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  1. I've restructured the entire roadmap; no information has been lost. It now reads as follows: - The first post covers the first decade of (2011-2020) DCS World. - The second covers the entire period from 2021 to 2024 (and cover the second decade of DCS World. - The third is the current year on course(actualy 2025). - The fourth maintain the list the upcoming DCS World modules - The fifth, which was previously a backup post, is now a links post with some DCS Info. The third post is only temporary; each time we change years, it will be moved to the previous post, leaving the current year in place, until the decade is over. If anyone sees any issues with the Roadmap, please send me a PM so I can correct them, including official information from the ED team or third parties about functionality, modules, etc., if anyone notices it, including social media.
    28 points
  2. MiG-23 is also in plans for future, based in fc3. Maybe MiG-27 someday Thanks, those are very helpful
    6 points
  3. Select boat with F9. Press Ctrl+F2. Use WASDQE keys plus mouse to position camera as desired.
    5 points
  4. It has been so long since our last conversation that I cannot recall whether we reached that point in our discussions. Nevertheless, please feel free to reach out if you reconsider. Furthermore, with all due respect, there is a considerable distinction between possessing access to raw recordings and being able to edit them in a manner that creates an immersive experience for the player. I've heard the excuse of having "raw professional recordings" before by many sound engineers for MSFS/DCS, and it takes more than just good microphones to reconstruct an aircraft's soundscape. A very recent and good example is our sound pack for the MSFS "Mustang". The default audio was recorded professionally; however, it lacked substantial depth and "impact". Losing detail and grit. In fact, they probably used similar recordings from the same aircraft. There is definitely a lot more to good sound engineering than just getting the volume right.
    4 points
  5. The SDK is of course just the code that the module talks to, to work. That doesn't mean that ED has got the actual code, which requires it getting handed over (through an escrow agent). For those who don't know, an escrow agent is a third party that holds on to the code and when certain conditions are met, the code is then handed over. So ED normally would not have access to the module code, which after all could be a risk for a third party developer, because it would allow ED to potentially steal IP from a third party module. Note that the escrowed code needs to be regularly renewed and so it's not necessarily the newest code from the developer. For example, if the contract requires an escrow refresh every quarter, then the code can be up to 3 months old. ED of course can't just retroactively amend the contract, because in that case, the contract would be worthless. Note that according to VEAO, the developer of the Hawk, they left because they were asked to sign an unacceptable contract for any future modules, and they didn't see a future for them with DCS, unless they could make new modules. So that's why they pulled out. And the provisions that they seem to consider unacceptable were the escrowing of their code, as well as penalties for bugs with the functioning of the module, even when the bug is caused by ED. A common misconception seems to be that ED introduced the requirement to escrow the code after VEAO pulled out, but according to the story as told by VEAO, it's the other way around, and they pulled out in part because of the new requirement. PS. Note that just having the code is doesn't even mean that one can build and thus maintain the module. Code needs to be turned into a product through a publishing/building process, and it can sometimes be quite hard to reproduce that process, even if you have the code. And understanding the code and thus being able to make changes without introducing bugs can also be quite hard.
    4 points
  6. Yeah I see, it has to be more straight
    4 points
  7. Please don't base any flight model assumptions on the behavior of the planes in that movie
    4 points
  8. No but it sure as heck is nice when you need to get up to get a beer or visit the restroom. 100% approve of this inclusion.
    4 points
  9. 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.
    4 points
  10. 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
    3 points
  11. Hey all, I'm doing a tutorial series about the F4U Corsair. I hope they will help you master this legendary beast:
    3 points
  12. So I haven’t flown the Corsair, but I’ve ran it, taxiid it, and I fly a number of other warbirds in real life. This needle wobble drove me nuts when I saw it! I have never seen manifold pressure, altimeter or VSI bouncing in flight. Other gauges might wobble, notably RPM, but it’s minor. So I agree with you 100% that the wobble is way excessive. Sent from my iPhone using Tapatalk
    3 points
  13. I could not agree more with julpeuz! I've been flying IRL since 1973 and have accumulated over 11,000 hours, mostly in helicopters and have never witnessed that kind of defect in those type instruments. As opposed to Havebug, I find it very annoying, especially given that there doesn't seem to be any good reasoning behind it.
    3 points
  14. I'm always happy to surprise people. That said, why is a "Cold War gone hot" scenario on the Kola map surprising? It’s actually a natural fit if you think about it. Just look back at classics like EF2000 or Jane’s Combat Simulations. When I choose a map, I focus on what suits the scenario best, not necessarily what is the most commonly owned or flown. And with the latest updates from Orbx, the Kola map has really started to shine—it’s evolving into a beautiful and immersive environment. Of course, everyone is free to have their own opinion. But personally, I really like it—and I believe it’s a perfect match for the setting I’m going for. One last note: developing a campaign takes several months—often a year or more. When I started this project, there was no Germany Cold War map available. But rest assured the alternate 1985 story will eventually move into Germany as well.
    3 points
  15. Not implemented, but planned
    3 points
  16. 260 knots not mph
    3 points
  17. Yes. But it would be released as a new campaign, as it would include a lot of new stuff.
    3 points
  18. OnReTech will be sharing news about the coming update soon. We hope to also have a newsletter topic for it. thank you
    3 points
  19. Tora tora is a leftover mission, it should and will be deleted. It’s the same as “Ten Go”. Play that one Tiny tims were changed during development so the loadout disappeared and I didn’t notice. I already sent a fix to Mag3 auto start has nothing to do with the mission.
    3 points
  20. Through some experimentation, I found that putting the following entries in the Server.lua in \Users\ . . .\Saved Games\DCS\Config\View\ folder allows an increase of the maximum FoV for the Corsair to 140. ViewSettings["F4U-1D"] = { Cockpit = { [1] = {-- player slot 1 CockpitLocalPoint = {0.00,0.00,0.00}, --{-2.00,0.62,0.00}, CameraViewAngleLimits = {20.00,140.00},--/N/ best non-distorted image at 30..70 CameraAngleRestriction = {false,90.00,0.50}, CameraAngleLimits = {180.00,-80.00,90.00}, EyePoint = {0.00,0.00,0.00}, ShoulderSize = 0.15, Allow360rotation = false, limits_6DOF = {x = {-0.05,0.35},y ={-0.20,0.10},z = {-0.22,0.22},roll = 90.00}, --limits_6DOF = {x = {-0.50,0.65},y ={-0.40,0.40},z = {-0.52,0.52},roll = 90.00}, -- just for testing }, }, -- Cockpit Chase = { LocalPoint = {-13.0, 2.0, 0.0},--{-3.0, 2.5, 0.0}, AnglesDefault = {180.0, 0.0}, }, -- Chase Arcade = { LocalPoint = {-21.5, 5.6, 0.0}, AnglesDefault = {0.0, -8.0}, }, -- Arcade } ViewSettings["F4U-1D_CW"] = { Cockpit = { [1] = {-- player slot 1 CockpitLocalPoint = {0.00,0.00,0.00}, --{-2.00,0.62,0.00}, CameraViewAngleLimits = {20.00,140.00},--/N/ best non-distorted image at 30..70 CameraAngleRestriction = {false,90.00,0.50}, CameraAngleLimits = {180.00,-80.00,90.00}, EyePoint = {0.00,0.00,0.00}, ShoulderSize = 0.15, Allow360rotation = false, limits_6DOF = {x = {-0.05,0.35},y ={-0.20,0.10},z = {-0.22,0.22},roll = 90.00}, --limits_6DOF = {x = {-0.50,0.65},y ={-0.40,0.40},z = {-0.52,0.52},roll = 90.00}, -- just for testing }, }, -- Cockpit Chase = { LocalPoint = {-13.0, 2.0, 0.0},--{-3.0, 2.5, 0.0}, AnglesDefault = {180.0, 0.0}, }, -- Chase Arcade = { LocalPoint = {-21.5, 5.6, 0.0}, AnglesDefault = {0.0, -8.0}, }, -- Arcade } This is a transfer of the base settings (with max fov of 110 increased to 140) from the Corsair settings in the main DCS folder. Since this is a change in the Saved Games folder instead of the game folder, it works with multiplayer. I suspect fiddling with the eyepoint and other settings can work to tune the seating position, too . . . though I have yet to try tuning that.
    3 points
  21. Yes, the Corsair used it’s main gear struts and housing cover as a dive brake.
    3 points
  22. This should be mandatory in EVERY module. Can't believe ED doesn't enforce this on new modules. Sent from my SM-A536B using Tapatalk
    3 points
  23. Hi, DCS really need to add procedural rendering to the game engine (I don't believe it's present or if it is, DCS need to look at the new break through with trees in any event). Huge gains are now being seen to game engines using procedural rendering instead of just rasterisation. I think one of the biggest wishes of many users is more realism in the graphics and especially terrain, although traditionally this has had to be tampered by the effects that detail has on the rendering load and thus frame rates / hardware needed. However, Gamer Meld in this video in the 3rd topic starting at 6 mins 30 secs, mention that AMD has now made a break through with tree rendering and graphic card VRAM usage, (originally a Tom's Hardware story I believe), something of interest to DCS because of the large numbers of trees in the average terrain map. Apparently, they've found a way of procedurally rendering trees using 667,352 times LESS Ram!!! Tree scenes that would previously have taken 32GB of VRAM can now be rendered according to the reports using just 51 Kb of VRAM!!! The implications of this to DCS in both frame rate and perhaps what can be done with the trees or maybe other graphically areas with VRAM freed up, would seem to be potentially massive, especially if procedural rendering was used for other DCS objects as well. Video report here:
    3 points
  24. A Corsair B&W documentary at a little known YT channel:
    3 points
  25. Uhm... what's stopping you from creating one in ME? tires.miz
    3 points
  26. 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.
    3 points
  27. Saturday- 5 player Corsair session with CVW-17 friends. Had a great time attacking an airfield, then RTB to the Essex, overhead break with corsairs landing in quick succession. Great time was had! Photo creds to Kroner, CAG of vCVW-17 thank you sir for the awesome photos loving the module so far despite some little nitpicks and things we’d love to see worked out. Thank you Mag3
    3 points
  28. I'll add some video references here as to what the real Corsair sounds like. For those who've never felt the visceral sound of the engine startup, high speed pass, low throaty fly-by, or the whistling death signature sound - well, words just can't describe the sensations one feels being in the presence of such an iconic warbird. Some may feel the mag3 sounds are okay - or even good. That's subjective and your opinion that of course you're entitled to. My opinion, however, is mag3 missed the mark on the corsair massively. Hearing Echo19 ( @I_Gamer ) chime in above suggesting mag3 ghosted them years ago was a real kick in the stomach - especially given the state these sounds are in at EA. @-Rudel- - are you considering making a change to the sounds to bring the Corsair up to what many expect from the Corsair? If this is/was a cash saving decision, I'd suggest there are enough of us that would invest in making the Corsair sound as authentic as possible and encourage you to explore funding options that push the sound environment to the best quality possible within DCS. Even if you have no desire to leverage Echo19, please take a listen to the videos below and honestly evaluate how your rendition sounds against the real thing. The Corsair still flies (although fewer and fewer these days) - get yourself to an airshow and take in firsthand how its supposed to sound.
    3 points
  29. I was taxing among other F4Us and i must say that they need to hire sound specialist because it is a mess right now, there is overwhelming constant sound of the engines it fades away with distance but there is almost no lost of sound level for fair amount of distance and then suddenly it fades away at certain distance. Another thing there is no change in sound in cockpit during power changes and rpm changes. If no one noticed it then i must have something wrong with my setup then.
    2 points
  30. Might as well get this thread started. Post your screens and videos here. Someone had to do this on release day so I threw something together real quick.
    2 points
  31. The DCS community is funny. If the color of a decal doesn't match the original, then there's something going on... But an autopilot for a warbird is ok...
    2 points
  32. Of course, especially compared to FBW jets. The other consideration is that modern warbird owners aren't using max power for takeoffs (racers excepted) due to engine preservation $$$ and a lack of high octane fuel. The DCS F4U has to be slow to get it to torque roll, but it will do it. The DCS P51 would get into a little coupled nose oscillation where it would describe a little circle on approach. I have a friend who owned two mustangs, and he gave me that RCA Dog look when I asked him about it. Given how long it took MagnitudeTrois to release the F4U-1D, I'm not too hopeful that we're going to see prompt fixes in upcoming patches. We'll see.
    2 points
  33. Yesterday they've announced an incomping update. Maybe look into the map after that and decide if it suits your needs.
    2 points
  34. А разрабы вышли из ру форума?)) Как они темы закрыли из-за отечественных вертолетов и никак вообще здесь некомментируя это, очень странный подход
    2 points
  35. @Jogaredi That's an excellent addition, thanks. I've added it in. 3.4 testing still underway, made a bunch of fixes to some kill feed stuff. Need to test trophy and lekas integration now.
    2 points
  36. @ac5 wow you work fast! Did you do the labels too? That usually takes me several weeks (working on it in my spare time) Ps You should be able to install to the saved games directory, and just call the folder "default", thats what I did with the tomcat.
    2 points
  37. Yes you are right - I completely forgot about that. Then that would likely suggest with my adjusted values having render quality set to high would have a higher total render resolution. I think, in context of @Peedee's correction what you suggest could well be the case. For what it's worth I have generally tried to not get too engrossed with VR optimisation and maybe double check it once a year so I generally try to stay away getting too bogged down in FPS overlays and frametimes. I will check to see what they are presently as and when I have the time. It's a shame that the DCS fps overlay isn't the most useful. Either way, the tinkering has made for a much more enjoyable experience in which the visual experience is much improved and significantly smoother. Sounds dumb on my end to have missed this, but still an interesting note Yes you are right - I completely forgot about that. Then that would likely suggest with my adjusted values having render quality set to high would have a higher total render resolution. I think, in context of @Peedee's correction what you suggest could well be the case. For what it's worth I have generally tried to not get too engrossed with VR optimisation and maybe double check it once a year so I generally try to stay away getting too bogged down in FPS overlays and frametimes. I will check to see what they are presently as and when I have the time. It's a shame that the DCS fps overlay isn't the most useful. Either way, the tinkering has made for a much more enjoyable experience in which the visual experience is much improved and significantly smoother. Sounds dumb on my end to have missed this, but still an interesting note. My performance in dogfighting has definitely vastly improved. Because of the near constant juddering it was much harder to track the aspect of the hostile and react accordingly. I did notice quite abruptly that against the AI it suddenly became trivial again
    2 points
  38. There are also some egg heads like me who value simulation more than game play comfort so if something is not on the RL HOTAS it's not bound to my HOTAS either. It's fine if it lands on the base buttons though as you still have to take one hand away from the grip. Everything else is mouse and keys.
    2 points
  39. Hey guys, sorry for late reply. Was at a festival for 5 days and it ate my entire week. @BoFrost @Bravo4 I just fixed it, this was caused by some updates to the map itself. I will also be adding some smaller tweaks and improvements to the campaign for later missions based on player's feedback. Again, apologies for not replying earlier - also, if you are on Discord or Facebook, it is much easier to catch me there, I am not checking the forums as often as I should I guess. Cheers & enjoy the rest!
    2 points
  40. just so the VR guys know, it doesnt work for VR. well at lease not for mine.
    2 points
  41. For what it's worth. My experience with the flight model after a few flights is good. I definately needed curves of about 30 on all three axis, but now it feels convincing. The torque effect of the prop is a bit snappy with throttle I find. You would expect it to be more lagging, but...im not a corsair pilot. Now i'm learning to anticipate with rudder, I got it under control ..mostly. The aircraft is a hand and feet full, but as I understand it, that was the case in real life. I surely hope that realism of the flightprofile remains the goal and there is no tuning down to make it unrealisicly easy. Great first release, great machine. Regards
    2 points
  42. The performance discussion is devolved into a confusing mess because the players are still leaving out some of the critical parameters. We can’t understand the problem when basic altitude and power settings are omitted, and whether you are describing indicator or true airspeeds. It’s not difficult to add Kias or Ktas to your numbers. Then you have players making declarations based on the performance of other modules, or their own intuition, instead of referring to flight manuals for performance. I also haven’t seen anything in the F4U real world flight manual that talks about rpm above 2700 rpm, which would put the prop tips well into supersonic range and decrease efficiency, but I’ll keep looking when I get the chance. This thread started with this statement- “Can't seem to get more than 230-250 kts out of the thing in level flight. Anyone else?“ , and hasn’t gotten much better.
    2 points
  43. There are several issues with taxiway lights at Holzdorf AB:
    2 points
  44. Dassault has announced several DCS modules to follow their official support of MSFS products. Jaguar, Alpha Jet and Rafale. First they go on MSFS, so this might take a while, but we are patient. The announcement: We’re excited to announce the launch of a brand-new "Simulation" section on The STORE website! We’re excited to announce the launch of a brand-new “Simulation” section on The STORE website! Whether you’re curious about the world of simulation or a passionate virtual aviation enthusiast, this section is made for you. Start by discovering our iconic aircraft on Microsoft Flight Simulator with DCS and XPLANE coming soon! No need to be a pilot to get started: All you need is a PC or an XBOX, a controller (or a joystick), and a desire to explore! Ready to take the controls? https://www.dassault-aviation.com/en/group/2025-paris-air-show/illustrated-news/the-store-dassault-aviation-new-simulation-section-to-explore/
    2 points
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