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Showing content with the highest reputation on 05/28/25 in Posts

  1. I found the problem Open the entry.lua in the root F22 folder --dofile(current_mod_path.."/Weapons/Weapons.lua") --NIGHTSTORM Comment out for Realistic Weapons mod or DCS will crash. Uncomment to load for F-22 mod ONLY. Remove the -- from the start of it. I'll reupload again The issue is I copied my entry.lua into the mod. I have to have that line disabled or it conflicts with another mod I'm running. But, without that weapons.lua being loaded, you get none of the weapons or textures.
    5 points
  2. Work has been ongoing in the avionics, building out the core features of the Mission Display Processor (MDP) including core GPS navigation features such as waypoints, flight plans, and training zones. All of these now factor in DCS's unique "Flat earth" coordinate system, as well as conversion automatically into the T-38Cs two supported coordinate formats, MGRS and Lat/Lon. These new features highlighted some core issues in the navigation MFD pages, prompting a rewrite of the code bringing performance optimizations, and more accurately placed icons and drawings on the MFD map. An additional byproduct of these changes is the ability to more dynamically use our Data Cartridge functionality. Today we present the ZONE page, and Training zones drawn on the HSD/SIT pages. These drawings are able to be loaded from either the mission file, or externally via the Data Cartridge. These zones are fully customizable, and include custom names, shapes, positions, and default visibility. The ZONE page allows either pilot or instructor to toggle the visibility of the training zones (shown in video) or edit the zones manually (not currently implemented) This functionality represents a core part of our commitment to MilSim Squadrons looking for an advanced trainer to prepare them for their missions by building a capable, and customizable training environment. The included manual will ship with detailed instructions for including these features in your missions. As always, Thank you for your kind words, and continued support of the project. As always, you can keep up with our progress on discord, where we are active daily, and available to answer any questions. https://discord.gg/pVuxeRMxU3 See you in the next one Hayds_93
    5 points
  3. Hello! It's me again. This time sharing my in progress 3dmodel of the FA-50 golden eagle (that has become a shelf queen) As you can see it it still an incomplete model. No landing gears and unfinished cockpit. Hope you guys like it! Thanks! Thanks! Tey
    4 points
  4. 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
    3 points
  5. This is a first look at AI_ATC for Incirlik AFB. In this video, I demonstrate a VFR departure, IFR approach and the overhead pattern. AI_ATC for Andersen AFB, and Incirlik AFB are available early to Patreon supporters. https://www.patreon.com/c/Avalanche110
    3 points
  6. Coming soon....... Maybe 2 weeks
    3 points
  7. I'll try to get some more info, but I believe, if I am not mistaken its waiting on some of thw work being done with Vulkan.
    3 points
  8. For the updates, if you have the mod already installed, you can just copy/paste/overwrite from the new download.
    3 points
  9. Not new, but needs to be shown from time to time:
    3 points
  10. This mod fixes mosaic pattern artifacts on F-14 TID/DDD. I don't know if the artifacts are intended.. i just didn't like it and made fix ago. -------------------------------------------------------------------------------------- DOWNLOAD v1.0 - initial release HOW TO INSTALL 1. UNZIP 2. Place F14A_Cockpit , F14B_Cockpit in.. Your\GAMEROOT\DCS World OpenBeta\Mods\aircraft\F14\Liveries Example will be Your\GAMEROOT\DCS World OpenBeta\Mods\aircraft\F14\Liveries -|--------------- |-F14A_Cockpit |-F14B_Cockpit ----------------- -------------------------------------------------------------------------------------- You can use this with other cockpit liveries(clean label, factory clean, etc..) if you replace Nrm and edit description.lua. 1. Place HB_F14_CPT_RIO_L_BREAKERS_08_Nrm under RIO/Nrm/ 2. Add these lines to your cockpit livery description.lua! {"HB_F14_CPT_RIO_L_BREAKERS_08", 1, "RIO/Nrm/HB_F14_CPT_RIO_L_BREAKERS_08_Nrm", false}; {"HB_F14_CPT_RIO_L_BREAKERS_08_W_ALPHA", 1, "RIO/Nrm/HB_F14_CPT_RIO_L_BREAKERS_08_Nrm", false}; --Normal replacement -------------------------------------------------------------------------------------- Screenshots: Original DDD TID MOD DDD TID Original Mod Normal map Comparison
    2 points
  11. Hallo Piloten, habe auf YouTube eine alte Serie entdeckt, die heißt Steve Canyon. Finde sie ganz unterhaltsam, ist zwar in Englisch, aber da es um die Fliegerei geht, denke ich, kommen wir gut klar. Hier der Link: Viel Spaß
    2 points
  12. They could launch and trap, but they couldn't go below decks. Which is why there's the clips of them doing carrier quals on Coral Sea, and the story of a jet each from VF-114 and 213 that landed on Midway due to weather and low fuel state and launched the next day.
    2 points
  13. FONTE https://www.facebook.com/balticdragonDC ... embed_post Bye Phant
    2 points
  14. I just re-uploaded a version of the enhancement mod built with 7Zip and not OvGME. Hopefully that resolves the extraction issues, which had to be the cause of missing textures too. They were all there. Try the new upload. OvGME was doing something odd though it works fine for me. Yes, you should be able to. That's all a part of the EFM, I haven't personally tested it. Remember, I didn't create the EFM.
    2 points
  15. Someone did make off for the 8th core in affinity for the related issue and there was a thread about it. I have checked ED tech support for the benefit of offing 8th core from the process affinity, and the tech support could not provide an explanation about this setting. However, tech support said that if it works for users and why not.
    2 points
  16. Its not just a temperature thing. Even our dedicated server is affected by this issue. I cannot monitor temps on the servers CPU, but what we have is unplayable missions on the CW Germany map. Prior to .10523 everything was butterly smooth. Now it became unplayable. Interestingly our Caucasus and Nevada based missions are still running on the servers side. On the client side we see troughout alle maps higher CPU temps.
    2 points
  17. Lowpar now ingame. Without highfidality texture.Rest of the Radar uses hawk models right now means hawk commandpost and track radar. VID_20250528_125648.mp4
    2 points
  18. Definitely have all the charts in that 858 page D model flight manual. I didn't join up till 80, but by than the Tech Order system for every aircraft was basically standardized as a system of manuals. They had too when the Core Automated Maintenance System computers were being birthed. It required uniformity in all Technical Order's for all weapons systems. By the way is also used to manage personal and their training and actual maintenance scheduled and unscheduled, supply, parts, individual jets, their life history, pilot hours, jet flight hours, engine times, practically everything. He who understood that system and how it worked were king basically and would be promoted quick. Not many did, it was complex and screwy how it interlaced, also was hugely compartmentalized. Most maintainers learned the TO system pretty easily because of the uniformity, at least the part of the manual system they used. That old D-1 manual is a blend of a few manuals. It's impressively huge, doubt any pilot actually carried one of those around much, way too big, or ever read and studied the entire thing. Betting the hand held checklist is also big compared to modern ones. Generally those are taken straight off the manuals printed checklist's found scattered all over the chapters and miniaturized on smaller pages inserted into a pilot carried sleeved checklist. Most definitely the emergency procedures, but sometimes the old planes had scroll checklist built right in for the basic phases of flight, seen them on old C-130A's + B's and some C-141's had them also. I don't know about than but in my day you were required to commit to memory any bold faced emergency procedure, and if a flight examiner ask and you had so much as one word wrong or missing you busted your check ride and downgraded to duties not to include flying. So those would be the most studied and important part for a pilot. Any other question you were allowed to reference the book, but if you referenced everything or too much they'd flay you alive with ever increasing difficult questions on stuff from the other manuals and sections you didn't know. Looking at the size of that emergency procedures chapter scares me, that thing looks extremely dangerous and complex. I've never seen emergency procedures for an aircraft with that many pages. Your project looks good to go for great flight model and operational references and data, very detailed graphs and charts for the important stuff most pilots never even bother to look at. But they did have them for operational needs with instructors who could read them. One of the reasons in the old days test pilot school continuously held many classes for future and advanced instructors who went back to their respective units. Biggest part of that was charts and best way is teach you how to make them, those guys knew what these charts were about and how to use them. Or you could go consult an enlisted crewman who was a qualified flight engineer, they drill charts into those guys, but they're all a vanishing breed with computers directly in the aircraft now. When the computer goes down your punching out any way. And thank you for the manuals.
    2 points
  19. 9800XD it goes up to 85°C free flight in Syria map
    2 points
  20. It's the best PTO map...it's the "if you could only have one PTO map" map. However since ED is doing a Hellcat, then Marianas of course makes perfect sense. I'm just more of an early war PTO guy so Solomons is my thing. While I'm all for mid war, Marine Corsairs out of Vella La Vella etc, (this alone would be amazing) to really make full use of the map we'd need aircraft for early war, Watchtower onward, Battle for Guadalcanal/Cactus..Wildcats, A6M2's, A6M2-N, Mavis, P-400's, Dauntless' early, P-40's, AI Betty's etc etc. So just from an asset point of view I'm not hopeful that's anywhere near plausible at this juncture. Even mid-war/Vella La Vella, we need things to shoot at aside from an AI Zero. Float planes etc etc. One can hope.
    2 points
  21. -------UPDATE 250527 Added a new model and code for a pair of IRST pods that can now be mounted on pylon 6. This was accomplished by changing the pylon 6 connector to pylon 4. Because pylon 6 is using that new connector, the smoke generator pods became visible. Added an invisible model in the shapes folder with a text file to make them invisible again. Modified the UFD/ADI pages to be closer to the original and to the actual known layout. I still took some liberties and included a Radar Altimeter above the VVI in the lower right. I like to know how far above the rocks I am. The Geforce/Mach/AoA was restored to the lower left. Enabled a BINGO FUEL indictor or the ADI Fuel gauge that will turn red with 3500 lbs or less of fuel. The nature of how the textures work on those displays prevented me from being able to retain the swapping function along with the BINGO indicator. So, I set up three options located in the new _SwapScripts folder. They allow for ADI on the Right with BINGO (default), ADI on the left with BINGO, or ADI Swappable as before without BINGO. Just run the desired script file and it will copy the files as needed. Removed the AIM-120D-2 AMRAAM as it actually doesn't exist. Added AIM-120C-6 and adjustments to A2G missiles. Added the NEW AIM-120E AMRAAM to compensate and compete with the AIM-260's. Now, if you want a long range missile, you can still use an AMRAAM. https://www.twz.com/air/new-aim-120e-air-to-air-missile-variant-hinted-at-by-usaf DCS RWR Symbology mod also updated for the new missile. All links are the same in the first post.
    2 points
  22. Ok, so I looked into the Su-25SM3.lua and just as I thought there was only one crew member defined, which is an easy fix. Also, while testing it turned out that the pilot ejecting uses F-15 pilot model and not a Su-27 pilot. I also changed that. So to fix the bug change these lines: crew_size = 1, crew_members = { [1] = { ejection_seat_name = "pilot+ejectionseat", drop_canopy_name = 12, pos = {4, 1, 0}, canopy_pos = {4, 1, 0}, }, -- end of [1] }, -- end of crew_members to this: crew_size = 1, crew_members = { [1] = { ejection_seat_name = 9, drop_canopy_name = 12, pos = {4, 1, 0}, canopy_pos = {4, 1, 0}, }, -- end of [1] [2] = { },-- end of [2] }, -- end of crew_members
    2 points
  23. 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
  24. I have answered the question, its a core feature for DCS and work has stalled currently. When work resumes I am sure we will see it for the MiG-29A I will need to ask the team about the radar. edit: радиолокационный прицельный комплекс РЛПК-29 NATO designation 'Slot Back 1' For A2G weapons it will be like we have now, unguided bombs, clusters and rockets. thanks
    2 points
  25. 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
    2 points
  26. Even though 27 would be nice to have, REDFOR really needs Strike aircraft in my opinion. Something like MiG-27K or Su-24 There're platforms that can into a2a, even though those are FC level. But There's literally nothing in terms of a2g planes. Except of 25 And 25T, of course, but their speed makes them of limited use for so many types of missions
    2 points
  27. UPDATE – BO-105 DEVELOPMENT STATUS It’s time for a proper update. Since 2013, I’ve been working to bring the BO-105 into DCS – and the path has been anything but smooth. I’ve gone through technical hell, complete rewrites, system redesigns, hardware issues – and just as many challenges caused by people, not technology. To be clear: some individuals actively made it difficult to realize this module. Instead of support, I encountered deliberate resistance, withheld knowledge, and ego games from so-called “experts” who could’ve helped but chose not to. But I didn’t give up. I pushed forward. A true game-changer came with access to the original technical documentation from Lager Lechfeld. These documents didn’t just clarify the system architecture – they provided every single value needed to accurately simulate the engine: flow rates, pressures, temperature limits, control curves, response timings – all of it. That level of data brought the entire project to the next level of fidelity. Right now, we’re fully focused on improving and finalizing the fuel control system, which is directly dependent on the GPFC (Gas Producer Fuel Control) – the brain of the BO-105’s turbine management. The current implementation includes: – Fuel flow logic and pressure dynamics – Ohmic resistance, voltage, amperage, and current load behavior – Hydraulic system response and complete onboard electrical logic – All connected in one integrated simulation environment The engine is being simulated 1:1, using real-world parameters – no assumptions, no placeholders. Just raw, system-level fidelity. And that’s not all – the entire rotor system is fully modeled, including the hingeless, rigid rotor head and its unique 78° phase lag. This key difference to conventional rotor systems has a significant impact on control behavior and is being replicated exactly in the flight model. So why all this? Because the BO-105 is the love of my life. This isn’t just about “getting it to fly” – it’s about honoring a machine that deserves to exist in DCS in all its technical brilliance. To those who’ve supported this project over the years – thank you. To those who made it harder – congratulations. You made it take longer. But you didn’t stop it. This isn’t just a helicopter mod. It’s a mission that started in 2013 – sharpened by adversity, fueled by obsession, and built with absolute love and respect for this aircraft. And yes – I know the flight model commentary is coming. I’ll be reading it… popcorn in hand
    2 points
  28. nullEngine rivets WIP, finally making some progress on fasteners, Note this is without most of the dirt and stress layers showing so I can see what I'm doingnull
    2 points
  29. Any plans to add pre MSIP II version, or allow editor options to remove 2010 tech, so it will actully fit scenarios with 80's FF Fulcrum provided earlier?
    2 points
  30. Dear Ugra Team ( @MAESTR0), thank you for this incredible map! I’m just curious if there are any plans to change the shelters on the west German side and make them more realistic?! In Büchel the form is almost correct, a bit to round-ish and the 4 doors in the front are missing as well as a bit to small, as a Tornado wouldn’t fit in there with its wings in fully forward position what they usually did during their after start checks. At Pferdsfeld you have placed the shelters like they’ve used in the east! It would be much appreciated if you could change these to the western style. Attached you’ll find a picture of a Shelter from Pferdsfeld Airbase. Hope to hear from you or get any feedback if you’re planning to change the mentioned items. cheers
    1 point
  31. Hi, its something to look at after vulkan is implemented, but not just yet. thank you
    1 point
  32. Here you go. If you want even more force, you can increase master gain from my 80% to 100. Third_generation.vpconf
    1 point
  33. I'm just going to add to this, as the original poster has identified something which is unrealistic, and I'd also class as a bug (but maybe more DCS than Heatblur). Some replies on here suggest it's either 'normal' or 'something he is doing wrong'. And neither is the case here. So my post is really to tell OP it's not his fault. DCS F14 landing on a dry runway, when under 50kts, applying toe brakes, nosewheel steering not engaged, can send the F14 into a pirouette, like applying the handbrake in a car on an icy road. Any asymmetry (eg a tiny application of rudder) can spin the aircraft. I've often finished my roll out with a 180 spin, from traveling under 50 knots, to end up facing the wrong way back up the runway. All sense of "tire friction" is lost, and any sense of 'heavy aircraft' momentum is lost. The aircraft becomes 'light as a feather' and 'aquaplanes' through 180 degrees like a plastic toy in the wind. Ive been flying aircraft for 30 years (civilian)...and fortunately this only happens to me in the F14 in DCS So far at least. Aircraft just don't do this. I have identified that my brake axis is too sensitive, and it's applying near-instantaneous 100% braking, so this is one issue. But applying max breaking in an aircraft will still not have this type of effect. Yes, we pilots are careful with breaking, but this is primarily to prevent overheating the breaks, brake fires, and blowing tires (aircraft tires have plugs which melt at a specific temperature to deflate the tire in the event of over-heat). This is what we're avoiding...as well as a face full of instrument panel. It is not because tapping the brakes can turn several tons of travelling heavy metal into a lightweight slidey spinning top. I suspect this comes down to the attempted simulation of near-instantaneous 0 to 100% break application, which is unrealistic in itself, and not correctly simulating the friction of tires on asphalt held down by several tons of aircraft. Laws of physics aside, I know that this behavior is not realistic, because if the cool 180 degree handbrake turn at the end of the runway was physically/aerodynamically possible, Maverick would have done it..... (twice)!
    1 point
  34. Thank, but I use preset_j, and I lost fps using preset_k (tried this some times ago with DLSS Swapper). Since my last comment, I tried the last version, and didnt notice any real improvements with either J ok K preset. The fun fact is that MSFS2024 has now better performances than DCS while in VR, and better image quality but for the cockpit, which is clearly better in DCS. But the cockpit in MSFS2024 is now really readable and pretty clean, and you don't have any fps drop or stuttering like in DCS. MSFS2024 now features a very stable engine, a clean and instant switch between desktop and VR, 2 parameter presets (desktop/vr), and fluent fps even with heavy scene and weather. The only thing that makes me using DCS is its incredible Flight Dynamic Model which is far the better I have ever experienced (the UH1 FDM is simply stunning). Hope they will implement Vulkan and improve our VR experience because the case above is definitively an issue (like the F10 map trouble which is still alive). Your signature told us 'Pico 4' ... You really need to read carefully the DCS parameters ! LOD --> LOD Switch Factor (1st picture), Smoke --> Chimney Smoke Density (1st picture). Good luck.
    1 point
  35. Heute habe ich das alles nochmals geübt. Das GPS-Bomben nur die Linie zeigen hatte ich noch nicht auf dem Schirm. Jetzt gelangen mir einige gute Treffer und ich bin wieder, dank euch, ein wenig schlauer. Mit 72 saugt man sich nicht mehr ganz so schnell die Dinge aus den Medien. Zugleich habe ich mich mit den Tracks beschäftigt - mit merkwürdigen Effekten. In einem Track von mir fliege ich nur nutzlos an den Zielen vorbei, die ich aber real sicher bekämpft hatte. Auch hier habe ich was zu lernen... Danke!
    1 point
  36. Use 7Zip to extract it. The Windows extractor is having issues for some reason. Same, use 7Zip, it's a free program. I've been building the mod with OvGME, no idea why it's having issues, but 7Zip does not.
    1 point
  37. 1 point
  38. It had a very thorough CATOBAR refit back when we used to refit instead of throwing out carriers and starting over every 25 years. They look roughly like the Forestall which I THINK was the followup class to the refit? including dem sexy bridle catchers.
    1 point
  39. https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.16.10523/ More detail added about the Cold War Germany update. DCS: Cold War Germany by Ugra Media reduced amount of usage RAM and VRAM optimized traffic: the amount of harvester traffic is reduced, vehicle traffic is shifted to cities and airfields fixed normals on road intersection textures corrected errors in frequencies and beacon locations: Briest RSBN is set to terrain, added Mendig NDB 331.0 NMN, Tempelhof VOR/DME changed to VORTAC, added Kirn VORTAC 117.5 KIR ch 122, added Solling NDB 374.5 SOG corrected errors in taxiways of the following airfields: Allstedt, Bitburg, Bremen, Hahn, Hannover, Merseburg, Neubrandenburg, Neuruppin, Peenemunde, Pferdsfeld, Ramstein, Schonefeld, Schweinfurt, Sembach, Spangdahlem, Stendal, Tegel, Tempelhof, Tutow Ramstein taxiway signage corrected removed trees on helipads: H_GDR_34, H_FRG_46, H_FRG_51 color correction of airfield ground textures: Bitburg, Buckeburg, Frankfurt, Finow, Giebelstadt, Gutersloh, Holzdorf, Ramstein, Sembach, Spangdahlem, Werneuchen fixed bugs in models disabled unused models and textures increased height of tank bridge on ranges added straight electric wires on poles along streetcar and railroad tracks added marine passenger ship in the scenes of ports and traffic corrected incorrect display of icons and names on the map added markings of air defense points, radars and hospitals on the map improved image quality for the main menu
    1 point
  40. It was sailing up to 1990 and was even home to F/A-18s.
    1 point
  41. The next update will add the ability to write on the screen, I have it almost ready;-)
    1 point
  42. I released the version 9.2. I had to introduce down/supersampling factor management in GUI, as automatic detection is creating issue with Openkneeboard. It's a bit painful, you had to use the mask display, but it is needed only for label masking and "native" mod features for color change, deband,...
    1 point
  43. You're going to get this reaction til the problem is fixed, Just telling us to stop whining isn't gonna work. As it stands, It would appear ED Leadership didn't see an issue with what happened with the F-5 Competition if thats the response we're going with.
    1 point
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