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Campaign Patch DCS 2.9.8.1214.1 https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.8.1214.1/ DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations Mission 2 – Fixed messed up parking stands at Akrotiri Mission 3 Outro – Fixed AAA not firing DCS: Mi-24P Outpost Campaign by Stone Sky All missions are adapted to the latest update of the Syria map. DCS: AH-64D The Four Horsemen Campaign by Fight's On Simulations All missions – Ensured correct gun load out. Elevated EPLRS task to hopefully fix Datalink issues. M2 – Fixed UGLY 5-2 issue. Updated Freq change trigger. M4 – Fixed CH-47 crashing on take off M6 – Fixed issue with Foghorn approaching Apache and causing fratricide at mission start. Added message to explain cockpit door opening at mission start. M7 – Fixed typo in Dim line. Fixed issue with engagement timings. Added/adjusted engagement messages to clear up confusion on when targets can be destroyed. M8 – Fixed initial engagement issues with AI. Added flares to helo point. Updated MGRS coords. M9 – Fixed incorrect CLEAR ENGINE START message. M10 – Fixed CH-47s not pushing to pick up ground troops post mission. Updated Freq change trigger. M12 – Fixed incorrect JTAC freq set by Foghorn. DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking Mission 02. Repair of Checkpoint Foxtrot VHF Beacon Mission 04. Fixed non-functional mission complete trigger. Added additional fallback trigger for insurgent boats. Corrected spelling errors. Mission 05. Added missing F10 map marker for the refugee ship. Set the VHF radio to off for hotstart - no more annoying beep beep during briefing. Added new savegame/checkpoint file in case of mission fail for airstart. Mission 06. Corrected spelling errors. Mission 07. Added cutscene (was previously missing) -> If you already reached mission 8 it may cause a reset of your campaign progress, sorry. Mission 09. Updated kneeboard, wrong freq. for Badger Mission 11. Updated kneeboard, wrong picture for LZ. Corrected & added additional fallback trigger for the northern truck stop scene. Mission 14.1 & 14.2. Edit automatic mission load at the end. (End Credits) Mission 16. Added new Bonus Mission - Operation Redeemer - will be unlocked by watching the credits. Added Coop & CH-47F version of bonus mission into campaign folder - Play the mission with your friends. Added Mission 16 Pdf Briefing into docs folder. DCS: F-14B Operation Sandworm Campaign by Sandman Simulations Added F/A-18C liveries Mission 4 – In-game briefing chart was missing – fixed DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Multiple versions of Agile Spear showing in the Campaign menu of DCS World. - Fixed. My bad. Thank you Nineline. Mission 7 - Unable to score 100 points. Scoring fixed. Mission 8 - Unable to complete the entire mission. Fixed. Thanks PheonixFC3. Mission 10 - Pig Flight not starting and following. Fixed. Thank you CptJocco Mission 11 - JTAC not lasing, Pigs not attacking when ordered. Fixed. Thank you ornitus. NOTE. Mission 8 into A-10C campaign is required A-10C II module. DCS: F-16C First in Weasels Over Syria Campaign by Ground Pounder Sims Updates to fix issues from changes to Syria map. DCS: F/A-18C Operation Cerberus North Campaign by Ground Pounder Sims Updates to fix issues from changes to Syria map. DCS: A-10C Operation Persian Freedom Campaign by Ground Pounder Sims Added failsafe trigger for Forge 3 egress DCS: F/A-18C Serpent’s Head 2 by Badger633 Mission 4: ‘End Mission’ button not working fixed. DCS: F-14 Speed & Angels Campaign by Reflected Simulations Mission 5 & 12: LGB fusing re-saved DCS: F/A-18C Raven One Campaign by Baltic Dragon M02 - Smoke now rejoins better at mission start. Smoke now cuts away correctly. RTB Tanker issues resolved. M03 - Tanking issues resolved. Exxon TACAN fixed. Mission complete Splash Art fixed13 points
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Thread for October patch will unlock once live. Campaign Patch DCS 2.9.8.1214.1 https://www.digitalcombatsimulator.com/en/news/changelog/stable/2.9.8.1214.1/ DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations Mission 2 – Fixed messed up parking stands at Akrotiri Mission 3 Outro – Fixed AAA not firing DCS: Mi-24P Outpost Campaign by Stone Sky All missions are adapted to the latest update of the Syria map. DCS: AH-64D The Four Horsemen Campaign by Fight's On Simulations All missions – Ensured correct gun load out. Elevated EPLRS task to hopefully fix Datalink issues. M2 – Fixed UGLY 5-2 issue. Updated Freq change trigger. M4 – Fixed CH-47 crashing on take off M6 – Fixed issue with Foghorn approaching Apache and causing fratricide at mission start. Added message to explain cockpit door opening at mission start. M7 – Fixed typo in Dim line. Fixed issue with engagement timings. Added/adjusted engagement messages to clear up confusion on when targets can be destroyed. M8 – Fixed initial engagement issues with AI. Added flares to helo point. Updated MGRS coords. M9 – Fixed incorrect CLEAR ENGINE START message. M10 – Fixed CH-47s not pushing to pick up ground troops post mission. Updated Freq change trigger. M12 – Fixed incorrect JTAC freq set by Foghorn. DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking Mission 02. Repair of Checkpoint Foxtrot VHF Beacon Mission 04. Fixed non-functional mission complete trigger. Added additional fallback trigger for insurgent boats. Corrected spelling errors. Mission 05. Added missing F10 map marker for the refugee ship. Set the VHF radio to off for hotstart - no more annoying beep beep during briefing. Added new savegame/checkpoint file in case of mission fail for airstart. Mission 06. Corrected spelling errors. Mission 07. Added cutscene (was previously missing) -> If you already reached mission 8 it may cause a reset of your campaign progress, sorry. Mission 09. Updated kneeboard, wrong freq. for Badger Mission 11. Updated kneeboard, wrong picture for LZ. Corrected & added additional fallback trigger for the northern truck stop scene. Mission 14.1 & 14.2. Edit automatic mission load at the end. (End Credits) Mission 16. Added new Bonus Mission - Operation Redeemer - will be unlocked by watching the credits. Added Coop & CH-47F version of bonus mission into campaign folder - Play the mission with your friends. Added Mission 16 Pdf Briefing into docs folder. DCS: F-14B Operation Sandworm Campaign by Sandman Simulations Added F/A-18C liveries Mission 4 – In-game briefing chart was missing – fixed DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations Multiple versions of Agile Spear showing in the Campaign menu of DCS World. - Fixed. My bad. Thank you Nineline. Mission 7 - Unable to score 100 points. Scoring fixed. Mission 8 - Unable to complete the entire mission. Fixed. Thanks PheonixFC3. Mission 10 - Pig Flight not starting and following. Fixed. Thank you CptJocco Mission 11 - JTAC not lasing, Pigs not attacking when ordered. Fixed. Thank you ornitus. NOTE. Mission 8 into A-10C campaign is required A-10C II module. DCS: F-16C First in Weasels Over Syria Campaign by Ground Pounder Sims Updates to fix issues from changes to Syria map. DCS: F/A-18C Operation Cerberus North Campaign by Ground Pounder Sims Updates to fix issues from changes to Syria map. DCS: A-10C Operation Persian Freedom Campaign by Ground Pounder Sims Added failsafe trigger for Forge 3 egress DCS: F/A-18C Serpent’s Head 2 by Badger633 Mission 4: ‘End Mission’ button not working fixed. DCS: F-14 Speed & Angels Campaign by Reflected Simulations Mission 5 & 12: LGB fusing re-saved DCS: F/A-18C Raven One Campaign by Baltic Dragon M02 - Smoke now rejoins better at mission start. Smoke now cuts away correctly. RTB Tanker issues resolved. M03 - Tanking issues resolved. Exxon TACAN fixed. Mission complete Splash Art fixed Thank you5 points
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Just to make it clear this first update is for campaigns only, the regular content / core update is still planned for the future. Thank you5 points
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As I said before, If you really want to know what a good and realistic spotting mechanic is, just try IL2! I cannot see any artificial dots there and it overall looks supercrisp in my headset. Spotting max distance is heavily dependant on the light conditions, whether it´s a sunny day, dawn or sunset, rainy, fog, and most important; direction of the sun makes a noticeable difference. The sunrays can reflect off any surface, when the right conditions are met. Looking towards the sun isn´t the best idea be able to spot something but is still possible, if you´re lucky. Looking directly into the sun an you´re blinded for that moment. Camouflage works pretty good as well.5 points
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The alignment part has a bug that was fixed for the next update. Id suggest to recheck when it drops, cheers.5 points
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5 points
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Some one has to say something it's not a dictatorship here , or is it . LoL Most of us have spent plenty of money blood and guts working hard to pay and play here .4 points
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Chaff can be dealt with by filters, some logic and range gating in lock. Clutter on the other hand, mainly strong sidelobes, are issue for MTI. And esp for cyrano and its design. Nerf? No... Just proper stimulation of pulse radar with barely working MTI and only pulse guided missiles.4 points
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there is a planned patch today for campaigns only, this thread will be closed and a new one opened for October.4 points
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Please ED can you ensure that there's an option available to switch spotting dots OFF? Whether it's a setting in options, or a line in the autoecec.cfg file like we had before the last update, or whatever other method, please don't make them mandatory. Since the update they're stuck on all the time regardless of settings, and while I understand some people use them and that's great, on my system they're unnecessary and unwanted. The unrealistic ability to spot a tiny jet from 15+ miles away (only for them to almost disappear at 3 miles) really hurts immersion for me.4 points
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Подскажите, как скоро планируется ввести возможность сохранения в одиночных миссиях и кампаниях? Новость в дневниках об этом уже давно как была4 points
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Ok, this is my entry. It's a perfect time because the conflicts in Afghanistan, both US and Soviet, are my favorite topic Travel back to the times of the Soviet intervention in Afghanistan 1979-89. This Mi-24P of OSAP repaint based on the real repaints used in this conflict on the Mi-24P, type - "desert clover" used during military operations in Afghanistan. The skin is based on the real schemes used on the Mi-24P in Afghanistan, the so-called "Afghan clover pattern". This camo was created at that time in two variants, greenish (as a background) and sand-colored (as a background). The repaint also has changed interior elements (pilot, gunner, etc.), includes enhanced weathering too and can be used with any side number (with weathering numbers too). I'm adding a few more screenshots than planned. The skin is a part of my "Szatan Arba" campaign dedicated for Mi-24P. Link HERE. Skin is already for download: https://www.digitalcombatsimulator.com/en/files/3335143/. Personally I don't work in Photo Shop only in Corel, that's why I have files but CPT. I'll export them to PSD and give links later (although it will be very big content). Btw. if this skin were to be published, I can adjust it to DCS/ED requirements (in such a case it would probably be necessary to remove the "wolf and hare" symbol and the pictures from the kneeboard, in the free version these things can be still). Callsign: YoYo DCS username: YoYo E-mail address: PM me Files: DDS files (eventually CPT files)4 points
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Since the first announcement made on here, my project has gone through a lot. We now have a new and improved 3d model, fully animated and almost completely textured. We have an SFM for early stages and are currently looking for somebody with prior DCS EFM experience. But otherwise it is flying well and animations are smooth. Attached are videos and screenshots of where our mod is at now for those interested. For those interested in joining the server for more updates be sure to join the discord server. https://discord.gg/59mHVmgjKr Enjoy, Tory Lead Developer of Project Vark3 points
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Would be nice to give the ground troops a new anti-tank weapon. Currently it's just the RPG and most of the time the vehicle has to be almost in the RPG's face to be effective in the game. This would give the infantry troops a better tactical advantage compared to the RPG. It would give them a much greater engagement range and and effects on a target. I don't think it would be hard to implement and it would be a sweet Combined Arms selling point. Even if you made it call of duty style clu tracking gates3 points
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As we all know, VR can be very finicky, unstable and requires a lot of tweaking. It's common to have something in the VR pipeline crash (headset, Oculus link, cable, oculus software, graphic driver, game itself) and it's also very common to want to tweak settings (headset frame rate or resolution, vrperfkit settings...) I recently picked up MSFS2020 and the fact that you can ctrl-tab to switch in and out of VR, while seemingly a gimmick, fixed or greatly reduced all my VR pains: - Need to tweak settings? Out of VR, change settings, back in. Feedback loop 10 seconds instead of a full game restart + mission load - VR crash of any type? In and out and continue as if nothing happened - Headset runs out of battery? Put it to fast charge for a bit while continuing in 2D - Dog trips on VR cable and disconnects the headset? No problem! This isn't even touching on the more obvious reasons: - People who get sick VR after a while - Switching to combined arms without needing to restart - Switching out of VR for specific missions within a flight (to better see ground targets for instance) All in all, while this seems like a minor nice to have, it's actually an indirect solution to so many problems.3 points
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I never wanted to write a review such as this one on a PIMAX headset, but I think it is only fair to the DCS community I provide my perspective if anyone is on the fence about buying a PIMAX Crystal Light or Super. To provide a little background, I have been a PIMAX 8K Kickstarter backer from day 1, receiving my headset over 5 years ago now, almost 6. I have been flying with my 8K ever since while my close friends purchased the 8KX, and then the Crystal prior to Crystal light being released. I have been flying in VR with DCS and only in VR since I received my PIMAX to exceed hundreds if not thousands of hours (maybe embarrassing to say). I have flown the 8KX and the first variation of the Crystal when it released. All fantastic headsets. My 8K recently stopped working which pushed me over the edge into purchasing a Crystal Light. I would like to start by saying the primary reason I went with PIMAX and backed them from the start was the field of view (200 degrees horizontally). A lot of people like to debate this, but I have yet to actually meet someone who owned an 8K or 8KX for any significant amount of time who would honestly say giving up your peripheral field of view is worth gaining the clarity and sharpness at the expense of being placed in a box. To put it into perspective, sitting in your car looking straight over the steering wheel and down your hood, you should be able to see the passenger and out both windows to your left and right. PIMAX pulled this off and did it very well. It easily surpassed any headset on the market at the time in clarity and FOV. I was sold. The lens in the 8K and 8KX allowed this wide field of view. It was not made of glass, but a high-quality plastic of some sort. Still in my 8K, I can sit back and read all instrumentation and MFDs just fine in every module for DCS. I predominantly fly the Hornet, Kiowa, and Phantom right now along with the Cayuse mod but own every module DCS has made. When the 8KX came out, it too had a 200-degree field of view and pretty decent increase in clarity. I flew this over at my buddy's house to test it and loved it. I almost jumped in on getting one, but the Crystal was right around the corner, so I decided to hold off. I held off for the Crystal which my close friend purchased before I pulled the trigger. This was the first iteration of glass lens PIMAX had worked with. The specs on the original Crystal said 120 degrees field of view Horizontally. The clarity was awesome, but this came at two large expenses. It was battery powered with no ability for a direct power attachment to the PC without a DIY solution and you were losing 80 degrees off your field of view. The field of view loss made me wait because PIMAX was already teasing the 12K and stating it would be bigger in FOV than the 8K and 8KX. That leads us to the sad state we are in now with the PIMAX Crystal Light. The 12K got put on the back burner because PIMAX is stating the 12K was struggling meeting the FOV requirements utilizing the new glass. To complicate things, PIMAX is stating the 12K and even possibly the Super light will require a 2.0 display port on your video cards to process more data through the HMD at one time. No NVIDIA card that I can find even carries a 2.0 DP right now and none on the horizon have been teased. AMD is the only brand promoting the 2.0 DP. To top that off, the 5000 series will be the only cards supposedly carrying the 2.0 display ports. Out of pocket for a 12K and possibly the super, you would need to purchase and new card plus the HMD. Not happening for this guy. You would easily surpass the $ threshold of a brand-new top tier computer for the cost of a card and a PIMAX. When my 8K went out (supposedly), I pulled the trigger on the Crystal Light thinking the FOV would be like the original Crystal, only with some amazing clarity brought to the table. I knew I would need to adjust to the 80-degree loss, but I had no other choice really. I had my concerns though with the Crystal Light and those concerns soon met me full force. PIMAX has taken an approach to a one size fits all method to compete wise with the industry and the cost of a headset. I have always lived by the mindset; you get what you pay for. My first concern was the price of the light was significantly lower than the original Crystal which they do not sell anymore. I first wondered how they could produce a superior headset at such a lower cost but include improved technology. On paper PIMAX originally advertised the FOV as the same as the Crystal. In fact, it was another 5-degrees smaller than the Crystal. It may not sound like a lot, but it is, and I will explain. My second concern was the modularity approach they took to the lens. You can now remove the lens yourself and replace them with a different set. I was really concerned with this because I knew any deviation of a lens not seating properly would cause issues visually in the headset. I was glad to see they had included a corded power source again and deviated from the battery. I decided to pull the trigger but still had my hesitations. I wanted to wait on the Super and man, am I glad I did not pull the trigger. Prior to stating my complaints, note, I have and still continue to fly with my 8K and LOVE it. I wish no ill will on PIMAX and hope they can make some better business decisions moving forward, but I cannot support their future line of products with the quality they are producing now. I already had a bit of a bad taste in my mouth with PIMAX customer service prior to the Crystal Light. My backer package was to include 2 controllers and 2 base stations. They decided not to make their proprietary sword controllers because they were struggling to get them to work. PIMAX decided to go with including steam base stations and controllers. When I finally received my base stations and controllers a year after my headset, they sent an old pair of sword controllers that never went into production and 1.0 steam base stations. 1 base station stopped working 3 months in and the controllers were garbage, never tracking or staying on. PIMAX support at the time said they would not replace the base stations, stating I needed to go through Steam. Steam gave me the finger and pointed me back to PIMAX. PIMAX said my original backer was for sword controllers so that's what I got, even though they never made them officially. I finally trashed the controller ad bought my own 2.0 steam base stations because it was going nowhere. I received my Crystal Light in a few weeks and was thoroughly fired up. With the new US distribution centers and improved customer service, I was a little less concerned this go around. Upon opening the box and getting everything plugged in and fired up, I was immediately met with the smallest FOV I have seen in a PIMAX. To put it into perspective, it was only 15 degrees bigger than the original PSVR headset. I honestly thought there was a setting in the PI tool I had inadvertently adjusted to make it small. NOPE, that was the default view. I fired DCS up and had the same settings as my 8K in both the PI Tool and DCS. Prior to the Light, I was running everything smooth as butter in max settings. I have a top end PC with the latest of every piece of hardware. The performance in the light was absolute trash. Stutters in the main menu, jitters in game, unplayable without going back to the drawing board and starting from scratch with every setting in DCS, NVIDIA, and Steam VR. Before I could even become angry with the performance and figure out what was going on, I noticed a terrible vertical distortion that immediately started giving me a headache after 5 minutes of use. After restarting my computer and attempting to trouble shoot the clear disconnect between the two lenses, I noticed while the headset was sitting in my lap, a clear deviation in height between the two lenses. The right lens was sitting significantly higher than the left. I remembered watching a video on changing the lenses with PIMAX and went straight back to YouTube to check it out. You must remove a set screw in each lens after taking the face cushion off and rotate the lens counterclockwise to remove them. You then seat the new lens into place and rotate clockwise to lock them in and screw the setscrew back in. What they had done with mine was not set the right lens into place and just screwed it on while it was not fully seated. I managed to seat the lens, and it was massively loose, clearly not aligning with the left. Nothing I could do would correct the hardware issue. I tried DCS one more time and could not get beyond a cold start in the Hornet before i had to shut it all down because of performance and the lens being off. I contacted PIMAX and wanted to send the entire HMD back the same day for a repair, on a brand new out the box HMD. I suddenly found myself going down the BS rabbit hole with support again asking stupid default questions such as have you tried turning it off and on, unplugging it, ect.... All I wanted to do was send it into a repair station because it was a hardware defect, not software. No dice. Still more questions. I required a cool down period and had to set all of it down. During this time, I plugged my 8K back in and holy S***, it fired up. Not sure how or what happened, but it has been working since. At this point I did not even want to use the Crystal Light anymore. It was absolutely Crystal clear, no pun intended. Beautiful from a clarity standpoint of view. But the construction and all my fears about the lenses and quality of the HMD were coming true. I tried sitting in the F-4 and it was so bad FOV wise, it felt like you were sitting in a small box. It was terrible. 0 peripheral view. You had to turn your head everywhere for the smallest interaction in the cockpit. It felt unnatural. I finally made the call to send the HMD back and get my money back. A few days later, I received a text from my virtual DCS wingman with the article listed below. I was so relieved to see so many others had the same experience I did, and I was not over exaggerating this. I could not in good conscience recommend this headset to anyone unless you are willing to roll the dice dealing with massive performance problems, a significantly smaller field of view, and possible hardware setbacks from the time you open the box. Customer service is not set up to deal with the level of hardware issues coming in on the Crystal Light. How I play even commented in his video today he has had to put his Crystal Light on the shelf because of the performance issues. I do not think this is all ED's fault. I feel between PIMAX's decision to make an all-inclusive one size fits all model and a poor-quality assurance team for mass distribution of production units has caused a severe decrease in their quality. I am also not happy that they are going down significantly in the FOV. This was their bread and butter. My intent with this article was to provide an honest perspective of the Crystal Light and the progression regression of the PIMAX headset. I feel your best bet if you were to invest money would be to find an 8KX. They run amazing on DCS and still provide an experience you will not find in any other VR headset on the market today. I wish PIMAX the best and hope to see them back on the performance train in the future with another wide FOV HMD. If I can answer any other questions regarding PIMAX for the community, please ask. I probably have an answer.3 points
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That's great but completely side steps the "certainly not 5 years" issue and the total loss of faith the community has in ED.3 points
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we're also still waiting for the P-14. the SA-5/S-200 is somewhat useless without it.3 points
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Anyone looking into this thread in regards to a brand new system build, should post instead in the specific section of the Forums, to get more exposure and assistance. Supposing that you're configuring a custom system (to be built by yourself or somebody else) for DCS, please be aware that some popular performance parts are currently with super-inflated prices, making them a lot less worthy now compared to months before - do not feed oportunist sellers. One glaring example is the AMD Ryzen 7800X3D. For about half of its current cost, you can get a kickass Intel i9 12900K on discount, which is (pretty much) same as an i7 13700K, not that far off of an AMD 7800X3D. To put it simply: as of this date, it can not be beat for the price. And it does not suffer any of the Intel degradation issues of 13th and 14th gen. This is a system built recently with someone, it's mind boggling how competitive it is with AMD 7800X3D or Intel i7 "K" 13th/14th gen systems, for a LOT less money: https://pcpartpicker.com/list/NJ9nsh CPU: Intel Core i9-12900K 16 Cores (8P+8E) up to 5.2 GHz Processor ($264.99 @ Newegg) CPU Cooler: Thermalright Frozen Notte 360 ARGB 72.37 CFM Liquid CPU Cooler ($68.90 @ Amazon) Motherboard: Asus TUF GAMING Z790-PLUS WIFI ATX LGA1700 Motherboard ($229.99 @ Amazon) Memory: G.Skill Ripjaws S5 64 GB (2 x 32 GB) DDR5-6000 CL36 Memory ($179.99 @ Newegg) Storage (NVME x2): - Solidigm P44 Pro 2 TB M.2-2280 PCIe 4.0 X4 NVME Solid State Drive ($138.59 @ Amazon) - Solidigm P44 Pro 2 TB M.2-2280 PCIe 4.0 X4 NVME Solid State Drive ($138.59 @ Amazon) Video Card: Gigabyte GAMING OC GeForce RTX 4080 SUPER 16 GB ($1084.99 @ Amazon) Power Supply: be quiet! Straight Power 12 1000W 80+ Platinum Fully Modular ATX PSU ($139.90 @ Amazon) Case: Montech AIR 903 MAX ATX Mid Tower Case ($74.98 @ Amazon) And these are the other things missing ($20.00 only) from that list: Improved LGA1700 Contact Frame: Thermalright Intel 12th/13th LGA1700 Anti-Bending Buckle ($7.99 @ Amazon) USB3.0 flash drive with 8GB+: Various USB3.0 flash drive choices ($8.00 @ Amazon) This is to use the Windows Media Creation Tool, to install Windows 64-bit Win10 Pro or Win11 Pro (your pick) from that flash drive (here's a video tutorial). Win10 Pro / Win11 Pro legitimate OEM key: (to register the new Windows installation) - Windows 10 Pro OEM Key ($2.16 @ PixelCodes) - Windows 11 Pro OEM Key ($2.05 @ PixelCodes) --> TOTAL: $2340.923 points
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It's there so that if you fly multiplayer on a server, you will be able to see it on the sea, but people who own it can in addition land and launch from it. It's the same as if you don't own the Hornet, you may enter an MP server and see people flying it, but you wont be able to pilot it if you dont own it.3 points
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This is a great mod, thank you for your efforts! Looks gorgeous, runs smoothly, and gives good ol' Caucasus a much prettier look. This mod deserves a lot more notoriety in DCS community.3 points
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Thank you, every update is welcome! Even though the community - like me - was certainly full of hope for further improvements, I'm glad that you've sorted out some campaign bugs.3 points
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George Washington isn't free, it's part of the Super Carrier, which is why you spawn in the air and not on the carrier. The free ones are the Forrestal and the Vinson.3 points
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3 points
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I think ED will be releasing their updated infantry soon. I believe we got a sneak peek of one of the insurgents in one of their latest release videos.3 points
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After this particular journey started 1 year ago, we eventually arrived at something better before we suddenly went back to start. Evidently, ED is repeating itself here.3 points
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Faded paint version. Combat WX version. I made variations of this with different tail panels changed out. Leading edge of rudder or both, so that parts of the checker board are missing. Depending on which 100 yr Anniversary CLEAN 100 yr Anniversary Combat WX3 points
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Added. F10 label to add FPA/FPB waypoints Label name: “FPA*”/”FPB*”, where * denotes the channel index (1-29) FPA has higher priority than FPB, thus processed ahead of FPB labels If there’s FPA12 label, then all FPB labels with index smaller than 13 will be ignored Existing flight plan has higher priority than newly placed F10 labels If nav system already has FPB with channel starting from 15, any F10 FPA label with index greater than 14 will be ignored.3 points
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Many, many times. They’ll do it when they do it. And not a moment sooner. Same as it ever was.3 points
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3 points
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Yeah, IADS is sorely needed - even if it just meant AI groups communicating with each other. Right now, without this functionality, I can't even set up how an S-300PS would normally be deployed IRL, i.e: Have a group consisting of 1 5K56S PBU and 1 5N64S RLO [Big Bird-B] (+ the RLO's 5S17/18-equipped MAZ-7410 tractor), this consistutes the command and control element. This will in turn control: 2-6 missile batteries (2-3 for a regiment, 5-6 for a brigade), each containing: A 5N63S RPN [Flap Lid-B] Up to 4 launcher platoons, each consisting of: 1 5P85S TEL Up to 2 5P85D TELs A 5N66M NVO [Clam Shell] I'd ideally want them in separate groups, because this enables shoot-and-scoot mechanics without the whole regiment/brigade sharing the same waypoints (vastly constricting my options, if not making it outright impossible) and making it easier to separate the missile batteries for triggers. I currently can't do this without having the whole brigade/regiment as one group, which also leads to missiles fired by one battery guided by the radar of another, even if distantly separated and if the firing battery doesn't have line-of-sight to the target. IADS functionality would enable me to set this up properly, while having desireable shoot-and-scoot mechanics. The Patriot suffers from a similar issue and that also already has higher echelon elements (such as the AN/MSQ-116 ICC and the OE-349/MRC AMG). Ideally though IADS functionality should be at the brigade level and should integrate EWRs, interceptors/DCA aircraft and things like SAM sites and have them coordinate with each other. There are also other SAM improvements like no-fire sectors, primary and secondary target lines (for things like Patriot), ARM decoys etc. A "detected in zone by unit" condition would also be fantastic for influencing things like EMCON.3 points
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3 points
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Greetings, The GB-6-SFW glide bomb is very obviously doing some attempt to correct for wind by offsetting the release point to allow the sub-munitions to drift in the wind onto target. Except it doesn't currently work. In the scenario I set up, I have an aim point at the bunker+bullseye and a severe wind, 20kt at ground, 40kt at 1600ft, blowing northward. If I launch the weapon so that it travels perpendicular to the wind (i.e no tail- or head-wind), the sub-munitions are released late as if to compensate for a head-wind. The weapon also overcompensates by steering to much into the wind causing the sub-munitions to land upwind of the target. See the replay: GB-6_90_degrees.trk The resulting engagement pattern: If I instead launch straight into the wind, no compensation happens at all and the sub-munitions are releases right above the intended target as there was no wind: GB-6_180_degrees.trk It seems as if the offset in the direction of travel is calculated using the wind component perpendicular to the direction of travel, which must be incorrect. To test this hypothesis, I tried launching at 135 degrees from the heading of the wind (splitting the difference between flying perpendicular and head on to the wind) the sub-munitions landed at the opposite side of the target from the above picture. If I split the difference again and launch at 112 degrees, I get a hit!: GB-6_112_degrees.trk Also, launching with a tail-wind causes the weapon to despawn without releasing any sub-munitions. Kind regards Gronank2 points
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Hi fighters! Congratulations on the map update. Let's see what's new. The update was conceived as a minor one: we first collected your wishes on the forum and worked on them, while simultaneously conducting optimization. But in the end, we decided to add new objects and expand the functionality for pilots and mission creators: Attack aircraft, new targets have been prepared for you: many military bases have been added. Helicopter pilots, many opportunities are open to you, your flight geography has been increased. Check out the map: you need to deliver personnel and cargo to military bases, pick up a general from a new training ground, or make a difficult landing at a stadium. What we have in the release: The scenes of 51 airfields have been improved. Improved scenes of 50 military bases: - Syria 30 - Israel 8 - Lebanon 3 (UN bases) - Turkey 2 - Cyprus 7 61 new military bases have been added: - Syria 24 - Israel 17 - Jordan 5 - Lebanon 15 Helicopter pads have been added to 93 military bases. Helicopter pads have been added to standard hospitals, stadiums, and oil fields. New facilities have been added: a typical hospital, T-55, BTR-60, a gas torch, large flags, liveries for the a300, airfield radars, a weather site. The territory of the central part of Israel has been added. Missing parts of the aeronautical charts have been added. The models were optimized. Scenes have been optimized. Fixed: - increased parking size for F-4E aircraft at Sayqal Air Base; - lighting in the hangar of the Incirlik Air Base; - taxiways at Muwaffak Salti airfield; - the size of parking lots for C-130 and Il-76 aircraft at the Amman airfield has been increased; - changed the Amman airfield icon in the mission editor; - part of the fence has been moved away from RUNWAY 26 at Gazipasa airfield; - Added an air traffic control tower at the King Hussein Air College; - added an air traffic control tower at the King Abdullah II Air Base; - objects on Patriot launch pads at Muwaffaq Salti Air Base have been removed; - added runway and taxiway signs at Prince Hassan Air Base; - TACAN upgraded to VORTAC at Prince Hassan Air Base; - ILS identifier and frequency at Prince Hassan Air Base; - relief of the monument to the unknown soldier in Damascus; - relief Sanctuary of Notre Dame du Lebanon in Beirut; - broken road and bridge near Latakia; - many visible joints of earth textures; - a lot of minor flaws in the relief of the map. - the size of parking lots at Dumayr, King_Abdullah_II_Air_Base, Shayrat, H3 Southwest, Damascus, Adana, Abu_Ad_Duhur, Al_Qusayr, Aleppo, Herzliya airfields has been increased. 1. Military bases. More than 100 bases across the map. 2. Tank training grounds. In addition to the training ground, they include a military town, warehouses and garages for equipment, and helipads. 3. Hospitals with helipads. Try yourself in the difficult conditions of the city. Watch your altitude! 4. Torches and helipads at oil and gas fields. "It's not personal. It's just business" - fuel is always needed. You will have to transport a team of workers or guard these objects. 5. New objects. Surely you have seen such flags, now you will have no doubts over which territory you are. Added civilian airfield equipment and diversified static liveries. 6. Night. It's just beautiful Fly, have fun, leave reviews - we read everything, but do not relax: we hope that in October we will be able to please map users with news about another update.2 points
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You had old spotting dot implemented before. You don't need to reinvent it. Just put it back where you found it.2 points
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With Hornet out of Early Access, albeit without big announcment trialer teaser, I would welcome and even spend few bucks on its visual uplift to standards seen in F-4E & CH-472 points
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You're right, but you are not allowed to say it due to 1.15 rule.2 points
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Yeah, all CVNs are available in MP and ME but you cannot use them all properly without SC module.2 points
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As a customer: Nice idea, for sure! As a business owner: Yeah, will never happen! You could as well make a poll about free ice cream......2 points
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The problem is It's about trying to make an aircraft visible to all players at distance X regardless of the resolution they're playing in. No dots, and the person with not enough resolution to show the aircraft at distance X would see nothing, and is at a disadvantage. With dots, the person with not enough resolution gets an artificially large visible target and gets an advantage. For SP, fine have a toggle and do what you want, but for MP any toggle swaps the advantage. Until everyone has screens/headsets with human eye levels of resolution, so there's enough pixels to render something realistic at all distances, I'm not sure what the best solution is?2 points
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thanks for these tests, they're great We hadn't thought about the vehicle routes either ^^. So it's normal for there to be inconsistencies, because it's trying to stick its path (certainly) on an existing road. There, I could only put ‘offroad’, I don't see any other solution. The paths are written ‘hard’ in the DCS code, we won't have access to them, apart from the ME.2 points
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The translation may not be the best but ultimately the expected result is not good. Given Vader's comments it would have been better to wait before implementing this new radar modification which is not satisfactory for me, especially compared to other devices (F16 for example)2 points
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You mean the vanilla mod without any modification? Yes it runs fine on my end, I've been playing in Sinai for a week building some missions. No issues.2 points
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Recently I've been flying a bit on Kola again and I have to admit that after the last two big updates the map looks simply great! There has been a lot of progress, in fact I'm waiting for some campaigns (they are on the way for F-16 and 18 and AJS-37 as well) over this area but for some time now it has been one of my most favorite maps. Crg!2 points
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Or in the next patch after that next patch or in the next patch after the patch after the next patch. No one knows.2 points
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Yeah and the missile battery (minus the Clam Shell) already facilitates shoot and scoot mechanics. But the current lack of IADS functionality means that I cannot relocate the command and control units independently to the missile battery (well, if the Big Bird supported being towed and if we had a 9S17/18 equipped MAZ-7410 tractor for it), as it should IRL.2 points
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2 points
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MEDUSA ENGINE (DCS: BO-105) The BO-105 has two engines of type Allison 250-C20. The engines drive different devices in the helicopter, starting with the rotor system down to the heating system. The difficulties in the simulation are the endless number of physical parameters influencing the behavior and efficiency of the engines. In a simple software solution, all the possible parameter situations are solved in an IF, THEN, ELSE solution. This cannot cover all possible parameter combinations and normally it results in imprecise and unexpected situations. The use of the MEDUSA software system offers a smart possibility to simulate such a system close to natural behavior. In MEDUSA, all different parts of the engine are divided into autarkic tasks. Every task calculates its function along physical graphs and makes the result available to all neighboring tasks of the engine. The Gas Generator in our simulation is divided into the following tasks: MEDUSA Engine Control Task Engine Control observes the Pilot’s Control Handle, which defines the intended percentage of the engine power. To maintain the intended engine power, the power control circuit controls the fuel injection into the combustion chamber and, if necessary, the use of the air bleed valves at the compressor stage. MEDUSA N1 Compressor Task The compressor stage consists of six axial and one radial blade elements. It compresses the air in a ratio of 6.2:1.0. The air temperature, pressure, and density increase depend on the compressor’s rounds per minute (RPM). In the simulation, both values are calculated exactly along their physical graphs, including the mass acceleration and drag of the spinning compressor. During engine spooling, the compressor is driven by an electrical generator. As soon as the compressor RPM reaches the kerosene flashpoint temperature, the combustion in the combustion chamber is ignited. The compressor is then driven by the N1 Van hot air stream. MEDUSDA Combustion Chamber Task The combustion chamber receives the compressed air stream from the compressor. In the simulation, the correct flame parameters for the kerosene amount and burner temperature are calculated. Here, the amount of available oxygen and the temperature from the previous calculation loop are taken to calculate the final percentage of burning fuel. This determines the air gas expansion, causing a hot air stream to leave the combustion chamber. While the hot air stream passes the N1 and N2 sections, it cools down to reach a temperature measured in the turbine outlet. This temperature is shown in the cockpit to monitor for exceptionally hot or cool turbine outlet temperatures (TOT). MEDUSA N1 Van Task The N1 Van is the first station reached by the hot airstream. The Van is mechanically connected to the compressor. It is driven by the hot air stream and produces torque to drive the compressor. This takes about 55% of the energy generated in the combustion chamber. The simulation calculates the torque by the speed of air and the air density. MEDUSA N2 Van Task Behind the N1 Van, the N2 Van is installed. The N2 Van has a mechanical connection to the gearbox, driving the rotor via a transmission, constructed as a freewheel system. This ensures that the rotor system may have a higher RPM than the RPM produced by N2. The freewheel is important for an autorotation procedure. The N2 Van uses the remaining 45% of the hot air stream to calculate torque to drive the rotor via the gearbox. Even here, the simulation calculates the torque by the speed of air and the air density. All tasks are influenced by the ambient parameters of outside air temperature and outside air density. Both parameters depend on the current geometric altitude. The advantage of the MEDUSA system is, that the result is produced automatically. Thus, the maximum performances, like maximum altitude with different loads and changing ambient parameters, are presented as in the real world. The only exceptions are the load-bearing capacities of mechanics and materials. Here, the fixed limits from the documentations are used in the calculation. Conclusion Every device in the helicopter, like engines, generators, … runs its own MEDUSA thread. A MEDUSA thread executes a list of tasks as described above for a Gas Generator. The advantages are: The advantageous use of multiple kernels in a computer system. Easy to understand software organization. Encapsulated and autarkic software snippets. Simplified software changes without side effects. (With the exception of effects, which would happen in the real world). null2 points
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