Leaderboard
Popular Content
Showing content with the highest reputation on 06/01/25 in Posts
-
8 points
-
This would be easy enough to add. I was working on a pretty substantial update but I'm in the process of moving right now so it's going to be a delayed for a month or so.7 points
-
5 points
-
Из отзывов пользователей складывается впечатление, что вкладываться в новый комп ради дкс, нет смысла, и так сойдет…5 points
-
I found something interesting today while looking at some Hornet LUA files. Go to [DCS base directory]/CoreMods/aircraft/FA-18C and search for "COCKPIT" in these files: FA-18A.lua FA-18C.lua FA-18C_hornet.lua (this is the Hornet available to the player) Check out the values associate with the "critical_damage" variable here. If anyone's interested, try running the attached test mission and change between the 3 Hornet versions, you'll notice how the AI pilots in the FA-18A and FA-18C_hornet versions always die. The "critical_damage" values for these planes are both "1". The FA-18C value is "8" and the AI pilot's survival rate is much better. You can adjust the FA-18C_hornet value in this file but it will certainly break IC. _Hornet survivability.miz5 points
-
All liveries made for the Razbam F-15E are compatible with my F-15EX mod, though most of them will need a small LUA edit to show the nozzle petals.4 points
-
Good Morning Admiral! I have a side quest for you... This MOD has been around a while and still works in 2.9. It was originally a static object but an enterprising person added the ability for it to function as an EWR. https://www.digitalcombatsimulator.com/en/files/3302681/ During the cold war there were Four Hughes Air Defense Radar (HADR) sites in Germany. The HADR radar was developed from the AN/SPS-52, a US Navy long-range air search 3D radar. It was used on numerous frigates, destroyers, and the Tarawa and Wasp-class amphibious assault ships, My question is...would it be possible to use the radar code from the Wasp class ships to convert this static object into a HDAR?3 points
-
3 points
-
Reference source comes from the MiG-29 manual about the R-27ER: https://www.scribd.com/document/706751750/РЛЭ-МиГ-29 Ракета также допускает длительные перерывы (до 20 - 30% оставшегося времени наведения) в подсвете РЛПК при сохранении временной диаграммы канала подсвета. The missile also allows for long breaks (up to 20-30% of the remaining guidance time) in the illumination of the radar while maintaining the timing diagram of the illumination channel. The missile can maintain synchronization for a limited time after the radar loses track of the target. As long as the radar resumes illuminating the same target within the missile's interruption time threshold, the seeker can re-lock the target.3 points
-
Firstly, thank you bandit for this truly sim changing mod, I honestly have been using it since it's very beginning and now I'll never fly without it. Is there any chance you could bring out a version with all your "heavy" cloud formations such as overcast, low overcast etc etc but without any rain whatsoever, it would be awesome if this was possible, for me anyway it would add that extra little bit of variety without the performance hit of rain, might help people with low end systems as well, just a simple request from a simple Viper pilot lol. Thanks again mate.3 points
-
3 points
-
EU+US Weapons mod for JF17 This mod is just for fun and has no intensions to be authentic! The weapons were taken with permission from the JF39 & F22 mod. Weapons added: - SDB-39 - GPS guided bomb (replaces LS-6-500) - Brimmstone - Laser guided AG missile (replaces BRM-1) - Spear-3 - GPS guided long range AG missile (replaces LS-6-250) - MAM-C-AP - I made them laser jdams, can be GPS and/or Laser guided (replaces LS-6-100) - AIM9X-3 - IR AA missile (replaces PL5II) - Aim-120E - Radar guided AA missile (replaces SD-10AA) - Mar-1 Anti-Radiation AGM (replaces LD-10) - Storm Shadow cruise missile (replaces cm802akg) All weapons are fully functional, but named after the replaced weapons in the cockpit mfds & hud. - Also i've upped the Engine specs of JF17 to Block 3 performance. UPDATE v1.2: - Changed Mam-L to Mam-C. - Added Mako Anti-Radiation AGM. UPDATE v1.3: - Added Storm Shadow cruise Missile. UPDATE v1.4: - Fixed Storm Shadow cruise Missile. (Wings didn't extend and parameters of JF39 mod didn't work, it now works exactly the same as the original cm802akg only with extended range. Manual steering required in final Phase!) UPDATE v1.5: - Changed Mako Anti-Radiation AGM to Mar-1. Mako could not be powered on when starting from ground. - Corrected some Mam-C-AP Errors. Credits: Thanks to Whisky.actual & the JAS39 community for the superb JF39/JAS39 mods and the permission to use their assets. Thanks to Nightstorm & Spino for the superb F22 mods and the permission to use their assets. Thanks to hamza_khan for his superb JF-17 Weapons pack. ALL CREDIT GOES TO THEM! I just packed them together and made it compatible with the JF17. Installation (OVgmE recommend!) : Manual: - Copy the "CoreMods" folder from inside the "JF17 EU+US WPN mod v1_5" folder into your main DCS root folder (not in saved games path!) and overwrite when asked. Backup files before! OVgmE: - Copy the "JF17 EU+US WPN mod v1_5" folder in your OVgmE "mods" folder and activate it. Have fun! Download: https://www.digitalcombatsimulator.com/en/files/3345045/2 points
-
For almost a week now I thought my DCS got broken by the last patch, missions I ran fine before the patch now get 7FPS I thought it was DCS. But it appears to be a CWG only problem. This mission ran at 70FPS in VR before the last patch, now it runs at 6-10FPS in 2d Fulda3.miz Here I placed 500 T-72s on Kola I choose Kola as it not the best optimized map max settings, I get 120FPS locked in 2D as 500 tanks drive over the plateau kola test.miz Here the same 500 T-72s on CWG and the FPS goes to 5-10FPS in 2D. temp test.miz Something changed on the CWG map in the last patch that massively increased how much system is used for AI movement over the map. I hope Ugra can find out what they changed on the map in the last patch that caused this2 points
-
2 points
-
The Pylon is integrated into the F-5E Model, I cannot move it. The only way would be to replace the model w/ a new one that I can edit. I have other projects that are higher priority at the moment, plus I still have to do a separate version of everything for the F-5E Remastered Version, as the model is not the same and Items don't line up correctly.2 points
-
Yeah, mine is screwed up too and I switched to VD. Works great. You CAN use a second router connected to the PC your running the game on. My home router is downstairs and my gaming PC is upstairs, about 75feet of cable would be needed to snake it around the house. Screw that. You DON'T have to physically connect the two routers though. It's called Internet Connection Sharing. I bought my router and followed these directions. Works just fine: https://github.com/Crayphish/vrdocs/wiki/Internet-Connection-Sharing .2 points
-
I'm really excited about the Corsair ! Great news ! By the looks of it....might be only two weeks away ! Also I did expect to see the Hellcat first....... I have a question though : can we expect a fully functional carrier recovery on early access launch ? (wires, hooks etc ...)2 points
-
Do note that in DCS, we're able to practice fighting "real" missiles in ways that would, IRL, be considered too risky to ever try to use. Physics say that this should work, but if you tried that IRL, you'd be called a madman. If you get it wrong, you get a SAM right to the face. Generally, you defend against a SAM launch by turning cold and getting out of its WEZ. That said, Stroke 3 famously dodged a whole swarm of SA-3s by maneuvering alone, during the Package Q strike. Of course, Stroke 1 and 2 weren't so lucky.2 points
-
2 points
-
-------UPDATE 250531 Removed F-15C Fuel tank as the connector never did match up with the pylon on the F-22A model. Removed 4xAIM-200A Rack as it's redundant with having the 2x racks as you can load those on the inner and mid stations. Replaced AIM-200A model with a new version with corrected attachment point -Spino Aligned AIM-200A for all bays. Adjusted AIM-200A textures. Adjusted AIM-200A exhaust position. Adjusted AIM-272A exhaust position. Created W25 tactical nuclear warhead (The W25 was a small nuclear warhead that was developed by the Los Alamos Scientific Laboratory for air-defense use. It was a fission device with a nominal yield of 1.7 kt) Replaced the warhead on the nuclear Mako and Meteor with this warhead. The previous was a 5kt warhead which wasn't realistic so this is now based on an actual warhead and is 34% of the previous yield. The blast radius is about 5nm. I would not suggest shooting it at anything your flying towards that's less than 10nm away. This makes employing them somewhat more "practical" with less chance of nuking yourself.2 points
-
And yeah, just for some Cold War shots. This is Hahn circa 77, season unknown (again, the hardened aircraft shelters are the wrong type in DCS): There's a slight smidge of sand-coloured mud/dirt around the taxiway in a few select areas - nothing like as extensive as what's seen in DCS. In this shot though, there's fairly dark grass all the way up to the paved surfaces. Ramstein, from mid August 1988: It's essentially grass right up to the runways, taxiways, parking areas etc. Though again, I'd also like to point out that the smaller variety of hardened shelter is the wrong type in DCS. Mid September 1982, again, grass is seen all the way up to paved surfaces, ditto with the shelter. Weisbaden, September 1983: Note how short the grass is as well, it looks very well kept and goes right up to the taxiway. Airbases in the GDR are harder to come by there's very few images apart from much older monochrome satellite photos. Here's Finow taken in early June 1966: Again, looks like the grass goes all the way to paved surfaces, exceptions are pretty rare. For another example here's Groß Dölln/Templin taken in late July 1980: The low resolution of these images makes it much harder, but if it was like DCS, I would expect to see light areas bordering the runway and taxiway - I don't. I see more-or-less the same shade right up to paved areas. The areas that are darker still are likely trees. I could go on, but I think we get the message. Suffice to say, even modern day satellite imagery almost always show grass right up to paved surfaces and around fences/walls etc. The exceptions are rare and are only resemble what's seen in DCS around construction works. I know some described these areas as being dried/sun-baked grass, but if that's the case, it should be far more uniform and not look like sand right next to bright green grass.2 points
-
2 points
-
2 points
-
I have asked the team to take another look at this based on your feedback here. It is not going to happen quickly we have other tasks ahead of it however. thanks2 points
-
After updating DCS World to version 2.9.15, I’ve been experiencing intermittent stuttering that lasts for about one minute aprox. after the sim has started.. I’m attaching screenshots of main menu with graph stutter, and the log file. After 1 minute, those "spikes" disappears. I did rollback to 2.9.14 and seeing those stutterings didn´t appear, so its completely related to the last update. Anyone has noticed it? (my specs, 5090, 32gb, 7800x3d, W10) dcs.log1 point
-
Won't argue that the odds of Razbam doing it are going down every day, but technically it's not "dead" yet (since the legalities haven't been settled one way or another) so it's not possible for someone else to step in yet. No idea what contracts exist in this situation, but likely if ED allowed someone else to start officially working on it Razbam would have a claim against them currently (even if RB have no intention of doing it anymore). Short version is that anything related to RB is at a minimum frozen currently until they settle or officially breakup.1 point
-
1 point
-
1 point
-
1 point
-
@PerfektSusanno took the ones with the depth of field effect. He uses a reshade preset called "curves". If you play around with that you can figure it out. Have fun with that!1 point
-
Можно и джойстик: https://sites.google.com/site/diyheadtracking/home/joystick/flatgyrojoy1 point
-
I share the curiosity but I highly doubt they would provide that info.1 point
-
Mates, it's not there yet but still it's great news!! I know it's been a while but remember some third parties had to quit in the past with "easier" modules to model, and one of them with a WWII prop fighter in the works. To model properly a high performance piston engined propeller plane is no easy task, at all, and specially if you have no previous experience about it and if they finally make it to the end (which I hope is close enough now) it'll be an amazing accomplishment for an small team to achieve. On top of that, a model from a so well known aircraft we all await for and know about, so the slightest slip in the model will be noticed right away. If they finally make it there'll be nothing left but praising them for their achievement after all the bumps in the road they've dodged. And yes, I await either for their promised MiG-21 v2.0 after the Corsair (and the Crusader, of course), but let's them show us all first their job with this one before judging what they can or can't give us. I await eagerly this module to experience the WWII carrier ops and this amazing bird we all have craved for so long. Don't be mean now they're so close to an end to that journey that I'm sure they've suffered to get to this point now. I can only support them and hope for the better (and for the revamped MiG-21, any versions!! ).1 point
-
Nice one Meantime rigging the MiG-21PFM "Fishbed-F" has started. Wish me luck so I won't butcher the gear as bad as that of the MiG-21MF ...1 point
-
Calm down, friend! DCS modules take years to be made because the teams are small and something well done takes a long time. Not to mention that the modules remain in early access forever. So you have to get used to it, because this is not going to change. There is also the issue of many third parties giving up halfway and the module never seeing the light of day.1 point
-
Incredible. DCS just gets better and better. Thanks for all your hard work!1 point
-
1 point
-
Thanks again for testing. Got the single mission working but I have not tested whole mission, just up to the point when action starts - should be fine after that. https://limewire.com/d/NiRkj#i2GASF5iyz1 point
-
1 point
-
Can ED add the previous DCS version to steam as a selectable option. I can not play the game at all as it is now, and since I don't know when a fix for the performance bug will come, if ED could add the previous version to steam(like with the 2.5 version) then I could revert back and actually play the game.1 point
-
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 hand1 point
-
Hay Gents, I dropped the two JDAMS by the book (PP coordinates, terminal settings, altitude, ATTK HDG double checked), even "Bank building destroyed" message, still mission failure,. BTW, my "I'm in orbit" trigger (WM stating situation) only kicked in after I overflew the target. As long as I orbiteg 5-6 NM out, nothing happened.1 point
-
1 point
-
03L/21R was a taxiway conversion into an alternate runway in 2015. Per this source, which states: In DCS, 03R/21L is not closed due to emergency, damage, or maintance, thus it is the primary runway. Additionally, 21R is marked with a black X, indicating its closure. DCS ATC recognizes this and illuminates runway lighting at 03R/21L, however AI use 03R/21L as a taxiway and departs/arrives on 03L/21R. Players could of course still use 03R/21L, except the AI slowly taxiing through it fouling the runway and the fact that it is bumpier than 03L/21R, randomly popping tires below documented tire speed limitations. Bagram-AI-taxi.trk1 point
-
1 point
-
1 point
-
1 point
-
Update 20240803 - Carriers and more Ok, I admit it. I completely forgot that the Su-33 is a carrier capable craft. I have added a carrier and two carrier-based Su-33 so you can hop off (make sure you read the docs on how to get a fully loaded Su-33 off the deck, else you go in for a drink) and trap on a Russian carrier. Also by popular demand: I added two operator slots so those of you who own CA can drive a car among your planes and inspect them from close up Summary of Changes Added Russian Carrier and carrier-bases Su-33 (requires CA) two operator slots to drive cars around Senaki Kolkhi Enjoy, -ch1 point
-
An NVG compatible cockpit was one of the upgrades of the F1M so it should have NVGs in DCS. The main differences of the F1M: - Full digital HUD with CCIP/CCRP symbology - GPS and updated INS - radar altimeter - new digital UFC and a color MFD that replaces the stores management system and radar display - the ALR-300 RWR like the one available in the EE - lots of other stuff that isn't really relevant in DCS like new radio encryption stuff, upgraded IFF transponders, etc1 point
-
Recently Browsing 0 members
- No registered users viewing this page.