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  1. Good Afternoon Everyone, as promised. I have released the newly updated Pilot Boat version 1.0.2 with Flag liveries. I did not add an Encyclopedia Folder because there's not much information to add. Below you can see the Coxswains View. You need Combined Arms installed to use the Coxswains View. In the future, I will try to add Animated Characters. Enjoy Everyone.
    10 points
  2. A patch very much depends on testing results, we have had some issues with merging some features due to dependencies on related tasks. As soon as the QA team give me the go ahead I will let you know about a date. thank you
    9 points
  3. He wasn't "intentionally programmed to be a caricature" - he has condensed caricature like traits to press something resembling a personality - that is fun to the majority, and not just stome stiff and dry hardcore functionality - into twenty different situations you encounter repeatedly. We get it, you don't like it. We're sorry to hear that, but please understand that we cannot please everybody, even though we try. And sorry, no you are not entitled to repeatedly beat a topic with name calling, rude language and negativity, because it sours the experience for everyone else. We couldn't care less about us or our work getting ridiculed, but please consider that there are other users on this forum who enjoy him as is. You're indirectly ridiculing their approval or disagreement with the way you choose to express your opinion. So please go and read the forum rules again and in the future please deliver your feedback or opinion in a more respectful manner - if not towards us, then to your fellow forum members at least. Thank you for your kind understanding. PS: I am not sure you realize it, but very often I find that this kind of behavior and language, which we almost exclusively see from folks who ask for a more professional Jester no less, is a little bit ironic, and, I dare say, kind of validates us in our choices in regards to Jester, professionalism and human nature...
    9 points
  4. Just some notes: 1. I was never P'd. That was a blanket message and not directed at any specific individual, as it's hard to sit in a medical facility and in meetings *(in person and virtual), with discord or other social media apps constantly beeping in. *and before someone chimes in with turn your phone off in meetings, I have family in medical crisis, so no I will not be turning my phone off, as I will not miss any calls from the hospital, shrug.*. 2. I am aware of an issue w/ MT, as the launch command still uses an outdated parameter, which is also fixed internally and being tested locally, then tested in the testers group, before going public. The issue is that the dcs_mt_manifest file was depreciated a while ago, but remained as a remnant file in the folder, so the launch command was never updated, with a new install, that file isn't part of the download.
    6 points
  5. I’m in the camp who likes Jester as is and looks forward to some of the performance enhancements down the road. The modules only been around four months. If he’s not doing something right, it is probably a sign us nose gunners need to do some homework to fix matters. Further, Jester’s another incentive for me to fly “civilized”, because its his virtual backside on the line too if I screw up.
    5 points
  6. Regarding the desdemica mod - Its taken me most of the morning to work out why I never managed to do liveries for that Mod. Its all to do with the way they created the first version of the Mod and how they created texture plates for the ships number, there was no way you could remove that plate from the hull sides. I think they may have released an Australian version of the ship later and from what I can remember I tred to create another livery for that but I think there is still an issue with numbers on the liveries option. I never finished it. I dont use their mod myself so have never bothered to do any more work on it. Late Edit - I have just downloaded the latest version and the numbers issue remains as it was, you cant add different liveries. You can have L61 and L02, only. They have also updated the deck textures etc, so what I had done so far is of no further use without a lot of work.
    5 points
  7. Not really a preview, just summarising what we already know.
    5 points
  8. Trying as best I can, to fake fast roping, I just can't get an AI helicopter to stay still at a realistic altitude or height for fast roping to be done. A nice simple hover order for AI helicopters would be nice, just set the altitude and duration for the hover.
    4 points
  9. For what it's worth, I enjoy Jester as is, I appreciate the more human touch he has and the fact he is imperfect. It gives the player more feedback with his commentary, even if it's not always right and Jester does a fine job in combat with what you give him. Give him a bad angle? be positioned poorly? don't be surprised that he can't lock up a target or has some trouble tracking - those things aren't singularly Jesters fault. The OP, 450 there has listed what they like/dislike and it's all reasonable constructive feedback. Heatblur have commented with a plan that appears to be suitable solution for all concerns - more comm brevity and the option of a more AI ("professional") like callout system. I would also add that managing cockpit radio volumes is something that is done IRL as well to allow you clarity for specific information when you have multiple sources of communication. It can be a real chore sometimes to come to the forums to have a read and see what people are up to when the same horse is being flogged to death again in multiple threads.
    4 points
  10. Updated the Strv 103 textures, it's available in green and splinter.
    4 points
  11. 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.
    4 points
  12. Posting on behalf of reddit user https://www.reddit.com/user/NotKalashnikov/ since he needs to wait 24 hours to post it as a new DCS forum user. Original post here: Feature concept: transparent pilot model around cursor. I don't use pilot body because it prevents me from seeing switches I want to press. It could be also applied to stick and throttle if it's in the way of buttons.
    3 points
  13. 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
    3 points
  14. After much time I've finally completed my first campaign. Please leave feedback here. Current status - available on user files https://www.digitalcombatsimulator.com/en/files/3340795/ PLEASE LEAVE ALL FEEDBACK IN THIS THREAD, USER FILE MESSAGES ARE UNLIKELY TO BE READ An air to air campaign for the F-16CM Blk 50 where the player flies for the USAF, set in the Hormuz Strait region in the year 2010. This campaign features missions with elements of randomization for replayability and mission uncertainty. The experience is intended to resemble that of a pilot in combat in that the missions will go on with or without the player's success, with some exceptions and within the limits of the DCS Campaign system. Missions will feel similar to my previous stand alone missions. The campaign is not strictly historically accurate, but attempts to be within the realm of plausibility, though mission content was given priority over world building. The campaign may be thought of as a mission pack rather than a narrative. Players should be familiar with the F-16 including startup, takeoff, navigation, communications, systems management, fuel management, weapon employment, and landing. Air to air refueling is present but is not strictly necessary, however some missions may push the limits of range without use of tankers. Wingmen are an important component of the campaign. Familiarity with the wingman menu is recommended. Plan your approach based on the mission briefing and use the mission planner to give your wingmen preplanned actions before getting into combat. Understanding the commands to have your flight orbit and engage missions will be helpful in completing objectives. Missions are not instant action style and feature ingress and egress with total mission times up to 2-3 hours, with an average length closer to 1-2 hours. Briefings and the mission planner screen should provide relevant information and should be read before flying, again similar to past individual missions. Hard coding of objectives is avoided as much as possible and triggers are designed to be lenient to avoid situations where the mission breaks due to a particular action. The map mode is set to Fog of War. DCS AWACS performance is limited in some ways so I have set the F10 map to make up for this. Use the F10 map to supplement AWACS calls. As mentioned above the campaign is air to air focused and the player is not tasked with air to ground missions, but the jump feature can be used to jump into ground attack F-16's (and other planes) if desired. Beware that currently your original plane will immediately abandon its mission if you jump into a new plane. This is my first attempt at making a campaign and was also a learning experience as a result. While I have learned a lot, I was not able to apply everything learned to this campaign as I built it. Any feedback is welcome. Campaign requirements: F-16CM Blk 50 aircraft module Persian Gulf map module mods - none Sample mission planner images: Change log 11/2/2024 Scoring overhaul, it should no longer be possible to get stuck on some stages 10/24/2024 Second correction to mission scoring 10/13/2024 Corrected Mission 3B scoring and briefing, no other bugs found but occasional testing will continue Known bugs 10/5/2024 Mission 3B awards 50 points maximum, can only end in a draw > points scheme to be updated, skip button can be used as workaround for now
    3 points
  15. We have 45 naval assets in the game as of September 25, 2024. Most of the newer ones look very good (i.e. Chinese and South Atlantic assets, all carriers). Unfortunately, most of the civilian and Russian models look extremely outdated. Any chance of a model/texture update for the following ships? Battlecruiser 1144.2 Boat Zvedny Bulker Yakushev Cargo Ivanov Corvette 1124.4 Corvette 1241.1 Cruiser 1164 Frigate 1135M Frigate 11540 They do not have to be 8k and every bolt is modeled, just bring them into this decade. Also, is it possible to remove the old Kuznetsov? Finally, I would like to plead for a few more ships. For naval warfare, this area is extremely lacking. There have been some great additions in recent years, and I look forward to more. Maybe some more American ships from the Cold War era (battleships anyone???)?
    3 points
  16. YES! DO NOT USE CURVES with FFB. It's a sin and mess things up. Especially when trimming, and especially when trimming helicopters. [emoji4] Cheers! EDIT: Absolutely no saturation too. And check if you need to swap the axis under FFB tuning. Sent from my SM-A536B using Tapatalk
    3 points
  17. In these 7 seconds missile is overloaded of course. Overload is α*Cy*v˄2*ρ*A/(2*m*g) and because motor doesn't have enough kilograms of thrust, starting velocity gain is lower. Lower velocity for same G overload means higher angle of attack and then induced drag is coming in game Cx ind = Cx (α=0) + α˄2*Cy/57,3 Everything is connected. Simply, motor as in game and in addition for high altitudes where atmosphere is rare will give such velocity ''brake'' ... which is not normal. Normal motors, by the way, usually have higher thrust in start, just take a look how thrust-to-time curve of Sidewinder looks like. Also one of steps in chain of arming missile in flight is data from motor, data about chamber pressure, usually data is when pressure get down to some fixed value
    3 points
  18. Hi, I will ask the team, but can not make any promises. thank you
    3 points
  19. There’s only one clown around here, I assume you’re an adult, time to act like one.
    3 points
  20. Similar ask, having yaw effect from center is something I think would be amazing for prop plane where coordinated flight is a constant battle.
    3 points
  21. I think by now its pretty clear that you dont like your virtual WSO and prefer the options to deactivate him and control both pits by urself - which is fair, that is your opinion after all. But please let others who have a different opinion enjoy their time with Jester, thanks :) (Jester has feelings as well, no need to call him bad words all the time, your feedback reaches us without that as well.)
    3 points
  22. True. Being a DCS nerd. I scourer the forums and Internet for info all the time. So very rarely he says something I don't. But a surprisingly large groups of DCS players don't do that. They don't read news letters or change log. Or check info from each 3rd party developers. So he gives a nice condensed video with all that info in one place. So that's good.
    3 points
  23. It is inevitable when there's bad development. Why waste 50-100GB of space when you don't need them. These files aren't part of the core game.
    3 points
  24. Being fair, when was the last time he told us anything that ED hadn't already?
    3 points
  25. I mainly play in VR, and even if you get nice controllers for everything, and get crazy mapping controls, in the end when you switch to TEDAC but you keep your hands in the collective and cyclic using the very same buttons... experience and inmersion goes sub-prime. So, not willing to throw 1K€ in a custom TEDAC unit, I tryed to mimic it as close as possible with cheaper market solutions, having separate controllers for the TEDAC, and... this is my solution: In VR it actually adds a new layer of inmersion as you move your hands to the TEDAC unit away from your regular controls (I'm still working on a proper 3D printed mount to keep it in position above the cyclic) and this con troller has a really nice and precise analog sticks for the cursor and the manual-tracking. Good thing is that controller and bluetooth keyboard went as low as 52€ from aliexpress, and I got a perfect mapping for the actions I need in when controlling the TEDAC. To be able to use the triggers as buttons I'm using AntiMicroX (as Joystick Gremlin has problems with Bluetooth controllers). I'm mapping in the keyboard the LEV and GAIN knobs, which are really important, and George controlls, really easy and quick to use. I'm amazed how good it is in VR as you can grab and feel the unit. I'm leaving here my mapping (currently, still testing) that seems to do the job for me. UPDATE: I've updated the bindings
    2 points
  26. 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
  27. I am no expert but if your ST runs DCS smoothly then so should your MT. I had also an issue on a 10yr old rig with MT and after digging through forums for months, I found out that my issue can be solved by resetting the core affinity. My point is, don't take the "car dealership" approach first and start throwing money at the hardware if you really don't need to. I say again, this is provided that your ST runs fine. I've had ppl tell me all sorts of things, which turned out to be complete nonsense.
    2 points
  28. If landing the F-4E on a carrier is a sin I wonder what punishment awaits me for landing the F-16? Does tend to prang the gear and the carrier gets all officious about it, but I never did a good job of listening too close to what officers said. The carrier crew will repair the F-15E gear for me, but they won't hook it up to the cat. Seems rude. Somewhere I have instructions for adding aircraft to the allowed list on SC. I'll need to dig those up and see if we can't get bridles working for the E, particularly since mine always seem to have NAVY painted on them somewhere. Leave the hook up and chop the throttle on touch down. Alternately don't land, or take off, on a carrier, but watch out for F-14s. I believe the score is still NAVY - 1, AF - 0. That pilot made Admiral, not too surprisingly given his daddy was also an admiral.
    2 points
  29. @MAXsenna Thanks, though I just meant aircraft with default exportable displays. Not much point including them in the monitor config if they have nothing to export. You can export any digital display by modifying the displays init.lua file by adding these two lines, usually has an "indicator" folder. eg A10C RWR file - G:\DCS World\Mods\aircraft\A-10C\Cockpit\Scripts\AN_ALR69V\indicator\AN_ALR69V_init.lua dofile(LockOn_Options.common_script_path.."ViewportHandling.lua") try_find_assigned_viewport("RWR")
    2 points
  30. Daily MiG-29 Russian 9.13 4-й ЦБП и ПЛС Липецк
    2 points
  31. Take your time! Looking forward to it. I believe it will be a blast! [emoji1303] Sent from my SM-A536B using Tapatalk
    2 points
  32. Out of interest I just tried out @draconus's suggestion and it seemed to work. I placed a Infantry unit on the map and told my Helo to follow it with 0 offset and interval and a height of 50 feet. It took a few seconds to setal but then it was hovering with a little bit of a up and down motion in one place. I then set the Infantry unit to Late activation so that you can't see it and the Helo still hovers over it. I guess you would need to add a few triggers to stop the hove when you have finished fast roping but that should be easy enough. You could even use the unit that your following as the one the spawns in when the fast rope is done.
    2 points
  33. I would say, the most limiting factor here is still the 3060 GPU, followed by the 5800 non X3D. Therefore I would (if saving up for a real platform upgrade isn't an option) first upgrade the GPU to a 3080/3090 or 4080 and then upgrade the CPU to a 5800X3D. Both will give meaningful gains, depending on the exact situation your in. Edit: Regardless of the GPU you eventually choose. Upgrading to a 5800X3D is dirt cheap, compared to throw out Mobo and Ram on top for a jump to 7XXX. And a 5800X3D can bring up a 4090 to speed. Edit2: In VR you will hit a CPU bottleneck faster than in pancake, so normally I would probably start with an CPU upgrade. But your 5800 is at least okayish and your GPU is really a weak point.
    2 points
  34. They could at least allow the use of the already modeled static crew. Neither RL use of Kuznetsov or Su-33 being FC is good excuse for such big differences in simulation.
    2 points
  35. Although I always advocate choice above most other considerations and a livery manager would be one of those choices I also know that a convoluted alternative does exist and that is simply delete the liveries that you never use and yes, I realise you would have to repeat this irksome task after every download...
    2 points
  36. Skatezilla's launcher is fine (I know this because it actually worked great on my old system over the weekend), DCS is freshly reinstalled along with the system. The problem will be somewhere in my settings. I have a lot of ideas about this and will try it tonight. But DCS works for me, so no need to panic.
    2 points
  37. The DCS missile may well have too much induced drag, if that is what's causing the 7 second period of very low acceleration I mentioned.
    2 points
  38. It was another ED employee in a multiplayer session helping record the videos is all. It wasn't a voice-activated AI wingman.
    2 points
  39. 2 points
  40. Jester is great, in both the tomcat and the f4. I’d rather have him than not have him. It’s helpful to turn down the ICS a little so you can still hear jester but also hear a radio call if one comes in while he’s talking.
    2 points
  41. 2 points
  42. Hello Everyone, looked at what popped up on my YT feed. An old Knox Class frigate used by Taiwan. I will create that version as well once i update her.
    2 points
  43. 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.
    2 points
  44. Kobuleti cross, many a scenario and training session spent here in DCS, the google pin is a homage to the location many of us have flown around for over a decade.
    2 points
  45. Frankly, I don't care anymore. When it comes out, I'll probably buy it, but this lack of consistent communication with just a few short clips sprinkled a few months apart has made me lose interest...
    2 points
  46. Fresh install (DCS installed for the first time), no mods, Just Hornet, Syria and Cerberus North. Mission 16 (Part 2) 5 seconds after pressing spacebar: DCS 2.9.5.55918 vs DCS 2.9.6.58056 Needless to say, AFTER 2.9.5.55918 something messed up heavy unit SP missions. Fact, easy to replicate.
    2 points
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