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Showing content with the highest reputation on 08/29/24 in all areas

  1. Ha ha so many moaners in here about the 3D model, its actually quite funny now. Everyday I fly the Kiowa and everyday I enjoy it, it was way more feature complete than other DCS helicopter release in the last 3 years and I got from it what Polychop promised me, as for the 3 model yeh ok, its not up to par with the latest and greatest like the Apache or Chinook, but do I care, not at all, its great fun to fly and use in missions and I'm having a blast with it, well worth my $70 worth so far with the fun I have had with it SP and MP. Why dont you guys who continue to moan about its 3D model start flying it from inside (like real pilots would) and use it in missions its suited for, I believe you might actually enjoy it for the purpose you purchased it for, unless of course you only buy these modules so you can swing around the outside with a camera all the time, each to his own I guess. Looking forward to the update for it when it drops ate some point in the future, untill then on with the fun.
    7 points
  2. basically its letting you know the CPU maybe struggling with processing logic, maybe to many units in the mission or slow lua scripts ect creating a bottleneck for the CPU and DCS is doing its best to ensure the logic isnt broken. We are working on some optimisations and fps issues currently for the next patch which will hopefully help. thank you
    5 points
  3. There comes a point in the thread that its not feedback any more, it just seems to be moaning the same point over and over again, we get it you dont like the 3D model and textures. I have no evidence if you do or don't, and I don't really care TBH.
    5 points
  4. Version 2.3.1 - 20240829 Maintenance Update While trying to get through the dog days (with temperatures routinely exceeding 32°C -- which may not be a lot for you, but for a Northling like me it's just too hot) my thoughts naturally went to the fires of hell (yeah, a Christian upbringing sometimes does that to you), and from there (since I outgrew religious beliefs) to fires - and fire fighting. In Helicopters. I've experimented with this for some time, and knew that creating a companion module to CSARmanager that focuses on firefighting would require significant development. And so, during the past two weeks, since I couldn't sleep anyways (I live in a beautiful 500+ years old house -- the price being no modern isolation and, being an attic, temperatures at night not dropping below 37° in summer) I got to work. High temperatures and sleep deprivation can play some strange tricks on your mind, yet here they conspired to allow me to cut through some tricky challenges, and I ended up with not one, but two modules that will soon find their way into DML (their experimental stages are already included, to hopefully find conclusion in the coming releases): "Inferno" is a module that, simply put, creates a conflagration: a fire (using DCS's fire FX) that spreads but will not cross rivers. It's physics modelling is fast (i.e. doesn't gobble up performance like my godson does his sugar-coated cereal), and more importantly, it's purpose-built for 'airtank' the CSARmanager for aerial firefighters. Together you can use them to quickly build fire-fighting missions, and I plan to use them to build some (hopefully fun) missions similar to the "Angels" missions, just focused on fire-fighting. In case you are wondering: the 'Firestarter' mission included below shows the current state of those missions and ease of integration. There's still some ground to cover, but if you feel the urge to fly some heavily loaded helicopters, try it out - and should you have any feedback, I'm always happy to receive it. Other than that, you guys were also kind enough to alert me to a number of bugs that still remained in DML in the aftermath of the troublesome past three DCS releases. I hope that I've caught them all, and my thanks to you all for taking the time to point them out. Here are the changes Documentation Main & Quickref - occasional corrections Demos - none Modules - airtank 0.9.x - experimental firefighting module - civHelo 1.0.1 - Hardening of Liveries code - dcsCommon 3.1.3 - new DCS patch section to patch DCS API - new unit type verification methods - heloTroops 3.1.2 - captureandhold orders hardening - DCS bug hardening for troop deployment - inferno 0.9.x - experimental fire conflagration in zone module - limitedAirframes 1.7.0 - DCS bug hardening - code cleanup - LZ 1.2.1 - DCS bug hardening - removed typo - objectSpawnZones 2.1.1 - now spawns for correct country - ownedZones 2.4.1 - correctly guards conquered flag on mission load - radioMenus 4.0.1 - cfxMX no longer optional - reconMode 2.3.1 - hardened config reading - slotty 1.2.0 - removed potential race condition with SSBClient - stopGap 1.3.0 - new 'noParking' attribute firestarter.miz
    5 points
  5. So still moaning about 3D model 3 months later¿ Jesus Christ. Everybody knows already. Move on.
    4 points
  6. I made mine out of Zincalume, folded and riveted everything together.
    4 points
  7. That is the Bell 47 mod IIRC. It uses the Huey FM again IIRC... and Mr. T piddies da' foo' who took his van.
    4 points
  8. I wouldn't consider the Phantom special radar option a fix for this issue. It's a workaround for a specific module in a specific scenario. I've tested nine modules (F1, F-15E, F-16C, F/A-18C, F-4E, A-10C2, AV-8B, F-14B, M2000C) in unpopulated scenarios at a variety of locations, and every single one of them exhibits performance issues passing through 900ft AGL on the South Atlantic map. There is some randomisation to it - sometimes a module won't suffer in one particular instance, but if you attempt the same mission with the same scenario later, the issue will resurface. Sometimes it improves noticeably after a patch, but then it returns in the next patch cycle even though nothing should have changed at all. VR, flat screen, high settings, low settings, it doesn't matter. The most noticeable individual settings change was to drop forest details factor as far to the left as it will go.
    4 points
  9. June 2009: FOB Nijrab
    4 points
  10. Using @tmz's miz from the first post I ran back-to-back tests in 2.9.5 and 2.9.7 with the same options.lua. The results were as described before with the 2.9.5 running as expected and spending plenty of time at the set fps cap of 95. The 2.9.7 run struggled to get out of single-digit fps. I then ran the test again with RTSS overlay running in order to use presentmon to gather frame metric data. I think the CPUBusy metric points to what many have already suggested, which is that whatever new "logic" was added in 2.9.6/2.9.7 has resulted in missions that were playable becoming completely CPU-bottlenecked and unplayable. 2.9.5 2.9.7
    3 points
  11. Not perfect (missing downwash), but looks good all in all. (to be fair, no helicopter in DCS so far (as I'm aware of) simulates rotor downwash on rain drops. And tbh I don't even know, how that would suppose to look irl!)
    3 points
  12. Now I do in a way agree with propeler. BUT! The telemetry part does not really interest me. What was a game changer for me was magnetic brake in helicopters. The stick moving when you trim certain aircraft so you actually feel the trim position. Not all do this in real life. Stick shaker when you're about to stall. Loss of airflow due to speed in certain modules. And the resistance of the stick due to airflow in certain modules. Top of my head, modules that support some of all of the above. All Helicopters except the Chinook. All Heatblur modules. The F-4 has the special effects for how it's implemented in the real thing. And have it explained if you look for it. All Warbirds. The trainers C-101, MB-339 and the L-39. The FC2024 modules where appropriate. F-5, even has a special setting. Mig-15, NOT the Sabre as it didn't have it in the real thing. Don't remember the Harrier and MiG-19. Obviously not FBW modules. The F-15E. The Jeff, A-10s, F-1, MiG-21, Yak-52. Don't remember the CEII, while I assume it. Did I miss any? I have'm all. In short. ALL supports FFB in one way or another in a rudimentary way out of the box where applicable. If it's correct, real or whatever I can't answer. But without telemetry. For that you need special software. Reading through posts, I look at it personally very different from others. I do not need to feel the guns or what not if it wasn't in the real thing. For that we have seats and bass shakers. Absolutely my personal opinion. Cheers! Sent from my SM-A536B using Tapatalk
    3 points
  13. I hope the next patch is a sizable list of fixes. They owe us that after the last two patches were small and nil. I am also wondering what the point is of reporting bugs in the bugs section here. I don't think PC visits this forum often enough. Their discord actually has a section for bugs and it's a long list.
    3 points
  14. We are working on APS, it's not ready yet, but it shouldn't take long.
    3 points
  15. As we have mentioned many times the flight model will be tweaked some more based on user feedback and our own SME's who have reported all of the issues mentioned. We just need to be patient and wait for free dev time. thank you
    3 points
  16. Markindel"s AW-129 Mangusta has been released!
    3 points
  17. Hi friends, I just want to put out a common request to all modders out there. As you all know, a lot of mods are having their own weapons and bomb table. Most of the mods are replacing the standard missiles or bombs. The DCS base weapons loadout are all US-type or RUS-type and are applied to all aircraft (AIM-120C <> AIM-120D / AIM-9 <>PYTHONS, etc.), no matter what country they are from. But what about the countries with their own type of missiles, for example the MICA or the METEOR from France ? You can't have one without the other, it seems. Is there anyone out there who can create a LUA or table that will hold all missiles and NOT remove or replace the standard ones, so we can make our own choice in loadouts without losing the standard ones ?
    3 points
  18. The last one was a little light, but I don't think it is fair to judge based on 1 patch, previous too that there were quite a few, and because of the new patch timeline it can take a little longer to get things out to everyone based on internal testing. August 14 (interim patch) Fixed: RWS target symbols no longer show altitude when cursor is hovering over it August 9th (major patch) Fixed: Crash during rearming in some cases. Fixed: Freeze/CTD when selecting STN field in TNDL page, from dynamic spawn only Fixed: FCR is detecting targets ignoring scan volume. Fixed: HYD OIL PRESS and TO/LDG CONFIG lamp housing. Fixed: Typo on throttle RNC - RNG. July 22 (interim patch) Fixed: Crash during rearming F-16C in some cases. July 11 (major patch) Radar: Introduced false targets. They are caused mainly by internal receiver noise and ambient noises at receiver input. The radar internal circuits maintain false target rate constant with an average frequency of one false alarm per minute. Fixed: Сrash when switching weapons when using unlimited weapons. Fixed: Crash when receiving SEAD Target into steerpoint 127. Fixed: Crash using GBU-24. Fixed: ACM modes stop working if you lose lock. Fixed: Laggy HUD TD box. Fixed: Level 5 gun piper. Fixed: ACM lock lagging/lost. Fixed: Bomb mode selection not updating dynamically. Fixed: Unable to bug MSI tracks that are correlated to radar memory tracks. Fixed: Non-selected AGM-65 seekers that are not in TRACK mode are not resetting to SLAVE or BORE modes. Fixed: Search target hot lines don't work. Fixed: AGM-65 can become non-space stabilised after launching. Fixed: Elevation bar scan values are wrong in certain circumstances. Fixed: Texture artefacts and geometry errors. Fixed: Maverick seeker LOS slave to FPM at TMS Down Ignores SPI. Fixed: TGP cannot change level setting in MGC mode. Fixed: FCR "NONE" hides everything, including your own FCR tracks. Fixed: FLCS TO/LDG Gains affected by weight-on-wheels. Fixed: In external view, pilot helmet clips canopy when looking back. Fixed: Inconsistencies with the JDAM AD CNTL settings. Fixed: CBU-87/97 inconsistencies with CCIP/CCRP calculations. Fixed: Impact Distance setup in SMS ripple is halved on impact. Fixed: Need to reverse left arm patch orientation. Fixed: TNDL Power resetting to HIGH in ME. Fixed: HARM in POS missing leading zeros on bearing in HUD. Fixed: AGM-65 in EO-VIS mode removes range scale after first launch. Fixed: Switching AG Weapon on SMS page keeps delivery mode of previous selected AG weapon. Fixed: Able to move A-G radar cursor without SOI. Fixed: Rename option on HSD CNTL page 2 to "A SMDL". Note: Although not ready for this update, the Sniper Advanced Targeting Pods is in advanced development and planned for release later this year. June 5th (F-4 interim patch)) Fixed: Сrash when switching weapons when using unlimited weapons Fixed: Reverse left arm patch orientation Fixed: Bomb mode selection not updating dynamically May 22 (F-4 Release) Added new model pilot - work in progress. Added improved movements of the pilot head and torso - work in progress. Added Maverick and HMCS Auto-Boresight, automatic for hot starts. Cold starts require manual boresight. Fixed: Increased G-warmup effect time. Added Bomb Fuze Options and Settings from ME - work in progress - missions where laser code is set to anything but default (1688) will need the code edited in Mission Editor using the new method. Fixed: Tuning the IFA alignment and further FIXes. Fixed: Missing scale on the standby attitude indicator. Fixed: GPS time starts at 00:00 when entering a mission. Fixed: FCR Air to Air Header fix. Fixed: Wheel friction imbalance. Fixed: FCR target Min/Max altitudes inverted in negative antenna elevation. Fixed: Handoff from TGP to TV-guided AGM-65's is partially functional using TMS Right. Fixed: RWR displays radars in "Track" mode in the inner "Missile Launch" ring. Fixed: CCRP lateral drop limit too small. Fixed: Scan volume twitching around when bugged target near or beyond gimbal limit. Fixed: RWR SYS Test no longer functions. Fixed: True heading on ICP stuck at 00. Fixed: Boresighting Mavericks is aligning with point mid air. Fixed: HSD zoom glitch. Fixed: Spotlight scan volume and EXP reference box snap from centre of display instead of appearing directly at cursor location. Fixed: Entering OVRD while in spotlight search can cause radar to stop working. Fixed: TGP does not take INS drift into account well (coordinates and height of the point changes). Fixed: Rolls left under positive G. Fixed: Search target hotlines don't work. Fixed: RWS SAM cannot change radar range scale is designated inside an auto-range zone. Fixed: Maverick seeker LOS Slave to FPM at TMS Down ignores SPI. Fixed; Right MFD rocker switch labels incorrectly refer to Left MFD. Fixed: JDAM with nose plugs fitted show 0 second AD in SMS by default. Fixed: Exhaust "turkey feathers" graphical clipping/misaligned. NOTE: The Sniper Advanced Targeting Pod is in active development for release later this year.
    3 points
  19. Now you are just being silly and you know it! ... Looks like a 15 year old module, come on dude. I think its time to go get your glasses checked, skip buying the next couple modules and complaining about them and save the money for some new lenses!
    3 points
  20. Nouvelle vidéo de la chasse embarqué virtuel:
    3 points
  21. Hey Tmansteve, I'm working to get the damage textures working again. The ships have been configured for the damage textures but the textures are not working properly at the moment. I will eventually solve the issue. Hey Rolds, as HighMaintenanceB mentioned I'm currently re-working the San Antonio and will release the LCAC when I release the USS San Antonio. Just trying to Thanks, HighMaintenance for chiming in. The past few days I have been caught up with coding and re-coding weapons. I'm always trying to configure the weapons to work better but also trying to configure new weapons in DCS. However, there are some tasks we can't configure the ships to perform in DCS no matter what. One thing I would like to see is Cargo loading and offloading simulation on ships and small vessels. Stay tuned working to finish up the FREMM Class Frigates. Thanks.
    3 points
  22. This is getting a bit silly now, so I'm asking you to all stop being Cassandraic and take a step back. Early Access does not refer to quality or bugs or even performance. It simply refers to the amount of completed features at release vs. the planned amount for the product. In that sense, the Kiowa is not considered Early Access since all the features we planned for the module are implemented with one or two exceptions that have already been discussed. Compare this to other modules where you're still waiting for various weapons or whatever feature five or six years later. I want to be super clear here - I am not saying the module doesn't need improvement, or that there aren't issues to be looked at and addressed. I'm simply saying that arguing it is an Early Access release because of these issues is factually incorrect. Your definition of what Early Access means is not what is used by Polychop or Eagle Dynamics, or any software developer or game studio I've been a part of in my career. It is about delivery of planned features, that is all. Quality is not a *feature* (although I would absolutely agree the world would be better if it was, and I personally try to push that where I can - hence WHY the fixes are taking longer than you want). As for "Didn’t even know they reacted “we fly from inside the cockpit”…. Even more reason not to spend my money on them." - I don't know where this came from, nor do I care. It's not my opinion, therefore as long as I am part of Polychop it's not fair to say it is the opinion OF Polychop. No matter what someone else may have said. I've said this earlier, I will repeat it again: We have listened to what you've said, we're aware of the issues and we are currently working out how to address them. I can't give you better answers than that because I am not the artist, I'm sorry. All I can ask for now is patience. I know you don't have it. I certainly don't either
    3 points
  23. Dear OnReTech, I've taken a long break from DCS over the past few years due to being busy with life and more pressing issues. I returned in late May, and was very optimistic about recent developments (launch of the F4, Chinook etc.,). The June 5th update was fantastic, was re-acquiring old skills, developing new ones and slowly getting ready to get into the production of more videos, however unfortunately update 2.9.6.57650 killed my VR performance to the point that the game was unplayable, the hotfix 2.9.6.58056 made things worse, and I am sorry to report the latest update has screwed the pooch even further to the point that VR is a migraine inducing slideshow. The above is not your problem, and I generally let these things wash over my head, wait for the next update in the hope that things will improve. I've been playing DCS for long enough to know that some updates can kill performance for some users, while improving it for others, this all depends on the myriad combinations of hardware, so I am generally patient in this regard. Allow me to preface the following by saying that I loved this map, probably more than any other map in DCS. I loved the map for its versatility and the ability to set it in either an historic or modern phase of the 3 ring military industrial circus we call the Middle East. What I do neither patiently accept nor forgive is the behaviour of your company in applying this update. This is unprofessional at every level for the following reasons: You did not consider reaching out to your clients prior to the update to inform them of the possibility of a detrimental change. You did not consider that it would be wise to inform current and prospective clients of the reason for this change. Pleas do not hide behind excuses such as 'private discussions' or 'legal pressure', these pale into insignificance compared to your rapidly depleting consumer goodwill and trust. We are your customers and we have a right to know, and a right to be part of the process prior to reaching a decision that removes one third of the value of the product we purchased. Speaking of product value, your map only has 3 uses for military flight sim players: 1: Policing operations in the West Bank. 2: Military operations in and around the Gaza Strip. 3: Historic Arab/Israeli conflicts. Removing the north of Israel removes any way of simulating those historic Arab/Israeli conflicts in any real or complete sense. The ability to repel Syrian attacks over the Golan is now defunct, what are you defending? An empty blank space, nothing of value or consequence. You have left the mission planner/server owner with some policing operations and a lob sided Gaza turkey shoot, meanwhile the Egyptian side is left to training missions and pyramid gazing. Additionally you added all sorts of eye candy, this is great, but not while the navigation aids are partially and in some cases not functioning, we fly past or maybe bomb the eye candy a few times while yelling 'kewlll', but we consistently curse the fact that we can't get our F16 back to our home base without navigating via the stars like Bedouin. As for the F35 parking spaces, don't get me started, I hope to be alive for the 2050 and beyond video, but I've run the engine hard and have to be realistic regarding these things. Finally there's your response. It may have not broken forum rules, but it was unprofessional to an inexcusable degree. First the greeting, we are not your friends, we are your clients, it's quite obvious from your actions and indeed your first communication that you have failed to recognise this distinction. Then you go on to explain, without any evidence, that in order to resolve a conflict quickly you just deleted a very important portion of the product we purchased. You do not explain with whom and why this dispute had arose, we're just supposed to trust you on this. Of course, the implication we're supposed to draw is that Urga Media put legal pressure on you to sabotage our product, we're supposed to pack up our trebuchets and march over to besiege their part of the forum, this should not wash with us, because.....YOU MADE THE DECISION AND YOU NEUTERED OUR PRODUCT! Then you admonish us not to be 'hasty' nor draw 'categorical' conclusions, like somehow we've got it all wrong, that somehow we have made some terrible mistake, and you are the victim of our undeserved wrath, in business there are times for everything, even for passive aggressive indignation, and indeed for grovelling, you have misread the room, this is not the time for the former! I hope the above issues with your statement is a result of the inaccuracies of Google Translate or perhaps a lack of fluency in English, and not the intention of your message, both are forgivable, but not in public relations, this is why we employ translators or engage someone with a high degree of expertise in a language before posting messages that could be critical to the survival of our business. As you have made the decisions it is up to you to resolve them to the satisfaction of your customer base, or face the commercial consequences. Thank you, Laobi To the Moderators: It is not my intention to inflame the situation, just to make my displeasure with this event unequivocally clear. I appreciate all the hard work you guys do and know it is often a thankless task. I do not believe I have broken the forum rules here, but if I have sailed too close to the wind please remove it, as always, your house, your rules, I will post this elsewhere without taking offence.
    3 points
  24. Been wanting to cover this for a while to clear some things up. I am 47Driver on YouTube, some of you have been watching my videos on the DCS CH-47F, (I really appreciate that), and everybody wants to know about all these weird acronyms that I mention, along with many others. First of all I want to point out something in regards to the flight model. I see a ton of complaints about how unrealistic it is, etc. Yes, the FM is very WIP and that is what it is. Tandem Rotor physics are straight up wizardry. This is far and away the most complex flight model that ED has ever tried to replicate, and I can say that confidently as an actual Pilot of this aircraft and someone who understands a fair bit about aerodynamics. Tandem rotor helicopters are very weird, and what I'm seeing in the flight model so far indicates that the devs have done their research on how these helicopters behave when none of the things that are built in to help you fly are working, which is true in the module's current state. Please keep that in mind as you fly this thing. AFCS: Automated/Advanced Flight Control System. This alone is what makes the Chinook so easy to fly. Put your feet flat on the floor, don't touch the pedals, and fly all day long. Thanks Turn Coordination. She's very smooth, steady, coordinated, and controllable when this system is on. When the AFCS in DCS is fully fleshed out, it's gonna make a huge difference. DAFCS: Digital Advanced Flight Control System. Super cool autopilot(ish) functionality. Basically allows us to capture current Inertial Altitude or Radar Altitude, maintain low speed over the ground via TRC or Translational Rate Command, or capture current position over the ground via P-Hold. P-Hold + Altitude mode = perfect hands off hovering. We also have a full 4 axis autopilot via Flight Director for cruise/instrument flight. DASH: Differential Air Speed Hold. As you increase speed, the DASH, (a long tube in the flight controls with an actuator on each end) will decrease in length. You'll notice eventually when this is modeled that as you increase speed, you'll actually start moving cyclic backwards towards center and the aircraft will keep the speed. Pretty nice and allows us to fly with a more neutral cyclic position. LCT: Longitudinal Cyclic Trim (Actuators). As speed increases, the LCTs will extend, this will increase forward tilt in both the fwd and aft heads. Allows a more level fuselage at cruise and reduces stress on rotor system. You'll be flying at 140kts and the fuselage will be completely level with the horizon. No more staring at the ground 10deg nose low anymore. When you land, the LCTs drive to the GND position, allowing easier ground taxi. When you hover, they drive to the RET position to facilitate a level hover attitude. DCP: Differential Collective Pitch. This is mostly why the Thrust Lever is called the Thrust Lever and not a collective. DCP comes from longitudinal cyclic input. Forward cyclic increases collective pitch on the aft rotor system while decreasing collective pitch on the fwd, and vice versa. So basically, the cyclic is also a collective... Hope this clears some things up and helps you folks understand why the flight model feels so weird right now. With most of these things not being implemented yet, because I'd imagine they're all very hard to simulate, the Chinook is gonna fly a little weird. I'm still having a great time with the module and I'm very excited for more systems depth to be added, so I can continue to share with you guys. Thanks! 47Driver
    2 points
  25. Hello everyone, while searching in my photo archives I found images taken during my stay in Afghanistan in the Kapisa region on the Nijrab FOB. I stayed in the region from 2008 to 2009 for seven months. At the time there was a lot of movement on the FOB: CH-47, OH-58, UH-60 and AH-64. I was able to take some photos of the Apache in action, and I thank again a thousand times the pilots who provided us with support in all conditions and all weathers with great mastery and great professionalism without ever giving up.
    2 points
  26. For anyone interested. I recently upgraded from my TM 16000M. I had a TM16000 for about two years and the TDC axis began to drift, I believe because of continually pushing the TDC depress button. I dampened the drift with the curvatures and remapped the TDC depress button which worked for a little while, but eventually the axis drift made the game unplayable. I bought a new TM16000M to replace the old one...because I'm cheap and was relatively happy with the first. The new one came with the same TDC axis drift problem right out of the box! So I did a lot of research (forum and you tube) and decided to buy the VKB standard and Gladiator flight stick. I went with VKB standard because it comes with extra buttons in case any wear out. You can also reconfigure the stick and throttle if you don't like the placement of the buttons. I've only been using it about 3 months now but am very impressed with the quality and functionality. It's kind of mid range from a price perspective but it's the only one that I could find that comes with extra interchangeable buttons. I still have to set up detents for my jet fighters, and am relearning most of my aircraft due to my new mapping, but I am loving the VKB solution. I contemplated a second Gladiator flight stick instead of a Throttle because you can lock the horizontal axis on the Gladiator and use it as a throttle, but I am glad I went with the VKB Standard throttle as it has a whole lot more functionality. If I was just flying choppers and warbirds I think I would consider two Gladiator flight sticks. Is anyone else using that configuration?
    2 points
  27. Your 'hah' is uncalled for and you are totally missing the point here. Simply was referring to a mod many use from the Questa brothes, the Rafale, where they have the meteor installed...... as an example ! But since they could not find a solution for this problem, i just wanted to drop the question to CH, since he managed to solve a lot of issues with missiles for most of our current used mods. He is the most experienced modder I know on here. Maybe he knows how to create a weapons Lua or bomb table, where we can keep or combine foreign type of missiles. Hope you understand it more clearly. It is a fair question to ask him, i think. Thanks.
    2 points
  28. Or a lighting engine that does Atmophere light correctly, if done correctly, you dont need 2 separate lighting engines for different views.
    2 points
  29. It's mostly a reason for ED to invest the time in doing it. And yeah the Apache was always very rough for VR as well. It's remained a performance hog ever since release, so I have come to accept this as the new norm. The Chinook demands have only cemented that. Doesn't mean there won't be optimisations that arrive, but unless something drastically changes the Vram and general horsepower requirements are only going to keep escalating. Unfortunately Nvidia has been stingy with vram for generations of GPU's and seems unlikely to change much there, so a lot of DCS users are going to suffer in the meantime.
    2 points
  30. Daily MiG-29 Slovakian 9.12A
    2 points
  31. @Shupes_Keg 3D дизайнер увлеклась
    2 points
  32. Seems Tripod ceased aircraft development.
    2 points
  33. The recent releases from ED do seem to be trending towards higher and higher vram requirements. This could actually be solved by offering a lower texture install of recent (if not all) modules in the module manager, a bit like steam can offer optional 4k texture pack downloads but in reverse. Not everyone needs or wants the extreme level of detail that is now on offer. User mods have shown that the module textures can be significantly shrunk while still maintaining most of the visual fidelity, and given the module manager already exists perhaps it could be leveraged to help users with GPU's that have less than 16 gigs of vram. And if ED wants to get more people to install standalone rather than steam, having this feature only available on standalone (via the module manager) might be another incentive to get users to make the jump.
    2 points
  34. Funny thing is, when you use TelemFFB with the Rhino, you don't even notice that the FFB implementation of the Chinook is missing or incomplete. That is the beauty of it - all effects work perfectly uniformly throughout all modules. Of course that doesn't benefit users of other devices or free ED from delivering a proper integration.
    2 points
  35. I hope with the serious modernisation separation of some of the settings comes between the cockpit and outside. Especially for shadows!
    2 points
  36. With the recent explosion of new FFB sticks coming to the market, here's hoping that this issue can get some attention (and potentially improve FFB in other modules as well).
    2 points
  37. Чувствую, часть сообщений в ветку к маркетологам перенесут)) Или в хотелки. Сейчас дойдём до Бе-12 и Бе-200:)
    2 points
  38. Big patch going to Heatblur for a future update. Changelog below. Also attaching the files here so you don't have to wait for an update - just paste over the existing files in your campaign folder (e.g. - DCS Install folder \Mods\aircraft\F14\Missions\Campaigns\Operation Cage The Bear) https://drive.google.com/file/d/1NLt-uaMmAhRnKuPmBk8No5Q8J-HW_NoQ/view?usp=sharing Of course if you guys are having further bugs with this version, let me know. I'm going to keep future releases to just the one, hot start version to make sure I can keep up with bugs over time. Changelog: Mission 1 Stennis - added Link4, ACLS options, adjusted statics Weather set to Scattered 7 so as to get first red wave out of the clouds Adjusted trigger logic (weapon in zones, trigger for backfire launches) Adjusted settings for backfires (no AI override attack, 1 MISSILE EACH) Adjusted friendly AI (bulked up their firepower, set to search and engage for RF CAP, also removed wingman call out contacts) Adjusted BLUEFOR loadout Set side numbers for player flight Turned off wingman calling out contacts - to avoid radio spam Replaced static F/A-18s with the more modern lot 20s Mission 2 Made mission complete trigger speed more lenient Stennis - added Link4, ACLS options, adjusted statics Tidy up of triggers Adjusted BLUEFOR loadout Adjusted BLUE SEAD / Strike settings to ensure they engaged Set side numbers for player flight Turned off wingman calling out contacts - to avoid radio spam Replaced static F/A-18s with the more modern lot 20s Mission 2B Made mission complete trigger speed more lenient Stennis - added Link4, ACLS options, adjusted statics Set side numbers for player flight Adjusted BLUEFOR loadout Adjusted REDFOR loadout Turned off wingman calling out contacts - to avoid radio spam Replaced static F/A-18s with the more modern lot 20s Mission 2C Made mission complete trigger speed more lenient Stennis - added Link4, ACLS options, adjusted statics Adjusted BLUEFOR loadout Set side numbers for player flight Turned off wingman calling out contacts - to avoid radio spam Replaced static F/A-18s with the more modern lot 20s Mission 3 Stennis - added Link4, ACLS options, adjusted statics Adjusted BLUEFOR loadout Replaced SA-6 in the hope that this addressed some hard crashes that seemed linked to the SA-6. Set side numbers for player flight Turned off wingman calling out contacts - to avoid radio spam Replaced static F/A-18s with the more modern lot 20s Mission 4 Tidy up of triggers Added a failsafe for TARPS mission - if he dies on RTB not your fault Adjust ARCO altitude to avoid weather Stennis - added Link4, ACLS options, adjusted statics Adjusted BLUEFOR loadout Set side numbers for player flight Turned off wingman calling out contacts - to avoid radio spam Adjusted ARCO position to be closer to AO Adjusted REDFOR settings - more aggression, less AI nonsense, and fixed where they lacked loadouts. Replaced static F/A-18s with the more modern lot 20s Mission 5 Made mission complete trigger speed more lenient Stennis - added Link4, ACLS options, adjusted statics Adjusted BLUEFOR loadout Set side numbers for player flight Tidy up of triggers Adjust ARCO altitude to avoid weather Moved AWACS track closer to AO to pick up targets Turned off wingman calling out contacts - to avoid radio spam Replaced static F/A-18s with the more modern lot 20s Mission 6 Stennis - added Link4, ACLS options, adjusted statics Adjusted BLUEFOR loadout Set side numbers for player flight Made mission complete trigger speed more lenient Tidy up of triggers Added some helicopter traffic to reflect landing ops Turned off wingman calling out contacts - to avoid radio spam Replaced static F/A-18s with the more modern lot 20s Mission 7 Stennis - added Link4, ACLS options, adjusted statics Tidy up of triggers Added backup trigger to kill SAMs after 15 mins of vuln Adjusted BLUEFOR loadout Adjusted REDFOR loadout Adjusted BLUEFOR AI settings - now SEAD actually engages Set side numbers for player flight Turned off new DCS evade ARM feature for targets Adjusted tanker escort altitude Turned off wingman calling out contacts - to avoid radio spam ALL Replaced static F/A-18s with the more modern lot 20s Mission 8 Stennis - added Link4, ACLS options, adjusted statics Adjusted BLUEFOR loadout Adjusted REDFOR loadout Set side numbers for player flight Turned off wingman calling out contacts - to avoid radio spam Wingman infinite fuel Adjusted BLUE SEAD / Strike settings to ensure they engaged Replaced static and AI F/A-18s with the more modern lot 20s
    2 points
  39. Планируется ли предлагать загрузку текстур более низкого качества/размера в диспетчере модулей для более поздних выпусков модулей? Я спрашиваю, потому что последние несколько выпусков (Apache и Chinook), похоже, имеют тенденцию к необходимости использования 16-гигабайтного графического процессора с видеопамятью для работы на высоких настройках текстур без проблем с производительностью переполнения видеопамяти. Поскольку мы не можем устанавливать уровни детализации текстур для каждого модуля, было бы полезно, если бы была возможность альтернативной загрузки/установки этих модулей через менеджер модулей. Даже если бы он был доступен только при отдельной установке игры, это было бы очень полезной опцией для пользователей, у которых нет 16-гигабайтных графических процессоров. Или для пользователей, которые работают только с разрешением 1080p и т.д. и которым не обязательно требуется сверхвысокая детализация. Спасибо
    2 points
  40. Agree with that, it's one of the main reasons why I mainly stick to ground attack in DCS, even though I have always liked the challenge of A2A combat. I am really into this amazing F4 module though and love Reflected's meticulous work so I am giving this campaign a serious try. Will take me a while though as my real life takes up too much time!
    2 points
  41. I have created some weathered US & Ukrainian liveries for Eighball's excellent HMMWV Pack & shared to the User Files section: Includes weathered desert, dark green & European Woodlands camo for the USA. Dark green & digital camo for Ukraine, with tactical & national markings. Added extra crew & head covering options to mix & match - to create customized liveries. Please see README Doc for instructions & acknowledgments of textures used from various artists. Hope you enjoy LINKS: USA and Ukrainian HMMWV M2 livery pack for Eighballs HMMWV MOD USA and Ukrainian HMMWV TOW livery pack for Eighballs HMMWV MOD USA and Ukrainian HMMWV Cargo livery pack for Eighballs HMMWV MOD USA and Ukrainian HMMWV MK19 livery pack for Eighballs HMMWV MOD
    2 points
  42. Use MSAA (TAA and DLAA edit out the dots). Also leave the LOD thingy at 1.0, any lower and planes will physically disappear at certain ranges. I had Mig 23's magic out of existence at 1/2 mile with the LOD slider at 0.4.
    2 points
  43. May 2009 : FOB Nijrab, QRF
    2 points
  44. May 2009 : Visit to Kabul
    2 points
  45. 2008 French JTAC in fire guidance training.
    2 points
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