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  1. 27 December 2024 Dear Fighter Pilots, Partners and Friends, In this, our final DCS update of 2024, you will find the latest models of the B-52H, S-3B, B-1B, as well as highly detailed SA-10, Max-Pro, Abrams and C-RAM! These assets form the basis of the Heavy Metal pack announced earlier this year. We will continue working on more air, ground and sea units in 2025. This update also contains many improvements, bug fixes, and new features. Please update now and check-out the full changelog! Please don’t miss the huge savings across our most popular modules in our DCS Winter Sale 2024 which will run until the 6th of January 2025 at 15:00 GMT on our e-shop and until 2nd of Jan on Steam at 18:00 GMT. As the sun sets on 2024, we extend our heartfelt thanks to you for your ongoing support and dedication. We look forward to great things in the year ahead and cannot wait to share our ´2025 and Beyond’ video coming soon. Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS Assets Development Report Earlier, we released new units as part of the Heavy Metal Core pack. It’s with great pleasure that we provide you with higher detail versions as part of this week's Christmas update! Added free pack of high fidelity 3D models. B-1B B-52H S-3B (and tanker) SA-10 (S-300 SAM) M1A2 M1A2C SEP v3 MRAP MaxxPro Centurion C-RAM We hope you will enjoy these beautiful AI units, and to see them deployed in your missions and campaigns. We look forward to bringing you many more in the future. DCS Update Development Progress In the most recent update to DCS Core, the “improved spotting dots” option has been replaced by a new Spotting Dots setting. This feature can be toggled Off or set to Auto, 1 Pixel, or 2 Pixels, and it can also be enforced through the Mission Editor. When peripheral VR quad views are active, the spotting dot size will default to 1 pixel. Mission Editor functionality has been expanded. New triggers allow for toggling individual drawings on or off. Unloading multiple cargo items at once is now supported, and an error causing the display of non-cargo objects in the radio menu has been corrected. Issues related to multi-selection tools, rotating units, and loading templates have also been resolved. For the full list of changes, please read the full changelog. The DCS: F-16C Viper has received noteworthy improvements to its heads-up display (HUD), flight model, and radar behavior. The HUD’s Limited Refresh Rate now updates airspeed, altitude, and acceleration at fixed intervals, making fast-changing parameters correctly skip values. Based on user feedback, corrections to excessive energy loss at higher angles of attack and slower speeds have been introduced, with further work planned for high-speed regimes. Deep stall issues have been addressed, along with yaw behavior during roll inputs in landing configurations. Various radar bugs have been fixed, including trackfile behavior in STT, TWS altitude rounding discrepancies, and lock range in ACM Bore mode. External fuel transfer now functions even if AIR SOURCE is set to RAM, and a flicker in the CCIP aiming marks has been eliminated. The developers have also released a revised Early Access Guide with new chapters on navigation and tactical employment, plus updates to the radio communications and datalink sections. The DCS: F/A-18C benefits from fixes to weapons avionics crashes, the addition of gray-scale (will still appear green despite name) ground radar maps, and resolution of several texture and INS configuration errors. The DCS: AH-64D has undergone a range of flight model improvements to make yaw control less sensitive, adjust rotor thrust at low speeds, and refine the vortex-ring state (VRS) condition that is accompanied by new visual and audio warnings. Minor rotor cone animation issues have been addressed, SCAS drift during hover has been corrected, and the interface for George AI has been enhanced to assist color-blind players. Multiple small bugs, including incorrect TADS camera clipping and error messages for en-route distances, have also been fixed. The DCS: CH-47F has seen a range of additions: new trimmer options, windshield wipers, corrected LCT schedule, and improved Cyclic Stick position for air start. The crew animation speed has been raised when switching seats, and numerous fixes address engine repairs, IR strobe patterns, and ramp visualization. The DCS: Supercarrier update addresses several issues with AI taxiing, deck crew animations, and spawn logic. Directors should no longer repeat “stop” gestures excessively, and wheel chocks function correctly after teleporting to the hangar. Catapult launching logic has also been improved. Despite these updates, a known issue persists regarding the “disable deck crew” option not functioning properly unless it is set beforehand in the general settings. The newly remastered DCS: F-5E includes cockpit shake and vibration animations, wingtip oscillation at high AOA, and updated LERX vapor effects. RWR dimmer controls, service hatch panels, parking lot static aircraft placements, and theme loading pictures have all been adjusted. Happy New Year Warm wishes We wish you soaring spirits and skies full of cheer this holiday season. From everyone at Eagle Dynamics, may your days be filled with joy, love, and good health. Stay safe, enjoy the festivities, and here’s to reaching new heights together in the year ahead. Happy New Year! Thank you again for your passion and support, Yours sincerely,
    7 points
  2. Hello Spikerf22, I've created new 3d models of the USS Bowen, Kidd, and also the Spruance Class. They will be released hopefully early next year. So please standby for them. Thanks, Toan, nice fleet you have there. It's good to see you all enjoying the mods. It shows me most of you are still interested in them. Patpatpowercat, yes, after I finish the Horizon Class mods I will be backtracking to all the Amphib mods to include the USS Oak Hill, San Antonio, USS America, and Landing craft to go along with them. The LCU, LCM-8, and the LCAC. Everyone I have released the updated version of the ITS Cavour Carrier version 1.0.1 -I re-added the Aft Missile Launcher Missile Cell Hatch. It was there but it was folded downward. -I repainted the ITS Cavour Hull name letters. -I also added a little eye candy on the Flighdeck of the ITS Cavour. Fire Hoses, Hose Reels, and Fire Extinguishers. *** I'm still working on the Thaon Di revel Class Frigate. I will go through and remove all the mods I plan to update. Thanks, everyone for your patience.
    6 points
  3. @BIGNEWY @NineLine So, i have found the issue. For the Viking DCS is trying to load 2 Texture Files from: C:\Program Files\Eagle Dynamics\DCS World\CoreMods\tech\HeavyMetalCore\Textures\S-3B.zip 1.-S3BViking_BANO.dds 2.-low_S3BViking_BANO.dds The first one IS inside the S-3B.zip folder but the second one is missing. Maybe someone at ED forgot to add or change names when the High 3D models where included in the last update. FIX: Go to S-3B.zip textures file. Locate S3BViking_BANO.dds. Make a copy outside the zip folder. Rename that file to low_S3BViking.dds. Move that file Inside the zip folder so now there are 2 files, the original one and the low_ one. Now its working, both position lights-landing lights and Refueling pod lights.
    6 points
  4. I just recovered from my encounter with the "multi-object selection tool" to trust myself enough to not use too colorful language. In a nutshell: I find it to be really, really bad interface-wise, with marginal added value for real-life mission creation. A squandered opportunity with obvious (but buried) potential. It's as if some alien, with little human GUI experience, and who had never used an object oriented editor, heard about "band selection", and went on to implement something from what little they understood. Whoever implemented what they thought they understood from the requirements does not, so it seems, regularly create missions. Otherwise, I think that tool would work much, much differently. Let's begin with the "Why": Why are mission creators looking for band selection? To quickly select multiple objects, and apply a change to that selection. What did we get? Some modal (impedes workflow) selection thingy, with overly complex handling, non-standard, difficult and unintuitive de-/selection schemes (plural!): something that is ill suited to quickly perform the most common tasks. To engage band selection, you have to activate band selection! For crying out loud, why modality, why the need to activate 'band selection mode'? Look at PowerPoint, any RTS, heck look at the icon display in windows Explorer to see how this most basic interface metaphor works! Band selection activates and deactivates automatically, driven by context -- it is not modal. This isn't 1990 any more. People know how to use a GUI, and they expect standard behavior. Implementing against expectation is sure to create a negative experience, and create worse results. Adding and removing objects to/from the selection is positively alien, convoluted, unpredictable (!) and breaks your workflow (you have to de-/activate more strange modes). Whatever happened to simple, universally-known "shift-clicking" to add/remove from a selection??? Calling this design "Amateurish" would IMHO be unkind to Amateurs. Worse: what is one of the most common use case for multi-object select during real-world mission creation? Change the coalition of the selection. Can we do that? No. That option does not exist. How about a base-name change (like it already happens automatically with copy/paste)? No again. How about moving the selection? Yes, but you first have to engage move mode (another mode within a mode), or press a modifier key. Look at established practice in any object editor to see how it is done, and what everyone expects. And then we have a non-standard, complex group rotation around a new, difficult to understand interface element "anchor" that has little to no additional value. When you select multiple objects, it would be much better to go the established way: draw an outline frame, and rotate around the (marked) center. That's all we need, and it's orders of magnitude easier to use. With introduction of this silly anchor metaphor, I also note that this is yet another UX-breaking non-standard way to rotate objects in ME, after that line art silliness from last year. You did know that you can interactively rotate some line art, right? Not all, and it's just almost non-discoverable, and completely non-standard, and seldom works the way that you expect. Yeah, some, but not all line art in ME switches to rotation mode (instead of resize/reposition) on every other click into the object. Not on the first click, and not the third, but on second, fourth, sixth, ... click. Really, really bad design, yes. IMHO, this entire multi-select thing has complete non-sense UX, it goes against any and all UX best practices published in the last two decades, violates most norms, and it makes ME more difficult to use, not better. Please, please, please let someone with real UX expertise review (better: design) ME interface-related elements before publishing them. And, yes, I'm happy to provide deeper feedback- I wish the kind folk at ED would ask people who have experience in UX design, or showcase their designs before they go live with them. This kind of feedback is trivial to obtain, and I would doubt that the current implementation would have passed muster even for first-year interface design students. And yes, I believe the need for better UX talent at ED is becoming urgent. The MP join dialogs are already really bad UI design, the Hook's cargo dialog abysmal, and now this....? A really bad trend. Please, a quality product like DCS should also have a quality experience to match.
    5 points
  5. Futher mod testing and formation flying with Michał - maker of updated polish liveries. Mod is almost complete kasztaniany 2.mp4
    5 points
  6. Join us on the Ground Pounder Sims YouTube channel at 18:00 UTC on New Years Day, where the Operation Cerberus North 2 official reveal will premier. There's some exciting features planned for this campaign, can't wait to share them with you!
    4 points
  7. Dear Community! We can call the past year a time of refining the DCS: La-7 module to meet ED's strict standards, aiming to deliver an iconic virtual aircraft of the highest quality. And we can confidently say that we are just one step away from the finish line. Happy upcoming 2025! We wish you the time and opportunity to fully enjoy our shared passion! With faith in success, The OctopusG Team
    4 points
  8. Then I have an idea: there is a 4K template for the Superhornet. Why don't you start to create the skins you need and want and share them with the community like all the other liveries creators do? Maybe you will understand how much effort and time is needed to create a good looking realistic skin. You get all these stuff for free and lament that is not enough. Seriously, I don't understand your problem. The liveries for the superhornet mod are as close to the real life skins as possible and you want to erase the (very tiny) carrier names for all users only because with them you cannot create a realistic carrier deck? Strange logic. I can tell you, this will not happen. By the way, you can erase the (or even create new) carrier names yourself, you only need Paint.Net or Gimp (both are free, too).
    4 points
  9. Hi, the Italian Cavour carrier group at sea, with FREMM Luigi_Rizzi in the background, and Alpino in the foreground escorting the carrier. Thanks Admiral for your superb Mods. Enjoy !
    4 points
  10. What you aren't understanding is that the general MP playerbase simply doesn't agree with your position. Nor do the mission makers. ECW went as far as to disable IC entirely for over 6 months, just so people could continue using the spotting mod after ED realised it was being used. The population never wavered in that time. Groundpounders continued to groundpound. Fundamentally, most MP players don't want to be blind. If anything many of them would prefer to have even better visibility than is now possible. Disagreeing with them is fine, but that simply puts you in the minority. It doesn't change their minds.
    3 points
  11. Mine works fine. Check your other mods, for example the Su-30 mod had some issues if I remember correctly.
    3 points
  12. The modernisation seen in the video is the older one. But I'm also gonna release it very soon
    3 points
  13. Yes, my first impulse when this situation started was to wait for a resolution and withhold my DCS purchases until the matter cleared. My DCS purchases took a dive because of this: I was the kind of customer that purchased almost every item that showed up on the store, both those that strike my fancy and those that I purchased mostly to support the developers, like the CE-2, Yak-52 and I-16, but this last semester I only bought the upgrades to Flamming Cliffs and the F-5E, skipping on all the recent releases. I will use the F-15E credit to purchase the MiG-29 when it appears, but it is unlikely that I will spend more until ED and Razbam solve their conflict. I stopped flying the 15E the moment the situation began, but I still love the Sim in spite of all and thus went on to learn the F-4E and nowadays I have returned to the MiG-21, so I'm making training missions for those two Cheers and happy new year to you and to every user of this Community. Eduardo
    3 points
  14. This is not a mission, just a position in the middle of nowhere defending against enemy infantry... CH's T-80 BVM tank hurries to help friendlies.
    3 points
  15. Daily MiG-29 Russian 9.13
    3 points
  16. I’ve owned Virpil gear for around 7 years now and have a number of their items. I’ve found their customer support to be excellent.
    3 points
  17. You are brave, last week I caved and opened a ticket to request a refund for my 15E, as I lost hope about ED and Razbam patching up their relationship. Thanks a lot for your very kind words, I really enjoy editing this type of mission my limiting factor is not money, but rather my available free time as editing these takes a lot of time so I make them only for the aircraft I’m currently learning (or re-learning) Have a happy new year and thanks for reaching out to me, its really nice of you. Cheers, Eduardo
    3 points
  18. It's a sand box DCS option... If you play SP, you can use it as you wish. As for MP, different servers will apply it as they feel is most suitable for their mission. If you can't find a server with your view points, maybe you just happen to be part of the not so vast minority... As most things, I'd rather the option be available but not enforced as opposed to not having the option at all...
    3 points
  19. Who are you, and why should we take your opinion seriously when it seems all you did was register here to make Virpil look bad For your 1 warning and more specifically, your 1 post, there are 100's of positive dealings with Virpil
    3 points
  20. We will share more news as soon as we can. the 2025AB video is planned for January thank you
    3 points
  21. Daily MiG-29 Bulgarian 9.12A
    3 points
  22. after installing the latest update my F-4 Phantom module is no longer authorized be used in DCS World OB, I haven't updated DCS World and its available. Anyone else having this issue?
    2 points
  23. Skins are on user files: https://www.digitalcombatsimulator.com/en/files/3342793/ https://www.digitalcombatsimulator.com/en/files/3342794/ Couple of WIPs for the blacksnakes. ETA is probably the 1st or 2nd week of January. I made have glass and the regular blue/gray. I changed the have glass paint a little bit. What I have been using is closer to a weathered look and this one is closer to a fresh coat. It doesn't get washed out in bright light as bad and is closer to the real color I think. I also updated my tanks and pylons to match the new color and fixed the text on them. I created custom helmets for both jets(only the HMD), custom pilot squadron patches(both the old and new version), and made a custom 300 gallon tank.
    2 points
  24. The four spawns in the sixpack (that's the area in front of the forward elevator) is only used for AI or player aircraft which are created at mission start (i.e. no 'late activation' or client slot) or if no other spawns are available for player aircraft. The spawn order is: Elevator 2, 4, 3, 1, the spot between elevators 1 and 2, patio and finally the sixpack. If a spot in this sequence is occupied by aircraft (static or 'live'), the system will choose the next free spot. In your case, since elevators 2 and 4 are occupied, you are spawned at elevator 3. If AIs dissappear after landing it means there are no parking slots free or that the route to free parking spots is blocked. In your layout, the AIs should be able to park on elevator 3 but perhaps the static object in front of the island block the path.
    2 points
  25. thx SU30 making this issue. i just deleted it and now works.
    2 points
  26. Cool, just by disabling the remastered. I can fly the older version again.
    2 points
  27. The last update killed all my mods., Trying to get mods to work is more a game then the game. <profanity>. pretty sick of it
    2 points
  28. You don't need to open a new topic for every new issue. Just use the official topic here in this subforum.
    2 points
  29. Я и не собираюсь ничего понимать. Я человек простой - вижу вытягивание денег и прочий лохотрон, шлю лесом. Все взрослые люди, все прекрасно понимают, в чем на самом деле цель помойных механик в MMO играх... сверхмаржа сама себя не заработает. Это я тихонько молчу про инженерный шедевр во всех этих ваших MMO - хитрый и малозаметный алгоритм "повредил\не повредил" искуссно удерживающий игроков на 50% побед. Я человек простой, люблю игры но ненавижу когда под видом игры преподносят казинок, который, как все знают, нельзя обыграть.
    2 points
  30. A fix has been made, but the servers will require a restart. Please close DCS, do not use the GUI restart servers and then test, you should see better result. thank you
    2 points
  31. Actually that's phenomenal! That AI soldier is squaring the circle! Heureka!
    2 points
  32. Hi Les, That's why I mostly skip Google's answers, containing posts of the Arduino forum Regards, Vinc
    2 points
  33. OMG... that was it! I did have the DCS exe excluded but not the folder. Thanks for schooling me on that @Zabuzard! For those with Windows Defender here are the steps (for me the excluded folder is "C:\Program Files\Eagle Dynamics\DCS World OpenBeta") To exclude a folder from antivirus scans on Windows 11, go to Settings > Update & Security > Windows Security > Virus & threat protection > Manage settings > Exclusions > Add or remove exclusions and then select the folder you want to exclude; remember that excluding folders from scans should be done cautiously as it can potentially reduce your system's security. Key steps: Open Settings Navigate to Update & Security Select Windows Security Choose Virus & threat protection Click Manage settings Under Exclusions, select Add or remove exclusions Click Add an exclusion and choose the folder you want to exclude.
    2 points
  34. No you’re right, this is enterprise critical serious business here playing make pretend airplane. /s
    2 points
  35. The original sketch in the initial post was using code culled from another sketch while researching how to do the pulse signal, so the delayMicroseconds(20); came from that. For the #define vs const int thing, again I suspect that was a legacy of Frankensteining bits of sketches together. I tidied it up and the revised sketch below is functionally working exactly the same #define pulsePin1 2 // pin that sends trigger pulse #define pulsePin2 3 // pin that sends trigger pulse #define BUTTON_PIN1 4 // pin that inputs command signal #define BUTTON_PIN2 5 // pin that inputs command signal bool buttonState1, buttonState2; bool lastButtonState1, lastButtonState2; int pulseWidth = 20; // pulse width in milliseconds - suggested value 20ms int debounce = 20; // debounce delay to prevent multiple triggering void setup() { Serial.begin(9600); // Start the Serial monitor with speed of 9600 Bauds pinMode(BUTTON_PIN1, INPUT_PULLUP); pinMode(BUTTON_PIN2, INPUT_PULLUP); pinMode(pulsePin1, OUTPUT); // define control pin as output pinMode(pulsePin2, OUTPUT); // define control pin as output } void loop() { buttonState1 = digitalRead(BUTTON_PIN1); buttonState2 = digitalRead(BUTTON_PIN2); if (buttonState1 != lastButtonState1) { if (buttonState1 == LOW) { digitalWrite(pulsePin1, 1); // Set output to 1 delay(pulseWidth); // pulse delay digitalWrite(pulsePin1, 0); // Set output to 0 } delay(debounce); // debounce delay } // save the current state as the last state, // for next time through the loop lastButtonState1 = buttonState1; if (buttonState2 != lastButtonState2) { if (buttonState2 == LOW) { digitalWrite(pulsePin2, 1); // Set output to 1 delay(pulseWidth); // pulse delay digitalWrite(pulsePin2, 0); // Set output to 0 } delay(debounce); // debounce delay } // save the current state as the last state, // for next time through the loop lastButtonState2 = buttonState2; } As for the Arduino forum helping out, it wasn't before they tried to change my whole project, question my reason for existence and my whole philosophy about electronics
    2 points
  36. I took a chance and just bought the F15E despite the current atmospherics.... your missions are the gold standard for training and really deep diving. Man you have talent and i highly recommend ED take you on for future training missions, if not maybe you open up a go fund me or something because if we had this level of training missions say for the F18 and other modules wow. These put the sim in simulator. Best regards.
    2 points
  37. It's not an exploit if everyone has access to the same options. Problem is, in DCS many people play for many different reasons. When an option directly affect the way a specific player plays the game, of course it feel like an exploit to him specifically, regardless of how it affects others. This is one of the major reason ED are pretty much always in a lose situation... Nevertheless... For someone to feel like this particular option is an exploit, they have to be the competitive type, in which case, the people in charge of where they play will take care of the "exploit" accordingly anyway.
    2 points
  38. Да вроде норм Жаль только что вот это никак не поправят
    2 points
  39. I would think white listing entire folders would be a great way to get a virus.
    2 points
  40. 2 points
  41. In RL lights should be off on deck; you turn them on only to signify ready to launch and turn them off as you taxi out of the landing area once you have successfully trapped.
    2 points
  42. Daily MiG-29 Russian 9.19
    2 points
  43. Нам авиационной штабной компоненты не хватает, командного состава для организованно полетать на самолетиках. А для организованно побегать в шутер (чтобы это было интересной целью для авиации, мы ж про нее тут, в конце-концов) - стало быть командный состав появится сразу)) И организует процесс чтобы было интересно, а не простой deathmatch... Да и виртуальной пехоты нужно несоизмеримо больше чем вирт пилотов. Организовывать все это силами живых игроков - кмк утопия. Одна надежда на развитие ИИ и динкампании на его основе. Это хоть более реально. Заодно и штабную работу ИИ отдать.
    2 points
  44. Hi all, the issues is reported to the team and they are working on a fix thank you
    2 points
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