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Showing content with the highest reputation on 03/03/25 in Posts

  1. А за полеты на карте Кавказ будут курортный сбор взымать?
    22 points
  2. С учетом того, с каким вниманием и любовью к технике реализованы эти вертолёты, это ED должны получать выплаты за рекламу от этой госконторки, а не наоборот.
    19 points
  3. Пипец. Ждем комментариев. Ничего больше не могу сказать без мата…
    16 points
  4. I'd obviously love it if you guys continued but let me say you've done an awesome job and deserve whatever length of time off you require. Do the things that make you happy. I wasn't planning to show anything so early on, but you inspired me to design an opensource DIY cockpit project for your OH6A. It's WIP but I'll be bold enough to say it's not vaporware. Below are pics of some of the prototypes. working idle detent ring the panel is cut with a diode laser but the rest just needs a 3D printer or service and basic tools
    6 points
  5. Увидел такую надпись в магазине: DCS: Черная Акула 3 Продукт снят с продаж по требованию АО "Вертолеты России" Он в игре-то хоть останется? P.S. Посмотрел внимательнее - Ми-8 и Ми-24 тоже сняты с продажи. Однако!
    6 points
  6. Это касается продукции западных фирм. Крупные Российские производители (Звезда,Арма моделс) - вполне себе платят правообладателю за использование интеллектуальной собственности.
    5 points
  7. Немного бизнес-аналитики с дивана - мне кажется ЕД уже проще ликвидировать российское подразделение и передислоцироваться в европу, чтоб очередная богадельня "корыта России" не смогла достать со своими правами, не говоря уже о другой трехбуквенной богадельни с претензиями на гостайну. PS: Очень надеюсь что получится договориться.
    5 points
  8. There is now github repository of GD F-22 Mod: https://github.com/grinnellidesigns/f-22a It is released under GPLv3.
    4 points
  9. Ну вот и ответ, почему разрабы не делают наши модули... отовсюду лезут "травообладатели" которые не имею никакого отношения к технике по факту. Остаётся только один вопрос - помойки типа тхундёра как делают отечественную технику и не имеют претензий?
    4 points
  10. Сборные модели советско-российской авиационной техники тоже продают с заклеенными буквами в индексах уже несколько лет. Бабла хотят КБ, рыщут, на чём заработать, что запретить.
    4 points
  11. Ну, если запретили их продажу, значит пора их делать бесплатными.
    4 points
  12. @Gary Thanks for the question. The good news is that AI_ATC is "Feature complete" for release. We are working on trying to ensure that users get a trouble free experience when setting up AI_ATC and Voice Attack. Its a very complicated subject matter, combined with complicated software. We don't want the barrier to entry to be insurmountable for new players. Right now were working on documentation and testing, understanding where players have difficulty and finding ways of mitigating it. I'm confident it will be released within a few weeks. (subject to change)
    4 points
  13. Thanks for the help everyone. I went with a NVME 4TB SSD drive. I can't believe the difference in the quality of the graphics.....its made a huge improvement.....and now after I save a few more toonies (that's Canadian money) I'll be able to buy the Kola map!! Again, thanks for all the help! Love this game!!
    3 points
  14. Would be one of my "within 10 seconds instant buy actions". 0 seconds for thinking, 10 seconds for paying. Period. Others hate this idea, but I would simply love it. I don't care if it is a 100% representation or not. I just want to fly a Viggen without compressor stalls when hunting MiG-21s
    3 points
  15. В одном моем предпочитаемом магазине стендовых моделей, похоже, были тёрки за всякие Су, Ка, Ми и т.д. Насколько я понял, на так называемый афтемаркет им пришлось переименовывать позиции в типа «декали для Мих-29», «фототравление для Кю-52» и т.д. Цирк, короче. Я очень надеюсь, что тут обойдется похожим цирком и всё.
    3 points
  16. There's the additional issue that the tanker will sometimes call "Return pre-contact", yet the receiver is still cleared to proceed with the next contact. It sometimes happens and is certainly a bit confusing. In the recent tracks, I've seen OP call "Ready pre-contact" a dozen times in a row after clearly receiving "Cleared contact" from the tanker, so an apparent lack of basic understanding doesn't make it any easier. Yup, I've heard the same and assume that's truly the case. Thank goodness there are wonderful documentaries and Youtube videos of real life fighter pilot trainees who struggle. A lot. These are pilots with a decent amount of training and experience, with instructor pilots watching their every move, with a solid understanding of the process, and most notably we talk about pilots who've had dozens of hours of recent formation flying experience - and they still struggle with AAR. Contrast that with DCS pilots who are all over the sky. They can't even hold altitude on their own, let alone hold position off the wing of another aircraft. OP is a prime example of not doing the homework, not putting in the hard work of learning basic aircraft handling and then formation flying first, he actively rejects any single bit of advice given to him, and somehow expects to be able to perform one of the hardest tasks in all of aviation on a home computer. That's just not how it works. When we say "It should be easier in real life", I assume we're talking about minutiae. I strongly believe players who can't refuel in DCS wouldn't be able to do it in a true-to-life simulator either, unless they put in dozens of hours. Which, as OP is living proof of, is also the only thing that'll make it work in DCS - putting in the hard work, practicing, pushing through obstacles and overcoming them. It just takes time and effort. We've all been there.
    3 points
  17. Компетенций нет, осталось только жить с патентбомбинга. Особенно дико когда УВЗ патентует Т-34(который он не изобретал) как торговую марку. Еще характерно было когда начали требовать скульптуры и графити с персонажами союзмультфильма с детских площадок и детских садов ликвидировать. Дурдом.
    3 points
  18. Apart from the "single point of failure" problem (given, controller defects or problems at all are seldom), no. I don't think it will impact performance in any meaningful way. Not with modern random access speeds.
    3 points
  19. Ктото видимо захотел денег, но ситуация херовая конечно
    3 points
  20. Update TACAN / NDB frequencies shown on map in DWV, without having to click on popup Fixed: popups not working for small airports measure tool shows MH° magnetic and TH° true heading updated DCS magnetic variation for 2025 and beyond .kmz / kml support day / night terminator in map overlay
    3 points
  21. This is a question you have to ask ED about. The effect of jammers in DCS are not implemented on the side of the ones who make the module carrying the pod, but on the side of the module with the radar. That is, whether and how a weapon will be effected from a jammer is decided completely by the code of the one who is responsible for this weapon, similar for aircraft. That is, how an enemy F-18 will be effected by your Viggen jammer solely depends on the code of the F-18 - not the Viggen. Cheers
    3 points
  22. I was expecting the request. You were already on the right track with your answer from February 20th. What is shown for the board number on a different background? For the frame you have to make the area of the square of the texture B-52H_Local transparent. And enter the texture in the description as follows: {"B-52H_Local_DECAL", DIFFUSE , "B-52H_Main_1_DIFF", false}; {"B-52H_Local_DECAL", DIFFUSE , "B-52H_Local",false}; the entry for "B-52H_Main_1_DIFF" was of course changed according to your information. I used your textures for the camo. For the SIOP I touched them up accordingly. A note for the paint work. ED has an alpha channel on all B-52 Roughmet, which shows the lines and rivets, and the red channel can be used for an AO. Here are the entries for a generic design. ED offers the use for 5 squadrons. So you create a folder with the name of the Sqd and the number and copy a description into this folder. Then you replace the contents with the following entry: livery = { } countries = { "USA", } custom_args = { [442] = 0.0,-- Bortnumber 100; -0.1 empty ; 0.0-0.9 number 0-9 [31] = 0.3,-- Bortnumber 010; -0.1 empty ; 0.0-0.9 number 0-9 [32] = 0.6,-- Bortnumber 001; -0.1 empty ; 0.0-0.9 number 0-9 --[52] = 0.0,--69th Bomb Sqd "MT" KNIGHTHAWKS --[52] = 0.1,--69th Bomb Sqd "MT" checkered gray-red ribbon --[52] = 0.2,--23th Bomb Sqd "MT" Barons --[52] = 0.3,--2nd Bomber Wing "LA" Barksdale blue [52] = 0.4,--2nd Bomber Wing "LA" Barksdale red --[52] = 0.5,--2nd Bomber Wing "LA" Red Devils --[52] = 0.6,--307th Bomber Wing and 93rd Bomb Squadron AFRC AIR FORCE RESERVE COMMAND "BD" --[52] = 0.7,--empty } this is the example for "2nd Bomber Wing "LA" Barksdale red AF60 036" To remove AF60 and the zero on the fuselage, the main files "B-52H_Main_1" and "B-52H_Main_3" would have to be changed, which would break the IC.
    3 points
  23. & have you seen how much space there is in the cockpit? Looks like there might be a lot of seat switching involved in getting it started in SP though
    3 points
  24. Сделайте Су 35 или палубный МиГ в концепции ГС и посмотрите на продажи
    3 points
  25. Hey, I don't have a clear answer for you. You also say when "using SteamVR" or "violating SteamVR API" which is ambiguous since you could mean via OpenVR or OpenXR. I haven't looked specifically at this problem, especially since TBH, I never use SteamVR and nearly all my solutions were dedicated to "skipping SteamVR" That said, based on what you are describing, I believe you are likely correct: You are likely familiar with the concept of "swap file" which is a way to relieve your main RAM by temporarily moving resources to your storage drive. There is a similar concept for GPU memory (VRAM), called residency. Your GPU needs resources (textures, geometry, shaders...) to be in the VRAM in order to use them for rendering. But sometimes your GPU driver will move some resources out of VRAM and into your system RAM if the application is "over-committing" (which means using more memory than the allowable budget). Then when the GPU needs a resource that was "demoted" to system RAM, it will have to first make room for the resource (by demoting another resource) and then copy it back into the VRAM (aka "swapping", like your "swap file" for system RAM) . This process is slow. In some worst case scenarios, a resource might "bounce" back and forth between GPU and system RAM, and this creates an awful effect where your app is rendering like 1 FPS . I've seen this exact issue with No Man's Sky on PCVR, where the frame time would jump to 100-140ms because some of the VR compositor resources would get demoted to system RAM. There is a solution to such problem, which is to mark the most critical resources as permanently resident in VRAM (explained on the page I linked), to avoid them being demoted. This was actually a mitigation I had implemented in SteamVR for WMR. Note that as explained on the page I linked about residency, there is something called the application VRAM budget. That is the maximum that an application should ever use. This amount of budget is NOT your entire VRAM. There's something called system reservation, which is Windows protecting some of the VRAM for things like the desktop window manager, and your monitor's backbuffers. Many people asked me this question about OpenXR Toolkit, "why is your overlay saying I have 10GB of VRAM while my GPU has 12GB!?". The answer is those 2GB are the system reservation. If the application ever goes above the application VRAM budget and into the system reservation, bad things happen as described above. Now the case of VR and memory management is actually quite complex. This is for a simple reason. When you develop an app that runs on flat screen, you don't have to worry about anything other than the system reservation. Your application has its GPU resources (textures etc) and loads them into VRAM, and the only additional overhead is what's called the DXGI swapchain, aka the surface that the application uses to present the rendered image to the monitor. That DXGI swapchain is allocated within the applications's memory budget, so it's easy to account for. When you develop an app for VR, there is a lot more happening. You do have those VR swapchains as well, and these also come out of the applications's VRAM budget, and they are much bigger (stereo and triple-buffered). But you also have the entire VR compositor resources as well. These typically live in other processes like whatever "Oculus Service" (Quest Link) or DWM (WMR) or VRServer (SteamVR). These are not part of the application's VRAM budget (since they are allocated out of nowhere by another application process). So it becomes much harder for an application to track these additional resources and to not over-commit the VRAM. An application will usually try to maximize its use of VRAM especially if you are using very high settings. This means some apps will try to reserve the entirely of the application's memory budget. They will usually do that when starting the game or loading a new level. For games that allow you to switch between flatscreen and VR on the fly (press of a button), this is also a very complex scenario. MSFS got it wrong for a very long time. Basically you have to "unreserve" sufficient memory back for the VR compositor. And again, as an application, you do not know how much VRAM the VR compositor needs... Then you have SteamVR overlays coming in. These are the absolute nightmare for your game developer conscious about maximizing VRAM usage. These overlays can be loaded AFTER your game started and reserved memory. Or something the full extent of their resources is only allocated upon first use, or specific use (eg: which "menu" you select within your overlay). So if a game had reserved all the VRAM, you are now over-committing VRAM, and risking the back and forth copy of data between system RAM and VRAM. Now you have a way of checking if this is what's happening, through the Task Manager. You'll see two numbers in your GPU performance pane. A "GPU Memory" and a "Shared GPU Memory". Assuming you are not on an integrated GPU (!), you will see "GPU Memory" as your VRAM, and "Shared GPU Memory" as your system RAM, which can be used when over-committing. In the ideal case, "Shared GPU Memory" should be 0, though in reality there is always a small residual. You want to get your baseline before starting your game. How much "Shared GPU Memory" is used? On my machine, it's always something like 0.1GB or 0.2GB. That's HEALTHY. Then run your game, hopefully "Shared GPU Memory" remains the same value. Then when you are hitting your overlay issue, take a look at "Shared GPU Memory" again. Is it higher than your baseline by a notable difference? For example, on my machine, I see it go above 0.3GB when overcommitting, and it's usually noticeable like 0.5GB or 1GB or more... That's over-committing, and that's what causes bad performance. There is no real solution for you to this problem. It's just poor programming, but technically, it's not anybody's fault. DCS shouldn't under-use VRAM just to allow overlays that maybe nobody will use. Your overlay needs resources, and it can't do anything to evict data from DCS. There is no good solution. One thing your overlay developer could do, is temporarily boost the residency priority of its resources when the overlay is open. That will still cause a slow down when you first open the overlay, but at least the overlay should be more responsive. Now DCS in the background will probably appear less fluid, since now resources used by DCS will need to be copied back and forth between VRAM. Then the overlay must restore the lower residency priority when you close the overlay. I don't think many applications do that, the API for that is not known by many programmers, and also as noted in the API's documentation: "Changing the priorities of resources should be done carefully. The wrong eviction priorities could be a detriment to performance rather than an improvement.". It's a loaded gun that shouldn't be put into the wrong developer's hands :(
    3 points
  26. In 10 seconds, what is that financial service used?
    2 points
  27. WhisperAttack v1.0.0 - Major Release! We’re excited to bring you the first WhisperAttack v1.0.0 major release with improvements, enhanced accuracy, and a brand new UI! What’s New? WhisperAttack runs as a Windows application WhisperAttack is now shipped as a Windows application. This runs in the background with a system tray icon that can be used to open the WhisperAttack window or exit the application. New UI to display startup information, transcribed text, and text sent to VoiceAttack or the DCS Kneeboard An application window is displayed showing you all the helpful information without needing to look at log files. Improved Installation & Dependencies Installation is as simple as unpacking it and running as a normal application. No more need for installing Python and libraries and viewing things in the console. Multiple word replacements can be put on a single line in the word_mappings.txt file, separated by semi-colons. For example, gulf;gold=Golf WhisperAttack uses faster-whisper for transcribing text. This means it is no longer necessary to install ffmpeg. The CUDA 12 runtime is included in the installation, this should remove the need for installing the CUDA Toolkit 12. Release can be located here: Releases · nikoelt/WhisperAttack
    2 points
  28. These products have been withdrawn from sale at the request of JSC Russian Helicopters, that is all we have to share for now, it only affects the Russian E-Shop for Mi and Ka helos.
    2 points
  29. Some greedy guys met some equally greedy guys. And they want royalties. Even now, this is just a small inconvenience. I understand that the "beach" fanboys are ready to make a sensation out of this.
    2 points
  30. I can't help in full. Read the forum. Try searching the system drive. The names of the missile files have not been changed. The name of the aircraft file has been changed. From it, insert the necessary parts to get the updated dynamics. If for you labor-send a file to me. I'll help!
    2 points
  31. Watch a tutorial. It’s pretty clear in any of the instructions I saw, it’s almost self-explanatory. If someone attempts this without looking at any instructions then that’s their problem, not the game. DCS is a complex sim. If a player isn’t willing to do this sort of dive into the information, why are they bothering with AAR at all? This is a rather advanced skill and honestly not necessary in order to play the vast majority of missions and gameplay modes. Again lack of willingness to learn or practice is a player induced problem.
    2 points
  32. the only thing i can think of that it will be less efficient in some scenarios, so when page file is being used at the same time as game disk i/o or operating system functions etc... that said with that sort of M2 drive, would you notice the difference ... i assume not. from a cost perspective though you might be better going with multiple separate drives (though just glancing at the prices that seems to be very brand dependent) other than that the only other thing i can think of is any game in which rebar is actually used... but thats a theoretical in the context of DCS
    2 points
  33. Это такая традиция, в марте ед терять модули? Сначала разбам, потом вертолёты России. Ждём, что скажут юристы ед. не стоит кого либо заранее в чём-то обвинять.
    2 points
  34. R-8M1R.luaR-8R_inert.lua Su-15_Flagon.lua
    2 points
  35. I don’t see how this is so confusing. It’s a single radio comm message. What bugs? So far there haven’t been any actual bugs identified in this thread. If things like collisions were modeled better it woulld arguably make AAR more difficult. This is a given for a PC game. Your vision is the only feedback you get. Recognizing this is an important step in the learning curve. Sim racing is the same way. It’s definitely possible to perceive relative motion and such on a 2D screen.
    2 points
  36. It's a bit undermodeled, to say the least. Turbulence, in particular, is only about aircraft wakes, not all the interesting things that happen around clouds, for instance. Wind only blows you sideways, as opposed to flowing up and down when it hits mountain ridges, and being funneled down the valleys. This can create dangerous conditions for aircraft, for instance an downwind slope will create a downwash as the air rolls down it, which can slam you into the ground if you're not careful. It can also create vortices similar to a carrier's burble, but worse. Those can be strong enough to slam an airliner into the ground (and indeed, at least one met its fate that way). Of course, to a tactical aircraft cruising along at 20kft, those would matter relatively little. However, if said tactical aircraft tries a low level ingress, or has to drop bombs at a target in mountains, things start looking different. Helicopters would be massively affected by air currents like this, making weather a major consideration. That said, at least in its current implementation, wake turbulence is a huge performance hog, especially with many aircraft present. This is why it's often turned off in MP. This would have to be improved if the system was to be expanded. It's a good base on which other kinds of turbulence and air movements could be built, but it has to be done in a way that doesn't completely bog the sim down.
    2 points
  37. SR-71 couldn't really loiter, either. Its advantage was that it could make a pass when it was needed and without advance warning, unlike satellites, which move in fixed, easy to track orbits. That said, the real reason for its existence was actually something else: film development. Spy cameras of the time, including satellite ones, used photographic film. When the film ran out, they ejected a capsule, which had to be recovered, and only then could the film be developed. With SR-71, film could be retrieved as soon as the aircraft had landed, much faster than from a satellite. With digital cameras being introduced on the KH-11, this advantage was rendered moot. Also, it's worth noting that both SR-71 and U-2 can still be very good at avoiding SAMs, simply because they fly so high. While they could be hit if they actually overfly a site (which tends to be a problem when trying to photograph something with a colocated SAM site), the WEZ at their altitude would be tiny, especially combined with SR-71's speed. It's no longer a sure thing, and you probably couldn't snap a photo of something next to a SA-10 site, but there are only so many SA-10s Russia can deploy, and not every important installation can have one smack in the middle of it.
    2 points
  38. Except "as real as it gets" is actually an appropriate description. The FC3 F-15 is said to be the best F-15 simulation out there, and that's true. Because the last non-ED F-15 sim on the market is Jane's F-15 from 1998. Not a high bar to clear. So it really doesn't get any better. Of course, HB are aiming higher than that, and I agree, too. I don't want made up systems, I want the real stuff, modeled according to real physics and engineering.
    2 points
  39. Потому что это сложно. Визуальный бой на пушках (пулеметах) на подросших, относительно поршней, скоростях. Хотя, оба классные сами по себе. На МиГе иногда полетываю в СМУ, практикуя заходы по ОСП (по приводам). У Сейбра, с его маленьким ГО и задней центровкой, характер весьма строптив, нужен налет.
    2 points
  40. Been thinking the same thing. If it is the Lynx I'll start flying choppers. Landing on a small coast guard ship in heavy wind outside Finmark... Gotta love it
    2 points
  41. Yes it is but with practice it becomes like riding a bicycle and you can do it without thinking. Keep at it
    2 points
  42. Added engine cutoff switches to the throttle quadrant today. Wanted to keep this as simple as possible without trying to do virtual buttons from an axis. Used two reed switches and two magnets connected to the Leo board. Once the breakout board matrix arrives, the entire throttle quadrant will be connected to the Leo Bodnar BU0836A. The only other thing I think would be useful is a slide potentiometer to use for zoom. Currently use the slider on my Virpil throttle for that and it works great. What have others done for zoom in a full cockpit build? Sent from my iPhone using Tapatalk
    2 points
  43. The Lima for me as well. Steam gauges FTW. Besides, the Black Hawk Down bird was a Lima. That should be reason enough to decide the matter.
    2 points
  44. No news so far. I've just bumped the internal report.
    2 points
  45. Обновил и протестировал, V74 работает хорошо на Q3 и Qpro все кто сомневался можно смело ставить.
    2 points
  46. Apart from a few details, it is complete and fully operational. The real fun begins and it s awesome.......... @AusMumbles thanks for sharing your initial model, and of course, to HB and ED, for basically everything. @AusMumbles
    2 points
  47. I finally finished my handle today. It wasn't that expensive at around €50 for the materials. It was also a lot of fun (except for the soldering! I don't like that at all!) I turned and milled the tube and the nut out of aluminum in the hope that it would withstand the FFB forces. Nice tinkering project. Thanks for sharing the files!
    2 points
  48. It appears the IRIAF (former IIAF) F-14 cockpit is in English. There is a YouTube video showing a variety of HUD modes in the plane from an Iranian channel, which also shows the HSD, VDI, and ACM Panel, and all of the lettering is in English and appears the same as for a USN Tomcat. It can be found here: There's also a picture of an IRIAF F-14 front seat cockpit in Cooper and Bishop's "Iranian F-14 Tomcat Units in Combat," and while the picture is relatively low resolution, one can make out larger print lettering, such as "ACM" next to the ACM switch, "ALT" on the altimeter, "FUEL" and "QTY" on the fuel gauge, and for the smaller lettering, although it isn't as readable, it appears very similar to what we see in Navy F-14As. Considering this and the video evidence, I'd say with some degree of confidence that Iranian F-14s got delivered with English cockpits and continue to use them to this day. While I'd assume the same for the F-4 and F-5, I'd have to look around for evidence.
    2 points
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