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Showing content with the highest reputation on 02/08/25 in Posts
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I'm not the biggest WWII fan, but I think delivering a Pacific theatre, complete with period map, ground assets, ships and aircraft at the same time (with more to follow) is a great move and a solid business decision. Well done. I can really see this drawing people in, including myself. I do hope that the ground assets include appropriate AAA from the get-go, as this will be essential for realistic scenarios.12 points
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This. Notice how most of the old simulators have just one or at most a few flyable aircrafts – but still were immensely enjoyable, drawing the player into the living world. Modules are nice, but what really matters for the experience are a proper timeframe map, an atmospheric campaign, preferably dynamic, a decent, believable AI, ground/air/sea assets from the proper timeframe, ATC and wingmen comms. You can make a fantastic experience even with just one single flyable, greatly recreated aircraft.7 points
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Greetings All, We would like to announce the development of the SEPECAT Jaguar GR.1A Mod For DCS World The Jaguar was a key ground attack aircraft for the RAF, designed for high-speed, low-level strike missions. This mod aims to bring an authentic and functional representation of the GR.1A to DCS, focusing on a detailed flight model, accurate systems, and an overall high-quality experience! Current Progress: We are actively working on: 3D Model & Cockpit – Building a detailed external model and high-quality cockpit Flight Model & Systems – Developing a realistic EFM using real-world data Stay Updated: We’ll be sharing development updates, screenshots, and progress reports as we move forward. Follow us on Discord for updates Community feedback is welcome! – Let us know what you'd like to see More details to come soon. – SkyForge Studios6 points
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Apologies guys, some real life personal issues have interjected, and I'm not going to be able to push this out until the end of February6 points
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07 February 2025 Dear Fighter Pilots, Partners and Friends, We are making steady progress on our upcoming Pacific Theatre of Operations for DCS. We are also working hard on a historic and immersive asset pack that will provide a wealth of legendary AI aircraft, ground, and naval assets that defined a pivotal chapter in WWII history. Read the details below. Check out our latest progress on the DCS: CH-47F module and make sure you stay tuned as we continue to enhance the most authentic heavy-lift helicopter experience possible with new flight modes, new liveries, and more! Don’t miss this last opportunity to grow your online experience during our DCS Lunar Sale, ending on the 10th of February 2025 at 15:00 GMT! Thank you for your passion and support. Yours sincerely, Eagle Dynamics Pacific Theatre of Operations Announcement With the creation of the free modern-day Mariana Island map, we announced our intention to create a World War II scenario that covers the momentous Mariana Islands events of Summer 1944. In addition to an almost complete recreation of the map based on our latest map tools and years of historical research, we have also been creating AI air, land and sea units from the United States Navy and the Imperial Japanese armed forces for this period and location. This is in parallel with player-controlled aircraft such as the DCS: F6F Hellcat. As part of Operation Forager, these scenarios will provide the most important mission types of the era including the air-to-air, air-to-ground, and anti-ship spread over the battles for Saipan, Guam, Tinian, and The Battle of the Philippine Sea. Mariana Islands 1944 Map & WWII Pacific Pack Although we were able to use some of the elevation mesh from the modern-day version of the Marianas map, the vast majority was redone to account for the correct buildings, airfields, agriculture, roads and rails, ports and urban areas. We also retextured the entire map surface to improve quality and accuracy. Based on our experience with the modern-day version, we are carefully ensuring good performance too. Detailing the vast number of units for this theatre has extended the development period and hence the release of the Hellcat too. In parallel, we’ve been creating a large PTO assets pack including the SBD-5 Dauntless dive bomber, A6M5 Zero, Nakajima B6N Jill torpedo bomber and D4Y Judy dive bomber for the Imperial Japanese Navy. Naval operations will naturally form a critical aspect of Operation Forager and we’ve been developing many vessels spread over different types. For the USN we have the USS Enterprise aircraft carrier, Iowa-class battleship, Cleveland-class light cruiser, and Fletcher-class destroyer, and for the IJN we have the Shokaku aircraft carrier, Yugumo-class destroyer, Kongo battleship, and Mogami cruiser currently. As the ground battles between the US Marine Corps and the Imperial Japanese Army raged furiously across Saipan, Guam, and Tinian, we’ll be including multiple tanks, amphibious vehicles, artillery, anti-aircraft, guns, and infantry. We are planning more aircraft such as the SB2C Helldiver, TBF Avenger, and Catalina for the USN and the D3A Val and B5N Kate for the Japanese. All these and a substantial number of other assets and AI units will be available in the DCS: WWII Pacific Pack. Please be aware that owners of the existing WWII Assets Pack will benefit from a 30% discount. CH-47F Development Progress We are refining both flight systems and overall immersion for the DCS: CH-47F. Below are some of the key developments currently in the works: Low Speed Regime Modes for DAFCS We are introducing refined low-speed control logic for the Digital Automatic Flight Control System (DAFCS), including Transitional Rate Command, and Position Hold. These features aim to enhance control authority and stability when operating in tight confines or during hover transitions. More Accurate Damage Model Ongoing improvements to the damage model will better reflect real-world vulnerabilities and structural limitations of the CH-47F, adding an extra layer of realism to combat and challenging operational scenarios. CDU & MFD Enhancements Continuous upgrades to the Cockpit Display Unit (CDU) and Multi-Function Displays (MFD) will provide more accurate data presentation and system interactions. A proper Standby Flight Display (SFD) is also slated for a future update. Advanced Rope Physics We’re working on a new rope physics model that offers improved behaviour, supporting multiple ropes simultaneously. This will significantly enhance sling loading operations and troop insertion/extraction scenarios. New Skins You may also expect a variety of new liveries in an upcoming DCS update. Lunar Sale Final Hours Last chance to expand your DCS experience with something you have dreamt of getting for a great price. Pick up something fantastic now with up to 50% discount in the DCS Lunar Sale 2025. Head to our E-Shop or Steam to secure these limited-time offers before they expire. Hurry! The sale ends on the 10th of February, 2025 at 15:00 GMT. Many thanks for your passion and support, Yours sincerely,5 points
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5 points
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WWII Pacific Pack We are making steady progress on our upcoming Pacific Theatre of Operations for DCS. We are also working hard on a historic and immersive asset pack that will provide a wealth of legendary AI aircraft, ground, and naval assets that defined a pivotal chapter in WWII history. We’ve been creating a large PTO assets pack including the SBD-5 Dauntless dive bomber, A6M5 Zero, Nakajima B6N Jill torpedo bomber and D4Y Judy dive bomber for the Imperial Japanese Navy. Naval operations will naturally form a critical aspect of Operation Forager and we’ve been developing many vessels spread over different types. For the USN we have the USS Enterprise aircraft carrier, Iowa-class battleship, Cleveland-class light cruiser, and Fletcher-class destroyer, and for the IJN we have the Shokaku aircraft carrier, Yugumo-class destroyer, Kongo battleship, and Mogami cruiser currently. As the ground battles between the US Marine Corps and the Imperial Japanese Army raged furiously across Saipan, Guam, and Tinian, we’ll be including multiple tanks, amphibious vehicles, artillery, anti-aircraft, guns, and infantry. We are planning more aircraft such as the SB2C Helldiver, TBF Avenger, and Catalina for the USN and the D3A Val and B5N Kate for the Japanese. All these and a substantial number of other assets and AI units will be available in the DCS: WWII Pacific Pack. Please be aware that owners of the existing WWII Assets Pack will benefit from a 30% discount. Bye Phant4 points
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The Type-2, 95, 97 were claimed by ED. Of course, we have our own models too, but we didn't know they had started any assets then. In place of those, we developed the Type-98 Ke-Ni and So-Da. Our original wheeled/track models.... Type-94 Truck, Type-2 Kai-Mi, Type-89 I-Go, Tye-95 Ha-Go, Type-97 Chi-Ha4 points
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4 points
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The #1 challenge **by far** in any foveated rendering injection (built outside of game engine) is to identify at what time to inject the VRS commands during the rendering. This is the issue that all of the 3 available solutions (OpenXR Toolkit, vrperfkit, and Pimax Magic) are struggling with. Currently, what these 3 tools do is hook into Direct3D calls, specifically ID3D11DeviceContext::OMSetRenderTargets, which is invoked sometimes before the engine begins to draw "something". The problem is that this "something" can be one of many things, it _can_ be the view to be rendered in your VR headset (*ding ding ding* that is the one you want to inject the VRS command at) or it can be something else, like an off-screen surface used for render-to-texture (very common for huds or instruments) or a menu or a miscellaneous surface used for a specific graphics effect (*bzzzzzt* no, you absolutely do not want to inject VRS commands for those). During rendering of a frame, this OMSetRenderTargets() is called many times, for different purposes. If the injector properly detects that this is for the VR views, then all things work fine. But if the injector accidentally mis-classifies a call for a VR view but it is in fact one of the other purposes, then you end up with issues, such as the one described in this thread. These issues tend to be catastrophic as they are very visible in the way they glitch. The is no universal solution for recognizing a VR view render pass from within an OMSetRenderTargets() call. What OpenXR Toolkit does is a relatively involved heuristic that involves querying some of the base data available during OMSetRenderTargets(), such as the dimension of the surface to render or the "format" (color type), all part of the D3D11_TEXTURE3D_DESC. Sadly this isn't enough to reliably detect that the engine is rendering the VR view. Also, fun fact, for newer tech like Direct3D 12 or Vulkan, they do not support "introspection" which means there is no trivial way to even extract this information in constant time. Doing something like adding a visual marker and then looking for it later at the end of the frame is also not possible, for two reasons, one is would kill performance to read back GPU memory and two it would be too late. And no, it isn't something that can be hard-coded somehow, because the order of the render passes in the engine changes often, it changes depending on what gfx you have enabled, which aircraft or scene, which segment of the game (menu, cockpit view, 3rd person view) and it also changes between versions of the game. Also, for dynamic foveated rendering, you must be able to not only detect that a render pass is for a VR view, but you must be able to know whether it is for the left eye or the right eye. This alone adds another insane degree of complexity and makes mistakes in that detection even less forgiving. Bottom line: in order to reliably implement foveated rendering in an injector, you need to classify render passes as they happen on the GPU, which effectively requires knowledge of the future. This is not a trivial problem, and AFAICT today this problem of predicting the future, is not solvable My proposal 2+ years ago was to have the game engine programmatically add a marker to the render targets that it uses for the VR view. Direct3D supports this via ID3D11DeviceChild::SetPrivateData, and it is very efficient to do, both in terms of effort (setting up this function call is less than 5 lines of code) and performance (there is no penalty to this if done properly). By providing such markers, it is now trivial for OpenXR Toolkit (and other tools) to look for the marker when hooking OMSetRenderTargets(), and to know - without an ounce of doubt - whether the VRS commands need to be injected. I am one of the 3 leading experts on this topic (the only foveated rendering injectors that work semi-universally today are OpenXR Toolkit, vrperfkit, and Pimax Magic). I probably have spent more time than anyone else on solving these problems. It's too late now. None of the three tools mentioned above are in active development. The engine needs to add the marker, and then the tools also need modifications to look for the marker, something that isn't done today, since no such standard marker was agreed upon with the developers. Quad Views is not a solution that helps in all scenarios. Both VRS and Quad Views have pros and cons, one might help in a situation where the other doesn't help. Today if you do not have significant CPU headroom, Quad Views will not help you, while VRS on the other hand is almost free in terms of CPU usage. IL-2 suffers the same problems as listed above, and more. None of the 3 injectors work today with IL-2 as they cause mysterious crashes. I spend significant time with a user on the IL-2 forum (firmidigli or something, sorry I blank on their name) to troubleshoot why VRS causes the IL-2 engine to crash. We came up empty after weeks of investigation. There is something specific to what the IL-2 engine does that is just no working with VRS and causes random crashes. You cannot inject quad views outside of the game engine. Quad views is not post-processing (which is how Reshade works). There are hundreds and more places in every game engine where the engine assumes 2 views for rendering, in the geometry code, in the shaders, in the presentation code... I spent a significant amount of time working on quad views injection, and I could never make it work cleanly outside of basic sample code (worthless). Every game where I somehow successfully managed to inject quad views (mostly Unity games, can't remember their names), had completely broken graphic effects, because quad views is something that requires some precautions when implementing your engine. We brainstormed some ideas with other developers in the past (fholger, creator of vrperfkit) and the only approach that sounded remotely viable was dynamic shader recompilation or geometry shaders injection, both approaches are incredibly complex and would likely represent weeks/months of work by an expert developer just to support 1 game and would very likely still break many post-processing effects (aka wasting all this time). One of the other approaches I came up with was inspired by Luke Ross' alternate frame rendering, and consisted of "alternate views rendering" where each frame loop would alternate between view 1-2 and 3-4. However this causes significant CPU overhead (unacceptably higher than what we see with DCS today for example) and it breaks any temporal post-processing such as TAA or DLSS. I got this specific technique working in MSFS2020, and it was absolutely unusable both performance-wise and quality-wise.4 points
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DL LINK: https://www.digitalcombatsimulator.com/en/files/3343906/ My take on this livery. Added the correct stiffener plates at the fin fillet and wing roots. Also the nose side lobe stiffeners. Instead of making it a right out of the paint hangar bird I've added in some used effects like fuel leaks and kept some dirt and grime. Also AAR door damage.3 points
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Totally not sponsored. Just yesterday I received curved extension to go between my Moza and TM Hornet grip. I ordered the 150C75 from QR4rigs, which cost 51 pounds, and 45 pounds to ship to America. They did a superb job with this. The tube print is nearly perfectly smooth. One highlight is the anodized threaded ring but the real star is the integrated cable. This is top-drawer CAD work, building and quality checking. Definitely recommend to anyone. Ordered on Sunday, Feb 2nd and it was here in AZ yesterday on the 7th. That's quick turnaround. They absolutely deserve a shout-out and a look-see.3 points
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I just tested bf109 with MW-50 in the tank and it did not show something weird. As far as I know, current bots authorized to use MW-50 and 1.8 ata if MW-50 is choosen in ME. So, I will try the same test for w/o MW-50. P.S. I tried, and where is significant difference with and without MW-50. But this test was conducted in our current version. I do not want to say that it is not so for open beta , will check later.3 points
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3 points
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It's great to see that ED is releasing not only the map, but corresponding asset packs as well. I hope you will be doing the same for other maps like Fulda gap as well.3 points
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Part of upuaut's Addon Tents, Watchtower, UH-1-Cargo pack Old pack, so not everything works but his 3 river boats still do.3 points
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3 points
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GFM will have the same trajectory characteristics as SFM does now. The flight path, energy, and roll performance of SFM planes are already fine-tuned to match real-world data. What GFM brings to the table is more accurate short-period behavior, better stability and controllability, improved contact modeling, ground handling, and more—since it’s built on the same solid-body model.3 points
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Changing to these values feels like a usual experience.3 points
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Free but a separate install from Modern Marianas, according to messages on the ED discord.3 points
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3 points
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from last newsletter, expansion of future WW2 naval assets: Air USN SBD-5 Dauntless dive bomber SB2C Helldiver TBF Avenger Catalina IJN/IJA A6M5 Zero Nakajima B6N Jill torpedo bomber D4Y Judy dive bomber D3A Val B5N Kate Navy USN USS Enterprise aircraft carrier Iowa-class battleship Cleveland-class light cruiser Fletcher-class destroyer IJN Shokaku aircraft carrier Yugumo-class destroyer Kongo battleship Mogami cruiser Detail.... many IJN/IJA ground units, M3 PTO assets added to WW2 assets pack?. Other point the Mowami CVL show on "2024 and Beyond" will be added to WW2 assets pack? Added to them the M3 PTO assets pack: USN Essex Class Carrier IJN/IJA Land assets3 points
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I had the pleasure to fly in - and take the controls - of an F-16 a couple of weeks ago. I managed a few aileron rolls, 180-turn and a sharp turn. We pulled 6.9G and thankfully no ill effects or nausea whatsoever. Incredible experience spending time with a USAF squadron. Formed up close on a tanker too. More on this later.3 points
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You realize the idea behind the free trial is that you eventually buy the module, not just get a continually free game. If you want to get better at flying any of these the best way is to buy them.3 points
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A US pilot in the '58 wouldn't see the cockpit of his brand new jet all scratched up, though. Aerges had hinted we aren't just getting the G.3 points
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So? Totally disagree. Could wip the Kiowa around exactly how I wanted on release. The trials are to make you interested in one. Not to learn one. That is true. Could cold start the Hind by heart the first time, and it was really easy to fly. Purchase the one you want the! DCS has sales more often than any other month. Not ED's fault. Complain to Steam. Just admit it. You want it for free.3 points
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Frankly this announcement leaves me with a bitter taste in my mouth, doing a Pacific theater without a flyable Zero is like doing the Battle of Britain without the 109E, you know what we do with a Zero AI... Nothing, they don't want to understand that WWII pilots before this are passionate about history and they don't think in terms of single airplanes but in terms of historical context, we're back to the usual, on the American side there's the Hellcat and presumably the Corsair if they decide to release it, on the Japanese side......nothing...., but we can always use a 190A8 with the skin of a Zero as already seen in the past....3 points
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Really pleased with what I've read in this newsletter. It seems that finally, for the first time ever it seems, we're getting a theatre with a coherent and comprehensive set of modules (though lacking IJN) and assets, on an appropriate map. The assets themselves look incredible and if we actually get everything stated here, then I'd say it would be worth the money, provided we also get functionality that is currently missing. The other thing that currently still seems to be missing are the guns for the Enterprise. The great thing about doing it this way is that it provides maximum flexibility over what we've had previously - before our asset, module and map selection only allowed for completely fictional scenarios and made it impossible to make anything historical (even alternate history with a historical-ish Order Of Battle was pretty much off the table). This allows us to not only do the former, but also the latter.3 points
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More pictures + 2 with bigger resolution.3 points
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Great news! Finally something about WWII .3 points
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I dont have any ETA yet, I hope we can share news soon, its going to be a big improvement. Sure hope us helicopter transport pilots can actually see them in the back of our helicopters when we transport them into combat. As a Huey and Chinook enthusiast that would be great news, at last. Happy landings, Talisman3 points
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In my logbook Hornet: Deaths 438 Ejections 42 = 9.5% M-2000C Deaths 102 Ejections 52 = 51% Big difference.3 points
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The F-16 currently lacks HOTAS button assignments for the “Ejection Safety Lever” and “Altimeter Mode Switch (ELEC).” Currently, these functions can only be activated by clicking them in the cockpit but cannot be mapped to HOTAS buttons. This can be easily addressed by adding the following lines at the appropriate location in the file: C:\Program Files\Eagle Dynamics\DCS World\Mods\aircraft\F-16C\Input\F-16C\joystick\default.lua These additions would provide the missing bindings for the “Ejection Safety Lever” and “Altimeter Mode Switch (ELEC)” functions for the HOTAS: -- Ejection Safety Lever {down = cpt_commands.EjectionSafetyLever, value_down = 1.0, cockpit_device_id = devices.CPT_MECH, name = _('Ejection Safety Lever ARMED'), category = {_('Systems')}}, {down = cpt_commands.EjectionSafetyLever, value_down = 0.0, cockpit_device_id = devices.CPT_MECH, name = _('Ejection Safety Lever LOCKED'), category = {_('Systems')}}, -- Altimeter Mode Switch {down = alt_commands.ELEC, up = alt_commands.ELEC, value_down = -1.0, value_up = 0.0, cockpit_device_id = devices.AAU34, name = _('Altimeter Mode Switch ELEC/OFF'), category = {_('Instrument Panel')}}, {down = alt_commands.PNEU, up = alt_commands.PNEU, value_down = 1.0, value_up = 0.0, cockpit_device_id = devices.AAU34, name = _('Altimeter Mode Switch PNEU/OFF'), category = {_('Instrument Panel')}}, You can find the file with my changes in the attachment default.lua2 points
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Would you say the current AI 109-K4 is fined tuned and matching real world Data?2 points
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AI Zero is going to have the same maneuvering characteristics as the real plane, so Corsair and Hellcat pilots will need to keep that in mind when fighting it. If you want to get a feel for how that plays out before Zero is released, you can try something like FW-190A or Bf 109 vs I-16. I do see an issue with AI F4 and F6 trying to outturn when they really shouldn’t, but we’re actively working on making AI planes use different tactics depending on their opponents.2 points
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This is a very modest wish: DCS lets you select USAF and USN "skins" for bombs. The USN skins come with the thermal protection coating, but in the case of the GBU variants they also come with grey guidance kits. The USAF style bombs come with the green kit only. So, i humbly wish for the option to also have the "modern" grey/green (non-coated) USAF version for all the Vipers, Warthogs and Mudhens to make their load-outs look a bit more 21st century. Similarly it would be cool to have USN version with coating and the "old" green guidance kits to better fit historic scenarios.2 points
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Yes, it doesnt influence your vision yet :)2 points
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Or rather lack of optimisations.2 points
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I think that most pilots who have mastered landing the MiG-29 do this intuitively, but it's important to remember that the aircraft requires quick and precise corrections to maintain the landing attitude in the final few meters. However, beginners should be aware that the plane tends to reduce its angle of attack just before touchdown, so they must anticipate and compensate for this tendency.2 points
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Jeez get a room you two Su-25 is better multi role then Su-27/33 because it can survive AAA and missile hits sometimes and carry two missiles with less range then a R-3S and a third of the warhead? The MiG-15 FC is just as good gameplay as the full fidelity despite not being able to align your compass, or shoot one or both guns on the fly without having to switch between one or the other or both off/on first with key binds that aren’t even real buttons? If systems interaction means nothing to you in terms of gameplay and engaging with its history and real life use, then that’s on you no need to assume about everyone else that clicky adds nothing and two R-60s and some armor plating make a plane multi role You two are a pair! You may hate each other but might as well be an old married couple2 points
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2 points
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Wow! Just made my week-end, best news in a long time Impressed with the expanded list of AI assets, but hope they stick to it, as Esac_mirmidon says, but don't mind if they release in batches, as long as they complete the list over time. Can't wait! Hawkeye60 also working on a WWII Pacific's assets pack separately. Coming soon at 100% discount2 points
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I'm also hoping that this will be a decent set of units. I'm only missing support ships. Tenders, cargo ships, utilities etc. When you look at gun cam footage from PTO you'll see a lot of smaller ships getting strafed. It makes sense when you consider that most logistics was ship-based. I think more support vessels are needed, even if they make less spectacular headlines than a battleship...2 points
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Nice to hear about the CH-47 updates. Hopefully the ability to turn off pedal trim will also be included - and of course proper visors for the pilots2 points
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Good news, the Assests Pack for Pacific theater are very welcomed (and the discount). I hope the pack will be released COMPLETE, because the former WWII Assests Pack is, after many years, incomplete for most of the AI planes promised.2 points
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Yes, I flew Su-25 in DCS. Moreover, this is my main airplane. I spend a lot of time flying it. Su-25 excels at such speeds, when being handled properly. this is exactly what I mean. Weak a2a capability in favor of best in class survivability. Still, it can fire those R-60s. You know what that means? I know. It just means that no one can make a proper mission for Su-25. Really, I have never seen a single good online mission for the Su-25. They are all bad. The mission's creators should stop putting Su-25 into missions for the frontline/fighter bombers. This is how multi-role plane should perform. Su-25 is strictly specialized and waay better in its job than Su-27/MiG-29. Let's not mix A-10 and Su-25. They belong to the same class due to **some** of their characteristics. looks like someone needs to get better knowledge about Su-25 employment. Well, I'm not going to convince you. It doesn't look like you are open to change your mind.2 points
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WW2 carrier ops in the Pacific will fill a massive gap that existed since the IL2 Pacific Fighters. Can't wait. Amazing news.2 points
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How does this fit with what Magnitude 3 is doing. They talked about AI zero long ago and also showed Japanese ground units2 points
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This isn't a config issue or a solvable problem. Foveated rendering via VRS (what OpenXR Toolkit does) cannot be supported reliably outside of the game engine. It is **impossible** for an external tool to properly "triage" and classify render passes to do foveated rendering that works in 100% of the scenarios without engine support. What OpenXR Toolkit does (the "heuristic") is extremely fragile and can be broken by something as simple as "using a different aircraft" or "enabling a gfx setting" (best guess for your situation is perhaps DLSS or other form of upscaling). Same exact thing happened in MSFS, and I fixed it a few times, but it became too much work. AFAIK the feature is now useless in MSFS. 2+ years ago I made a thread on this forum to explain how ED (and any game developer) could add 5 lines of code in their engine to resolve these problems and make "universal" foveated rendering injection a reality. These 5 lines would preface the beginning of a render pass with a "hint" that OpenXR Toolkit could detect and know when/how to apply foveated rendering. Unfortunately that thread was ignored by the devs, and led to many angry discussions so I ended up deleting it. QVFR, while a better solution than VRS overall, does increase CPU and that is probably why it it's working as well for you.2 points
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Yes, that's very telling indeed. Thanks for sharing your logbook records! Please, tell me one more thing: During those 42 ejections of yours in the Hornet, do you remember if you still had some degree of control over the aircraft just before ejecting? (note that I'm not asking if you could bring back of land the aircraft. I'm only asking if at least one of the control surfaces of the Hornet still worked after you've being hit and survived in the Hornet)2 points
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