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Showing content with the highest reputation on 05/27/25 in all areas

  1. Hey Everyone, I am Working on a Nike Hercules Mod, Missile+Launcher is already working. Base is the Mod of Acidpro08. And Thanks to CH for allowing the use of his code as A base. Rightnow working On The Lowpar Radar .Greatings From Germany
    8 points
  2. Since you work with ED, is it possible, (one day, there is no hurry) to remake this 4 old ship of ED with damage composite damage model for radar, weapon, etc... : - Neustrashimy class - Krivak II class (Rezky) - Grisha-5 class - Kirov class I am particulary interessested by the Krivak II & the Grisha, that make a good challenge for an attack from KA-50's squadron with KH-25ML ! OSA have same range than KH-25ML, that make a very good exercice for buddylasing with a squadron of KA-50 !
    6 points
  3. Hey everyone, This will be my new thread for all of my DCS mods. You'll find download links to all of them here as soon as they are available, as well as on my website: https://sites.google.com/view/spinossimulationsite/home F-15EX Eagle II: https://www.digitalcombatsimulator.com/en/files/3324876/ (Old version, update coming soon!) F-16 "Block 80" Viper: IN DEVELOPMENT More details to follow!
    5 points
  4. It is a bug, the team are working on a fix currently. As soon as I have news about a patch I will let you all know. thank you
    4 points
  5. I do realize 200% that not everybody has this problem but don't understand why those who don't have the problem keep coming into this topic where they have nothing to search about in the first place and then trying to convince people there is nothing wrong. And I know I can't fix it otherwise I didn't start this topic or would have posted a solution if I found one but then none of you who don't have the problem didn't bring any help either.
    4 points
  6. My problem doesn't seem to be the same. I made a completely empty mission, FPS good, CPU usage seems normal, CPU temp normal When I hit play It's also normal My problem does not seem to be related to high CPU temps or CPU problems, temps never go over 70 even on the missions that run at 7FPS Having tested empty missions, and mission with 100s of units, something seem to have happened with AI logic, suddenly AI ground unit movement tax the system 100 of times more than it did before the patch. Before the patch a mission ran fine with 400 units moving and shooting, after the patch same mission gives me 7FPS. And it seems to be related to AI logic usage. Which is fine, AI does use resources, always has been, but there is no reason the same mission should run fine before the patch, but not after.
    3 points
  7. OK, I got the permission from Gunthrek. I have fixed several more bugs, made a few more improvements, and generated voiceovers where needed, and finally uploaded it as a complete Fixpack Edition to DCS files where you can find the final list of improvements as well: https://www.digitalcombatsimulator.com/en/files/3344992/ Many thanks to Gunthrek again for his work. Even working on these fixes took quite an effort let alone creating the original campaign.
    3 points
  8. All of the flight behavior is the work of @bhoop19. I was just lucky enough to help with testing. He developed the auto-trim and auto-flap systems. I have watched that video, very interesting. AIMD-3 and AIMB's graphics? I'm not sure what you're referring to there. I purchased a few missiles from 3D model makers to convert and use. I think multiple missiles used in the weapons came that route. The ones I know of for sure: IRST Pod - Me Mako - Me LRAAM (272) - Me Peregrin - Spino 260A/260B JATM - Spino though the A was custom. Meteor - JAS39C IRIS-T - JAS39C ASRAAM (132) - JAS39C A-DARTER - JAS39C Python-5 - LAHAK AGM-88G - CurrentHill AIM-174B - CurrentHill All credits were included in the Readme.txt. I think that's everything. I've seen most of these models available on the same site that I bought the ones used here, and for the PUBLIC RECORD, any other mod team or individual modder is FREE to use the missile models that I bought, LRAAM, Mako for whatever you want. I can't speak for the others.
    3 points
  9. I have run the QAG once and I don't get it. It started with my last used PG map. I set my action options and clicked Generate. It then moved my starting and enemy postitions to completely different place on PG map, only then I was able to click Save and play. It lacks options and I find it harder than ME to use. Of course assuming knowing ME already.
    3 points
  10. nullsome little steps in engine modelingnull
    3 points
  11. Not new, but needs to be shown from time to time:
    3 points
  12. Great idea, If ejected pilots could float in the water, SAR missions would be more realistic and fun. Such a feature would greatly enhance the game experience. Hopefully it will be seen in the future.
    3 points
  13. WhisperAttack v1.2.0 is now available. What’s New? WhisperAttack now has a new screen for entering word mappings. These take effect immediately so no more needing to update the word mappings text file and restarting WhisperAttack. Fixes & Improvements Fixed an issue where the transcribed text could add unexpected dashes (- and --) at the end of words and sentences, these are now removed. Minor UI improvements Release v1.2.0 · nikoelt/WhisperAttack null @FredOfMBOX , this is now fixed in the latest v1.2.0 release.
    3 points
  14. For anyone who comes along to this thread later, Stratos alluded to a caliber fix, but it's not posted here. I went ahead and fixed some things in this mod. I did not fix the combined arms first person view since I don't use it. These go into the Database\Weapons\ subdirectory and overwrite what's there. ZPU_2.luaZPU_1.lua
    3 points
  15. CPU cores being pegged at 100% (1 with SMT off, 2 with SMT on afaik) while on the main menu is actually an old problem that pre-dates this recent bug. But when those 1-2 cores were pegged at 100%, the other cores would mostly be idle and temps would be normal. Though I do wonder if the core pegging problem is related to this new spike in usage, as I never believed it was normal behavior. But it is long-standing. Thread on the core pegging here: I have always felt that there was something very off about the menu/UI performance generally in-game, something is using waaaaaay too much CPU time. But it's just a gut feeling I've had for years now. Just look at the way the game can absolutely chug while refreshing lists on server select, or when role select is open in MP servers. Ultimately it doesn't matter too much if it's only limited to the UI/Menu performance. But we have seen problems in the UI spillover into general performance problems before, when players joining servers (or just reslotting) cause a server-wide stutter due to the role select menu refreshing it's entire list.
    3 points
  16. as soon as we have a fix and its tested. When I can share a patch date I will let you all know. thanks
    3 points
  17. The team have reproduced and have made a report.
    3 points
  18. 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 V2.1
    2 points
  19. With all the excitement from the WWII Pacific Group I'm a part of (vCTF-58), One map comes to mind that would be incredible as a WWII map in the Pacific. The Solomon Islands. The Solomon Islands campaign, specifically the Guadalcanal campaign, was a six-month-long, brutal series of battles in the Pacific Theater of World War II. The initial landings on Guadalcanal and Tulagi in August 1942 by US forces were aimed at securing an airfield, but it quickly became a fierce, prolonged struggle for control of the islands and the surrounding seas. This would be a perfect playground for the Corsair, Hellcat (and not to hope for too much other) and other related assets that could expand upon the playability of the Pacific in DCS. Key aspects of the Solomon Islands Campaign: Initial Landings and Objectives: The US Marines landed on Guadalcanal, Tulagi, and the Florida Islands in August 1942, aiming to secure the airfield at Guadalcanal and disrupt Japanese supply lines. Prolonged Struggle: The campaign was characterized by intense naval and aerial battles, as well as fierce ground fighting, for control of the islands. Naval Battles: The campaign involved numerous naval battles, including the Battle of Savo Island, the Battle of the Eastern Solomons, and the Naval Battle of Guadalcanal. Importance of Henderson Field: The US airfield on Guadalcanal, later named Henderson Field, became a crucial strategic asset, and its control was a major objective for both sides. Lessons Learned: The campaign provided valuable lessons for the US military in terms of amphibious operations, logistics, and the importance of air power. Beyond Guadalcanal: The Solomon Islands campaign also included operations in the Central and Northern Solomons, including the Bougainville campaign. Japanese Defeat: The Japanese, despite their initial successes, were eventually forced to withdraw from Guadalcanal and the other islands in the Solomon Islands. The Solomon Islands campaign was a crucial turning point in the Pacific War, demonstrating the US military's growing strength and its ability to overcome significant challenges. Not to mention the number of land based marine corps squadrons that could open the door to campaign missions that highlight operations in the Solomons. Thoughts?
    2 points
  20. With the extra detailed and animated RAZBAM's Strike Eagle driver and upcoming Eagle Dynamics Hornet and Viper pilots, it would be really really nice game dynamic if: 1/ in case of AI downing / AI ejecting a SAR mission tasking was generated for human (or AI helo) + if a utility helo lands near downed aircrew they board the helo and trigger is generated so we can further action this. 'trigger action 'unit x boards rescue unit y' 2/ in case pilot ejected and landed in water, it uses floating device to stay afloat and wait for SAR. If the above is not feasible then perhaps we can get these pilots as personnel static object as with the deck crew. That way we could spawn / despawn them using Lua code.
    2 points
  21. Okay, so I just replicated this. 1 - Start a New Mission in ME for Syria Map 2 - Zoom into Aleppo Airport in the North 3 - Select Edit|Add Template from the drop-down menu 4 - Select Russian SA-2 Template on Template selection at right 5 - Left click on map for template placement -- nothing happens 6 - Select Create and Modify Templates icon on left 7 - Select Russian SA-2 Template on Template selection at right 8 - Left click on map for template placement -- template placed at mouse position See if that works for you, @wraith70
    2 points
  22. I flew for almost 40 years, spent my life around airplanes (military and airlines), nav lights are barely visible during the day and certainly not visible in the distance. anti collision are more visible but still not visible in the air trying to visually deconflict. I don't understand why many request very bright lights, same with taxiway edge lights. Do not use pictures as reference, they will vary depending on many factors.
    2 points
  23. Maybe because 96% of all DCS pilots navigate by using GPS or the F10 map, and the other 4% have a flight computer at home
    2 points
  24. Sorry for the ping @BIGNEWY @NineLine but I think my question would otherwise go unnoticed. And I think it is quite pertinent to today's DCS standards. IMHO I will copy it here again for convenience: Will the Mig-29 have on Special Option a slider to adjust for the Afterburner Detent? All recent 3rd party modules have this, and its a great QoL for users. Its a must to cover that need for different users hardware (Bit oftopic if i may but i think it will be great if the other ED modules add this to their options too)
    2 points
  25. For second picture, showing phases of Lazur intercept, the left side is showing HUD and right side showing HDD. It makes one mistake in that when you lock a target the heading tape should go away
    2 points
  26. Idk if there's going to be an update, but you can fix it yourself as it's a pretty known bug in DCS mods. I'm not at home rn and I haven't looked at lua but I'm almost certain that the issue is caused by just one crew member being defined in plane's lua. You'd need to add a dummy-empty crew slot for it to work without crashing. I could look into it later. An update with mirror fix would be nice too.
    2 points
  27. It would be nice to have the "free flight" option in mission type and with an airport list if we want to start on the ramp. And as it's already said on another post, please remove the map generation before we even had chose it. We get an annoying map generation when we click on quick mission generator.
    2 points
  28. This map is a literal MUST HAVE for any serious WWII Pacific theater operations…
    2 points
  29. Hi E.D. 3 months since the East came out - any news on when the North might arrive ?
    2 points
  30. I tried it today and would like to officially beg to bring the old system back; its options were so much better. The load times made me think DCS had locked up.
    2 points
  31. I am excited about this mod. I am ready to create an Iranian IRGC skin based on the following livery to complement my other skins (see: https://www.digitalcombatsimulator.com/en/files/3320065/).
    2 points
  32. @BIGNEWY As a reference I created the R73 scenario again, but now with a player F16 instead. I tried it 10 times and the pilot survived 6 times! So I have a 0% survival rate against a R73 in a F/A-18 and a 60% survival rate against a R73 in the F-16. I don't know why the qa team is happy with the results, when they tested this for hours, but there is definitely something wrong with the hornet damage model. kind regards TEST_F16_PLAYER_SHOT_DOWN_R73_FROM_REAR.miz
    2 points
  33. Same! We need more redfor toys
    2 points
  34. FIRST POST UPDATED WITH NEW VERSION.
    2 points
  35. 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
  36. Really appreciate it! After all these years, it became clear: we’re either doing it right – or not at all. The BO-105 isn’t just about flying, it’s about feeling real. And that’s exactly what we’re still refining
    2 points
  37. 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, eduardo
    2 points
  38. 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).
    2 points
  39. Дорогие друзья, на ваш суд предлагается кампания для Ка-50 (новой и старой версий) "Красные акулы" на карте Нормандия. Кампания представляет собой полностью связный сюжет из 16-ти миссий на тему вероятной эскалации Холодной войны, перешедший в горячую фазу. Кампания имеет полную русскую и английскую локализацию. Буду раз вашим отзывам. Если эта кампания вам понравится и соберёт положительные отзывы, я также выложу позже её адаптацию для Ми-24П. https://boosty.to/chebursim
    1 point
  40. Hello pilots, Being new to DCS I wanted to practice my carrier landings in the FA-18C. I was looking for scripts to automate the cockpit configuration, e.g. gear down, flaps full, hook down, TCN and ILS channels configured, etc. so that I could focus just on the landing part without manually having to repeat the landing configuration steps at each trial. Using the Mission Editor with triggers and "X: COCKPIT PERFORM CLICKABLE ACTION" actions I got things working, but needed a lot of triggers because many UFC keyboard buttons require a delay between press and release. Anyway, I found various pieces of information on the web, explored the available DCS lua code, manuals, tutorials and combined my findings into a single script that automates cockpit configuration actions, including time delays between certain actions. Combining the steps into a single script also allows comments with explenations to be added, which helps for future reference. The attached example mission file has one "Mission Start" trigger and one "DO SCRIPT" action. It first sets Active Pause on, goes through multiple time delayed configuration steps and ends with the message "Ready: unpause and good luck!" at which point the pilot can deactivate active pause and practice the carrier landing. The code below is included in the mission and demonstrates the technique I used, which should be applicable for other cockpit configurations as well. Hope it's usefull. If there are better approaches, please let me know. It certainly helped me in improving my landing skills -Orca57 --[[ Automated cockpit configuration for an F18 carrier landing training mission. Some clickable cockpit actions in the F18 require a delay between press and release, for example various UFC keyboard buttons and the course select button. In stead of creating multiple triggers with TIME MORE(1) conditions and X: COCKPIT PERFORM CLICKABLE ACTION actions in the mission editor, this script does all the cockpit configuration actions in a single script, which is easier to edit, maintain and explain with comments. The technique is to configure a LUA table with sequential steps to perform with some delay between them. The steps are implemented in anonymous functions, wich perform cockpit clickable actions using the function call net.dostring_in('mission', "_G.a_cockpit_perform_clickable_action(<device id>, <button id>, <value>, ''))", which has the same functionality as X: COCKPIT PERFORM CLICKABLE ACTION() At the end of each action the next action is triggered with a time delay using timer.scheduleFunction(steps[step], step + 1, timer.getTime() + 1) The very last action must not trigger further actions. The actions are: - setup the TCN channel (73X) - setup the ILS channel, default 1 - configure the course select (334) - configere the left MDI as HSI with TCN and ILS boxed When completed, the message "Ready: unpause and good luck!" is shown, at which point active pause can be released by the pilot. author: Orca57 ]]-- local steps = {} -- The table with actions, populated below. -- local support functions, reducing syntax clutter. local function cockpit_action(device_id, action_id, value) -- identical to the mission editor action X: COCKPIT PERFORM CLICKABLE ACTION net.dostring_in('mission', '_G.a_cockpit_perform_clickable_action('..device_id..', '..action_id..', '..value..', "")') end local function set_command(command_id) -- identical to the mission editor action X: SET COMMAND net.dostring_in('mission', '_G.a_set_command('..command_id..')') end local function message(txt, time) -- Show message trigger.action.outText(txt, time) end local function next_step(step, delay) -- Schedule the next step if (steps[step] ~= nil) then timer.scheduleFunction(steps[step], step + 1, timer.getTime() + delay) end end --[[ Each table index is automaticaly incremented, the actions are anomymous functions that take the current step index as argument, which is used to invoke the next step after a time delay. Order is important. From first to last action. Which actions require a delay between them and the delay value takes some trial and error. The arguments for the a_cockpit_perform_clickable_action function are the same as for X: COCKPIT PERFORM CLICKABLE ACTION(), which is rather obscure and cockpit specific, but can be found in various on-line resources. or extracted from (for example) C:\Program Files\Eagle Dynamics\DCS World\Mods\aircraft\FA-18C\Cockpit\Scripts\clickabledata.lua ]]-- steps[#steps + 1] = function(step) message("Setup TCN 73X", 2) cockpit_action(25, 3003, 0) -- UFC, TCN (release) cockpit_action(25, 3025, 1) -- UFC, 7 (press) next_step(step, 1) return nil end steps[#steps + 1] = function(step) cockpit_action(25, 3025, 0) -- UFC Keyboard Pushbutton, 7 (release) cockpit_action(25, 3021, 1) -- UFC Keyboard Pushbutton, 3 (press) next_step(step, 1) return nil end steps[#steps + 1] = function(step) cockpit_action(25, 3012, 0) -- UFC Keyboard Pushbutton, 3 release cockpit_action(25, 3029, 1) -- UFC Keyboard Pushbutton, ENT (press) next_step(step, 1) return nil end steps[#steps + 1] = function(step) cockpit_action(25, 3029, 0) -- UFC, ENT (release) cockpit_action(25, 3007, 1) -- UFC, ON/OFF (press) next_step(step, 1) return nil end steps[#steps + 1] = function(step) message("Setup ILS Channel 1", 2) cockpit_action(25, 3007, 0) -- UFC, ON/OFF (release) next_step(step, 1) return nil end steps[#steps + 1] = function(step) cockpit_action(25, 3004, 1) -- UFC, ILS (press) next_step(step, 1) return nil end steps[#steps + 1] = function(step) cockpit_action(25, 3004, 0) -- UFC, ILS (release) cockpit_action(25, 3007, 1) -- UFC, ON/OFF (press) next_step(step, 1) return nil end steps[#steps + 1] = function(step) message("Configure HDI", 2) -- ILS On cockpit_action(25, 3007, 0) -- UFC, ON/OFF (release) -- box TCN on HSI cockpit_action(35, 3015, 1) -- Left MDI, 5 -- box ILS on left MDI HSI cockpit_action(35, 3014, 1) -- Left MDI, 4 next_step(step, 1) return nil end steps[#steps + 1] = function(step) message("Setting CRS to 334", 2) cockpit_action(35, 3007, -1) -- Course set switch (press) next_step(step, 3) return nil end steps[#steps + 1] = function(step) cockpit_action(35, 3007, 0) -- Course set switch (release) cockpit_action(25, 3021, 1) -- UFC Keyboard Pushbutton, 3 (press) next_step(step, 1) return nil end steps[#steps + 1] = function(step) cockpit_action(25, 3021, 0) -- UFC Keyboard Pushbutton, 3 (release) cockpit_action(25, 3021, 1) -- UFC Keyboard Pushbutton, 3 (press) next_step(step, 1) return nil end steps[#steps + 1] = function(step) cockpit_action(25, 3021, 0) -- UFC Keyboard Pushbutton, 3 (release) cockpit_action(25, 3022, 1) -- UFC Keyboard Pushbutton, 4 (press) next_step(step, 1) return nil end steps[#steps + 1] = function(step) cockpit_action(25, 3022, 0) -- UFC Keyboard Pushbutton, 4 (release) cockpit_action(25, 3029, 1) -- UFC Keyboard Pushbutton, ENT (press) timer.scheduleFunction(steps[step], step + 1, timer.getTime() + 1) return nil end steps[#steps + 1] = function(step) cockpit_action(25, 3029, 0) -- UFC Keyboard Pushbutton, ENT (release) message("Ready: unpause and good luck!", 5) --This is the last action, no further timer calls. --timer.scheduleFunction(steps[step], step + 1, timer.getTime() + 1) return nil end -- Mission init message("Start: setting landing configuration, wait for ready message!", 2) set_command(816) -- Active pause on -- Landing configuration cockpit_action(5, 3001, 0) -- Landing Gear Control Handle, Down cockpit_action(5, 3009, 0) -- Arresting Hook Handle, Down cockpit_action(2, 3007, -1) -- FLAP Switch, Full cockpit_action(5, 3004, -1) -- Anti Skip Switch, Off -- Left MDI settup with HDI at 5nm cockpit_action(35, 3028, 1) -- Left MDI PB 18 cockpit_action(35, 3028, 1) -- Left MDI PB 18 cockpit_action(35, 3012, 1) -- Left MDI PB 2 (select HDI) cockpit_action(35, 3018, 1) -- Left MDI PB 8 (scale 20nm) cockpit_action(35, 3018, 1) -- Left MDI PB 8 (scale 10nm) cockpit_action(35, 3018, 1) -- Left MDI PB 8 (scale 5nm) -- Start TCN, ILS and course configuration actions cockpit_action(25, 3003, 1) -- UFC , TCN (press) -- Comms set_command(179) -- Main communications menu -- Start first time delayed action next_step(1, 1) F18 carrier landing final approach configured.miz
    1 point
  41. Omg thank you! Had no idea you could do that!
    1 point
  42. Thanks for refreshing this one, and welcome to the forums!
    1 point
  43. Sadly, there's no simple answer to this. First of all, with all the information I have, I wouldn't call the linked picture a reliable source. Then, the question is what alpha are you interested in - is it wing or fuselage (different F-4 sources use different references for that)? Then there's that constant issue of the conversion between the AoA in units and degrees - and this is probably the most challenging question we had to answer to properly use the resources when working on the FM of the F-4E. Finally, there are very significant differences between wind tunnel data and flight tests, and the in-flight calibration of the production AoA measurements was probably one of the issues. Finally, the problem is the definition of the stall point and how the stall is approached, which significantly impacts how the aircraft behaves. It was easier to test and collect the point when the aircraft departed. Back for a moment to the attached plot - according to McDonnell, 1G departures for the base wing F-4E could happen as low as at 19° of wing AoA - so lower than what is presented in that graphics. And after this too long introduction , when I drew all the uncertainties and how one should take all those numbers with a grain of salt, I can write that the slatted wing stalls/departs around 3°+ later than the non-slatted wing.
    1 point
  44. Within specs of what? Posting a certain ° temp means nothing. It's the difference in ° between the previous versions and the latest when doing exactly the same mission or just sitting in the main menu. That's what it's all about, not some single number and then say it's within specs. Previous CPU 52° in the main menu and latest 74° in the main menu. Both can be regarded as within specs but the difference is huge for the same performance. Look at it as fuel consumption in a car in neutral before a red light. Before the maintenance, 800rpm and a consumption of 1 L/h of fuel, after maintenance, 1600 rpm running in neutral and a consumption of 2 L of fuel. I guess your next stop will be at the garage again and ask where the difference comes from.
    1 point
  45. Thanks for the answer, but for weight I see no difference on the total weight, is something that I am not watching correctly or in the correct place?
    1 point
  46. Great to hear! You can download and use the free tool DLSS Tweaks Config Tool and set the option "DLSS HUD Override" to Enabled (All DLLs), see image below. This will display the info in DCS. Note, if you're running VR it might not show up in the headset. If so, just run the sim on a regular monitor to see it. If you rather use registry files to enable the DLSS HUD, here they are: == DLSS HUD On == Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\NVIDIA Corporation\Global\NGXCore] "ShowDlssIndicator"=dword:00000400 == DLSS HUD Off == Windows Registry Editor Version 5.00 [HKEY_LOCAL_MACHINE\SOFTWARE\NVIDIA Corporation\Global\NGXCore] "ShowDlssIndicator"=dword:00000000
    1 point
  47. Thanks for the statement. So happy to read the work continues. The Bo is going to be amazing. Can't wait to fly the PAH and the VBH on the CWG map.
    1 point
  48. Logs attached: Updating to 2.9.16 adds +20°C to the CPU temp, in idle in the menu and in game during a mission. Reverting back to 2.9.15 reverts everything back to the temps I had before the update. Re-updating again to 2.9.16 adds the +20°C in back so there is clearly a problem somewhere. I'm going to stay at 2.9.15.9599.1 for the time being so reverted back again and the temps went down with 20°C. 2.9.15.dcs.log 2.9.16.dcs.log DxDiag.txt
    1 point
  49. There is a workaround available: simply add a weapon of the same type on a single rack, then the option of adjusting the fuze setting is available and can be transferred through the "copy to pylons with the same weapon":
    1 point
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