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Showing content with the highest reputation on 05/15/25 in all areas
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A-4E-C Version 2.3 Community Update Hello, A-4E-C pilots! We hope you are well. A-4E-C 2.3 brings greater compatibility with features introduced in DCS World 2.9, including fixes to radios, AGM-45 Shrikes, bomb fusing, and more. Visit our new Project Page at https://community-a-4e.github.io Download A-4E-C 2.3 at https://github.com/Community-A-4E/community-a4e-c/releases/latest If you downloaded in the first hour of this post being up, redownload the module -- there was a bug in the distribution workflow which causes a bunch of problems. It is fixed now. Version 2.3 - 14 May 2025 Added AGM-45 Shrike seeker head selection compatibility and sound response. There are some limitations that require pilot attention. After you rearm and before takeoff, a new set of new bindings (LSHIFT+1, 2, 4, 5) allow you to define the desired seeker head response for each station. Dynamic spawn A-4E-C units with AGM-45s in their loadout assume a MK 50 seeker. AN/APR-25 RHWS audio responses for SA-8, SA-10, SA-11, SA-13, and SA-19 search and tracking radars. Like the SA-3, these units give no audible launch indication. AN/ARA-63 MCL (ICLS) compatibility with Veinticinco de Mayo carrier. A-4E-C (Scooter) version number is recorded in DCS.log. Changed AN/ARN-25 Automated Direction Finder (ADF) antenna rotation speed increased. CBU 1/A, 2/A, and 2/BA launchers now use the DCS standard weapons introduced with the F-4E. Instant Action Carrier Start should provide a clearer taxi path to the Stennis catapult. Exterior light animation improvements. External 3D model UV unwrap improvements for canopy, speedbrake, tailhook hinge, wheel well launch hooks, and refueling probe. Kneeboard manual updated with new information, and corrected a few typos. Fixed Enabling TACAN and MCL/ICLS radios no longer cause crashes. Fixed TACAN bearing pointing North when off. MER and TER work with DCS bomb fusing. Non-axis throttle inputs properly disengage the APC. The ECM Panel REC warning light turns on if the AN/APR-25 RHWS is contacted by an SA-3 radar. AWRS STEP SINGLE and STEP SALVO bindings are no longer swapped. Raising flaps complies with Supercarrier crew "awaiting wing fold" requests. AI takeoff behavior on the Supercarrier (thanks Nearblind).35 points
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The F1 M will be released and we're currently working on it. We hope to be able to show the cockpit 3D model and textures overhaul soon.15 points
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Hello! I made a new smoke mod because the “Better smoke mod” from Tazz isn’t working anymore. It’s far more simpler then Tazz’s mod, no textures, wakes, craters and so on. Smoke reaches now higher in the air and is wider. I also couldn’t find a way to make the smoke stay longer than 7 minutes, think ED has hardcoded this. In summary this mod makes the smoke: - reach higher in the air - bigger Install: - Place content of "SmokeMod_2_1" folder inside "DCS World" main Folder and override, please backup bevor overriding! - Or use the Folder with OvGME. (recommend) Changelog: V2.0 - increased particles size. - decreased fire size to compensate for particle size. - set smoke plumes to a realistic size. V2.1 - increased Density of particles - adjusted fire size - increased Trail length PS: If you want to get a longer smoke duration and additional effects try stevey666's splash-damage script in conjunction! Thread for this excellent script Version from stevey666: https://forum.dcs.world/topic/370261-splash-damage-3x-script-now-with-more-explosions-version-32/ Have fun Thanks Tazz for leading the way. Thanks to Stevey666 for his work on the splashdamage script. Without him, this wouldn’t be possible! Download: https://www.digitalcombatsimulator.com/en/files/3344722/ Original smoke: Smoke mod V2.19 points
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Hello friends, Because of time issues I want to share the status of the MiG-23 model so far it is right now. Let`s name it ... Version 1 (how creative can I be ... ) https://www.mediafire.com/file/kdptxum93zlilfh/TOMsMiG23-MOD_V1.0.rar/file I allthough put the template file (pdn-file) into the folder so that some more talented modders could start their dark magic. PLEASE!: Before you overwrite the original files quick and dirty - please make safety copies first! This all is on your own risk! Okay - So far from me. Have nice flights and happy landings. Cheers TOM6 points
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Within this thread/post, I'm hoping that we can collate a set of thoughts/guidance/advise for DCS users to assist with their system optimisation. Such that instead of having to repeatedly state the same things to people with questions who were unable to find guidance using the search, that we can direct them to a single thread. In particular, the opening post will collate things, and I'm hoping that others will add useful recommendations that I can merge into the opening post, so please do assist. DCS Systems requirements, when compared to other apps and managing your expectations: Most of the flight sims out there work best with well above average resources, when compared to say your average games. This is very much true of DCS, which is at the bleeding edge of what is currently possible DCS does seem to attract users who are highly engaged, both with the amount of time to invest in playing and also their focus for how to spend their hard earned spondoolies Players want the best eye candy possible, and that's what ED are trying to provide. Taking into account that DCS probably has some of the highest investment in PC equipment capabilities, that's a lot of eye candy. When scaling into VR, that same PC has to work MUCH harder than with a monitor. So as part of managing your own expectations, be aware that you're never going to be able to run DCS in VR with the same levels of eye candy as someone using a monitor If you want the "best" kit for DCS, as of April 2025, look here: Fastest CPU for DCS = AMD9800x3d Fastest GPU for DCS = Nvidia 5090 GPU recommended VRAM = 16GB. DCS can now show the level of VRAM usage, as well as the amount reserved (which is what is shown in Windows Task Manager). I've yet to see above 13GB of VRAM Recommended RAM for DCS = 64GB. In single player I've seen usage of up to 50GB in total. I've yet to see a requirement above 64GB. Having said that, we now have 96GB becoming an option. If I were looking to help with future proofing, I'd personally now buy 96GB Nvidia vs AMD. Right now, IMO, advantage sits with Nvidia, primarily because DCS supports the updated DLSS super-sampling and DLAA capabilities, as introduced within DLSS4. It's a big help. AMD may catch up with their recently introduced hardware capability that provides something similar to DLSS, but it's not yet supported by DCS we don't know how it will compare to the Nvidia solution Storage. A full install of DCS (i.e. all terrains and modules) requires just over 1TB of space. In addition there is space needed for the Saved Games folder, which can be pretty big if you have a lot of liveries and mods. The Saved Games folder does not need to be on the same drive as the DCS install. My current recommendation is a good NVME2 SSD of at least 2TB Motherboard. You may wish to ensure that any new motherboard supports at least PCIE4 and possibility PCIE5. This influences the data transfer between the CPU, GPU and storage External power for USB. If you have or intend to use a number of USB controllers, be aware that they'll all suck power. Individually, might not be much, but it WILL add up. My recommendation is to buy an external USB powered hub. It's quite easy to find ones that support upto 60w each System Configuration: Windows Try to minimise bloatware. There's plenty of guides around, but a good starting point is to look in Start Up and disable anything that you don't need in DCS Familiarise yourself with the use of Taskmanager. Be aware that you can for example drill into CPU usage by core. By default that simply shows a summary of all cores and their usage. DCS is multi-threaded and sometimes uses some cores more than others. If one of your cores is maxed out, you have a CPU bottleneck. It's also a reasonable way to identify if your GPU is maxed out Mouse polling rates. High mouse polling rates can seemingly influence micro-judder (i.e. little stop/starts, regardless of a good frame rate). The impression I was given being that a high mouse polling rate loads the PC, and especially so if there's a lot of USB devices connected. For my Logitech G502, the default polling rate was 1000/second. Reducing that to 125 made a significant improvement to smoothness As per normal with Windows, using it, or leaving it running for a number of hours can result a build up of peripheral tasks that suck up resources without being obvious. If you're intending to go for a long flight after a hard days work at the same PC, it's prudent to conduct a system restart Anti-virus. This is clearly going to be dependant upon which AV you use. A number of DCS users (me included) have at points experienced issues with our AV either: Calling out certain files as trojans. I've yet to see an issue with a file distributed by ED Insisting on checking files before using them. This can turn into a big issue if the files in question are say textures which need to be loaded from your NVME SSD. If your AV decides that it's going to run a check on said texture file, that can result in massive cuts to FPS. My solution for both of the above was to deliberately exclude my AV from sanity checking the folder that has DCS installed into. GPU drivers. Keep an eye on driver releases, but also check in the forums. New drivers can sometimes improve visuals/frame rates, but not always for DCS. Check in the forums for feedback is my recommendation USB Hubs. By default, Window's have these configured for "power saving". In practice, that means that some USB hubs on your motherboard will go sleep if not used for a while. This can include the USB hub that you might have a VR headset linked to. If you have issues, open Device Manager, navigate to the USB Hubs and disable power saving mode Nvidia DLSS4. DCS does NOT as yet support frame or multi-frame generation. DCS does support DLSS upsampling and DLAA (anti-aliasing), which were both introduced on RTX20 series cards. If you have an RTX20 series or newer, your GPU supports the current DCS enabled functionality. Be aware that by default, the Nvidia GPU drivers currently use a fairly old "preset" for DLSS. Newer versions are being introduced and presets from "K" onwards had some serious Nvidia magic sprinkled on them. To action, there are guides around on how to use NVPI (Nvidia Profile Inspector) to take advantage of this Related Applications: You may be using MSI Afterburner, or Tacview. Both make calls to retrieve data within Windows, or DCS respectively. It has been identified that both of these can result in stutter as a side-effect of the calls. Disabling of these and re-testing is a way of checking if they are causing impact DCS install: Do download the Skatezilla DCS App. Above all, it facilitates very easy updates to DCS, along with Repairs (both simple and full) Ensure you have enough storage space (see earlier) DCS updates. I consider it good practice to empty both the FXO and Metashaders folders (both in the Saved Games folder) after EVERY DCS, or GPU driver update. Apparently, post a DCS update, the files in those folders are recreated and simply added to the existing files. The result can be a folder with a LOT of files that are not being used. This can slow DCS down. Be aware that when you first next jump into a map/aircraft, that DCS will need to create them again, so will chug a little for a few mins. Post that, it'll run much better DCS Settings. Key settings that standout for me as being most important in VR: Textures - These are for the aircraft. Set them high if you have VRAM available. If you're struggling on VRAM, set to medium or low Terrain Textures - Set them high if you have VRAM available. If you're struggling on VRAM, set to low Civ Traffic - Off (these use a lot of CPU) Heat Blur - Off Shadows - Flat Res of Cockpit displays - 1024 (lower looks awful) Upsampling - If your card supports DLSS Quality, give it a try Anti-Aliasing - My opinion is that DLAA is awesome. Sorry can't comment on the AMD equivalent Lens Effect - Off Clouds - Ultra. Lower seems to result in weird artefacts in VR Scenery Details Factor - This influences the detail that you see on say a building. Personally I've maxed it out Pre-load radius - I tend to run it at around 45%. I used to have issues with performance on cranking that up. Turning this setting from 45% to 100% can add circa 1GB of VRAM usage Vsync - Off Full Screen - Ticked VR - General: OpenXR is now the preferred format. I'm unaware of any use cases that would now support the use of OpenComposite Some users prefer using Virtual Desktop, which supports connection to the headset via Wifi. Personally I use link cable, which eliminates the potential for wi-fi interference Virtual Desktop does seem to have advantages in reducing "smear" of moving objects within VR, and has "similar" visual quality overall to a link cable. Do ensure that if you're going to use Virtual Desktop that you have a fast Wifi router somewhere nearby. There's plenty of guides on using VD, so I won't repeat detail here The initial view you get on loading into DCS in VR is of the inside of a hangar. That's very nice, but also takes up circa 2GB of VRAM that is not released. If you're a bit short of VRAM (and for those of us without a 5090, that's not many of us), there is a solution in a mod called Empty VR Hangar, which is available via the DCS user files. Install that, and the hangar is replaced with ...nothing, just blackness. Very easy way to recover some VRAM. I'm hoping that at some point, there will be a tick-box within DCS to select the option of nothing Quad views. A chap clearly a lot smarter than I (Mbucchia) created an App called Quad Views, which I believe works with a number of VR headsets. It's a VERY clever piece of software that retains full resolution of the centre of your display in VR, whilst deliberately lowering the visuals outside of that central area. This can make a SIGNIFICANT saving in PC resource usage and therefore enhancement to frame rate. There's plenty of guides around on where to find it, how to install it etc. If your VR headset has Eye Tracking, that's even better as it facilitates reducing the area at full resolution even more Oculus: By default, Oculus show a "home" on powering up their headset in PCVR mode. This also happens to use circa 2GB of VRAM. Within the menu options of your Oculus software there is a option to disable it. It's worth doing Oculus Tray Tool (OTT). This is tool created several years ago, that for a while I thought was defunct. It's not. It allows the easy setting of: Supersampling in VR. I've seen all sorts of recommendations. I'm currently using x1.25, but play to your hearts content Bandwidth usage via Linkcable. The max = 960bps and is what I use Setting resolution. This is the upscaling used. In rough terms, the recommendation I've read that seems to work is to set the horizontal to double the resolution of each eye screen for your VR headset. For example, my Quest Pro has a resolution of 1800 pixels per eye, so my resolution is set at 3600 (it'll auto-calculate the vertical resolution) Pimax/HP: Please see Marky's thread, which has some good recommendations. Please do add recommendations/updates as you find them and I'll try to maintain this opening post. Troubleshooting: There's a reason why this troubleshooting section is at the bottom of this post, i.e. that it's prudent to have investigated the above BEFORE digging around further, as some of these may well rectify your performance issues. VRAM. All GPUs have a finite level of VRAM. Right now, 16GB is a good minimum figure to aim for if you're buying a new GPU VRAM is used by several applications within Windows. Note the points earlier that the Oculus home uses up some, as goes the VR hangar in DCS. Neither of these are really needed and disabling them will give you more headroom Some of the key variables within DCS that seem to eat VRAM are: Textures (the aircraft) Terrain textures (i.e. the ground) The F10 map. Opening that seems to use up around 1GB of VRAM. If you're already short on VRAM, quite unsurprisingly, that will create issues Newer maps and aircraft will tend to use more VRAM, that's just the nature of progress. We all want "better everything" in DCS, and ED have to assume that we'll keep improving our PCs, as that's the nature of us as consumers There's an option in DCS to see how much VRAM it's using. Open the Show FPS, and it'll do that. Hit the Show FPS again and it brings up a box of info. Near the bottom of that box of info, DCS now shows the VRAM reserved and used Note that if you now open Windows Task Manager, that it will also show VRAM used, however, it's measuring everything, rather than just DCS. If there's a big difference between the amount that DCS has reserved and Task Manager is showing as being used, then you probably have an "area of opportunity" for optimising your PC, that sits outside of the remit and control of ED/DCS RAM (both VRAM and normal). When you're getting to the point where your RAM is saturated (i.e. fully used), your PC will starting paging (saving) some of the less used data from RAM into storage. On a PC, that will be on your SSD/HDD. Read/write speeds to and from storage is basically rubbish, when compared to access speeds from RAM, so be aware of how much RAM and VRAM are being used CPU. The multi-core update to DCS did (in my opinion) make a big improvement to performance. On my PC, it seems to primarily spread it's load across 4 cores, though I do get some load on the other 4 CPU cores, but it's much lower. If any of those cores are fully loaded, yep, you've guessed, it'll result in frame rate issues and stutter The reason I've specifically called out the above is that once you've done the basic optimisation, if you're still having issues, it's important to understand where the bottleneck is. DCS heavily loads everything, the GPU, VRAM, RAM and CPU. It doesn't really matter which of those is maxed out, but if any truly are, that on it's own can cause issues. Identifying the culprit then means that you have 2 options: Throw money at the problem Back of on some of the settings You may think that the easy solution is to simply complain about the performance of DCS. It is, but IMO it's wrong. I own most of the big flight sims, i.e. the alternative combat sim and the 2 biggest Civ Sims. For me, I do genuinely believe that DCS is a better solution and have confidence that their work will continue to lead the rest. The unfortunate point is that we have some big spenders within our community with bleeding edge PCs, who are always looking to keep improving. ED by their nature are always going to be looking to see how they can take advantage of that capability. As such, hoping that a 4 year old PC will run DCS on "max" settings is simply not realistic.5 points
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My point was that when we chose to leave Polychop due to our disputes with Sven, we obviously could no longer continue working on the Kiowa or Gazelle. Both projects meant - and continue to mean - a lot to us personally. We felt that we had lost them. It's hard for us to see the issues being reported and know we can't do anything - especially for Rober and I who keep reacting like "hey I know how to fix that!" and Dan really has a strong connection to the Gazelle, after all he was instrumental in organizing and making the 2024 updates happen with all the new liveries and features for it. That really was all his leadership and management and work with the community contributors making that happen. It's hard to see all of that just stop and a now disaffected community when you know you have the experience and capability to change or fix it.4 points
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My New Low Poly LMS MK1 Coach is now 80% complete Easily converted to other Region Liveries. So can be used for British routes on Normandy 2. Total coach model is 5,600 tri`s 1K texture map Bogies are just very simple flat outline shapes extruded and textured with a bit of hand drawn magic to the height map then converted to a normal map. The picture shows the same bogie duplicated with the textures turned off and on. Each Bogie is 1100 tri`s4 points
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Начал тут смотреть что можно сделать по миссиям на карте, и вспомнил. Боже мой, какая тут холодная война с этими моделями МиГ-23 и Су-17 времен Lock On если не Flanker 2.0. Видимо придется слёзно умолять товарища Currenthill, чтобы обновил модели3 points
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I just posted an alternative mod compatible with the recent version of DCS. It's much simpler but does the job in regards to smoke.3 points
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Would you truly enjoy a sim more if it has a slightly more precise 3d cockpit? .. honestly for me it wouldn’t mean much, when the C II came out I could hardly notice the 3d model difference , while in comparison the texture quality difference was much more noticeable.3 points
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3 points
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Hello @plusnine Went to Github to get the latest version of this exceptional Mod and was amazed to find my nickname listed as Community Contributor .. I did some training missions for this Mod five years ago, honestly I didn't expect to still be mentioned after all this time .. thank you so much. I'm currently fully committed to editing a set of missions for the T-45 update project, but as soon as I finish with those I will strive to update my old A-4E missions to make them compatible with this latest version of the Mod, as I regret not having them updated after all the fun times I had flying the A-4E. Best regards and thanks again, eduardo2 points
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The main difficulty I see with these, is that Map objects are very simple, they don't have separate moving shapes like flight surfaces, gears or flaps. They also probably don't have damage shapes nor hit animation for being able to attack them. So, it's probably easier to just build the models from scratch. Years ago, I reported a similar problem on the Nevada terrain: Still waiting on a solution, so I wouldn't hold my breath here.2 points
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I'd also think it's because this small patch exlusively addressed campaigns and I believe discussions mostly move to their respective forum areas.2 points
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people are waiting for the next big patch, as soon as I can share a date I will let you all know, it depends on dev progress and QA test results. thank you2 points
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Very capable fighter-bomber imo, also there are 2 seat version. It can use Kh-23 "Grom", AGM-64 "Maverick", and Yugoslavian variant of Maverick, lots of dumb bombs and non guided rockets, up to 5 150l napalm bombs, CBUs,and even GBUs (on picture) It seems like very capable (red?) attack aircraft, Orao first generation was used during Yugoslavian war and have only 1 official shot down. It also equipped with 2 Gh-23 cannons, And this is what says wiki: General characteristics Crew: 1 Length: 13.02 m (42 ft 9 in) (fuselage length); 14.90 m (48 ft 11 in) (including nose probe) Wingspan: 9.30 m (30 ft 6 in) Height: 4.52 m (14 ft 10 in) Wing area: 26.00 m2 (279.9 sq ft) Aspect ratio: 3.33:1 Airfoil: NACA 65A-008 (modified) Empty weight: 5,500 kg (12,125 lb) Gross weight: 8,170 kg (18,012 lb) (clean) Max takeoff weight: 11,080 kg (24,427 lb) Fuel capacity: 3,120 L (820 US gal; 690 imp gal) Powerplant: 2 × Orao/Turbomecanica-built Rolls-Royce Viper Mk 633-47 turbojets, 17.79 kN (4,000 lbf) thrust each dry, 22.24 kN (5,000 lbf) with afterburner Performance Maximum speed: 1,130 km/h (700 mph, 610 kn) at sea level; Mach 0.96 at 11,000 m (36,000 ft) Stall speed: 185 km/h (115 mph, 100 kn) (gear and flaps down) Combat range: 522 km (324 mi, 282 nmi) (hi-lo-hi profile with 4× BL755 cluster bombs and 1× 1,500 L (400 US gal; 330 imp gal) drop tank) Ferry range: 1,320 km (820 mi, 710 nmi) (2× 500 L (130 US gal; 110 imp gal) drop tanks) Service ceiling: 15,000 m (49,000 ft) g limits: -4.2 - +8 Rate of climb: 89.0 m/s (17,520 ft/min) Thrust/weight: 0.45 at max takeoff weight Armament Guns: 2× GSh-23L cannons in lower front fuselage, below engine air intakes, with 200 rounds per gun Hardpoints: 5 (4 underwing and 1 centreline) with a capacity of 500 kg (1,100 lb) wing hardpoints, 800 kg (1,800 lb) fuselage station, 2,800 kg (6,200 lb) total, with provisions to carry combinations of: Rockets: BRZ-127 rockets, L-57-16MD (UB-16) rocket pods, L-128-04 rocket pods Missiles: AGM-65B Maverick TV guided AGM or Grom-1 AGM (based on Soviet Kh-23) Bombs: 50/100/250/500 kg general-purpose bombs, BL755 cluster bombs, PLAB-350 napalm bombs Other: Matra Durandal anti-runway bombs, AM-500 sea mines Very interesting to see combination of Europe` avionics and mixed european and russian weapons. In one resource was info about possibility to use 2 double racks for R-73 (need to check). Looks like good addition for DCS.2 points
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2 points
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Das Beispiel ist erstmal korrekt. Hast du denn PRECISE geboxed? Die Hornet nimmt soweit ich mich erinnere entweder ein 6-Digit-Grid (PRECISE nicht geboxed) oder ein 10-Digit-Grid (PRECISE geboxed). Für ein 6-Digit-Grid müsstest du oben bei dem 8-Digit-Grid die letzte Stelle vom Northing und vom Easting entfernen: DR67730750 = DR 6773 0750 -> DR 677 0752 points
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2 points
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Hi as a swede it is kind of given that I absolutely love the Viggen. But she kind of need some updates, but also I would love to see more misc stuff. For one I would love some training weapons like the training variant of Rb-75, Rb-05 and BK-90 for some examples these where often green or had an green stripe instead of a yellow one, tho I think the last mentioned where just inept but with the same functions while the green painted where more of an completely dead weight. Stairs, wheel cocks, inlet covers/flags stuff like that would be awesome. The same with an actual BRAGG Cart/carts would also be cool. Basically bring her up to F-4 standard with ground eq.2 points
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2 points
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Offset mode utilitizes the INS data, so your speed and altitude is not of a concern as long as it matches the speed and altitude you used when computing the drag coefficient right at the moment of release. But yeah, this mode is more meant for attacking perhaps a factory facility or something - and ofc with multiple other F-4 in trail Same here, also based on INS. So you just need to ensure your profile at release matches the data you used during planning or the weapons ballistics will be off. By the way, you do not need to visually see the target as long as you have another way of determining you are right above the IP. So if its a landmark or you use your TACAN or a waypoint (ofc a bit less accurate) you can also use laydown mode without seeing the target. The technique with depressing the sight and pressing the button once it aligns with the target is very neat but optional - it is just one of many ways how you would know that you are right above the IP. Should be, yes. Maybe someone else from the team can provide you some details on it. Yes. Essentially all bombing modes in the F4 are fully implemented. There are currently no known bugs with them. (The bombing tool has some known bugs though, but not the systems in the aircraft). Worth noting that a lot of the loft modes are meant for nuclear delivery and hence do not need to be very precise. Since they are all timer based and not using the INS you indeed need to fly the profile accurately all the way.2 points
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you're flying in cross wind. That is how the HUD is supposed to behave, the pitch ladder stays centered on the velocity vector unless you cage the HUD.2 points
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Ich hatte mir, nachdem meine Reverb G2 nicht mehr von Windoof unterstützt wurde, auch die Quest 3 geholt. Wie du war ich auch unzufrieden mit der Brille. Die auflösung sowie die generelle Art der Verbindung ist murks. Ich habe dann auf die Pimax Crystal Light gewechselt, und mit der bin ich extrem zufrieden. Die Software läuft ohne Probleme, das einrichten war nach 5 min erledigt und das Bild ist unfassbar Scharf und glockenklar. Aber, gewisse Rechenleistung von deinem Rechner muss vorhanden sein.2 points
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2 points
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Any idea when ED will implement DLSS4 support natively into DCS so we can just select DLSS3 or DLSS4, the preset type, the scaling (Quality, Balanced, Performance, etc.) or "Custom"? Would love to have this natively with ease of use for everyone right in DCS core...2 points
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Something is missing in the texture or material, that's why the skin is so black. It shouldn't be like that, is it some error in texturing or material selection, are you going to update this?2 points
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That's exactly the opposite of what RAZABM seems to want. They took down the modules, not ED (well, ED physically did it, but at RAZBAM's request). If they wanted to make a deal, they would have done that already.2 points
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Hey! Thank you for your support and interest in the Currenthill Assets Pack. In this post I will keep an updated FAQ, where I try to answer the questions already asked or things I want to explain more in depth. FAQ Q1: Will Currenthill Asset Pack be part of core DCS? A1: Yes. The new assets will be added to the DCS core engine free for all of you to enjoy. Q2: Will all the assets from the Currenthill mod packs be added to DCS? A2: No. The library of new core assets are based off of the inventory of the Currenthill mod packs, but each asset are carefully chosen to be added to DCS. Each new core asset are implemented mostly from scratch to uphold a specific consistent standard of things like mesh and textures quality, animations, FLIR textures, LODs, destroyed models etc. Q3: Will the new core assets conflict with the Currenthill mod pack assets? A3: No. All new core assets have unique names and will therefore not conflict with the Currenthill mod pack assets. Q4: Will there be more batches of new core assets? A4: Yes. The first announcement letter describes the first batch of new core assets, but there will be more to come. Q5: Which assets will the next batch contain? A5: For maximum suspense, the content of the next batch won't be announced until it's announced. Q6: Are the new core assets the same assets as in the Currenthill mod packs? A6: No. The library of new core assets are based off of the inventory of the Currenthill mod packs, but each asset are carefully chosen to be added to DCS. Each new core asset are implemented mostly from scratch to uphold a specific consistent standard of things like mesh and textures quality, animations, FLIR textures, LODs, destroyed models etc. Q7: Will the new core assets take up a lot of storage space? A7: No. They will be better optimized than the Currenthill mod packs. The average size per asset is around 500 megabyte. Q8: Will the new core assets have FLIR textures? A8: Yes. All the new core assets will come with FLIR textures. Q9: Will the new core assets have LODs? A9: Yes. All the new core assets will come with multiple level-of-details (LODs). This means less detailed models will be displayed at longer viewing distances. There are LODs for both the models and the destroyed models. Q10: Will the new core assets have advanced weapons? A10: Yes. The collaboration with ED makes it possible to implement more advanced weaponry like the 9K723K1 short range ballistic missile and the dual seeker IRIS-T SLM missile. Q11: Will I continue to develop the Currenthill mod packs? A11: No. The new core assets will take up most of my DCS developing time. Q12: Will I continue to support the Currenthill mod packs? A12: Yes. I will implement a best-effort approach to keeping the Currenthill mod packs working with DCS updates. Q13: Will I remove the duplicate assets from the Currenthill mod packs? A13: Yes. I will most likely remove duplicate assets to avoid any kind of unnecessary confusion. Q14: Will the core assets support Combined Arms? A14: Yes. The new core assets will support Combined Arms cockpits where it's possible with the current limitations. For example, guns of all kinds are more likely to be player-controlled than advanced missile systems. Q15: When will the first batch of core assets release? A15: SoonTM. Q16: Will the new core assets come with different liveries? A16: Yes. The new core assets will come with summer, winter and desert liveries. There may be a few exceptions, for example aircraft assets. Q17: Will the new core assets have the CH prefix in the mission editor? A17: No. For consistency and ease-of-use the new core assets will be integrated with other DCS core assets. Q18: Will the new core assets have improved collision and damage models? A18: Yes. The new core assets will have improved collision and damage models with more damage zones on par with the latest ED core assets.2 points
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2 points
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This is a great example of why I have 2 installs of DCS on my PC. It's a fantastic product overall, but a bit of a polka dance with each new release; 2 steps forward, 1 step back. I just updated my 2nd version to the latest release and wow, the IFLOLS is unusable, and actually distracting (at least for VR, even in the daytime for me with "bloom" deselected). I flew Tomcats and Super Hornets in the Fleet until 2004. Getting the brightness of the meatball and datums right was a big deal. The LSO's would give it their best guess, and as it got darker outside, they would make it dimmer and dimmer. Often, they would ask the pilot who just landed how the brightness was for his/her approach, and then they would make adjustments accordingly. This was mostly an issue during and shortly after sunset - obviously once it was full dark, no further adjustments were necessary. I'm sure a brightness slider for the datums and ball would require some effort, but time well spent IMO. Small suggestion for extra realism while I think about it. Having sparks fly from the tailhook at night would be super cool. When it contacts the deck, sparks would go everywhere. We always referred to a taxi 1 wire as the "sparkle one" arrival. Good times... Keep up the great work ED!2 points
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Hi! Of course you're welcome to ask. First of all let me explain the no specific dates or timetables until things are clear policy: we think it's common in DCS to miss deadlines, which understandably leads to frustration on the customer side. This is not uncommon for software development, even more so for small teams working on complex systems like is the case in DCS. Unpredictable things like team member illnesses, difficulty with implementation of a specific system in DCS, difficult to solve bugs or performance issues can significantly delay a release when working in small, highly specialised teams. Regarding code development, we're currently working on 3 main aspects: F1 radar physics overhaul, F1M menu logic and base input and clickability code overhaul (which is almost complete now). This last part won't be visible to the user but will help a smoother and buggless implementation of the F1M and F-104 input logics. On the 'art' side of things, the F1M cockpit is receiving an overhaul and work. Hope this helps complete the information already provided by @Loukuins2 points
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1 point
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The ZA version of the Desert Splinter version: https://www.digitalcombatsimulator.com/en/files/3344713/1 point
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Замыливание появляется, когда глаза не попадают в центр линз (свитспот), решайте проблему с креплением и подгонку под себя. Еще может быть включена генерация кадров на самом шлеме, которая создает артефакты изображения, особенно это заметно на лопастях вертолетов. DLSS тоже мылит, но так же как и на монике. Сложно понять, что конкретно имеется ввиду. Pico4 значительно хуже Quest 3 по плотности пикселей и в DCS это сильно заметно. Местами на Pico4 вообще ничего не разглядеть из-за огромных пикселей. Разрешение то похожее, но смотрится это сильно по другому. Это уже разные поколения шлемов и Pico4 не актуален.1 point
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Люди же когда в секту попадают, их сразу с порога предупреждают: "Добро пожаловать в секту!". Ещё это можно назвать разновидностью коллекционирования. Коллекционирование чего бы то ни было тоже всегда дорогое удовольствие.1 point
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Bin von der Quest3 auf Crystal Light mit Local Dimming und mehr als zufrieden. Für mich war es ein riesen Sprung. Klares Bild, gutes FOV.1 point
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It's more complex than that. What if it's an orbit point? What if it's the target? There are plenty of triggers making sure Jester switches exactly when it's needed. I checked mission 2, I left a typo in the trigger, that's why he doesn't switch at the push (he will still do it as you overfly the WP though)1 point
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1 point
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Thank you Bummer for all the work over the years. Do you have a way that I can buy you a coffee, crypo address or revolut #, or something? My appreciation for this type of mod can't be overstated. Great work!1 point
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I worded my question poorly. First, I find the carrier to be a blast. I spend 99% of my time flying around the boat reliving my glory days. It's great. In the past, the devs have made announcements with regard to the things that are being worked on. I haven't seen any such announcements so I was just wondering if they are considering the carrier "done". I was hoping a few things would be modified, such as being able to interact with the Air Boss station in VR, and controllable lighting.1 point
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I've been in a dialog with several members (11 so far) of the NordVPN customer service department. Right now, they recommend disabling the VPN when playing DCS. After dealing with this issue for the past 2 months and providing information along the way, these responses sum up their approach. I bold faced the important part: "Unfortunately, we are experiencing issues with gaming and VOIP services at the moment, which in return cause issues with the services you are trying to access. " "While we are actively working on this, providing a definitive update within the next few months is not realistic given the complexity of the problem." For NordVPN customers & DCS Players, I would encourage you to submit a ticket. The more people to complain about the problem may help escalate the timeline for a solution. Follow the squeaky wheel gets the grease approach. See my screenshot below to easily report the issue. Please be respectful and do expect to be frustrated with their generic "we're currently working on the issue" replies and the number of different people with whom you will dialog.1 point
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1. Auf die Sinkgeschwindigkeit achten. Nicht mehr als 300 bis maximal 500ft/min. 2. Während des Landeanfluges immer Fahrt behalten. Faustregel: Wenn Du beim Blick nach unten das Gefühl hast, mit Fußgängertempo unterwegs zu sein, passt das. 3. Wenn’s passiert, raus aus der verwirbelten Luft. Fahrt aufbauen. Ob nach vorne, rechts, links oder hinten, ist dabei erstmal egal.1 point
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Yes that would be similar role, however the weaponry used is mostly of western and domestic origin. MAVs (A and B version) are used the same way as on Viggen. This airplane had a Warsaw pact twin in Romania called IAR-93 Vultur (one of the pics shows it). Very likely they had no access to western weapons. I think it was even added in WT. Romanian version got grounded somewhere in late 90s. I do not know much about their variant. Originally planned as single engine AB, it was instead fitted with 2 smaller Rolls Royce Viper engines. Initial batch did not have AB, which was later added. The forced 2 engine design reduced fuel efficiency and maximal speed of the aircraft to mostly sub-sonic (was supersonic in a dive). Airplane did see the combat, with practically all of the action remaining classified even today. The airplane provide close air support to troops in 1999. The only loss in air was airplane piloted by Života Đurić. Details remain classified, but he appears to have been part of low flying 2-ship, and got hit from the ground on second turn, once he dropped cluster bombs. Location remains unknown. It should be noted that these aircraft together with G-4 clocked more air time than 29s in this war. Starbaby mentions detecting low flying sub-sonic airplane, him believing to be Mig-21, but I believe he detected either J-22 or smaller G-4 Super Galeb, since not a single Mig-21 took of during the war, except for airplanes evacuated after the hostilities ended from Slatina airbase underground shelter. As for the pictures: we see mixed pictures of original version and contemporary upgrade (mfd, flir, etc). While the documents were leaked for the original it is unknown what is the confidentiality status. The remaining airplanes will likely be used for another decade at least. For upgraded version, I do not think we will see that. The aircraft itself would be very interesting in 80s setup in its original form with no MFDs.1 point
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Hello cyclists, i see all this fast and brutal stuff here, what about the cult from the east - SIMSON S 51 ... 50 ccm, 3,7 HP, one cylinder two stroke, makes 65 kph, hill down up to 85 kph, not tuned, just standard - Enduro conversion - the preowners dit it so kind of. Nearly complete rebuilt -every screw personally- plus engine overhaul, reworked the whole electrics- for the coming winter a repaint in original colors, matching decals, new wheels, the tank needs a rust protection from inside and so on. It's running, ideal for city traffic, overland too, doesn't need much fuel (oil mix 1:50). Simsons are very expensive now, remember in the 90's, nobody wantet these anymore, they were all going for japanese stuff. Generations of kids worked on these so called Mopeds or Mokicks. Now its mine and i'm happy with it. The location is a former soviet fuel depot near Bernsdorf located between Kamenz and Hoyerswerda Saxony/Germany near the polish border (not really).1 point
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