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Su-22M4 got Intake Covers and Ladders, for added imersion during cold start. Of course they are detachable. Also, big thanks to Robsonek - he made over 50 Polish AF Liveries as well as dozen of other - Now we have almost 90 liveries from Azerbaijan, Bulgaria, Czech Republic, East Germany, Hungary, Iran, Libya, Germany, Peru, Russian Air Force, Russian Navy, Slovakia, Syria, Ukraine and Vietnam.20 points
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8 points
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In the next DCS update, George AI Copilot/Gunner (CPG) will be receiving a significant upgrade, along with some improvements to his existing logic and behavior, in an effort to make him more realistic, interactive, and capable. It is important to note that no changes have been made to any existing AI Interface commands or control functions. Rather, additional commands have been added to the AI Helper Controls (Left/Right/Up/Down) when the AI Interface is displayed and set to NO WPN, and the Consent To Fire command has been modified as a contextual, multi-purpose button. In the graphic below, the new AI Interface is shown, with the new commands identified. New search tasks (explained below the AI Interface graphic) may be configured using the Left-Long and Right-Long commands while the AI Interface is set to NO WPN. The function of the Consent To Fire command under the current conditions is displayed in the center of the AI Interface, with the short press (<0.5 seconds) function displayed above the long press (>0.5 seconds) function below it. It is worth noting that the Consent To Fire commands may still be used without displaying the AI Interface. For example, if the player wishes for George AI CPG to begin performing an Area search, a long press of the Consent To Fire button may be used without the AI Interface displayed. However, to select a different Area search, the AI Interface will need to be displayed and set to NO WPN. New Search Tasks Up until now, George AI CPG could only be commanded to perform a direct, momentary search for targets along the line-of-sight of the Pilot’s helmet or the TADS sensor turret, and would rank those targets based on threat priority (i.e., air defense units would be at the top of the list). The player may now choose from 7 additional methods for George to search for targets, facilitated by the new changes in the AI Interface. Direct Searches. These are two searches that George was already capable of performing up to this point. PHS SEARCH - George slaves the TADS to the line-of-sight of the Pilot Helmet Sight (PHS) and performs a momentary search for targets. Targets are ranked by threat priority. TADS LOS SEARCH - George performs a momentary search for targets along the current TADS line-of-sight. Targets are ranked by threat priority. Area Searches. These searches allow George to proactively search for targets in a designated area or based on FCR target locations, visually identify FCR targets prior to an engagement, or perform battle damage assessment of engaged FCR targets after an engagement. FWD AREA - George slews the TADS in a 90-degree search pattern directly in front of the helicopter and continuously searches for targets. George will verbally announce when targets are detected but will not generate a Target List unless the AI Interface is displayed. Targets are ranked by threat priority. PHS AREA - George slaves the TADS to the line-of-sight of the Pilot Helmet Sight (PHS) and then slews the TADS in a 45-degree search pattern centered on the PHS-directed azimuth in relation to the helicopter nose and continuously searches for targets. George will verbally announce when targets are detected but will not generate a Target List unless the AI Interface is displayed. Targets are ranked by threat priority. FCR TGTS - George generates a Target List based on FCR target data obtained by the onboard FCR scans performed by the player or received across the datalink via FCR TGT Report or RFHO. George will enable C-Scope and attempt to identify the FCR targets highlighted in the Target List. If the target cannot be seen due to visual obstructions, George will verbally announce it. If the target is destroyed, George will verbally announce it and remove the target from the Target List. OWN PFZ - George slaves the TADS to the PFZ assigned to the ownship and continuously searches for targets within the geographical boundaries of the zone. George will verbally announce when targets are detected but will not generate a Target List unless the AI Interface is displayed. Targets are ranked by threat priority. ACTV PFZ - George slaves the TADS to the activated PFZ and generates a Target List based on FCR target data obtained by the onboard FCR scans performed by the player or received across the datalink via FCR TGT Report or RFHO. George will enable C-Scope and attempt to identify the FCR targets within the geographical boundaries of the zone and highlighted in the Target List. If the target cannot be seen due to visual obstructions, George will verbally announce it. If the target is destroyed, George will verbally announce it and remove the target from the Target List. Point Searches. These searches allow George to search for targets in the vicinity of a TSD point or the FCR Next-To-Shoot (NTS) target after the Player has Linked the TADS to the FCR in the Pilot seat. POINT - George slaves the TADS to the selected TSD point to perform an indirect rocket attack from behind cover; or may be commanded to adjust the TADS field-of-view setting, toggle the selected sensor (FLIR or DTV), or fire the laser, to assist with performing reconnaissance. If subsequently commanded to search for targets, George performs a momentary search for targets. Targets are ranked by geographic proximity to the TSD point, regardless of unit type. LINKED - George may be commanded to adjust the TADS field-of-view setting or toggle the selected sensor (FLIR or DTV), to assist with performing visual identification or battle damage assessment of the FCR NTS target. If subsequently commanded to search for targets, George performs a momentary search for targets. The closest target that matches the classification of the FCR NTS target is ranked as the first target in the Target List, and all remaining targets are ranked by geographic proximity to the NTS target symbol, regardless of unit type. New capabilities and procedures George must be commanded to perform start-up procedures if spawning into a cold start AH-64D. However, George will assist with more of the start-up checklist items such as powering on the FCR and RLWR, and will verbally announce to the player as he completes major items such as boresighting his helmet or when the FCR has finished its power-on sequence. George may also be commanded to perform the relevant shutdown procedures. George is now capable of engaging multiple targets in sequence. When presented with a Target List, the player can select multiple targets from the list, as shown below. In this image, the player has selected 4 targets from the list by pressing the Consent To Fire button as each target is highlighted in the list. If the player presses Right-Short to command George to begin tracking a target that has been added to George's "shoot list", George will slew to the first target in the list (tagged as 1). If the player presses Right-Short to command George to begin tracking a target that is not added to the shoot list, the shoot list is canceled and George will only track/engage that single target. As before, George will still wait for a Consent To Fire command before engaging the target if set to HOLD FIRE. However, once his current target is destroyed, he will automatically slew the TADS to the next target on the shoot list and wait for another Consent To Fire command before engaging the next target. If set to FREE FIRE, George will begin engaging if engagement parameters are met, and then automatically slew to the next target once the first target is destroyed, and immediately engage the next target (again, assuming engagement parameters are met). When tracking a target and GUN or MSL is selected, a short press (<0.5 seconds) of the Consent To Fire command will direct George to fire his assigned weapon as before. If the Consent To Fire command is pressed and held (as signified by the ADJ+ label in the center of the interface), George will adjust the crosshairs onto the center of the target to prevent laser overspill beyond the target itself, and then re-establish an auto-track on the target when Consent To Fire is released. However, the player should fly in a stable manner while George is commanded to refine his aim using this function, which is why the player has been given a command to coordinate the timing of such actions. Improvements to existing logic and more verbal communication The existing logic of George AI CPG has been improved, with more realistic behavior and procedures. For example, if the player has set the RF MSL PWR to OFF, and the player subsequently commands George to use RF missiles, George will set the MSL PWR back to AUTO. George will also verbally communicate to the player what is required for him to perform a command or provide verbal feedback if he is unable to perform a command. For example, if George needs the player to maneuver the helicopter into launch constraints before he can fire a missile, George will verbally request the pilot do so: "Get me in constraints". Previously, George would not fire an AGM-114 missile if any Performance Inhibits or Safety Inhibits were displayed, even if the Player pressed the Consent To Fire button. This would lead to confusion as to why George was announcing "Engaging" but did not actually fire a missile. Safety Inhibits cannot be overridden, but a Performance Inhibit may be overridden if George pulls the weapons trigger to the 2nd detent, which he will now do if ordered to do so. If any inhibit, Performance or Safety, is displayed when George is ready to fire a missile on his current target, George will announce "Constraints" to request that the pilot maneuver the helicopter into appropriate launch constraints. When and if this occurs, the player may now order George to override a Performance Inhibit by pressing the Consent To Fire button (except BAL LIMIT if the target is out of range). However, it is important to note that the presence of a Performance Inhibit increases the possibility the missile may not hit the target, either due to failure to acquire a laser or not being able to maneuver to the target. Therefore, the player (as the "pilot-in-command" of the helicopter) must be judicious with this command when a Performance Inhibit is displayed. This gives the player the freedom to make tactical decisions regarding when it is appropriate to override an inhibit, at the risk of expending a missile without striking the intended target. An updated DCS AH-64D Early Access Guide will be included in the next DCS update to fully describe these new functions and features in detail. We hope that these new features to George AI CPG will provide a much more engaging gameplay experience in the DCS: AH-64D.7 points
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Nobody ever said ED is free of sin here, you know. With that said, ED never took their frustration out on their customers because thats just bad for business. It takes a special kind of person to use the customer as a hostage.7 points
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https://youtu.be/cr_NjlWLPzU?si=LcFwX5aNpy_dT_hH This guy has me in tears of joy. Glad he will be posting again soon . . . Probably.6 points
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I found the cause of the stuttering during low-level flight. I reduced all graphics settings and only achieved minor improvements. I stumbled upon the solution by chance: The video recommends setting the maximum frame rate in DCS to the HZ-value of your VR glasses, e.g. 90 FPS. Other videos even recommend going 10-20 FPS below the actual value achieved. The reasoning behind this is that the game should not render more frames than the VR glasses display. However, this causes severe stuttering in low-altitude flight for me. When I set the maximum FPS in DCS to a higher value, e.g. 120 or 180, I have no problems whatsoever in low-altitude flight and everything runs very smoothly, despite the maximum graphics settings. However, with my PC, I can't achieve a consistent 90 FPS at maximum graphics settings, so I set the Pimax to 72 Hz, which gives me a wonderfully smooth gaming experience. I have no objections to the Pimax Super; the software and hardware run without any restrictions, and the resolution and FOV of the Super are really a quantum leap compared to the Reverb G2. I will now complete the final purchase and keep my fingers crossed for those who are waiting, that they get the Super quickly and are as satisfied as I am. PS: One last change to the settings compared to the video: In Quadview Companion, I set the value for ‘Horizontal Focus Size’ to 30% FOV instead of 20%, as the edges of my focus are too blurry, especially with lights in the evening or at night, and with 30% I get a more natural field of view.6 points
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5 points
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4 points
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Hi ED. Could you, pretty please, consider making the longer Runways (4500ft and longer) into more straight tarmac runways just texture-wise as an option? Would benefit the map greatly as standin for SEA-Theatre. No rework of the whole map, but just those longer RWs. Or, as an alternative, tell a seasoned texture-artist how that could be achieved so he (really) can make a texture-mod for the map. Both possibilies would be great4 points
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Yoyo That's by far the best Campaign i've ever played in 15 years of DCS. There are much worse payware campaigns in the DCS-Store. It has all a campaign needs: Voiceovers, a catching background story, a soundtrack and a 'reward' at the end. Honestly, this can mess with all payware campaings available. Keep on that mindblowing work Thank you thank you thank you LG Sterny4 points
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4 points
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4 points
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It's nothing compared to what SVKSniper's Su-22 is, but I'm trying my best to squeeze as much juice as you can from FC3 mod.4 points
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Problem: The AI controlled MiG-15bis has unrealistic performance. Cause: Some of the aerodynamic characteristics of the SFM exceed those of the real aircraft. If we compare the SFM data in MiG-15bis.lua to the aerodynamic data from the real technical manual for the MiG-15bis. https://www.digitalcombatsimulator.com/en/files/2365583/ Some discrepancies are apparent. For example, the DCS MIG-15Bis SFM has 200 kgf more thrust than the real MiG-15 bis at low speed. This is because the thrust values for the SFM are based on bench tests of the VK-1 Engine and not on installed thrust data. The installation losses are given in Figure 84. The manual confirms this and notes figure 80, reflects these losses. Since thrust available defines many of the performance parameters of the aircraft. It is important that the SFM thrust parameters match this data. Using the data from the technical manual, I’ve updated almost all of the SFM of the MIG-15bis to more closely match the real aircraft. Feel free to try it out, I’ve placed a link below. The mod contains extensive notes. I cite a source for almost every change I’ve made to the SFM too. Link to Mod: https://drive.google.com/drive/folders/19cQXcBNfOdnoJkxlY2BFdUO3Zc77KESm?usp=sharing I’ve tested and validated the performance of this mod in a few different ways too. The max velocity at various altitudes, climb rates as given in table 5 of the technical manual. The SFM also matches the level acceleration data in figures 46. Below I’ll discuss some of the changes I’ve made to the SFM to more closely match the historical data below. Almost all of the aerodynamic table was changed to better match the source data. Drag: The drag polars Cx = Cx_0 + Cy^2*B2 +Cy^4*B4 Were changed to better match figures 55 and 54. A new data point was also added at mach 0.86. Which is important because the lift and drag become nonlinear here due to mach effects. LIFT: Cy max as function of Mach was changed to match Figure 185. The current values in SFM are too high, resulting in too much lift. The SFM Cy max values are drawn below in red, The mod’s Cy max are drawn in the green line. Cy Alpha was also changed to more closely match the actual aircraft. Cy0, the zero AOA lift coefficient, was set to match the lift polar in figure 51. Aldop was set to the AOA corresponding to CY max from fig 185 and Cy alpha at that mach. AOA = ((1/Cya)*Cy+((Cy0*-1)/Cya)) Engine: Some additional changes were also made to the SFM engine model. Dpdh_m was changed to more closely match the loss of thrust as a function of altitude. Thrust Kgf At Alt = Thrust Base (Kgf)-(dpdh*(Alt m*0.001) Above, the thrust available at 5000 meters for SFM is drawn in red. The mods values are drawn in blue. At low speeds the mod more closely matches real aircraft. The mod also changes to the idle rpm and thrust specific fuel to more closely data in table 19. Roll Rate: Omxmax, the max roll rate was changed to match Figure 40: Other Changes and Notes: V_opt = 367 / 3.6, -- velocity for L/D Max, Mach .3 at 0 m =367 TAS Kph Page 24 . Setting V_opt to high means the AI does not have enough excess thrust to maneuver. causing it to only do high speed loops. V_cruise = 1.31*V_opt .Def of Vopt from translation of Russian Aircraft Design book. https://archive.org/details/DTIC_AD0741485/page/62/mode/1up g_suit = 0.0, -- This Aircraft does not have a G suit, Default is 0.35, AI will sustain 6g turns all F-86 = 0.7 -- Performance Limiting Factors of AI SFM are AI Level, Cy Max, drag, Aldop, and g_suit, Vopt CAS_min = 50, -- This is Close Air Support time on station in Minutes. How long (the AI) will LOITER TIME, WEAPON CHANGES There are also some changes to the weapons parameters. I plan on doing a separate post on these changes. One of the most impactful of these changes was changing the value Tbl.effective_fire_distance to 600m to reflect the data on the 23mm and 37mm cannon uses as presented in Table 18 in The Flying Techniques and Combat Use of the MiG-17 Which gives the effective ranges when firing at fighter aircraft as 180 to 550 Meters. The previous value was 1km and resulted in a sniper bot. There are also changes to dispersion values, shell and fillers weights. These changes were made to match the data from Soviet Manual on Aircraft projectiles. https://disk.yandex.com/i/YVj0XI6O3Mu4LM That just about covers all the changes I’ve made to the MIG-15bis SFM. While these changes are not a miracle fix for the AI or the SFM. I feel the do represent a significant improvement to the AI MIG-15bis making the AI MiG-15 a much more realistic and engaging opponent. I believe this project illustrates that significant improvement to the AI performance can be made if one takes the time to realistically tune the SFM parameters. With a spreadsheet and an understanding of the SFM parameters it’s possible to create much more realistic SFM AI opponents. Eagle Dynamic could also do a lot to improve the situation by better explaining the SFM parameters. Many of the notes in various SFM files date back over a decade and are from unofficial sources, some are misleading others are simply incorrect. If you read this far, thanks for taking the time to do so. If anyone wants it, I will share the google sheet I used to help develop this MOD. Be forewarned though, it’s a hot mess and some of the units are in …Gasp! American units of insanity. I attached a track of a big dog fight mission, sabres V Mig15's down low. I know it's need for the report. Thanks for taking them time. MIG 15 Big Gun Fight.trk3 points
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Hello, this video is on max performance speeds for Mi-8, Mi-24, and Ka-50, namely your cruise and bucket speeds!!! I also put stuff in there about using “turbine rpm adjust” to either save fuel or increase lift and control!!! https://youtu.be/OoXcRYuywCM?si=aEeQ4-DF7NhvfafN3 points
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Guys, I just updated the campaign to vs 1.2. I added a new mission (a Ship Convoy Attack) and improved some triggers. It is available on User Files Download Vella Lavella Campaign vs 1.2 page. vs 1.2 - Several triggers improved, Labels available and additional mission-18JUL25. PS: I swear I will freeze the campaign as 1.2 until some WWII Pacific assets come out. All the best, Sydy3 points
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3 points
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Yeah, I'd love a new P-51 model, after flying the Corsair it is almost painful to look at. Those screw heads on the nose when looking out from the cockpit..3 points
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It's not only about AI flying the tables perfectly. The AI SFM is simplified compared to a PFM. Perfect AI table flying + SFM = UFO result. It all adds up, making the end result unrealistic. And this not only goes for the AI MiG-15bis, it's a global shortcoming within limitations of the AI in DCS World. The many players that has complained about this issue for over 10 years are not wrong. Hopefully ED will resolve a lot of these shortcomings with the upcoming GFM model. And while I admire the investigative enthusiasm, I can't help but think this might be the Dunning-Kruger effect at work.3 points
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3 points
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In this DCS: F-16C Viper video, we’ll continue from the earlier basic functionality video of the AN/AAQ-33 Advanced Targeting Pod to discuss some of the more advanced and unique capabilities of the ATP like Extended Range (XR), Maverick handoff, Multi-Track (MT), Laser, Infrared Pointer (PTR), Laser Spot Track (LST), and air-to-air mode. NOTE 1: Later, we plan to add the MENU function that includes other PTR options and Fragmentation Ellipse settings. NOTE 2: This targeting pod has a much common name, but it is trademarked. NOTE 3: The ATP is not planned for the F/A-18C (USN/USMC) and A-10C II Suite 3 basis as it would be inaccurate for the versions of these aircraft we simulate. NOTE 4: At 13:53, I misspoke. Use Cage/Uncage to enable/disable LST via the HOTAS. Not the Enable button. NOTE 5: ATP MT detection range of aerial targets will greatly depend on the target type. For lower signature/small sized targets, NARO mode will work best compared to WIDE for larger targets/large signatures.3 points
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Вроде где-то говорилось, что после того как "magnitude" самоусунулися, ед туда какие-то правки вносили. Если нет то это не суть важно. Это был сарказм. Х.м, а я считал, что деревенский инфантилизм, это приписывать слова/мысли человеку которых он никогда не произносил Ну ок, вы имеете право даже на не правильное мнение.3 points
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When building missions with the Higgins boats it would be nice to have some some way to toggle good landing beaches2 points
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Any order. More ammo types- there should be options for smoke, guided shells, VT shells and regular HE shells. Fire missions and Forward observers- instead of making "fire at point" the only option, when an artillery piece has ammo but no assigned target it should fire at targets within visual range of air and ground-based FOs. Also the presence of a forward observer should improve the accuracy of pre-planned barages. So when there is a "fire at point" waypoint and FO the FO will call fire on targets in the zone. I guess he would be a place to roll out some of the dynamic campaign AI. I'd also give JTACs the same treatment. more artillery types - static SP guns name it, these bad boys for example, would be period for the German map they were retired in 1994 edited to add the fire at point bit @Silver_Dragon please add your ideas2 points
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2 points
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2 points
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2 points
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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, Sydy2 points
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Trailing plane will fall out of the sky in this case. This is because in this scenario, you're reacting to what the leader does. If you both firewall the throttles in sync, you will stay together, but what is going to happen is that you'll see the leader going full thrust, and only then apply power of your own. This will produce a lag, normally when flying formation you could correct it by adding more power and then pulling it back, but as you're both at full power, you can't. So you will fall behind/below, and if you try to maintain your position in the formation, you will start trading airspeed for altitude, putting you behind the curve and stalling the jet. If you don't, you will eventually settle into the same climb profile as the leader, but the gap that will have opened up between you noticing the acceleration and engine reaching full power (a surprisingly large delay with a slow spooling jet) will remain considerable. You would also have to only start climbing when your engine spool up, not when the leader does, as otherwise you'll climb too early and likewise end up behind the curve. Max rate climb is a very unforgiving maneuver.2 points
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thanks a lot, I truly love early jets and the vampire was the first jet fighter flown by my country (tough it was a T.mk 55 rather than a mk.5)2 points
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We found the culprit, the engines_nozzles table was empty. We copied the A-1 Skyraider engines_nozzles table and now no more crashes when flying by with an F-14 Tomcat. If you want the update before we push Vietnam War Vessels 2.0.0 out: https://tetet.de/dcs/mods/o1.lua or if you prefer the complete O-1 pack: https://tetet.de/dcs/mods/[VWV] O-1-2025-07-14.zip2 points
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And yet there are people that throw a tantrum when the fps occasionally dip below 120 ....2 points
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If I could be so bold as to suggest what I would like the most for Campaigns on the Kola Peninsula and without being so rude as to request the whole pack in Core DCS, I would very much like the following to be fast-tracked if at all possible: * RB 70 * RB 90 * Swedish Infantry * Strv 103 I pick these because air defenses is the most important part for most campaigns and we already have the HAWK. As for ground forces and scenery, the Strv is the most unique and the infantry will look good as background characters.2 points
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I'd want improvements to the visual recon mode to make it easier to act as a AFAC/FO My question is if any military branch combines the FO and FAC roles doctrinally. From an AI/software design I could see arguments for a combined FO / FAC but I could also see some idiocy behind it as well2 points
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2 points
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2 points
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This is a testable (as well as not at all self-evident!) statement. How about flying this test with two human controlled Mig-15s with both climbing at full power? My wager is on the difference between the leader and the trailing plane being so small as to be negligible. Certainly not the effect of one plane continuing to climb while the other is falling from the sky, like in the Mig-15 AI vs Human climb test video. Moreover, the official document graphs were also taken form real life tests with real life pilots, not robots (i.e., a perfectly flown Mig-15 with no human oscillations would have produced better results that what we see in the official graphs). PS A link to a well researched SFM mod of the AI Mig-15 also deserves a mention in every thread where it's mentioned2 points
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2 points
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Possibly you misunderstood me. The grease pencil is made using HB UI and HB UI, as explained earlier, cannot offer "touch controls" or similar because that is a DCS limitation. There is no interface for it that thirdparties could use. HB UI uses ImGui to render a texture in a popup window (that texture being written to by CEF, through off-screen-rendering). ImGui natively features mouse and keyboard controls straight through the Windows API, although we had to take some extra steps to actually capture keyboard events that DCS didnt suck up and forward them to ImGui. Additionally, in Jester Wheel and Jester Dialog, we have mocked mouse events driven by character head-movement. I am not sure how you can conclude that we "dont test it" or are unaware of this. This is simply a technical limitation and as soon as DCS offers a way for us to access what your VR hands are doing and where they are pointing and clicking at, we could forward that to HB UI as mouse events. Until then, you have to use your actual mouse, there is no way around it - sadly. But that doesnt mean the Phantom wouldnt be tuned and optimized for VR since day one. Please try to be fair with your feedback, thank you.2 points
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As a starting point since you only have 32GB RAM, I would adjust your pagefile to a fixed 32,768 MB on your fastest drive (it's currently only using 2,048 MB2 points
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Wonder if CH will ever do a nice fat WW2 pack....Just throwing that out there Lol2 points
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Sometimes it's as if that whole 'lets go for the rare late-war 109' was a bit of a bad move in retrospect...2 points
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2 points
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The bigger issue is when you activate the mirrors they don't match the FOV of their "disabled" state, and instead are at a MUCH larger FOV. Is there a way to correct this? They shouldn't replace looking around, but if objects in mirror were bigger they'd at least be more valuable for quick checks of your blind spots. But right now everything is so tiny in them because the FOV is so big they're practically useless. It'd also be nice if you could save the angle on the mirrors and not have to reset them EVERY flight...2 points
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2 points
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The bombs mounted on the trollies scattered around airfields appear to be CBU-52s, which wouldn't have been around during WW2.2 points
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Ah. "Yoyo mk2". "it's right because it is physics and that is unquestionable". Argument over. You based your argument on data which is physics so it's unquestionable. Ive got some news for you. You built your premise on an assumption, that the physics model is being used all the time. See those routines AI performs... See how they follow patterns...see how they snap together so neatly... or maybe you aren't looking. Let me tell you something you apparently don't know or have ever seen. it will come as a shock. Ai doesn't use physical models during all aspects of flight. Have you even watched AI forming up and suddenly braking in the air 50 knots suddenly stopping like a car crash? Have you seen AI brake on the runway? Have you seen the points of the SFM curve when the AI gets stuck between two drag coefficients and snaps between them causing it to flip and jerk. Have you seen the AI warbirds flying around with no engine floating at cruising speed, not losing altitude? Have you seen the AI in this game perform something that is not physically possible, despite apparently using a model that is physically sound? I think you don't play this game! You don't need to be Sir Isaac Newton to know an apple falls down, it doesn't float. Physics is not the problem here. You are arguing about physics when the topic is software, where magic is possible and under that illusion is this game. You talk models but have assumed it's being used, at least all the time. I'm here to tell you they aren't, much like the people who think little 'mitochondria' come out of the nose of aircraft with radar...they don't either, it's software. I don't want to hear about models that are not applying to this simulation, it is a worthless and impractical spend of my time when every year I report some strange behaviour where it might be the most accurate nasa supercomputer model using quantum mechanics for all I care but if a plane is floating upside down or even if it's just got the attributes of a rocket or a snail, no one cares, it's wrong, end of conversation.2 points
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Been waiting on the towering clouds for a long time. That would really ramp up the weather realism.2 points
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