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  1. Good Afternoon/Evening everyone and Happy Saturday. I have released the Italian Mod Pack Version 1.0.0 BETA. The mod pack includes the Comandante and FREMM Frigates Alpino & Luigi Rizzo with Liveries. Features are shown below. KNOWN Issues. Known issues will be corrected in version Two. FREMM Frigate hull numbers are blurry when viewed far away. FREMM Frigate Damage Textures I will release the Paolo Thaon di Revel class patrol vessel in version two with the updated FREMM Frigates. Cavour and Horizon Class Frigates will be future mods. I know everyone here has an opinion of how mod weapons should function in DCS. If you recognize a weapon that can be tweaked. Please PM me with your findings. Thanks Enjoy, everyone. Please PM me for any major technical issues with the mods. Thanks.
    16 points
  2. Great bbtbmb, post some photos of your task force. Thanks. Good Morning, Everyone. I hope you're enjoying the mods. I spent all afternoon reworking the FREMM Textures. I will finish them today and import the weapons from the other mods. I'm not great at texturing mods but I do my best. I use my imagination and photo references.
    13 points
  3. Here is a tutorial that shows how the Fog looks from within the Mission Editor ... loved that it can be scripted:
    10 points
  4. Don't assume my pigmentation. No. I specifically asked for a minimum of 10,000 development hours. I admit to being disappointed at the reduced workload. Notwithstanding that, I remain very pleased to see the new fog effect implemented.
    9 points
  5. VWV Development Pipeline Several planes and ships are currently in development for Vietnam War Vessels. The Fletcher FRAM II upgrade class, developed by Hawkeye60, is progressing well, though some weaponry issues have been identified during testing. Efforts are underway to address these. Another Fletcher variant, The Sullivans, created by James J. Jackson, represents a less-upgraded Fletcher class retaining four main turrets. While this ship did not see action during the Vietnam War, it makes a great addition to the collection. Hawkeye60 is also working on the USS Card, a WWII escort carrier converted into an aircraft transport. Notably, this vessel was sunk by VC divers in 1964 but was later salvaged and repaired. On the aviation side, the MiG-21MF is awaiting its final texture and is expected to enter testing later this year. Work has also begun on converting Helijah's A-5 Vigilante for DCS, a process that will take time, but we aim to release it by the end of 2024. Additionally, updates and fixes have been made to Maddox and Bon Homme Richard and Skyraider, enhancing their functionality.
    8 points
  6. With the next update, we will be adding this new Supercarrier feature. To add additional detail for players, and particularly mission builders, we have attached an updated version of the Supercarrier guide that discusses the new director features in greater detail. Best wishes, Wags DCS Supercarrier Operations Guide EN.pdf
    7 points
  7. In this DCS: Supercarrier update, we’ll be looking at the new deck crew feature that allow plane directors, yellow shirts, to direct player and AI aircraft from parking locations to catapults and from the landing area to a parking location. This is supported in both single player and multiplayer with the option to disable. We’re currently behind the six pack and waiting for the division ahead of us to launch. I’ve already got the APU running and have completed my checks. To start the new deck crew, launch procedures, we need to alert them by either selecting the Salute command from the Ground Crew radio menu or pressing the Left Control + Left Shift + Left Alt + S key combination route. If you decide to use the hot key, you may certainly wish to bind to a simpler key press in the Controls set up for Supercarrier. Our plane captain has now given us the engine start signal, and we have an “Awaiting engine startup” message. Let’s crank the right engine. Once we do, the message will be removed and replace with an “Awaiting salute gesture message”, meaning, the when next give the Salute command, we are indicating our readiness to taxi. With that done, I’m going to skip ahead to the next phase. When we are ready to taxi, we’ll give the Salute command again, and the plane captain will hand us off to the plane director ahead of us, marked with the purple icon over his head. As mentioned earlier, these helper icons are optional. At this point, we precisely follow the plan directors as the pass between each leg of the route to the catapult. Trust the directors, even if you think they are going to taxi you off the deck. Deck crew direction is quite similar after landing, and it will direct you from the box to a parking location. Once landed and the hook and flaps are raised, you must then taxi forward and not immediately taxi out of the box with no direction. Once you taxi ahead, a plane director will direct you out of the box and hand you off to the next director. If you wish to rearm, refuel, repair, or re-launch, you must first taxi and stop at the directed parking spot. Do not taxi directly to a catapult. Once at the parking spot, you will be rotated 180-degrees, and a menu appears that gives you the mentioned options. You can toggle this on or off by pressing Left Control + Left Alt + Left Shift + P. If the route to the catapult becomes blocked, you will be teleported to a different parking spot with clear route to a catapult. If you get stuck or just want to skip the taxi process, you can press Left Control + Left Alt + Left Shift + T to teleport to the parking spot. While we’re waiting, let’s go over some important points: From the Controls, Supercarrier tab, we have several new options that include the ability to enable this new deck crew feature, or only just the deck crew around the catapults as before. The ability to toggle purple helper icons over the active plane director. Toggle on or off deck taxi messages. Limit your maximum speed on the deck and have simplified signals. We’ve changed how wheel chocks work. They will now only be removed once taxi clearance has been given. It’s very important to follow plane director orders as carefully as possible and only launch from the catapult directed. When in multiplayer, we strongly recommend NOT conducting launch and recovery operations at the same time. Better to complete all of one operation before doing the other. If not, there could be plane director errors. When landing, it’s also very important to contact carrier ATC and follow instructions properly. To not do so will cause wave offs.
    7 points
  8. This is EXACTLY why we should be able to turn it off. That way you are accommodating more people's preferences, instead of forcing players to play how YOU think their preferences should be. I can't play DCS right now, it is the Best Sim in the world IMO and now with these stupid dots it has turned into an arcade game. Please hurry on the fix, I miss flying!
    5 points
  9. In this DCS video by SUNTSAG Ancient Gamer we get an overview of how to use the new fog and selection tool within the mission editor for DCS. This will be available in the next update. Thank you
    4 points
  10. Bignewy, I don't believe I'm only thinking about myself. It seems to me that I am not the only one who wants to be able to disable spotting dots and many have different configurations than mine. But once again I'm not about the conflict, I'm thinking about a transitional solution. And as I said above I will be the first happy when it works. But for the moment no choice. And it's this choice that you don't want to grant and I don't know why. If it's impossible for x reason then say so. As I said in an old post I prefer to hear the truth even if I don't like it. thank you for listening
    4 points
  11. Hi there, New released version 1.3.2 https://github.com/iquercorb/OpenModMan/releases/tag/1.3.2 Changelog: Fixes issues and inconsistencies related to Library folder and Mod folders changes tracking. New flexible dependency resolving mechanism allowing version number wildcard. New flexible dependency resolving mechanism Open Mod Manager now have a more flexible dependency resolving mechanism that parses wildcard * in version number of declared dependencies entries. It is now possible to declare dependency in the form : Mod_name_v* or Mod_name_v1.* to allow any version of the declared Mod to be selected as compatible candidate. In case of multiple candidate (If multiples versions of the same Mod are available), the one with the greater version is selected. Beware, the mechanism only work for version numbers, this mean that if you declare something like Mod_name_* (without the v), the parser will simply ignore the * and consider you declared the dependency for a Mod named Mod_name_* (which is not a valid file name).
    4 points
  12. And you are the black knight? Show me the knowledge you have on ED ‘s development plan. Do you know for a fact that people working on supercarrier and fog would do new modules? Is it the same competence? And do you really know if your opinion is on line with rest of the community. Be careful about that approach, I would have respected your opinion if it was intended as one. By your logic we would fly in a dead environment with 3 times more modules. And I for one find it boring.
    4 points
  13. All fixed internally. Thank you for your report.
    4 points
  14. Обратите внимание на важные моменты в этом видео: 1. Не разгоняйтесь при рулении (впрочем, вам этого и не позволят сделать). Рулите аккуратно и ровно. 2. Рулите строго по указаниям директоров. Даже если вам кажется, что они показывают неправильно и ведут вас не туда - рулите куда указывают. Например, обратите внимание на этап подруливания к катапульте на видео - директор показывает игроку поворот вправо, хотя инстинктивно хочется довернуть прямо к стартовой позиции. Особенно это касается заключительной части процедуры руления на кормовые парковки после посадки, когда вас направляют "прямиком за борт", а также руления к 4 катапульте. 3. После 2..3 рулений надобность в метках активного директора (фиолетовые "капельки") отпадёт, вы легко будете ориентироваться в работе "своей" рулёжной команды.
    4 points
  15. just wow.. not too long ago we got amazing clouds.. this is just going to add just an extra layer of immersion. yesterday i saw my first Ice Halo for first time... i guess i will have to hold off from my F14 motion flight with fog and carrier update coming!
    4 points
  16. I've had a lot of fun in this little helicopter the last days. Mostly just trying to fly it into the tiniest spaces and see whether it fits:
    4 points
  17. Another question. After recovery Wags is taxiing to the stern thru the deck. What if there are other planes in the pattern and next one is already in the groove?
    4 points
  18. Here is a quick update from last night. Did a tour of our updated FARPs using the VAP pack assets. Loving the feel of this now. We will start adding smaller things like ammo cans and other smaller details pending no impact to performance. Kandy just upped the immersion level this morning (have not had time to test it out yet) and added fog to the Jungle. Hopefully it does not tear up performance too much. Coincidentally the ED news letter spoke about new fog changes coming in the next update. Fired up.
    4 points
  19. Imagine being mad because ED improves weather in a FLIGHT sim... I often criticize them, but come on.
    4 points
  20. 15 November 2024 Dear Fighter Pilots, Partners and Friends, Our new fog system will at last be coming to DCS in the next update! For the past three years we have worked hard on delivering a radically new fog solution that will dramatically change your level of immersion in DCS. Please read the Volumetric Weather White Paper. It’s with great pleasure that we also announce the deck crew director system for DCS Supercarrier also coming in the next update. This long awaited feature will direct player and AI aircraft from parking locations to catapults and from the landing area to a parking location. Please read the details below. We’ve also included an update from Aerges on their Mirage F1 and upcoming F-104. Aerges are making impressive progress and we can’t wait to see what you think! The F-16C Arctic Thunder Campaign by Reflected Simulations will also be available in the next update. This intense F-16C Viper campaign over the Kola map will include 10 missions and over 2,000 voice lines. Check it out below. Thank you for your passion and support. Yours sincerely, Eagle Dynamics New Fog Effects Enhancements The next update will feature substantial enhancements to DCS weather in particular a new state-of-the art fog and dust rendering system. This highly immersive solution, which took more than 8’500 man hours to develop, allows both automatic and manual fog generation and accounts for sensor and AI line-of-sight blocking. It is calculated with our future spherical Earth in mind and can be highly variable based on density and altitude. It supports self-shadowing, blends with clouds, and is fully animated with moving cloud banks. Scenes from the early morning and evening hours are particularly convincing and offer a surprisingly realistic atmosphere. Please do read our detailed white paper here: Volumetric Weather White Paper. New Supercarrier Plane Directors Development Report When DCS: Supercarrier was originally released, it included a rich set of deck crew and animations that mimicked the process of taxiing on to the catapult and launching. In the next update, we are delighted to announce the added feature of plane ‘directors’ (yellow shirts) who precisely marshall aircraft from their parking space to the catapult. This usually involves multiple plane directors passing control from one key position to the next ensuring precise hazard free taxiing of the aircraft to their designated catapult. After landing, the same new director system will marshall players and AI aircraft back to their designated parking location. While the process of creating this for single player was a challenging task given the myriads of ways the process can be interrupted, the multiplayer aspect was far more complex than ever contemplated given the numerous ways multiple human players on the carrier deck could “break” the system. This led to more than four times the development initially budgeted for this feature and we apologise for the delay and hope you will enjoy the experience. Regarding the CVN-74 John C. Stennis, it is available as both a free aircraft carrier and as part of the Supercarrier module. This allows the Stennis to be used by pilots that own and do not own the Supercarrier module. For now and to maintain this compatibility, deck crew will not be supported for this particular aircraft carrier. We are working on a solution to resolve this in the future. F-104 Starfighter Development Report Aerges is pleased to update you on improvements to their Mirage F1 and C-101 and progress of their F-104. Mirage F1M MFD and HUD symbology, as well as their respective avionics logic, are in an advanced state of development. Much work is being done to polish the F1 systems in addition to fixing bugs reported by our community. Attention has also been made to the C-101 in order to keep it up to date and bug free. There has been an overhaul of the code structure to allow more effective coding and feature-sharing between the F1 and the upcoming F-104. Research continues on radar picture rendering and physics improvements. The resulting technology is also expected to be used for the F-104. Coding of the F-104 flight model and general aircraft systems is complete, as well as initial flight model validation. This includes engine, hydraulics, electrics, fuel, controls, armament, and miscellaneous systems. Avionic systems and integration with the cockpit animations and inputs is currently in-progress. The F-104 external model and cockpit textures are the result of a thorough research that included laser scanning. The next step will be the creation of the set of liveries. Please check out the F1 and F-104 development progress video. F-16 Arctic Thunder Campaign by Reflected Simulations February, 2024. Finland is on the verge of joining NATO when the unthinkable happens: Russian armed forces cross the frontier into Finland accompanied with massive air strikes. Its NATO allies immediately join the conflict to push the bear back across the border. Reflected Simulations’ F-16C campaign over the Kola map is based on real life events and tactics. Strap into a US Air Force F-16C Viper against a formidable threat. Take part in study level, highly realistic missions such as CAP, CAS, SEAD and precision strikes. Follow real life procedures in unprecedented detail. Launching simultaneously, a companion F/A-18C campaign by Baltic Dragon will be available that is woven into the same storyline. Now is an excellent time to purchase the Kola map! Experience what it would be like to fly as a fighter pilot in a large-scale air war today. Key Features: 10 immersive missions with a variety of different tasks: CAS, X-CAS, CAP, escort, pre-planned strikes, and more. An interactive intro mission that guides the player through the most important aspects of the campaign. Operations from road bases in Finland. Over 2,200 lines of dialogue with voice-overs. Custom ATC interaction for all the missions. Optional use of air-to-air refuelling or the choice to skip it. Detailed documentation, flight plans, maps, and target information available in both PDF format and from within each mission as part of the kneeboard. Thank you again for your passion and support, Yours sincerely,
    3 points
  21. In the video, the final parking area for the Hornet was in the Helo hole which is only used during CQ during workups to deployment and training RAG students. It would only be used during these periods due to there being far fewer aircraft on deck than normal. For cyclic and combat operations, that area would be filled with helicopters, an E-2 just forward of them and possibly some overflow from the junkyard. Will the AI be able to compensate for the area being occupied and will it know about the difference in setup? Similar to the previous question, I set up my decks with real life placement of static objects to enhance the immersion when operating on the ship. Will the plane directors be able to see and avoid static objects placed on the deck? Will mission builders have the option to disable catapults due to having static objects parked on them? Upon landing, a yellow shirt should have been standing next to the foul line to assist the pilot in the untangling of the wire from the hook if needed and direct the aircraft out of the LA to be de-armed. In cyclic and combat operations, once out of the LA the aircraft would be directed to point its nose at EL1 (which was kept clear of parked aircraft specifically for this purpose) to be safed up and de-armed before proceeding to its parking area. Additionally, in the same vein, there should be an arming step on the Cat. Will arming and de-arming be included at any point? In the video I couldn't help but notice that a lot of time was spent in the LA and when the jet finally got to its parking spot in the Helo hole its nose was sticking across the foul line into the LA. Anything crossing the foul line would cause a foul deck wave off of the next jet. Will this be issue refined further? The teleporting mechanic is a bit immersion breaking. Is that just a placeholder until a more realistic pushback mechanic can be implemented?
    3 points
  22. Well done, ED! Personally one of the most highly anticipated features and the fog looks absolutely stunning! Already looking into creating interesting missions with a twist to it...
    3 points
  23. exactly the same for me! I‘m out of DCS since October 2nd and i really miss it too. Hopefully we don’t have to be „patient“ to have a true off option to until 2026 or so..
    3 points
  24. This is the sad part. We just want the ability to turn them OFF in VR. That's it. Figure out all the rest later since its more difficult than it really needs to be. Just the ability to turn them OFF in VR.
    3 points
  25. null Totally agree, I expected that it will be invisible force pushing you backwards to the parking spot instead of teleport. Kinda disappointing. I hope the work continues and teleportation won't be absolutely necessary.
    3 points
  26. As per news also not for the Stennis at the moment. Do you have a source on that F-14 compatibility info? I had my jaw dropped the whole time watching the video above up until the last minute where it turned automatically 180 and Wags also said about automatic teleports. Oh boy - unrealistic! I could just Esc/quit and call it a day after the mission but I want to at least do a proper shut down procedure without the magic 180! Can this be optional?
    3 points
  27. Okay I have to admit new supercarrier looks pretty amazing: You can also see some fog effect in the video.
    3 points
  28. Если вдруг кто не видел. Лично я впечатлён. ED Team респект. Ещё бы подобное в грядущем USS Enterprise
    3 points
  29. Splash_Damage_2.0.5b.lua 12 november 2024 (by JGi | Quéton 1-1) - Tweak down radius 100>90 (Thanks Arhibeau) - Tweak down somes values 20 january 2024 (by JGi | Quéton 1-1) - added missing weapons to explTable - Sort weapons in explTable by type - added aircraft type in log when missing All Credits for = Quéton
    3 points
  30. Will it actually work properly with the Tomcat within a reasonable timeframe? I get that sometimes it takes a patch cycle for third parties to accommodate ED-driven changes, but at this point I've waited years to have it all working as well as it does for the Hornet.
    3 points
  31. The fog and the deck crew features are looking pretty good and are certainly welcome. That F-104, though. That's the real winner.
    3 points
  32. Hab die Base jetzt seit 2 Wochen und bin ziemlich begeistert. Man muss sich ein wenig mit den Einstellmöglichkeiten der Software auseinandersetzen, was aber recht selbsterklärend ist. Die Direct FFB Signale der einzelnen DCS Module sind nicht immer perfekt optimiert. Mit Telemetry FFB kann man aber so einiges anpassen, was dann mittels Integrated FFB mit den Direct FFB Signalen überlagert werden kann. Nur, die vorgegebenen Werte im Telemetry FFB sollte man nicht einfach unbedacht übernehmen. Vieles von dem was man eigentlich erwarten würde, wie z.B. FFB beim Waffeneinsatz, ist gar nicht aktiviert. Die Standardwerte sind auch meistens nicht zielführend. Man muss dann so ziemlich alles anpassen, bis es sich so anfühlt, wie man erwartet dass es sich so vermutlich in echt anfühlen würde. Das Ganze bleibt natürlich völlig subjektiv, solange kein Real Life Jockey mal seine Profile teilt (Wunschträum...) Resultat: Die Phantom ist endlich gut trimmbar und bietet bestes Feedback wenn man versteht, wie das System mit Bellows und Bob Weights funktioniert und sich demzufolge anfühlen sollte. Landungen klappten auf Anhieb ohne negative Kommentare von Jester. In manchen Situationen muss man auch echt kräftig ziehen. Die Base kann ausreichende Kräfte entwickeln, wenn sie befestigt ist. Auch mit 10cm Extension. Den Stallbereich fühlt man sehr gut. Die Vibrationen gehen durch das halbe Rig. Ich fühle sie im Sitz und auch in den Pedalen. Man fühlt den ganzen Flieger und wie es ihm geht. Der Huey ist jetzt einfach nur noch traumhaft zu fliegen. Man fühlt das Klopfen des Rotors im ganzen Rig, der ganze Arm wird durchgerüttelt. Und das Trimmen ist nun endlich wie es sein sollte. Die einzelnen Module sind aber sehr unterschiedlich in Bezug auf FFB ausgelegt. Die F/A-18 ist leider sehr synthetisch vom Gefühl her. Das ist sicherlich auch der FbW Technik im Reallife geschuldet. Je analoger der Flieger, desto besser ist das Gefühl. Bestellt habe ich direkt bei Moza. Die Lieferung hat 2 Wochen gedauert. Nur die Kommunikation war etwas seltsam. Die Versandbestätigung aus Hongkong kam 30 min bevor der Postmann vor der Tür stand Edit: Achja, alle Änderungen muss man mittels "New Preset" speichern, wenn man sie bei nächsten Rechnerstart noch haben will. Jedes Mal! Man kann aber jedes Mal den gleichen Namen vergeben um Änderungen am Profil zu speichern. Gruß Patrick
    3 points
  33. Wags just released a new update video of the animated deck crew:
    3 points
  34. Okay maybe not very shortly but I've done it now.
    3 points
  35. Are you serious? Been asked for by the community as long as I've been here! You're not alone buddy! Our numbers are numerous! Fair question! @Bucic Everything you wrote!
    3 points
  36. Друзья, представляем вашему вниманию русскую локализацию мануала на Фантом. Надеемся что наши труды помогут в освоении этого легендарного самолета. Руководство F-4E - Heatblur F-4E Phantom II Перевод закончен, осталось немного откорректировать текст для лучшего восприятия. Если встретите неточности или огрехи напишите в личку, исправим.
    2 points
  37. Mirage F1, Phantom, MiG-19, MiG-21, F-5, MiG-23, MiG-25, Su-22, Su-25. If you want to go with mods, A-4. All those are roughly balanced. You can add the F-14A but it would be much better than anything else, like it was in real life during that period. If you want to push to the late 80's you could add the Mirage 2000, F-15, F-18 and F-16 (without AMRAAMs), Su-27 and MiG-29 (without R-77 if you use the S version). For AI, avoid MiG-15 and MiG-21. Their AI flight model is broken unless you add some weight via scripting. F-5 is questionable too, and F1 is annoying in the sense it can fly with perfect control at minimum speed without stalling, in situations YOU flying that plane would drop down like a brick. The rest are decent. SA-2, SA-3 and SA-6 for the red side. Hawk for the blue. If you go into the 80's there are more modern systems, but they become too good for these older planes, at least in my preference. For AAA units, red side ZSU-23-4 and 57-2, M163 for blue. The 23-4 will absolutely murder anything that gets into range. I don't know how realistic is that, but is something to have in mind. You can add older artillery for variety, like the Bofors or the 100mm for the soviets.
    2 points
  38. Two more comments. After recovery, while taxing out of deck, why there is a yellow text to fold wings? There is a hand signal for that. 2-3 years ago ED proudly announced changing deck crew "backend", adding sceleton, which supposed to make animations easier. So why we don't have "fold wings" signal. Also after recovery there should be first hand signal for hook up, when hook clear the wire.
    2 points
  39. That so sad. I built an emergency engine cutoff handle to avoid damage to my platform but restarting the platform everytime I get shot is annoying, yes. I am praying the Cat Hookup oscillation is fixed with the new update. Deck crew looks so good. Thannks ED.
    2 points
  40. There's no update until Wags says "What's that <aircraftname> doing there?" at the end of an official video on a completely unrelated subject.
    2 points
  41. DCS is the best simulator and there is no other that can compete with it. I will buy the F-104 on the first day! Thank You ED!
    2 points
  42. This is better than a paid module in my book. It’s maintained properly. First off, it’s conceived and built with a passion to create and in the knowledge that they may never earn a penny from it. It’s a gift to the whole community and for those that can afford to there’s a way to repay Tobi & Eightball for all the work they’ve put into it. - So do . The first few glimpses we had of it were impressive and it’s just grown better and better all the time. I could barely fly choppers when this was released and I wrecked hundreds learning to fly it, enjoying every minute. It’s a blast to fly, loads of fun, looks great and like I already said, comes from a good place. Not only that, it comes with an assets pack that’s great too. It puts ED to shame, their devs must be green with envy. The only negative things I can think of about it are caused by EDs restrictions for mod-makers. I can’t praise it enough and out of everything I have for DCS nothing else gives me a warmer smile, I proper love it. And… It’s getting better. We’re getting a ‘sister ship’ and ooh mama look at it already. Those screenshots look every bit as good as anything I’ve paid for. Well done lads, for what we have already and for what we are about to receive, may the heli make us truly grateful .
    2 points
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