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Showing content with the highest reputation on 02/13/25 in Posts

  1. Hello mates, still not perfect but still fighting for better results. Cheers TOM
    4 points
  2. Уважаемые разработчики. Планируете ли вы обновить DLSS до последней версии и как скоро? Знаю что можно это вручную сделать, но хотелось бы без танцев с бубном обойтись.
    4 points
  3. Version 2.4.3 - REQUIRED UPDATE - 20250213 Whoops, they did it again. For some reason, and documented nowhere, ED changed the way that MissionEditor saves some of its zone data. This played Havock with some modules, and my disbelief was... The fix in DML was as quick as the change to DCS was silly. Since DML uses a modular, engineered approach, fixing this in a single module was sufficient to restore all modules back to full working condition. As a result this update to DML is required for everyone who creates or edits missions with a DCS version from, or later than, the January 2025 update. And since I'm already whining about really, really bad stuff in DCS: I took another stab at working with DCS's Warehouse API, and - again - came away aghast at its amateurish, clownishly bad design. I flat-out refuse to believe this to be the result of professional work, much like the band-select "feature" in Mission Editor. No professional worth their salt would sign off on something like this, and I hope that it all turns out to be a practical joke. The WHpersistence module (which persists warehouses) required a near-complete rewrite, and should now correctly support ferry flights. While at it, I discovered (and reported) a show-stopping bug in net.lua2json(). Hopefully this gets fixed - seeing that my last report of a different bug in net.lua2json() (math.huge is incorrectly converted) has been unfixed on the record for more than a year, I'm trying to keep some optimism and hope for at fix sometime near the end of this decade. On the positive side, this update is filled to the brim with small updates, and sees the release of a new 'kind' of modules, the "compound module" - a specialized module that pulls together the functionality of multiple modules to provide easier access. Compound modules are designed to ease building specific functionality, and aren't as flexible as the normal building blocks. "FireCtrl" kicks off this category of modules, and it is designed to integrate "airtank" and "inferno" and adds some player management for good measure. You can see it in the wild in "Heroes of Flame". All changes: Documentation Main - FireCtrl (new) - Various Changes QuickRef - Various Changes Demos - fire starter (new) - FARP and away (update) Modules - Airtank 1.0.1 - attachTo: no works correctly - cfxZones 4.5.2 - GUARD AGAINST DCS CHANGE: "ZONE RADIUS" - new API for property access - FARPZones 2.3.0 - new outputs redCap!, blueCap!, captured! - fireCtrl 1.1.0 - Initial release - GuardianAngel 4.0.1 - hardening against DCS bugs - heloTroops 4.2.3 - new attachTo: attribute - inferno 1.0.1 - code cleanup - playerScore 5.2.1 - wildcard support for scoretable - support for CA players - score wiped on player birth event - pulseFlags 2.0.3 - pulses now correctly inited to -1 - WHpersistence 1.1.0 - workaround for severe json error - support ferry flights (dynamic spawns)
    4 points
  4. Added second link to google drive
    3 points
  5. Hi THUG024, we are always looking to add more units to DCS but it does take time and money, I can not share specifics currently, I hope we can share some news in the future. thank you
    3 points
  6. I think the most useful assets pack that Currenthill could make would be Tanker Assets Pack. It could contain aircraft like KC-46, KC-30, KC-10 and more... https://sketchfab.com/3d-models/kc-46-pegasus-aa4ee8d7f3ab40ddb2f30c813c9b4fee https://free3d.com/3d-model/kc10-extender-255.html https://pl.3dexport.com/3dmodel-airbus-a-330-mrtt-379864.htm
    3 points
  7. We have a manual for the export MiG-29. The maximum range for the RVV-AE is stated as 50 km. As for R-27R.
    3 points
  8. Agreed! Curious to see who will pick up the original lightning! She is a must for the Pacific Theatre and honestly the European Theatre as well. This sexy girl needs to be brough to the party!
    3 points
  9. Hi All Great news is Hawkeye60 is alive & well and been tirelessly working behind the scenes to bring the community many new, re-vised and enhanced mods. He has started his own Discord channel & welcomes you to join him there and download all the new goods & help in the constructive evolution of his mods, in a positive community framework. Your formal invite to his Discord channel: Hawkeye's Hangout Add On's for DCS World (Please note this will expire, but will update regularly) Today is his Birthday, so please wish him when you drop in. The more community help we can get to support Hawkeye, the better for all of us, beta testers, coders & modders welcome to help with the process or contribute in other ways to bring more mods to the community. Links to Hawkeyes older mods on this forum WWII Mod Links: WWII Pacific Allied Assets WWII Allied Carriers Pacific Fleet WWII Japanese Pacific Theater Naval Order of Battle WWII Axis Naval Assets WWII Allied Aircraft The Warbird Hanger Eagle Dynamics Aircraft Carrier Mod Markindel's PBY Catalina Torpedo Bomber The Knights of the Sea - A DCS Add on WWII Cargo and Transport Ships. WWII Allied Atlantic Naval Assets POST WWII Mods Links: Markindel's USS Iowa, Late War Vietnam/Korea The DCS Jungle Environment - South East Asia Mods Soviet Naval Task Force Hawkeye's Civilian Ships Mod with new Liveries by CrazyEddie Hawkeye's Helicopter Shop The Future of Modern Naval and Air Warfare Modern Submarine Pack
    2 points
  10. Yup, a typo that I failed to correctly regression test. Here's the update: pulseFlags.lua
    2 points
  11. version 1.0.0 released moose version update and internal refactors. also the sample update mission was updated. https://gitlab.com/quelcertoleo/big-eye-ewr/-/tree/main
    2 points
  12. The way they are landing the vipers super lightly with the the nose held up after touchdown will mean that the force on the wheels will be very light at first and they will easily skid without stressing the landing gear struts too much. As the lift from the wings decreases gradually with the speed the wheels will gradually gain traction and hopefully straighten the plane out. I wonder if it's more important to straighten the plane out when landing a hornet since they tend to come down quite hard meaning the tires will have a lot of grip initally.
    2 points
  13. My pleasure to help :) Hope you will like them Inviato dal mio SM-F731B utilizzando Tapatalk
    2 points
  14. Выглядит на карте F10 как небольшой кружок цвета коалиции. В редакторе миссий можно поменять положение ориентира для красных/синих/белых. Установив его на визуальный ориентир рядом местом боестолкновения, можно по рапортам ботов прикидывать местоположение целей.
    2 points
  15. Since the Corsair and Hellcat are coming, I bought Kola map and decided to make a mission, sink the Tirpitz. I used the fiords in Norway, in that area you cannot tell is modern map. Tirpitz you can download here. https://www.dropbox.com/s/n8539zjgqkzakun/WW II DKM Z39 V 2.7.7.rar?dl=0 Also used bandits weather mod , to give better atmosphere https://www.digitalcombatsimulator.com/en/files/3335023/ You can fly as a Mosquito or Spitfire trying to bomb , Spitfire escort, or FW190A8 or D9 fighter sweep. I am new at making missions, but the fiords, with the Tirpitz and the weather look great https://www.digitalcombatsimulator.com/en/files/3343249/ Anti ship sink the Tirpitz.miz
    2 points
  16. I have document from Indian MiG-21 UPG. There are given data of missiles without taking into account radar limitations. RVV-AE is slightly longer than R-27R.
    2 points
  17. @Chizh Any thoughts or updates on this concept?
    2 points
  18. Ну это странно, но у ЭР дальность 130км макс, а у РВВ-АЕ 80, причем это ограниченно батарейкой
    2 points
  19. Using Quest Pro (max resolution), Quad Views with focus resolution 1.8/ peripheral 0.2, DLSS/Performance and preset J, I can concur to the following: There is still some smearing around the edges of planes like "leaking oil". Loss of contrast of planes against clouds or ground (not at all times though) On the other side performance has been exceptional and clarity is comparable now to 2D
    2 points
  20. Well, I should update nearly all campaigns. It's a long time since I made them. But, sorry for that : no time at this time.
    2 points
  21. Thats it..... Meanwhile i saw this thread: https://forum.dcs.world/topic/365213-no-deck-crew-on-stennis-after-update/#comment-5563116 Sorry my mistake, now all F-14 missions using the VN74 Stennis. That was not the case before the last update. (and excuse my english, i'm from Germany) With the CVN 73 it works. null
    2 points
  22. Back to Back to Basics! This chapter of the Back to Basics series focuses on the INS, the acronym for Inertial Navigation System. Often misunderstood or taken for granted, understanding the limitations, features, and potential issues of the INS is fundamental, along with knowing the alternative means the crew can use for navigation. Article: https://flyandwire.com/2025/02/13/back-to-basics-ins-drift-and-navigation/
    2 points
  23. Hello there fine ladies and gentlemen! My here account is 10 years old, and I never noticed the Tutorial section. Shame on me! Through the last couple of years I put together some studies and tutorial I hope you may find them useful. The ratio was me, knowing nothing, trying to correct the status quo by learning as much as possible about fixed-wing stuff, in primis air-to-air combat. The point of view is mostly from the F-14 RIO. Since there is little documentation about the role, I figured I could adapt the declassified docs focused on other modern aircraft to this 50 years old amazing bird. Nevertheless, the bedrock concepts are the same, no matter the module you are flying. Some studies and tutorials I wrote are unfortunately outdated (for example the study about the AIM-54, where I launched a few thousands Phoenixes and collected data), others cover procedures and techniques, so changes in the module will not affect them. I plan to open two topics. One introductory with the basic concepts, a second with the advanced stuff. This is the former, and here is the latter. Basic Concepts ("Back to Basics" series plus other introductory articles) These short articles cover some basic topics. Latitude and Longitude (DMS, DD, DDM); Brevity Codes; Radar Elevation Bars and Scan Azimuth; Barometric Altimeter (Q Codes, TA/TL); Heading, Bearing, Track and Course; RIO Training in Single Player; Target Aspect and Missile Performance; Rate of Closure (Vc); The “Plus 2 Minus 2” Rule; Back to Basics: Radar Displays: B-Scope vs PPI; INS, Drift, and Navigation. AWG-9 WCS Advanced Part I (overview of concepts slightly more advanced such as PRF and Zero Doppler Filter); AWG-9 WCS Advanced Part II (same as above, but covering clutter and notching). Basic Radio Comms Very basic radio comms, aimed for newbie-friendly servers such as Georgia At War (GAW). Part I: Introduction – Frequencies, ATC, ATIS, Runways; Part II: Taxiing and Take off; Part III: Tasking and Landing. Antenna Elevation model One of the first issues I had as noob FW player was understanding the antenna elevation. Here is where Maths came to the rescue! Antenna Elevation Study Part I; Antenna Elevation Study Part II Antenna Elevation Angle Quick Formula. Various Other articles covering various topics. Bullseye in any module - A simple Spider Card Resources The following are lessons held by former or active military personnel (e.g. JTAC, Mi-17 Pilot) about different topics: FLIP and Instrument Approach; - this is useful for new clouds I guess! Introduction to CAS control – Extract from a training session; Close Air Support Theory Lesson by 132nd.AssafB; DCS Syria Map: Historical and Geographical Introduction by 132nd.AssafB. DCS Missiles Visualised - YouTube Modules-specific guides Although more focused on specific modules, the following articles can often be applied to different airframes: DCS: Black Shark This is one of the oldest guides I wrote, it has probably 6-7 years now. It dates back to when the Ka-50 and the A-10 where the only modules in DCS, and I was playing FAC/A with the Shark. Ka-50 / A-10C: Sharing Data. Part I, Part II, Part III, Part IV DCS: F-14 Tomcat In the link below you will find most of the articles about the F-14. They are simply too many to be listed here, and they would be better listed in the F-14's dedicated area. F-14 RIO DCS: F-4E-45MC Phantom II Phantom Phamiliriarisation series (pre DCS release) F-4E Articles: tactics, avionics, operations, and more. Training / Presentations I do not organize training sessions as often as I used to any more, but when I do, I record them. They can include different topics, so take what interests you and skip the rest, 31/03/2021: NAVGRID, ZDF & Notching, Timeline, Geometry 29/10/2022: 3h livestreaming session split in 6 parts (Part I, the others are on the YT channel) Note that rather than spamming new topics on the forum, I will update this thread.
    2 points
  24. Nope, for the last time my friend, grinelli mod and nightstorm mod won't work without F-15C mod. Maybe someone else might step in and confirm that, because @SSP1 clearly doesn't believe me
    2 points
  25. @currenthill, is there any chance to see this AI in the future? X47b tanker capability mq25 tanker capability m346 thanks!
    2 points
  26. KI- und Spieler-Flugzeuge verwenden komplett verschiedene Flugmodelle. Spielerflugzeuge verwenden das sogenannte Professional Flight Model (PFM), bei dem alles mögliche physikalisch berechnet wird um ein möglichst authentisches Flugverhalten zu gewährleisten. Für KI-Flieger ist das jedoch nicht praktikabel, da diese ganzen physikalischen Berechnungen extrem rechenintensiv sind und jeden PC schnell an sein Limit bringen würden, wenn der PC diese ganzen Berechnungen nicht nur für das eigene Flugzeug, sondern auch noch für zig KI-Flieger durchführen müssten. Daher verwenden die KI-Flieger ein einfacheres Flugmodell. Bis vor ein paar Jahren war Aktuell ist das das sogenannte Standard Flight Model (SFM), bei dem da Flugverhalten nicht physikalisch in allen Einzelheiten berechnet wird, sondern durch ein wesentlich simpleres Skript berechnet wird. 2023 wurde Künftig wird dann als Nachfolger für das SFM das General Flight Model (GFM) eingeführt, was schon etwas komplexeres Flugverhalten für KI-Flieger ermöglicht, aber wohl trotzdem nicht ganz so komplex wie das beim PFM der Fall ist. Siehe auch: https://www.digitalcombatsimulator.com/en/news/newsletters/a134f231fe8269e1c78dd6d0dd8c3c9d/ https://www.digitalcombatsimulator.com/de/support/faq/635/ (Nicht mehr ganz up-to-date)
    2 points
  27. Thanks for sharing! That's mandatory reading for anyone interested in this issue, for RTX 5090, 5080 and 4090 models, and an excelent take on the subject. I just hope the guy does not suffer any "retaliation" for speaking so openly. And before it gets deleted on reddit, quoting his entire post: The simple conclusions are (and quoting the author also from one of his following replies in the discussion): "Any card drawing more than the base 375W per 12VHPWR connector should be avoided. Every single-cable 4090 and 5090 is in that mix, and the 5080 is borderline at 360W. Messing up the 4090 is a one-off mistake. It happens. It's not good, but one bad product does not set a pattern. The 5090 is BAD. They knew about the problem from the 4090 already. They had what at least appears to be a working solution from the 3090. They chose not to re-implement that solution after seeing the lack of it cause failures. So there is no way to safely use a 5090? As far as my opinion goes, no. Unless you cripple it down to 5080 power levels, it is simply too power hungry for this connector. It either needs active load balancing (and it better be good at ~600W) or multiple connectors to brute-force a big safety factor. The Galax HOF 4090 is actually a good example. 2x 12-pins, so in theory 1320W of power capacity on a 450W card, and if I use the derated connector spec of 375W, that's still 750W. If you find a 5090 like that, only then would I be comfortable running at full TDP."
    2 points
  28. I can't help but think that the sensible route is to wait until the reviews start coming out. Let's not forget how much BS we've been fed on capabilities of GPUs in the last few years. "We bring you 4090 performance for $500...". Yeah, right. Linked to the above, I don't know who Nvidia has had looking their software side recently, but their update to DLSS, allowing the use of upscaling in VR without making a complete hash of visuals is quite amazing. FSR is going to need a similar smattering of magic to keep up.
    2 points
  29. А насколько актуальна проблема посадки "без огней и глиссад", но с проекцией вектора скорости на HUD? Тем более в дкс.
    2 points
  30. Arresting cables and ropes from helicopters do not have the same phyics. Nor are they the same materials.
    2 points
  31. Hi @cezaro. Thank you for bringing attention to Taz's mod. I had reported the issued a while ago. I've just added your feedback to the report.
    2 points
  32. So couple things, the Phoenix had to go because it was too big, too heavy, and radars got better, that led to the AMRAAM which used what we learned from the Phoenix A and C in a lighter, compact package useable across many radar systems. Phoenix is good at look down shoot down because the AWG-9 is a big radar dish with A loud Emitter. Not a disposable harpoon. DCS Trees are DCS trees. Assume the worst at all times. But beyond that, you think it’s word against word, but it’s lots of dedicated study and modeling and testing and First hand accounts from people who FLEW the tomcat vs your word. Do you see why your personal anecdotal educated wish isn’t getting traction here? PROVE you’re right, or stop rationalizing your feeling of how you think it should be.
    2 points
  33. Ждите объявлений. Когда будет близко к готовности - сообщим.
    2 points
  34. You young sprog ... I'm 69 this year and still riding my Softail Slim S with the Screaming Eagle 110 engine!
    2 points
  35. I'd really appreciate a 'Return to base' command for the CA UI when in F10 map. When AI Flights are done with their mission or simply go nuts doing stuff not commanded it would be nice to just send them home before crashing or running out of fuel. Sure this would be a fall back solution for bad edited missions but could help in many otherways. Thanks. Out.
    2 points
  36. Got it as a side project, but too do list is too long already! Original idea was to convert Normandy 2.0 to pre or on D-Day version - most of the Airfields on there are all temp fields constructed post invasion & loose the immersion of D-Day itself. Process was to have a few flat static texture plates to cover existing airfields with selection of liveries to suit the environment (grass,fields, plots etc) & a few different sizes, for varying needs. Can edit out the existing Buildings/Hangers etc with the ME triggers & even replace a few with some great WWII buildings made by Hawkyeye or forests etc (made by VPC), to make look more natural. Could use the same concept to convert modern to WWII airfields, remove modern & replace with WWII buildings & hangers. Use the flat ground plates to replace concrete with glass / dirt runways - I'll add some runway liveries as selections from Normandy / Channel map. There are sometimes alignment issues with placing big flat objects, but hopefully airfields should be quite flat? Right? Can't promise anything soon, so please be patient, or if some else can run with it? Static object would be a simple flat plate with a few size options (& no collision box). Liveries could be extracted from one of Barthek's excellent Terrain mods, or even just Screen shots in game. Can add destruction layers to surrounding towns with some smoke & fire effects to make the modern towns look less modern Suntsag also had a great Marsden Mat mod to overlay or create your own airfield FARP - found here DCS Marsden Farp Not sure if it works or download is still up, is pretty old. If not PM me & I'll send what I have & you can try out
    1 point
  37. @Tarres I found two open internal reports: PPLI symbols on TAD only present for AI planes in multiplayer Human controlled F-18 & F-16 not visible on TAD & HMCS Is everything there?
    1 point
  38. Yes for the frontal attack. I have included the mission where this happened. Attacking Il-76s' from the front from waypoint 3 to 4 is where this can happen.
    1 point
  39. Do you have more recent logs than the ones originally posted? The below is based on those logs. Errors Memory Timing Issues Remove any overclocking (XMP) from your RAM. Config File Corruption Delete Saved Games\DCS\MissionEditor and try again. Your System ran out of Memory Your Preload Radius in DCS is currently set at 133500 which extremely high for your RAM, and you're loading a lot of redundant stuff into RAM. Reduce this to 60000 Your page file is too small. Set the custom page file (one only) with an Initial and Max values of 32768, click Set, Apply, and restart your PC In Windows: Disable Game Mode Disable Hardware accelerated GPU scheduling (this may also fix the issue with the laggy browsing) Tuning Advice: Note that SSAO and SSLR are a performance hit with no real benefit. Turn off SSLR. Enable Full Screen mode. Turn off SSAO. Set Water to Medium or Low. Consider using TAA instead of MSAA. Turn down Anisotropic Filtering. You also mentioned lagging with the mouse. There had been a preexisting issue, some people have mentioned it still effects them, with this. Using your mouse software drop your polling rate below 1000 (this is polling rate and not DPI). Choose something like 500 and see how you get on.
    1 point
  40. There is a new nvidia hotfix driver 572.24 for game crashes. I've read it is aimed at DX11 and DLSS4, so might be worth a try. https://nvidia.custhelp.com/app/answers/detail/a_id/5624
    1 point
  41. It seems that one of the last releases of Syria added a bunch (over 100?) of helipads. That is great! Unfortunately, though, they all have the same name: "H". While seemingly the game itself and ME do not protest, this violates one of SME's strictest rules: Objects must have unique names. In Syria, that is no longer true, making scripts that manage airfields by name unfit for this map: stupid null, cheap tools, ED! The result is that if you now invoke Airbase.getByName("H") you only get one airbase, and the remaining 100+ airbases remain inaccessible. This renders many scripts that access airfields (heli pads) by name inoperable. Was this done unintentionally? If not, what is the recommended work-around? Thank you for any pointers.
    1 point
  42. Sorry you are not happy, sometimes tasks do take longer than we would like. Nothing I or you say will make the work go faster, so we all have to be patient.
    1 point
  43. On the UFC, hit the ALT ALRT button until AGL flashes, enter the new desired warning altitude via the numeric keypad or with the DATA rocker, and accept it with ENT. With repeated presses of the ALT ALRT you can also set the MSL Low Altitude Warning (5,000 ft by default) and an optional MSL Ceiling Warning. To boresight it, hit OSB 5 labeled "B/S" on the right MFCD when it's showing the TGP. It defaults to -150 mils depression. You can enter any number between 0 and 999 into the UFC scratchpad (if memory serves) and just hit "B/S" to enter that as your new default depression, in case you'd like the TGP to point higher or lower when you hit "B/S". Note, in the legacy A-10C module, China Hat Aft Short served the same function, but in the A-10C II module that now activates the Laser Spot Search. A 3-position-switch sounds good. On the TM Warthog throttle, the China Hat is spring-loaded to return to the center position. Is that not the case with the F-15EX? They should both be based on the F-15E throttle and should be near-identical in layout (though the speedbrake and radio switches appear to be swapped around between the right F-15E and A-10C throttles, AFAICT from real life images). Either way, a 3-position-switch should be well suited. If you have a nearby spring-loaded 3-position-switch, maybe consider just swapping its function with the boat switch.
    1 point
  44. Well…that comparison is flawed. There are reasons why we perceive the 24FPS of a movie as smooth. A frame of a movie is basically a photo of a moving object and already contains motion blur whereas a frame of a game is basically a standstill of all objects. You want to know more? https://paulbakaus.com/the-illusion-of-motion/ It is actually a very entertaining article. Even though not directly aimed at VR, it explaines a lot about the relation of refresh rates, FPS and stutter.
    1 point
  45. Just been watching someone on the PO server in a Spitfire trying to shake off a 109. F2 view G meter registered more than 9G, then -2, then +6, all in the time it takes to read the sentence. It's a bit immersion-breaking.
    1 point
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