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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
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MiG-23 is also in plans for future, based in fc3. Maybe MiG-27 someday Thanks, those are very helpful6 points
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6 points
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Select boat with F9. Press Ctrl+F2. Use WASDQE keys plus mouse to position camera as desired.5 points
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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
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4 points
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Please don't base any flight model assumptions on the behavior of the planes in that movie4 points
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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
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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
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Hey all, I'm doing a tutorial series about the F4U Corsair. I hope they will help you master this legendary beast:3 points
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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! Fresh3 points
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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 Tapatalk3 points
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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
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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
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3 points
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3 points
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OnReTech will be sharing news about the coming update soon. We hope to also have a newsletter topic for it. thank you3 points
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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
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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
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3 points
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This should be mandatory in EVERY module. Can't believe ED doesn't enforce this on new modules. Sent from my SM-A536B using Tapatalk3 points
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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
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3 points
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3 points
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3 points
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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 Mag33 points
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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
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2 points
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I used the search function, but for some reason, there hasn't been a wishlist post about it already. Clouds need to impair or block AIs vision and sensors (where applicable) Clouds need to impair or block IR missile sensors (to a realistic extend) This is of course extremely important for dogfighting, but it's equally so when dealing with IR SAMs. Currently IR SAMs are "incompatible" with low visibility A-G missions, because they can just snipe aircraft through thick clouds, giving the pilot no chance to react. This is in dire need for improvements. It should be high on ED's priority list imho.2 points
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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
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Yes, pretty much. In the SNJ, T28 and even the little 400hp T34C, when your left hand isn't doing something else, it's resting on the trim controls, which in those aircraft are knobs and wheels that allow for very precise control. The downside compared to jet coolie hat trim, is that you have to remove your hand from the throttle to make inputs. You don't trim during aerobatic maneuvers, but during cruise, climb, descent and approach, any power input or speed change, then the wheels are constantly moving to relieve control pressures. The mantra was "Power, Attitude, Trim", in that order. We get away with it in flight sims, because our controllers produce very light spring forces (I'm about to move to FFB, hopefully it will be a more realistic experience). I posted an article that covers performance and handling characteristics of four WW2 fighters here that talks about the F4U having very light control feel, almost "too light", in contrast to the P47 and especially the Mustang, which was a two handed airplane due to it's heavy stick forces. There are maneuver evaluations in the article that are surprising. It describes how the F6F ran out of rudder trim in some flight regimes, requiring constant, heavy rudder inputs which caused pilot fatigue on climbs and diving maneuvers due to the fin offset typical in prop fighters... There is also an acceleration comparison, and the Corsair that they tested took two and a half minutes to accelerate from 100 to 220 KIAS at 10000MSL at METO power. I think some DCS jet jockeys are missing their afterburners. The DCS F4U-1D will roll inverted to the left if you give it full wellie on a wave off if you allow it to get too slow. On carrier final turns, pilots report having to use right rudder in a left bank to coordinate the turn properly due to the power requried for approach. The sim seems to be in the ballpark, but I haven't flown the Corsair, nor have any of the Youtube "test pilots" who are making claims about realism, pro or con.2 points
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On second reading of your Question: You can, to an extend, influence the load on CPU or GPU. In a nutshell, "eye candy" like shadows, draw distance, lighting, textures etc. are straining the GPU, texture resolution (and therefore size) affects the VRAM need. CPU is strained by lots of scripting or a ton of AI units. Also secondary tasks, like putting out telemetry (minor load), running other stuff in the background and so on.2 points
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2 points
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Hello, @stevey666 I would like to contribute with a small modification that I made on version 2 of the script. It was to minimize the load on servers with a lot of AI, and what it does is to track only the weapons that are thrown by the players. The code is literally two lines, and I leave it here in case you find it interesting and want to implement it in version 3.4. ["only_players_weapons"] = true, -- track only weapons launch by players A global variable for enable/disable the functionality. if splash_damage_options.only_players_weapons == true and event.initiator:getPlayerName() == nil then return end And the line to exit the function onWpnEvent and not include in the table. In the version 2 of the script it was like this: function onWpnEvent(event) if event.id == world.event.S_EVENT_SHOT then if event.weapon then local ordnance = event.weapon local weapon_desc = ordnance:getDesc() if string.find(ordnance:getTypeName(), "weapons.shells") then debugMsg("event shot, but not tracking: "..ordnance:getTypeName()) env.info("SplashDamage : event shot, but not tracking: "..ordnance:getTypeName().." ("..event.initiator:getTypeName()..")") return --we wont track these types of weapons, so exit here end if explTable[ordnance:getTypeName()] then --trigger.action.outText(ordnance:getTypeName().." found.", 10) else env.info("SplashDamage : "..ordnance:getTypeName().." missing from script ("..event.initiator:getTypeName()..")") if splash_damage_options.weapon_missing_message == true then trigger.action.outText("SplashDamage : "..ordnance:getTypeName().." missing from script ("..event.initiator:getTypeName()..")", 3) --debugMsg("desc: "..mist.utils.tableShow(weapon_desc)) end return -- we wont track weapons that are not on the list end if (weapon_desc.category ~= 0) and event.initiator then if splash_damage_options.only_players_weapons == true and event.initiator:getPlayerName() == nil then return end if (weapon_desc.category == 1) then if (weapon_desc.MissileCategory ~= 1 and weapon_desc.MissileCategory ~= 2) then tracked_weapons[event.weapon.id_] = { wpn = ordnance, init = event.initiator:getName(), pos = ordnance:getPoint(), dir = Just after the if (weapon_desc.category ~= 0) and event.initiator then line. Thanks for taking the time to review, improve and test this old and much needed script. Best regards.2 points
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In the rearming menu or the weapon loadout page in the editor... In this mission you've set guns to 0% ammo... Mystery solved. Add ammo for pew pew.2 points
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@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
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Yes, it's definitely a welcome sign. They had the mesh data for Shiraz already there from Persian Gulf. But most of the most relevant bases for the 1980s-present are within the map's scope to the north and west of Shiraz. Thanks to the "12 Day War" these are now even relevant to the F-35. The only serious conflict it has fought in. Surely that must be a huge selling point?? (Also, speaking personally, if we can get Dezful, I'm getting the MiG-29A!)2 points
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yes. especially if you want help. there is nothing secret in the files except there are several places in the log that exposes your windows user profile name. make a copy of the file and redact those bits. there are many users that have been helped that swore they had no mods. the log file showed they did.2 points
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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 again2 points
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2 points
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I understand and you are being heard. It will eventually be tackled, I cannot tell you when though.2 points
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2 points
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LMFAO!!!!!!!!!!!!!!!!!!!!!!!!!!! You know what's sad, I use to run with those plugged into a portable/handheld Sony CD player past this chicks house I was crushin on after high school. Always do a Zoolander jog past her house before I left for the military. It did not help my chances, Old Heather. It also made Corsairs sound generic.2 points
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Commonly used term is "torque roll," not "turn on its axis."2 points
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Yeah that would make sense as the hover range is around 0 to ~40knots, beyond that you're transitioning into forward flight.2 points
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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
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OK so when opening Pimax Play, device settings, and then games, you have the option to set render quality. Basically this is how many pixels the GPU has to render. So with OG Crystal that's 2880x2880 for each eye. So with render quality at high - the headset is asking for a pixel for each, meaning 16,128,000 need to be rendered. However, by using Tallymouse's Quadviews Companion tool we can adjust that. So for the foveated area I have 170% (so let's say that covers 1/3 of what has to be rendered by the GPU), that section alone is now asking for 8,225,280. However, I have set the peripheral resolution to 15%, which covers the remaining 2/3 of my view, I need to render 1,596,672 there, making a total count of 9,821,952 that have to be rendered in my headset. null Before when I had render quality set to medium, the headset asks for fewer pixels to be rendered than what the headset actually has, at 75% - so by default it is asking 12,096,000. I used to have foveate resolution at 200%, and peripheral at 30% to make up for this. Foveated asked for 7,983,360, while peripheral resulted in 2,431,296, for a grand total of 10,414,656. So ironically with my new settings my pixel count is slightly lower, but because the base resolution the headset is asking for is the same, it feels clearer. Why my stutters largely disappeared changing from medium to high - I have no idea. The GPU workload according to MSI afterburner is largely the same. null2 points
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Nah, I´ll pass on this one... Oh, Reflected is doing a campaign for it. Bought!2 points
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Love this bird, but the sounds need a overhowl. One of the biggest radials ever produced should have much more bite. Echo19 please.2 points
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