Leaderboard
Popular Content
Showing content with the highest reputation on 09/07/25 in all areas
-
The crew of the AI MH-60 has been re-assigned Still very early WIP but she'll fit right in18 points
-
Got a chance to fly the C-130J. It did, with all due respect, feel better than the C-130 mod. But then again, I was not using my own rig or HOTAS so pretty much everything I fly will feel different. It was nice though. I met up with Xpendable there and he was saying that he inadvertantly had the C-130J throttle thrown to reverse, and it started taxiing backwards. By the time he had gotten control of it again, it had been backward taxiing at 80 kts! Wow. It was also great to meet Baltic Dragon, what a great guy. Here is me, Baltic Dragon, and Xpendable. v6, boNes8 points
-
hi Masterofzen! First, I want to make a enterelly new ground crew system, with modular models, more details, better animations, etc. Second, For the moment the animations are triggered by red or green state. This means, a two position possible,the rest and the sign. So, its not possible, with this mechanism, that one single object make 3 different animations.8 points
-
Hello and good morning, DOWNLOAD of newest version of the AI MiG-23 replacement: https://www.mediafire.com/file/trqpute3b9ibgd9/TOMsMiG23-MOD_V2.0.rar/file Before you overwrite or replace a file, please create a backup copy first. This mod replaces the AI model for the MiG-23 and features the MLD and MF variants. It comes with skins for the Soviet, Syrian, Polish and East German air forces. In the early '70s, it was the state-of-the-art fighter designed to counter American and European fighters such as the F-4 Phantom or the F-104 Starfighter. The MiG-23 was never designed as a "dogfighter", but rather as a ground-controlled interceptor. To this end, the MiG carried R-24 missiles, which were infrared and radar guided. The tactic was to fly the MiG behind an enemy aircraft without using the radar. Once in position, the command was given to activate the sensors and fire the primary missiles in a single attack before escaping at high speed. However, despite the sound design, the MiG-23 was too expensive and complex, meaning the older MiG-21 is still in service. In the '80s, with the emergence of more modern jets such as the Tomcat, Eagle and Falcon, the MiG-23 was no longer competitive, but could still pose a threat if used within its limits and tactics. For the mod: To switch between variants, please change the board number in the DCS editor: below 5 (0–4) for the MF variant and above 5 (5–9) for the MLD variant. Cheers TOM6 points
-
The C130J has a full navigation database for each map. It has the airport specific procedures, airways, and other nav data for the time period that the map is representing.6 points
-
Nearly certain it's related to wind - too much weathervane effect (and maybe not enough tire friction). It's been discussed a lot in the past 4 pages of this thread... It's simple to test, just make a mission with 0 wind at the surface, taxi around. Then change the wind to 5 knots, notice how it's harder to turn. Then make one with 10 kts or greater and notice it's impossible to do a 180 degree turn, you'll hit your limit around 90 degrees to where the wind is coming from. it's a bug in my opinion, really hoping the devs look at it ASAP.4 points
-
In fairness, he never stopped updating this map (and since it's "his" map, he's been the one updating it all along). Razbam was only the publisher and even after they publicly announced they were stopping pushing updates to the F-15 etc, there were still SA map updates pushed.4 points
-
Dear Eagle Dynamics, First of all, thank you for the incredible work on DCS World and for continuing to expand its scope. Hiring modders like CurrentHill shows real commitment to quality and community content, and it’s something we all appreciate. That said, there is an issue that is increasingly frustrating the player base: the ever-growing size of the CoreMods folder and mandatory livery packs. The Problem Many modules include 10–15 GB of liveries (e.g., F-14 = 14GB, F-4E = 12GB, others = 8–9GB). These are downloaded by all players, even those who don’t own the module, because they’re placed in CoreMods. The result: Install size is inflated by tens of gigabytes. Frequent updates are huge and slow because they touch massive files. Players are forced to buy new SSDs or split the game across drives just to keep playing. This isn’t just an inconvenience. It actively prevents new players from trying DCS, and makes existing players frustrated when every update eats bandwidth and disk space unnecessarily. Why This Matters We understand the reason behind CoreMods: everyone needs to see the same aircraft and skins in multiplayer. But the current implementation is heavy-handed. Right now, we’re downloading and storing content that many of us will never use. Constructive Suggestions There are practical solutions that would keep multiplayer compatibility intact without punishing everyone with bloated installs: Optional Livery Packs – Move liveries into modular downloads (via Module Manager). Players who want them can install, others can stick with a default skin. Fallback System – If a client doesn’t have a specific livery, DCS should display the module’s default skin instead. This is common practice in other sims. Lightweight Core Option – Allow players to choose a “Minimal Core” install that includes only essential assets. Great for single-player or those with limited storage. Better Compression/Deduplication – Many liveries reuse textures or differ only slightly. Optimizing this would cut gigabytes without removing content. Conclusion DCS is already a large, complex game, but it doesn’t need to be unnecessarily bloated. With every new module (and now with more asset packs from CurrentHill), this issue will only get worse. We ask that ED prioritize a solution to reduce storage and update overhead caused by CoreMods and excessive liveries. This would improve accessibility, performance, and overall user satisfaction. Thank you for considering, P.S. CoreMods>tech>Animals contains only one animal a Cow and it is 51MB in size!3 points
-
3 points
-
I had a conversation via Email of the representative of the protest movement against the TRAs Eifel and Lauter. They told me that they were affected by inacceptable noise levels due to military training flights starting in the 80s (because that is how far back they can remember, meaning they could have been there before that as well). It has to be mentioned that it could also have been flights moving through the nighttime flying corridor system that leads straight through that area as well. Additionally, I have found these images: This image is from the book series by Frank W. Fischer, indicating that there have been 3 TRAs in the greater area around Ramstein AB. Then there is this image laying out the dimensions of TRA 204 Eifel. This is the layout that appears again after the 1989 VFR charts that you used for your CWG miz template @Volator. This also seems to be in place all the way until TRA204 was closed down again in the early 2000s. This is what TRA205/305 looked like up until the change in the early 2000s. This layout seems to reach back until 1989 at the very longest as indicated by @Volator's VFR chart again. The layout of the both TRAs next to each other and an internal memo about the negotiations at the time (again early 2000s so this would be reaching back some time but at most until 1989) And an excerpt showing a reunified Germany featuring both TRAs Eifel and Lauter, and the old layouts for the TRAs in the North. I have not been looking into the TRAs around Hamburg yet as I have been focusing on trying to research layouts for the TRAs most relevant to our day to day training routines. It has to be said that the source most accurate to the time the CWG map is set in, is @Volator's 1989 chart, and that what I posted here is only the beginning point (the original image from Frank W. Fischer's books) and the end with the relatively recent changes to TRA205/305 and the dissolution of TRA204. I am awaiting answers to requests from the german Bundesarchiv on airspace layouts during the mid 70s and the 80s but I would not get my hopes up on that front. For our purposes in JaboG35 the addition of TRA204 is very important as it does provide us with more playground space that doesn't break immersion for us. Considering that the original TRA layout (from Frank W. Fischer's documentation) indicates that there were three TRAs even, this is an acceptable compromise to us internally. I do encourage you all to read the books about Rhein Control however, as they are extremely thorough and very well illustrated.3 points
-
Your RNZAF liveries look absolutely gorgeous in DCS, they really capture the beat-up look of these machines really nicely! Thanks for the heads-up btw, I'm gonna enjoy roaming around the DCS skies with these liveries3 points
-
3 points
-
2 points
-
2 points
-
2 points
-
2 points
-
2 points
-
А зачем? Он же и так PFM. Это если бы его делали full fidelity... Может быть, это даже случится при нашей жизни (в конце концов, там нет ни радара, ни сверхсекретного оборудования)...2 points
-
I'm using the TM Warthog, and it works pretty well for the 130J. Even the reversers work well, when you assign a modifier and curves. First I made a custom detent for the reverse, but i found out it's not really needed when you use a modifier + axis curves.2 points
-
There is a great MP campaign for South Atlantic in Retribution turn based Dynamic Campaign System. You should check this one ! For a more MP casual flight Through The Inferno (TTI) is great too.2 points
-
It's not an error. Steam shows -13% from EA price. ED store shows -30% from final release price.2 points
-
nobody in particular, but the only evidence you have shown that i can see is with the A4E,, show a track with an F/A-18 or a Tomcat and you have yourself a different argument... my 0.02GBP2 points
-
2 points
-
Речь не про обновление. А про то что Су-25 станет бесплатным ( как Су-25Т и TF-51). Зачем - не знаю. Но разработчики так решили.2 points
-
the only way to reach that size is by having at least 5-6 maps and quite a few aircraft modules, how many us$ is their worth? Really you can’t afford a larger drive?2 points
-
The website currently lists only the latest version, but the team is working on creating a repository to include older versions as well. The swirl issue was reported last week, and the developers will investigate it. If so, you could try the v1.41.2 - https://dlappstore.pimax.com/release/play/PimaxPlaySetup_Release_ToC_V1.41.2.157_202508082008.exe2 points
-
2 points
-
Freq or channels you have in the kneeboard too. You can check it during the flight.2 points
-
2 points
-
Here is a mission in the Germany map using trigger zones on light targets. This is a way to turn off ground AI god mode until you are closer to the targets. One problem is, once the AI turns on, it does not turn off once leaving the trigger zone. I tried every conceivable way of solving that problem (triggers, etc.) but could not get it to work. I think its a bug in the AI. So once you get within the unit's trigger zone, you had better kill them before they get you. Let me know if you guys think this has any value. You can easily drag the enemy units along with their trigger zones to change their positions. Start off in Leipzig. Edit: Cleaned up trigger zone logic. Triggers were a mess before due to experimenting to solve problem of turning AI off when leaving trigger zones. Simpler logic in "090525" file is good for using as a template for your own missions. Leipzig light combat OH6 090525.miz2 points
-
Yup, hopefully before the end of the year. To add the AI C-123 provider, a few ground units and static objects. I don't have a defined list at the moment, I'd like to add a serie of static objects to increase the Vietnam "feel" on the Mariana WWII map, stuff like weapons cache, tunnel entrance, etc. as well as a few custom cargo objects to carry internally (special thanks to @TeTeT) Quick test: Unfortunately, the UH-1H cargo bay is quite small, can't even fit a stretcher in there No, I can't really share it in its current state. But if you can a great AI blackhawk mod: I tried and I can't figure out how to do it. The kind of animations necessary always create conflict for some reason.2 points
-
It's fair to say that the map is looking better and better. I'd even go so far as to say that it currently looks even better than Kola in terms of textures, vegetation, and buildings. And with the latest update, the map will be even better. Ultimately, although it took a long time, it turns out that while it may not be as popular a region, it's a very good map.2 points
-
2 points
-
A few more shots, been having some fun doing short field landing practice at RAF Hawkinge in the FAA Corsair2 points
-
Tom Kazansky said: Please note that the Oasis driver only works with Nvidia GPUs. I don't know if support for other GPUs is planned (or possible). YES, they are working on making the driver work with AMD.2 points
-
seems to me that if 50GB is that important, then most likely what you really need is a larger storage … 50 GB is not going to solve your lack of storage.2 points
-
As someone who doesn't care what livery someone else is using, I agree 100%. At the very lease those liveries should be made part of the module itself: if I buy the F14 for e.g. it implies I want to check out the different skins. If I don't, it implies I don't care for it. Forcing everyone to download skins for modules they don't own is just a waste of space.2 points
-
Any word on the next video? It's over a week since the latest one in the series1 point
-
I have a feeling the improved radar model will come with the release of the F1M. Kinda like the C-101 EFM released with the C-101CC. Just my guess.1 point
-
Про раздельное речь не идёт, там наверняка дифференциальное торможение, как на многих советских самолётах, но рычаг - не кнопка - позволяет дозировать силу торможения, разве нет?1 point
-
Check DCS options > system: color theme. Or those VD apps.1 point
-
1 point
-
New update in the horizon and a proper section with the dev name on the forum! Including the performance passes and vegetation love. I am curious about the performance passes coverage if that pesky performance loss is resolved. Refresh on airfield lighting is also welcome. https://www.digitalcombatsimulator.com/en/news/newsletters/32cf35bf457d5a4b74f1b3694a878c7e/1 point
-
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.lua1 point
-
Reshade VR Enhancer Mod (VREM) 2025/07/01 for DCS version 2.9.17.11733 => version 9.4.1 bug fix for Haze control + new way to handle instrumentation reflexion for A10C, AH64, F4E and maybe more. fix issue with preprocessor variables not intialized creating red entries in technique list and "initialize preprocessor variable' not working as it should. What is VREM ? Reshade VREM is a reshade add-on that gives some improvement for VR users (even if most of them are working in 2D). It is the “son” of the 3Dmigoto mod, as the library is no longer working with openXR. It provides the following features: Label masking by cockpit frame Reflection on A10C instrument glass can be suppressed Atmosphere haze reduction Enhancement of cockpit and outside colors Sharpen filter for cockpit Debanding for sea and sky NVG can be resized and moved vertically Own rotor hiding in cockpit view to avoir issue with reprojection (other rotor still visible) AH64: TADS/PNVS video desactivation/activation in IHADSS, boresighting convergence, left eye disabling of IHADSS NS430 workaround : NS430 frame is hidden and screen can be moved to a fxied position. Settings can be saved It is IC compatible, as no game files are modified. It should be compliant with any other reshade usage or addon. It may eat some fps, but I did not have any reliable fps measurement tool working with the Varjo… Installation Download and install the latest reshade version with full add_on support ( https://reshade.me/). Reshade must be installed for each version of DCS (ST or MT) you are using. ! Do not install any VR compatibility features/option, it may break the mod : DO NOT select OpenXR, just DX 11/12. DO NOT tick off any extra add-ons, just leave the two ticked defaults alone. ! Download the mod from here : https://www.digitalcombatsimulator.com/fr/files/3305420/ Or from here if not working: https://github.com/lefufu/DCS-world-reshade-VREM/releases/download/9.4.1/ReshadeDCS_VREM_v9.4.1.zip Install the mod in DCS folders It is best to use Jsgme or Ovgme (the provided zip is compliant with them) but otherwise: unzip the mod package copy the “bin” and “bin-mt” folders (that are in the mod folder) into the DCS installation directory. You should have a file “reshade DCS VREM.addon64” and a folder “shaderreplace” in the folders in which DCS.exe is. UnInstallation It is best to use Jsgme or Ovgme (the provided zip is compliant with them) but otherwise: delete “reshade DCS VREM.addon64” and the folder “shaderreplace” in the folders “bin” and “bin-mt” of DCS installation Using the mod Options are toggled or set up by using the reshade settings. Press the “home” key to open the option windows and then go to “addon” tab. Untick the options “Generic Depth” and “Effect Runtime Sync” if you are not using them. Ensure “DCS VREM” is ticked. Settings sections are collapsed by default, you just have to open them to access options. Every section must be activated before beeing used. This often need a game restart (it depends of other features activated). Do not forget to save your settings ! Unfortunately, the option windows can only be seen in the 2D mirror view, and most effects can only be seen in the VR view ! So you will have to play between 2D and VR view for setting up color, sharpen, deband… Most settings are obvious, but here are some notes on using the mod IHADSS boresight and left eye disabling I'm old now and I need to save my eyes and my brain. So I set the IHADSS for both eyes display. But in this context this is nearly impossible to boresight it, as the crosshair is collimated at infinite, and not the bulleye...so I setup an option to activate and set a special convergence of IHADSS, to have the crosshair at the same depth than the bulleye. At first activate the settings (either by the GUI or by pressing SHIFT+i) and then use GUI to setup the convergence at the good level. Of course, there is not one single convergence for pilot and CPG, but you can move a bit your head forward or backward to make it working. IHADDS in both eye may be a bit uncomfortable to look in cockpit, so you can disable left eye by pressing ALT+i NS430 workaround Having the NS430 floating in front of your eye is just impossible, most of us are not using a controller, so we can not use it on arm. I setup a workaround to display the NS430 screen in the area in which the menu, comms, kneeboard are displayed. You'll still need to use the "in front of your eye" view to setup things in the NS430 but at least you can fly and use the display. You can use ALT+V to toggle display of NS430. Beware: even if the NS430 is no more displayed, all buttons and so on are still active: if you put your cursor on their place you will see labels. You can customize the positon, depth and size of the NS430 screen using the GUI. I made a small video here to show the effect : https://youtu.be/j5eKRo31Zh0?si=xJj1IDWCzh6ubhDF Reshade technique VREM is now able to inject reshade technique into PS shader rendering, so they are now compliant with Quad view. In addition I added some VREM version of Reshade shaders, to enable capacity to limit them to cockpit or external view. Summary of available options is here: Inner / outer view selection Cockpit/external Standard Reshade technique In global VREM options no Reshade Technique modified for VREM In shader options In shader options MSAA support & super/downsmapling In order to maximize support of DCS graphic settings and mimize work to maintain mod, the MSAA factor need now to be filled using the GUI, in section "MSAA Factor". By default no MSAA is set, so you need to set option only if you are using MSAAx2 or MSAAx4. super/downsmapling (DLSS/NIS/FSR,...) are aso supported but the ratio is to be setup in order to have label masking and settings for cockpit /outside working. You need to activate "display stencil mask" in "debug option" to allow you to setup the ratio. If you have the VREM technique in red as shown below: Use the button "initialize preprocessor variable" in "debug" section to fix it. Supported settings I did testing only for 2D and with Varjo Aero for VR, which is using quad views.. Things should work for other VR helmet, but who knows ! I tested the mod only in the following configuration, it is likely some options will break some mod features. Supersampling (SSS, SSAO,..) need manual declaration of the super/downsampling factor in GUI. Flat shadow blur, volumetric lights,....may create issue. Please report here if you test them. But, due to the amount of work for doing and testing, it is likely I will not add them in the mod support. I included my 'option.lua' file options.lua (without quadview). if you have an issue with the mod, please do a check by replacing yours by this one and reports only if the mod is still not working with my settings. Known issues The "rotor hide" option is also hiding the basket of the tanker when doing air refueling. Some reshade effects will have some errors or may crash the game... Acknowledgements The mod is using code from Crosire https://github.com/crosire/reshade FransBouma https://github.com/FransBouma/ShaderToggler ShortFuse https://github.com/clshortfuse/renodx Once again, thanks for helping me in the reshade Discord, without their kind answers to my stupid question, nothing would have been possible ! Sharpen algorithm and lot of code for it taken from here : https://astralcode.blogspot.com/2018...ing-of_13.html FXAA algorithm and lot of code for it taken from here : http://blog.simonrodriguez.fr/articles/30-07-2016_implementing_fxaa.html History 2024/08/14 for DCS version 2.9.7.58923 => version 1.0 1st public release 2024/08/16 for DCS version 2.9.7.59074 => version 1.1 fix TADS video disabling in IHADSS not working. 2024/08/16 for DCS version 2.9.7.59074 => version 2.0 fix TADS video disabling in IHADSS not working for cold start fix Rotor hide still active in specific case (reflect at night for example) add NVG resize (in "misc" section) add NS430 workaround add IHADSS convergence settings for boresight when IHADSS is displayed for both eyes add left eye disabling for IHADSS when IHADSS is displayed for both eyes some code rework 2024/09/17 for DCS version DCS 2.9.7.59263 => version 3. add NVG height position (in "misc" section) improve NS430 workaround that was not working in all cases, the area on which it can be moved can be increased code optimization : only needed features are now to be enabled (using settings) to reduce mod footprint some settings may be lost and will have to be set and save again. 2024/11/09 for DCS version DCS DCS 2.9.9.2474 => version 4.0 fix Haze no more working with last version some optimization, color PS no more modified if not used, label moved back to "misc" section 2024/12/23 for DCS version DCS 2.9.10.4160 => version 5.0 compatibility with last DCS version recompiled for Reshade 6.3.3 2025/01/26 for DCS version DCS 2.9.12.5336 => version 7.0 compatibility with last DCS version Reshade techniques can now be injected in VR, with capacity to target Inner or Outer view for QV Some dedidated VREM techniques are available, each effect has its own settings to enable effects for cockpit or external Unofficial reshade library used (waiting future release) 2025/01/31 for DCS version DCS 2.9.12.5336 => version 7.1 Fix a bug making reshade effects not available in VR for some configuration. 2025/02/02 for DCS version DCS 2.9.12.5336 => version 7.2 added VREM version of HDR sweetFX technique 2025/02/15 for DCS version DCS 2.9.12.5336 => version 7.3 added VREM version of SMAA technique (2 techniques : one for non quad view and quad view outer, one for quand view Inner). added option to disable effect for 2D and keep them for VR only to opimize fps impact. 2025/02/22 for DCS version DCS 2.9.13.6818 => version 8.0 support of 2.9.13.6818 remove reshade unoficial library as the 6.4.0 with support for thecnique injection has been released bug fixes (technique injection for MSAA2x,..) change default key mapping to avoid overlap with modules remove option to disable effect for 2D and keep them for VR only as it is making game crashing 2025/03/18 for DCS version DCS DCS 2.9.13.6818.2 => version 8.1 option to disable effect for 2D and keep them for VR only restored. Small optimization for effects. 2025/05/15 for DCS version 2.9.15.9599.1 => version 9.0 rework to try to make the mod less sensitive to DCS settings : all MSAA are handled, haze control should work for any option. But you need now to specify in GUI which MSAA option you are using (if you are). SMAA modified technique removed, as they are not wroking in all cases 2025/05/23 for DCS version 2.9.15.9599.1 => version 9.2 rework to try to make the mod less sensitive to DCS settings : all MSAA are handled, haze control should work for any option. But you need now to specify in GUI which MSAA option you are using (if you are). SMAA modified technique removed, as they are not wroking in all cases label masking working with upscaling (downsampling) option (DLSS, FSR, NIS), but down/supersampling factor is to be set in GUI, as automatic detection is creating issue with Openkneeboard 2025/06/10 for DCS version 2.9.16.10973.1 => version 9.3 fix for haze control not working when selected alone. Features demos Label masking Haze control Rotor hiding IHADSS Boresighting PNVS masking Color/sharpen/deband features NVG feature NS430 workaround feature Reshade shaders in VR : Reflection on instrument control:1 point
-
I feel you bro. Back before corona, a buddy of mine got a dev beta version of the oculus rift. He loaned it to me, and I tried DCS with it. It was amazing. I was sold right away. That's a long time ago. I'm now on my fourth headset since then (a pimax crystal light) and went all out on building a stupidly powerful PC to power it. Yes VR is very much PC gaming, in that it takes a *lot* of tweaking to get right, and your hardware is never powerful enough. Ever since I first experienced a takeoff in VR, and broke through an overcast cloud layer, I have been so happy with VR and DCS. It's been a dream I had since I was eight.1 point
-
What kind of gibberish is this? Actually, what's your problem? Have you ever heard the expression. "If it works, don't fix it!" ? My Delanclip/PS3 solution works perfectly. No lag at all for a fraction of the cost of the aimxzyblabala. (Might be cheaper than TrackIR, but it's not cheap, and we're not discussing TrackIR ripoffs here, would never have considered those at all, not sure why you brought them up in the first place). I wear headphones, and will ever do that, because I prefer it. I also use VoiceAttack/VAICOM, so wearing stuff does not bother me. On another note. I watched the video in the OP when it was first released. Nothing in the video convinced me this was a product I wanted. Are you involved with the product, trying to advertise it in any way? If so, you should come clean.1 point
-
The inverse square law applies for radars as well as for any(?) other antenna. It is just that you always have to be at the same azimuth/elevation in the antenna diagramm when you make the simple power calculation.1 point
-
Recently Browsing 0 members
- No registered users viewing this page.