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Showing content with the highest reputation on 08/23/25 in all areas

  1. From Miltech-5 discord: Bo105 PAH VBH
    10 points
  2. Hope you enjoy another Su-22 mod showcase, despite replay for external views being buggy and me missing some missile shots. This time, most of the cockpit is clickable, it has proper cold start, custom sounds for engine or launch authorised and more! Everything is still work in progress, estimated release Q4 2025.
    10 points
  3. No, I won't switch to Su-25T avionics because people will use it as it has TGP, which Su-22 didn't have. The TV screen was used only for Kh-29T seeker feed and Wyuga elint system. Su-25A avionics have identical gunsight and weapon system as in Su-22. This will do for now. If the CWS guy will not be as busy with Su-30 and 35 for Codename Flanker, he might cook a CWS for Su-22 - already talked with him about it and he agreed - that will allow it to have working TV while still having Su-25A avionics. Moreover, mod is made in such a way that switching avionics to su-25t will render it useless and most things won't work properly. You might like it or not but that is my decision - I am not letting people do things with my mod that shouldn't be done.
    8 points
  4. Leave the Tomcat alone. У него такая кабина, которая вполне соответствует самолёту, находящемуся несколько месяцев в походе.
    5 points
  5. Check out the F-4 phantom. Plenty of switches and systems but no MFDs. Like the F-14 (and unlike the Mirage 2000), there is no flight control system so you are really flying it…and you have to. Older systems so missiles are more challenging but still fairly modern. Plus it does air to air and air to ground equally as well. Certainly more A/G capable than the M2000 and more A/A than the harrier. In fact, there are a ton of air to ground weapons including walley/GBU-8 TV guided bombs, mavericks and even a 1st gen Pave Tack targeting pod for LGB. hard to get more personality than the F-4!
    5 points
  6. Ok, first off, the game manual is early access too. I'm currently updating it, and will have all corrected numbers once I get the final numbers from the programmers Secondly, use the manuals dated 1 December 1952 or 1 June 1946. Finally, I was told to change the wall placard values to these:
    5 points
  7. Кажется, только у A-10C (II) выбирается вариант кабины - новая или не очень. Неплохая опция. А то у некоторых перебор с изношенностью, особенно у Томкета.
    4 points
  8. https://www.digitalcombatsimulator.com/en/files/3346504/ F-5EBR Remaster (Fuel Probe) v1.0.0
    4 points
  9. Yeah 90% chance its dead along with the rest of razbam. Hard to run a company on hope rather than cash.
    4 points
  10. Это не шутка протухла, рекомендую мыться и проветривать. Шутка будет жива, пока жив ED с его подходом к релизу и информировании о прогрессе.
    4 points
  11. They work as the Kh-29L, they just aren't guided by laser rather locking to a point on the ground and sometimes they catch a moving target
    3 points
  12. 3 points
  13. Hi, I like the Kola map a lot, but noticed that villages and small towns are mainly concentrated around airports. We can see the names of all towns/villages throughout the map in the mission editor, but most of them are not (yet) represented on the map. I understand that it's a big ask to have all of them represented, but will there be some more added in the near future? It would certainly fill the large voids we sometimes come across when flying on the map (where there should be some villages IRL), which I personally find its biggest shortcoming. Thanks!
    3 points
  14. Finally finish my FA18c Hornet pit! Its VR compatible, and modular meaning i can dismantle it in 3 pieces and put in other flight sim peripherals. This project took about 5 months of weekends to complete. See YouTube blurb for more info on the build process.
    3 points
  15. FC3 or FF? In the FF, the switch in 0.5 position usually drops pairs. But there is a secret with guns, rockets, bombs, to drop less then the usual salvo. The training mode switch. Turn that on and you can single drop bombs. Have smaller gun Bursts. And fire fewer rockets. In FC3, you’re screwed.
    3 points
  16. Обожаю этот форум. Каждый раз одна и та же реакция и срачи на ровном месте.
    3 points
  17. Сразу объясню для самых маленьких, постараюсь очень кратно и находчиво: не хочу тратить на вас время. Если кто то спросит, что имелось ввиду по поводу релизов и информировании - отвечу ему.
    3 points
  18. Su-22m4 for DCS World! Mod developement thread. discord: https://discord.com/invite/6yqcEngfE8 First of all, this is separate project from Sniper's and Octopuss Su-22. I'm making Su-22m4 with custom cockpit and external model, based on FC3 (Su-25A) avionics with PFM. Mod will be released soon as a AI 3d model replacement for Su-17m4 and then, in the meantime I'll work further on developing the flyable mod (mainly working on cockpit) External model is 90% done, with most of the animations, and some liveries. Liveries include Polish, Czech, Hungarian, Ukrainian, Russian, Syrian, DDR and some other. Cockpit needs to be animated as well with making all the scripts and logic in lua. Yes, it will have variable sweep wings! It will carry a lot of unguided weaponry such as bombs and rockets, as well as guided munitions such as Kh-29 missiles family, ARM and more. Maybe I will be able to add TV seeker view into the cockpit CRT without switching to Su-25T avionics, but I dont promise anything yet. No ETA, stay tuned, the AI replacement will be public soon.
    2 points
  19. Feature Overview StrikeFire lets mission editors and GCI/JTAC controllers use F10 map markers to task friendly launchers to strike nearby enemy ground/static targets. The system assigns one round per target, enforces true range envelopes per missile family, and throttles engagements to prevent AI lockups. It also provides quick spawn presets for H-/K- at the marker position, plus a one-shot CLEAN command to remove all units created by this script. Image Tutorial : Step 1: On the F10 map, place a marker anywhere and enter [H-BRG]. (Please ensure the distance between the launcher and the target is within 8–160 nautical miles.) nullStep 2: Place a [FIRE] marker near the enemy target you intend to strike. Step 3: Enjoy! Key Features Type [FIRE] (or plain FIRE) in a marker and the script will scan within SEARCH_RADIUS (default 3000 m) and auto-assign shooters. One round per target with de-duplication so clustered units aren’t counted multiple times. Hard range checks: GMLRS 8–160 nm; ATACMS 8–160 nm; 9K720 40–215 nm. Spawner: H-/K- presets; each launcher is its own group (can fire simultaneously); supply trucks are merged into a single group. Type CLEAN in a marker to delete all units created by this script. Installation In Triggers → MISSION START → DO SCRIPT FILE, load StrikeFire.lua (or use DO SCRIPT and paste the source). No dependencies. Works on Dedicated Server. Marker Commands (F10 Map) [FIRE] (brackets optional; FIRE also accepted) Coalition inherits the marker creator (Blue/Red). The script treats the marker owner as friendly and fires on enemy. Scans for enemy Ground + Static within SEARCH_RADIUS meters of the marker. Allocates 1 round per target using the nearest launcher that is in range and has remaining budget. Temporarily sets ROE to Open Fire, then restores it shortly after. The marker is auto-removed when processing is done. Spawner keys (place in marker content) H-BLK, H-SEAD, H-DS, H-QRF, H-BRG → HIMARS presets. K-HE, K-CL, K-MIX, K-DS, K-BRG → 9K720 (Iskander) presets. Legacy aliases also supported: HIMARS-BLOCK, HIMARS-SEAD, HIMARS-STRIKE, HIMARS-QRF, HIMARS-BARRAGE, ISK-*, 9K-*. Spawns at the marker point; each launcher is its own group; supply trucks merged. The marker is cleaned after spawning. CLEAN Removes all units created by this script. Quick Reference (Tuning) Adjustable parameters near the top of the file: ------------------------------------------------------------ -- Configurable Parameters ------------------------------------------------------------ local SEARCH_RADIUS = 3000 -- meters (search radius around marker) local FIRE_RADIUS = 120 -- FireAtPoint dispersion (m) local MAX_BATTERY = 24 -- max launchers that can be tasked at once local DEBUG = false -- debug output & temporary markers ------------------------------------------------------------ -- Weapon Ranges (nautical miles) ------------------------------------------------------------ local RANGES_NM = { HIMARS_GMLRS = { min = 8, max = 160 }, HIMARS_ATACMS = { min = 8, max = 160 }, ISK = { min = 40, max = 215 }, } ------------------------------------------------------------ -- Ammo Budget (per-vehicle effective cap) ------------------------------------------------------------ local TARGET_BUDGET_PER_FAMILY = { HIMARS_GMLRS = 6, -- per-vehicle target budget HIMARS_ATACMS = 1, ISK = 2, } Usage Tips Ensure each launcher sits within its family’s range; otherwise the target may be skipped. The script de-duplicates nearby units; if you want looser clustering, increase DEDUP_EPS. Keep one launcher per group so multiple vehicles can fire simultaneously. The script briefly sets ROE to Open Fire and then restores it; adjust the delay with RESTORE_ROE_SEC. Troubleshooting No shots fired? Check: The marker’s coalition (Blue markers direct Blue launchers to attack Red, and vice versa). The target is within the marker’s SEARCH_RADIUS, and at least one launcher is in range. Ammunition isn’t exhausted (per vehicle: GMLRS 6, ATACMS 1, ISK 2). License & Credits Free for use in missions and servers. Please credit “StrikeFire — Remote Ground Strike.” Strike Fire V1.lua
    2 points
  20. 22 August 2025 Dear Fighter Pilots, Partners and Friends, We’re excited to share our first instruction video for the upcoming DCS: MiG-29A Fulcrum. In this MiG-29A Introduction initial episode, we discuss the key features of the Fulcrum such as its mission, engines, sensors, weapons, handling, and a walkthrough of its cockpit layout as reference for future instruction videos. This presentation sets the stage for upcoming tutorials on cold start, navigation, sensors, weapons, and more. The MiG-29A will also include a Guide and interactive training missions for all our new and existing Fulcrum pilots. The DCS: MiG-29A Fulcrum is currently available as a pre-purchase at 30% off. Once released into early access, the discount will be reduced to 20% while in the early access phase. Strap in and light the afterburners because it's time for the High Alpha Hooligans Dogfight Tournament! This is not an airshow, but rather full-throttle aerial chaos where only the boldest virtual pilots survive. The sky is your battleground. Join up now on the High Alpha discord. Thank you for your passion and support. Yours sincerely, Eagle Dynamics MiG-29A Fulcrum Intro video now live We just released the MiG-29A Introduction video for our upcoming DCS: MiG-29A Fulcrum. Also known as project 9-12A, this Soviet light fighter was designed in the 1970s, and entered service in 1983. This episode reviews the Fulcrum’s design and mission and its key features such as twin RD-33 engines, automatic slats, an all-moving tailplane, and 9G capability combined with high angle-of-attack flight. Paired with the Helmet-Mounted Sight and R-73 high off-boresight air-to-air missile, the Fulcrum is a deadly opponent in a dogfight. This video also reviews the planned weapons for our MiG-29A which includes the R-60, R-60M, R-73, R-27R/T, and R-27ER/ET air-to-air missiles and GSh-30-1 cannon. Our Fulcrum can also employ unguided air-to-ground weapons such as bombs and rockets. Although considered a 4th generation fighter, the P-12A does not include multifunction displays, but rather a HUD repeater screen, ‘steam’ gauges, and limited Hand-On Throttle and Stick (HOTAS) functions. Despite this, the MiG-29A is a deadly opponent in Beyond Visual Range (BVR) combat when armed with long-range R-27ER and ET missiles, and when operated by skilled pilots. Keep an eye out for the next chapters where we learn the steps to bring a cold and dark Fulcrum to life, taxi to the runway, and take off. Development Progress Development progress on the DCS: MiG-29A Fulcrum continues with much of the work focused on completing aircraft systems, the damage model, data transfer cartridge (DTC), skins, content, and bug fixing and tuning. We are also working on a large set of default controller input assignments to support several popular sticks and throttles. A 1st person pilot will also be available at launch; an often requested feature from VR pilots. It will also include ground equipment such as engine, intake, pitot, and louvre covers. We’ve been taking good note of the many MiG-29A skin requests you have made. At launch, we will provide the Soviet Union and Russia, East Germany, Poland, Kazakhstan, North Korea, and Syria. Many more are in the works and will be coming soon. Additional external modelling tasks being worked on, including highly detailed missile and bomb pylons and external fuel tanks. A version of the NS430 navigation system is also being developed for the DCS: MiG-29A as a separate download, and both English and Cyrilic cockpit and HUD options will be available at launch. Dogfight Tournament High Alpha Hooligans No AMRAAM spam here, just raw skill, nerves of steel, and some serious G-forces. Guns only. One life. No mercy. Only one pilot will emerge as the King of the Merge, but all will earn their wings in the most adrenaline-soaked showdown in DCS. When: It all goes down on this Saturday, the 23rd of August 2025. What to Expect: 1v1 bracket-style dogfights with aircraft pushing their flight envelopes and their pilots' sanity. Look out for legendary merges, insane scissors, and maybe a few flaming lawn darts. Spectator mode thrills and live commentary that’ll have you on the edge of your ejection seat. How to Participate: If you fancy a shot at the crown, then head over and register for one of the 32 spots available. All participants must check in with High Alpha Hooligans discord. Prizes: The winner will receive a module or terrain from both Eagle Dynamics and from DCS for Disabilities. That’s TWO prizes for a single winner! In addition, the runner-up will also receive a module or terrain from High Alpha Hooligans. How to Watch: You can head over to the High Alpha Hooligans YouTube channel or head on over to the Discord for updates. Thank you again for your passion and support, Yours sincerely,
    2 points
  21. as per title, in CA you can drive around but i have not control of the weapons, the vehicles fire on their own even when it's a player driving them
    2 points
  22. I ended up modding this a bit myself. For anyone wondering, the easiest way is to increase the fonts of all MFDs by altering baseFontSize = 36 in C:\Program Files\Eagle Dynamics\DCS World\Mods\aircraft\GCBase\Cockpit\Scripts\MFD\indicator\MFD_tools_cmn.lua
    2 points
  23. IMO 1.40 initially . Specs are good Start there… I’ll send my settings later..
    2 points
  24. Maybe. Not soon
    2 points
  25. I had previously shared a link to my kneeboards in various other threads. If you have been using my version, please update them to the ones I posted just now. Rudel posted the engine performance charts that we should be using, and I've updated them into my checklists here. Enjoy https://www.digitalcombatsimulator.com/en/files/3345803/
    2 points
  26. Heres my (still work in progress) rust code (also availible compiled to exe for convinience) for the PFP 3N with automatic DCS bios integration. Key inputs are autmatically handled through DCS Bios, so no need to set anything https://github.com/Kurisu003/Open-flight-panel-DCSBios-bridge/tree/main If anyone has questions difficulties or requests, dont hesitate to message me on discord under the username: kurisu003
    2 points
  27. Here’s hoping that “no news, is good news”. It’s one heck of an undertaking, and an iconic aircraft. Whenever it does surface, It will have quite a following. Bring out the pig.
    2 points
  28. Hi, just completed the first few missions The attention to detail and immersion are incredible. Kudos to YoYo for such a well crafted experience.
    2 points
  29. I'd say Mirage F1. It's more primitive than the M2000 but the same philosophy is already there. Plus, the upcoming F-1M will be similar to the M2000 avionics wise. Performance, naturally, will not.
    2 points
  30. Currently even if you have the date before JHMCS or HMD's were a thing ED modules still lets you equip them. Fix it. It's really awesome when you have a cold war or even a Pre JHMCS/HMD era that users can just say "LOL I don't care."
    2 points
  31. Will the NS430 be 3D modeled in the MiG-29A cockpit? Thanks! I was answered in the screenshots. Thank you!
    2 points
  32. and updates in nearly every patch
    2 points
  33. Still higher resolution panels and no compression and latency compared to the Facebook HMD. The trick about the PSVR2 panels is always the super sampling setting, which you can set even higher now thanks to the help of DFR and DLSS 4. For me it's crazy to see these two significant VR performance and quality boosts for my VR setup this year, without spending any money on hardware. Big Thanks to @mbucchia and whatdahopper !!!
    2 points
  34. Океан - это максимально заслуженный должен быть, редчайший хайэнд. Считай если бы на пилота Хорнета одели Ролекс или Омегу. "ИПВ только повторяет ИЛС" - надеюсь это упрощение для сценария видео. Скорее ИЛС повторяет 80% ИПВ. Размер индикации в НСЦ - в углах из мануала задан? Мне нравится как Вагс умолчал панель командной радиолинии, путь отступления прикрыт))))
    2 points
  35. Just to make sure, while this might be your personal estimation, such a statement has not been made by any official sources. There is no correlation betwen the two modules in any way. I cant speak for ED and their F-35, but the EF releases when its done as simple as that
    2 points
  36. Within this thread/post, I'm hoping that we can collate a set of thoughts/guidance/advise for DCS users to assist with their system optimisation. Such that instead of having to repeatedly state the same things to people with questions who were unable to find guidance using the search, that we can direct them to a single thread. In particular, the opening post will collate things, and I'm hoping that others will add useful recommendations that I can merge into the opening post, so please do assist. DCS Systems requirements, when compared to other apps and managing your expectations: Most of the flight sims out there work best with well above average resources, when compared to say your average games. This is very much true of DCS, which is at the bleeding edge of what is currently possible DCS does seem to attract users who are highly engaged, both with the amount of time to invest in playing and also their focus for how to spend their hard earned spondoolies Players want the best eye candy possible, and that's what ED are trying to provide. Taking into account that DCS probably has some of the highest investment in PC equipment capabilities, that's a lot of eye candy. When scaling into VR, that same PC has to work MUCH harder than with a monitor. So as part of managing your own expectations, be aware that you're never going to be able to run DCS in VR with the same levels of eye candy as someone using a monitor If you want the "best" kit for DCS, as of April 2025, look here: Fastest CPU for DCS = AMD9800x3d Fastest GPU for DCS = Nvidia 5090 GPU recommended VRAM = 16GB. DCS can now show the level of VRAM usage, as well as the amount reserved (which is what is shown in Windows Task Manager). I've yet to see above 13GB of VRAM Recommended RAM for DCS = 64GB. In single player I've seen usage of up to 50GB in total. I've yet to see a requirement above 64GB. Having said that, we now have 96GB becoming an option. If I were looking to help with future proofing, I'd personally now buy 96GB Nvidia vs AMD. Right now, IMO, advantage sits with Nvidia, primarily because DCS supports the updated DLSS super-sampling and DLAA capabilities, as introduced within DLSS4. It's a big help. AMD may catch up with their recently introduced hardware capability that provides something similar to DLSS, but it's not yet supported by DCS we don't know how it will compare to the Nvidia solution Storage. A full install of DCS (i.e. all terrains and modules) requires just over 1TB of space. In addition there is space needed for the Saved Games folder, which can be pretty big if you have a lot of liveries and mods. The Saved Games folder does not need to be on the same drive as the DCS install. My current recommendation is a good NVME2 SSD of at least 2TB Motherboard. You may wish to ensure that any new motherboard supports at least PCIE4 and possibility PCIE5. This influences the data transfer between the CPU, GPU and storage External power for USB. If you have or intend to use a number of USB controllers, be aware that they'll all suck power. Individually, might not be much, but it WILL add up. My recommendation is to buy an external USB powered hub. It's quite easy to find ones that support upto 60w each System Configuration: Windows Try to minimise bloatware. There's plenty of guides around, but a good starting point is to look in Start Up and disable anything that you don't need in DCS Familiarise yourself with the use of Taskmanager. Be aware that you can for example drill into CPU usage by core. By default that simply shows a summary of all cores and their usage. DCS is multi-threaded and sometimes uses some cores more than others. If one of your cores is maxed out, you have a CPU bottleneck. It's also a reasonable way to identify if your GPU is maxed out Mouse polling rates. High mouse polling rates can seemingly influence micro-judder (i.e. little stop/starts, regardless of a good frame rate). The impression I was given being that a high mouse polling rate loads the PC, and especially so if there's a lot of USB devices connected. For my Logitech G502, the default polling rate was 1000/second. Reducing that to 125 made a significant improvement to smoothness As per normal with Windows, using it, or leaving it running for a number of hours can result a build up of peripheral tasks that suck up resources without being obvious. If you're intending to go for a long flight after a hard days work at the same PC, it's prudent to conduct a system restart Anti-virus. This is clearly going to be dependant upon which AV you use. A number of DCS users (me included) have at points experienced issues with our AV either: Calling out certain files as trojans. I've yet to see an issue with a file distributed by ED Insisting on checking files before using them. This can turn into a big issue if the files in question are say textures which need to be loaded from your NVME SSD. If your AV decides that it's going to run a check on said texture file, that can result in massive cuts to FPS. My solution for both of the above was to deliberately exclude my AV from sanity checking the folder that has DCS installed into. GPU drivers. Keep an eye on driver releases, but also check in the forums. New drivers can sometimes improve visuals/frame rates, but not always for DCS. Check in the forums for feedback is my recommendation USB Hubs. By default, Window's have these configured for "power saving". In practice, that means that some USB hubs on your motherboard will go sleep if not used for a while. This can include the USB hub that you might have a VR headset linked to. If you have issues, open Device Manager, navigate to the USB Hubs and disable power saving mode Nvidia DLSS4. DCS does NOT as yet support frame or multi-frame generation. DCS does support DLSS upsampling and DLAA (anti-aliasing), which were both introduced on RTX20 series cards. If you have an RTX20 series or newer, your GPU supports the current DCS enabled functionality. Be aware that by default, the Nvidia GPU drivers currently use a fairly old "preset" for DLSS. Newer versions are being introduced and presets from "K" onwards had some serious Nvidia magic sprinkled on them. To action, there are guides around on how to use NVPI (Nvidia Profile Inspector) to take advantage of this Related Applications: You may be using MSI Afterburner, or Tacview. Both make calls to retrieve data within Windows, or DCS respectively. It has been identified that both of these can result in stutter as a side-effect of the calls. Disabling of these and re-testing is a way of checking if they are causing impact DCS install: Do download the Skatezilla DCS App. Above all, it facilitates very easy updates to DCS, along with Repairs (both simple and full) Ensure you have enough storage space (see earlier) DCS updates. I consider it good practice to empty both the FXO and Metashaders folders (both in the Saved Games folder) after EVERY DCS, or GPU driver update. Apparently, post a DCS update, the files in those folders are recreated and simply added to the existing files. The result can be a folder with a LOT of files that are not being used. This can slow DCS down. Be aware that when you first next jump into a map/aircraft, that DCS will need to create them again, so will chug a little for a few mins. Post that, it'll run much better DCS Settings. Key settings that standout for me as being most important in VR: Textures - These are for the aircraft. Set them high if you have VRAM available. If you're struggling on VRAM, set to medium or low Terrain Textures - Set them high if you have VRAM available. If you're struggling on VRAM, set to low Civ Traffic - Off (these use a lot of CPU) Heat Blur - Off Shadows - Flat Res of Cockpit displays - 1024 (lower looks awful) Upsampling - If your card supports DLSS Quality, give it a try Anti-Aliasing - My opinion is that DLAA is awesome. Sorry can't comment on the AMD equivalent Lens Effect - Off Clouds - Ultra. Lower seems to result in weird artefacts in VR Scenery Details Factor - This influences the detail that you see on say a building. Personally I've maxed it out Pre-load radius - I tend to run it at around 45%. I used to have issues with performance on cranking that up. Turning this setting from 45% to 100% can add circa 1GB of VRAM usage Vsync - Off Full Screen - Ticked Mods: There are lots of really great mods for DCS. The DCS User Files section is a great place to start. They include everything from Skins to complete aircraft (e.g. the excellent A4 Skyhawk) By virtue of them being mods, they are NOT supported by ED. The implications are simple. ED do not test for compatibility with mods, and as such a new patch update could introduce new logic that breaks an element of a mod If there is an issue with a mod, that will typically result in error messages being added into the DCS Log file. It's very prudent to check the Log file if you've just started experiencing issues after an update, or if you've started using a new mod There are mod managers available for DCS and you might find it beneficial to use one. There's plenty of recommendations in these forums If you do find a whole bunch of error messages relating to a mod, try uninstalling/removing the mod and re-test If you're certain that a mod is causing issues, raise a query in the Mods sub-folder and include a copy of the relevant Log file. If the creator is available, there's a good chance to them taking a look VR - General: OpenXR is now the preferred format. I'm unaware of any use cases that would now support the use of OpenComposite Some users prefer using Virtual Desktop, which supports connection to the headset via Wifi. Personally I use link cable, which eliminates the potential for wi-fi interference Virtual Desktop does seem to have advantages in reducing "smear" of moving objects within VR, and has "similar" visual quality overall to a link cable. Do ensure that if you're going to use Virtual Desktop that you have a fast Wifi router somewhere nearby. There's plenty of guides on using VD, so I won't repeat detail here The initial view you get on loading into DCS in VR is of the inside of a hangar. That's very nice, but also takes up circa 2GB of VRAM that is not released. If you're a bit short of VRAM (and for those of us without a 5090, that's not many of us), there is a solution in a mod called Empty VR Hangar, which is available via the DCS user files. Install that, and the hangar is replaced with ...nothing, just blackness. Very easy way to recover some VRAM. I'm hoping that at some point, there will be a tick-box within DCS to select the option of nothing Quad views. A chap clearly a lot smarter than I (Mbucchia) created an App called Quad Views, which I believe works with a number of VR headsets. It's a VERY clever piece of software that retains full resolution of the centre of your display in VR, whilst deliberately lowering the visuals outside of that central area. This can make a SIGNIFICANT saving in PC resource usage and therefore enhancement to frame rate. There's plenty of guides around on where to find it, how to install it etc. If your VR headset has Eye Tracking, that's even better as it facilitates reducing the area at full resolution even more Oculus: By default, Oculus show a "home" on powering up their headset in PCVR mode. This also happens to use circa 2GB of VRAM. Within the menu options of your Oculus software there is a option to disable it. It's worth doing Oculus Tray Tool (OTT). This is tool created several years ago, that for a while I thought was defunct. It's not. It allows the easy setting of: Supersampling in VR. I've seen all sorts of recommendations. I'm currently using x1.25, but play to your hearts content Bandwidth usage via Linkcable. The max = 960bps and is what I use Setting resolution. This is the upscaling used. In rough terms, the recommendation I've read that seems to work is to set the horizontal to double the resolution of each eye screen for your VR headset. For example, my Quest Pro has a resolution of 1800 pixels per eye, so my resolution is set at 3600 (it'll auto-calculate the vertical resolution) Pimax/HP: Please see Marky's thread, which has some good recommendations. Please do add recommendations/updates as you find them and I'll try to maintain this opening post. Troubleshooting: There's a reason why this troubleshooting section is at the bottom of this post, i.e. that it's prudent to have investigated the above BEFORE digging around further, as some of these may well rectify your performance issues. VRAM. All GPUs have a finite level of VRAM. Right now, 16GB is a good minimum figure to aim for if you're buying a new GPU VRAM is used by several applications within Windows. Note the points earlier that the Oculus home uses up some, as goes the VR hangar in DCS. Neither of these are really needed and disabling them will give you more headroom Some of the key variables within DCS that seem to eat VRAM are: Textures (the aircraft) Terrain textures (i.e. the ground) The F10 map. Opening that seems to use up around 1GB of VRAM. If you're already short on VRAM, quite unsurprisingly, that will create issues Newer maps and aircraft will tend to use more VRAM, that's just the nature of progress. We all want "better everything" in DCS, and ED have to assume that we'll keep improving our PCs, as that's the nature of us as consumers There's an option in DCS to see how much VRAM it's using. Open the Show FPS, and it'll do that. Hit the Show FPS again and it brings up a box of info. Near the bottom of that box of info, DCS now shows the VRAM reserved and used Note that if you now open Windows Task Manager, that it will also show VRAM used, however, it's measuring everything, rather than just DCS. If there's a big difference between the amount that DCS has reserved and Task Manager is showing as being used, then you probably have an "area of opportunity" for optimising your PC, that sits outside of the remit and control of ED/DCS RAM (both VRAM and normal). When you're getting to the point where your RAM is saturated (i.e. fully used), your PC will starting paging (saving) some of the less used data from RAM into storage. On a PC, that will be on your SSD/HDD. Read/write speeds to and from storage is basically rubbish, when compared to access speeds from RAM, so be aware of how much RAM and VRAM are being used CPU. The multi-core update to DCS did (in my opinion) make a big improvement to performance. On my PC, it seems to primarily spread it's load across 4 cores, though I do get some load on the other 4 CPU cores, but it's much lower. If any of those cores are fully loaded, yep, you've guessed, it'll result in frame rate issues and stutter The reason I've specifically called out the above is that once you've done the basic optimisation, if you're still having issues, it's important to understand where the bottleneck is. DCS heavily loads everything, the GPU, VRAM, RAM and CPU. It doesn't really matter which of those is maxed out, but if any truly are, that on it's own can cause issues. Identifying the culprit then means that you have 2 options: Throw money at the problem Back of on some of the settings You may think that the easy solution is to simply complain about the performance of DCS. It is, but IMO it's wrong. I own most of the big flight sims, i.e. the alternative combat sim and the 2 biggest Civ Sims. For me, I do genuinely believe that DCS is a better solution and have confidence that their work will continue to lead the rest. The unfortunate point is that we have some big spenders within our community with bleeding edge PCs, who are always looking to keep improving. ED by their nature are always going to be looking to see how they can take advantage of that capability. As such, hoping that a 4 year old PC will run DCS on "max" settings is simply not realistic.
    2 points
  37. This happens on occasion: ATP in XR mode. Track mode enabled in IR. When I hit the FOV button on HOTAS, sometimes the FOV does not change until I slew the the pod a smidge. Then it snaps into the correct FOV. In other words: -Pod is in XR mode area track, IR narrow FOV. -Press FOV button to get wide FOV -FOV does not change. -Slew the cursor -FOV pops into wide. My expectation is that the FOV should just change without the slew. Has anyone else experienced this? If not, I'll get a track. -Ryan
    1 point
  38. That's actually easy to do. All one would need is to jump into a quick action furball using an FW190D9 vs P47s and engage your MW50 in a shallow dive. Watch them all turn on a dime behind you and get on your six like you were a bucket of popcorn and they were a flock of seagulls.
    1 point
  39. Как-то Ла-7 выбивается из этой приметы). То-ли модуль очень особенный, то-ли ждут пока рак (DCS) на горе свистнет.
    1 point
  40. I can confirm that the implementation of the AIM-9 is still in development. We have experienced some delays due to personal reasons (unrelated to IndiaFoxtEcho) on the part of our coders. We apologise for the delay
    1 point
  41. The wait goes on for the update to the soldiers that would give our missions a bit more realism that appears in so many of the promotional videos....
    1 point
  42. 1 point
  43. True. When it comes to number produced: MiG-21F-13 - fourth most produced variant, relevant in the same wars as PFM, Vietnam War, Six-Day War, War of Attrition, Indo-Pakistani Wars, Yom Kippur War. By far the lightest and the most maneuverable MiG-21 variant, good visibility bubble canopy, internal guns, entered service 1960 F-13 didn't lag far behind the best light fighters of the era like F-104, Mirage III, J-35 Draken. No radar, just radio rangefinder. MiG-21PF - third most produced, not as relevant as -PFM though stil used in many wars, introduced in 1961, it didn't have internal gun or gunpod. First with radar. MiG-21PFM - secund most produced, the most relevant in real conflicts including Vietnam, Six-Day War, War of Attrition, Yom Kippur War, Indo-Pakistani Wars, Iraq-Iran War and many more. No gun, just a gunpod like F-4D. Still a potent fighter when entered service in 1964. MiG-21bis - the most produced, relevant in Soviet-Afgan War, Iraq-Iran War, Angola Civil War, Ethiopia-Somali War, Gulf War, Yugoslav War, Libya-Chad War. Already a bit outdated when introduced in 1972. Though number of specific variant produced differ from source to source, plus license production in different countries etc.
    1 point
  44. if ED were to do a Uh1H update. it should follow KA50 v3 or A10C 2 current existing owners get a free 3d model exterior and interior cockpit upgrade. a paid upgrade DLC with discount for UH1H owners gets updated UH1H with AN/ASN175 GPS unit and AN/APR39 v1 radar warning receiver. May as well since the already existing huey has composite rotor blades. which is something that was not fitted until early 90s ( earliest revision i found that had these references to composite rotorblades was in the 1992 revision of the 1988 manual) . IF anyones read the Uh1H/V manual published 1988 ( 1999 revisions) theyl see ASN 175 GPS operation described. below is a cockpit of a Wisconsin national guard UH1V taken in 2008. Also note that the radar altimeter is place to the right of attitude indicator for both pilot and co pilot. looking at TM 11-1520-210-23 UH1 electronic maintenance manual ( 1996 publication revised 1999) this is the configuration the radar altimeter equipped hueys should have, even if they weren't equipped with APR39.
    1 point
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