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  1. Hi guys Here we go ! MSA GALLET LA-100 Helmet - Entirely made from 3D scans
    13 points
  2. Thanks! So, yeah, the F-4E Phantom II guide is now live! https://chucksguides.com/aircraft/dcs/f-4e/
    12 points
  3. 04 July 2025 Dear Fighter Pilots, Partners and Friends, Time is running out to grab a great DCS Summer Sale deal. This is your chance to pick up the community’s most-popular aircraft, maps, and campaigns at deep discounts. Head over to the EShop and to Steam to enjoy up to half-priced modules! In the 2nd of July DCS update, we have crushed some Core engine bugs as well as fixed various issues pertaining to the F-16C and F/A-18C. We have also fixed some Data Transfer Cartridge bugs. Campaign builders have been busy improving their campaigns too! From smoother CH-47 troop insertions in The Four Horsemen campaign, to resolved mission planning in the Cerberus North campaign, to correcting crashes in the Northern Defenders campaign. Update your build and enjoy the campaign improvements. This week’s update also includes a big expansion and improvements to the DCS: Sinai map by OnReTech. The map now stretches north beyond the Golan Heights to encompass Lebanon, northern Israel, and a slice of Syria that includes five new airfields: Ramat David, Damascus International, Mezzeh, Rafic Hariri, and Tabuk. All of Israel is now included in the map. The update also contains colour-corrected textures and improved normal maps. Let us know what you think of this impressive update! Thank you for your passion and support. Yours sincerely, Eagle Dynamics Summer Sale Don’t miss out! Take advantage of our annual DCS Summer Sale! No other combat flight simulation offers the wealth of aircraft spanning multiple eras, scenarios, and different aircraft types than DCS. The mighty DCS: F-4E Phantom II is now available with a 25% discount! Jump into the front seat and let Jester handle the Weapon System Officer (WSO) duties. Also from Heatblur Simulations, the DCS: F-14 Tomcat is also on sale with a 30% discount for you to live out your very own Top Gun moments. If you lean towards rotary-wing aircraft, we’ve got you covered! The DCS: AH-64D delivers overwhelming firepower and some of the deepest and most accurate systems in DCS. If an eastern helicopter is more your speed, the DCS: Mi-24P Hind remains a brute-force crowd-pleaser that sports unguided rockets, a cannon and guided anti-tank missiles. Grab them now with a huge 50% discount! The DCS: F-16C Viper and DCS: F/A-18C are two of our most popular multirole jets that offer a broad range of missions from fighter sweeps, to attacking enemy air defences, to precision attacks. Both aircraft are exceptionally easy aircraft to fly for new DCS pilots, but they offer huge depth. If an F/A-18C or F-14A/B pilot, then the DCS: Supercarrier is a must and currently discounted at 40% off. Supercarrier offers the most detailed and realistic aircraft carrier experience ever created for the PC. Close-air-support aficionados shouldn’t miss the DCS: A-10C II Tank Killer. Featuring an advanced targeting pod, helmet mounted display, a massive number of weapon options, its devastating 30mm cannon, it’s also on sale with a huge 50% savings! For in depth tutorials, please check out Deephack’s A-10C tutorials. Need a new map? The arctic beauty of DCS: Kola map has a 30% discount as it nears early access completion. Please note that these mega-savings will end on the 13th of July, 2025 at 15:00 GMT on our EShop and on the 10th of July, 2025 at 18:00 GMT on Steam. DCS Update Development Progress Core engine polish Buk SAMs now trigger the RWR warning correctly, AGM-45 seeker nuances for tracking frequencies on Chinese assets corrected, and AI F-4U fixes for Bat bomb usage.. Taxi-logic has been tuned to keep mixed human/AI groups flowing smoothly at Rovaniemi on Kola, while the Quick-Action Generator now places units correctly inside of the Marianas WWII map and Anti-Ship setups over Afghanistan are now being set up correctly. Module refinements The MiG-29 export displays under Flaming Cliffs now obey brightness commands. Viper pilots gain missing HOTAS commands for the HARM page, the POS-mode launch bug is closed, and a rare A-A crash when cycling from HARM has been eliminated. Earlier Data Transfer Cartridges load cleanly again, and new radar strings no longer corrupt existing CMDS tables. On the campaign front July’s maintenance update improves everything from rotary-wing insertions to high-altitude jet duels. Fight’s On has updated every mission of the AH-64D “The Four Horsemen” campaign. The Peacekeeper Lebanon’s campaign improves the opening ferry hop for the Huey, while the Operation Cerberus North campaign no longer flags the wrong structure in its fifth Hornet strike. For Hawg drivers, the Operation Persian Freedom campaign received a blanket radio-trigger update, and the Flying Cyking’s Northern Defenders campaign fixes kneeboards and removes a rare crash in its bomber-intercept mission. Reflected Simulations’s Arctic Thunder campaign addresses Viper parking, and Badger 633 refines wingman cues in Rise of the Persian Lion II campaign. If you own these campaigns, make sure you download the latest update! Sinai Development Progress OnReTech has pushed the Sinai map far beyond its original borders. The medium-detail zone now stretches northeast to include all of Israel, southern Syria, including Damascus, and even a slice of western Libya. This opens the door to fully model several Arab-Israeli scenarios without work-arounds or empty/low-detail areas. Across the entire theatre, every mountain face, desert plateau, and coastal plain has received new colour-corrected albedo and normal maps. Dawn over the Negev and Golan Heights at dusk never looked better. Five key airfields anchor this update: Israel’s northern Ramat David (complete with bespoke shelters), Saudi Arabia’s forward Tabuk airstrip, Lebanon’s Rafic Hariri international airport, and Syria’s twin airfields of Damascus International and Mezzeh. Each is ringed by newly created SAM fortifications and army bases. These locations are indicated as icons on the Mission Editor map. Further, dozens of bug fixes, terrain seams, and scene-layer glitches have been resolved. You’ll feel the difference when flying low and the details cranked up. We look forward to your feedback! Thank you again for your passion and support, Yours sincerely,
    10 points
  4. Good morning pilots! Continuing our long-standing tradition of long overdue news updates, we invite you to read our latest post! https://magnitude-3.com/2025/07/04/2025-summer-update/
    9 points
  5. @Charly_Owl has just released his guide …. It’s totally worth the wait and with his usual very high quality and ability to clarify complicated subjects https://chucksguides.com/aircraft/dcs/f-4e/ 936 pages! Its longer than the real aircraft’s flight manual … sems I will have night reading for a long while, I was reading the chapter on Jester and añready learned a lot of tips that I didn’t knew. thanks a lot Chuck you have outdone yourself.
    8 points
  6. Such a great document, congrats Chuck! We are very happy to promote the content in the Phantom. It has been added to the frontpage of the official manual, to the modules Doc folder and to the Virtual Browser (RCTRL+V) for viewing it in-game as well. Available with the next Phantom build
    7 points
  7. Look at here : https://magnitude-3.com/2025/07/03/2025-summer-update/
    7 points
  8. Come on, let the guy rest a while before asking for more of his time
    6 points
  9. We've been hard at work for the last few months, replicating the highly in-depth Navigation Systems of the T-38C Talon. This Includes: EGI (GPS) Navigation (waypoints and ICAO fixes) VORs TACANs These systems are powered by our NavDataPlugin, to simplify collecting and using the navigation information from each DCS Map. This plugin has been open sourced for the modding community to use! If you are interested, send me a PM on Discord or on the ED Forums. As always, huge thank you to the SME team for this one (and blame them for the delay in posting this). With their help, many flaws have been corrected from colours to functionality. Enjoy the video and see you in the next one! Hayds_93 Lead developer, Caffeine Simulations
    6 points
  10. We got a taste of that when Ugra went down to Tel Nof. I'm not taking Sinai as done. Cities like Haifa, Beirut, and Damascus are certainly nicer on the Syria map, but in many ways I prefer OnReTech's airfields. In my case I pretty much ignore national borders and just do missions, so it really doesn't matter which direction I fly and that makes me less sensitive to 'realism' issues. The BadGuys(tm) are there and the GoodGuys(tm) are here. At the end of the day it has everything to do with what you need. Flying a helo? Syria. Fast jet? I'm using Sinai as my desert map now. Plenty of water for boats without hours of flight time, plenty of space and with Massun no shortage of tools to make bases in the middle of nowhere, plenty of airfields for both source and destination (targets).
    5 points
  11. We are excited to share our first update on the DCS forums. We attended FSExpo 2025 this year. This was a huge milestone for us, our fist official show, and we didn't hold anything back. We wanted to go behind the scenes show you what we built, how it all came together and share some footage of the show floor. We’ve compiled all the gun camera footage from the event and are excited to share it with the community. We look forward to sharing more updates with the community in the future.
    4 points
  12. Totally agree! It's super cool when the devs recognise the efforts of the community! [emoji1303] Sent from my SM-A536B using Tapatalk
    4 points
  13. What makes you think this? I use mine all the time in VR, it doesn't even have to be a 1 to 1 representation of the aircraft cockpit you are flying ... you just need to train your muscle memory. I have some buttons to help with centring for things like the ICP/UFC/MFD's ...
    4 points
  14. Many thanks Chucks for your F-4E guide, that's impressive !
    4 points
  15. Hi Irie, It was an hell of a trigger mistake from my part (deleted an important one by mistake). Fixed on vs 1.1. Thanks a lot for the heads up! All the best, Sydy PS: If you download vs 1.0, please get the 1.1 now. 1.0 has a fun breaker on the very first mission. Tks! Vella Lavella Campaign vs 1.1 (major fun breaker fixed)
    4 points
  16. ED has done a beautiful job of trying to simulate the interaction of the aircraft with its immediate surroundings. We now see a nice cloud of dust coming up from the rotor wash of a helicopter, we see the grass and various foliage behind a plane reacting to the thrust generated by its engine and we see vehicles with dust trails behind them whenever they are traveling off road - even when driving through the snow! (I don't know, maybe they fixed that by now ) What I am now wishing for is a dust cloud resulting from a plane landing on a dirt runway. In video after video, we see P-47s, P-51s, Corsairs, FWs and 109s landing on a dusty, dirt runway and the wake turbulence is illuminated by the loose dirt on the ground. It would be a wonderful addition to the DCS Core experience!
    3 points
  17. That's a truly nice recognition of Chuck's content, thank you. It would be great if his Guides for the Viggen and Tomcat could receive similar placement on those modules as well
    3 points
  18. If every speed and/or power change does not get the aircraft out of trim, it isn’t modeled correctly. It is that simple. Every Warbird should require constant control input changes and subsequent re-trimming when changing speed and/or power.
    3 points
  19. That's right, people don't realize how much work goes into producing a guide like this. Give it a rest.
    3 points
  20. Found these tutorials that should help us all out RADAR Fundamentals I - https://basicsaboutaerodynamicsandavionics.wordpress.com/2016/04/12/radar-electronic-countermeasure/ RADAR Fundamentals II - https://basicsaboutaerodynamicsandavionics.wordpress.com/2016/08/11/radar-fundamentals-part-ii/ Electronic Counter Measures - https://basicsaboutaerodynamicsandavionics.wordpress.com/2016/03/29/electronic-countermeasure-ecm/ RWR/ESM and Passive GEOLOC - https://basicsaboutaerodynamicsandavionics.wordpress.com/2016/03/02/rwresm-and-passive-geolocation/
    3 points
  21. Splash Damage 3.4 Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript Firstly, apologies for the many features and changes I've loaded into this. This may be a long post and I will not be proof reading it being honest. Since learning about events (i.e hit event, dead event) I've utilised them to add to current features and create new ones. I'm away this weekend but I'm going to release this now. Deel free to ask about things in the meantime. I did want to write a wiki for these but documentation is the worst part of creation. A big thing in this update is that there are features that have a configurable % chance of occurring. i.e 0.1 is 10%, 1 is 100%. Please note if you use replays then the result of the chance may differ, meaning you'll see potentially different results in a replay. Change: Cook off effects Cook off effects can trigger on hit/death Previously, the cook off/smoke effects relied on the tracking of the weapons in expl table. They still use that but they also work on hit/death events - therefore ground units dying from other ground units, or a10 cannon kills etc will now cook off as per any settings you've put in. Moving vehicle support Previously, the cook off effects would happen where the vehicle was, but didn't follow as it moved while dying. DCS does things weirdly with dying units. Now the cook off explosions and smoke etc should follow previously moving a dying unit as it slows down. Flares on Cook off effects Cook off effects can trigger flares to enhance the explosive effect. These can be enabled/disabled in various places. There is also the ability to choose the min/max number per cookoff and the chance of them appearing. ["cookoff_flares_enabled"] = true, --Enable/disable flare effects for cook-offs, this applies to allvehicles too. ["cookoff_flare_color"] = 2, ["cookoff_flare_instant"] = true, --If true, spawns flares instantly using napalm phosphor style; if false, spawns over time ["cookoff_flare_instant_min"] = 2, --Minimum number of instant flares when cookoff_flare_instant is true ["cookoff_flare_instant_max"] = 5, --Maximum number of instant flares when cookoff_flare_instant is true ["cookoff_flare_count_modifier"] = 1, --Multiplier for non instant flare count (e.g., 1x, 2x cookOffCount from the vehicle table) ["cookoff_flare_offset"] = 0.5, --Max offset distance for flares in meters (horizontal) ["cookoff_flare_chance"] = 0.5, --Chance - where 1 = 100% 0.4 = 40% chance of the flares firing out null All Vehicle Cookoff Changes and Chances You can force a cook off for a vehicle by it having "CookOffTarget" in the unit name somewhere. You can set chances for all vehicles cooking off when this is enabled. i.e setting allunits_cookoff_chance to 0.5 would give a 50% chance of it occurring. ["smokeandcookoffeffectallvehicles"] = true, --Enable effects for all ground vehicles not in cargoUnits vehicle table ["allunits_enable_smoke"] = true, -- Enable /disable smoke effects if smokeandcookoffeffectallvehicles is true ["allunits_enable_cookoff"] = true, -- Enable /disable cookoffs if smokeandcookoffeffectallvehicles is true ["allunits_damage_threshold"] = 25, --Health % below which cargo/smoke attempts to trigger ["allunits_explode_power"] = 40, --Initial power of vehicle exploding ["allunits_default_flame_size"] = 6, --Default smoke size (called flame here in the code, but it'll be smoke) 5 = small smoke, 6 = medium smoke, 7 = large smoke, 8 = huge smoke ["allunits_default_flame_duration"] = 240, --Default smoke (called flame here in the code, but it's smoke) duration in seconds for non-cargoUnits vehicles ["allunits_cookoff_count"] = 4, --number of cookoff explosions to schedule ["allunits_cookoff_duration"] = 30, --max time window of cookoffs (will be scheduled randomly between 0 seconds and this figure) ["allunits_cookoff_power"] = 10, --power of the cookoff explosions ["allunits_cookoff_powerrandom"] = 50, --percentage higher or lower of the cookoff power figure ["allunits_cookoff_chance"] = 0.4, --Chance of cookoff effects occurring for all vehicles. 0.6 = 60%, 1 = 100% ["allunits_smokewithcookoff"] = true, --Automatically smoke along with cookoff, or leave it to chance ["allunits_smoke_chance"] = 0.7, --Chance of smoke effect, 1 = 100%, 0.5 = 50% ["allunits_explode_on_smoke_only"] = true, --If its a smoke only effect, add an explosion to finish the vehicle off (allunits_explode_power) New Feature: Advanced Cook off sequence Requested by mistermann, there is now a configurable advanced cook off sequence that can occur if it's enabled and the % chance is hit. You can also force this by having the unit name contain "AdvSeq". You can set a sequence of different flame and smoke sizes and set the length of time they run for. For example: ["allunits_advanced_effect_order"] = {"2", "7", "6", "5"}, --List of flame and smoke : sizes, 1 = small smoke and fire, 2 = med, 3 = large, 4 = huge. 5 = small smoke only, 6 = medium, 7 = large, 8 = huge ["allunits_advanced_effect_timing"] = {"30", "90", "120", "600"}, --How many seconds per effect in the order config key above This will trigger a medium fire and smoke for 30 seconds, then a large smoke for 90 seconds after that, then a medium smoke for 120 seconds after that, then a small smoke for 600 secs/10 mins. ["allunits_advanced_effect_sequence"] = true, --When set to true, its possible for units to be trigger an advanced effect sequence. This will take precedence over the standard allunits cookoff. it will ignore the previous settings for smoke/flame size and duration and instead it will let you program a specific sequence of smoke/flame effects ["allunits_advanced_effect_sequence_chance"] = 0.2, --Chance of the script picking the advanced effect instead of the standard all unit effect. 1 = 100%, 0.5 = 50% ["allunits_advanced_effect_force_on_name"] = true, --Regardless of chance, if the unit has "SmokeEffects" in its name it will trigger the advanced sequence ["allunits_advanced_effect_order"] = {"2", "7", "6", "5"}, --List of flame and smoke : sizes, 1 = small smoke and fire, 2 = med, 3 = large, 4 = huge. 5 = small smoke only, 6 = medium, 7 = large, 8 = huge ["allunits_advanced_effect_timing"] = {"30", "90", "120", "600"}, --How many seconds per effect in the order config key above ["allunits_advanced_effect_cookoff_chance"] = 0.1, --Chance of cookoff effects occurring for the advanced effect sequence i.e 0.1 is 10% ["allunits_advanced_effect_cookoff_count"] = 4, --number of cookoff explosions to schedule ["allunits_advanced_effect_cookoff_duration"] = 30, --max time window of cookoffs (will be scheduled randomly between 0 seconds and this figure) ["allunits_advanced_effect_cookoff_power"] = 10, --power of the cookoff explosions ["allunits_advanced_effect_cookoff_powerrandom"] = 50, --percentage higher or lower of the cookoff power figure ["allunits_advanced_effect_cookoff_flares_enabled"] = true, --Enable or disable phospor like signal flares, number etc taken from cookoff_flare_instant_count ["allunits_advanced_effect_explode_power"] = 40, --Initial power of vehicle exploding New Feature: A-10/Named Unit - Murder Mode Created for test purposes but I have kept it in as an option. Every hit event (i.e direct bomb hit, cannon hit) will cause an additional explosion of the amount in the config. This can be set for all a-10s or based off unit name. With the feature enabled, add the term MurderMode in the pilot name to allow for the effect. You can configure the chance of it happening and the power of the explosion. ---------------------------------------------------------------------- Murder Mode ---------------------------------------------------------------------- ["A10MurderMode"] = true, --This tracks hit events, if the initiator is an A10 it will spawn and explosion on the target ["A10MurderMode_Power"] = 5, --Power of the explosion ["A10MurderMode__Chance"] = 1, -- Percent chance a vehicle explodes on hit (0.05 = 5%, 0.5 = 50%) ["NamedUnitMurderMode"] = true, --This tracks hit events, if the initiator has "MurderMode" in the pilot name in the mission editor, every hit event from them will put an explosion of the below power at the target's coords ["NamedUnitMurderMode_Power"] = 5, --Power of the explosion from the named unit ["NamedUnitMurderMode_Chance"] = 1, -- Percent chance a vehicle explodes on hit (0.05 = 5%, 0.5 = 50%) New Feature: Vehicle IEDs VehicleIEDs trigger an explosion on hit (or death, depending on the config choices). These effects have a mushroom like explosion and can spawn a fuel tank and destroy the original vehicle - which is useful if its moving quickly since they can die and just keep driving for a bit while being indestructible during their death sequence. ---------------------------------------------------------------------- Vehicle IEDs --------------------------------------------------------------------- ["vehicleied_enabled"] = true, --If a unit is called VehicleIEDTarget(*) it will trigger a large explosion ["vehicleied_scaling"] = 1, --For easy changing - scaling of explosion powers, counts, radius ["vehicleied_central_power"] = 600, --Power of central explosion ["vehicleied_explosion_power"] = 400, --Base power for secondary explosions ["vehicleied_explosion_count_min"] = 10, --Min number of secondary explosions ["vehicleied_explosion_count_max"] = 14, --Max number of secondary explosions ["vehicleied_power_variance"] = 0.3, --Power variation for secondary explosions (±30%) ["vehicleied_radius"] = 35, -- Max radius for secondary explosions (meters) ["vehicleied_explosion_delay_max"] = 0.4, -- Max delay multiplier for secondary explosions multiplier ["vehicleied_fueltankspawn"] = true, -- Spawn a fuel tank at the location of the explosion for explosion effect and fire/smoke ["vehicleied_destroy_vehicle"] = true, -- Option to attempt to instantly destroy the vehicle (can sometimes leave a ghost smoke vortex or fire) ["vehicleied_explode_on_hit"] = true, --Will it explode instantly on hit event or only on death/kill/when vehice stops moving and no longer "alive" New Feature: Tactical Explosion Using the same explosion concept as the vehicle ied feature - with an increased explosion size and ability to set it to weapons that you desire. This will track certain weapons and trigger tactical explosion. You can override weapon names in the config key if you wish, or add weapons this table: --Weapons tracked for tactical uses tacticalwpn_tabl = { -- F22 AGM Nuke ["AGM_88G_N_ARM"] = { nuke = 50000 }, -- Anti-radiation nuke (nuke value there is unused, its a placeholder) } ---------------------------------------------------------------------- Tactical Explosion ---------------------------------------------------- ["tactical_explosion"] = true, --Enable tactical explosion effects ["tactical_explosion_override_enabled"] = false, --Set this to true to enable override weapons in the key below ["tactical_explosion_override_weapons"] = "BGM_109B,Mk_82", --Comma-separated list of weapons to override as tactical explosion, can be changed as needed. Needs to be enabled in the key above. Current has tomahawks and mk82 bombs there as examples ["tactical_explosion_max_height"] = 40, --Max height above ground for tactical explosion to trigger (meters) ["tactical_explosion_scaling"] = 1, --Scaling of explosion powers, counts, radius ["tactical_explosion_central_power"] = 4000, --Power of central explosion ["tactical_explosion_explosion_power"] = 1000, --Base power for secondary explosions ["tactical_explosion_explosion_count_min"] = 35, --Min number of secondary explosions ["tactical_explosion_explosion_count_max"] = 35, --Max number of secondary explosions ["tactical_explosion_radius"] = 100, --Max radius for secondary explosions (meters) ["tactical_explosion_explosion_delay_max"] = 0.4, --Max delay multiplier for secondary explosions ["tactical_explosion_fueltankspawn"] = false, --Spawn a fuel tank at the explosion location for effect/smoke New Feature: Critical Component This basically gives a % chance of death (or damage) on every hit event against a unit. This can be set for all weapons by leaving the key as {} or you can specify weapon names. When testing this my a10 was hit by a sherman tank's mg and it went kaboom. In the example config below its set to only apply to a10 cannons. ---------------------------------------------------------------------- Critical Component ---------------------------------------------------------------- ["CriticalComponent"] = false, -- Toggle to enable CriticalComponent Feature - % Chance a vehicle is destroyed from a single hit ["CriticalComponent_Chance"] = 0.01, -- Percent chance a vehicle explodes on hit (0.01 = 1%, 0.5 = 50%) ["CriticalComponent_Explosion_Power"] = 50, --Explosion power for CriticalComponent ["CriticalComponent_Specific_Weapons_Only"] = {"GAU8_30_HE", "GAU8_30_AP", "GAU8_30_TP"}, -- {} means all weapons. List of specific weapons to trigger CriticalComponent, i.e {"GAU8_30_HE", "GAU8_30_AP", "GAU8_30_TP"} New Feature: Ground Unit Explode on Death When a unit triggers a death eveth or has "GUED" in its name it will explode on death. Has a configuable percentage chance and excludes infantry. ---------------------------------------------------------------------- Ground Unit Explosion On Death ---------------------------------------------------- --You can also trigger this to happen if the unit has "GUED" in its name - so you can set the chance to 0 and still have them go off for specific units ["GU_Explode_on_Death"] = true, --If a vehicle is dead and has had no other effects on it, trigger an explosion - This is at the start of its on fire for a bit before popping stage if you've hit it or on pop if its a dead event ["GU_Explode_on_Death_Chance"] = 0.5, --Percent chance a vehicle explodes on death (0.05 = 5%, 0.5 = 50%) ["GU_Explode_on_Death_Explosion_Power"] = 30, --Explosion power for explode on death ["GU_Explode_on_Death_Height"] = 1, --Height above coords of the vehicle. Close to ground throws up more dirt, higher up more of a puff of smoke ["GU_Explode_Exclude_Infantry"] = true, --Set to false to make infantry blow up too New Feature: CBU Bomblet Hit Explosion (aka make cluster bombs useful) This has only been tested with the JSOW-A but it makes it a much more viable weapon. It's dependent on one of the vehicles getting hit by the cbu, but once it does it will scan units in the local area and apply effects with % chances to said vehicle. The weapons are defined in a table: --Table for cluster submunitions clusterSubMunTable = { ["Mk 118"] = { explosive = 2 }, --Rockeye/CBU99, 247 bomblets, 0.18 kg TNT, expected to damage: infantry, light vehicles, light armor (up to ~190 mm penetration) ["BLU-97B"] = { explosive = 3 }, --CBU_87/CBU_103, 202 bomblets, 0.45 kg TNT, expected to damage: infantry, light vehicles, light to medium armor, soft structures ["BLU-97/B"] = { explosive = 3 }, --AGM 154s, variable bomblets, 0.45 kg TNT, expected to damage: infantry, light vehicles, light to medium armor, soft structures --["BLU-108"] = { explosive = 9.0 }, --CBU_97/CBU_105, 40 bomblets, 3.4 kg TNT, expected to damage: medium to heavy armor, vehicles, fortifications **DISABLED DUE TO BEING AFFECTIVE ALREADY** ---------------------------------------------------------------------- CBU Bomblet Hit Explosion --------------------------------------------------------- ["CBU_Bomblet_Hit_Explosion"] = false, --ONLY TESTED WITH JSOW-A - Enable/Disable - on a hit even by a bomblet it can do extra damage AND/OR scan around the unit to deal damage with additional explosions of the power set in the cluster table ["CBU_Bomblet_Hit_Explosion_Scaling"] = 35, --Overall Multiplier for the final bomblet damage result. Default 35 to get the effects we want when the ground level is less than 1.6 - WHEN TESTED WITH JSOW-A ["CBU_Bomblet_Hit_Mimic_Spread"] = true, --Enable/Disable - Mimic spread of clusterbomb warheads by scanning an area around the target that was hit and triggering an explosion against any unit or structure (unitIds can only be hit once by this weaponid) ["CBU_Bomblet_Hit_Spread"] = 50, --Scan radius m to look for units to hit ["CBU_Bomblet_Hit_Spread_SecondaryScan"] = 50, --Scan radius m to look for units to hit ["CBU_Bomblet_Hit_Spread_Duration"] = 2, --Schedule additional unit explosions over this many seconds ["CBU_Bomblet_NonArmored_Dmg_Modifier"] = 1.0, --Multiplier damage for NonArmored units (e.g., Infantry, trucks), vulnerable to bomblets ["CBU_Bomblet_LightlyArmored_Dmg_Modifier"] = 0.8, --Multiplier damage for LightlyArmored units. 0.3 = 30% of damage (e.g., BTR-80, ZSU-23-4, moderately vulnerable (e.g., BLU-97B, PTAB-10-5) ["CBU_Bomblet_Armored_Dmg_Modifier"] = 0.6, --Multiplier for damage for Armored units. 0.3 = 30% of damage (e.g., T-90, BMP-3), highly resistant (e.g., Mk 118, HEAT) ["CBU_Bomblet_Hit_Chance"] = 0.8, --Chance that a unit gets hit. 0.8 = 80%. ["CBU_Bomblet_Indirect_Hit_Chance"] = 0.2, --Chance that the direct hit was actually indirect or less critical, 0.5% = 20% chance ["CBU_Bomblet_Indirect_Dmg_Modifier"] = 0.4, --Multiplier for if its an indirect or less critical hit 0.4 = 40% of damage/60% reduction ["CBU_Bomblet_Explosion_Height"] = 0.1, -- Explosions at ground height do less damage and typically kick up more dirt, increase height by this much New Feature: Trophy APS This allows a unit to have effects as if there is a Trophy APS on it, designed and tested using the Abrams in game. Specific enemy weapons from a table are tracked and intercepted. The map will then have line and a marker if the shooter was close by, or a dotted line if they were out of range. More information here: New Feature: Kill Feed and Leka's Foothold Integration The kill feed is required for the support of points in Leka's foothold. Leka has recently added this script to his foothold missions so you don't need to add it in manually. You can choose not to display it, but it will try to give credit for a kill where splash damage is involved. The extra explosions the script puts on top does not give player attribution to the kill. The displaying of the feed as a game message is not required for foothold. You can use the killfeed but keep the killfeed_lekas_foothold_integration as false if its not part of the foothold mission. --------------------------------------------------------------- Kill Feed ------------------------------------------------------------------------ ["killfeed_enable"] = true, --Enable killfeed, required for lekas foothold ["killfeed_game_messages"] = false, --Show killfeed SPLASH KILL FEED WORKS IN MP ONLY (you can host your local SP mission as MP for now) ["killfeed_game_message_duration"] = 15, --Duration in seconds for game messages (killfeed and SplashKillFeed) - note the message will be delayed to let DCS catch up as per next option ["killfeed_splashdelay"] = 8, --Duration in seconds delay to allow dcs to see that units are dead before saying the splash damage got them instead of the the players weapon ["killfeed_lekas_foothold_integration"] = true, --Enable Lekas Foothold integration ["killfeed_lekas_contribution_delay"] = 240, -- Delay in seconds before processing splash kills into Lekas contributions (default 240 seconds/4mins) New Feature: Strobe Marker Strobe Marker - generates a tiny explosion above a unit, no smoke but sound does happen + light appears - can be used as a marker for planes or helos. You can enable this on a unit by it having "Strobe" in its name. It can be a constant beacon or activated via radio commands. The radio commands are dynamically generated so if you have 4 units you can choose to enable them at different times and set different speeds. ---------------------------------------------------------------------- Strobe Marker / Beacon ------------------------------------------------------------ --Only enable one of the strobe methods at a time ["StrobeMarker_allstrobeunits"] = false, --Constantly fire off strobe for all living, active units and not invisible units with Strobe in the name ["StrobeMarker_individuals"] = false, --Ability to enable or diable the strobing via radio commands for indiviudual "Strobe" units ["StrobeMarker_interval"] = 2, --Default interval in seconds for strobing explosions New Option: Only Track Player's Weapons As per Jogaredi's suggestion, I've added a key - ["only_players_weapons"] = true, track only weapons launch by players, this will be defaulted to false. If set to true, it will reduce potential performance costs. New Option: Skip larger explosion and damage mode/wave explosion effect Due to ED boosting damage values for MK82s and others bombs, I've added the ability to skip larger_explosion and damage_model by having a specific entry in the explosive table - Example below, you would need to add this to each weapon that you need this for (or I can do it in the base script if multiple people think its a good idea) - ["Mk_82"] = { explosive = 100, Skip_larger_explosions = true, Skip_damage_model = true }, Personally, I'm keeping in what I have now. Please note that there are issues with ED's changes - with their explosions taking out buildings a kilometer away - so if things are looking off it may not be the script at fault. ---- Installation: Download the script. In mission editor have a mission start trigger with the action "DO SCRIPT FILE" and point it to this script. Here I've made an unscripted video where I drone on about some keys and some install instructions -- Notes: 4th July 2025 - 3.4 (Stevey666) - Added in optional kill feed feature, this will try to display kills from DCS engine and kills from the additional explosions by checking pre/post scans of the explosion area --SPLASH KILL FEED WORKS IN MP ONLY (you can host your local SP mission as MP if you want to see it) - Added in Lekas Foothold Integration to allow splash kills to count towards the points, killfeed is required to be enabled for this - Added AGM_45B to expl table - Added instant phosphor/signal flares option to cook off events - Added in missing JF17/JAS39 weapons as per Kurdes - Added killfeed to napalm and cluster features. Note, it may not support all features in this script i.e ied explosions but should work with splashdamage by dropping bombs, the new CBU cluster feature and napalm. - New Feature: A-10 Murder Mode, Named Unit Murder Mode (disabled by default) - adds a configurable sized explosion to every hit event with the a10 or the named unit with the name MurderMode in it as an initiator - New Feature: Trophy APS System (disabled by default) -The script tracks weapons heading towards a TrophyAPS vehicle, triggers a small explosion by the unit to mimic the Trophy system and triggers a larger explosion at the co-ords of the incoming weapon. The script mimics there being a Trophy system on the front right and back left of the vehicle, with each launcher having 4 rounds. -It contains 2 methods of enabling, either the vehicle has TrophyAPS in its name or you put the unit type into the AllUnitType table. By default, only the name method is enabled, both can be enabled at the same time as below: - New Feature: Vehicle IEDs. (disabled by default) If a unit is contains VehicleIEDTarget (or other names as set in the config) it will trigger a large configurable explosion - New Feature: Tactical Explosion, similar to the IED effect but a little bigger and has the ability to be assigned to a weapon in a table or as an override - New Feature: Critical Component. % chance on a hit event of triggering an explosion at unit level - New Feature: Ground Unit Explosion On Death. - If a vehicle is flaming it takes time to pop, this will trigger an explosion with a %chance when its begins to flame (when it does not "exist" but has not triggerd a killed/dead event) - There's a % chance settable - You can also trigger this to happen if the unit has "GUED" in its name even if chance is set to 0 - New Feature: CBU Bomblet Hit Spread - On a Hit event from a cluster bomb, it will scan the local area for nearby vehicles and trigger an additional explosion - This features aims to help wipe out areas, but it works by scanning 20 meters radius (adjustable) for any vehicles nearby the hit vehicle and then 20m (adjustable) from those vehicles - Max of 1 additional explosion will spawn on the vehicles. Not enabled for CBU_97/CBU_105 due to them already being effective. - The spread mechanic could miss vehicles in the area still if one doesnt get hit, or theyre at opposite sides of the visible area and not within 20m (adjustable) - There is % chance to hit per unit found in the area, % chance for that hit to be indirect, and armour damage modifiers - New Feature: Strobe Marker - generates a tiny explosion above a unit, no smoke but sound + light appears - can be used as a marker for planes - Generates on an active and living unit with "Strobe" in the name - Good: Visible to eye/FLIR(TV mode) - Not good: Not visible in IR, audible explosions if you're close to the unit - New Feature: All Unit Cook/off smoke chances and advanced sequences - It's possible to assign a % chance to allunits having smoke/cookoffs - Advanced sequences allow for having multiple smoke/fire sizes of multiple lengths of time - and have smoke for example indefinitely burn - New trigger for cookoff - Cookoff with the allunits settings can be enabled for specific units by the having "CargoCookoffTarget" in the name - Reworked how cookoff works, cookoffs will now follow a moving vehicle as it travels instead of just going off where it was. Flames/smoke will trigger when the vehicle stops. - You can have a chance of cookoff, smoke with a cookoff and also a chance of smoke only - Added chance options to the flares for cookoffs also - Effects (i.e cookoff) no longer only bound by damage from tracked weapons. Gun cannon kills will now count! May time until the unit pops before it triggers a cookoff - Giant explosion effects now tracked on events instead of checking the unit every second - Jogaredi's suggestion added - ["only_players_weapons"] = true, --track only weapons launch by players, this will be defaulted to false - Due to ED boosting damage values for MK82s and a few others, added the ability to skip larger_explosion and damage_model by having a specific entry in the explosive table - Example below, you would need to add this to each weapon that you need this for (or I can do it in the base script if multiple people think its a good idea) - ["Mk_82"] = { explosive = 100, Skip_larger_explosions = true, Skip_damage_model = true }, -- Download Options: Note: these contain the same script, with more features enabled on the standard vs the basic. You should review the config section and set as required for your mission(s) Splash_Damage_3.4_Basic.lua Standard splash damage explosions, cookoffs for vehicles in the cookoff table, Napalm for the A4, ordnance protection. Other features are set to disabled and can be enabled by editing the config as you please. Splash_Damage_3.4_Standard.lua Further to the basic version features, this one also enables all unit cookoffs and advanced sequences with specific % chances of occurrence (20% advanced sequence, if that fails then 40% cook off, if that fails 70% smoke only. Flares are set with a 50% chance). Ground units exploding on death is also enabled with a 50% chance. Splash_Damage_3.4_Standard_With_Ground_Ordnance.lua Further to the standard version features, this also enables ground unit tracking (i.e it will track and apply damage to tank shells and other weapons added into the explosives table i.e ["weapons.shells.M_105mm_HE"] = { explosive = 12, groundordnance = true }, --105mm HE shell, M119/M102 (~10-15 kg TNT equiv) This is the version I typically play with, unless I'm setting up vehicleIEDs and the like. Please remember that game messages are set to false, but if you start the mission it should state in the DCS logs that the splash script is running: 2025-07-04 00:13:15.669 INFO SCRIPTING (Main): SPLASH DAMAGE 3.4 SCRIPT RUNNING -- I've tested what I can but please, as always, reach out with any issues or suggestions. Splash_Damage_3.4_Standard_With_Ground_Ordnance.lua Splash_Damage_3.4_Standard.lua Splash_Damage_3.4_Basic.lua
    3 points
  22. So nice in the F-15E, should be added to all planes.
    3 points
  23. Hi guys, I decided to work out a bit my brain and learn about the mission campaign a bit more, so I decided to make one for the F4U from scratch. This campaign is loosely inspired in real events during the Salomons Island USMC campaign flying the F4U and some other historical events. Anyway, everything is fictional in the end, but a fun way to use the DCS F4U offline. I learnt a lot about the Mission and Campaign Editors and the missions increase in their complexity. Do not be naive and think that mission 3 and 5 are the same, not even close and wait for surprises. Finally, I though a 7 mission campaign is enough, being 4 landing in a field and 3 landing in a Carrier. vs 1.0 - Initial release 01JUL25. The missions sequence is: Mission 01 - Reccon Mission 02 - Kagman Airfield Attack Mission 03 - Marpi Airfield Attack Mission 04 - Bombers Interception Mission 05 - Marpi Airfield Attack and Landing on USS Bunker Hill Mission 06 - Harbor Attack Mission 07 - Yamamoto Interception In no mission you will be sent back, if you fail, you just have to repeat the mission, but I was quite benevolent in the scoring system. Remember to check the menu for F10 items and to command your flight using the DCS built in menu. Campaign Installation: You may extract the folder content in one of the two folders: D:\Eagle Dynamics\DCS World OpenBeta\Mods\aircraft\F4U-1D\Missions\Campaigns (D: is my drive letter, customized it to yours. Btw I prefer this folder..) or C:\Users\. .\Saved Games\DCS.openbeta\Missions\Campaigns\en To increase the historical accuracy, I strongly recommend you to download and install the 5 nice liveries listed bellow: Ju-88 Betty by mambroz https://www.digitalcombatsimulator.com/en/files/3317312/ Japanese KI-61 Hien camouflage skin for BF109K-4 by josh116 https://www.digitalcombatsimulator.com/en/files/3321646/ Japanese Ki-61 Hien "Tony" Fighter (Bf-109K-4) v1.1 by Cypher1o1 https://www.digitalcombatsimulator.com/en/files/3308285/ P-47D "Green" Japan Air Self-Defense Force #1 by youzy_yam https://www.digitalcombatsimulator.com/en/files/3344565/ KI-84 201th Hiko Sentais https://www.digitalcombatsimulator.com/en/files/3315078/ by Scorch71 I am sure you will have a lot of fun. Once we get more assets for WWII, I promise you I will revisit the campaign. It is already available on the Used Files Download page - Vella Lavella Campaign. PS: If you download vs 1.0, please get the 1.1 now. 1.0 has a fun breaker on the very first mission. Tks! All the best, Sydy
    2 points
  24. I was quite excited by the new F4U but have heard some criticism of the flight model and engine power. So, I wanted to take a closer look to see how it compares to both the quantitative and qualitative metrics published in the wonderful article entitled “Ending the Argument” by John M. Ellis III and Christopher A. Wheal, published in EAA Sport Aviation, June 1990. Now, for the caveats… The article was a pseudo-controlled experimental flight-test designed to evaluate performance differences between the FG-1D Corsair, P-47D Thunderbolt, F6F-5 Hellcat, and P-51D Mustang. I know we do not have a true representation of the FG-1D, however the engine (R-2800-8) and airframes are close enough for my lackluster piloting skills. Interestingly, it also had two stores pylon installed for the flight tests. Airframe and engine stresses were limited owing to the age of the airframes and using 100LL fuel. This effectively limited the Corsair to Maximum Except for Takeoff (METO). I used 55” of manifold pressure, which is likely too high, but at least my assumptions have been documented. The engine was officially rated for 2000 BHP as in the DCS model. Superchargers were limited to low-blower, and altitudes to 10,000 ft. This makes a difference as I will demonstrate. CG was located at ¾ aft, and there was no mention of fuel load. I selected ½ tanks but will likely revisit my data with another series of tests at full fuel. I removed all ammunition weight as the test aircraft had dummy 50 cals, but no ballast ammo (near as I can tell). My controls setup uses a curve of 25 on all axes, and a 70% saturation on the rudder deflection. I performed some tests multiple times when I suspected higher variance due to my shoddy pilot skills. That being said, I did not perform detailed error analysis on the data presented herein. I welcome others to try the tests and post your results. On to the data… Test 1: Takeoff distance: As per the manual, takeoff distance for the aircraft at 11,000 lbs is approximately 900 ft at sea level, and 1,300 ft over a 50 ft obstacle in no-wind conditions. I won’t say much here other than my takeoffs were all around 1,200-1,300 ft, which I am certain is dominated by inferior pilot skill on my part. The test pilots note a takeoff roll of 1,200 ft at METO power, which is more or less in line with my tests. Test 2: Climb Performance: I will not reprint the graphs from the article as I want to ensure full credit to the original authors and not run afoul of copyright concerns. However, I have used plot digitizer to extract relevant FG-1D data for comparison to our DCS model. The first test is a time-to-climb test, started from the runway up to 10,000 ft. The flight was conducted at full METO power with a climb speed of 135 kts, takeoff weight of 11,055 lbs, and surface temperature of 77 F (as per Table 1 in the article). The figure below shows the time history of MSL altitude for the FG-1D, DCS F4U, and two data points from the F4U-1D manual corresponding to full Mil-Power climbs to 5,000 and 10,000 ft. How I did it: I started on the runway with 50% fuel and executed a standard takeoff. I reduced power to full METO power which was giving ~55 in of manifold pressure @ 2700 RPM. I trimmed the aircraft for 135 kts which required substantial trimming on all axes. The remainder of the flight was relatively hands off, only requiring small corrections to attitude to maintain airspeed. I put the mixture into auto-lean as per the flight manual, and did not engage the blower. Discussion: First off, the flight data presented in the report starts at ~1,000 ft MSL with no discussion of initial conditions. I time aligned my data to overlap the altitude at ~2,000 ft MSL to discount the takeoff and trim transients. After this point, there is a slight climb-gradient difference between the DCS and FG-1D aircraft, however it may be within the test margin of error with time-to-climb difference of 15 seconds. In the article, the Corsair, Thunderbolt, and Mustang were all tightly grouped, with the Hellcat outperforming all by nearly 30 seconds. So, in this case our data would group more closely with the F4U/P47/P51 as it should. The flight test and DCS data align well with the manual to 5,000 ft, however the 10,000 ft mark is quite offset, requiring another 50 seconds of climb. I suspect this is related to the weight of the aircraft and will repeat the tests with full fuel when able. Test 3: Level Accelerations: This is one of my favorite flight test maneuvers as it requires some pilot skill (yikes) and tells you quite a bit about the power and drag characteristics of the aircraft. In brief, the test starts at 10,000 ft and pattern speed, which is ~100 kts in the Corsair in the clean configuration. Full METO power is smoothly applied, and every attempt is made to maintain a constant altitude. The time history of airspeed is logged and is an indicator of excess power from the engine. Flying this test in the Corsair is a real challenge owing to the massive change in trim and quick dance on the rudder pedals necessary to maintain straight, coordinated flight during the maneuver. How I did it: I matched the flight test OAT at 50 F, and started straight and level at 10,000 ft. (I actually began the flight at closer to 150 kts and decelerated to 100 kts without retrimming, which makes the initial acceleration easier to deal with as you only need relieve pressure on the controls to maintain straight and level flight.) I repeated the test three times, once with the blower in neutral, another with the blower in low, and the final test with the manifold pressure limited to 40 in. Discussion: The plot below shows the time history of indicated airspeed for the FG-1D, and three tests corresponding to METO neutral, METO low blower, and 40 in. of manifold pressure settings. The low blower allowed for close to 60 in. of manifold pressure at 10,000 ft, whereas the neutral blower case was closer to ~45 in. Clearly none of the test cases capture the flight test data of the FG-1D, indicating a mismatch in the excess power (Thrust*V_inf-Drag*V_inf). I cannot comment on the sea-level max airspeed debate, but as far as this test confirms, the engine thrust (I said thrust, not power) seems to overpredict the measured performance data of the FG-1D. I.E. the velocity scaling seems to be off, allowing for higher accelerations that would otherwise be possible while still achieving roughly the same top-end speed. I suspect this is due to incorrectly predicting the slope of the C_T vs advance ratio curve at low – medium advance ratios or perhaps a lower induced drag from the airframe. Test 4: Stalls Power on and off stall characteristics were evaluated at 10,000 ft in the clean and dirty configurations (gear, 40 deg flaps). Slow deceleration rates on the order of 3 kts/s were used, though the flight tests were conducted with an even lower gradient of 1 kt/s. Test data in the table below indicates reasonable agreement except for the power-off, clean configuration. In this case, repeated tests were conducted to verify that the aircraft does stall repeatably at a much lower airspeed than the flight test aircraft. This could be due to a mismatch in vehicle weights, but similar tests conducted with full fuel will need to be performed to comment further. Stall performance FG-1D DCS F4U Power off (clean) 85 kts 74 kts Power on (clean) 76 kts 74 kts Power off (dirty) 69 kts 75 kts Power on (dirty) 55 kts 55 kts Qualitatively, the test pilots noted that the FG-1D had no propensity to drop a wing in either direction, favoring instead any turn towards the uncoordinated slip direction (slow wing). In my testing, I attempted to initiate stalls to either side and was unsuccessful in getting the right wing to drop. Asymmetric stall is a complicated aerodynamic phenomenon, but it appears the propeller torque dominates for the DCS module. Test pilots noted that there was little stall warning, perhaps only a few knots with light buffet. In a simulator this can be the best indication of impending stall, even if it’s slightly overdone (Tomcat anyone?). They did note a peculiarity with the Corsair in that the stick force gradient gets very light approaching stall, which would/will be fun when we all get force feedback joysticks! Test 5: Static Lateral-Directional Stability This test sheds light on the rudder authority in a steady, wings-level sideslip. The test pilots noted that the Corsair’s rudder control was extremely heavy compared to the other aircraft tested. Between 180-190 kts, the aircraft required ~50-60% aileron deflection to maintain level flight. In the landing configuration with full flaps and gear, ~20-50%. This wide margin corresponds to the increased influence of the engine torque and spiraling slipstream from the propeller at lower airspeeds. The test pilots noted a peculiarity with the Corsair in that, “The Corsair's only response to left rudder in either configuration as to drop its nose, suggesting weak or non-existent dihedral effect with right sideslip.” How I did it: This one is pretty straight forward. Trim for 180-190 kts at 10,000 ft, then smoothly apply full rudder control. Estimate aileron deflection necessary to maintain zero turn rate as measured by the slip/skid indicator. I repeated this several times in both the left/right directions and at lower airspeeds ~100 kts with full flaps and landing gear extended. Again, all flights were at 50% fuel and no ordinance. Discussion: At airspeeds between 180-190 kts, the aileron deflection is on par with the 50-60% noted by the test pilots, indicating that the rudder authority at higher airspeed is about correct with the 70% saturation limit (first figure below). At lower airspeeds, the aircraft requires almost the same level of aileron control (second figure below), indicating that the rudder control derivatives do not have the correct velocity scaling or the influence of the prop slipstream is not correctly captured. This is certainly an area where the flight model could be improved. Additionally, I think there’s an opportunity to add in the Corsair quirk of little roll with left rudder and nose drop as the current model is quite symmetric (albeit maybe somewhat visible in the bottom left plot). Figure: Full left rudder (left) and right rudder (right) with ~50-60% aileron deflection. High-speed condition, 190 kts, 10,000 ft, 50% fuel. Figure: Full left rudder (left) and right rudder (right) with ~50-60% aileron deflection. Landing configuration (gear + flaps 40), 110 kts, 10,000 ft, 50% fuel. Test 6: Roll Performance Full left/right aileron deflections were used to assess roll rates for a 1-G, full 360 deg roll. As with most other tests, this one was flown at 10,000 ft, and ~200-220 kts indicated. This test was also repeated in the landing configuration at ~100 kts with full flaps and landing gear deployed. Obviously, a full 360 deg roll would be inappropriate with full flaps and gear, so the test was terminated at 90 deg of bank. At high speed, the aircraft needed full continuous power, and only ~28” manifold pressure in the landing configuration. A follow-on test of “rolling under G” was performed by executing the same high-speed maneuver with a steady 3-G load on the airframe (sort of a barrel roll I guess). The pilot reports indicate a significant reduction in roll performance under load with the Corsair giving up ~26-38% of its 1-G roll rate. Of note, these tests involved a 180 deg roll, not the full 360 used for 1-G testing. Data for all tests used the time to perform the complete roll in lieu of instantaneous roll rate data which is often much higher. Discussion: The table below highlights the difference in roll rates at high and low speed for the FG-1D and DCS F4U. Measured roll rates for the DCS F4U align reasonably well at high speed for the left-hand rolls. However, as is obvious from the data, the right-hand turning capability is off the mark. Low speed performance is symmetric, but slow. This again is a straightforward fix in the flight model, and I hope it makes its way into the next update. The accelerated data should be taken with a massive grain of salt as it is quite pilot dependent and holding a 3G turn without using your bottom as a G-indicator is difficult to say the least. I would appreciate community feedback on your numbers for this maneuver. Roll Performance FG-1D DCS F4U Right (high speed) 4.5 s (81 deg/s) 5.4 s (66 deg/s) Left (high speed) 4.9 s (73 deg/s) 5.1 s (70 deg/s) Right (low speed) 2.3-4 s (38 deg/s) 2.9 s (31 deg/s) Left (low speed) 2.3-4 s (38 deg/s) 2.8 s (32 deg/s) Right 180 deg (3G high speed) 3.1 s (58 deg/s) 6.1s (30 deg/s) Left 180 deg (3G high speed) 3.7 s (49 deg/s) 5.4s (33 deg/s) Test 7: Dynamic Stability I’ve seen quite a bit of chatter about the rudder authority and “wagging” (aka Dutch roll) of the F4U online, so I was particularly interested in assessing the directional dynamic response. Pilot reports indicate that all aircraft were deadbeat (aka, no overshoot) in the roll and pitch axes, and that the Corsair was notable for its pronounced Dutch roll. How I did it: Dynamic stability tests should be made with relatively small control inputs so as not to significantly alter the aircraft’s speed or altitude. I used either singlets (rapid fore/aft or side) motions to induce oscillations and noted any overshoot in the short-period, or oscillation in the long-period modes. Discussion: The pitch and roll axes were well behaved with little overshoot and no noticeable oscillation. The pitch axis is quite sensitive, but pilot reports indicate that it had the lightest control force gradient (stick force per G) of all aircraft tested. I cannot really say for sure, but it’s plausible that we need to fly it more like an Extra 300 and less like a P-47, so go light on the controls. Perhaps. The rudder control, on the other hand, does show substantially lower damping than indicated by the test pilots. They noted the worst case was three overshoots before the oscillation was damped. In my tests, I was routinely experiencing 6-8 (see plot below) with corresponding lower amplitude, but higher damping oscillations in roll. Again, from a flight model perspective this is a relatively easy fix (C_N_β anyone?), so I hope it too is incorporated in future updates. Test 8: Dive Test This test can also give some indication of the excess power/drag behavior of the aircraft, and how much trim control is necessary to compensate for speed buildup. This test is initiated at 10,000 ft MSL and ~100 kts, followed by a -1G pushover to a 30 deg dive and applying full METO power. Recovery is initiated at 5,000 ft noting the max speed at pullout. The pilot reports indicate that the Corsair had high rudder forces requiring retrimming during the dive. Discussion: From the table below, the DCS F4U is not far off the mark in the dive test. Starting at 100 kts, it matched the test aircraft to within 7 kts passing through 5,000 ft. Of note, my dive angle was slightly higher with an average of ~34 deg. I used the gunsight to estimate the angle, but precise control is tricky without some sort of digital readout. Of note, the aircraft does require increased rudder deflection as the speed builds and is relatively easy to trim as indicated by the pilot reports. This indicates again that the excess power and drag characteristics of the airframe are mismatched as the dive time is significantly faster than the measured data. As with the level acceleration, this seems to point to a mischaracterization of the thrust and/or drag at low to medium speeds. That being said, the required rudder trim at different airspeeds is probably correctly modeled. Dive Test FG-1D DCS F4U Start Speed 100 kts 100 kts Max Speed 348 kts 341 kts Time 32 sec 23 sec Conclusion: In summary, I think we have a wonderful start at one of my favorite aircraft. I hope Magnitude 3 will continue to develop the module and address some of the flight model issues that make the Corsair unique and a challenge to extract maximum performance. Specifically, I see the following issues that could use a bit of tweaking: Takeoff: Find a better pilot . Climbs: Reasonable agreement, engine power may be slightly overpredicted Level Accelerations: Tune the low-medium speed thrust and drag model to better approximate measured accelerations. Stalls: Uncoordinated stalls seem to always break left; this should not happen. Clean, power-off stall is too slow. Static Directional Stability: Low-speed rudder sensitivity too high, high-speed just about right with 70% saturation. Incorporate Corsair pitch quirk with left rudder and tune roll coupling. Roll: Resolve the left/right disparity in roll performance. Dynamic Stability: Directional damping needs to be increased to match the three-overshoot oscillation noted in flight test. Dive Test: As noted with the level accelerations, tuning of the thrust and drag models are needed to better match available data. I would like to repeat many of these tests with full fuel to further explore the flight model and ascertain if any of the noted discrepancies persist in a heavier configuration. I am also exploring sustained and instantaneous turn data, but it is somewhat complicated by scatter and self-imposed structural limits in the flight test data. I would greatly appreciate any constructive feedback and additional references that may have been used in developing the flight model to augment this analysis.
    2 points
  25. Oh yeah we all knew that one. Most likely why the P-8 wwas fastracked. My instructors always said if we had another major war again, it would be with them or Iran. That was in 2000 when he told us that. Fun fact, he owned a 3000GT VR-4.
    2 points
  26. Wheelstand Wheel Stand Pro for Thrustmaster HOTAS WARTHOG™, Saitek X-55, X52/Pro, X65 - Deluxe V2 - WheelStandPro I added a a cuto of 20 x60 alluminum profile to the top for the mounting process and i asked them for a reduced size mounting plate for the side stick , which i think cost about 50 euros or so
    2 points
  27. 2 points
  28. +1 … or even better, have the Kneeboard "remember" its last position/size from one gaming session to the next.
    2 points
  29. 2 points
  30. Good news all round, thanks for the update. No rush, no stress - we'll be here when she's good and ready
    2 points
  31. By "some kind" I was referring to the sale, not the product. The Fulcrum is great, but it's the high fidelity F-15 I'm really after. And maybe we get lucky and ED strike some kind of deal with Razbam to take their modules off their hands to sell ED versions of them because I would really like that Harrier.
    2 points
  32. It taked 4-6 days for the first update.. Not bad
    2 points
  33. I'd absolutely go crazy abut a proper german Alphons. Given the additional complexity (Dopper Nav and HUD), that probably goes way beyond the scope of a normal mod. The french Gadjet will work sorta well in Luftwaffe colours and some different loadouts for our intents, but it's gonna suffer from the weaker motors of the french variant, when all bombed up, and we won't have the benefit of HUD delivery modes.
    2 points
  34. I think it is called CD REL, or something close to it. Should be listed under the same category as the 4-way trim you found.
    2 points
  35. Thank you so much, I look forward to having these improvement onto the Sim, and my appreciation for not having encrypted 3D shapes . Best regards, Eduardo
    2 points
  36. You get the same fps, and ai actions and stick inputs etc.., more importantly you get consistent results between a replay and the replay of the same track. The down side, is that an individual replay can fail across dcs versions, so keeping the replay simple in terms of pilot actions is "key" to being able to consistently replicate results... That might mean some features are untested and of course it only works for the module you are testing, performance bugs specific to other modules or game features won't show up.
    2 points
  37. Tomcat is never going to stop being the coolest plane to ever fly from a carrier. That said, the stick was always going to be of limited appeal. It's got a bunch of unique features not seen on other sticks, like the weapon selector and the DLC wheel.
    2 points
  38. It's an old tool that looks like a Geisha Fan. It opens an closed and has 10 sharp points on it. When we print out an acoustic read, we used them to measure the distances between sound waves. This would give us 'what' you are. The turn count is literally us listening to your screw "whip-whop-whop' underwater over a 30sec period. That tells us 'who' are, and what set you claim cuz
    2 points
  39. Only the air bases,the lights and asphalt surfaces,airbases are really too dark at night,there are no complaints about the rest, because the Caucasus is a map that still binds many of us.Despite so many maps, the Caucasus is an important map.
    2 points
  40. Please raise your own post. Your issue is completely unrelated. Attach your logs to a new post and it can be discussed further there so that there is not two different issues being tracked and clouding things. EDIT: as an initial heads-up though, this appears to be a GPU related issue. Try reinstalling your GPU drivers, may need to DDU them to make sure clean. Remove any overclocking on the GPU, some GPUs come with a factory overclock as well so can check that with MSI Afterburner. Delete your Saved Games\DCS\fxo and metashaders2 folder. Side note; run DCS from the bin directory and not bin-mt. They're both multithreaded and bin-mt will be removed in the future.
    2 points
  41. It certainly appears that you can move the control according to this bit in the manual. (Unless you are expected to enter combat with gear down).
    2 points
  42. Which is more than you could say for the REAL Shinano.
    2 points
  43. As a quadriplegic myself, I understand! I'll forward the message to our programmers.
    2 points
  44. Let’s not forget… the module as is… is really fun to fly whether or not it’s missing a few knots. My fav warbird as it currently stands, and will only get better Adding warbird carrier ops with working homing signal, and the bat bomb, are a great addition to the sim. 13ft props to Mag3.
    2 points
  45. I just started on this today and have the Kola map set up on the same day/month/year/time this operation took place. Downloaded the Tirpitz mod AND the German WW2 destroy mods to go with it. Added all the AAA that was really there during the attack (all part of the Normandy asset pack). Carrier group is exactly where is should be according to documentation. Also downloaded the WW2 British destroyers and frigates. Have them surrounding the Carriers. When the Hellcat comes out, I will add it for sure. Right now the Corsairs are set up to bomb, but during the real operation, the Hellcats straffed and bombed while the Corsairs provided air support against the Luftwaffe. Need to add the 109's that were up there (not many of them). Also there were roughly 14 or so U-Boats along the route that tried to strike the carrier group. I think 4 to 6 were sunk and the rest fled without getting a single hit on the strike group. Be cool to put in a submarine patrol mission. Last but not least, you MUST check out this DCS thread if you are interested in the WW2 Naval Mod assets. Hawkeye60 who started making all these years ago is hard at it updating stuff and making new ones. This is another Mod maker that should really be pulled into making an asset pack for DCS or they should inculde his mods like the have Massun and Current Hill.
    2 points
  46. First it would be nice if ED honour this list before adding a new DLC pack. Just 8 years from the former post about adding this. Avro Lancaster Hawker Typhoon Bf 109 G-6 B-24 B-25 B-26
    2 points
  47. November 2024.
    2 points
  48. To be fair, you're the one who's trying (quite arrogantly I might add) to convince them that what they like is wrong.
    2 points
  49. We have just reached 90% of the development. Enjoy and fly safe
    2 points
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