Leaderboard
Popular Content
Showing content with the highest reputation on 05/25/25 in all areas
-
10 points
-
6 points
-
Thank @bhoop19 for all of his work on the EFM and tuning things! It's been a long time coming and its awesome to be able and enjoy this aircraft again.5 points
-
Edit: this was on the Mariana Islands map, not sure why it was merged with a thread on loading issues on the Germany map... I tried out the QAG by generating a few Groundstrike missions for the A-10CII. I added 8 soft targets, the loadout it gave me was 4xMk84, NO targeting pod. Thats ok, as long as the soft targets are grouped together and are not too dangerous. I regenerated the mission with different enemies and settings, even resetting the mission type and aircraft selection, and got the same loadout. Then I changed the target count to ~20 and switched the time to midnight. Now the loadout changed.... Got a targeting pod this time, and the 4 mk84 switched to..... 6 dummy training bombs... This does not feel like a Quick mission generator, but a slower version of the mission editor with most features missing and that just picks a random loadout without considering the missions setting or enemy types. Getting a playable mission in this takes longer than just setting up a few enemys in the editor. That is not Exaggeration by the way. It takes so long to generate a mission, that in the time it takes I wrote this post and create a custom mission with the same parameters in the proper editor.5 points
-
The hotfix is now available at https://github.com/tspindler-cms/tetet-vwv/releases/tag/VWV_1.1.1 Changelog: 2025-05-22 Knox class Destroyer Escorts - Fix distance lods for Knox - Fix lods definition for Kirk, Gray H-2 Seasprite - New engine definition, kudos Admiral4 points
-
4 points
-
I'd really love to have the old "create fast mission" feature back. The new QAG is not quick, and it is way too much work to not be the full-fledged ME. I used the old one to create somewhat random "surprise" missions with lots of units. It was not perfect, but it was indeed fast and gave us the option of instantly creating a mini-scenario with lots of ground and air units. So far, the new QAG is just a paired down version of the Mission Editor... Maybe I just need to wait for the bugs to get squashed, but I'd love to see the Create fast mission generator stick around as an option. I find the full-on Mission editor itself to be awesome and plenty quick enough to create the more specific scenarios that the new QAG is currently providing.3 points
-
So, I'm the guy that wrote the EFM for Grinnelli's F-22 mod. I wrote it from scratch in my spare time as a drop-in addition to Grinnelli's 3.0 release on his website and GitHub. I thought I'd start a post here and not only share my newly created discord (https://discord.gg/cNZjqN2rP6) that has more info, but also put out info and progress on merging the EFM with the next official release, enhancements to the EFM, and the stand-alone avionics that I started building. I'm the only one working on it. I've flown the GD F-22 for a year or so and got tired of the dog<profanity> F-15C flight model so I started building it in late February. I've never coded before, but I learn quickly. It's just me writing the code and testing it. The EFM features a full FBW system just like the real F-22. Pilot inputs tell the FCS to do X and the control surfaces move to make that happen but stay within specific control laws to ensure the jet doesn't go out of control. Example: at 300kts if you jerk the stick back the jet will not allow -180 degree AOA. It was built to destroy things, not an airshow. The jet will stay in control and is very stable. It auto trims to 1G or 0 pitch rate. There's also a G limiter at 11.5G. Yes, it's higher than public data shows, but the F-18C can pull 12 and we can't have something from the 80s out perform the Raptor (ha). There is no autopilot. I've gone back and fourth on building one. Maybe. Obviously it has thrust vectoring. All control surfaces deflect based on real world data, thrust, weight, aerodynamics, fuel management, suspension/gear physics and top speed (supercruise and max mach) are all based on public data. My intent was to make it as real as possible based on available data. Flaps automatically extend/retract, and the gear has a speed limit - you can't extend it when above 275kts IAS. For those that have the issue with the screen going black (not GLOC): Fix: -Open Cockpit\Shape folder and rename Cockpit_F-22A.EDM to F-22A-Cockpit.EDM -Delete all the other files. -Open mainpanel_init.lua in Cockpit\Scripts folder and update the shape_name line to reflect the updated name of the EDM file: As mentioned earlier in this post, I am working on a fully stand-alone version. It's going to take a while, but will happen eventually. More to come on that. If you have questions, feel free to respond here or check out discord.3 points
-
Because ED abandoned maintaining it long time ago and left it lingering in a dysfunctional state. In its core, it was a very powerful and flexible tool, allowing creating missions of variable complexity by a few clicks using dropdown menus. It was great when it was working. Thankfully, we have extremely talented individuals in the community who have developed great tools and mission generators for FREE, like Through the Inferno (a great sandbox), Retribution (which can produce an entire area of operations a la Falcon 4.0), Briefing Room (basically, what the QAG should be) and many others, which are making up for the single major weakness of DCS.3 points
-
https://www.digitalcombatsimulator.com/en/files/3327920/ No need to ask for something that was already made by the community. Higly recommend it especially since the mission creator did something that doesnt make the AI as snappy as usual. Very good training mission.3 points
-
We discovered a problem with the distance lods of the Knox class and subclasses: The Knox class distance lods are broken, and the Knox disappears after 1km The Gray and Kirk subclasses distance lods are never called Further we got an enhancement for the H-2 Seasprite engine code. All changes have been integrated and are available on github ( https://github.com/tspindler-cms/tetet-vwv ). We are testing the hotfix currently and the updated parts of the mod will be made available once testing is complete. Cheers, TeTeT3 points
-
После этого, крайнего обновления заметно снизилась оптимизация производительности ДКС. В анонсе указано, что подкрутили загрузку ОЗУ, вот вероятно это пошло не на пользу.3 points
-
ED seem to be trying to fullfill some checklist, releasing half-baked features with barebones functionality only so they can say "hey, we gave you what you wanted". Quick Action Generator: slow, cumbersome, for some weird reason it loads the terrain first (?) before giving you the option to select another one. DTC: primitive and barely functional. Mission Save: uselees for anything more complicated than you alone on the map bombing some static units. Most recent patch: +20 C° CPU temperature for AMD users somehow. The now unified DCS version is still Open Beta, they just changed the name.3 points
-
Ditto this. I was messing around with it this morning, and the old Quick Mission Generator was better.3 points
-
Hello! Sharing my Marchetti S.211 3D model (in Philippine Airforce livery) that I made a couple of years ago! It started its life as a plain 3d model that I am constantly developing throughout the years. I have been a DCS fan and love the sim and just a few years ago (2020) decided as a personal project ( and for experience) decided if I can integrate my model for DCS. So here is my Marchetti S.211 model. Model and textures made by me from scratch. The flight model used for testing is the Basic Flight Model made by Servalpilot. Hope you guys like it! Decided to post it here on the 3D modelling section of the forums since it is not as near as a full blown mod yet. Some few instruments are functional. And bugs here and there Hope you guys like it! Regards, Tey2 points
-
*UPDATED 06/15/25* SEE THE END OF THIS THREAD FOR UPDATES OR CHECK THE README.TXT SCROLL DOWN TO THE BOTTOM OF THIS FIRST POST OR READ THE INSTRUCTIONS INCLUDED IN THE ARCHIVE. *DISCLAIMER* - This is NOT a new version the F-22A Raptor mod by Grinnelli Design's. This an addon to the newly released EFM version of the Grinnelli F-22A Raptor mod by Branden Hooper that overhauls the pilot interface and adds multiple additional weapons and stores. I am NOT by any means taking credit for any of the works of the aforementioned team(s). Without them, there wouldn't have been a mod to mod. I originally started this "project" to modify the F-22A mod to my own liking. Afterwards it was suggested that I make the changes available to anyone else that was interested. It is not a repack of the mod and still requires the flight model and the EFM binary to work. No slight is intended towards the original mod or its creators. I've been very fortunate to have participated in the testing of the new EFM TVC add on for the F-22A mod. That mod is now available for download. I've spent quite a bit of time and testing to update the Enhancement mod for use with this version. See the readme(s) for details and credits and install instructions. See below for links to the updated enhancement mod along with optional liveries and other add-ons. The enhancement mod requires the EFM Raptor v2.1.0 F22 mod. --->EFM Raptor v2.1.0 available at: Releases · grinnellidesigns/f-22a Home - GrinnelliDesigns Thank you to the Grinnelli Designs and EFM team(s) for all of your hard work in bringing this mod back to life better than ever! ***************************************************************************************************************************** --->F-22 WON'T LOAD, I CAN'T FLY IT.<--- IMPORTANT THERE IS A DOWNLOAD LINKED BELOW TO RESOLVE THIS ISSUE. THIS WILL HAVE TO BE REINSTALLLED EVERY TIME DCS IS UPDATED OR REPAIRED BECAUSE THE MODIFIED FILES WILL BE REPLACED. THIS WILL ALSO FAIL INTEGRITY CHECK ON MULTI-PLAYER SERVERS. READ THE GLOBAL FIX LINKED IMMEIDATELY BELOW THIS TEXT FOR MORE INFORMATION. ***************************************************************************************************************************** I'm going to link all of the files and liveries for the F22 "enhancement" mod here. I'll keep the same file names through any updates. More details about the mod found on the link above. Remember that the main mod is REQUIRED (linked above). F-22A Raptor Enhancement Mod available here: ATTENTION: CHECK THE CONTROL BINDINGS. MANY NEW CONTROLS WERE ADDED. --->https://www.dropbox.com/scl/fi/wv1jjbz9998m9rngmp6iw/F-22A-Raptor-Enhancement-Mod.zip?rlkey=h6ut6o9kaeoxctbq8iwuavy6o&dl=0 F-22A Squadron liveries. These are consolidated into four large zip files that contain liveries for all 195 Raptors. Some have different versions of some aircraft at different points in their life cycle. A good example of this would be the Raptors of the currently deactivated 7th FS from Holloman AFB. Those aircraft were later dispersed to various squadrons. Some corrections have also been made to other aircraft. A special thank you to @Texac for allowing the use of his livery template for these! Set A is the FF (Langley AFB Squadrons) https://www.dropbox.com/s/tlt22v884c3q37r/F-22A Liveries Set A.7z?dl=0 Set B is the TY (Tyndall AFB Squadrons) https://www.dropbox.com/s/3d3e201qdmz63lt/F-22A Liveries Set B.7z?dl=0 Set C is the AK (Elmendorf AFB Squadrons) https://www.dropbox.com/s/nm6g4raiinvuy90/F-22A Liveries Set C.7z?dl=0 Set D is all of the other squadrons HO, ED, OT, WA and HH (Holloman AFB, Edwards AFB, Nellis AFB, Hickam AFB) https://www.dropbox.com/s/k4mq5gws34t1sfp/F-22A Liveries Set D.7z?dl=0 *NEW* - Additional F22 liveries by @Texac F-22A Raptor Weathered Textures (digitalcombatsimulator.com) F-22A Raptor 422nd Test and Evaluation Squadron "Mirror/Chrome" (digitalcombatsimulator.com) F-22A Raptor 31st Test and Evaluation Squadron Edwards "Clean" (digitalcombatsimulator.com) INSTALLATION INSTRUCTIONS: To install the F-22A Raptor Enhancement Mod you will need three files and with several optional files for liveries and RWR updates. REQUIRED: DCS Aircraft Avionics from: https://www.dropbox.com/scl/fi/mswde779igbwj04ktrjah/DCS-Aircraft-Avionics.zip?rlkey=dqjub4qer7y4s3kbwhc7mn1iy&dl=0 F-22A Github EFM v2.1.0 f-22a.zip from: Releases · grinnellidesigns/f-22a F-22A Raptor Enhancement Mod from: https://www.dropbox.com/scl/fi/wv1jjbz9998m9rngmp6iw/F-22A-Raptor-Enhancement-Mod.zip?rlkey=h6ut6o9kaeoxctbq8iwuavy6o&dl=0 OPTIONAL: F-22A Liveries Set A from: https://www.dropbox.com/scl/fi/6wjy997bfcssikyid5xly/F-22A-Liveries-Set-A.7z?rlkey=7g24x378ru6qyka6daiougrmh&dl=0 F-22A Liveries Set B from: https://www.dropbox.com/scl/fi/n4a1ijlb2bg3jy54zi4ci/F-22A-Liveries-Set-B.7z?rlkey=og2z4xup1xxpvn9cbbqla58to&dl=0 F-22A Liveries Set C from: https://www.dropbox.com/scl/fi/3yf45wdiib9yb1tnx4ow4/F-22A-Liveries-Set-C.7z?rlkey=aicwt4xq9wktu0f2avb8mml8t&dl=0 F-22A Liveries Set D from: https://www.dropbox.com/scl/fi/n7gmfbbvr7pglyxzq1h37/F-22A-Liveries-Set-D.7z?rlkey=ef1hivxs8lewtk532kfe1syci&dl=0 DCS RWR Symbology from: https://www.dropbox.com/scl/fi/3wtdmx7v04yhcj96qbh4g/DCS-RWR-Symbology.zip?rlkey=7jgwti2c1erspf8iq7xwxs156&dl=0 AIM-120D-3, AIM-120C-8 AMRAAM Combined v1.2 from https://www.digitalcombatsimulator.com/en/files/3343056/ Procedure: 1. Download DCS Aircraft Avionics file and extract into your DCS MAIN Game folder, not your DCS SAVED GAMES folder. These files are required to use any third party mods that use the F-15C or other Flaming Cliffs avionics. Without this, the F-22 will not load properly. Example: .\DCS World OpenBeta or \DCS World 2. Download F-22A Github EFM v2.1.0 and extract it to a TEMPORARY LOCATION. You will copy three folders out of it in a later step but you do not need this installed. Example: Downloads folder 3. Download F-22A Raptor Enhancement Mod and extract it to your DCS SAVED GAMES folder, NOT the MAIN Game folder. Example: .\Saved Games\DCS 4. Required: From the F-22A Github EFM v2.1.0 F-22A folder, copy the BIN and FM folders and paste them into the F-22A folder under your .\Saved Games\DCS\Mods\aircraft\F-22A The mod is now installed. 5. Optional: From that SHAPES folder you can delete any file that DOES NOT START WITH F-22A OR R-73U. These files are not needed. The F-22A files are the model for the Raptor, you DO need those. 6. Optional: Download the DCS RWR Symbology mod and extract it into your DCS MAIN Game folder, not your DCS SAVED GAMES folder. These files will add many custom aircraft (like the F22), and missiles to the RWR display. Without this, unknown aircraft show up as <U>. 7. Optional: Download the Liveries sets and extract them to whatever location you wish to keep your livery files. Example: .\Mods\aircraft\F-22A\Liveries\F-22A under your DCS SAVED GAMES folder. 8. Optional: Install the AIM-120D-3, AIM-120C-8 AMRAAM Combined v1.2 mod to your DCS MAIN Game folder, not your DCS SAVED GAMES folder. This will replace the AIM-120B with a 120D and improve the 120C's performance. The F22 isn't supposed to use the 120B but it's in the loadout options. DCS RWR Symbology.zip DCS Aircraft Avionics.zip2 points
-
2 points
-
2 points
-
i have all the instructions on my discord. the link is in the first post.2 points
-
You don't get info from Google. All you use it for is to find a link to a site that looks like you can trust it, and use that as an expert, hopefully verified source of information. The thing with AI is, it's right until it suddenly isn't, and even if it does provide you with sources, how can you be sure they have actually been used to generate the answer you got? It's tempting to think that it's so, that's what a human would do, but that's not necessarily what the AI does. Not everyone knows what they're talking about, indeed, most people don't. That's the problem with AI. It's trained on everything, from experts' opinions to ignorant yapping and deliberate misinformation. It takes everything, puts it in a blender, and spits out... something. Sometimes it's curated and weighed somehow (good luck finding out the criteria), sometimes not. You might have simply lucked out, or maybe the popular opinion is right and it averages out to a correct answer. You'll never know, though, because the model, and what is going on inside it, is a black box.2 points
-
The math QVFR does is to make the final stereo image at the resolution of what the focus region (inner view) would be if it covered the full FOV. So the final stereo image is 1:1 the same resolution that you have without QVFR if you set the focus multiplier to 1.0, and the pixels in that inner view are 1:1 the same resolution. I would try comparing without DLSS, because I dont know what the engine does when it has to do quad DLSS instead of stereo. It's quite possible that the "1:1 resolution" is thrown away by the engine (which isn't something I have any control on, and would be an engine bug IMO). You can perhaps post the log file so we can compare the resolution QVFR sets. This won't tell us what resolution DLSS uses though.2 points
-
I'm having the same problem. Standalone ED launcher. Updated, and it killed all auth on flight modules. Went through every firewall and windows defender loop I could, and still won't recognize my aircraft modules. I have a feeling a lot of people are seeing this.2 points
-
Yep, it is actually a re-print of GAF T.O. 1F-MIG29-1. Searching via google GAF T.O. 1F-MIG29-1 pdf will lead to a few hits.2 points
-
Геометрически, с учетом хода авианосца, невозможно в принципе сделать разворот над авианосцем на 800 футах и потом мгновенно оказаться на 600 на траверзе. Скорее всего, первый в группе выполняет брейк со снижением (его брейк заканчивается прямо на траверзе), остальные на 800. Надобность выдерживать на брейке 800, думаю, связана с тем, что, самолеты, уходящие на второй круг (wayoff, bolter) занимают 600, по документам. Для уменьшения вероятности опасного сближения.2 points
-
2 points
-
2 points
-
Actual 1 is 0... I know right. I asked for this to be adjusted or reworded a while back now. But if you edit your flight and it says 1 that just means you.2 points
-
That's perfectly fine, but if that's the case, then it probably should not have replaced the "create fast mission" (CFM) generator, which truly performed quickly and was totally unlike the ME...in a good way. I'm just upset that, given what it is, it has actually replaced the CFM option, which was arguably more beginner friendly and flexible.2 points
-
Well welcome aboard, I will raise the idea of free flight with the team, the more I think about it the more it might be interesting. We are also looking at transport missions and others, so keep the suggestions coming!2 points
-
Google only (or DDG, or whatever strikes you fancy). Never use AI for such specific advice (or for any technical advice at all). It might just be right... or it might tell you to do something that'll fry your mobo. You can never be sure with AI unless you check a reliable source (at which point, why not start there?). While messing around with BIOS is much safer nowadays than it used to be, you can still end up with an unbootable configuration and have to mess around with jumpers/pull the CMOS battery to make it forget your messed up settings.2 points
-
Nav lights and anti-col light are still very weak in daylight, is it a DCS engine issue? You'd expect you can spot these at long ranges.2 points
-
Hmm - atm I don't see anything provided by QAG what the normal mission editor can't do too as easy and fast as QAG. So why spend precious development time for QAG feature ?2 points
-
2 points
-
5600x +22C more at idle. fans on all of system going almost max rpm just sat at idle in the game menu or miz editor. If I rollback the driver. Zero issues. @BIGNEWY what’s the timeline on a fix as it could affect people’s hardware pretty badly.2 points
-
The QAG needs randomization options. At this point, it is a large step-back from even the former Quick Mission Generator. The QAG, at this time, is simply the Mission Editor with 99% culled functionality. It does not provide any 'practicality' to the user, if the goal is to enable players to generate quick, fun missions. I understand that this is the first iteration of what is to come, but it is really not adding any value for the player at this time.2 points
-
2 points
-
For those monitoring, the Grinnelli Designs team said they're working on the release today and hoping to have it done by end of tonight.2 points
-
Agreed. It doesn't help that it freezes and crashes every other launch for me. It just feels like a clunkier version of the Mission Editor, but with fewer options. I think the ME is awesome and that the old "create fast mission" generator was different enough to warrant its existence, too. But as for this, I will likely never touch the QAG again.2 points
-
Welcome to Vietnam War Vessels 1.1.0! Download: https://github.com/tspindler-cms/tetet-vwv/releases A series of improvements and fixes have been rolled out across naval and air assets: Naval Units Knox class Destroyer Escorts: New model introduced by James J Jackson, sports three different variants and comes with different hull number liveries. Forrest Sherman Destroyers: Improved model smoothing and cleaned the DCS log for connectors error. USS Bigelow: Updates to the ship model USS Turner Joy: Updates to the ship model and insignia added. USS Maddox: Introduced Gulf of Tonkin incident variant. USS New Jersey: Deck structure updated, textures reworked and config fixes Aircraft Updates MiG-21MF "Fishbed-J": Multiple shadow, texture, and model fixes; added 5th pylon and bort numbers. MiG-17F & F-8 Crusader: Refactored textures and cleaned file structure. RA-5C Vigilante, A-1 Skyraider: Configuration and cleanup improvements. Miscellaneous Buildings: Standardized naming from VVW to VWV. Documentation: Updated and relocated READMEs across several assets. Log & Config: Some log entries addressed. Special thanks to the team and external contributors western_JPN, Sinzov, and Turbine for their valuable input. KNOWN PROBLEM Last minute testing detected a problem in the O-1 Bird Dog: The static stationary propeller is shown at all times. Unfortunatelty this problem exists since several versions (0.7.0 was last known good). Release video:2 points
-
I'm still flying the Harrier, while it still works (bar the odd bug etc). And still not buying any further DCS content, while I see how this pans out. I've got the Strike Eagle too, but I just can't seem to find the enthusiasm to fly it for long.2 points
-
2 points
-
People keep saying to "vote with your wallet." I'm voting for more 3rd and 4th gen full fidelity REDFOR modules. That's why I pre-ordered; I want to see the Fulcrum succeed.2 points
-
Yes, we are working on them. Due to all the new maps added (Iraq, Cold War, etc) it just takes a bit longer this time. Thank you for your kind patience.2 points
-
I'll ask, you can start from the ground now, but I am not sure if you can choose. But I will pass it along.1 point
-
Реальность тут ужата, поэтому мало места для симулятора взаимодействия рефракции среды и палочек-колбочек в глазном яблоке. Движки компьютерных игр симулируют восприятие глаза и мозга на ужатой палитре монитора. (Сложная конкретика: https://www.cl.cam.ac.uk/teaching/1718/AdvGraph/06_HDR_and_tone_mapping.pdf ) В реале стекла и визоры разных типов, кепки с козырьками носят пилоты, гонщики Ф1, солдаты и тп. Но в Арме, iRacing и DCS сразу симулируется оптимальное восприятие. Вот кабина против солнца. В реале тут конечно без очков, визоров и тд я бы был сильно ослеплен. То, что я НЕ ослеплен показывает, что ДКС уже симулирует визор в своем PBR rendering (и да, костыльный визор МиГ-21 делает картинку менее детальной в плане цветов, контраста, четкости. ). Просить более навороченный симулятор зрения можно конечно, но пмсм излишне - как и в Арме и Iracing. Мне это непонятно. Как темные очки позволят увидеть огонь свечки на фоне солнца? Если между свечкой и солнцем будет темное стекло - другое дело (это как темное стекло которое опускается на сам ИЛС или коллиматор второй мировой ). Но в первом случае?1 point
-
DDR had everything from SA2, SA3, SA4 (unavailable ingame), SA5 and SA10 the SA6 and SA11 seems to have been used by East Germany but its not entirely clear to what extent Interesting websites i recommend checking out: https://geimint.blogspot.com/2008/08/ddr-air-defense-cold-war-case-study.html https://github.com/Whiskey-11/The-IADS-Project1 point
-
Recently Browsing 0 members
- No registered users viewing this page.