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  1. OctopusG: DEVELOPMENT NOTES In the concluding note on the module's development, some aerobatic maneuvers on the La-7 aircraft are demonstrated. Mastering aerobatic maneuvers is fundamental for conducting air combat. The characteristics of aerobatic figures reveal the flight capabilities of the fighter. Proper execution of aerobatic elements is essential for effective and safe aircraft control. You can see aerobatics on the La-7 aircraft in our training film:
    8 points
  2. Maintenance update Vietnam War Vessels 0.9.1 James J. Jackson has been focusing on the destroyers, leading to some updates in their visuals and effects, including navigation lights, new wake definitions, and updated main fire control units. Additionally, two aircraft have received improvements: the RA-5C Vigilante now features a black front cockpit plate, and the A-1 Skyraider has been equipped with Mk-81 bombs in its pylon layout. Also the Skyraider unit payload was fixed. Due to size the download is split into two parts. The base, which contains the assets themselves, and the liveries, with additional skins for the assets. Download from https://github.com/tspindler-cms/tetet-vwv/releases Enjoy! TeTeT
    6 points
  3. I have narrowed down the problem file(s). Please DM me if you'd like to test before public release. I hope to be able to release by the weekend so look for a new thread soon.
    6 points
  4. @HawaiianRyan I totally agree with you on the "Realism-Minded Community" comment as that was my original intention. Because the server, and discord are still somewhat in it's infancy, with so many joining up on a daily basis, it's kind of necessitated Discord comms to welcome and situate new comers. As the regulars, ethics and unwritten rules begin to develop, SRS will undoubtedly become the defacto communication method for those seeking that sense of Realism. I've already taken some preemptive steps to encourage the use of SRS by creating a VC that indicate to others that they're "down range and on SRS". Like @Mistermann said, Because this is pulling quite a bit of people out of SP and into MP, it's possible that they haven't even experienced SRS yet. So in addition to encouraging people to use it, we also have to coach them on how. If I could have it my way, I would mandate SRS...but I can't. We can only lead by example and encourage others to follow along. If it weren't for the wizard himself ( @tobi ) the Loach gunner would still be on protest.
    4 points
  5. You oversped the gear on takeoff, which causes a weight on wheels sensor fault and inhibits any weapon release. Make sure you're pulling the gear up as soon as you get positive rate of climb. The gear's airpseed limit is 250 knots.
    4 points
  6. In the concluding note on the module's development, some aerobatic maneuvers on the La-7 aircraft are demonstrated. Mastering aerobatic maneuvers is fundamental for conducting air combat. The characteristics of aerobatic figures reveal the flight capabilities of the fighter. Proper execution of aerobatic elements is essential for effective and safe aircraft control. You can see aerobatics on the La-7 aircraft in our training film:
    4 points
  7. [18th April update: Thanks to the thread contributors and all those documents, this is such a fascinating and amazing topic. This project was massively ambitious and in a competition for my time between everything else and a 5th month old Border Collie puppy with no manners, I submit my work to date to the community 'as is' to do what you like with! Attached kmz. ] I could use some help from the armchair army to check the Google KML I am producing, before public release. Using a combination of KML's from Speedy on the army rumour service for the British and Soviet installations, a filtered SAMsite overview and my own work to collect, locate and organize the US installations I have over 1210 Google mapmarkers in the most complete rendition of 1960-1995 Germany's Cold War installations. The KML will eventually become a key reference resource for locations in the upcoming DCS map. Mission makers can check the details provided for targets and mission use. The KML will eventually be imported to DCS as a rough template of locations. I don't intend to place any objects as there won't be a 1:1 parity and there are clearly too many, but it is enough to add sites for your missions. The KML for Cold War Germany comprises of: Over 1200 placemarks categorised and colour coded (so far) The inner border reference line East and West Air defence sites (for West, the Nike Hercules is available for pre 1984 but dates are pretty tough to get) British American Soviet/E. German --Airbases and minor Helicopter airfields --Barracks and installations --Ammo Depots --Training Areas --Special Weapons Compounds --Stores --Fuel dumps/CEPS The rough time range for these is 1960-1995. What I am looking for initially is anyone interested in helping expand on this, specially if they want to zero in on, for example, enriching the US Kazernes with any reference links, tidying up the current placemarks, finding names for the unamed ammo dumps, checking the data with online references, etc. I'm definitely interested in anyone with knowledge of the Eastern European theatre, the locations and names of units and their stations, the airbase complements and time ranges. Also those with good knowledge of the FEBA and plans who can identify major themes that can be added to the KML or fill holes and gaps, such as the areas east of Luneburg and Hamburg, east of Braunschweig, east of Salzgitter and Northeim, etc. Please don't ask for the WIP copy, it will arrive here when its done. Feel free to add details of the theatre to this thread. Whilst I've seen a lot of resources online, its not the finding of the information so much as the time it takes to create a nice placemark with links, find the modern day geo coordinates from the resource that is now hidden under a Lidl or BMW factory and so on. there's issues of time and date filters which I havent even attempted. It will never be perfect but thats not the aim. Cold War Germany.kmz
    3 points
  8. One could argue that these "other sims" probably don't calculate even half of the stuff that works "under the hood" of DCS F-4E for example. There's no free lunch and I'm not sure I'd prefer improved atmospheric effects for a price of reduced aircraft systems fidelity. I don't think we're there yet to "have it all" with hardware currently available on the market.
    3 points
  9. I can see why you feel that way. However I've experienced none of those issues in years of continuous use with my group. In a word - Garbage.
    3 points
  10. Sorry, was meant as a joke
    3 points
  11. Wolfpack Two would be an instant buy !!
    3 points
  12. 3.4 is released, see latest page/github. ------- Hi all, I've forked the splash damage script from Grimm that was forked from wheelyjoe, which has had changes from Mistermann, Quéton and Kerv before I've made contributions. I'd like to try to keep this one up to date and be active on pull requests should anyone want to contribute. This thread will cover all 3.x versions For those who haven't seen this before this script enhances DCS ordnance by adding extra explosions and blastwave damage. It includes a customizable weapon table, rocket multiplier, shaped charge adjustments, dynamic blast radius options, and in-game radio commands for tweaking settings like cascade explosions. Any questions/comments/concerns feel free to ask in the thread or on Discord (stevey9062) Splash Damage 3.0 Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript New features: Cargo (Ammo/Fuel) Explode and Cook Off 3.0 brings in the ability to have cargo explode and cook off if you blow up a particular vehicle (or the blast wave damages it enough). This is controlled by cargoUnits in the script so we have to add the units in specifically. We can have a large fire that spawns and dissipates, as well as a controllable number of cook off explosions and smaller debris explosions. In the script, there a few fuel trucks added and a few ammo trucks added. The fuel trucks will blow up with a fireball. The ammo ones will have cook off explosions. --track_pre_explosion/enable_cargo_effects should both be the same value ["track_pre_explosion"] = true, --Toggle to enable/disable pre-explosion tracking ["enable_cargo_effects"] = true, --Toggle for enabling/disabling cargo explosions and cook-offs ["cargo_damage_threshold"] = 60, --Health % below which cargo explodes (0 = destroyed only) ["debris_effects"] = true, --Enable debris from cargo cook-offs ["debris_power"] = 1, --Power of each debris explosion ["debris_count_min"] = 6, --Minimum debris pieces per cook-off ["debris_count_max"] = 12, --Maximum debris pieces per cook-off ["debris_max_distance"] = 10, --Max distance debris can travel (meters), the min distance from the vehicle will be 10% of this Fuel truck --3) Refueler ATZ-10 ["ATZ-10"] = { cargoExplosion = true, cargoExplosionMult = 1.8, cargoExplosionPower = 200, cargoCookOff = false, cookOffCount = 0, cookOffPower = 0, cookOffDuration = 0, cookOffRandomTiming = false, cookOffPowerRandom = 50, isTanker = true, flameSize = 3, flameDuration = 5, }, Ammo truck ["ZIL-135"] = { cargoExplosion = true, cargoExplosionMult = 1, cargoExplosionPower = 200, cargoCookOff = true, cookOffCount = 5, cookOffPower = 1, cookOffDuration = 20, cookOffRandomTiming = true, cookOffPowerRandom = 50, isTanker = false, flameSize = 1, flameDuration = 30, }, Ordnance Protection To try and mitigate situations where your own bombs blow eachother up I've put in some (not always 100% effective) mitigation options. If a bomb is blown up midair it will try to scan the local area for the larger_explosion that the script adds. If it find it, it will snap a larger_explosion to the ground beneath it so that it was like a bomb did go off there. There is also ["ordnance_protection_radius"] = 10 that will stop the additional script larger_explosion for weapons if theyre withthin this amount of meters of another weapon. It means both bombs will drop and hit but you wont get the additional larger explosion from the first. I had this set to 25 for a while but have it at 10 atm. ["ordnance_protection"] = true, --Toggle ordinance protection features ["ordnance_protection_radius"] = 10, --Distance in meters to protect nearby bombs ["detect_ordnance_destruction"] = true, --Toggle detection of ordnance destroyed by large explosions ["snap_to_ground_if_destroyed_by_large_explosion"] = true, --If the ordnance protection fails or is disabled we can snap larger_explosions to the ground (if enabled - power as set in weapon list) - so an explosion still does hit the ground ["recent_large_explosion_snap"] = true, --enable looking for a recent large_explosion generated by the script ["recent_large_explosion_range"] = 200, --range its looking for in meters for a recent large_explosion generated by the script ["recent_large_explosion_time"] = 4, --in seconds how long ago there was a recent large_explosion generated by the script Cluster Bomb Support This is considered in alpha and has me not really being sure how to proceed so it's set to false by default for 3.0. When DCS releases bomblets it releases a single bomblet in the code that it tracks, as opposed to the visual tens of bomblets. The script follows that to the ground and initiates a lot of explosions over a dispersal pattern that's very basic and inexact. Not sure how effective it is but can look a bit better if you want to see dust clouds? Hence why I keep it optional -- Cluster bomb settings ["cluster_enabled"] = true, ["cluster_base_length"] = 150, -- Base forward spread (meters) ["cluster_base_width"] = 200, -- Base lateral spread (meters) ["cluster_max_length"] = 300, -- Max forward spread (meters) ["cluster_max_width"] = 400, -- Max lateral spread (meters) ["cluster_min_length"] = 100, -- Min forward spread ["cluster_min_width"] = 150, -- Min lateral spread ["cluster_bomblet_reductionmodifier"] = true, -- Use equation to reduce number of bomblets (to make it look better) ["cluster_bomblet_damage_modifier"] = 1, -- Adjustable global modifier for bomblet explosive power Full Ingame Radio Settings This is on by default and allows you to toggle or adjust numbers on nearly all of the options in the script while in-game. It'll be in the F10 Other section of your ingame radio ["enable_radio_menu"] = true, --enables the in-game radio menu for modifying settings Discussion Point I've changed the script to try to allow for a customisable experience, you can change damage scaling relatively easily without having to look too much into the code of things Splash damage in this script is still more than is realistic, especially with thanks. As per https://apps.dtic.mil/sti/pdfs/ADA329188.pdf tanks are probably good with a 1000lb hitting 10 meters away (whether the crew would be happy about it is another thought for a different day). Overall this script is to add some more visual and fun flair, I can't speak to the realism of the additional explosions vs standard DCS. Release notes: 09 March 2025 (Stevey666) - 3.0 - Added ordinance protection gives a few options - stop the additional larger_explosion that tends to blow up your own bombs if theyre dropped at the same place if its within x m - Additional ordnance protection option that will cause a snap to ground larger_explosion if its within x meters of a recent larger explosion and within x seconds (can set in options) - Added vehicle scanning around a weapon to allow for.. - Cook offs - you can set vehicles that will cook off i.e ammo trucks, number of explosions, debris explosions, power adjustable - Fuel/Tanker explosion and flames - when a fuel tanker blows it will through up a big flame - adjustable in the scripts - Added section for vehicles for the above - Added radio commands for everything - Added in cluster munitions changes (note: barely tested, its not particularly accurate or that useful at this point so leaving disabled) - Potential bug - testing, stacking too many units together may cause a MIST error if you're using mist - Setting this as 3.0 as I'd like to be responsive to requests, updates etc - creating a new fork to track this Below is the 2.0 thread Reminder on how to add the script: To use the script in your mission, add a Mission Start trigger with the action DO SCRIPT FILE (splash_damage_3.2.lua). PLEASE NOTE IF YOU'RE MAKING CHANGES TO THE SETTINGS IN THE LUA AFTER YOU'VE ADDED THE TRIGGER: When you select the file in the trigger, it uploads a copy to the miz file at that point, further changes will not be reflected. You need to remove and re-add the trigger or select a different file and then back to the script. Splash_Damage_3.0_withcluster.lua Splash_Damage_3.0.lua Splash_Damage_3.0_debugmode.lua
    2 points
  13. Dear developer of Mig-21bis, (Just confirmed, this bug is only on Mig21 and it is only when the LOD switch factor is set to less than 1.0) I noticed a possible LOD related bug that causes mig21 external 3D model to become invisible at certain distance (>1000 meters or so). How to test it: I am using VR headset but bug can be seen on normal screen display. I have my LOD switch factor setting to 0.1 for performance reason in VR. Not sure if this "bug" has anything to do with my display settings. So I also attached my display settings. If you start any mission with a Mig-21bis in it (I am in a F-4E) and look at the external view of the mig21 with F2 view. You can use your mouse wheel to change the viewing distance. At around 1000 meters the mig21 external model will disappear, leaving on the loadout visible. Changing the MIG-21Bis.lods file in the \CoreMods\aircraft\MiG-21bis\Shapes folder can fix the problem original file: model = { lods = { {"MIG-21Bis.edm",25.000000}; {"MIG-21Bis.edm",45.000000}, {"MIG-21Bis.edm",120.000000}, {"MIG-21Bis.edm",1000.000000}, {"MIG-21Bis_LoD_04.edm",10000.000000}, }; collision_shell = "MIG-21Bis_Collision.edm"; } modified file: model = { lods = { {"MIG-21Bis.edm",25.000000}; {"MIG-21Bis.edm",45.000000}, {"MIG-21Bis.edm",120.000000}, {"MIG-21Bis.edm",1000.000000}, {"MIG-21Bis_LoD_04.edm",10000.000000}, {"MIG-21Bis_LoD_04.edm",20000.000000}, {"MIG-21Bis_LoD_04.edm",50000.000000}, }; collision_shell = "MIG-21Bis_Collision.edm"; } However this will obviousely break the integrity check for online games. I attached screen shots of the bug, please verify and fix. Here is the attachment... WhatsApp Video 2025-03-11 at 12.18.14_b0ddd659.mp4
    2 points
  14. Pity that it is from almost 5 years ago, updated only up to DCS version 2.5 I truly hope that it will be updated once DCS 3.0 arrives, for now I still need to rely on my own notes and abstracts taken from the Forum.
    2 points
  15. I'm not trying to start any drama but BN said the team was looking at it back in 2020. I'm sure I'm not the only one wondering but what can possibly be the hold up? I understand there's a priorities of work but this is so easy and has been request over and over again especially with all the desert maps. It was acknowledged in 2020.
    2 points
  16. Hi, I'm sorry it is taking a long time, but I hope to have some answers eventually, but at the moment I can not share any news. All I can say is it has been requested.
    2 points
  17. You're overestimating the F-4E and underestimating other sims. Those sims have quite a few ultra-complex aircraft, plus all the effects I mentioned, and more. We can easily have both too, if ED opts for a sensible implementation instead of a NASA-grade weather simulation. For example, one can equally believeable imitate airframe icing by increasing the drag or by calculating every icicle. The former is a sensible approach. The latter is insanity.
    2 points
  18. Congratulations. And it leaves your modding hobby "on pause" for awhile. . At least until you teach the kid to code
    2 points
  19. Hi Beldin, you're always welcome and looking forward to your future contributions Real life has been busy the past two and a half months - and will continue to be so, as we have a baby coming next week (if he stays on schedule ). Not sure where that will leave my modding hobby, but meantime James J Jackson and seabat and github contributor Druss99 continue to push forward! Cheers, TeTeT
    2 points
  20. У меня тоже не слетало. За все 20 с лишним лет с симами от ЕД
    2 points
  21. This is definitely how people that are calm behave. You can stop trying to save us simps of the flight sim community anytime you like. We're obviously too dumb to understand how BIG JOYSTICK is trying to scam us so you are wasting your energy tilting at windmills
    2 points
  22. @SPOOKY 1-1 will have to weigh in here as it's his server we're discussing. I definitely lean towards an SRS experience. Thanks Tobi. I'm sure @SPOOKY 1-1 will address ASAP.
    2 points
  23. Does the server allow object export?
    2 points
  24. I’ve always thought about DCS this way. The aircraft themselves are the game. In other games, the game is the game. You buy a game for $70-$90 and get maybe 40 hours of entertainment out of it. Then go on and buy another one. A DCS module costs about as much but you end up getting hundreds of hours out of it. It’s not just the missions or campaigns that are the entertainment, it’s the aircraft itself. DCS is different in that way. In fact I think flight sims have actually saved me money on my gaming budget. Like again a $20 A-10 module has got me hundreds of hours of gameplay instead of buying a $70 game every few weeks.
    2 points
  25. Digesting one of these modules takes a very long time. In all likelihood even when you buy lots of them that cost is spread over many years. I’ve been playing DCS for 13 years and there are only four modern aircraft I’ve learned completely.
    2 points
  26. @Flappie here are some tracks i just made using 25.3.1 amd drivers...needless to say you would need an amd gpu to recreate these issues black_smudge.trk horrible_aliasing.trk dcs.log
    2 points
  27. Will it be MH-6 by Tobsen and Eightball? I couldn't help myself. Forgive me.
    2 points
  28. Thanks - posted this and then saw your comment on FB about this exact same issue. Start battery and then salute, that resolves it and you can taxi
    2 points
  29. It will not be a Black Hawk, in the latest QA with Wags, he told that the want to do the UH-60M but still doesn't have the necessary information to do so... My guess is it will be a AH-1 Cobra version or a MH-6 Little Bird
    2 points
  30. This is not really how it works. The benefit of a faster CPU depends in large part how much load there is on the CPU. For example, reviewers tend to test at 1080p to put as much load on the CPU as possible. Hardware Unboxed found 30% improvement on average at 1080p, but 45% in Assetto Corsa Competizione, which is most comparable to DCS, being a simming title. Simming titles tend to put more load on the CPU and thus benefit more from a fast one. And CPU is also very important for VR, and the 3D-cache that improves the 1% lows helps a lot with it, since less stutter is really important for VR. I think that if you get a 5080, there is really no question, and you should just get a 9800X3D, or you will waste part of that very expensive 5080 for a savings of $200 or so (or whatever currency you have). I would suggest first getting the 5080 and only then ordering the 9800X3D (and other parts), because I expect pricing and availability to keep improving.
    2 points
  31. Thank you very much, now it's working without any weird errors or apocalyptic destruction. Thank you and keep improving, it's much better than the old one.
    2 points
  32. As said earlier we already do have consequences of aiframe/INS overstressing or hard landing. What do you ask for? I can't launch again because I have the needle stopped at 9 on the G-meter? I can't be connected to the cat because I trapped too heavy? It doesn't work like that. Respawn actually can simulate walking to another jet. 3 min repair is just pure fantasy.
    2 points
  33. Funny timing....just sent yo a PM.
    2 points
  34. What complexity? Wet runways, icing conditions, wind gusts, thunderstorms with lightnings and proper turbulence effects have been an integral part of other sims for at least a decade.
    2 points
  35. Well do you have $500-$1100 sitting around that you don’t need? https://www.cgtrader.com/3d-models/aircraft/military-aircraft/hawk-t1-virtual-cockpit https://www.cgtrader.com/3d-models/aircraft/military-aircraft/hawk-t1-223b4bb3-ad46-4720-921c-ea2df78ac6b9
    2 points
  36. @Tonker SRS works with every plane/Helo in the mission. That's how we communicate. The spooks are trying to push SRS. I've spoken to @SPOOKY 1-1 about this and if I understood properly there are a lot of new pilots coming from SP who don't use or want to use it. I'm personally not a fan of discord comms and hope that server can encourage SRS over time. As for Cayuse SRS setup, there are a couple of knobs and switches you need to work before you can TR. Mongo did a video on it some time back. Hopefully this helps
    2 points
  37. The ground doesn't even get wet when it rains.
    2 points
  38. DCS is often about passion and suffering - but this seems to be over the top. I don't make custom liveries, but I like them. I hope ED will take this issue more seriously. I hope they can figure out the more reasonable balance between protecting their IP and supporting (or at least not alienating) their community.
    2 points
  39. 100% agree. Wishing you a speedy recovery and good health
    2 points
  40. If they told you it worked but it didn't, then maybe I could see the point of your post. But them telling you it won't work but it does? Pretty hard to get upset about that. Saying it DOESN'T work I imagine would be the default position if for some reason someone wasn't sure of an answer but was answering it anyway because there's a lot less chance of blowback if they say it doesn't work but it actually does. In fairness, it's arguably in their own interest to "officially" claim it doesn't work since maybe that'll drive more people to buy their stick and base rather than just a base. I can't really fault them for that either because any indication of support and you'll be back screaming that they won't help you with their competitors hardware. I agree with previous posts, either there's a language issue or else you're making a mountain out of a mole hill.
    2 points
  41. Ah thanks for your work on the script too! You are correct in the criticism here, I definitely should have reached out. I've dropped him a forum PM.
    2 points
  42. I started DCS 13 years ago with the A-10C on a Steam sale for $20. That money represents the greatest entertainment value of all time
    2 points
  43. + 1 one here. It's one of the reasons why I haven't been buying modules for a good while. This sim is getting too much resource intensive, and therefore highly expen$ive which eventually will cause me moving away. Plus it only adds to the confusion of something that should be gameplay fluid. (I'm also still waiting for the option to remove the duct tape / wire / metal plate from the ACM panel.)
    2 points
  44. Hey folks, I made a quick video about a topic that I considered well explained in the manual, but given the feedback, it is apparently less intuitive than I thought initially. So, here is a neat navigation technique: "leapfrogging". Since the AN/ASN-46A can store only one point, the WSO (Wonderfully Sexy Operator) can apply this method to ensure no delays when switching waypoints. Also, it enables bullseye / other references whilst maintaining the ability to immediately revert to the current steer point and vice versa. The idea is well described in the manual: TGT2 is used for navigation, thus leaving the Target Counters free to be manipulated. As the SP gets close, the WSO can input the new point latlongs, then turn the Nav Comp Mode knob to RESET. This causes the memory to be overwritten. Now, the GIB (Gorgeous In the Back) can switch back to TGT2, and the BDHI will show the new nav info. If you are confused, check the video or the article below. Article: https://flyandwire.com/2025/01/30/f-4e-leap-frog-operations/ HB F-4E Manual: https://f4.manuals.heatblur.se/jester/navigation.html?highlight=leapfrogging#operation More F-4E Articles: https://flyandwire.com/f-4e-phantom-ii-articles/ I hope this is useful to you. The next videos will be about bullseyes in the F-4E (something I already mentioned here) and INS alignment (yeah, no AHRS shenanigans for land-based aircraft!!). Feel free to suggest more simple-but-not-really topics. Post scriptum: shoutout to HB and their SMEs. I have been accumulating content about the F-4 since long before its release, but every time I jump into it, I notice new, subtle but great details.
    2 points
  45. Есть ли в планах выпуск палубного МиГ-29К?
    2 points
  46. Do we get two versions of the Shinano, i.e. the one without aircraft, and the other underwater with holes in it?
    2 points
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