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Welcome to Vietnam War Vessels 0.8.0! [EDIT]: Download from https://github.com/tspindler-cms/tetet-vwv/releases We’re excited to share the latest updates for our mod! This release focuses on enhancing the naval forces and aircraft, with a range of improvements and new additions. First, a heartfelt thanks to James J Jackson, Hawkeye60, and Odyseus for their incredible work on the ships. Citizen has done an outstanding job creating a new Simple Flight Model for the A-1 Skyraider, resolving several issues to improve it. Whiplash provided excellent screenshots to showcase this update, and the tireless testing efforts of seabat, Showtime 100, and James J Jackson helped refine everything to where it is today. What’s New? Naval Enhancements: The Maddox has received several model upgrades, along with fixes to its main armament. Two new destroyers join the fleet: The Sullivans and the Fletcher-class with FRAM II upgrades. All three destroyers now feature improved small-caliber AA gun definitions. The Essex-class carrier Bon Homme Richard has been visually enhanced with updated catapult and wire anchor textures. Aircraft Improvements: The MiG-17F now includes an early 1960s livery for Syria and added ship strike tasking. The A-1H Skyraider’s flight model has been extensively updated for a smoother experience. The O-1 Bird Dog features a new propeller blur mechanism, courtesy of EightBall. We’re deeply grateful to everyone who contributed their skills, time, and passion to this release. These updates reflect a collective effort, and we hope you enjoy exploring them! Please enjoy the screenshots from Whiplash found below:14 points
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Version 4.0 has been released: ■ I LOVE THIS JOB (LAST VERSION) ■ HUEY SHERIFF SKIN Problems related with the last Syria map update have been solved. Plus added 6 new SAR roof rescue areas and new 2 new accidents locations. The cars paths in the chase missions have been modified according to the new map. Remove the annoying VHF radio static sound...etc. And solved a a bug that triggered the chain reaction in the power lines mission after you turn off the first generator.5 points
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Pretty sure they'll use a Taylor Swift song this time.5 points
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I don't see the point of fighting one set of silly exaggerations with opposite, equally silly set of exaggerations. Neither A-10 nor Ka-50 nor F-5E were "refreshed, rebuilt, remade couple times times", unless one counts every minor bug fix or texture tweak as "remake". In such case, one should say MiG-21 also got remade a couple of times, because that's what actually happened with both cockpit and external 3D models and texturing. That's why none of oldest custom skins and cockpit mods are compatible with MiG now. Ancient giant hitbox-based damage model (and related flight model shenanigans) applies to all DCS aircraft but warbirds and maybe Heatblur products, so flying happily without a wing is not only a MiG-21 issue. "Realizing there's a problem" - M3 devs themselves know it all too well, that's why they've been hinting about more thorough refresh for last few years. Granted, the fact that they don't seem to have sufficent manpower and financial resources to pull it off in near future, if ever, is a separate problem. ED shouldn't and couldn't "put M3 on notice" either. First, because they struggle with maintenance and updating of their own oldest modules, so they're hardly an authority here. Second, because module IP and source code belongs to M3, so it's not up to ED to tell anyone what and when to do with it further. Last but not least, there's a more general problem of what DCS players should realistically expect as a "shelf-life" of digital product and what level of support one should expect for free. MiG, being the very first 3rd party module ever, developed from a private mod, is just a very outdated product compared to today's standards. But since closing this gap nowadays would most probably require a complete re-write of its systems and flight model, it's stupid to expect such endeavout being done for anything less than half of new module price - at least. The only thing I agree with naysayers is - MiG should still be available for sale "as is", but for discounted price reflecting its current all-around state. At least that's what ED used to do with all aging modules back before 2017-ish (?) when they decided to bring all prices up to comparable level without considering if products represented the same fidelity. The current pricing policy is rather anti-consumer in this regard, but hey, it's their business and their rules.4 points
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I expect a resolution between ED and RB. And a lot of passion and support.4 points
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No worries and thank you, we have internal targets to meet and we share with 3rd parties, but everything depends on testing results and QA checks. I wont post the patch date until I have confirmation and a green light. thank you4 points
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Well, what can I say. For 7000 man-hours invested (that is three people working full time for more than a year) - this is all but underwhelming. New model, new textures and some bug fixes - it would have been reasonable to expect more. $10 is not a large price to pay anyway, and I'm pretty sure that a lot of people will get it (myself included). But the again, either the 7K man-hours figure is completely off the charts, or someone needs to work somewhat more efficiently4 points
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Fog. Lots and lots of fog.3 points
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I guess most people here voicing their desire for a good up-to-date MiG 21 would happily pay full price for a completely new MiG-21 2.0. The problem isn't that, it's that M3 seem to lack the manpower to provide it in a reasonable time frame. I also doubt that M3 has a monopoly on a MiG-21 in general, it's just that no other dev team is interested in doing one. Unless there isn't a new dev team emerging with a MiG-21 as their project, we're stuck with what we have right now. One could hope for the MiG-17 devs to take up a MiG-21 later, but they have yet to deliver their long announced -17 and prove that they know how to make a DCS module.3 points
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Usually my absolute favorite part of DCS each year but this time...Last trailer said Iraq coming in 2024...welp No sight of the Mig29, RB situation...and another map (germany) which is amazing but then again useless...we need more core features, fixes and airplane variants, 90% of MP is on Cauc anyway.( yes syria too)3 points
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Thanks your report. I'm also told virus caution in downloading my own link now. I delete both the 7zip file hosted in mediafire and DL link entry in this topic. When I'll collect some more An-12 liveries with Yugoslavia, Kazakhstan, LOT, etc. , I'll publish a skinpack via ED UserFiles.3 points
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Sorry to read about this problem. I'm not aware of any special treatment of textures for the Fletcher class, does the unmarked (no hull number) Fletcher class texture work for you?3 points
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Please find this white paper describing the new advances we are making in Volumetric Weather, as well the video below highlighting what it looks like for fog and dust. https://www.digitalcombatsimulator.com/upload/medialibrary/4be/i4yclzs5ict5bkd1pe4bxrz0zqz1dffz/Volumetric_Weather_White_Paper.pdf Thanks! The ED Team!3 points
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3 points
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Overview Several months ago, @tobi and @Eight Ball released a little gem known as the OH-6A Cayuse. Immediately my small group of DCS friends downloaded and consumed it like someone was going to take it away. We already had a Marianas playground mission we used for all things Vietnam era and naturally dropped this helo down and started cruising through the jungle on make believe jungle ops missions in a multi-player scenario. It didn't take long for us to brainstorm a random environment providing unexpected encounters centered on the South portion of Guam simulating the jungles of Vietnam. From those early ideas, the original "Into The Jungle" mission concept was born. Since then, we've played this mission for 100's of hours and it remains fresh. No exaggeration. Over the past 10 months we've refined the experience and at this point, have something we're proud to share with the community. Anyone following @Devil5O5Youtube channel knows what I mean as he often posts videos our MP Jungle experiences. Download For those who want to jump right in, the TLDR experience is right here - Get the download here [https://www.digitalcombatsimulator.com/en/files/3342301/] Required Mods OH-6A: by EightBall & Tobi - https://github.com/tobi-be/DCS-OH-6A Vietnam Assets Pack: by EightBall & Tobi - https://github.com/tobi-be/DCS-OH-6A Seaking: by EightBall - https://forum.dcs.world/topic/346587-ai-seaking-mod-sh-3h-mk48/ A-4E-C: by Community Project - https://08jne01.github.io/community-a4e-c/#installation OV-10A: by Split Air - https://splitair.gumroad.com/l/fwzxn Simple Mission Restart - https://forum.dcs.world/topic/308147-simple-mission-restart-smr-server-script-to-simplify-mission-restart/ [Required for your Dedicated Server, not Client installs] Civilian Asset Pack - Naval by 8Ball - https://forum.dcs.world/topic/270558-civilian-objects-and-vehicles/ Vietnam Boats by upaut - see this video for instructions on wh ere to download https://www.youtube.com/watch?v=EdqoourYGw8 Original forum post from 2014 - https://forum.dcs.world/topic/103564-addon-tents-watchtower-uh-1-cargo/ Details First and foremost, this is designed for MP dedicated servers. Yes, you can play this solo if you want and it’s pretty fun that way, but I highly recommend sharing it with friends on a local or public server. You'll have an absolute blast. If someone wants to toss this up on a public server, please do. Have fun with it, make changes, let us know how its received. From the beginning, we wanted to create a dynamic jungle environment where we could take off from a Jungle FARP and scout the surrounding area for "VC" soldiers and equipment. 8Ball's Vietnam Assets Pack (VAP) made an excellent source of period appropriate assets. Using the Cayuse to mark and attack these random groups drove collaborative cooperation – there’s nothing better than marking targets for your buddies coming in with firepower. Concentrating both helo and fast movers on targets in a real-time randomized environment just never gets old. This cooperation fueled our weekly MP experiences and fed our desire to improve the mission and ultimately share with the community. Currently, this mission supports 18 different "groups" ranging from some "VC" soldiers in the brush all the way up to village level camps. Each group has a probability of spawning at mission start. It is rare for back to back missions to start with same number of spawns which makes scouting an important element of this experience. More on spawning below. All the action is centered on the southern portion of Guam [inside the yellow box on the map below]. This box is roughly 85 square miles of territory making it large enough to require scouting, yet small enough to experience action almost immediately. Most of the activity takes place in the general vicinity of Fena Lake which is the only significant water landmark on the island. This results in an easy to reference directional aid for all players. Additionally, there are two significant spawn points on the lake. They are labeled Alpha Hill and Bunker Hill and again aide in MP coordination. You’ll hear ejecting pilots reference these landmarks further assisting players in finding them if they’re interested in CSAR. CSAR The more we played, the more we longed for the ability to perform CSAR on the map. This was mostly driven by us getting shot down and thinking it would be cool to go and rescue ourselves. It didn't take long for us to find @Ciribob's excellent CSAR script from all the way back in 2015. It still works brilliantly today! Immediately on insertion, we were getting CSAR missions spawned whenever we'd crash/die making the experience comical as we'd getting missions to rescue ourselves - often over very hostile areas. From there, we wanted the ability to ensure CSAR missions that didn't rely on us dying and creating one ourselves. This idea fostered the concept of random CSAR events similar to the random group spawns at the beginning of the mission. Now, along with CSAR being naturally triggered by players getting killed, we added random F4-E shootdowns occurring periodically over the first 2+ hours of gameplay. Once we got those working, we went back in and added custom voiceovers for any random spawned CSAR event to further liven up the mission experience. Lastly, along with the base CSAR text messages in Ciribob's script, we added pilot voiceovers for all relevant CSAR messages. With all these gameplay elements we've managed to create a darn compelling Jungle experience that hasn't gotten old – at least for us it hasn’t. We've had so much fun with this mission we felt obligated to share with you. But before doing so, we wanted to put a little more icing on the cake. That icing comes by way of assets. From our original hidden jungle FARP we expanded gameplay into 4 jungle FARPS, a militarized airstrip, a carrier strike group and Andersen AFB. Each is a spawn point and each is as authentic as we could go without overtaxing our PCs. With the exception of the VAP, all assets are base DCS. Lastly, with recent announcement on immersive weather and fog coming to DCS, we tested the legacy fog option and were pleasantly surprised/pleased with the results and included that as a final piece of eye candy for you. I sincerely hope you get many hours of fun out of this mission. My only ask, in return for this, is your feedback in this thread. We plan on building on this experience and would love to hear thoughts from folks who've played. Additional Details Performance The guys in our small group all play exclusively in VR (Pimax 8K, 8KX, Crystal) and are lucky to have fairly beefy machines including RTX4090s. We have not experienced any issues playing this mission (I host on a private dedicated server). If you experience performance issues, we'd appreciate hearing about it, so we can adjust accordingly for future updates. Supported Aircraft - A-4E-C Skyhawk - OV-10A Bronco - F-4E45MC Phantom II - F-5E-3 Tiger II - OH-58D Kiowa - OH-6A Cayuse - UH-1H Huey Contributors A huge thanks to my partners in crime here Devil505 and @Wulf103. This creation is the result of many different play sessions over many months. Couldn’t have happened without the three of us. Known Issues There are a handful of known “issues” or limitations in the mission. None are show stoppers. - Some [N.Jungle] spawns are blocked due to static placement. This happened late in the development and we've opted to leave it "as-is" until we get the ME grouping features in the next patch enabling a cleaner debugging environment. Hopefully this won't be too difficult to correct. Corrected. - Not an issue per se, but something players should be aware of. Whenever a random CSAR spawn happens, I block future random CSAR events from triggering so we don't oversaturate the AO with downed pilots. When players return CSAR pilots to MASH locations, the mission resets the trigger allowing new random CSAR events. [see F10 Radio options] - A4 Tacan needs LUA update to work - https://forum.dcs.world/topic/290302-community-a-4e-c-v22-october-2023/page/41/#findComment-5556247 - OH-58D in state of limbo due to "half patch" release by ED. Should be fixed whenever official patch from PC released properly. ED corrected. MASH locations There are two MASH locations on the map. When rescuing downed CSAR pilots (random spawns or fellow players), the CSAR helo player must deliver the rescued pilot to one of these two locations to get credit for rescue (and resetting the CSAR trigger flag). After playing the mission a bit, you'll know exactly where these locations are on the map. Until then, use the map below for guidance (the 2 locations have ** after the name). Note: the MASH tents are identified by the + marking on the tent and is easily identified from the air. F10 Radio Menu There are a handful of player options available via the F10 radio menu. - Restart Mission: Using a handy script from @cfrag, this menu option restarts this mission on the server. This ONLY works in a dedicated server environment and requires his script on the server itself. See [Required Mods]. - How many groups: This is a handy way to see how many active groups exist on the map. This number is the real time count of groups remaining on the map. Once all originally spawned groups are eliminated from the map, all remaining groups spawn. - Spawn all groups: The number of groups that spawn at the beginning of the mission is based on a probability calculation made for each group (18 total) in the mission. If, at any time, players want all possible groups on the map, this option brings them all in. - Reset CSAR spawns: As described in the Known Issues section, random CSAR spawning is turned off until a rescued pilot is returned to MASH. If, for any reason, a player can't return a pilot to MASH (most often due to death), this option resets the trigger and enables a new CSAR spawn chance - CSAR: This is the base CSAR menu from Ciribob Random Spawning All random spawn are handled in ME triggers (not LUA code). Within the mission itself, there are 2 types of spawns, enemy ground units and friendly ejecting pilots. Enemy Ground The probabilities of each group's spawn are handled in the initialization trigger in the ME. For example the probability of Group 1 [RANDO1] spawning is 50%. At the beginning of the mission each random unit is assigned a random number between 1-100. The group will spawn if that random number is greater than the probability percentage number. If you wish to change the probability of spawning, you simply have to change the spawn percentage number. Whenever an entire spawn group is destroyed the mission creates an explosion and smoke marker over the main unit of the group. This is an easy indication that the group is dead and to move onto other areas of the map. Ejecting Pilots Whenever a pilot survives an ejection, the CSAR script creates an event. Unlike the random ground units, this mission always spawns at least one downed pilot. This event always happens 25 minutes after the mission begins. There are 4 total downed pilot events that can trigger during gameplay but come with a degree of randomness to minimize redundancy. During play testing there were times when we had far too many pilots raining down on us and I added a governor to the trigger system to reduce the number of CSAR missions. Some features of the governor are: - Scripted downed pilots are paused until a pilot is rescued and delivered to MASH. - If players decide to leave downed pilots in the field and forego rescuing, the mission ceases generating downed pilots. Should players get shot down, the CSAR script will generate a rescue event regardless. - If a player dies while carrying a rescue pilot to the MASH and the death doesn’t trigger a CSAR event, there’s a chance the governor logic never triggers another random CSAR. There’s an F10 radio option allowing players to re-start CSAR events to cover this condition. Scripts included in mission - Splash Damage 2.0 by Grimm from Dec 2022 + small power nerf by me - MIST v.5.126 - CSAR v1.9.2 plus some changes by me. All my changes are mod marked and commented - Simple Mission Restart: a tiny server script that allows any mission to restart when they set flag "simpleMissionRestart" to 1 by Cfrag Installation Run it on a dedicated server like any other mission. You can also play solo by running this like any other mission. Recommend you play the mission as a multiplayer option, however. Future expansion(s) We have lots of ideas for future expansion which may or may not see the light of day. We’ll see where this goes and what type of feedback we receive. Below are some ideas we’ve discussed. -New Fog: When this is released, I want to revisit the fog settings and have the fog dissipate as the sun comes up. We can definitely make this happen along with re-appearing sometime in pre-dawn for those that keep the server up and running. Released -CAS on my location: We’ve kicked around this concept a time or two. When no one wants to hop into a fast mover and perform CAS, we imagine it’d be nice to spawn in an AI CAS flight to attack units near the helo that called for CAS on the F10 radio menu. I am no scripting guru, so this may be something beyond my skills and/or not worth the time and effort. -Logistics: If/When ED gets this into the base game, there might be value in resupplying weapons to FARPs. We’re thinking we could limit weapons stores at FARPs and require replenishment from Chinhooks from time to time. Might be an interesting gameplay element. - Further CSAR randomness + voiceovers: Depending on staying power of this mission, the spawned downed pilots might become redundant and while there is randomness to them, there’s only 12 possible outcomes. I may opt to add additional planes and appropriate voiceovers to expand replayability. - SEAD: We do have 2 SA-2 batteries up at Tinian if anyone wants to venture up there with Phantoms or Skyhawks. You can spawn up on Saipan if you want to engage via helo’s. There’s really nothing else up there which makes the experience pretty light. We’re considering expanding gameplay to those northern islands and may focus on SEAD for that expansion. Have fun!!2 points
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Since a few days bots found a backdoor to post. Using the unread content button to list the latest topics gives a huge Temu spam list.2 points
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Version 4.1 has been released: ■ I LOVE THIS JOB (LAST VERSION) ■ HUEY SHERIFF SKIN Problems related with the last Syria map update have been solved. Plus added 6 new SAR roof rescue areas and new 2 new accidents locations. The cars paths in the chase missions have been modified according to the new map. Remove the annoying VHF radio static sound...etc. And solved a a bug that triggered the chain reaction in the power lines mission after you turn off the first generator.2 points
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One thing is sure, that SSD manufacturers will have good 2025.2 points
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Honestly, given the time I put into the MiG-21 and the fact that it was almost always my go-to up until the Phantom, I'd consider parting with some for a 2.0. I'd really have to see what's included. And also, I'm thinking if Deka wanted to make a J-7 or F-7 of some variety, ED wouldn't stop them.2 points
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Nah, maybe this with the Vietnamese map?2 points
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Nah, after Deadpool and Wolverine, it's now required that you use Like a Virgin Choir version for everything epic.2 points
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Whilst I agree that for objects outside of the cockpit to be rendered to the "correct" scale requires the in game FoV to match the FoV of your own physical monitor/seating position geometry setup, you are neglecting to account for a critical capability of the human eyeball; peripheral vision. By dismissing "panoramic" views your a denuding yourself of sensor scope of aquisition and hence situational awareness. The fact is a single plate 2D monitor will forever be a compromise in gaming; you are stuck between "soda straw" option to allow true scale of objects outside of your vehicle or a "fisheye" view that allows for the true range of human visual perception, or a compromise between the two. Fortunately DCS allows for cockpit camera FoV to be manipulated by a slider so you can, if you have the appropriate hardware, have access to the entire FoV range and choose what is the best balance for you at any one moment. Ultimately only a high resolution widescreen VR headset and the necessary horsepower to run it will provide both true to life visual scaling and a wide FoV at the same time.2 points
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This has been fixed for the upcoming patch. Cheers2 points
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Baltic Dragon does not give the go ahead for patches, when we are ready I will announce a date. thank you2 points
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Problem: They're putting pressure on them to finish the F4U, of which they also have a contractual agreement with ED to work on. It's really a case of damned if you do, damned if you don't.2 points
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Is it possible to use the "swarm"? I.e. let's say a certain amount of long time users without warnings report content of a certain user as spam makes the content of the spammer invisible at least in the "unread content" section of the forum automatically until a moderator can take a look at him and take further action? edit: in the meantime Quincy cracked the 1002 points
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Agreed. That's why I directed you to that thread in regards to the offline side of things, to keep things separate and easier to follow/address. Re it being 2 months ago - I didn't realise that much time had passed. I've just pinged Calvin on that thread for a followup.2 points
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@Calvin.Pimax I can appreciate everything you do as a company face in the community. Often you will be the one for whom the masses raise their torches and pitchforks and at the end of the day, your power to affect change isn't without limits. And lets be honest, there are some members in every community whom aren't known for their patience or ease of dealing with; such is the nature of mankind fostered in the anonymity of the internet. By the same token, many of us don't enjoy being taken for a ride after making a $1000+ investment in a product. I truly hope that these situations are taken as lessons learned and affect positive change in the product and process going forward, so that anyone in the market for a quality headset, myself included, can feel comfortable investing a significant amount of their hard-earned money in Pimax.2 points
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all i've seen on the capability to take 4 aim-9s is that it was tested but quickly dropped due to flutter issues with the sidewinder rails, though apparently the tiger 3 upgrade and the F-5EM fixed this problem by using different IAI pylons for python capability under the wings. Maybe that's a good choice for a 4 missile F-5, would be cool to see but would also be a bigger undertaking for ED personally i'd rather see an older F-5 first so we can finish filling out conflicts like vietnam or iran-iraq but honestly any extra F-5 version ED could make would be greatly appreciated for a package like this2 points
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To your statement; yes, more than likely. I was an instructor at NAMTRAGRUDET NAS Lemoore, 12/89 - 07/93. I never had a tech from NAS Miramar (Tomcat techs) in my AN/ALQ-126A or 126B classes, or AN/ALR-67 class. I never had a F-14 I-Level tech in my workcenter on the boat(s) working on ALQs. So some CAW, squadrons may have used them because all the techs I had out of Miramar were ALQ-100 Techs. I can tell you the 167 was probably configurable through its programmable threat library EPROM, just like the ALR-45F and ALR-67. Same for the ALQ-126's. Target Tracking/Firecontrol RADARS are classified by their PRF/PW. i.e. their Finger Print. Those are in a memory library, then identified, and appropriate deception techniques assigned by priority of threat. If it's not in the library, it's classified as unknown, and just gets random noise to bury the real return in the threat RADARs reciever. No intervention is necessary by the pilot. But IRL you have a Prowler or Growler out there that can selectively/manually pick out threats of the ECMOs choice, and jam the emitters unceasingly. You put a ALQ-126A/B in repeat, it will transmit only as long as it's in the RADARS zone of lethality. Sensitivity (ingress) and Snap-down (egress) settings. It stays on a bit longer on the way out. ED/DCS/Developers, probably won't ever get any of it modeled correctly. They do need AI, EA-6B Prowlers, EF-111 Ravens or Sparkvarks, and EF-18 Growlers. IMHO Cheers2 points
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I really can't believe it took 7,000 hours to improve an exterior model, cockpit and textures. There must be something else that hasn't been disclosed. I hope so!2 points
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M3's monopoly on the Mig-21 sucks. ED should put M3 on notice; either support the product by keeping it up to date or let another dev redo it properly.2 points
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First step to solve a problem is to realize that there is one. Saying "It's alright" - never caused any changes. Start seeing a problem. That's the beginning.2 points
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Piuttosto che far credere all'utenza che, comperato un modulo, verrà supportato gratis per i decenni a venire - cosa peraltro falsa al limite della pubblicità ingannevole, visti i tempi immemori per correggere anche semplici bugs, senza contare di quando - assai spesso - non vengono proprio corretti mai, è molto meglio essere onesti e dire che se davvero si vogliono dei moduli supportati per decenni (e credo sia scontato ritenere che si vogliono - io almeno li vorrei) ogni tanto tocca PAGARE per un refresh. Se le cifre sono quelle in gioco (l'f-5 è uscito dall'accesso anticipato a novembre 2016, ben 8 anni fa; ergo stiamo parlando di 10 euro dopo 8 anni) credo che non ci sia niente di scandaloso, anzi per quanto mi riguarda dovrebbero farlo molto più spesso e per tutti i moduli. Poi non tutto è perfetto: prendiamo ad esempio l'a-10c 2: intendiamoci ottimo modulo che ho acquistato subito, ma accanto a tante nuove funzionalità non tutti i vecchi bugs incancreniti sono stati corretti, e sotto questo punto di vista ancora non ci siamo, però è comunque un ottimo inizio e di upgrade così ce ne vorrebbero di più, per cui evviva l'f-5 2!1 point
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@Devil 505 Can you write where to download your missions from Vietnam?1 point
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Teamwork and WEST WIND '88 was exactly this, Forrestal and Roosevelt operating with NATO in the Fjords. It's the cruise I did my Tomcat skins for the Forrestal release, and a set of '88 VF-41/84 should go perfectly as we have both carriers and now Kola. It would be a logical exercise to model, if not as a basis to make a "hot" scenario.1 point
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Well, it hasn't been released this week, so there's still hope that maybe they'll sneak this in before the release.1 point
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Good point. No idea. Forgot about the existence of F4 since I've been using Ctrl+F2 in all other modules. In the meantime I made a new video with the OH-6 P.S. A virtual pilot body would really complete this chopper! Edit: is it possible to have an OH-6 as a ground object that doesn't have "spinning" rotors? I'm guessing it's a bug.1 point
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I'm constantly reporting. I hope this gets fixed soon. It's like that last time with beautiful willing women.1 point
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The price difference is small. But: FFBeast is built of metal, which is anyway more solid than plastic thing FFBeast can give you same exact force that VPForce does At the same time, you can use FFBeast with a long extension, which will increase your precision while having forces that VPForce could generate only without extension For me, that's basically it. I really appreciate the work done for making VPForce available, but for me it would be viable option only if it were significantly cheaper than it costs. Otherwise I prefer solidness and flexibility (in terms of force range) of FFBeast. P.S. More force will give you more understanding of an aircraft actual limits, and your limits as a pilot. Some maneuvers you could easily perform on a regular spring stick or VPForce at low settings, are not actually that easy (or not easy at all), and it must be like that from point of view of simulation. **added** P.P.S. Adding FFB with high forces to your rig doesn't necessarily mean that you should immediately start performing better. Not at all. But there's no shame! Just because there are two more dimensions: you have to react on effects + you have to handle the force. It's naturally that you start flying worse. But it's only a matter of time1 point
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Dear ED, The A-10C red flag campaign has been a central experience for me. I imagine that also many other virtual pilots enjoyed this red flag campaign when it first came out. While I understand that the A-10C II "Tank Killer" is no replacement of the "legacy" A-10C, I must admit that the Tank Killer-Variant brings some new features which make flying the Legacy-Variant somewhat tedious in combat. I have flown the "old" The Enemy Within by Baltic Dragon with the Legacy-Variant and currently I'm flying again the revamped campaign with the Tank Killer. The experience and the immersion have really greatly improved. It would really be a pleasure to experience this red flag campaign with revamped missions, the Tank Killer-Variant itself and also all the cool stuff (such as the new Arc radio). In my opinion, to charge again full price (with a small discount for owner of the original campaign for a limited period of time) would be greatly appreciated by the community and would show some level of customer care. I kindly ask you to consider this request. @the community: Please show your interest by bumping up this thread. Kind regards, Emuyen PS: Since it is a beloved hobby, I'm happy to offer my support for updating the PDF documentation and testing the new missions. Please reach out in case this is appreciated.1 point
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