviour just doesnt work. Additionally we need some ANA, Insurgent, and civilian units that fit the area. Finally another DCS limitation of map scenery not rotating in all 3 axis is especially apparent in the map anywhere where scenery structures or vehicles are placed on the steeper slopes. Easy Wins: Some easier wins (maybe not in amount of time but in complexity) would be to... generate a set of medium res textures to take the place of the satellite imagery when down low, idea being these can be pretty plain but should blend better into the proper high res areas and get rid of the blocky pixel-looking splotches and hide the buildings baked into that satellite imagery Do a manual pass on the larger high res areas and fix some of the major alignment issues make vehicles kick up dust on the dirt roads Long term though for this map to really shine we need to see some core game improvements, like fixing the above-mentioned scenery issues, improving ground AI, at the very least fix some of the more glaring bugs like the infantry chicken run, and add more relevant assets to the game
    4 points
  18. Side note, but possibly related, just sitting in the main menu without clicking anything and one CPU core is already at 100% and the next most loaded not far behind with the others doing nothing and a second screenie of CPU activity sitting still on the deck of the supercarrier in an F/A-18c on the syria map with the fps tanking
    3 points
  19. We are planning a small fix patch today the 14th of August. thank you
    3 points
  20. Proof is in the puddin! A Big thanks to Mr Eightball for making this all possible! Enjoy!
    3 points
  21. Hi Nealius, Sorry if my links might have been confusing, but I am not talking about a giant racing rig and definitely not a base-shaker. All I am talking about is a cushion for your seat that has 8 small electric motors (4 in the bottom and 4 at the back). They make very little noise and should be apartment friendly. Like this: Or this: Happy landings, Talisman
    3 points
  22. Happy that you don't need significant changes anymore. This update only changed the behavior of the governor. It reacts slower on rpm deviations. This might slow down the yaw reactions on torque changes but should not affect cyclic control directly. (except need of correction of coupled inputs). The AH-6 is a linearized FM. It calculates forces and moments on a linear approximation based only on forward speed, downward speed, pitch rate, sideways speed, roll rate, yaw rate, collective input, pitch input, roll input and pedal input for different speeds. I am not sure how much reference it is in "special" situations since a helicopter is a non linear system by nature.
    3 points
  23. Spotted this today, seems the cargo ramp will clip into the terrain sometimes. This screenshot was taken after landing at Creech AFB on the NTTR map. The ramp extensions also clip into the terrain. null
    3 points
  24. Yeah sure. We know. They know. Everyone knows. But petitions don't change anything. That's what I thought too, but no. That's wrong. They're like 1-3 people, part time, so pretty much just modders who are getting paid. Them being a "commercial entity" is only relevant legally, it has no other practical consequences. They'll update it when they'll update it, which is probably never, so it's best to let it go. My Mig21 has been parked for a while, and if you want to get the full fidelity soviet cold war feels, I can highly recommend the Mi-24 Hind. BTW I don't want to justify anything or placate you, I was just as frustrated as you once. But there comes a point where you have to accept that the module is pretty much dead and move on with your life.
    3 points
  25. Downloaded you Humvee pack and I love it @Eight Ball. Thanks a lot for your great work. With the Chinook out, how great would the effort be to add those Vehicles as cargo version or create a model stripped down for transprt? It would be great to be able to slingload and internally carry those wonderful looking Humvees.
    3 points
  26. "Didn't end up in the patch" is so common here it's usually just assumed until proven otherwise.
    3 points
  27. Excellent tracks, thanks! I'm seeing the exact same thing that you're describing. I'm not sure if it's a bug or just the flight model being work in progress. As far as I can tell, you're not doing anything wrong.
    3 points
  28. my opinion - everything is quite simple)) in reality, the pilot "long" before the instruments are indicated begins to feel the moment of the onset of this phenomenon. Namely, he feels how the acceleration value is unusually high downwards. But in the simulator, this feeling cannot be done in any way, only instruments... Therefore, for a virtual pilot who is not focused on the instruments, but is busy with other things (looking at the landing site, at obstacles, thinking about threats, etc.), i.e. whose attention is not carried away by the search for the moment of the onset of the vortex ring, he easily misses this moment. I think that for a compromise, it is worth slightly moving the boundary of the onset of the phenomenon due to the limitations of the simulator.. This is reasoning "out loud")
    3 points
  29. Apologies all for not getting to this thread, it has already been reported internally but thank you for your reports and feedback.
    3 points
  30. 3 points
  31. That's me! Thank you for the support and the share!
    3 points
  32. Reshade VR Enhancer Mod (VREM) 2025/07/01 for DCS version 2.9.17.11733 => version 9.4.1 bug fix for Haze control + new way to handle instrumentation reflexion for A10C, AH64, F4E and maybe more. fix issue with preprocessor variables not intialized creating red entries in technique list and "initialize preprocessor variable' not working as it should. What is VREM ? Reshade VREM is a reshade add-on that gives some improvement for VR users (even if most of them are working in 2D). It is the “son” of the 3Dmigoto mod, as the library is no longer working with openXR. It provides the following features: Label masking by cockpit frame Reflection on A10C instrument glass can be suppressed Atmosphere haze reduction Enhancement of cockpit and outside colors Sharpen filter for cockpit Debanding for sea and sky NVG can be resized and moved vertically Own rotor hiding in cockpit view to avoir issue with reprojection (other rotor still visible) AH64: TADS/PNVS video desactivation/activation in IHADSS, boresighting convergence, left eye disabling of IHADSS NS430 workaround : NS430 frame is hidden and screen can be moved to a fxied position. Settings can be saved It is IC compatible, as no game files are modified. It should be compliant with any other reshade usage or addon. It may eat some fps, but I did not have any reliable fps measurement tool working with the Varjo… Installation Download and install the latest reshade version with full add_on support ( https://reshade.me/). Reshade must be installed for each version of DCS (ST or MT) you are using. ! Do not install any VR compatibility features/option, it may break the mod : DO NOT select OpenXR, just DX 11/12. DO NOT tick off any extra add-ons, just leave the two ticked defaults alone. ! Download the mod from here : https://www.digitalcombatsimulator.com/fr/files/3305420/ Or from here if not working: https://github.com/lefufu/DCS-world-reshade-VREM/releases/download/9.4.1/ReshadeDCS_VREM_v9.4.1.zip Install the mod in DCS folders It is best to use Jsgme or Ovgme (the provided zip is compliant with them) but otherwise: unzip the mod package copy the “bin” and “bin-mt” folders (that are in the mod folder) into the DCS installation directory. You should have a file “reshade DCS VREM.addon64” and a folder “shaderreplace” in the folders in which DCS.exe is. UnInstallation It is best to use Jsgme or Ovgme (the provided zip is compliant with them) but otherwise: delete “reshade DCS VREM.addon64” and the folder “shaderreplace” in the folders “bin” and “bin-mt” of DCS installation Using the mod Options are toggled or set up by using the reshade settings. Press the “home” key to open the option windows and then go to “addon” tab. Untick the options “Generic Depth” and “Effect Runtime Sync” if you are not using them. Ensure “DCS VREM” is ticked. Settings sections are collapsed by default, you just have to open them to access options. Every section must be activated before beeing used. This often need a game restart (it depends of other features activated). Do not forget to save your settings ! Unfortunately, the option windows can only be seen in the 2D mirror view, and most effects can only be seen in the VR view ! So you will have to play between 2D and VR view for setting up color, sharpen, deband… Most settings are obvious, but here are some notes on using the mod IHADSS boresight and left eye disabling I'm old now and I need to save my eyes and my brain. So I set the IHADSS for both eyes display. But in this context this is nearly impossible to boresight it, as the crosshair is collimated at infinite, and not the bulleye...so I setup an option to activate and set a special convergence of IHADSS, to have the crosshair at the same depth than the bulleye. At first activate the settings (either by the GUI or by pressing SHIFT+i) and then use GUI to setup the convergence at the good level. Of course, there is not one single convergence for pilot and CPG, but you can move a bit your head forward or backward to make it working. IHADDS in both eye may be a bit uncomfortable to look in cockpit, so you can disable left eye by pressing ALT+i NS430 workaround Having the NS430 floating in front of your eye is just impossible, most of us are not using a controller, so we can not use it on arm. I setup a workaround to display the NS430 screen in the area in which the menu, comms, kneeboard are displayed. You'll still need to use the "in front of your eye" view to setup things in the NS430 but at least you can fly and use the display. You can use ALT+V to toggle display of NS430. Beware: even if the NS430 is no more displayed, all buttons and so on are still active: if you put your cursor on their place you will see labels. You can customize the positon, depth and size of the NS430 screen using the GUI. I made a small video here to show the effect : https://youtu.be/j5eKRo31Zh0?si=xJj1IDWCzh6ubhDF Reshade technique VREM is now able to inject reshade technique into PS shader rendering, so they are now compliant with Quad view. In addition I added some VREM version of Reshade shaders, to enable capacity to limit them to cockpit or external view. Summary of available options is here: Inner / outer view selection Cockpit/external Standard Reshade technique In global VREM options no Reshade Technique modified for VREM In shader options In shader options MSAA support & super/downsmapling In order to maximize support of DCS graphic settings and mimize work to maintain mod, the MSAA factor need now to be filled using the GUI, in section "MSAA Factor". By default no MSAA is set, so you need to set option only if you are using MSAAx2 or MSAAx4. super/downsmapling (DLSS/NIS/FSR,...) are aso supported but the ratio is to be setup in order to have label masking and settings for cockpit /outside working. You need to activate "display stencil mask" in "debug option" to allow you to setup the ratio. If you have the VREM technique in red as shown below: Use the button "initialize preprocessor variable" in "debug" section to fix it. Supported settings I did testing only for 2D and with Varjo Aero for VR, which is using quad views.. Things should work for other VR helmet, but who knows ! I tested the mod only in the following configuration, it is likely some options will break some mod features. Supersampling (SSS, SSAO,..) need manual declaration of the super/downsampling factor in GUI. Flat shadow blur, volumetric lights,....may create issue. Please report here if you test them. But, due to the amount of work for doing and testing, it is likely I will not add them in the mod support. I included my 'option.lua' file options.lua (without quadview). if you have an issue with the mod, please do a check by replacing yours by this one and reports only if the mod is still not working with my settings. Known issues The "rotor hide" option is also hiding the basket of the tanker when doing air refueling. Some reshade effects will have some errors or may crash the game... Acknowledgements The mod is using code from Crosire https://github.com/crosire/reshade FransBouma https://github.com/FransBouma/ShaderToggler ShortFuse https://github.com/clshortfuse/renodx Once again, thanks for helping me in the reshade Discord, without their kind answers to my stupid question, nothing would have been possible ! Sharpen algorithm and lot of code for it taken from here : https://astralcode.blogspot.com/2018...ing-of_13.html FXAA algorithm and lot of code for it taken from here : http://blog.simonrodriguez.fr/articles/30-07-2016_implementing_fxaa.html History 2024/08/14 for DCS version 2.9.7.58923 => version 1.0 1st public release 2024/08/16 for DCS version 2.9.7.59074 => version 1.1 fix TADS video disabling in IHADSS not working. 2024/08/16 for DCS version 2.9.7.59074 => version 2.0 fix TADS video disabling in IHADSS not working for cold start fix Rotor hide still active in specific case (reflect at night for example) add NVG resize (in "misc" section) add NS430 workaround add IHADSS convergence settings for boresight when IHADSS is displayed for both eyes add left eye disabling for IHADSS when IHADSS is displayed for both eyes some code rework 2024/09/17 for DCS version DCS 2.9.7.59263 => version 3. add NVG height position (in "misc" section) improve NS430 workaround that was not working in all cases, the area on which it can be moved can be increased code optimization : only needed features are now to be enabled (using settings) to reduce mod footprint some settings may be lost and will have to be set and save again. 2024/11/09 for DCS version DCS DCS 2.9.9.2474 => version 4.0 fix Haze no more working with last version some optimization, color PS no more modified if not used, label moved back to "misc" section 2024/12/23 for DCS version DCS 2.9.10.4160 => version 5.0 compatibility with last DCS version recompiled for Reshade 6.3.3 2025/01/26 for DCS version DCS 2.9.12.5336 => version 7.0 compatibility with last DCS version Reshade techniques can now be injected in VR, with capacity to target Inner or Outer view for QV Some dedidated VREM techniques are available, each effect has its own settings to enable effects for cockpit or external Unofficial reshade library used (waiting future release) 2025/01/31 for DCS version DCS 2.9.12.5336 => version 7.1 Fix a bug making reshade effects not available in VR for some configuration. 2025/02/02 for DCS version DCS 2.9.12.5336 => version 7.2 added VREM version of HDR sweetFX technique 2025/02/15 for DCS version DCS 2.9.12.5336 => version 7.3 added VREM version of SMAA technique (2 techniques : one for non quad view and quad view outer, one for quand view Inner). added option to disable effect for 2D and keep them for VR only to opimize fps impact. 2025/02/22 for DCS version DCS 2.9.13.6818 => version 8.0 support of 2.9.13.6818 remove reshade unoficial library as the 6.4.0 with support for thecnique injection has been released bug fixes (technique injection for MSAA2x,..) change default key mapping to avoid overlap with modules remove option to disable effect for 2D and keep them for VR only as it is making game crashing 2025/03/18 for DCS version DCS DCS 2.9.13.6818.2 => version 8.1 option to disable effect for 2D and keep them for VR only restored. Small optimization for effects. 2025/05/15 for DCS version 2.9.15.9599.1 => version 9.0 rework to try to make the mod less sensitive to DCS settings : all MSAA are handled, haze control should work for any option. But you need now to specify in GUI which MSAA option you are using (if you are). SMAA modified technique removed, as they are not wroking in all cases 2025/05/23 for DCS version 2.9.15.9599.1 => version 9.2 rework to try to make the mod less sensitive to DCS settings : all MSAA are handled, haze control should work for any option. But you need now to specify in GUI which MSAA option you are using (if you are). SMAA modified technique removed, as they are not wroking in all cases label masking working with upscaling (downsampling) option (DLSS, FSR, NIS), but down/supersampling factor is to be set in GUI, as automatic detection is creating issue with Openkneeboard 2025/06/10 for DCS version 2.9.16.10973.1 => version 9.3 fix for haze control not working when selected alone. Features demos Label masking Haze control Rotor hiding IHADSS Boresighting PNVS masking Color/sharpen/deband features NVG feature NS430 workaround feature Reshade shaders in VR : Reflection on instrument control:
    2 points
  33. The Campaign intro pdf is available here: MIG Killers - Campaign introduction.pdf By 1969 the US Navy found themselves losing the battle for the skies over North Vietnam. Their kill ratio fell to a dismal 2 to 1. Based on the results of the famous Ault report a handful of expert aviators put together a graduate level training program to turn things around. They were being challenged to revive their heritage as naval aviators - to learn how to dogfight again. Join the very first class of the Topgun course on March 3 1969 and learn how to push your F-4 Phantom to the edge of the envelope and beyond. Practice advanced, real life tactics as you go through this well researched, realistic syllabus. Welcome aboard, and welcome to the best five weeks of your flying career. Welcome to Topgun. Key Features: 12 hops based on the real life syllabus A total of 45 mission mission files Heavily randomized and replayable scenarios Advanced AI tactical behavior Study level simulation of real life procedures Thousands of custom voice overs Detailed briefings with chalkboard diagrams Extensive documentation Historically accurate custom skins True to life kneeboard and briefing images Custom DCS UI backgrounds Requirements: DCS: F-4E Phantom II DCS: Nevada Test and Training Range Map
    2 points
  34. Would like to be able to look back and see troops in the back and see them embark and disembark. Very much looking forward to this helicopter. Happy landings, Talisman
    2 points
  35. 2 points
  36. This is reported, thanks!
    2 points
  37. Don't give it too much weight. I didn't mean to give a proper deep analysis of the past "whatever" years, but just my general perception of what Intel did and didn't. I mean you can't deny, that they at least two times just increased power consumption and clock and counted it a new generation. In my(!) perception the innovations on Intels side are sparse and mostly driven by the competitors catching up and stealing market shares. A sleeping giant got startled so to say. Also, AMD isn't safe from dropping the ball either, is it? Judging from the latest reviews of the new 9000 series, the advancements seem not that impressive.
    2 points
  38. https://www.dropbox.com/scl/fi/4agbgc9amfvr6vd90ensy/Humvee-Pack-cargo.rar?rlkey=x2sxis4e3u9c50ia5nzjftp64&st=d296qsbj&dl=0 Un zip and drop the contents into the main folder Allow over write Adds a new database object lua file, and adds the line in the entry to declare it. It will not change any other files, and even if it does not work as cargo, (I have not tested it ) the mod will still work as it was designed.
    2 points
  39. Only real modern redfor plane we might see at some point are Chinese Su-30 by Deka Ironworks. They are working on a Su-30 for some while and who knows if it becomes more.
    2 points
  40. Basically, games tend to not really be able to use a lot of cores effectively, but love cache. Especially simming games. The reason why that is so, is because games do a lot of the same thing. For example, if the game runs at 60 FPS, then the game has to make a new frame every 100 milliseconds. And a lot of that is used by the GPU, so the CPU has a fraction of that. In that time, the CPU has to calculate the new world state, convert that into updates to the 3D-model, which it then has to hand over to the GPU for actual rendering. The things that the CPU does for every frame is often called the gameplay loop. If the code and data for the gameplay loop is in the cache of the CPU, it can work very fast and efficiently, because it doesn't have to bring in the data from the relatively slow RAM. And you tend to get very consistent FPS. For example, you can have 60 FPS where some frames take 150 ms and others take 50 ms, or you can have all frames take 100 ms. The latter will feel much smoother. It turns out that the extra cache for the X3D-CPUs means that the code and data for the gameplay loop fits in the cache much better, so it works great for games. The end result is that those X3D-CPU's are very efficient at gaming. In contrast, if you buy a 14900K over lets say a 14600K, then you get a relatively small cache increase from 20 to 32 MB. This is not really enough to fit most gameplay loops, so the CPU has to work very hard in an inefficient way to compensate. This is one reason why the 14900K uses so much power. And you also pay for 2 extra performance cores and 8 extra e-cores, that do very little for you, in gaming. In contrast, with the 7800X3D, you get 104 MB of L2/L3 cache. So that is more than triple what the 14900K has. And despite the 7800X3D only going to 5 Ghz, it tends to beat the 14900K at up to 6 Ghz, in benchmarks. The 14900K is brute forcing, while the 7800X3D is much more designed around what is useful for games. The end result is that it is much cheaper than the 14900K (both in manufacture and in sales price), runs cooler and uses less power. And to get back to your question: VR is really not all that relevant. The above is true for both flat and VR games.
    2 points
  41. It's not just a matter of FINDING documentation, it's a matter of finding documentation that they can LEGALLY use. And there's lots of little details that mean they can or can't use it.
    2 points
  42. Well I've solved my own problem. Turns out the secret was spending countless days troubleshooting every possible fix, then give up and post to the forum. Right after I made the above post I tried two more things. One, I updated some windows stuff, including net framework stuff. At the same time, I also decided to dig into the scripting Hooks directory. I figured most mods were already removed by renaming the Mods dir and eliminating all the references in export.lua. I was wrong. Renaming the hooks directory fixed the problem completely. I drilled down a little further to figure out which file exactly was causing the problem. Turns out it was the gunner export .dll and .lua that the otherwise excellent OH-6 mod added. With them re-added the problem was back, with them gone everything is fine. I like that mod, so I grabbed the newest version, which just released a few days ago. They must have updated the .dll or the .lua, because with them back in hooks I'm still stutter free. Well, as stutter free as anyone is in DCS. Hope this helps someone else out there. Also, it should would be helpful if DCS had a safemode with options to boot with an alternate (and empty) Saved Games\DCS directory.
    2 points
  43. But mods can't be used in campaigns, or official missions, and only a few select servers use mods. And there's always the possibility that mods will permanently break. They can also break DCS. And it doesn't have AI side gunners.
    2 points
  44. but...but but... the Cobra. : ( AH-1S Huey Cobra was/is on the pipeline. https://forums.eagle.ru/topic/248262-weekend-newsletters-2018/?do=findComment&comment=3517055
    2 points
  45. Real world considerations for maintenance and airframe lifetime(*) can be comletely disregarded in a sim. No wonder that you can do stuff you never see irl. (*Or safety of life and health for that matter)
    2 points
  46. Now we know where the Purple Rain that the artist formerly known as Prince sang about.
    2 points
  47. Yes, Chinook would look way to empty. But this should be done for all aircrafts (Huey, MI-8, Future C130, C-47 and dont forget support for mods without SDK access -> UH60).
    2 points
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