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Showing content with the highest reputation on 06/25/25 in Posts

  1. Sure, you pay the royalty % they requested. Edit in: we already have raw professional recording of the aircraft, and in use. We just need to work on some volume and gains.
    9 points
  2. Hi there, please have a look at the keybindings, at the moment it is very inconsistent: some switches toggle irrespective if I click left or right mouse button. Even some three way switches toggle through the three states with any mouse click. Also some dials I can mouse drag them (e.g. when setting the altimeter) and that works fine in 2D and in VR (I have mouse disabled in VR, and use my head movements as a mouse controller), however other dials, like the lighting don't work with click and drag in VR when using head movement. To summarise my wish: 1. All switches that go down, should be left click 2. All switches that go up, should be right click. 3. Rotary switches, like the fuel tank selector: left-click should turn it anti-clockwise, right-click should turn it clockwise. 4. All dials, like altimeter setting and lighting should be able to click and drag in VR with mouse disabled 5. All dials as in point 4 should also work using mouse scroll wheel 6. Include keybinds for all switches, please include a bind for each state, and a bind for toggling a state. E.g. there is no keybind to show/hide the pilot body. Please also make gear and hook as toggle buttons as well. I think something like the master arm only has one possible state at the moment. Many hardware users need ON/ELSE or OFF/ELSE type key binds as well. (Look at the Hornet for example, the "special" cases). Thanks in advance! Fresh
    7 points
  3. Summer sale „On”: E-shop: 25th June - 13th July 2025 15:00GMT Steam: 26th June - 10th July 2025 18:00 GMT
    6 points
  4. That's right, it's very close. I just have to check the missions after the last patch. Sometimes a patch can change something. So far everything is going according to plan. The assumption is - free of bugs (there is a chance for that). Thanks for the kind words. In my opinion this is a different level, much better than the one for Mi-24P. I hope you won't be disappointed.
    6 points
  5. Threads merged. Folks its ok for people to have wishes. At the moment we do not plan any AAR assist. In the future we hope to improve AAR physics for basket, boom and fuel line ( rope physics ) but I do not have any timeline for this as the team have many other tasks ahead of it. thank you
    5 points
  6. Right at this moment the P-47 is better: Pros of the P47: More immersive engine sound. More comprehensive control bindings. And most important for me, there are a couple of truly excellent Campaigns available at very reasonable cost. Its only Con would be no carrier operations. The F4U has great Pro: it has a WW2 map available for free, while for the P-47 they are payware. Edit: just realized that this is irrelevant, as the P-47 can also employ this map As the F4U matures during its EA period, this balance will change.
    5 points
  7. Hello Ladies and Gentlemen! I'm rushing with hot news for fans of the OH-58D "Kiowa Warrior" and DCS. A substantial, fully professional single player campaign (quality of paid versions or even better) will soon be coming to the DCS simulator. The campaign is intended for the Polychop Simulations OH-58D module, but you also need to have a map of Afaghanistan (the south-western part or the entire map). It is also worth adding that the campaign was created in cooperation with Ryan Robicheaux, the pilot of the Kiowa Warrior and the author of the book "Scouts out!". The campaign period is 2010. The campaign has been ready for some time, and is currently being finalized. What's most important for you, despite the large amount of my work and investment, the campaign will be available for free for fans of DCS (similarly to my previous one for the Mi-24P). You will find a full description of the campaign's manual (it will be important). The campaign will be available for download via the DCS website in User files section soon. For now, this is just a preview. The most important features of the campaign: Over dozen single player missions (14, lasting from 40 minutes to 1,5 hours gameplay of each) taking place in Afghanistan (DCS: Southwest Afghanistan map or the whole DCS: Afghanistan map is needed) Realistic, detailed scenarios, based on real events of the Operation Moshtarak (2010) and its prelude (although of course the campaign was adapted to the DCS environment and its possibilities, thus achieving a compromise between history and playability) Story driven campaign with a detailed mission introduction, voice commands and plot twists during the mission Proceeding the campaigns as the pilot of OH-58D and co-pilot/gunner/AMC Full, advanced voice package in English, even your co-pilot received his role! Several thousand lines of subtitles in English (only English is supported language) Various types of missions (also artillery guidance), including night ones Dedicated skin for Kiowa Warrior from period of Afghan war As real as it gets - cold starts only, you also need to return to the airport/FOB/FARP after the mission and special mission completion mode Auto ATC (automatic communication during takeoff and landing is used after selecting the appropriate radio) Prepared briefings (description of the situation and tasks), full documentation, graphics and photos Important data in the pilot's kneeboard Summary (including tips and tricks) in the manual, check it before the flight ;)! FPS friendly (tested in VR too), only the most necessary units plus the surroundings Custom background’s music created for this campaign (after successful completion of the campaign online access to the soundtrack) I'm aiming to release it in June this year, so now you have a great time to refresh your memory of the OH-58D ! The topic related to the discussion of the campaign will be located at the OH-58D module, LINK HERE.
    4 points
  8. Here's a video I recorded trying to put it through its paces. You can see the inability to accelerate in level flight. I cycled cooling doors to verify. Also tried different super charger settings. I can get it up to higher speeds by diving but once level, or after bleeding speed by maneuvering it doesn't recover well. And WEP seems to have 0 effect. Light eventually comes on but I never notice any increase or decrease in power. I didn't use it at all in this video. I can't say for sure there's something wrong, but the airplane feels really anemic at mill power and the figures in the early-access manual included with the module implies much higher speeds (I understand CAS vs IAS as well, it doesn't account for the difference). /shrug I'm giving up troubleshooting it and will fly around it, but definitely feels underpowered at mil power and WEP seems ineffictive.
    4 points
  9. The strike eagle has been hugely popular. Due to the ongoing long-term dispute, the full-fidelty module has not received updates. In the meantime, ED has reassured us they will support the strike eagle. I enjoy the strike eagle because it is fun to fly.
    4 points
  10. Even when I put the saturation to 30%, the nose swing when touching the pedals even slightly is off the charts. I can adopt, but it is far off all the other warbirds. The problem is less the input device (or the curve) but the excessive effect of the ingame pedals. If that was real to life for the F4U, I can't imagine how they hit anything in ground attacks. NOT hating on Mag3, just saying, that imho, there are tweaks necessary during EA!
    4 points
  11. Here's a way to monkey patch it into the existing Unit singleton: -- monkey patch method into Unit singleton (needed only once) function Unit:setLifePercent(life) net.dostring_in("mission", string.format("a_unit_set_life_percentage(%d, %f)", self:getID(), life) ) end -- usage example Unit.getByName("Naval-1-1"):setLifePercent(42)
    4 points
  12. Updated to version 2. Please re-download if you have the first version. https://www.digitalcombatsimulator.com/en/files/3345416/ After a ton of studying I have corrected a few normal and emergency procedures to be more accurate to the real world F4U-1D Corsair. In version 2, I have: - Corrected two grammar errors. - Adjusted checklist flow to be more accurate. - Added 5 additional normal checklist sections for a total of 19 normal checklist pages. - Added 5 additional emergency procedures for a total of 15 emergency procedures. - Now 34 total pages Vs the previous 22 pages. @-Rudel- I would like your opinion on the emergency procedures please. I'm not sure what Magnitude has planned for EP's but I would like mine to stay in line with any plans Magnitude may have (Or you can have access to these) if it will help. Thanks,
    4 points
  13. Acting and story so-so, but many scenes featuring Corsairs .. well worth the watch:
    4 points
  14. I'm actually working on this, but don't have a date of release yet
    4 points
  15. Props to the devs, really glad I bought this in early access, the update cadence has been great and the latest colour correction plus new more detailed summer textures really help with the immersion when flying low in rotors. Thank you.
    3 points
  16. Yes I know, this is a very overused title subject. But really, this may provide DCS and most of all of your other games with a significant performance improvement! Short version: Resizable Bar allows your PC to access the entire frame buffer of your Nvidia video cards ram instead of in chunks of 256MB; this significantly improves gaming performance. You must first enable it in your BIOS, but wait - you are not done. IT turns out the Nvidia drivers disable using this feature by default. Even if GPUz says resizable bar is enabled, that only means it is getting this information from the BIOS but the Nvidia driver isn't taking advantage of it! Stupid, right? Here is a video from Jayz Two Cents explaining how to fix this and it's very easy. I hope this helps you all!
    3 points
  17. I find it astonishing that hardly anyone seems to use the “slider” option. It is only logical to use “slider” for all axis that do not use a center point and “+” and “-” (Pitch, Roll, Yaw for example) but go from “0” to “100”. Throttle or brakes, for example, are such a case, rotary controls, etc. I have been using the “slider” option for this type of axis for years.
    3 points
  18. Hi Wrench and to whom it may concern, I have managed to make it work my retouched cockpit in DCS! The problem was that it loads NOT ONLY textures from: D:\Games\DCS World\Mods\aircraft\F4U-1D\Liveries\Cockpit_F4U-1D\Default But oddly enough, also some textures from: D:\Games\DCSWorld\Mods\aircraft\F4U1D\Shapes\Textures\Cockpit_F4U-1D.zip Moreover, the cockpit name in the. Lua file can be anything, (e.g. “AC”) but NOT the folder in which it resides, said folder HAS to be named “Default”… Go figure… Anyhow, here a first draft, there is still quite some work to do, but it is taking shape….
    3 points
  19. Wether you call it a bug or an oversight or something else doesn't matter. It is a thing for Intel systems, doesn't cost anything to rectify and has a proven effect. Not worth arguing about.
    3 points
  20. Current mirrors cost me 5 fps, regardless of which fps the game is running at at that time. And they look so weird I’d rather keep them off. Obviously if they’d work properly AND have an acceptable performance hit, I’d love using them!
    3 points
  21. @Czar66 lol keep 'em coming! Yes, stereoscopic mirrors for VR will be a performance hit, but it's achievable and VR users accept the trade-offs associated with VR. There is still an issue with the cockpit mirrors in 2D though, because they're just rendering to texture and don't account for the pilot's head movement. Implementing proper reflections for the cockpit mirrors won't really impact performance, and might actually improve it since the existing mirrors do impact framerate so much.
    3 points
  22. For those that might be interested in a more legible version of the table above.
    3 points
  23. That would be interesting to know. I assume that it is off. But still, there is something very wrong with the current rudder implementation. The reaction to miniscule rudder inputs is wild. I don't know if this is related, but I hope for a first round of EA fixes soon.
    3 points
  24. It was not set in my Nvidia drivers. Is now. My thanks to the OP. As for anyone trying muddy the waters, that's just downright negative.
    3 points
  25. have you charged the guns?
    3 points
  26. Been flying flight sims for 30 years, also real pilot for 16 and own and fly a warbird. IMHO the Corsair is fantastic, I made a list of what I like and what I think needs improvement, and what is great, feel free to add your input. Improvement needed Cockpit looks great but too dark Sound volume too low Is the suspension on the struts modelled? Is take off assist ON? seems very easy, it lifts the tail on its own. FM to be able to work with sticks with no extensions (but don't change so much it ruins it for guys with extensions and FFB, works great for us) Damage model for systems /engine (I know its in the works) Probably in the works, add more axis and setting to be able to be mappable. What is great Feel of flight is really good, maybe one of the best I have tried. FM (I am using extension and FFB and it feels great) Some of the damage model to the airframe, wings you get hit, get holes and it adds drag, damaged wing drops and makes it hard to fly, your elevator gets shot and plane becomes uncontrollable the damage visuals are also great, when the engine and systems damage model are complete, should be amazing. Finally an open canopy that adds drag (all other warbirds need this) Graphics , and attention to detail are amazing, makes the 109, P51 and Dora look ancient.
    3 points
  27. I had the honor to participate in the beta test last year and can say it was fun to fly and in the end made me a better Kiowa Warrior pilot
    3 points
  28. Because you are essentially asking for an aimbot in an FPS game. "Aiming is too difficult, make it do it for me" is in a nutshell "Air to air refuelling is too difficult, make it do it for me". To do AAR is not a necessity, there are ways of making missions and proper planning to avoid having to AAR if you aren't skilled for it. If it becomes required because of XY mission parameters, then suck it up, spend few hours and learn it.
    3 points
  29. I mean, sure, but... you see how building a mission that requires it was your own decision, right?
    3 points
  30. I have both and say Whistling Death with carrier ops.
    3 points
  31. AFAIK it did not and the one in the module is just a "helper" feature, just like the faux-autopilot. I wonder if it's not somehow responsible for diff-braking and taxiing problems that players have been reporting in various other threads (?).
    3 points
  32. Hi, we are aware. We had it disabled for tests
    3 points
  33. Something very noticeable in a warbird are the sounds and vibrations, specially on a radial engine one.
    3 points
  34. Awesome, thanks for this.
    3 points
  35. Thank you for diving deeper, NineLine, just don't forget to pull up eventually I looked at Google Maps, there the images have a high enough quality to make out the old runway pattern. Together with some triangulation, you can reconstruct the original length. See original and overlays - it's indeed more than 2400 ft from turn circle center to center:
    3 points
  36. Abandonware, phase 3 and 4 over a year late. No communication. Good luck getting me to buy your "exciting new project".
    3 points
  37. It's damaged, not really a bug. With that said, I've already submitted a possible fix by increasing the area life from 50 to 150. I don't know when it will be released in a patch yet.
    3 points
  38. Come on mate, we all crave for the MiG-21, but allow them take a breath at least
    3 points
  39. (Dedicated campaign topic). Info + links. Hello Ladies and Gentlemen! I'm rushing with hot news for fans of the OH-58D "Kiowa Warrior" and DCS. A substantial, fully professional single player campaign (quality of paid versions or even better) will soon be coming to the DCS simulator. The campaign is intended for the Polychop Simulations OH-58D module, but you also need to have a map of Afaghanistan (the south-western part or the entire map). It is also worth adding that the campaign was created in cooperation with Ryan Robicheaux, the pilot of the Kiowa Warrior and the author of the book "Scouts out!". The campaign period is 2010. The campaign has been ready for some time, and is currently being finalized. What's most important for you, despite the large amount of my work and investment, the campaign will be available for free for fans of DCS (similarly to my previous one for the Mi-24P). You will find a full description of the campaign's manual (it will be important). The campaign will be available for download via the DCS website in User files section soon. For now, this is just a preview. The most important features of the campaign: Over dozen single player missions (14, lasting from 40 minutes to 1,5 hours gameplay of each) taking place in Afghanistan (DCS: Southwest Afghanistan map or the whole DCS: Afghanistan map is needed) Realistic, detailed scenarios, based on real events of the Operation Moshtarak (2010) and its prelude (although of course the campaign was adapted to the DCS environment and its possibilities, thus achieving a compromise between history and playability) Story driven campaign with a detailed mission introduction, voice commands and plot twists during the mission Proceeding the campaigns as the pilot of OH-58D and co-pilot/gunner/AMC Full, advanced voice package in English, even your co-pilot received his role! Several thousand lines of subtitles in English (only English is supported language) Various types of missions (also artillery guidance), including night ones Dedicated skin for Kiowa Warrior from period of Afghan war As real as it gets - cold starts only, you also need to return to the airport/FOB/FARP after the mission and special mission completion mode Auto ATC (automatic communication during takeoff and landing is used after selecting the appropriate radio) Prepared briefings (description of the situation and tasks), full documentation, graphics and photos Important data in the pilot's kneeboard Summary (including tips and tricks) in the manual, check it before the flight ;)! FPS friendly (tested in VR too), only the most necessary units plus the surroundings Custom background’s music created for this campaign (after successful completion of the campaign online access to the soundtrack) I'm aiming to release it in June this year, so now you have a great time to refresh your memory of the OH-58D ! The campaign is out now: DOWNLOAD LINK CAMPAIGN: https://www.digitalcombatsimulator.com/en/files/3345522/ DOWLOAD LINK SKIN: https://www.digitalcombatsimulator.com/en/files/3345514/ NOTE (important!): Before starting the campaign, be sure to read the whole manual ("Manual campaign OH58D") in the DOC folder, The path: DCS World\Mods\campaigns\OH-58D - Through the desert dust\Doc (folder) or directly after downloading in a zip file. There is a situational description (the most important historical background) as well as a method for installing the campaign, skin and user tips and FAQ. Btw. You can ask questions about the plot in this thread, or seek advices, but if you want to reveal the plot, it would be nice to use a "spoiler window" so as not to reveal the mission's assumptions and so that others can enjoy it as much as you do:
    2 points
  40. Hoping to have some time later this week to have a nose at the new updates, this is probably the largest one for a while, even if it is restricted to the cockpit. It's good that we're getting tweaks here and there, but there's still loads to do!
    2 points
  41. Yes it does work but there are some wrinkles.... Here's what worked for me: 1 - In the ME, set the freq of the carrier to 250. Set the preset for your aircraft's nav channel 1 to the same, 250. 2 - On the C-38, REC C to on. 3 - Sensitivity - to max. 4 - CW/VOICE on the C-38 to VOICE (this is reversed for now - issue already reported). 5 - Touch nothing else. In 1-2 minutes you will start hearing the morse.
    2 points
  42. We hope to have something that should help in a future update. thanks for the comments.
    2 points
  43. I obviously have no idea what will happen, but pure speculation tells me that ED has a greater incentive to keep the F-15E alive much more than the Hawk. The Strike Eagle is up there with the Hornet, Tomcat, and Viper when it comes to popularity. It's one of the most iconic planes of all time. I personally think that the egos at be on both sides should just drop whatever the situation is. You can look somewhere else for the leaked details about what happened. Even if ED is in the right, and I think they have a much stronger legal case than RB, ED should give RB the opportunity to sell their source code for all of their modules directly to them or a third party. RB could then pay their devs and then RB can go develop somewhere else. I just think there are burned bridges at this point. I see the F-15E being worked on in the somewhat near future, within the next five or so years, but I don't think RB will be the company working on it.
    2 points
  44. Every 6 months or so the same booolicks.
    2 points
  45. I think you can implement that as a script if you really want. ED is quite explicitly not interested in magic AAR, though. Maybe HB could add it to the Phantom, basically a "let Jester drive" option. FWIW, it was sometimes done that way IRL, since the backseater has a better view of the boom. That'd be aircraft-specific, though, and ED doesn't usually port HB features to their aircraft.
    2 points
  46. I own all the warbirds except the I-16 with god knows how many hundreds of hours accumilated among them and I did not find the Corsair to be exceedingly easy in takeoff or landing. On the takeoff roll it behaves somewhere between the Spitfire and the Mustang. Not quite as squirelly as the Spit, but not as stable as the Mustang. Landing was about on par with the Jug. However the tire friction physics seem to still be wip, as they're sticker compared to all the ED warbirds, which tend to slide laterally as if they're on ice during takeoff/landing rolls. Once airborne you need to jump on the rudder trim and get that ball centered promptly or the torque will spin you into the trees, as it did the person who took off just before me in the server.
    2 points
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