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Magnitude update: Just a quick update this holiday season: During these past few months, our programmers along with the aerospace engineers have been working relentlessly on the flight model performance. We're excited to say we sent our updated FM for evaluation. We're confident it'll be the best simulation of an F4U-1D for everyone to experience. So with that, "it's that time of year again..." The missing 3D cockpit items mentioned to be implemented during early access, have now been modeled, painted, and implemented. Z-2 Anti-G Suit Piping Defrost / Heater System Pulley Cable Mech Rain Guard AN/M8 Flair Gun & Cartridge Box Elevator Control Shaft Updated Seat Mech Updated Canopy Items Finally, we'd like to wish every one an awesome holiday season and hope for a great year in 2025! -Magnitude 3 Team12 points
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OctopusG: "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"11 points
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Veco Simulations: 2024 End-of-Year Update As we wrap up 2024, we want to take a moment to look back at what we’ve accomplished and share our plans for the coming year. Developing the iconic Talon for DCS has been a challenging but exciting journey, and we’re eager to update the community on our progress. Highlights of 2024 This year, we hit several major milestones that have moved us closer to delivering the T-38A in time: Proof of Concept Completed One of our biggest achievements was completing the "proof of concept" for all major aircraft systems and essential gameplay features. This step gives us a strong foundation to build on as we refine and improve the mod. EFM Flight Model We’ve made big strides in developing the flight dynamics, thanks to new technical documents, including wind tunnel test data. These resources have allowed us to replace estimations with real-world data, making the T-38A’s flight behavior more accurate and realistic. 3D Cockpit Modeling The cockpit model is nearly finished! Only a few final touches are needed before we move on to animation and texturing. Early 2025 will focus on adding the fine details and textures that will make the cockpit both functional and visually stunning. Below is a preview of the current front cockpit model. Plans for 2025 Looking ahead, our focus will shift toward refining systems and flight dynamics, using self-built tools to speed up development and improve efficiency. Our plan for 2025 is to fully release the aircraft. While we can't give an exact date, we can say that the groundwork and proof of concept for all of the planned features are done and tested. New Development Tools and Testing Environment We’ve introduced powerful in-house debugging tools that provide deeper insights into the aircraft’s systems and behavior. These tools allow us to: Monitor engine and system parameters in real time. Modify variables, trigger faults, and run test routines dynamically. Plot aerodynamic forces and coefficients to analyze flight performance in greater detail. Testbench Application We’ve developed a "testbench" application that runs the external flight model (EFM) DLL in a separate simulation loop. This tool allows us to: Test flight dynamics, engine performance, and systems behavior quickly and efficiently. Use debugging features like breakpoints, hot reloads, and performance profiling - features that aren’t available in DCS. Skip lengthy DCS loading times, making it much faster to test and validate code changes. System Integration Work With our new tools in place, we’ll focus on integrating the aircraft’s hardware systems and engine. The core components are already developed, and we’ll refine and expand them in multiple stages to ensure they closely mimic the behavior of the real T-38A. Cockpit Animation and Texturing The next steps for the cockpit include animation and texturing. These updates will bring the cockpit to life and create a truly immersive experience for users. Final Thoughts This year has been a turning point for Veco Simulations. Having gone public in 2024, we’ve made remarkable progress in a very short amount of time. Beyond the strides in the flight model and cockpit, we have also built a solid framework and workflow to support the development of our future aircraft mods (and modules?) for DCS. This foundation not only streamlines our current processes but ensures that Veco Simulations is well-prepared for long-term growth and innovation. As we move into 2025, we’re focused on refining and polishing every detail to ensure the final product exceeds expectations. We’re incredibly grateful for your support and excitement throughout this journey. Your enthusiasm drives us to push harder and aim higher. Stay tuned for more updates as we continue working to bring the Iconic Talon to life! Happy New Year from all of us at Veco Simulations!9 points
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8 points
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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.7 points
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Уважаемое сообщество! Уходящий год мы можем назвать годом полировки модуля DCS: Lа-7 по строгим стандартам ED с целью предоставить вам знаковую виртуальную машину должного качества. И определённо можем сказать, что мы в шаге от финиша. С наступающим вас 2025 годом! Желаем иметь возможность уделять достаточно внимания нашему общему увлечению! С верой в успех, команда OctopusG5 points
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Everyone I've updated Project 956 Admiral Ushakov 1.0.2 SA-N-7A.Lua missile specs. Note, that all 3d missiles for the Project 956 Admiral Ushakov destroyer are ED's 3D missiles. Thanks, Patpatpowercat.4 points
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Yes, this has been brought up many times. The only weapon with a ballistic trajectory in DCS is the Scud, which unfortunately uses a parameter and dataset which isn't documented. So modders can't use it to create missiles with ballistic trajectories. The only way for modders to create ballistic missiles was to use the old DCS core missile features, which created a fake ballistic trajectory where the missile would climb to an apogee and then point straight towards the target. But it was better than nothing. All my ballistic missiles were made using that old feature. But unfortunately ED changed the core game a couple of versions ago which made all the missiles using the old weapon features to miss their target. It's like the target coordinates were changed to a hundred meters below the surface, which made all these weapons hit the ground in front of the target point. I've tested everything and then some to work around this issue. But to no avail. It came down to either remove all these ballistic missiles from my assets or go with the only working solution. In this case the least worst solution was to use a cruise missile scheme and increase the speed of the missile. So it's an accurate description to call them 5000 knot cruise missiles, haha. But I didn't want to remove all these assets, that's why I choose this solution. In order for this to be rectified, ED would either have to restore the old DCS core missile feature to working condition (not very likely) or publish documentation of how to use the Scud missile weapon scheme code (extremely unlikely).4 points
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Siamo lieti di informarvi che abbiamo aperto un nuovo gruppo di volo dedicato solo all'ala rotante, chiunque voglia farne parte è il benvenuto. https://elicotteristivirtuali.altervista.org/3 points
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3 points
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Pat, I just did some quick research on the SA-N-7 Gadfly missile. It's a naval version of the SA-11 Gadfly (Buk-1m) land-based surface-to-air missile system. --Max Range 55.6. It's designated as 9M38i which is what I used from EDs Inventory. Also, the missiles are the same. I don't see any difference between ED's missile below and the original. I will continue using ED's missile but I will update the missile specs. Update coming.3 points
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Hmmm. Here's some unsolicited advice: don't get your stock advice from your hairdresser, and don't ask a party novelty for strategic software development insight. I do realize that Betteridge's law of headlines ("if it ends and a question mark, the answer is 'no'") also applies to most forum posts, but still... ChatGPT's answers are - as expected - a low-effort assemblage of truisms and buzzwords, arranged to sound like it affirms your question (it's a "yes"-bot, designed to make you you feel good). I won't go into details because a good deal of me believes that you know all this and are simply trolling.3 points
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A few tours for the curious. A couple of videos from the latest update with the winter textures in 2.9.11 and another one from the previous update in 2.9.8.3 points
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На выходе из сопла ЛЮБОГО реактивного двигателя, статическое давление должно быть равно давлению окружающего пространства. Если оно меньше, это называется перерасширение сопла, будет отрыв потока от стенки сопла, завихрения и ухудшения работы. Если давление будет выше, то это недорасширение сопла. Будут завихрения ЗА соплом направленные наружу и тоже будет падать эффективность. Именно по этому есть ракетные двигатели атмосферные (применяющиеся на первых ступенях) и высотные (вакуумные) для работы в космосе, у них сильно отличается степень расширения сопла. Иногда в десятки раз. По поводу реактивной силы, тут даже объяснять не надо, в отличие от подъёмной силы, где можно придраться к упрощениям и допущениям. Тут всё предельно просто, если это непонятно, то надо начинать с осмысления третьего закона Ньютона. И упрощение там лишь одно, принято, что точка приложения силы является срез сопла. Но это не значит, что она прям давит на кромки створок реактивного сопла, это значит, что из этой точки строится вектор силы.3 points
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You can't have layers of fog. The fog settings are Visibility (how far you can see) and Thickness (how high the fog extends from sea level). To have the fog change from thick to clear during a mission, you need to set the fog to manual and then set the fog keys as desired. Setting the fog to 0 visibility and 0 thickness will clear it out completely. I tested with the setting seen below and it works fine.3 points
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Thanks, this is probably the most unhelpful bug report so far! Want to try again and see if you can do a little better? Hint - try including a track file.3 points
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So, an 'AI' make-stuff-up-from-internet-scrapings-bot says that using an 'AI' make-stuff-up-from-internet-scrapings-bot to rewrite complex software it cannot possibly have any understanding of is a good idea? What a surprise.3 points
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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 Team3 points
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@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.3 points
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Does anyone have any idea of the timeline of when we're gunna get a separate special settings for pedal trim? In every other helo I have it set up so that I don't have to move the pedals back to center after I trim the aircraft, and in every other Helo this is an option in the special settings, having to reset my feet is fighting my muscle memory and generally a pain in the ass for flying helo's in a smooth manner. The Chook really is a great aircraft to fly and seems pretty accurate so far for the systems they've added so far, but this pedal trim factor really makes it a bit of a pain in the ass to fly for me at the moment.2 points
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Please keep in mind project is still in the 'early testing' stages Download: https://github.com/fredemmott/XRFrameTools/releases/latest Documentation: https://github.com/fredemmott/XRFrameTools/blob/main/README.md Summary: Every time someone uses any framerate measurement tool that was not specifically built for OpenXR, the numbers are not accurate, and are likely misleading. That said, it's not been entirely productive for me to keep saying that without offering an alternative, so... here we are OpenXR Toolkit's numbers are accurate; I had 3 things in mind when I started making this: OpenXR Toolkit is no longer maintained, and some games are incompatible I wanted to include power management data: "GPU time is 99% of frame time" has different meaning and implications if your GPU is running at maximum performance, vs when it's throttled, e.g. for thermal management More powerful logging: the option for 'every frame'; the binary logs are logged at every frame, but you can choose how many frames go into each row when exporting to CSV I wanted 'always-on' to be a reasonable option. Currently, the binary logging consumes 104 bytes per frame, which is 26mb/hour at 72FPS, or 43mb/hour at 120fps. Download: https://github.com/fredemmott/XRFrameTools/releases/latest More information: https://github.com/fredemmott/XRFrameTools/blob/main/README.md2 points
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For many of us, Christmas begins on the evening of December 24. And again, an eventful year is soon coming to an end. DCS has given helicopter pilots, in particular, a lot of joy with new models like the CHINOOK, more details at ground level, and a flyable Apache. It will probably be 2028 before we have explored all the new maps in the helicopter at low altitudes. In 2025, many new modules and maps will surprise and keep us entertained. ***I wish everyone a Merry Christmas and a Happy New Year. But above all, stay healthy and peaceful.*** Pour beaucoup d'entre nous, Noël commence le soir du 24 décembre. Et une fois de plus, une année riche en événements s'achève bientôt. DCS nous a donné beaucoup de joie, en particulier à nous, pilotes d'hélicoptères, avec de nouveaux modèles comme le CHINOOK, plus de détails au niveau du sol et un Apache pilotable. Il faudra probablement attendre 2028 pour que nous ayons exploré toutes les nouvelles cartes en hélicoptère à basse altitude. En 2025, de nombreux nouveaux modules et cartes nous surprendront et nous amuseront. ***Je souhaite à tous un joyeux Noël et une bonne année. Mais surtout, restez en bonne santé et en paix.*** Für viele von uns beginnt Weihnachten ja bereits am Abend des 24. Dezember. Und wieder geht bald ein Ereignisreiches Jahr dem Ende zu. Besonders uns Hubschrauberfliegern hat DCS mit neuen Modellen wie der CHINOOK , mehr Details in Bodennähe und einer flieg baren Apache viel Freude gemacht. Bis wir im Heli all die Neuen Maps im Tiefflug erkundet haben werden wird es wohl 2028 werden. Auch 2025 werden uns viele neu Überraschungen Module und wohl auch Maps die Zeit kurzweilig gestalten. ***Ich wünsch allen frohe Weihnachten und ein guten Rutsch ins neue Jahr. Vor allem aber Bleibt gesund und friedlich.***2 points
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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,2 points
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Researching the names of Russian SAM systems, variants,spec and the NATO designations is enough to melt your brain . Many thanks guys for sorting that out.2 points
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I have requested the multiple threads be merged w/ this one, Also, there is a patch coming, the holidays kind of put a stop to work for a few weeks but, I do have a changelog / bug tracker pinned in the CJS Discord: v2.4.241129 Bug Tracker: Fixed Internally: Fixed GBU-32 not being recognized on STA2. Fixed GBU-31 V2 and V4 Not being recognized. Fixed STA-2 Split Store Bombs Mounting to wrong pylon. Fixed Mis-link in CLSID Swap on STA2 MB Offset for Mk-82, Corrected STA-2 offset 2X GBU-32 w/ CLSID SWAP. Fixed UFCD on Legacy hornet black out, Removed Old Cpt04 Textures. Changed CJS Cockpit Livery Name from "default" to "CJS SUPER HORNETS". Revisions to Ordinance table. Cleaned unused stores, adjusted formatting. Adjustments to AIM-120/AIM-9 Split Stores. Adjusted ADU773 Weight and LAU-115C Drag Qtys. Added Strobe Ident. Pattern Drop down to Aircraft Properties for Player. Strobe Seq. can be set for player unit in mission editor. External Lighting system revised to get aircraft property from mission editor and set pattern. Added Check Boxes for all SUU-79 and SUU-80 Pylons in Mission Editor. Adding New restrictions lists for the pylons removal checkboxes. Flight model, Adjusted Center Of Mass and Inertia slightly. Fixed, NVG / Helmet Attachment Device Init. does not detect Helmet Device from Mission Editor. Fixed Aircraft Fall off deck when parked on edge. PFM Collision Model and AI Pos. for Rear Gear Adjusted slightly. Suspension Dynamics Adjusted Slightly. Collision Model Revisions. Removed Small / Extra Details from Collision Model. Re-configured mesh names and settings to match legacy damage model. Animated Wing Fold, Control Surfaces. Integrated Invisible Rack system for bombs and offsets. New Invisible Rack is setup to mount stores to Connectors instead of X,Y,Z, Coordinates. Due to some stores being older EDMs, mounting points for single stores or X,Y,Z Coordinates would shift per model. Adjusted Elements Order for Better Firing Seq. of stores and weight distribution. In Progress: Network Arguments for Growler Pods. Not CJS Responsibility: - C-130 Anubis Mod, Invalid Number/String WsType in File, Code Fix for C-130 was pinned in Discord Channel. - Similar issue w/ other mods and weapon WsTypes - AIM-120D/AIM-174 and Other Hot Swap Missile Mods that replace AIM-120B/AIM-9 variants.2 points
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Certainly a developer to keep a keen eye on. The teams progress has thus far been stellar. Onward and upward!2 points
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2 points
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After like 20 attemps I am not able to reproduce gain. At one point it looked like it wasn't actually starting, but after a minute and a half it did. Something must be different after the clean system installation. There are few changes like turned off some tasks in background: Samsung Magican software, Sonic Suite Companion, Nvidia tray icon,... But the main difference is the drives are no longer remapped under VMD (IRST Raid controller) So I don't know what now. You may ask Flia to reproduce. Edit: I don't have installed all peripheral drivers yet. Edit 2: I will post the log once I will be able to reproduce again.2 points
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2 points
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The routes are fixed, meaning that the catapult an aircraft is sent to is bound to the spawn point. The system doesn't take statics blocking catapults into account, so if you don't want to use a particular cat, you need to make sure that the spawn points associated with that cat are not used by placing statics on them. Here's a list of which spawn point are sent to which catapult: Position Dest. Cat Elevator 2_1 1 Elevator 2_2 2 Elevator 4_1 3 Elevator 4_2 4 Elevator 3_1 1 Elevator 3_2 2 Elevator 1_1 1 Elevator 1_2 2 Corral 2 Patio 1 1 Patio 2 3 Patio 3 4 Sixpack 1 1 Sixpack 2 2 Sixpack 3 3 Sixpack 4 4 _1 denotes the spawn point closer to the bow. So if you wanted to 'block' catapult one, you'd have to place statics on elev2_1, elev3_1, elev1_1, patio_1 and sixpack 1 AI are sent down to the hangar if the parking spot is on an elevator but that parking spot is still marked as occupied by the system afterwards, so you do not gain additional parking spots. There is also no way to prevent AI being sent to the hangar. Player AC will always remain on deck. The change betweem launch and recovery state is a bit obscure. What I know is that the carrier will change to recovery state when an aircraft is listed for recovery in the the lower display on the LSO platform. Apart from that, I do not see a way to force launch/recovery states. I always recommend to strictly seperate launch and recovery (as IRL) to prevent the directors from deadlocking.2 points
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It is literally the same. Once I slot in, it works until I disconnect and go in another server. Then it is again 50/50. But more likely it freezes forever. Today I've finished clean system installation so later I will check how's the game running without any special system tweaks.2 points
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Unfortunately, the official documentation for DCS mission scripting is next to non-existent, out of date, and misleading (at best). Hoggit is the best source of information available wrt mission scripting, and we owe @Grimes et al who maintain that site out of the good of their heart an immense debt of gratitude (THANK YOU!). And shame on ED for their continued one-finger salute to the entire mission creation community.2 points
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I'll be damned, moved the SU 30 to the back up folder and it all works now. THANKS DUDER!!!!2 points
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There are several variants of DCS issues when using mods. Some of the issues will cause the game not to load, some will let you in to the ME, some will let you start a mission but don't display any or only some assets, some will cause a CTD with using a specific weapon. It all depends on the issue at hand. But they are all very easily solved by checking the dcs.log. So if you send me the log I can check what's going on.2 points
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Bullsh** bingo as an answer, great. Your "critical thoughts" are nothing more than plaintive demands. There are already more than 350 liveries for the Superhornet available (some of them are still waiting to be adapted to v2.4). We're not going to change them or create new ones just because you want us to (even if we wanted to, we wouldn't have the time). If you want them customized to your needs, do it yourself. If you can't, that's not our problem, just learn it like all the other liveries creators did, it's not quantum physics (and by the way, changing the carrier names in one of the dds files is a very simple act).2 points
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Complimenti e auguroni Over!!! PS, perchè non fate un pensierino anche per entrare nel gruppo JATF?2 points
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v1.0.0 is out! It's basically the same as the last pre-release version, but with updated documentation.2 points
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I was able to recover my Roughmet project for the Sabre Cockpit to make it a little more authentic Korean war with a black cockpit and adding Roughmets. I will make this available. It is not a redo of texture. It is just a refresh of the existing texture diffuse and I created Roughmets. This was a project where I didn't want to spend a crazy amount of time so these are a "what can I do to make it look as good as possible without having to remake anything" project. I think the results are actually quite good for what it is. Need to fix a couple of items and I will upload to UF.2 points
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@Ltdan853, What's your end game here mate? (Full pit, desktop sim etc). If it's a full pit your best bet is to take @Jar72 .svg files converted from my sketchup model (built from Heatblur's/Cobra's 3D scans and have them CNCed. That will give you the guts of the cockpit frame that Jar, @BULLITT83 and myself are all all using. I've got a bunch of stuff (stl's) to upload shortly for the ACM panel, VDI, HSD, left and right instrument buckets and mounting brackets etc to fill out the put with 3d printed parts that have been installed in mine over the last few days. The link that @Elo posted will do a good percentage of your panels as well. Cheers, Mumbles.2 points
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The revisit to the FM they did does seem to be a great change. I am really enjoying it again.2 points
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They exploited the old system. You know this because you were one of them, and your screenshots of the excessive visual range some people could get out of the system where others didn't was a crucial part in nailing shut the coffin on that system. Ironically - as always - because you tried to argue that this excessive visibility meant the system was working fine and actually people just needed to git gud. The fact that you could see things that far out and that this was obviously nonsensical and unfair just didn't hit home for some reason... that we can all guess. Then you realised that the same system could be exploited to your disadvantage, and suddenly it was the worst thing ever and you campaigned hard to have it changed. Remember that? It really doesn't, but not for the reason you want to suggest. It doesn't prevent "the easy exploit" because your imaginary exploit doesn't actually exist. So there is nothing for the setting to prevent. Quite simple, really, and as such you will undoubtedly not be able to grasp what is happening. Actually, it did. That was why it was so popular and why even "serious" servers concerned about game fairness and integrity would shut off IC to make sure it was still possible to use. The problem we have now is that only the basic concept of that mod was integrated into the game, but they skipped over any of the tweaking that had done with it and instead started from scratch. To be fair to ED, though, they kind of had to because of how it now integrated in the actual rendering loop. No, it wasn't. You know this because you were consistently part of the topic, trying to shut down any conversation that threatened the new system and your ability to exploit it. It's pretty trivial to dig up the 8+ year-long thread of Why485 and others trying to explain basic graphics and gameplay to you, starting with how and why the impostor system didn't work and how and why the new dots were only barely better. The topic wasn't dormant. It was just not going your way at any time and you desperately tied to shut down the conversation. That obviously didn't work because here we are. You're still not getting your excessive-visibility exploit back, and if it turns out that one of the settings re-enable it, guess what will happen? That setting will be banned from MP if not outright removed from the game. So be careful (once again) what you wish for.2 points
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Auto is not off. And several other of the most popular servers appear to be leaning towards letting users control it for now. What people did was incessently complain about DCS spotting being atrocious. Someone even got so fed up with it that they made a mod, that mod was eventually folded into the game. The spotting being awful for years is how we got here. Looking at all the feedback since the change (as early as it is), the vast majority seem happier with the new system.2 points
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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.2 points
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2 points
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Io invece nonostante tutto non temo, ma spero che ne vedremo di più in futuro. Perchè ormai la voglia di buttare soldi in moduli sempre nuovi, che richiedono tempo per essere imparati e ore e fatica persa sui manuali, e che quando inizi a padroneggiarli ecco che rivelano tutti i bug secondari all'uscita affrettata in stato largamente incompleto oppure alla senescenza senza manutenzione, mi è passata. Almeno coi piccoli upgrade a 10 euro mi tengo aggiornato il simulatore coi moduli che già ho e che devo solo ripassare: l'occasione dell'upgrade mi fa tornare la voglia di volarci sopra in veste rinnovata, con molti dei bug corretti e spendendoci relativamente poco. Spero arrivino anche lo Huey e il Mi-8, così mi ributto sugli elicotteri.2 points
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3dsmax_xGUcDKRhya.mp4 Multiple animations on one mesh ...and it works inside DCS2 points
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Dear all, we have the cause found and are working on a fix. It seems to happen for George / Petrovich if the mission fog is set to auto. Hopefully we can have a fix out ASAP but for now setting the fog manual or off will help. Thank you2 points
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2 points
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