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Showing content with the highest reputation on 08/14/25 in all areas

  1. Hey! Thanks for the positive feedback on the new DCS core asset pack. I'm going to update all of the mod asset packs, to feature LODs and reduced texture sizes, to make the packages smaller and the assets less demanding in missions. I will also remove the duplicated assets that are now featured in core DCS. I'm also going to update all weapons to the latest standard. I started with this one as a template, since it only have one asset. Military Asset Pack Turkey 2.0.0 released! Changelog Version 2.0.0 Added LODs Changed textures to reduce size Added encyclopedia entry Changed folder structure Distribution model This Military Asset Pack is available in the following versions: The standard full download. Remove old asset pack version and unzip this in your Saved Games mods\tech folder. The incremental download which updates your full download and contains only the changed files. You apply it by overwriting your current installation.
    15 points
  2. Couple things: ED isnt implementing any engines. The Airplane Simulation Company is. But I am pleased to inform you that it is possible to bind throttles in any configuration!
    8 points
  3. New screenshot. 08.2025
    7 points
  4. I found the issue. I'll release a fix tomorrow. If you're having issues with it roll back to v1.7 for now. On my machine it takes about 60 seconds to start. Try clearing out your shader cache in Saved Games\DCS\fxo and \metashaders2. That first run after clearing your shader will take a little longer but it should be good after that. Let me know if it's still a problem.
    6 points
  5. https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.19.13478/ DCS Core Mission state save. Added functionality to save all destroyed units (air or ground or infantry) in their positions as destroyed statics when mission state save is used. By default these statics are hidden in the editor, you can find them in the unit list. (We plan to bring waypoints state and groups options save in next update) Cargo. Internal cargo support added for UH-1H, Mi-8 and Mi-24P AI Aircraft. F4U-1D. Incorrect behavior if fuel runs out in some cases - fixed. AI Aircraft. F4U-1D AI flight does not group attack with rockets - fixed. AI Aircraft. Heavy planes tend to over-AoA when landing - fixed. AI Aircraft. In some cases, when launching a semi-active missile, the aircraft would offset F-Pole maneuver beyond its radar’s gimbal limits and lose tracking - fixed. AI Aircraft. Jalalabad AB. Traffic jam on the runway during landing of a helicopter group - fixed. AI Aircraft. Refueling task doesn't react to stop flag - fixed. AI Aircraft. Refuelling probe is not retracted if the refuelling ends according to stop condition - fixed. AI Ground. SA-11, SA-2, and SA-3 launcher targeting algorithms improved. AI Ground. Fixed AI logic to address possible collision of ground units witр aircraft parked or moving on the ground in some cases AI Ground. Fixed cases when some of the dead units are not getting colder in the FLIR image. Adjusted the brightness of ground units in FLIR. AI Ground. Sam sites are failing to rearm when supplied by a vehicle or airbase warehouse in some cases - fixed. ME and Encyclopedia. Added a Search bar to unit lists with the ability to search by typing in any text. QAG. Fixed operation years data for units WW2 and SA-2, and SA-3 sites. QAG. Removed incorrect “Restrict Air-to-Ground Attack” option for helicopters in “Dogfight” mode.. QAG. Removed incorrect “Restrict Air-to-AIr Attack” option for helicopters SEAD SR mode. QAG. In some cases ENEMY LOCATION is placed on an unsuitable surface - fixed. QAG. Generator selects the helipad for the aircraft when the player chooses to start from the airfield on some terrains - fixed. Weapons. AGM-84 family. Added a speed limit of 0.9M. Weapons. AGM-84H. Updated drag params. Flight model tuned and dynamic launch zone corrected. Weapons. Fixed erroneous missile mass of AIM-7 family. Minor effect on missile flight performance due to mass adjustments. (Aim-7 inconsistencies with mass - Weapon Bugs - ED Forums) Weapons. Fixed incorrect high-drag bomb parameters that could cause an AI aircraft to crash while performing an attack run. Weapons. Implemented additional skins for bombs: Mk-81, Mk-82 BSU-33, Mk-82 BSU-86, Mk-82AIR, Mk-83AIR, Mk-84AIR, Mk-84, GBU-54, GBU-38, GBU-32, GBU-31, GBU-24, and GBU-10. Weapons. Missiles proximity fuze can be triggered with electric power supply expired - fixed. Weapons. SNEB HEAT rockets effectiveness was low against armored targets. The SNEB-68 cumulative factor values have been fixed. Weapons. Low Tunguska missile accuracy - fixed. Added: Currenthill Asset Pack FV101 Scorpion Light Tank FV107 Scimitar CRV T-90A Main Battle Tank (MBT) T-90M MBT T-84 Oplot-M MBT T-64 Bv 2017 MBT M1130 Stryker Infantry Combat Vehicle M-ATV MRAP BMPT Terminator MBT support vehicle 9K720 Iskander SRBM (with 9M723K1 Cluster/Unitary missiles) M142 GMLRS (with M30A1/M31 missiles) M142 ATACMS SRBM (with M39A1/M48 missiles) Pantsir S1 SPAAGM (with 57E6 missile) Tor M2 SHORAD (with 9M338 missile) TOS-1A MRL (with MO.1.01.04M missile) M1083 MTV Truck IRIS-T SLM LN SAM (with IRIS-T SLM missile) IRIS-T SLM STR SAM IRIS-T SLM CP SAM Tu-95MS Bomber (with Kh-101 and Kh-555 cruise missiles) Mi-28N Attack Helicopter (with Ataka and Igla missiles) Project 22160 Patrol Ship with SA-15 (Tor-M2) Project 22160 Patrol Ship Known issues - TU-95, Mi-28 and T-90A replace old assets, some issues with livery and loadout selection WIP. IRIS-T SLM -erroneous launch warning (WIP) DCS: F-16C Viper by Eaglе Dynamics Fixed: AN/AAQ-33 ATP A-A MT slew to selected target with no inertial extrapolation. Fixed: AN/AAQ-33 ATP doesn't handoff to AGM-65 Maverick missiles when in MT mode. Fixed: AN/AAQ-33 ATP in MT mode determines air target range too precisely. Fixed: AN/AAQ-33 ATP higher than allowed zoom. Fixed: SPI and weapon symbology decoupled from AN/AAQ-33 ATP when POINT track entered. Fixed: AGM-65 seeker oscillates and de-slaves from SPI with AN/AAQ-33 ATP. Fixed: GPS/INS guided weapons were missing the Azimuth Steering Line. Fixed: LGB doesn't seem to track moving targets correctly. Fixed: GBU-24 inherits and duplicates CCIP symbology. Fixed: GBU-24 will not auto-lase. Fixed: After the first AGM-65 fired, The Maverick seeker/symbology gets stuck. DCS: F/A-18C by Eagle Dynamics Added the ability to designate an AWACS surveillance (SURV) Multi-Sensor Integration (MSI) track file as the Launch and Steering (L&S) or Designated Target 2 (DT2). This is a work in progress with expected changes/improvements later. When finalized, an instructional video will be provided. Known issues: AIM-120 desync issues (not strictly an MSI issue, but rather more visible because of it) Half-sized HAFU for MSI track in TWS radar mode. Missing L&S, MSI-only tracks on SA page. Incorrect AIM-120 RWR warnings from MSI-only launches. Incorrect HMD indication of MSI-only targets as friendly. All MSI targets should be in the priority ranking matrix. Low priority tracks presentation missing. HAFU's missing proper MEM flashing logic based on contributing source. L&S Trackfile losing radar contribution causes the trackfile to be deleted and requires re-designating. Fixed: Terrain Avoidance (TA) radar mode could produce strange parabolic shapes of sea surface. Fixed: DTC countermeasure interval did not match aircraft's. DCS: AH-64D by Eagle Dynamic Added Total Controls keyboard unit profiles. Fixed: Crash when using rockets with open panel George AI in some cases. Fixed: Crash when trying to change weapons in George AI panel in some cases. Fixed: George AI CPG WPTHZ list not accessible if TGT/THRT points are present but no CTRLM points. Fixed: George AI switching to LOAL/LOBL audio switched. Fixed: George CPG FWD AREA and PHS AREA searches revert to OWN PFZ search. Fixed: George sometimes reports "Target lost" instead of "Target destroyed". Fixed: George reports out of range when well within range. DCS: CH-47F by Eagle Dynamic Added. Ground detent position for the Thrust Cont Lever. Fixed. MFD airspeed readout on map only displayed ground speed. Fixed. "Insert Before" command unable to cancel. Fixed. Incorrect total size for the Embarking task. DCS: Mi-24P Hind by Eagle Dynamic Added new controls binds for: Wipers Pedal damper Fuel cut-off Multicrew control assumed Hydraulic system switches DCS: JF-17 by Deka Ironwork Simulations Fixed. TDC axis behavior in AA TWS EXP mode Fixed. HPT information on radar page Fixed. HUD in AA gun mode should not show non-AA contact SPI indicator Updated. RWR database DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed: All digital data on dash detaching from dash on NAV SETUP page. Fixed: Perf Page CALC button requiring two button presses. Fixed: Hog menu CLASSIFICATION, PRECEDENCE, ACKNOWLEDGE lead to an endless loop. Fixed: No WPT carat displayed on VSD heading tape in DIR WPT mode when no route is loaded. Fixed: CTD when attempting to slot into the CPG seat of a dynamic slot in multiplayer. DCS: MiG-21bis by Magnitude 3 Reorganized kneeboard pages order. Added kneeboard RSBN and ARK data for Germany Cold War map. DCS: F4U-1D Corsair by Magnitude 3 Flight Model & Systems: Added Master On/Off Switch for WEP. Repurposed unused fuel pressure gauge into a water pressure gauge Art: Corsair External Model: Fixed back-face culling on HF Antenna mast. Fixed numerous smoothing errors. Fixed damage visibility for large flap gaps. Fixed right wing folding mech aileron rod poking through the wing. Fixed missing right wing fold mech on LoD 02. Fixed HVAR pylon UVs on LoDs 01, 02 & 03. Fixed missing small flap gaps on LoDs 01, 02 & 03. Corsair Cockpit Model: Fixed numerous ambient occlusion errors. Fixed pilot and inner canopy not showing in mirrors’ reflection. Adjusted instrument glass alpha texture. Adjusted click point for the HVAR distribution box’s on/off switch. Added missing control cables. Added Master On/Off Switch for WEP. Repurposed unused fuel pressure gauge into a water pressure gauge Updated 4K & 2K textures Essex Class Carrier: Added collision shell at Paddle’s platform. Miscellaneous: Added more engine sounds. Adjusted the engine and propeller sounds. (WIP) Flaming Cliffs by Eagle Dynamics Su-33. Added Iraq instant action missions Su-33 HS campaign, mission 20. Added conditions to Mission Goals. DCS: Afghanistan Map by Eagle Dynamics Improved vegetation throughout the map. A new principle of vegetation distribution has been used to improve vegetation density. However, tree models are still under development. Dimensional models are used instead. Adjusted the combat area boundaries for the Mission Generator; this now covers the entire detailed map and the sea. Changed the lower and upper temperature limits by 10 degrees Celsius for all seasons. Improved textures of the ground surface of the entire map, color correction, and added many large and small details. The unnatural blue color near the banks of rivers and lakes has been removed in many places. Improved Normal Map textures for the entire terrain. Fixed artifacts and visual defects on the Normal Map textures of the ground surface. Improved texture of distribution of ground surface types: rocks, grass, sand, etc. Improved textures for ground surface types: rocks, grass, sand, etc. Fixed many places where roads displayed on the map (ME/F10) and were missing. The road network has been improved throughout the entire territory. Fixed many places where there were unnatural differences in the elevation of lakes, rivers and roads. Fixed many places where city blocks, villages, and fields were displayed incorrectly. Fixed visual and technical errors in 3D models: switching LODs, collision, and excess geometry. Improved river crossing textures. Improved textures of airfield markings. Fixed missing life parameters for some objects. Improved the ME/F10 map. Added borders and names of Afghanistan provinces. The map now displays the location of FOB, FB, and COP with a green triangle. The names appear near maximum zoom. Added TAD maps. Removed duplicates of some TAD map textures for better optimization. D I Khan radio beacon changed from VORTAC to NDB type. DCS: Southwest Afghanistan Map by Eagle Dynamics Added unique object Mausoleum of Ahmad Shah Durrani to the city of Kandahar. Improved surface color textures for airfields: Bost, Camp Bastion, Camp Bastion Heliport, Chaghcharan, Dwyer, Farah, Herat, Kandahar, Kandahar Heliport, Maymana Zahiraddin Faryabi, Nimroz, Qala i Naw, Shindand, Shindand Heliport, and Tarinkot. Kandahar Airfield - scenes have been improved: The scene is filled with a large number of objects, fences have been removed from the roads, and the road network in the vicinity of the airfield has been improved. Kandahar Airfield - improved taxiing of bots along taxiways; they now use a more optimal route. Kandahar Airfield - improved taxiway network from parking areas N05-N16 to the runway. Kandahar Airfield - fixed typo in the name of the Juliet ramp, previously it was Juliett. Kandahar Airfield - fixed typo in the name of the Oscar ramp, previously it was Oskar. Maymana Zahiraddin airfield - improved taxiing of bots along taxiways; they now use a more optimal route. Chaghcharan Airfield - improved scenes in the vicinity of the airfield, road network, cities, villages, and fields. Dwyer Airfield - Improved road network around the airfield and connected it to the main Afghan road network. Dwyer Airfield - the model of the lights at the ends of the runway has been replaced with a model of lights built into the surface of the runway. Dwyer Airfield added lights to runway 05/23. Camp Bastion airfield - fixed typo in the name of the Juliet ramp, previously it was Juliett. Bastion Heliport airfield - taxi routes along taxiways have been optimized; bots now use shorter routes from parking areas to the runway. Tarinkot airfield - parking lots 21, 22, 23, and 24 removed. Qala i Naw Airfield - scenes have been improved and issues with excessive scaling of some objects have been fixed. Qala i Naw Airfield - fixed some issues with the surface mesh, and mountain slopes and roads are now more realistic. Herat Airfield - removed objects obstructing PAPI view. DCS: East Afghanistan Map by Eagle Dynamics Added unique objects to the city of Kabul, such as: National Assembly, Square Fortress Kabul, Babur Garden, and the Kabul National Stadium. The area between the settlements of Gardez and Khost has been significantly improved. Improvements have affected all aspects: road network, rivers, lakes; settlements; fields; unique scenes; vegetation, and ground surface textures. Added Forward Operating Bases (FOB): FOB Clark, FOB Gardez, FOB Thunder, FOB Tellier, FOB Camp Dubs, and FOB Camp Julien. Added Patrol Bases (PB): PB Khost, PB QRF Base. Added Combat Outpost (COP) Deysie. Improved surface color textures for airfields: Bagram, Bamyan, FOB Salerno, Gardez, Ghazni Heliport, Jalalabad, Kabul, Khost, Sharana, and Urgoon Heliport. Improved resolution of ground textures in the vicinity of Kabul. Bagram Airfield - Delta ramp parking areas D04-D07 can now accommodate C-130s, and parking area D09 has been added. Bagram Airfield - added lights to runway 03L. Bagram Airfield - improved ground textures, added details, and fixed artifacts. Bagram Airfield - scenes have been improved that includes some objects in roads. Bagram Airfield - changes have been made to the unique scene on the Romeo ramp. Bagram Airfield - changes have been made to the unique scene on the Mike ramp. Bagram Airfield - airfield markings have been improved. Bagram Airfield - PAPI added to runway 03L. Bagram Airfield - Runway 03R approach lights corrected for course. Bagram Airfield - fixed the collision of the aircraft with the hangar building when leaving parking lot N11. Bagram Airfield - The Romeo ramp can now accommodate CH-47s. Khost Heliport airfield has been renamed FOB Salerno and assigned the ICAO code "OASL". FOB Salerno Airfield - runway surface improved. FOB Salerno Airfield - Unique scene improved. The scene is now more populated with objects. Kabul Airfield - improved road network and scenes in the northern part of the airfield area. Kabul Airfield - improved airfield markings. Kabul Airfield - duplicate names of parking lots at Kabul Airfield 6S-01, 6S-02 have been corrected, duplicate names have been replaced with 6U-01 and 6U-02. Jalalabad Airfield - fixed helicopters getting stuck on the taxiway after landing. Jalalabad Airfield - fixed a collision when landing aircraft during a paired landing. Jalalabad Airfield - added landing lights on runway 13/31. Jalalabad Airfield - the number 11 was added to the parking spaces in markings, which were previously omitted. Urgoon Airfield - fixed collision of aircraft on the runway with scene objects. Campaigns DCS: F-16C First in Weasels Over Syria Campaign by Ground Pounder Sims All missions - Updated to include the ATP DCS: F-16C Last Out: Weasels over Syria II Campaign by Ground Pounder Sims All missions - Updated to include the ATP A-10C / A-10C II Tactical Training Qualification Campaigns by Maple Flag Missions Updated all missions. Corrected radio transmission issues and removed annoying route altitude warning triggers. DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Mission 2 - Task Force Zeus. Adjusted trigger - Task Force Zeus getting damaged after mission success will not force mission fail. Mission 4 - The Damned. Fixed error on Mission brief PDF and in game Kneeboard (waypoint 4 - codeword nexus). DCS: F/A-18C Raven One: Dominant Fury by Baltic Dragon M01: fixed rare issue with Cajun not disconnecting from the tanker M06: fixed issue with Cajun dropping into the sea after takeoff and mission not progressing correctly. DCS: F-18C The Rampagers by Baltic Dragon and Whipbird Productions All missions updated to accommodate security update to API function call Mission 9 updated to accommodate updated weapons effects Mission 10 scoring updated Mission 12 updated to accommodate updated weapons effects Mission 15 briefing and kneeboard updated DCS: F/A-18C The Arctic Thunder by Baltic Dragon Mission 1: reverted player's aircraft to cold start DCS: F-16C: The Gamblers Campaign by Baltic Dragon Mission 3: removed option for player to engage the convoy alone, as it sometimes led to confusion added note clarifying attack sequence for first target Mission 4: corrected wingman's name from Pyro to Flash; added missing TACAN for Flash Mission 5: fixed issues with some static soldiers pretending to be David Copperfield and hovering above ground Mission 6: fixed problem caused by new bomb splash damage, where attack on AAA would also destroy a technical, which is a later target; removed double "rifle" call during second maverick shot Mission 9: fixed missing comms during RTB and / or before AAR; prevented Syrian SA-11 from shooting at player enroute; fixed scoring in the mission - it will now be possible to get 100 points again DCS: F/A-18C Operation Green Line by Badger633 Mission9: New radio conflicts at start fixed, AI adjusted Mission 11: Additional AI safety trigger added DCS: F/A-18C Rise of the Persian Lion by Badger633 Mission 2 both variants: Improved landing trigger DCS: F/A-18C: Raven One by Baltic Dragon Mission 6: fixed problems with a script pop-up on the way to WP 2; fixed a bug where Clam would detach and climb endlessly until he runs out of fuel Mission 7: fixed rare issue with Psycho not dropping the smoke mark on deck Mission 11: fixed issue with Shadow 41 blocking deck during recovery Mission 13: fixed problems with a script pop-up after takeoff DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking All Missions: Adjusted Naqoura static unit placement. Changed Naqoura beacon to 280 kHz. Updated kneeboard with new naqoura beacon. Mission 09 - "Sheeba Farms". Adjusted trigger settings to mark target as destroyed. Resaved FOB Settings -> all weapons available. DCS: F-4E Northern Defenders 'Phantoms Rising' Campaign by Flying Cyking Mission 07 - "CAS Banak". Removed debug messages for Target 2 & 3. Added missing BRA for a Darkstar subtitle. Mission 10 - "Finland CAS". Adjusted AAA & manpad threats in AO. DCS: UH-1H The Huey Last Show Campaign by SorelRo Mission 3. FAC AI behaviour tweaked. Triggers revised. DCS: P-51D Debden Eagles Campaign by Reflected Simulations Mission 3: Further scripting error fixes
    6 points
  6. Here is a post from M3 today for those who haven’t seen it:
    5 points
  7. I think Discord should be burned back down to its basic game chat and everyone stop using it as social media.
    5 points
  8. Good day pilots! In yesterday's update, some may have noticed a slight change in the cockpit with the addition of a WEP master switch as used on some mid and late built F4U-1Ds. Attached is a screenshot from our WIP updated manual regarding its function. And be cautious; engine knock from excessive MAP with or without WEP will cause engine seizures. And there will be a very noticeable knocking sound from it. There is also a big improvement on the engine damage model. Pilots will now have to follow very carefully the limitations in place for the R2800-8W. Time limitations for different settings are realistically reproduced in our model along with temperature constraints. To help you out here is a small summary: Max continuous setting (max temp 232 Celsius) for unlimited time: 2550 RPM and 44’’ MAP for neutral 2550 RPM and 49.5’’ MAP’ for high and low. Military setting (max temp 260 Celsius) for max 30 minutes: 2700 RPM and 54’’ for neutral 2700 RPM and 53’’ for low 2550 RPM and 53’’ for high War emergency power (max temp 260 Celsius) for max 5 minutes: 2700 RPM and 57.5’’ for neutral 2700 RPM and 58.5’’ for low 2550 RPM and 58.5’’ for high The recommended altitudes and supercharger settings for operation with water injection are given: Level Flight Neutral — 0—8,000-feet Low — 8,000—17,000-feet High — 17,000—34,000-feet Climb Neutral — 0—4,000-feet Low — 4,000—14,000-feet High — 14,000—33,000-feet Other than that, a lot of graphical bugs were fixed and most importantly, the YE-ZB homing signal sectors have been fixed. Image is WIP and will most likely change.
    4 points
  9. If only every aircraft module would just spit out the reason for engine or system failure into the log file… if only. Maybe M3 can start the trend? Hint hint. Whatever condition is satisfied in the code that makes the engine quit, just export that to the log file alongside the line of code that tells the engine to quit.
    4 points
  10. Дискорд отвратителен пмсм - это как ВЕСЬ форум ДКС свести в несколько веток. Флуд, вопрос до одной теме, 10 постов до другой теме, 3 других вопроса, ответ на первый вопрос, еще вопрос, флуд... - примерно так это все выгладит. Найти старое обсуждение по конкретной теме - опять крупицы нужных постов в тонне остальных обсуждение. Полный беспорядок, не сказать помойка.
    4 points
  11. Not only the normal Ballistic Trajectory but also this
    4 points
  12. Unofficial mods will always be unofficial, and I am sorry if you think there is no mod support, but frankly without our platform the DCS modders would not have the opportunity to show their great work. And many of the mods are great, we have even added some to the core of DCS. But not everyone can be chosen to be added. So please do not derail this thread thank you
    4 points
  13. Running the Super with a 4090 without any performance problems. Neither I have any reliability problems. Switched from a G2 and the Super is worth every cent,
    3 points
  14. Hey! Check my FAQ: Q3: Will the new core assets conflict with the Currenthill mod pack assets? A3: No. All new core assets have unique names and will therefore not conflict with the Currenthill mod pack assets.
    3 points
  15. this is why a track file is so useful when diagnosing issues .. don’t get mad when someone that wants to help asks for one.
    3 points
  16. Yes, the current system for troops should work.
    3 points
  17. Ar in this context is an abbreviation for anslagsrör, where the rör is not just any old pipe or tube but a tändrör (fuze). So zonar expands to zonanslagsrör, a proximity fuze that also contains an impact fuze as a backup or secondary detonation mechanism. Swedish fuze designations can get pretty cryptic. Many people huge nerds may recognize the very common ö hk sar, which expands to ögonblickligt högkänsligt spetsanslagsrör (immediate detonation, high sensitivity, nose-mounted impact fuze) which was and is used on a lot of direct-fire cannon shells, but there's all sorts of weird and exotic fuzes if you go far enough back. I recommend the terminology section of the munitions catalogue for this (see e.g. page 21 of Ammunitionskatalog för Flygvapnet, 1984 - unclassified publication, has never been classified). The air force never had some of the really old and obscure stuff though; for that I recommend checking out a navy or army catalogue from the 1940's. With that exciting terminology discussion out of the way, I'll have to admit I don't know exactly why the HEAT rockets have a proximity fuze as an option. I have never seen a source that specifies what the detonation range is.
    3 points
  18. I have Crystal Super. I'm using Pimax Play 1.40.04, Rendering resolution set to 1.0 in Pimax Play. Refresh rate at 72hz in the headset. Quadviews and Foveated rendering in Pimax Play OFF. Eye tracking on. I use the external Quadviews (from Tallymouse video) and the Quadviews companion app with the settings from Tallymouse video. I always launch DCS from from its own Launcher app. In DCS: Eye tracking and Quad views settings checked/ON. Crystal Super firmware 1.07. I mostly use Tallymouse settings, except that I use 72hz and not 90. Nvidia driver settings - as in Tallymouse video, the extra sharpness at 20% there and High Performance option. Everything else as default. My PC: AMD 9950X3D, RTX 5090, 64Gb RAM. I don't get stutters. The maps I have checked in solo player missions is Kola, Afghanistan, Syria, Caucasus. In Multiplayer I have only played on the Syria map. I have not done todays DCS update yet.
    3 points
  19. It does, however they've added a switch to the circuit panel on the left side (the bank of fuses in front of of the throttle, the very first switch on the bottom row. Flip it up to enable the system) that turns the system on. After that, injection turns on with the throttle.
    3 points
  20. Just for data reference, flying low over a burning city in IL2 today, mild stutters and FPS at 65. Just a few seconds of it. GPU (5090) is around 95% useage most of the time (so 0.85 render is spot on), CPU (9800X3D) at 45% (proper heavy assets mission). So it's not 'just a DCS thing'.
    3 points
  21. I also have problems after this update. The engine stops after approx. 3-5 minutes, even under different conditions (taxiing with take-off on airfield, in flight, and on landing after approx. 5 min. flight) and this while maintaining the specifications. That's why no track file helps, I think.
    3 points
  22. Important updates are usually cross-posted on all official HB channels (this forum, Discord, Facebook, Instagram, ...). Discord is best for when you want to connect with the Devs or the community fast and quick. Most of us have it open on the second monitor or on the phone the entire day and can react immediately. While the forum is more something like "checking your mails" once a day or so. There was no extra communication for this patch because what has been stated before still holds. If you do not see a changelog from HB, it means there is nothing from HB. That of course does not mean things are standing still, quite the contrary actually. There are some bigger changes that require a more extensive testing phase and that has not finished yet. In the meantime the team is of course pushing out more and more changes
    3 points
  23. Hi everybody, as yesterday's DCS update fixed (and changed) the YE-ZB navigation, I implemented the changes and updated the campaign file accordingly (affects M01, M08, M19 and M20). https://www.digitalcombatsimulator.com/en/files/3346001/
    3 points
  24. Thanks for the update and the Currenthill assets I also might start flying Afghanistan again. However no fix again for the CH47 CDU issues, this is the second patch that has not included a fix for this annoying bug
    3 points
  25. See this thread: As for cargo loading/unloading, the Chinook already offers to do that, so it stands to reason that ASC doesn't need to reinvent the entire wheel.
    3 points
  26. I think Heatblur should make a sticky on the top of the forum. Let us know that you are doing less frequent, bigger updates. It's making people panic. Not everyone uses discord.
    3 points
  27. yes, you can walk around in the loadmaster slot while the plane is airborne.
    3 points
  28. To be honest, I'm actually quite disappointed with the latest update. It's a bug that breaks the module's communications because you can't select presets, leaving the module unusable for online missions. It's been a year since the Chinook was released, and the update pace is very, very slow. It's a shame because it's a great module, but it seems that there are other priorities, apparently.
    3 points
  29. Currenthill has already covered what to do in his FAQ. The answer is nothing. The new assets are added with a different naming convention. The “core” ones have the [CH] suffix instead of a prefix. So if you have all the assets installed you will essentially have 2 version now, the core versions and the mod version. He has said over time he will start to remove the units that become core from the packs so in future there is no duplications.
    3 points
  30. Lately it definitely seems that ED modules need at least 2-3 years AFTER early access release to get to a stage that a lot of people consider to be ready for any serious use (more than the odd free flight). And that really is a shame…
    3 points
  31. Silly question but will it be possible to fall to my death as load master? Or will I always have a strap keeping me safe. It’s not an important feature, but it would be kind of amusing.
    2 points
  32. CPU resource utilization is still an issue. Im not coder, but it appears the complexity of the code with 9 different pimax processes running in the background with piserver.exe being the worst is bring cpu use to its needs. Add QV with DCS and CPU are managing a lot processes. It is a little better after last 2 updates with hotfix, but can be a lot better.
    2 points
  33. I guess for DCS purposes it doesnt really matter. But for those who want to simulate real world stuff here you go. If you hot refuel/rearm Avionics should be off. This includes ST STA, HUD, SNSR PWR switches, Avionics power switches, HMCS Sym INT, then Air refuel switch to open, RF silent, GND JETT ensure off, Master Arm Off. You will also turn the EPU off at which point the ground crew would install the EPU safety pin. Technically the way they had before wasnt right in the sense that it was essentially replacing the pod automatically which turned it off. But real world you would turn it off anyways. If we are lucky we will get the scramble option for the Sniper which allows the BIT to run in the background essentially.
    2 points
  34. Hi, we still have some work to do for logistics and cargo, and the dynamic spawned cargo will get more refinement. However I will say that setting the contents of the cargo should be left to the mission creators choice. They may want scenarios where cargo does deliver more than it could in reality. But also if they wish to they can set realistic values and cargos contents. We have to be careful not to restrict it to much and leave the choice up to the mission creator. thanks
    2 points
  35. Blackburn's Irregulars Thanks to Magnitude 3 for the bug fixes of today's update!
    2 points
  36. In the video for the August update for DCS, we have a short part from a C-130, showing the cargo hatch and the door opening from a first-person perspective (the cargo deck boss). It looks really interesting. We also have a new infantryman model with a walking animation.
    2 points
  37. PLEASE! When do we get the new soldier model - They were first shown a couple of years back, they have been appearing in all subsequent promotional videos, they are now in Wags latest Afgan video, surely they must be ready for release now? They are so needed to make all of the new maps more realistic.
    2 points
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