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Military Asset Pack USA 1.1.6 released! Changelog Version 1.1.6 Added Abrams X MBT Fixed Arleigh Burke Flight IIA SM-6 Block I exhaust placement Fixed M10 LT wheel texture issue Fixed M1A2 SEPv3 RWS smoothing issue Fixed Oshkosh L-ATV missing damage model Distribution model This Military Asset Pack is available in the following versions: The standard full download. Remove old asset pack version and unzip this in your Saved Games mods\tech folder. The incremental download which updates your full download and contains only the changed files. You apply it by overwriting your current installation. Special thanks A big thanks goes out to @daskjdhjah for yet another tremendous testing effort!11 points
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Military Asset Pack Russia 1.2.1 released! Changelog Version 1.2.1 Added BMD-4 desert livery Added Buk M3 desert livery Added Pantsir S1 reloads Added Pantsir S2 reloads Added T-80BVM desert livery Added T-90A desert livery Added TOS-1A desert livery Added Tor M2 reloads Added Tor M2K reloads Added Tor M2M reloads Changed Buk M3 9A317M TELAR reload time Changed TOS-1A M0.1.01.04M dispersion Changed TOS-1A M0.1.01.04M to reduce FPS hit Fixed Mi-28N missing rotor sound Distribution model This Military Asset Pack is available in the following versions: The standard full download. Remove old asset pack version and unzip this in your Saved Games mods\tech folder. The incremental download which updates your full download and contains only the changed files. You apply it by overwriting your current installation. Special thanks A big thanks goes out to @daskjdhjah for yet another tremendous testing effort!11 points
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10 points
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Tips for Better Supercarrier Missions Since the release of the new plane director functions for DCS: Supercarrier, we’ve noticed that some customers have encountered issues with being unable to get taxi instructions, interrupted taxi instructions, and failed taxi instructions after recovering. While this is still early and a work-in-progress with more tuning to do, we’ve noticed a common set issue that has led to many, not all, of these issues. By understanding how the plane directors work, you can avoid such issues. First and foremost, if you are creating Supercarrier missions, we strongly recommend reading the new chapter in the Supercarrier Guide starting on page 43. This is particularly important to visualize taxi routes for players and AI aircraft in relation to the placement of static objects. https://forum.dcs.world/topic/228670-dcs-supercarrier-mini-updates/#findComment-5554122 Second, as noted in the Supercarrier Guide, the directors taxi aircraft along predetermined routes. If these are blocked, it will result in the deck crew being unable to marshal an aircraft and thereby hold up launch or recovery operations. As such, it is critical that you do not place static objects along these paths. Third, and related, the directors marshal aircraft based on the predetermined routes and available catapults. Blocking a catapult with static objects would also break the marshal operations. Do not place statics along catapults, like 1 and 2. Fourth, note that you will often need to send the Salute command twice. First to alert the deck crew of intention and then a second time to initiate the taxi. Please keep an eye on the notification messages in the center of the screen. Fifth, the deck crew works best in cyclic operations. Meaning, first launching all aircraft, and only after that is done, recovering the launched aircraft. It is best to avoid mixing them. Sixth, for the deck crew to operate correctly, you must check in with carrier ATC and get permission to recover. This allows the ATC to sequence launch and recovery operations and be able to get you on the deck. If you fail to check in with ATC and follow ATC instructions, you are currently notified of your failure by red flares. Will be adjusting how players are notified of uncleared landings. Seventh, once you land and you quickly raise the hook, flaps, and then fold wings, you may need to taxi forward at bit before you direction out of the box. Again, this is the first release of a very complex process that will be tuned with continued feedback. During this period, we hope that you will keep these points in mind for a better Supercarrier experience. Best wishes, Wags7 points
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Да, возможно упрощенный F/A-18 со временем появится. Но я не знаю что и насколько там будет упрощено. Я лично не считаю что их надо смешивать. Но тут все зависит от держателя сервера и его интересов. В его воле как запретить, так и разрешить.6 points
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Our changelog has been modified. The one below is the correct one for this 4th of December update. There have been two errors: first, our changelog was not published on time and had to be added later; second, our intended changes didn't get through to this update. The intended update and corresponding changelog will be available in next patch. There are no changes in C-101 (right now the forum is still wrong as it shows a C-101 changelog, I guess it will be fixed today, the changelog section in the web is correct): DCS Mirage F1 by Aerges Systems: Fixed vertical gyroscope autoerect function not working. Radio and navigation: F1BE: Green radio function selector is now switched only at the forward seat panel during startup/shut down macros execution, disregarding the currently occupied seat. Input: F1BE Radio Selector Unit MIS, TAC, and VOR potentiometers now work with the corresponding axes input. Textures and 3D models: Improved nose and main gear texture. Improved Alkan Corail Pod texture. Updated Cambrai Livery for F1C and F1C-200. Some weapons textures were updated.6 points
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Master Server Infrastructure Maintenance We will have infrastructure maintenance on Tuesday, December 10th, 2024 from 04:00 to 05:00 UTC. All users will not be able to connect to the DCS Master server and all account sessions will be reset. We appreciate your patience and understanding during this short downtime. Thank you Eagle Dynamics5 points
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I don't really see why this should be so ... only improvements to the free assets I expect for free, but an improvement to a 10-year old Module? why? did the developer not invest any resources developing this "plain" improvement? I find this attitude of "everything for free" quite disturbing, no wonder many don't believe the developer when it discloses how many man-hours went into it.5 points
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Tips for Better Supercarrier Missions Since the release of the new plane director functions for DCS: Supercarrier, we’ve noticed that some customers have encountered issues with being unable to get taxi instructions, interrupted taxi instructions, and failed taxi instructions after recovering. While this is still early and a work-in-progress with more tuning to do, we’ve noticed a common set issue that has led to many, not all, of these issues. By understanding how the plane directors work, you can avoid such issues. First and foremost, if you are creating Supercarrier missions, we strongly recommend reading the new chapter in the Supercarrier Guide starting on page 43. This is particularly important to visualize taxi routes for players and AI aircraft in relation to the placement of static objects. https://forum.dcs.world/topic/228670-dcs-supercarrier-mini-updates/#findComment-5554122 Second, as noted in the Supercarrier Guide, the directors taxi aircraft along predetermined routes. If these are blocked, it will result in the deck crew being unable to marshal an aircraft and thereby hold up launch or recovery operations. As such, it is critical that you do not place static objects along these paths. Third, and related, the directors marshal aircraft based on the predetermined routes and available catapults. Blocking a catapult with static objects would also break the marshal operations. Do not place statics along catapults, like 1 and 2. Fourth, note that you will often need to send the Salute command twice. First to alert the deck crew of intention and then a second time to initiate the taxi. Please keep an eye on the notification messages in the center of the screen. Fifth, the deck crew works best in cyclic operations. Meaning, first launching all aircraft, and only after that is done, recovering the launched aircraft. It is best to avoid mixing them. Sixth, for the deck crew to operate correctly, you must check in with carrier ATC and get permission to recover. This allows the ATC to sequence launch and recovery operations and be able to get you on the deck. If you fail to check in with ATC and follow ATC instructions, you are currently notified of your failure by red flares. Will be adjusting how players are notified of uncleared landings. Seventh, once you land and you quickly raise the hook, flaps, and then fold wings, you may need to taxi forward at bit before you direction out of the box. Again, this is the first release of a very complex process that will be tuned with continued feedback. During this period, we hope that you will keep these points in mind for a better Supercarrier experience. Best wishes, Wags source4 points
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Some cosmetic changes to my original USS Forrestal fictional UK style liveries, slightly different warning hatching around lifts and other moving parts on the deck. 2 version of each livery - one with the lifts raised and one with them all down - you can pick and chose the lifts you want up or down - see the description lua and I have shown how that can be done. If you prefer the older original style in the liveries mod I posted much earlier dont use these. https://www.dropbox.com/scl/fi/k91bhcfrbtvuo2umdo7wl/CrazyEddies-Liveries-for-USS-Forrestal.zip?rlkey=4mgu1iecwyrbgcfsrjkw7xtbm&st=17p0cquq&dl=04 points
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Hello! @MAXsenna @ThorBrazil Here is a Swedish variant of winter fun: Best regards: Otulf4 points
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В идеале бы модули уровня ГС если развивать и размножать - то выводить в отдельную игру и пусть себе там соревнуются. Поскольку - трехкнопочные рлс, которым не мешает работа своей рэб, - даталинк на гамма-лучах которому не нужна прямая радиовидимость между абонентами, - контейнер РТР, за миллисекунду триангулирующий в одно лицо позицию РЛС с точностью до миллиметра, - магнитная стабилизация Шквала, которому достаточно лишь базу выставить и подвести рамку в область цели (притянет к цели само автоматически) это непросто "реализовали как смогли или как разрешили", это реальное тактическое преимущество над теми, у кого аналогичные системы симулированы более детально и там таких допущений нет. Соотв на достижение того же результата тратится больше времени чем у упрощенного оппонента. Нечестное преимущество - неблагодатная для певепе тема)4 points
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4 points
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Page 55 of the updated manual claims that aircraft will be directed forward of the superstructure if there are parked aircraft or statics port or aft of the superstructure. In real life, Hawkeyes, cranes, tugs, helos, and other equipment are parked port and aft of the superstructure. The taxi directors, when parking, ignore these statics, contradictory to what the manual states.4 points
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4 points
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I was pleasantly surprised by the update. Above all, the flight model feels a bit more "immediate" and lively. Love the updated internal modelling. For $10, bargaintastic.4 points
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A new version of the F-16 Early Access Guide will be published very soon, with over 100 pages receiving updates/revisions and an additional 100 pages of new information added.4 points
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Please consider instead of just removing the flare feature, also include an option to be able to recover properly without any AI comms at all. Many of us fly with other people who handle the ATC and LSO duties, and it's annoying to have to trigger scripted player/ATC comms from the menu while also talking to real human beings. This is especially annoying in Case III, since you have to go through the entire comms menu dance just to get the lights in the LA to come on, (established, commencing, check in, platform, ball, etc).4 points
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Ну если у тебя все сводится к только к захвату и пуску, то предположу, что тебе в Тундру как раз и надо идти. А в DCS хотелось бы видеть побогаче функциональность, которую ED вроде как и развивает.4 points
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3 points
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I'll give you this, it worked better than I thought it would on release. So credit where it's due. I doubt this was easy to figure out. Here is a track with traditional spawns with some of the issues from our squadron flight last night testing out the deck crew. I'll add more in follow up posts for more data as I continue to test this feature (which I want to work ). Operation Fly Swatter_WIPv1_3-20241204-205406.trk And here's a descriptive list of some problems we noticed: Stuck at "Waiting for ATC Status" message indefinitely. Occasionally resolved when there’s an available cat to taxi to and no obstructions, but this was not consistent. There's clearly some deck condition under the hood it's waiting for, but as a client you have no clue what that is and have no way to bail out of the sequence or force the next step. A busy deck frequently created gridlock. In one situation, we had guys get taxi’d to cats 3 and 4 and because the cat 4 guy showed up first, it wouldn’t taxi the cat 3 guy to the shuttle BUT it also wouldn’t launch the cat 4 guy until the cat 3 guy had launched. Stalemate requiring respawn. AI vs Client taxiing. It usually prefers the AI to a Client and so clients typically wait until all the AI are launched before they get to Taxi, BUT the AI frequently won't taxi if there's an obstruction somewhere (like another AI plane or a client, even a parked and spotted client). This required respawns for the clients to get the AI to GTFO. Lack of documentation. The changelog said it would be updated, but I have not been able to find it by searching manually on the DCS website or using a search engine. (Thanks to @rob10's comment I checked the game files and, sure enough, there's the doc. See comment below. Still not easy to find though. Please update the website ED! Thanks!) IFLOLS no longer functional without the overlay. It appears the lights are facing the wrong way, see: The boat is launching flares as client planes cross the fantail (wave off flares I believe but regardless of glideslope AOA etc., happens every time). This is annoying and distracting and I have no idea why it’s happening. I thought it was just a me thing, but then my squadron guys thought we were trolling them, so it's clearly not. Annoyances that it would be nice to resolve: Plane directors will taxi you across foul lines regardless of planes in the pattern or on final. I imagine it would be complicated (and probably cause more breaks) to add logic to prevent this, but that means you have to ignore taxi instructions sometimes because it always tries to spot you on the fantail first. Fortunately, it doesn’t break things to ignore the director and not cross the foul line, it will still pass you to the next director as long as you are generally going the right way. I'd argue that they should probably be spotting us on the bow for a recovery cycle, but I imagine that would create all sorts of problems for the way the deck is currently handled, so I guess I can live with the patio spotting priority. As long as I'm here though, could the parking menu have an option added to select where your plane will be spotted (e.g. 1)patio/el3/junkard; 2)El2/Corral/El3; 3)Sixpack; 4)Bow, etc.)? If we could have the menu come up once you clear the LA (see bullet below about ICQ), you could select your spotting location and avoid some of the traffic jams that always spotting on the patio first creates. There’s a new taxi speed restriction on deck that is enforced by jerking your plane to a halt (feels like grabbing a wire) and making you start again. This was obliquely mentioned by Wags in his video, but is not in any documentation that I've seen yet. W/o any way to tell what your taxi speed is tho, this gets frustrating. There is a way to turn this off in the special options, but I toggled mine off and it still did it There was a lot of complaining after Wags's video about how slow it would be to clear the LA. Ignoring plane director instructions is the way to clear the LA quickly. This is NOT ideal, but it works. Turn and get out, then obey the instructions and it eventually works out. Usually you have to get within a certain distance of the plane director for things to move along, but they will. REQUEST: Can logic be added so that when you get close enough to a particular director it will pass to him automatically? There are 3 near the LA and it creates problems to require you to Taxi close to the guy near the Cat 2 JBD to get the sequence to start (e.g. the plane landing behind you with proper spacing will probably be exiting the LA behind you and then you'll be required to turn around into him to Taxi back to the patio. Again, patio spotting is not my preference, but I'll deal with it.) You can only rearm with the jet cold and dark. No more hot rearms (at least from startup; after landing and re-spotting you can through the new “parking menu”). This is not clarified in any documentation I have seen. The new parking menu is key to interacting with this deck crew feature but none of the marketing or Wags’s video mentions it (don’t know about the DCS guide, but see bullet above). You pop this up with LCtrl+LShift+LAlt+P and it is the only way to get unstuck if something gets out of whack in the taxi sequence (that or respawning) Deck crew must be disabled to do ICQ or any immediate relaunch. It ALWAYS taxis you to the patio (or the closest open spot) and only then can you relaunch (and usually from a waist cat because you are closest to those). This makes ICQ--which is a series of traps and immediate relaunches--not possible with the new deck crew. That's fine, and we can turn the deck crew off, but it would be nice to have that parking menu come up right after you clear the LA so you can relaunch right then instead of taxiing to parking (especially to avoid using waist cats, which would block the LA and prevent recoveries). Perhaps there's already logic to prevent using a waist cat if someone has received a Charlie call from Tower? Will need to test... A "force next step" or "reset" or some such option either in the F10 menu or this new parking menu would be nice. If things get stuck, there's no way to unstick them short of completely respawning or restarting the mission.3 points
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I used to have the same impression, but then I simply learned to be gentle on the stick in this jet. You can pull 9G no problem if you don't snap roll. The issue with the F-5 was always that it takes very little stick movement at high speed to generate 12G and snap the wings. Or you could use deeper curves, or saturate pitch. I used to break my wings, but I learned the quirks of this jet, and never do that anymore.3 points
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3 points
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3 points
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Unfortunately, that's a problem, right. After all, we're half a year after the release, and not only was there no update to Afghanistan, not to mention the next part, which was supposed to come out in 3-month episodes. Theoretically, we should get the last 3 parts in January/February. If this is a completely separate Team that doesn't work on anything else, then the question begins to arise: what will they do from June 2024? Since they supposedly "listened to the players' opinions", the question arises in what way? Better communication would certainly be advisable because here there has been a change of plans and a change of promise to users, so we as a customer may feel disoriented.3 points
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3 points
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Thats the POV of someone who is perhaps flying on a server or similar and wants to blow up stuff. If you ask someone from a squad who makes realistic trainings you would hear the opposite. Either case, a solution will eventually be found :)3 points
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@JohnMclane, @Rudel_chw they are: OH58D_UHF_FREQ OH58D_VHF_FREQ OH58D_FM1_FREQ OH58D_FM2_FREQ3 points
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3 points
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Its a shame really as its very cool, just another big feature release that wasn't tested very well I would put it down too, as this issue is very obvious in MP, hopefully well get a fix sometime within a year and not have to wait years for it.3 points
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Печатал бы я деньги... я бы просто выкупил непотребпозор целиком и уволил бы всех в позором и побиванием. Тут или платить или настраивать. Лишних денег у большинства нет.3 points
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I figured out how to disable deck crew for our squadron's missions... The table below are my tests. "Saved-ME" represents whether MY CLIENT had deckcrew enabled in options when I saved the miz "Join" represents whether MY CLIENT had deckcrew enabled in options when I joined the server "Feature" represents whether I saw deck crew on carrier after joining server Saved-ME Join Feature ---------------------------- on off on on on on off off off off on off So looks like client option ONLY matters for the person saving the miz in the ME. Under MISSION OPTIONS in the ME, be sure to leave "enforce" checkbox unchecked for the "Enable deck crew" TLDR; 1. Mission makers need to disable deck crew under Settings->Special->Supercarrier 2. Open your miz and make sure under MISSION OPTIONS->MODULES->Supercarrier that the ENFORCE and VALUE are unchecked for "Enable deck crew" 3. Save miz.3 points
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Good feedback for a feature that was developed that nobody has asked for? Yet you continue to ignore requests made by the community for years, from very basic keybinding requests for the waveoff/cut lights (You know, the very wave off lights that exist for a reason to not shoot a flare at a plane) to ways to allow humans to control some of the features like ACLS for a more immersive experience in a MP setting, or methods to completely ignore the ATC in SP setting but still have ACLS access. When ACLS first came out I figured out you could use VoiceAttack to skip the ATC almost entirely by only needing to call "platform" to get ACLS functionality, which I could quickly slip in-between human manned stations in MP settings. But I shouldn't need to devise hacks like these or have to explain/rely on other people to adopt these methods to make it work. What are you guys doing? Do a bit of work for features we've been asking for. For years. And not ... whatever this is.3 points
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corrected Mirage F1 changelog in first post, update post, and main website. DCS Mirage F1 by Aerges Systems: Fixed vertical gyroscope autoerect function not working. Radio and navigation: F1BE: Green radio function selector is now switched only at the forward seat panel during startup/shut down macros execution, disregarding the currently occupied seat. Input: F1BE Radio Selector Unit MIS, TAC, and VOR potentiometers now work with the corresponding axes input. Textures and 3D models: Improved nose and main gear texture. Improved Alkan Corail Pod texture. Updated Cambrai Livery for F1C and F1C-200. Some weapons textures were updated.3 points
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I purchased the F-5E remaster, but was disappointed that these items listed below were not included. The A10C v2 and Ka50v3 upgrades had more features than the F-5E. I hope that all the skins that were on the old F-5E will be ported to the new one. I still can't believe that it took about 7,000 hours of work to make this F-5E remaster. The list of items that should have been included in the remaster. •Digital radio, •Aerial refueling probe, •A new radar in the same style as the F-4E, •Being able to arm the aircraft with four AIM-9, •External power (provided by ground cart) in the same style as the F-4E, •External air (provided by ground cart) in the same style as the F-4E, •Boarding ladder and boarding steps. •They say that the dimensions of the F-5E cockpit are wrong and were not corrected in the remaster, but I can't prove it. The F-5E could receive this in the future and the value of the aircraft could be adjusted to $70 or $80. This would be the best case scenario for it to receive all these resources. And finally, I believe this update should be free. If everything I listed was included, I would have paid more than $10, maybe $15 to $20. I hope the next updates are rethought in their format for the Huey, Mi8, L39, F86 and MiG15. I wish the best for ED and I always support its development by purchasing its modules. Apart from the campaigns, I have practically all the modules. I wish the best to ED and thank you! sHMSLIH.mp43 points
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I'm enjoying the new F5 and the fog. Great stuff!3 points
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It goes like this from cold start on the deck: 1. If you feel ready for start up - Salute - it will attract red shirt and you can go through start up process as soon as he raises hand. 2. After you're done and feel ready to taxi - Salute - if you're allowed the red shirt will hand you over to the nearest yellow shirt and the wheel chocks will be removed. 3. Follow the directors' orders to taxi and line up with the cat, then follow the cat procedures and when you're ready to launch - Salute.3 points
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Будуть Да, развитие погоды и погодных эффектов в плане. Ближайшее что мы сделаем это учет прозрачности атмосферы для оптических ГСН оружия и сенсоров ЛА. От тепловых ракет можно будет скрываться в плотном тумане. Только стоит учитывать что в ИК диапазоне видимость в тумане лучше чем в оптическом. То есть ИК ракета видит цель еще тогда, когда глаз пилота цель уже потерял.3 points
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Apparently, yes. I'd like to see a direct comparison as well, but the differences are likely very subtle as I can't tell just by looking at the aircraft in-game.2 points
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2 points
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Improved multi-monitor support would be an extremely welcome quality of life improvement, part of which should also be the ability to easily move overlays like helicopter gunner panels, control helper/indicators etc. as they can end up in very inconvenient locations or sizes on multi-monitor set-ups, especially when using more boutique configurations. At the very least, moving these overlays needs to not break integrity check.2 points
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2 points
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I would have to guess but I suppose yes. Messing with this file allows you to change a lot of stuff, for example adding the Mig-21 nuke to the Phantom. Or giving the AI Phantom ultra acceleration. Or removing Damage Cells.2 points
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Звучит невероятно глупо. Делают для того, чтобы повысить уровень проработки. Надо развивать "электронику" в игре.2 points
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I think the new members of the deck crew could do with a little more life when they are not engaged. Currently they are standing like statues on Spice. The orginal deck crew elements have a little more behavioural movement to them. Rigidly staring off into space 20ft from the jets of a full afterburning F18 on the cat does not feel authentic. The 180 Flip is also not endearing. As others have said, maybe be a cut fade whilst in the pit but Im not sure how that would work in extenal or with AI. Perhaps go back to the original invisible tractors or reverse gears for now until they come along at some point in the distant future. Maybe its also time to revisit the Deck Crew for the Forrestal with HB to (something that seemed to evaporate around the time SC was announced). Especially given the SC is very much hornet centric. Perhaps tie their appearance to owning the F14 if feature freeloading is a concern.2 points
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Haven't flown the Gazelle in a while but I tried out the AP functions just now. I can't seem to get AP Speed and Altitude to hold. As for CLV and ALV, they seem to be working as before. But you have to be very well trimmed out or CLV has trouble staying green. I wish CLV was more 'capable'. ALV is working but if you slew the crosshairs left and then hit ALV, the resulting left yaw can be unrealistically jerky. I'm assuming it's the clockwise rotor counter torque that's abruptly multiplying the left yaw effect because doing the same procedure with the crosshairs slewed to the right results in a smooth transition. I also think the collective inputs sometimes create a jerky yaw effect that's not realistic, esp when CLV is on. Not a pilot, just guessing.2 points
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Odd, since I didn't notice anything different, while I was indeed expecting to. The proportions of both the cockpit and the pilot model seem quite odd to me. The cockpit is VERY spacious for such a small aircraft and the pilot model is a LOT wider than pilots of non-ED modules (and yes I am using my real-life IPD value: I don't notice anything off with cockpits of more recent modules)2 points
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Great news on the liveries! I understand. It's just weird when you put 7000+ hrs into a DLC, but leaving the biggest avionic feature (the radar) totally untouched. Anyways, these are just my impressions...2 points
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