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Showing content with the highest reputation on 08/19/25 in all areas
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At the 13 minute mark Wags says: "one of the biggest priorities right now is getting the hellcat out." Hopefully only another 2 weeks4 points
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The M67 is quoted by the DOD to have an effective (50%) lethal radius of 5m with an effective (50%) casualty-producing radius of 15m. There are numerous sources claiming fragments can travel to distances exceeding 200 metres. I personally wouldn't like being inevitably being peppered with dozens of tiny steel fragments standing in the open 20 metres away from a hand grenade. Sure you're unlikely to die, but it's certainly not a pleasant experience.4 points
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Howdy all, following some questions/suggestions by Rooman296 I've added in some flak types to the explosives table. Initially, it's set to 0.0000001 damage so that it will produce light and sound only. (If you set to 20 it will create an additional explosion near the detonation site of the flak) This will produce light for time time flakkery Only change was adding in the below into the explosives table: ---***AAA set to 0.0000001 so there is no extra damage but there is light and sound - added for night time use*** ["weapons.shells.Bofors_40mm_HE"] = { explosive = 0.0000001, groundordnance = true }, --WWII Bofors 40mm AAA ["weapons.shells.Flak18_Sprgr_39"] = { explosive = 0.0000001, groundordnance = true }, --WWII German 88mm Flak 18 ["weapons.shells.Flak41_Sprgr_39"] = { explosive = 0.0000001, groundordnance = true }, --WWII German 88mm Flak 41 ["weapons.shells.KS19_100HE"] = { explosive = 0.0000001, groundordnance = true }, --Modern Soviet 100mm AAA ["weapons.shells.QF94_AA_HE"] = { explosive = 0.0000001, groundordnance = true }, --WWII British 94mm AAA ["weapons.shells.ship_Bofors_40mm_HE"] = { explosive = 0.0000001, groundordnance = true }, --WWII Naval Bofors 40mm AAA ["weapons.shells.Sprgr_34_L70"] = { explosive = 0.0000001, groundordnance = true }, --WWII German 88mm Flak 36/37 ["weapons.shells.Sprgr_38"] = { explosive = 0.0000001, groundordnance = true }, --WWII German 88mm Flak 38 ["weapons.shells.Sprgr_39"] = { explosive = 0.0000001, groundordnance = true }, --WWII German 88mm Flak 18/36/37 ["weapons.shells.Sprgr_43_L71"] = { explosive = 0.0000001, groundordnance = true }, --WWII German 88mm Flak 43 Change can be downloaded here: https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/Splash_Damage_3.4.2_Standard_With_Ground_Ordnance.lua At some point I'll make an enable/disable flag if I continue to make any changes to the script - currently no changes planned I've also spun it out into a separate script:4 points
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To add to Kappa's superb post, maybe the addition of some AI Helos? NATO Puma, Wessex, Lynx, MB105, UH-1N Twin Huey. Including OPFOR counterparts. That sort of thing... Just my two penneth in support of Helicopter Assault scenarios. It would be nice to see more infantry/personnel additions.3 points
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just got a message saying "Your ordered Crystal Super 50PPD has completed customs clearance in the destination country and is currently being transported to the local warehouse. The shipment is in transit and is expected to arrive at the warehouse in about 1 week, after which it will be shelved and shipped."3 points
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Great work SEDLO. I’m sure you have a reason, but not sure why you don’t make commercial campaigns. Bold Cheetah is one of my favorites. This campaign made me realize how bad I am in A-A combat in the phantom. I keep getting wacked. But they are great scenarios and I love that they are longer scenarios allowing for air to air refueling.3 points
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@currenthill : Thanks again for the official release of all these wonderful assets. I've been waiting so long for some of these units in DCS! For your next official DCS asset pack, would it be possible to include your infantry packs? I belong to the 06MHR, which is one of the largest European helicopter squadrons, and we have tons of transport helicopters that would love to have greater tactical utility by transporting soldiers equipped with Javelins, Kornets, or snipers, or even your mortars (which are air-transformable). This would be a real game-changer for our Chinook, Huey, and Mi-8 pilots. The biggest flaw in official DCS assets has always been its lack of diverse infantry; this is even more noticeable for the specialized modules in the CAS, and even more so for the transport helicopters. Adding ATGM & Sniper infantry would be a real game changer for squadrons like ours!3 points
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Наткнулся на неплохую виде презентацию самолета. В числе прочего наконец-то удалось разглядеть квадрант РУД с обозначенными режимами работы: TAKE OFF = взлетный; MAX CONT (maximum continuous) = максимально продолжительный или номинальный; FLT IDLE (flight idle) = полётный малый газ; GND IDLE (ground idle) = земной малый газ; MAX REV (max reverse) = максимальный реверс. Как и предполагал, у него полноценные реверсивные воздушные винты с выходом лопастей на отрицательный шаг и очень эффективным торможением на пробеге, вплоть до остановки.3 points
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Will the mods ever return or is this a gone for good thing.3 points
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A handful (seven) of test launches were performed at Lechfeld. The project was killed, not least becauseof the re-arrangement of NATO towards flexible response. The only thing to come out of it was the retrofit to the Martin Baker seat for the entire fleet, starting in '69.3 points
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Not sure abut that one, when all the DCS video'fluencers are basicly flying the Lightning design-mission: Take off in severe clear wether, with too little fuel to "increase performance", kill a couple of dudes in epic high-angle-off gun-engagements and then crash while trying to land ("...haven't read that page of the book yet..."). The EEL's the perfect jet for those fellas.3 points
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Since MSI update, hornet radar is super borked. NWS does not swap L&S and DT2 designations in TWS or RWS mode, nor cycle through valid tracks if no DT2 selected. There doesn't seem to be anyway to select a target other than the currently selected MSI L&S. I've had some luck spamming the hell out of designate over the DT2 but it's unreliable. To reproduce: playtest the hornet radar for literally any amount of time. Track file N/A. This isn't on the list of known issues...how was this not caught before release?2 points
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I think he was referring to the in-game chat that multiplayer has. You can open it and scroll through the messages and close it pretty easily.2 points
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Yeah I saw it too ! Good news Hellcat for Christmas !!2 points
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Because: 1. Skeletal animations are complicated; 2. There are so many different factions that need infantry models and ED wants to release them all at the same time.2 points
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@GumidekCZ Not at my PC right now, but does the „Open DTC“ button not appear when you start one of these missions? You can load a DTC file with the respective CMDS settings you like there and then activate it in the MUMI page as advertised. The whole process of loading a custom DTC is not very intuitive though. You need to press on „File“ which totally doesn‘t look like a button at all. And after you pressed „Load“ there is also zero feedback. Guess it‘s not an Apple product… I works though… EDIT: The described process assumes you had created and saved a custom DTC file before.2 points
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@-Rudel-, I appreciate the candor in your dev's list of priorities. What good is adjusting the water injection system or engine damage model when many users can't taxi the plane to the runway for takeoff? As stated earlier, I will not fly the Corsair until diff braking/on deck steering is resolved. The plane is simply unplayable in its current state.2 points
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Following a suggestion from Rooman296 in the splash damage script - the Flak Flash script enhances nighttime flak fire in DCS by adding explosion light effects. Unlike default DCS, where flak explosions lack additional lighting, this script overlays a configurable explosion at the detonation point, simulating flashes that reflect off nearby aircraft. It will also reflect in the cockpit, leading to a more immersive (and more petrifying) experience. (Note, if you use the latest splash damage 3.4.2 script this is technically already part of it) Youtube Example: The script simulates nighttime flak explosion flashes. By default, it uses an explosive power of 0.0000001, producing a small sound and light flash without smoke or extra damage: local explosive_power = 0.0000001 Setting the value in the script to 20 it creates a larger explosion with a smoke puff. Explosions near clouds generate a significant light flash due to cloud scattering it. See the example video for a demonstration. The refresh rate is set to 0.1 by default, the lower this value then the more accurate the tracking, but the higher the performance cost. local refreshRate = 0.1 Logging can be enabled by setting this to true - (note, initially this was set to true by default for anyone who just downloaded it) local logging_enabled = false --Toggle logging on/off This is for the below ammo types, but i've only tested with 2 of them so let me know if there are issues. The KS19 is the only modern one I think. I'm probably missing out on some newer Japanese ones too so let me know. local FlakShells = { ["weapons.shells.Bofors_40mm_HE"] = { explosive = explosive_power}, --WWII Bofors 40mm AAA, timed fuzes ["weapons.shells.Flak18_Sprgr_39"] = { explosive = explosive_power}, --WWII German 88mm Flak 18, timed fuzes ["weapons.shells.Flak41_Sprgr_39"] = { explosive = explosive_power}, --WWII German 88mm Flak 41, timed fuzes ["weapons.shells.KS19_100HE"] = { explosive = explosive_power}, --Modern Soviet 100mm AAA, timed fuzes ["weapons.shells.QF94_AA_HE"] = { explosive = explosive_power}, --WWII British 94mm AAA, timed fuzes ["weapons.shells.ship_Bofors_40mm_HE"] = { explosive = explosive_power}, --WWII Naval Bofors 40mm AAA, timed fuzes ["weapons.shells.Sprgr_34_L70"] = { explosive = explosive_power}, --WWII German 88mm Flak 36/37, timed fuzes ["weapons.shells.Sprgr_38"] = { explosive = explosive_power}, --WWII German 88mm Flak 38, timed fuzes ["weapons.shells.Sprgr_39"] = { explosive = explosive_power}, --WWII German 88mm Flak 18/36/37, timed fuzes ["weapons.shells.Sprgr_43_L71"] = { explosive = explosive_power}, --WWII German 88mm Flak 43, timed fuzes } -- To use the script you need to add the lua onto the mission as a DO SCRIPT action. Example (from the splash script): https://youtu.be/SPkZbNnSVP8?si=XE1HGd9ULsR5lUCH&t=59 User files: https://www.digitalcombatsimulator.com/en/files/3346486/ Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript/blob/master/OtherScripts/FlakFlash_v1.0.lua -- FlakFlash_v1.0.lua2 points
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We dont have present time flyable modules in the first place, our lot 20 Hornet is already phased out from USN, and retiring from USMC, same with Harrier, F-15C retired this year, except Jeff we dont really have FF module that can play modern redfor, and even Jeff is old, no AESA pre blk.3 variant, A-10C kinda fit, but have fun against 2020's threats, same can be said about Apache facing manpads proliferation and UAV that can attack helicopters, any realistic scenario would be painfull with existing assets. What DCS really lack, are early 2000's threats, our early XXIc modules have to face boring early 80's Soviet SAMs, new CH assets will be filling this hole a bit, but it's a long way.2 points
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Missions 10 "Gunnery" and 11 "HVAR rockets" had wrong mission success parameters, resulting in a too low score. This is fixed in both the complete campaign download and in a hotfix for the two missions: https://www.digitalcombatsimulator.com/en/files/3346482/ Thanks to @Scotch75 for pointing it out and sorry for the inconvenience (it is my first campaign, so a big learning process) The recording (and the accompanying on screen text) says "When you are out of ammo, you can RTB". It is just a note to the player, what do, when he is done firing his guns or rockets.2 points
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I don´t know if anyone would have great fun in playing a combat flight sim that represents the 2025 battlefield. BVR from hundrets of miles away in an F35, F16s degradet to hunt shahed drones, and combined arms with randomly exploding collums due to dji drones. My desire would be a vietnam theatre where we can use our Phantoms, Migs and Hueys like its meant to be. And new modules from that time like the Hun, or F105. Aircrafts that actually need to be flown by the pilot. That said I would also appreciate more from the late 90s/early 2000. Since we are about to loose the Strike Eagle I am realy looking forward to the FF Eagle and the Typhoon. And I would agree that some newer SAMs would be nice.2 points
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updated for 2.9.19.134782 points
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For sure! The devs will be reviewing the QV parameters and working on revisions to improve performance based on user feedback. Please file a support ticket, our engineers will reach out to you shortly.2 points
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This is just a personal opinion but I find the way Heatblur communicates quite frustrating: giving us a trailer and some screenshots 4 years ago and then nothing... Even if the plane is taking longer than expected to develop, it would be nice to have some news on the progress (other screenshots or messages from the developers about their work). We are all looking forward to having this beast in our hands!! In any case, thanks to HB for their work.2 points
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last reply I got from Wags and BIGNEWY was "under review liveries" and there has been no news since then. 6month ago2 points
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I want so badly to love the Corsair. I DO love the Corsair. But I can't fly it since the last update! Can't taxi to the runway, same as others have described. I can take off and land on the CV since there's no taxi turning involved. The supposed 'experts' telling us how to use the pedals/brakes are clueless. I defy ANYONE to go to Instant Action, Nellis, Cold Start, then start up the plane and taxi a 360 degree circle. Can't, can you!2 points
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Imho sorely needed even if it has to come as an FC3 level module due to lack of documentation.2 points
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We have a report open, but it is a long standing issue. I have bumped the report internally, but I have no other news to share sorry.2 points
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The water injection controll mechanism we have now is the one installed in the final Goodyear built Corsairs, which were also the final F4U-1 series planes built during the summer of 1945. All contracts were quickly cancelled with the end of the war. Vought had already converted production to the F4U-4 model early that year. Only the manuals were updated in 1946. Engine management shoud in no case be simplified to make it more "fun". There are other sims for that, or difficulty options in DCS themself. Make it optiopnal if you have to, a special option "indestructable engine" or so.2 points
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Simply place the file in the C:\Users\xxx\Saved Games\DCS\Kneeboard folder and you should see the page in any mission with any plane.2 points
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thank you, we have reproduced and reported to the team.2 points
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Jester is WIP and will of course be improved over time still. It is not intended for your as pilot to babysit him though. On a technical level, adding the possibility to micromanage him is as difficult as just teaching him to be a better WSO, so we prefer doing that instead. On the note of nutation/MAP mode, Jester is currently doing what the real WSOs did in the Phantom. Nutation and other modes did not work well on this old radar, they did not use it. Some excerpts: > Forget 2 bar nutating feedhorn - search in MAP-B 1 bar, which cuts beam down to 3.7 degrees or so. Then when you get a contact, you adjust the elevation to give the best hit. > RDR uses a nutating feed horn that gives a bigger radar beam but it's less strong. > We hated 2-bar. As a WSO I'm running the elevation all the time, and don't want it jumping down when I want to go up! > -34 recommends using MAP-B for search due to better target discrimination and less wear on the nutating feed horn. > The best radar setting for air to air contacts is MAP - B. That has a tight 1 bar non-nutating scan that is better at discriminating targets from clutter. From my experience with Jester, he is pretty good at managing the antenna elevation already. It is the gain, as you also pointed out, that needs improvement. But finding the right gain requires multiple attempts, waiting multiple radar sweeps each time. If Jester would do that constantly, his general search pattern would be way too long/slow to be useful. Instead, Jester needs an extra phase after "general search" where he will actively try to find a bandit in a known area. In such a phase he could then also spend more time playing with the gain. But therefore, as first step Jester needs to learn more about possible target locations. That is, he for example needs to understand AWACs calls, RWR contacts, mission specific data etc so he knows by himself where targets are. On top, we will add a dynamic way for the player to point somewhere "find target here" (for example pointing on your radar screen or outside the canopy into the air). With that stuff added, Jester can then switch from a general non-informed scan (which he is doing currently) to a more active informed target-uncover phase in which he plays the gain up and down. Once that stuff is added, the experience should be a lot better. In the meantime you can theoretically bind a few switches from the WSO seat as pilot and try messing around with Jesters pit. Some things he will tolerate, others he will reset every now and then. But he probably wont understand whats happening and you could potentially confuse him a lot. Alternatively, turn him off, then obtain a lock yourself and then turn Jester on again - he was coded to understand this scenario and roll with the player-obtained-lock during his absence.2 points
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I’m guessing the people complaining about the engine management being too hard, have never flown the p-47, or tried taking off and landing a Spitfire with “takeoff assistance” turned off. Or they are too used to full burner at all times in more modern jets. Maybe its not setup perfect and some aspects needs adjustments, sure ( WIP right?). But hard to fly and manage the engine? Most certainly not. If anything, I think it’s actually pretty tame, for a warbird… imo2 points
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I read this book over 10 years ago. Very informative, and entertaining, regarding the bootstrap development of the world's first IR guided air-to-air missile. Amazon's algorithm caught up with me and told me I might be interested. The Kindle version is on sale, but they do indicate that hardback and paperback copies are available. Thought I'd share with you. https://www.amazon.com/gp/product/B00EXCOIRM?ref_=pe_170810_1285754260_lbfy-mdw&dib=eyJ2IjoiMSJ9.UbV6sY-g03FdyVkB-J3_eG38oqJb8M_roq_1vyaBeeyLeM5Yhef7ZktGD1-51PtGUWAmPrNB3TdJrGqluZFnlDDtEzeS6PPf01JfY2j2Kw7fw53s92IVw3tB4FRJU2qAy1JCulhLSeXAtthvPhGlVXBiSwVcN13xxqm4G8mGN2w_kudG27ymmC3RdMsZmg5B.z7PLCceZrWe3G0cJwu4r86fSEYUsgWY2UJ3L2ICarOA&dib_tag=kdd&pd_rd_i=B00EXCOIRM&pd_rd_w=S3kFF&content-id=amzn1.sym.4b2cec32-d8ca-42ab-bed6-5b9533004ebf&pf_rd_p=4b2cec32-d8ca-42ab-bed6-5b9533004ebf&pf_rd_r=null&pd_rd_wg=d3iGg&pd_rd_r=5660530c-e3bc-4814-ac3c-b03f67130fbb&nodl=02 points
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I understand how trim works and the effects of the pressures around aircraft control surfaces. For the F4U, I simply stated and correcting how the trim tabs operate in relation to the control surfaces. With no lift, adjusting trim will not mechanically cause the control surfaces/flight stick to adjust also. This aircraft just isn't designed that way. As pointed out by @Vladinsky, in the game they are moving. I replied that it's a bug by the programmers, and it'll be rectified. Example of the elevator trim tab linkage below. The screw and sprocket is the trim control. The screw itself is fed inside through the torque tube to the bell-crank with no contact except for some ball bearing ring at the sprocket plate. A chain/cable system is attached to the sprocket threaded to the trim control knob. This keeps the elevator neutral regardless of the trim setting. Now if there is pressure on the control surfaces while the trim is adjusted, yes the control surfaces will deflect along with the flight stick. If this isn't happening in-game, we'll fix it.2 points
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ZEL was never really a thing with the F-104. I'd rather like to see the devs' resources spent on something more relevant to be honest...2 points
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DCS desperately needs this mod! Thanks for your hard work!2 points
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Rule of thumb: When it says things like "disappointed", "does not meet expectations", "needs attention", it's a complaint. When it says "This exact thing happened to me in this exact spot under these circumstances, here's a track file. Happy to provide more information if needed", it's a bug report. ----- It's just so much easier for the devs when players provide all the pertinent information. Where did it happen? Did you try just once or can you reproduce that thing every time? Did you try to fix the issue? If so, what did you try already? Did you try in 2D and does it happen in 2D as well? What are your PC's specs? A short track showcasing the issue is always a big help. Confirm right away you're not running mods, or deactivated all of them prior to reporting. Confirm you've already repaired DCS. You know, that kind of stuff.2 points
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UPDATE v1.0(?) Hello everyone, today it's not going to be a regular update but a fresh start with the addition of MiG-31K version to the mod. The old User Files link is going to stop getting updates with v2.72 being the last available version to download. From now on the mod will include both MiG-31BM and MiG-31K versions developed simultaneously. First off - changes to the BM version compared to the latest version: - Fixed HUD glass texture on the exterior model, - Added variable air intakes animation, - Added altimeter pressure setting knob, - Two new liveries by Brzoza - @StalkerXDPL - Changed afterburner nozzle texture, - Adjusted Kh-31P flight parameters, - Made cockpit afterburner sound quieter, - Changed the texture of metal hydraulic parts (refueling probe, gears), Now the MiG-31K version - it uses Su-25T avionics, so it's free, you don't even need FC3/2024 pack for it to work. The Kinzhal missile works with ELINT Fantasmagoria pod, however the pod itself is not visible, but you still need to equip it in ME. As you could probably figure out, due to DCS FC3 limitations, Kinzhal works as an antiradiation missile. The maximum range I could get it to hit the radar was 500km, it was also the maximum range enemy radar could see me above the sea while flying at 15000m. Due to DCS missile coding limitations (I might be wrong and it might be further researched) the missile doesn't actually perform like Kinzhal would (allegedly), and any changes in the direction of more "realistic" behavior make missile miss and stop working properly. It still flies a high arch trajectory at very high speeds but it's not really ballistic. Hit probability is dependent on launch parameters and from countless launches I've made, I recommend not to launch it closer than 150 or even 200km from target while also being at at least 15000m altitude and above 1,4M. Right now I couldn't make AI launch Kinzhals (at least from further distances), will work on it in coming updates. Enjoy! New User Files Link: https://www.digitalcombatsimulator.com/en/files/3346479/2 points
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I appreciate this. But just food for thought - the rendering distance of objects is just a simple variable, like a lot of other things in the GFX engine. Just give us users the option to set it ourselves according to our machines and mission. Currently it is unnecessarily frustrating for helicopters. It's simply a different gameplay. I couldn't care less about drawing of far away objects, but having fences, bushes and other LoDs just pop in as a wavefront right in the center of your POV is.... not nice. I don't want to beat a dead horse (at least no more), but if you could ask your team for an (optional) setting that would satisfy helicopter needs, that would be awesome.2 points
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Dear all, we have cleaned this thread. For now, this thread will remain locked as it has become more work than it needs to be. Currently, we have generally the same 10 or so people debating different things releated or unrelated to this topic. It ends up in angry people, warnings and misunderstandings. When there is something new, it will be added to the 1st post in this thread. If it's something that needs discussion, we will consider opening this thread. Any new threads opened on this topic will be removed. If you have questions about items in the 1st post here, you can send us a DM. Thanks. The ED Team.2 points
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Hopefully the navigation routes, targets, stores management, etc. wont take years to finish. The navigation, target points, and stores management setup is the most time consuming thing to do in the cockpit.2 points
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Ok, thank you all! I have just now placed my order for the Moza base, and hopefully will have mine setup next week. The base will arrive this week I guess, from a Norwegian retailer. But I need a special mount for my Next Level Racing Flight Simulator cockpit so that I can get it low enough in my cockpit - which I luckily found on Etsy.com Seems like can get it low enough with that mount, not for 20cm extension I think. But maybe 5 or 7.5cm which I also have. Or use it without if needed.2 points
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