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Showing content with the highest reputation on 09/23/24 in Posts

  1. really no need for the sarcasm, our team has a full range of PC's from high to low end. Even then its not always possible to test every hardware, software or BIOS setting combination, some machines can behave completely different. It is important if you really are having issues to make a thread with the dcs log and dxdiag so we can look for clues. thanks
    9 points
  2. Just found this on Google Earth.
    7 points
  3. @western_JPN I posted an update for the P-8 Poseidon (version 1.2.0922); it should fix the front wheel, add engine reverse thruster code and animations, and change the callsign options to something more specific to the Poseidon. Please let me know if anything got broken in the update. I think I managed to update the model and all the animations successfully, but I did have some hair pulling (for some reason DCS won't unpack any new zip files I create) and I may have created other problems because I was spamming every key in Blender until I got the menu I wanted (because I have forgotten all the key commands) - so who knows what new problems I may have created.
    6 points
  4. Hey Crud, thanks for reporting the issue with the Pilot Boat. The problem is a .tga texture. The BANO-W.tga texture is the culprit. DCS doesn't like those textures anymore. I opened the shape file in MV and received the error below. Normally I would receive that error while playing. I will correct the issue today and send out an update. Thanks again. Everyone, I have to start over creating 3d mods for DCS. Why you may ask? One word. PAIN!! Let's call my Pain "Paul" and Fibromyalgia which is not curable "Frank". Paul and Frank have given me a hard time over the past few weeks. They do not let me focus on doing anything and that includes modeling. I haven't worked on a mod in a couple of weeks now. Every time I start working on a model I get disturbed by Paul or Frank. I can deal with Paul to an extent but Frank on the other hand debilitates me so badly that I can't function properly. It's hard to describe so I won't bore you with it. If you want to know what Fibromyalgia is please research it and you will better understand what I deal with. No matter what I will keep fighting it. Starting today, I will start over fresh creating mods. I will look over the FREMM Frigates to see if I need to recreate them. Either way, I will keep you all posted. All take care of yourself. I will let you know once the Pilot boat has been updated. Thanks for your patience.
    6 points
  5. I want to have full-fidelity Su-25 in DCS. Why: I love Su-25 It's soooo relevant these days (ofc a way more relevant than MiG-29) It's legendary (even more legendary than MiG-29 IMHO) We have Afganistan map, but don't have FF Su-25, please tell me that it's not a joke Su-25 from FC2024 is playable and flyable. But it lacks system modelling (especially weapons system and navigation system) and some flight model improvements. P.S. Please
    5 points
  6. Just as a different perspective - DCS is not perfect, never has been and likely never will be, but on the other hand it's no FO76, SC or CP2077. Compared to what we had at the outset around 2012, ED / DCS have made giant leaps with regard to their communication and the product itself.
    5 points
  7. Dear all, Summer has come to an end and autumn is upon us. We hope you all had a great time during summer and of course, plenty of vacation to hit the beaches, enjoy cool drinks and fly some DCS. After the F-4E release we gave the team some air to breathe and to recharge, as mentioned before, however we have long since returned to advance our roadmap. We apologize for being a bit more quiet with updates the past few months, as we collected and prepared ourselves for a productive rest of the year 2024. Hence we felt it was time to bring you a comprehensive development update for our modules again, and we are delighted to do so. The team has been hard at work introducing new features, refining systems, and addressing numerous bugs to enhance your simulation experience. In this update, we will be diving into the latest developments across the DCS: F-4E Phantom II, DCS: F-14 Tomcat, and DCS: AJS37 Viggen modules. Each aircraft has received dedicated attention to ensure you enjoy the highest levels of authenticity and performance. Let's explore the exciting new features and fixes in detail. DCS: F-4E Phantom II - NEW Mini-Campaign - FROG-7 As you all know, our commitment to content in Heatblur modules is unparalleled and a plethora of new missions are planned for all our modules, including a new and free campaign for the F-4E Phantom II. Enjoy this little mini-campaign, which sets the mood for the larger, free campaign coming a bit later - Days of Atonement, following events of the Yom Kippur War. FROG-7: On the night of October 9 1973, Syria escalated the Yom Kippur War further by launching FROG-7 rockets at Israel's northern airbase, Ramat David. At 03:35, the missiles struck, killing one Israeli pilot and wounding several soldiers. Additional rockets landed in civilian areas, including Migdal HaEmek and Kibbutz Gvat, spreading fear and destruction among the population. The Israeli government decided to retaliate decisively. The very same morning the IAF launched strikes deep into Syria, hitting core military installations and infrastructure to cripple the Syrian war-making efforts and to prove that Israel was both still capable and willing to attack its enemies deep in their territory. These attacks were also intended as a deterrent to Jordan to enter the war. Relive some of the events following the October 9 FROG-7 attacks, including the famous Raid on the Syrian General Staff Headquarters in Damascus. The missions have been meticulously recreated based on a plethora of historical data and SME input from IAF veterans who flew during the Yom Kippur War, including the real life routes that have been used and events occurred during these missions - with as few liberties taken as possible within the limits of DCS. DISCLAIMER: This campaign is semi-historical, and while it tries to depict historical events as accurately as possible within the limits of DCS, it is in no way motivated by any political, or religious ideologies, and is not connected to any recent events. Rather, it is meant to let the player experience one of the most intensive periods of aerial combat for the F-4E Phantom II. Requirements: DCS: F-4E Phantom II | DCS: Syria | Optional: DCS: Combined Arms DCS: F-4E Phantom II - Systems, Improvements and Features We prepared a long list of bug fixes, systems improvements and new features for this update. As many of you requested, we finally added brightness control logic for the UHF repeaters. This improves the visibility across various lighting conditions, enhancing pilot experience in different operational environments. Furthermore, individual backlighting has been added for the WRCS ALT/RANGE placards. Based on the selected Delivery Mode, this backlighting will now indicate which of these is actively in use, bringing more situational awareness during flight. Night operations have also received attention with the addition of backlighting for the WSO ECM and KY-28 panels, improving usability in low-light scenarios. DCS: F-4E Phantom II - RWR Significant updates have been made to the RWR (Radar Warning Receiver). The RWR now detects active radar homing missiles, providing pilots with earlier and more accurate warnings of inbound threats. The RWR database itself has been updated to include new and previously undetected threats, making it a more reliable tool during combat operations. In addition, we've introduced new handoff sounds for emitters, which include the AIM-120, AIM-54, R-77, and Tornado platforms, allowing pilots to better manage their responses to multiple threats. Finally, ALR-46 RWR target separation (TGT SEP) button is now working, it lets you adjust the way the contacts are displayed to avoid symbols overlapping in environments that are highly saturated with emitters. DCS: F-4E Phantom II - New Weapons Weapon systems for the F-4E have also seen several updates. The BDU-33 practice bombs have been added to the inner wing pylons, offering pilots the opportunity to practice their bombing runs with increased realism. We've replaced the GBU-24B/B Navy Variant with the more accurate GBU-24A/B Air Force Variant, ensuring that the correct ordnance is modeled. For those flying the German F-4F, we have introduced the BL755 and SAMP-250KG LD Bombs mounted on TERs, accurately representing the specific loadouts used by the German air force. We've also included a visual-only ACMI/TACTS pod, adding to the authenticity of the aircraft’s visual representation without functional implementation. Furthermore, we have fine-tuned the sight depression limit, adjusting the mechanical range from -225 mils to -250 mils, offering more flexibility in targeting. Along with these changes, we have fixed issues with the Sight Reticle Range Bar, ensuring that it correctly indicates ranges in different modes. DCS: F-4E Phantom II - JESTER AI Navigation Update JESTER has received significant updates in this release, most importantly improving his navigation capabilities. Support for special waypoint types has been introduced, which can now be set up through either the Jester Wheel or the Mission Editor. These waypoint types include Identification Point (IP), Target (TGT), Visual Identification Point/ Nav Fix (VIP), CAP station between two subsequent CAP points and according QnA to set the desired vul-time (CAP), FENCE-IN (F-IN), FENCE-OUT (F-OUT), Homebase (HB), and Alternate (ALT), allowing for more sophisticated mission planning and execution. Jester also now supports in-flight INS updates through the NAV FIX function, which can be initiated via overflight of a VIP special waypoint, ensuring that navigation data can be refined and improved mid-flight. Details of these new functionalities can be found in the manual, which has also been updated. These new special waypoints will already receive more updates in the subsequent patch, such as a “silent VIP”, which allows for more low-key nav fixes on else regular waypoints, as was done for instance by the IAF during the Yom Kippur War, when flying their routes from IP Tower to IP Tower over the else featureless desert terrain of the Sinai. Additionally we want to tie checklists to waypoints such as Fence In and Fence Out in the future, and also allow for a more autonomous attack planning by JESTER based on your IP-TGT relation and mode selection. We are also currently working to implement a comprehensive list of set commands, such as you already know from the F-14, to allow for further mission scripting. DCS: F-4E Phantom II - INS Alignment First, we’ve reworked the entire alignment procedure. This new system is designed to streamline the alignment process, making it smoother and more efficient, ensuring your navigation systems are even more precise and dependable. Additionally, we’re introducing new dialogue options with Jester. These will provide greater flexibility in communication, giving you more control and interaction during crucial operations. Whether it's alignment or troubleshooting, you’ll have clearer, more dynamic exchanges with Jester. To further assist pilots, we’re adding more detailed information about the alignment process. This will give you a deeper understanding of each phase of the procedure, helping you anticipate and manage the alignment more effectively. With this added clarity, you’ll be able to ensure everything is properly set up for the most accurate flights possible. In cases where an alignment fails, we’re introducing new options to handle these situations. Instead of leaving you without clear guidance, the updated system will offer corrective actions, providing a path to recovery and reducing downtime. DCS: F-4E Phantom II Bugs In terms of bug fixes, several critical issues have been squashed. We’ve addressed crashes related to homebase TACAN and some problems with the Heatblur UI. Radar antenna range gate acquisition issues that affected certain scenarios have also been fixed. Additionally, we have resolved crashes experienced by users with DCS installed on Unicode directory paths, such as those containing non-Latin characters. Another fix includes correcting the logic that was preventing ECM warm-up from skipping during hot starts. Lastly, we’ve resolved an issue with the Pave Spike STOW and WRCS/INS OUT lamps incorrectly illuminating during BIT 1 tests, ensuring these systems function as intended. Improvements have also been made to the control inputs. New 4/8-way hat steering binds have been introduced for the Jester Wheel, providing greater control over AI management. Self-accelerating knob binds have been added for various cockpit controls, such as the Sight Depression, HSI Course, Target Latitude/Longitude, and Bombing Pull-Up Timer, simplifying input management for these functions. You may want to remap some of your slow/normal/fast keybinds, though we kept these to offer you more choice. Several issues with broken bindings have also been addressed, and missing toggle and axis binds have been added for systems like the Antenna Switch, Anti-Skid, and Emergency Gear handles. Audio improvements for the F-4E are another highlight of this update. The engine sounds have been overhauled, offering a more immersive and authentic auditory experience that enhances the sensation of flying the Phantom. Canopy sounds have also been improved, adding further depth to the aircraft’s interaction with its environment. Visually, we’ve made several important updates. We fixed the external engine blades LoD00 - LoD01. The fuel tape visibility has been improved for better readability during flight. A previous issue where formation lights disappeared when zooming out has been resolved, ensuring consistent lighting visibility. The throttle animation has been updated to include afterburner detent sideways movement, bringing more realism to throttle operations. Various cockpit indicators and animations, including those for the HUD and other critical systems, have been reworked to enhance both visual fidelity and functional accuracy, and much more. Beyond these updates, we’ve refreshed the in-game manual to reflect all the latest changes and features, ensuring pilots have the information they need at their fingertips. Missions have also been updated to take advantage of these new capabilities, and new ones have been added for greater variety, introducing the first set of basic instant action missions for the new Afghanistan map, with more to follow. Additionally, we’ve introduced support for Historical Mode in the Mission Editor, allowing for more authentic mission setups. For mission creation, we’ve added new models, including an IP Tower and a GHQ Building, expanding the possibilities for mission design. Lastly, new liveries have been added, such as the Israel Kurnass 303 Toad 1967 livery with thanks Fish. DCS: F-14 Tomcat For the F-14 Tomcat, we’ve made several important updates to systems, weapons, controls, and more. One significant fix addresses an issue in NAVGRID mode, where true bearing was incorrectly displayed instead of magnetic bearing. We’ve also updated the TID repeater on the pilot's HSD, which now functions properly when the RIO selects TV mode. Laser code settings have been removed from the Kneeboard and Mission Editor aircraft properties, and you should now use the new fuze settings for configuring these codes in the DCS rearm menu. Weapon adjustments for the F-14 include correcting the LAU-10 Zuni pod mass, reducing its weight by 150kg to reflect the correct loadout specifications. Unnecessary fuze settings for the BDU-33 practice bombs have been removed. We’ve also made the TARPS pod compatible with a wider range of munitions, including the Mk 82, Mk 83, GBU-12, and GBU-16, offering more flexibility for mission planning. Several fixes have been made to resolve corrupted weapon names in the Jester Ordnance Menu, and we’ve aligned the default payloads between the two Tomcat variants to ensure consistency. We’ve also made several fixes to the cockpit controls. Issues where controls were clickable from the wrong cockpit have been addressed. Three-position switches now move in the correct direction when left or right-clicked, and tooltips for the IFF panel have been adjusted to provide clearer and more accurate information. In addition to these updates, we’ve also added a first new set of basic instant action missions for Afghanistan with more to follow. Big thanks also to Kaba for an overhaul of the Cage the Bear campaign. Please note that older, obsolete versions have been removed, to keep the maintenance slim. DCS: AJS-37 Viggen The AJS-37 Viggen has received updates and bug fixes to improve both realism and gameplay. We’ve updated the airfield database to include support for the new Kola map and increased the maximum number of airfield reference codes to 98. The "Beredskapsvarning" warning is now enabled in LANDN P/O mode, adding more accuracy to emergency operations. Pilots can now select how REF codes are generated through a newly added Special Option, allowing for more customized mission setups. Several critical bug fixes have been implemented. An issue preventing the RB15 missile from locking onto targets when released in NAV mode has been resolved, ensuring more reliable missile targeting. We’ve also fixed problems with saving manually set runway direction and TILS data, providing better operational consistency. The BAS selector loop issue, which occurred when spawning at bases with IDs greater than 72, has also been addressed. Additionally, we’ve adjusted the flash rates for ground collision and "beredskapsvarning" warnings to 5 Hz and 2.5 Hz, respectively, bringing them in line with real-world operations. In terms of input controls, we’ve added toggle bindings for the ATT and HÖJD autopilot controls, offering more flexibility and ease of use. As with the other modules, new instant action missions have been added for the Afghanistan map, and existing ones updated to reflect the latest changes. Mission makers now have the option to filter out FARPs from the REF code list by adding "-REF-" to the unit name, allowing for more refined mission design. The manual has also been updated to provide comprehensive guidance on these new features. Q3 2024 and what the future holds The rest of the year is already packed full with tasks for the team, as we continue our efforts on the side of the release for the Viggen and the F-14, (our upcoming MSFS modules, as a side note,) the Eurofighter, of course and more. We are currently wrapping up the A-6 AI development, which we hope to bring to you in one of the next updates. And we hope that we can bring the early F-14A to you before end of the year as well. Beyond that, we will of course have more in depth updates for you on the development of our various modules as the year keeps moving along. We want to extend our heartfelt gratitude to our dedicated community for your ongoing support and invaluable feedback. Your passion and engagement continue to inspire us to extend our efforts in delivering the highest quality simulation experience possible. Thank you for being part of our journey to push the boundaries of flight simulation. Fly safe, and see you in the skies! The Heatblur Team
    4 points
  8. An addition to the Swedish pack, the Sisu GTP APC. Thanks to @HE5405 for making the mesh!
    4 points
  9. Hey everyone. The Pilot Boat is broken. Not sure what's going on with it so it has gone to the shipyard. However, I have created a newly updated Pilot Boat mod that I have been meaning to create and I guess this is the best time to do it. I created her the old-fashioned way with textures not in Substance Painter so if you all like you can create some liveries. This model is based on the Pilot Boats in California and Canada at least from what I can see. I'm finishing her up now for release tomorrow. Tuesday, September 24th. Stay Tuned.
    4 points
  10. Daily MiG-29 Russian MiG-28 and MiG-29! (9.13)
    4 points
  11. Look, I think it's safe to say we'd all like to run the 'G' model. We can't. However the 'E' can be just as useful when employed correctly. Can you take out a modern big-arsed SAM site solo? Lets take a scenario. You are tasked with dismantling a reinforced Grumble site at Maykop. You are taking off from Sochi with a pair of Shrikes, a pair of Mavs a Jammer, a tank, and the rest kitted out for A2A. By 'reinforced' I mean, an SA-15 TOR an SA-19 Tunguska, various Shilkas and maybe KORD or two you know. For laughs and stuff. Your work starts before you take off. Prioritize your targets. You might think that the important target would be the SA-10. It's not. True you'll need to take it out, but the way you'll be flying the SHORAD are the much bigger threat. Take them out first. Beating an SA-10 is easy in broken terrain. Beating a TOR is a whole different beast. Beating a Pantsir is pretty much impossible. Leave those for the HARM jockeys. Take out the longest range, deadliest SHORAD first. The SA-15. The SA-19 can wait. Choose your weapons The seeker heads on a Shrike are single target only. You need to pick the right ones off the bat. Look up the Shrike chart in the manual and load a MK-25 on the left outermost, and a 50 on the right. Unless its bright day or early/late either the A/B or D versions of the Maverick will have issues. So carry one of each or a mixture if you are going without A2A. Choose your route. You'll want as much terrain between you and Maykop for as long as possible. There is a handy valley running north/south terminating at Maykop city. Plan waypoints to follow that valley entering it high in the mountains and following it all the way along. Get a good look at the positioning of these systems, remember where they are in relation to runways, treelines, shelter or buildings. You'll need that because the ingress is going to be visual and the Shrike has a limited seeker cone. Pick a reference point you can identify quickly for the SA-15. Also do that for the SA-19 and the SA-10 *TRACK RADARS* Set your switches. Either leave it in A2A or AGM-45. It'll be set for Mavs. They are useless at the moment. Call in CAP. The Rhino (bless her) is a big girl when she's fully loaded. The weapons systems are, well, old. Have help if you can get it. As you pass over the highest peaks, instruct Jester to use countermeasures. I know he will, but do it anyway. Then flip on the Jammer. Pretty soon you'll get the SA-10 warning tone from it's search radar. And the jammer like the Maverick, has a 3 minute warm up. ASSUME THERE IS ALREADY A MISSILE IN THE AIR. The Grumble uses TVM (Track Via Missile). You may not get a launch warning. Drop it like it's hot. Get low. Get fast. Stay low until the SA-10 symbol disappears. If it reappears, pop a countermeasure and look for something to hide behind. It doesn't have to be high, it just needs to conceal you. Keep working your way towards Maykop city. The Phantom cycles weapons from left to right. Have the Left pylon selected, the Missile in AGM and Direct. Master Arm on. (if you haven't already done all of that) Finally as you near Maykop city the SA-15 should come active. You should be at or above 500Kts and either very low over the buildings, or preferably slipping between the taller ones. Drying laundry and blowing out windows. The tone should be going off from the Shrike. Locate the reference point you planned earlier and head straight for it. Climb SLIGHTLY! and locate the SA-15. Either the spot it should be occupying if you're lucky or the smoke trail if you aren't. Launch the Shrike. REVERSE AND DIVE IMMEDIATLY popping countermeasures. Get back to the city and get down in the streets. If all goes well the Shrike should arrive before you trash the SA-15's missile and it won't shoot the Shrike down. Again, if you are lucky it's now destroyed, But it should be at least disabled. And that's just as good. Either way it's out of the fight. If the shrike doesn't get it done keep darting in and out of the city until the 15 has drained its missiles. - This is weaseling. Try to avoid that: "Better DEAD than SEAD". Repeat for the Tunguska. Notice the SA-10 isn't bothering you? You've jammed the WEZ for it. You are too low, too fast, too close for it to accurately target you. Take some time to breath. Set the Mavericks up. Lazily orbit in that zone for the three minutes it takes to spin them up. The locate the search radars. Stay back a bit and clobber them with a Maverick. Get too close and the AAA will murder you. Once the search radars are gone, the site is neutered. It can't launch. If all else fails you can go in with the cannon. But that is at best a crapshoot.
    3 points
  12. If they haven't released the module by 11.59 pm on 31.12.2024, you are welcome to complain again...
    3 points
  13. there is more than 25% of 2024 remaining.
    3 points
  14. Is 2024 already over? What are the complaints?
    3 points
  15. Сегодня я закончил работу над версией 2.0 для уроков по Ка-50 III. Теперь это Мульти-язычная версия, и теперь внутри уроков есть и русская и английская озвучка. На каком языке у вас установлен DCS, на том языке будут звучать и уроки. Скачать можно там же, ссылка выше.
    3 points
  16. Сегодня уроки для F/A-18C стали мульти-язычными, теперь в уроках есть и русская и английская озвучка. На каком языке у вас установлен DCS, на том языке будут звучать и уроки. Скачать можно там же https://boosty.to/dcsrus. Всю эту работу я проделал для того, чтобы обучение можно было просто взять и добавить в DCS официально, если когда-нибудь разработчики этого захотят.
    3 points
  17. As the radar of the F16 is apparently worked on, I wanted to make sure that this bug is not overlooked. ACM and STT was not explicitly mentioned in the upcoming patch, but it would be a pity if that behavior still managed to slip through this radar patch. A TMS up command makes the radar start to make a slew from left to right, locking the first target that comes into its sight. In this example, you can see that it is almost impossible to lock the targets that are on the right. Track from recent DCS version attached. Video 6 months old. As the bug still persists but my original bug report got merged with the one of another user, so I can not find it anymore. sweep starts from right.trk
    3 points
  18. You might be suprised, but a solid chunk of RuAFs Su-25 are still not updated to SM/SM3 standards. You can easily see this in the propaganda videos they upload. So the "basic 80s" version is still in active service and most probably protected by the Russian MoD. I would love a full fidelity Frog, but I know it is a hairy situation.
    3 points
  19. Continuare a fare affinamenti ad un modello di volo non significa che prima fosse sbagliato o scadente, è sempre possibile migliorare un modello matematico di rappresentazione di un fenomeno fisico (in questo caso il modello di volo).
    3 points
  20. They do indeed remove rain from the windshields in the AH-64D and Mi-24P. The windshield wipers themselves don't appear to be implemented yet in the CH-47F. EDIT: And of course the next logical question being What about the other DCS helicopters?, there are reports for adding similar visual wiper effects to the others (Ka-50, Mi-8, and UH-1). In fact, BigNewy inquired about this on users' behalf just a few days ago, so it is certainly on the radar.
    3 points
  21. @currenthill You must add Kadyrov's Cybertruck on Russian asset pack Invulnerable unit ;o
    3 points
  22. Привет всем, кто говорит по-русски! Меня зовут Михаил Крылов, я сделал русскую озвучку для оригинального обучения по модулю Ka-50 Черная Акула 3. Скачивайте бесплатно и проходите уроки с удовольствием, русский вертолет с русским голосом звучит очень приятно. → Скачать русскую озвучку обучения для Ka-50 III Там же по ссылке вы найдете возможность поддержать или принять участие в сборе денег на покупку и русскую озвучку следующего модуля, это будет F-16 Viper. Еще вы можете поставить лайк озвучке Ka-50 III в Steam. Еще вы можете поставить лайк озвучке F/A-18C в Steam. Другие мои проекты: Русская озвучка обучения F/A-18C Видео-демонстрация русской озвучки на примере урока "Холодный старт":
    2 points
  23. I think Combined Arms is the aforementioned redheaded stepchild.
    2 points
  24. I agree that mistakes are human, but when you're developing a project like this, it's usually because you've got a grounding in IT, so backups are a matter of course.
    2 points
  25. I know this is an old thread, and may of been covered elsewhere, but I recently wanted to do the same. Add a custom argument to your livery description.lua (look in your livery folder for the tomcat skin you want to mod), eg : mine are in \Saved Games\DCS\Liveries\F-14A-135-GR\ The specific custom argument is: [1616] = 1.0, --probe door missing Here is a livery I've added custom arguments to have canopy up, RIO in seat doing a pod check with techs in ramp maint type setting. custom_args = { [0021] = 1.0, --air brake [0022] = 0.0, --probe [0038] = 0.960, --canopy [0091] = 1.0, --ladder [0150] = 0.0, --visor up [0200] = 0.0, --oxy mask off [0472] = 0.420, --RIO [0606] = 1.0, --Lantirn [0607] = -0.540, --lantirn open [0700] = 0.365, --ext tank mounts [1601] = 1.0, --RIO lean in to dash [1616] = 1.0, --probe door missing }
    2 points
  26. The option youre mentioning is "use mouse cursor" if you disable it, you have the opposite of what that thread is about. Then you can only move it with the head, which is not what we want. The problem with the current implementation is that you naturally counter move the head movement with mouse movement, which makes it so hard to click something in a battle, when you dont have time to fumble around. I dont want to disable the mouse movement. But I dont want to have it bound 1:1 to my head movement so that I have to keep my head perfectly still to hit the button I want and not the one besides it. It should just sit and stay where I put it. If it comes to the boundaries of the VR view (probably due to a head movement), it can be dragged around by the boundary. So you can bring it back in focus with a little mouse jiggle.
    2 points
  27. Hey! Thank you for the report. I tarcked it internally for further investigation.
    2 points
  28. It is easier to disable the hyperthreading. But then he should remeber to enable it each time he finished to play DCS. As for me I have set the affinity mask through the shortcut on my desktop (one time) and it is much easier just to run the game as usualy without disabling and enabling hyperthreading for each run. My PC can't handle all the graphical settings but when the "Multithreading" version was firstly introduced, I didn't had any microstutters at all. The microstutters has started after updating to 2.9.7.58923. I didn't touched any graphical settings, they stayed as they were always. But the microstutters has just tarted to appear in v2.9.7.58923. There is a lot of people here by the way who have PCs with very high specs and they have the same problems. Just open the forum on "DCS 2.9 -> Game Performance Bugs" and see how many people complaining about microstutters and performance reduction after the latest update. So it is not only the graphical options but there is definitely a problem in the game itself. The last two updates by the way, were rushed. The next update is a planned update. So I hope they will fix a lot of bugs.
    2 points
  29. R-27P (Passivnaya, passive; izdeliye 470-4 ; R-27P1 for export; NATO: AA-10E Alamo) is the third variant in terms of guidance, it is equipped with the passive X-band radar PRGS-27 (9B -1032) from TsKBA in Omsk, the same and based on the L-111 sensor from the Kh-31P. Operating in centimeter waves, the seeker guides the missile through radar emissions from enemy aircraft. The seeker is capable of acquiring the target at a distance of up to 200km, but the missile's range is limited by the short battery life. The minimum range is 2-3km and the maximum is 72km, the target must not maneuver at more than 5.5g due to sensor limitations. This variant has the clear objective of electronic warfare and AWACS aircraft that have strong emissions and low maneuverability. With passive guidance, the enemy has no warning of the shot. The first test of the R-27P was in 1984 with firing from a MiG-29. In 1987, the R-27P was adopted by the USSR and was produced for a short period until 1991 by the Ukrainian Artem, production continued but on a reduced scale, for example, by 2001, TsKBA had delivered 220 9B-1032 seekers to Artem. R-27EP ( izdeliye 470-4E ; R-27PE1 for export) is the version with the “energetic” engine and a range of up to 110km. Available for export since 2004. The maximum ballistic range published does not correspond to real combat conditions. The actual range will depend on the altitude, speed and direction of the target and the intercepting aircraft. For example, the R-27ER missile has a published maximum ballistic range of 95km, but in fact it will be 60km with the target and interceptor flying in approach at 900km/h, at an altitude of 10,000 meters; 30km with the target moving away. At 5km altitude under the same conditions the range is 40km with the target approaching and 18km moving away. At 1km altitude we have 26km and 10km respectively. The limitations of the seeker must also be taken into account.
    2 points
  30. I'll ask the team what can be done, but this has been adjusted according to the pilot's real position and I'm not sure adjusting this threshold would bring other issues.
    2 points
  31. In your defense, it seems perfectly reasonable to allow more information about the SU-25 be made public. It's not complicated, advanced etc. There's really not much to parse from it that you wouldn't want to get out (IFF etc. but that's always going to be the case for all airframes, you'd never let that get out and you just abstract it best you can), so it doesn't make sense to keep it so protected. But, we're not the ones making that call. Don't abandon hope, entirely. ED found the necessary materials for the MiG-29, after all.
    2 points
  32. That video cracks me up every time It's so very reminiscent of the chaotic DCS gameplay on public MP servers
    2 points
  33. Purpose: A unified medium-range homing missile with a passive radar homing head (PRGS). It is designed to destroy radio-emitting air targets during the day and at night in simple and difficult weather conditions in the forward hemisphere, including against the background of various underlying surfaces, ensuring the destruction of aircraft that are actively jamming radars for cover. The missile implements the "fire-and-forget" principle with the provision of stealth attack.
    2 points
  34. Only laypeople use STT mode instead of TWS mode when they have the AMRAAM! You don't lose the target because in DCS World the AIM-120C has been simplified to the point that if you don’t follow the target with radar, the AMRAAM just flies toward where it last saw the target, and its homing head will search for it. This is why it’s mockingly called ‘SPAMRAAM,’ because it simplifies air combat so much. I even have a video where I simply can’t fight my opponents because their entire air combat skill is just launching the AMRAAM (without even waiting for the no-escape zone) and simply turning away, exiting the fight. This is what an average PVP server looks like. In Single Player, it’s even easier because it’s simple to scare the AI with an AMRAAM launch. After that, they are forced to go defensive, and if they turn back toward you, you just have to launch another AMRAAM at them. If you get close enough, there’s the no-escape zone where the missile will catch the AI, no matter what it does. I don't think I need to explain what the sim is mockingly called by those who prefer to fly non-NATO aircraft! Leave this for the laypeople who you can convince that post-2000 FA-18C and F-16CM with advanced avionics should be considered 80s tech!
    2 points
  35. ED have clearly modelled worn out wiper blades
    2 points
  36. thx for your support guys. i ll come back to you for the news
    2 points
  37. So, in this last image ''red'' case is Phoenix with its nozzle expansion ratio measuring 18,5 and ''blue'' dots are various tactical motors, there are various Sparrows, Sidewinders, Falcons, than Amraam, Genie, pallet of Rs, 23, 60, 27, 27ER, 33 also some air-to-ground like Harm, Hellfire etc. Maverick is missing because its motor is also extreme with expansion ratio measuring just 2, extreme but on other side from Phoenix, so much extreme that third method is not even applicable. But what image is showing? It's showing that all these motors are more or less grouped together, alright R-60 and Hellfire pop out a bit but still everything is under control and understandable why. And all these motors work just fine down, and also up with some slight gain getting with altitude. Only Phoenix is with huge difference in thrust at sea level and up there. That's why it is special case, it is intentionally designed to give maximum where tacticians placed it. Other motors are not so much customized but made as universal, fine at sea level, better when higher but that all is measured in just few percentages...except with dual thrust motors (R-33, AIM-7F, AIM-120B and AGM-88) where this percentage is rising significantly when motor works in sustain stage. I got impression that when common internet write about this altitude gain only external diameter of nozzle is in focus. And that is wrong, without nozzle expansion ratio and chamber pressure all that story is useless. AIR-2 Genie has huge nozzle exit, 296mm is exit diameter what is bigger then Phoenix's bell of 238mm but expansion ratio is just 6,7 and gain with altitude no matter of huge exit area is just slight, nominal sea level thrust of 155kN will be improved just for few percent Maybe is time now to left this, it is up to you guys now to fight for it, to get Phoenix in game in more realistic shape. It will ask for different approach but special case looks for special approach. If I can help with something else just shoot
    2 points
  38. Next skin idea and ... amazing photo!
    2 points
  39. Im sorry to stress this, but the F-4E is not a carrier compatible plane. Yes, it has a tailhook. And we simulated it fully, you can land with it on a carrier just like you could IRL with a -E in theory, with all the consequences this has. We understand people want to cosplay as Navy Phantom while waiting for the actual module that will come at some point in the future. We have heard the question and are possibly considering doing something about it. You have to understand though that time and resources are unfortunately very limited and our schedules are packed. I would love to be able to tell you "yes, cool idea, its in the next update", but this unfortunately just doesnt work. The request is a low prio item for us and its unfortunately also not a quick and easy thing to add.
    2 points
  40. Just a quick update, and Apologies if it sounds a bit brash, there are external factors involved at the moment: - I Am working on adding a few under the hood things to the app. *( to further help w/ tracking issues ). - I Am also integrating a few things that aren't public yet. *( and Need time to test internally ). - I Am tracking the Thread issue, narrowed it down to the source and testing work arounds, if they don't yield results I am looking for then I'll revert the thread changes I integrated for the last public build. - I Have a few projects that are Higher Priority. ( As Stated Before in this thread and other media platforms ). - I Am also enduring a family medical crisis, which has taken up all free time at the moment, and greatly impacted personal things. *( The external factor mentioned above. ) - There is no need to repeat post on my profile, send me PMs, or Ping / Tag me etc. (whether here or other media platforms), repeatedly asking for updates, this is a hobby/free time project and not under any license or user agreements to which I owe any updates, material or verbal. Updates will be posted when I have updates to give.
    2 points
  41. @uboats Is there any hope for even the most basic pilot body in the JF-17 cockpit? It does a lot to VR immersion.
    2 points
  42. folks please remember this forum is for DCS and also keep politics out of the discussion. thank you
    1 point
  43. Same here this is one of those aircraft that we can't lose count me in I will donate also.
    1 point
  44. Thanks for looking into this. It's somewhat reassuring that you weren't able to get the MQ-9/1 to mark laser consistently just like me. I guess this is why most just use the CTLD script w/ the JTAC autolaze feature haha. I've tried different placements of the MQ-9 to be 1000% sure it had LOS but was never able to get the "Marked by Laser" response.
    1 point
  45. Tbh it's crazy it hasn't been done yet. It's an older aircraft, on the simpler side, no MFDs whatsoever, gunsight instead of HUD, was used in multiple conflicts, had multiple operators including former Czechoslovakia. We could really use it, hopefully along with either Su-17/22 (allegedly in production) or Mig-23BN, Mig-27M or maybe even Mig-27K to cover all our mud moving needs. It would also fit quite well with FF Mig-29 9.12, too bad Mig-23 MLA is dead because of the financial issues
    1 point
  46. A little video to showcase the improvements to the Su-30's flight model coming in a future update:
    1 point
  47. Just chiming in to say I'd like this as an option very much as well. In sim, the mouse cursor should be an abstraction of my hand. In the real world, my hand doesn't move when i shift my gaze around. Please, just mimic how it is implemented on [that popular civilian flight sim]. I see no reason that would make it hard to do. PS. I think it would be wise to implement this much desired behaviour as an option, because some might legitimately prefer the current behaviour as it allows a "look and click" approach to manipulating cockpit controls just through gazing and a pair of joystick button emulating left/right mouse click. It's not for me (it feels unnatural to me) but I understand some do like it as it is.
    1 point
  48. Yes this hasn’t gone unnoticed I went and put custom fan backplates on those. Looking back I can’t believe two things. A noob like me took apart two $1,000 graphics cards. And that they only cost $1,000
    1 point
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