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8 points
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6 points
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That map would have to coexist and work with free Caucasus, else it pre-empts a lot of multiplayer playing. To make matters worse, it would also have to be 1:1 compatible with existing Caucasus missions - when mission creators lovingly and carefully place an object in one Caucasus map, it must be as accessible, visible and consequential in the other. If, for example, you place an ambush at a farm near a bridge, those farm buildings must be very similar, the bridge must be there, and all units must have the same arc of fire (and be targetable) as in the other map. In short: that new map would have to be near-perfect old map. There could be an extension to, say the Crimean peninsula or Turkey that's not reflected in current Caucasus. Well, there goes interplayability... Another point: Caucasus is my go-to map for performance. DCS's performance in Syria, Sinai, Kola, SA and Afghanistan is abysmal in VR. Sure, an update to my rig is due. Until then, I like having at least one map that works well enough (since around May, Caucasus is also tanking on my computer)6 points
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6 points
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Past three months were basically bug hunting, fixing my own screwups during the learning process, a lot of code purging, i had to rename all my textures to avoid conflict with existing ones, mount over 300 textures across all models, like custom weapons, main model and such. Also added a bunch of functionality to the cockpit, added new animations... also revision of over 18.000 lines of code, one by one... So yeah, i've been pretty busy, and nothing much exciting to show for now. People on the mod discord are more updated on the latest news. Here are a few Screenshots5 points
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4 points
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Issue solved. It will be available with the next update Inviato dal mio SM-F731B utilizzando Tapatalk4 points
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Yes, partly because of the helipads: Helicopter pads have been added to standard hospitals, stadiums, oil fields and to 93 military bases. The landscape also looks great. It's a great mix of desert landscape and Mediterranean landscape. The map offers a lot of tactical potential for helicopters in my opinion. And I also think that when you explore the map with the helicopter you can see the attention to detail. But I don’t want to speak badly about the other maps.4 points
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Hi everyone from the news: the burst mod works at 98%, we lost the autopilot functions, but we recover a semblance of autopilot, the turning radius is smaller, at the deck landing there is a manipulation to do to hook the strand "but it's not complicated" the good news: The flight model is much better as well as the ground movement, it can land anywhere on land without exploding. He is catapulted "how long will we see?". There was a lot of work on the 3D models, the collisions, the cockpits and the coding, we had to start from scratch. The mod is at a friend's house in testing. Then, there was 2.9.8 which made our two computers unusable for DCS. That's where we are, we can't promise you anything, I hope you'll understand it. You know us, we will do our best!! Patrick and Eric4 points
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Folks just remember this is a wish post from a user, it is not something that is planned or going to happen, before people get to bent out of shape with replies moved to map wish list area4 points
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4 points
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No from me. The Caucasus map is irrelevant for the majority of units in DCS (except some of the legacy LOMAC stuff). It makes no sense from a NATO/BLUEFOR perspective, and only really exists due to DCS's long legacy and Russian links. Honestly I think NTTR would be a better default/free map as it is where a lot of real-world training takes place, and would make a better setting for all the module specific training missions. REDFOR units are secondary in DCS, and due to document accessibility and political pressure, this is unlikely to change. Kola is my go-to green map now, and probably will be for the foreseeable future. Maybe the Cold War Germany map will tempt me away. I have no need for the Caucasus map.4 points
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Only if Crimea was added. Currently the map is still great, I use the mod from Bartek and mod for trees and nothing new is needed for me.4 points
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Me personally - I'd be happy to pay $15 to get the map upgraded and be more modern - but only on the provision that players with only the existing map can still fly with players on the new map (just with the old textures) for instance. When I fly Caucuses', it's often with people who don't own too many terrains, and would probably not buy Caucuses, or with new players that I'm introducing to DCS, etc. If they were still able to fly on the old map, and I fly on the new map, but both together - that would be fine, and I'd definitely be interested in upgrading. But if the new one was separate and not compatible in MP with people that only had the old one, I'd probably still be flying on the old one for compatibility, so would be less inclined.4 points
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@Magic Zach let me know if you want me to look into some sort of deal to work your skins into the game where it makes sense, DM me here or on Discord if you like.4 points
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Disclaimer: Actually I have significant time in the Phantom IRL... you unfortunately miss understand the function of the slats. You don´t lock them in, you lock them out. It is than not a "hard wing" F-4. The Slats gave you around 5 units AOA. That gives you a couple of degrees turning performance. The main reason for locking the slat out, do not really matter in the Game, because you do not feel the sudden G-spike when the slat come out. It was easier the max perform the aircraft. For example you will probably over G the aircraft if you will do a max G-Brake turn, because the Slats will suddenly add about 1 G. Well, there is no maintenance Guy screaming at you. You don not have to report to you Flight Safety guy or to you commanding Officer. You most probably do not even know that you just over-G the aircraft, because you do not feel it and that´s why it is just a game. Some say it is even a good simulator. But no even close flying the real thing. Sorry to disappoint you all. Just fly how you want. Play the game how you like it, enjoy, have fun. And do not get overly concerned how the aircraft has to be flown. And I totally agree with you, HeatBlur did a fantastic job so far. But still room for improvement. Pitch Trim for example is a little bit weird. IRL you really fly the Phantom with your butt and ears because the airframe really talks to you, with vibrations, noises and stick-forces. You cannot simulate that only to a limited extend with may be a buttkicker and FFB joystick. Anyway just have fun playing the game how you like it. I do, gives me some nice memories back. cheers LG4 points
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RWC that's great to hear. I assume you create missions with her. Maybe for the next ship, I will be more creative. The sky is the limit regarding ships in DCS with what we can do with them. I may add missiles to the next ship to make it more interesting and challenging. -- The Rebel ship falls under Iran but if you want to add more countries, add these line items inside the brackets @ line 87 { "Russia", "Yemen", "Syria", } . Whatever country you like. Thanks, RWC. Everyone check out the Royal Netherlands ships. This is what keeps me motivated watching things like this. I have two of these ships in my inventory. Enjoy.4 points
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I picked up the Kola map in preparation for the upcoming campaigns. It includes an F-4E mission, Red Dawn. I thoroughly enjoyed the whole experience. There's nothing online about this mission, so I figured I'd extend my recommendation. The operations from a Finnish highway airbase is quite engaging, the nuclear delivery profile is a lot of fun, and there's an interesting twist after. The nuclear delivery pairs well with the training mission from MiG Killers, which I would recommend before trying it under much more difficult circumstances in Red Dawn. My only piece of feedback is that it might be worth including the maximum height in the briefing. On my first attempt, I figured something like 500 feet was pretty safe, but definitely triggered the MiG 23s. I looked up the trigger in the mission editor and pushed hard to stay below 100 feet AGL to do it successfully (I actually thought I breached it so may have gotten lucky!). Thanks for the great mission!3 points
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Beautiful Photo. I remember the days of sailing and couldn't see any land—only stars in the sky.3 points
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Honestly, i think that TrackIR's ability to let the pilot's head turn 180 degrees or greater is more of a realism issue than VR head tracking is. It's pretty difficult to turn your real head to a dangerous position, which limits the unrealism of VR head tracking. the way Track IR lets you turn your head 180 degrees without moving your shoulders is way more of an issue. I think that giving some sort of visual "you are killing the pilot" feedback when turning to look behind your 3/9 line while loaded up past 4-5 Gs would be something most VR players would never even notice.3 points
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Very late to the party, but I machine-translated the Chinese manual with a couple of tools. It's definitely nowhere near as close as a human translation, but I guess it is better than nothing. I used DeepL and another tool so, when something sounds odd, the same part can be cross-referenced with the other translation. More info here: https://flyandwire.com/2024/09/21/jf-17-full-manual-machine-translation/ Downloads here: https://flyandwire.com/download/ I hope this helps!3 points
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We were informed by SMEs that HHM in the Kiowa was somewhat unreliable IRL and so modelled it to be so in sim.3 points
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You can, on Syria map. New Iraq airbases have just been modeled3 points
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3 points
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3 points
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Update 2.3.4 - 20241010 -- Feature Update "Tickle" "And now, for something completely different..." for fans of Monty Python, please imagine a loud "boom" in the foreground. This update of DML brings an entirely new module with completely new abilities that is exclusively for those of us who run multiplayer missions -- in other words: those who run servers - be they ad-hoc local, or dedicated. When installed, the module 'Tickle' provides you with means to schedule missions on your server (i.e. rotate missions every 4 hours), and to change the currently running mission via in-game chat. Again - only if you run a multiplayer mission, not for single players. The rest of the past weeks I spent hunting a highly pernicious bug that could suddenly cause DCS to quit entirely (also known as 'CTD'). Normally, in well-behaved environments, invoking game API that should be impossible. Then again, this is DCS, and here it is entirely possible. After some long (and definitely *trying*) debugging sessions I finally was able to isolate, then re-produce, then identify the issue: a bug in DCS's json conversion code that can't handle cyclic structures and proceeds to tear down the entire application. The error sporadically surfaced in Expansion, if you loaded a specific infantry group, flew them 15 minutes to an enemy zone, used them to capture the zone, and then saved the mission. Bright side: my helicopter skills have become *really* good. Expansion 1.6 update fixes the issue, and the HeloTroops module now defends against the json issue by preemptively eliminating cyclic references. All changes: Documentation Main Tickle (new) noGapGUI (new) stopGapGUI heloTroops additions Quickref heloTroops additions Demos (no changes) Modules cfxMX 2.2.0 new groupCatByName heloTroops 3.1.3 resolved cyclic structures on save upcycle structures on load new loadSound and disembarkSound attributes impostors 1.1.0 filters dead units performance improvements persistence 3.0.2 guard against json bug strenghtened info logging Tickle tcliGUI 1.1.0 Initial version Enjoy, -ch3 points
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What the title says - there are a couple of ambulance skins for APCs, but none that I can find for 'civilian' or civilian-like vehicles (firefighters & a fire rescue skin for the land rover aren't quite the thing). Now that there are helicopter pads at airports, the obvious thing to do is transport casualties to the hospital - or just do civilian transfers, but there's nothing that can be waiting at the pad to pick up the 'ambulatory' patient & whisk them down the lane to A&E. Civilian would be good, but even a skin on a military vehicle would be better than nothing. t3 points
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+1 The ability to restrict Link-16 and JHMCS would go really long way for adding versatility to the DCS F-16C. Mission Makers could make more believable early F-16 variants by using Loadout Restrictions, and these proposed restrictions. Many, many historical scenarios call for an earlier F-16 variant, and these restrictions would go really long way towards that. I know we're not getting another variant, nor Sparrows, nor NAVFLIR etc. But I do hope we could get the ability to restrict some of the functionality we have. If not now, maybe after Early Access.3 points
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thought it'd be nice if we were given the ability to prevent these systems from working on MP servers so we could stretch our viper into earlier scenarios as there's not much for it to fight in it's natural habitat at the moment2 points
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So players are currently able to check their six under these conditions: I know this is a game, but 'G-effects' option should include limiting the abilities that will literally break your neck in reality. https://pubmed.ncbi.nlm.nih.gov/14736136/2 points
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I thinks he's just got it a bit mixed up. Which TBF is pretty understandable given how similar the units are denoted. I would imagine the 9.8 figure he quoted is taken from the download progress bar (so MB/s). In fact Im pretty certain as 9.8MB/s was around the median I got on my 70-85Mbps line (time of day dependent). So he is downloading at just about the full rate his line is capable of.2 points
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Thank you TFS for the time you took to explain to me technically how the software works and also for the video that made me want to delve deeper into the system and why not come to it like you. I wish you good flights2 points
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Attached is the same file in STEP AP2014 format. NewPiston.STEP2 points
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By Jove sir, it works yes, I have to play with MFD screen size and posit, as I have an acrylic rectangle with velcro on both sides, the cougar MFDs are then secured permanently and I can remove the whole acrylic frame and have the mini monitor usable for whatever So, I would have a glass of wine any day, with you. PS: Yes, Im quite fond of the works by Patrick O'Brian2 points
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2 points
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Вот коротенькие треки и логи Он-Лайн как клиента так и серверные ... связи с РП нет (но прослушивается разговоры ботов), с наземной РЛС нет (не прослушивается вообще ни как ), с АВАКСом есть (отвечает и прослушивается ответы другим)! Log_Klient.zip Log_Server.zip2 points
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Only as info for reference: U-2A/B/C/E/F/G Strategic Recon Man Rtng: 0.5/0.5 Damage Value: 17 Size/Signature: Medium/Medium Bombsight: None Sensors: Cameras (not search sensors) Throttle Setting/Speed in knots Altitude Cruise Full Mil Reheat Low: 400 430 -- Med: 400 430 -- High: 400 430 -- VHigh: 400 430 -- Ceiling: 21340 m Engine Type: TJ Cruise Range: 3210 nmi Int Fuel: 2370 kg Additional Fuel Fuel Wt. Range Add. 100 USG slipper tank (1957) 305 kg 485 nmi Remarks: In Svc: 1956 - ? Uses special LF-1A/JP-TS fuel. • U-2A has J57-P-37 engines. U-2E has inflight refuel B (May 61). U-2G fitted to operate from aircraft carriers (Mar 64-73), does not require catapults. One U-2G with carrier and inflight refueling quickly retired as combined weight of modifications reduced maximum altitude. • U-2B has J57-P-31 engines, ceiling 22680 m, 4040 kg fuel, 3400 nmi range. • U-2C has J75 engines, ceiling 24380 m, 4155 kg fuel, 3285 nmi range, 1st Gen IR jammer, Gen 0 RWR. Later fitted with 1st Gen J. U-2F has inflight refuel Y/B. • 1957: Fitted for air sampling. Slipper tanks available, reduce altitude by 365 m. • 1962-63: Fitted with Gen 0 RWR. • 1964: Fitted with 1st Gen J in empty slipper tanks. • 1968: SIGINT operational. U-2R/S Dragon Lady Strategic Recon Man Rtng: 0.5/0.5 Damage Value: 19 Size/Signature: Medium/Medium Bombsight: None Counterm: 1st Gen J Inflight Refuel: N Sensors: RWR, see below Throttle Setting/Speed in knots Altitude Cruise Full Mil Reheat Low: 375 430 -- Med: 375 430 -- High: 375 430 -- VHigh: 375 430 -- Ceiling: 24385 m Engine Type: TF Cruise Range: 4615 nmi Int Fuel: 9010 kg Ordnance Loadouts: Payload: -- • Air sampling equipment or SIGINT equipment or IRIS camera • SIGINT equipment with Senior Stretch SATCOM sensor link • Senior Glass: Senior Ruby ELINT, Senior Spear COMINT, Senor Span data link • ASARS-2 SLAR, Senior Spur sensor link • SYERS camera, Senior Spur sensor link Remarks: In Svc: 1967 Can carry sensors in nose, internal Q-bay and wing pods (see above for operational loadouts). Due to crew endurance, missions usually last 9.5 hours (max 12 hours by USAF regulations) Sensor information cannot be used by the pilot, systems not fitted with sensor link, must be processed post-mission (24 hours delay). Sensors are not accurate enough for targeting weapons, can cue platforms to general target location. Two SYERS and two ASARS ground stations. LOS sensor links limited to 190 nmi, must record and can download after in range or use SATCOM. If U-2R outside of LOS range, records data for later download. Estimated all cameras cover 3500 x 3500 yard image. • Air sampling equipment: Returns air samples to determine nuclear explosion types. • ASARS-2 SLAR: Range 160 km either side with SAR mode (also as 270 km). MTI added from 1995 to three a/c in South Korea only. • IRIS: Images 16 nmi either side of track. • SYERS: Senior Year EO Relay System. Originally EO camera (72 km), with IR capability (36 km) added 1991. • Systems: Story Book SIGINT (1970), Senior Ruby (1977), Senior Spear (1979), ASARS-2 SLAR (Jul 85), three Senior Span sensor links (1989), SYERS (1990), Senior Spur sensor link (1993), ASARS-2A (early 2003, MTI mode and can provide co-ordinates for GPS weapons), ASARS-2B (FY23). Senior Span and Senior Spur sensor links are LOS and operate to 190 nmi. • Nov 69: One aircraft carrier trials with folding wings to fit in hanger. Capability removed 1974. • 1994: 31 converted to U-2S with new engine, 3rd Gen J, Ceiling 27430 m, Cruise Range 5570 nmi. • 1995: MTI mode added to ASARS-2 - only fitted to only three operating from Osan, South Korea. • 1996: Gold Strike Rapid Target System (RTS) links to ground then to attack aircraft (9 minute delay). • Feb 97: Last operational sortie for U-2R. • Apr 02-May 07: U-2S Block 20 update with glass cockpit and 3rd Gen J&D. • Oct 05: U-2S fitted ALQ-221 defensive suite - ES and 4th Gen J&D(?). • Dec 16: Senior Glass retired. Replaced by ASIP COMINT. • 2023?: Link 16 and ASARS-2B in service. ASARS-2B is AESA, has maritime mode and twice range (estimated as 170 nmi)2 points
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Try removing your previous firewall rules for DCS and then start the server again so that it asks you if you wish to add rules for it. It’s been mentioned that with the latest patches that DCS will now run the DCS.exe in the bin directly, was previously bin-mt, now that everything is multithreaded and that firewall rules need to updated for the new executable. Give it a shot anyway.2 points
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2 points
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@D4n I tested the SA2 to confirm, and the limitation is the track radar altitude. The 'Fan Song' TR will only engage up to 57,000ft. Shame but nothing I can do about that . I did a few tests with the S200 and this engaged and fired with a successful shoot down at 78,000ft. @Ronin_Gaijin I will let you know2 points
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2 points
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I don't think it's a bug, they just changed the AI situational awareness in the last patch. They can now see you through buildings.2 points
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Much appreciate all the replies! Damn if actually "putting the bumper to use" would result in something like that...!2 points
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The pilot can choose. If they don’t like the selection, they can move the TDC to change it. It has to complete one full scan cycle before it can auto gate the target, determine missile engagement range, and then switch to STT which also takes multiple seconds (IRL). That gives the pilot 3.5 seconds to move the cursor as they like even just during that first scan. You have an unlock button if you want to undo switch to STT. I am not trying to talk only short ranges, I am just saying that TWS, in essence, is not your main weapon engagement mode for this radar! This is not like F-14/15/16/18. If you really want to kill someone that your radars detects, you use scan and go STT if all other methods fail. It is designed to attack one target at once, yes the computer could be upgraded for TWS2 and Fox 3. Pairing it with TWS2 is nice, and yes its susceptibility to jamming sucks, but if that fails you do what any MiG-29/Su-27 should do and lock the sucker and fire a missile one by one. It is the most reliable targeting method, and I can’t fault the engineers for not building in more substantial multi target track I do not believe that the engineers of N-019/19M/001 were trying to make the best thing to attack two planes at once, they were making the best radar they could to attack one target at a time. You do not need to use TWS, TWS2 if you don’t want to auto lock. And the featured TWS/TWS2 where the most dangerous target is auto magically gated by the TDC is not even in DCS! You don’t have to soft lock a target you don’t want to in DCS today unless you accidentally move the TDC over them or they fly into it. In Su-27, you have a nice datalink to show you more then one other enemy, so you need TWS for SA even less in that airframe. They made it to shoot one target as well as it could, and when MiG-29S upgrade came around they finally had the processing power to add a nice double target mode that has limits. Is it sad that everything they could’ve achieved didn’t happen because of lack of cost or political issues? Yes, yes it is. It is sad, but everything they have done I think they had good reason for, and made sure it could at least prosecute one target very well, the same as had been done with all previous Soviet mechanical scan array radars.2 points
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Thanks all, while I do not think it is game-breaking on the P-51D as you can reset when you need to, I have requested a review of all our Artificial Horizons and see if we can improve the modelling.2 points
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2 points
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I think you may be getting your bits and bytes mixed up. The DCS updater shows speed in MB/s (megabytes/second). Your download speed is shown in Mbps (Megabits/second). There's 8 bits in a byte. So what you are seeing (9.8 MB/s) is about right. Your download/upload was broadly similar to mine (70 down, 17 up). I swiitched to gig fibre and the download speed increased accordingly (around 117 MB/s).2 points
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Update Ocober 9, 2024 - 1: TTI SP v2.6.1a Add new CH-47F Module --- Overhaul framework for F10 menu to be compatible with the latest DCS Dedicated Server Mode. Fixes a major issue where F10 menus were not showing up for some slots or clients) --- Overhaul and replace old EWRS AWACS script to new/custom EWR AWACS Script (based on BigEye EWR by leonardo_c) https://forum.dcs.world/topic/339256-bigeye-ewr-script/ New UI design showing - Bearing | Range | Altitude | Aspect | Type Will automatically change unit measurements based on aircraft type Can subscribe to constant GCI reports to focus on a single target group Can change message frequency in menu Can optionally disable helped header text for a more minimal display Many more options not mentioned here, check out the new menu for yourself! --- Overhaul CTLD to brand new MOOSE-based CTLD, retaining similar functionality and feature set from TTI SP v2.5.1 and earlier. Many new options are and features available, including the ability to easily change buildable groups/units. Works with all DCS Rotary Wing Aircraft Similar options as previous CTLD Customizable buildables - You can choose your own buildable units, determine how many crates, you can even build your own buildable setups in the ME yourself (using late activation and correctly referencing the group name you assigned) Can now build a usable FARP that allows for crate spawning Options to enable/disable building at pickup/loading zones so you can build defenses within a loading area if desired Option to have dropped troops move towards objective automatically without using Combined Arms New CTLD and CSAR options now have its own text file and section for these settings Many more options not mentioned here, check out the new menu for yourself! --- New "Mission Sequence" feature Allows for missions to be completed in sequence (random, but never repeats a previously done mission), for a set number of missions. Once the sequence is complete it will restart again, with a new random sequence Menu options for tracking this are available in F-10 Other This is an optional feature, disabled by default, enable in mission settings. --- Other new misc features, fixes and improvements Fixed an issue where bomber groups were not bombing the assigned target point. Added "Accept Mission" options so that pilots can start the next mission only after accepting it in the menu. Added an easier menu path to delete ground missions in the F10 - Other Debug menu Improved A2A Constant Spawn logic and also added an option to spawn a custom number of a2a "constant" spawn groups to be active at once. Once all groups are destroyed then the next batch of the desired amount of groups will spawn Added a way to activate certain F10 Other menu actions such as spawning missions via the map marker command method (making a map marker, with a text command, executed by closing it) Fixed kill/hit detection script to not throw random errors when certain AI units are hit or destroyed. (This did not break the mission previously but flooded log with errors) Fixed an issue with AWACS detection functionality --- Compatibility with DYNAMIC SLOT - Enjoy using DCS Dynamic Slot when hosting TTI SP for private co-op multiplayer on dedicated server mode or as online host. A few airfields, carriers and FARPS now have Dynamic Slot available. --- Enabled Dynamic Cargo for those wanting to try cargo gameplay out outside of CTLD Any and all new features above have been updated in detail in the TTI SP Tutorials and Guides Documentation: https://drive.google.com/drive/folders/177ydPq1tJsOli7tKKKAuPxybfOw2yAo52 points
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