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In the next DCS update, the F-16 will be getting a new DTC feature: RWR Reprogramming. The F-16's ALR-56 radar warning receiver (RWR) can only display 16 radar symbols in OPEN mode or 5 radar symbols in PRIORITY mode. With these display limitations, the RWR automatically prioritizes these threats to ensure the most relevant radar threats are presented to the pilot. Up until this point, the F-16 RWR prioritized threats based on three tiers, with each subsequent tier out-weighed by the tier listed above it: Threat Lethality - All radars that are detected to be in a "Launch" mode in which the radar is likely guiding a missile are of a higher priority for display than those radars that are only in "Tracking" or "Search" modes; and all radars that are in a "Tracking" mode are of a high priority for display than those radars that are only in "Search" mode. Threat Type - The type of radar is prioritized according to the threat table uploaded to the RWR software. Those that are higher in the table are prioritized for display over those below it. Signal Strength - The strength of a radar's signal is weighted against others of the same radar type. If two radars of the same type are detected, the stronger signal will be prioritized for display over the weaker signal. These tiers of prioritization remain un-changed with this new DTC feature, but now players and mission makers have direct control over tier 2 and can reprogram the threat table to suit the mission or their individual preferences. The F-16 RWR is reprogrammed by accessing the Threat Tables (ELINT) partition of the DTC and selecting the RWR tab. Two independent threat tables may be uploaded simultaneously, HIGH and LOW, which can be toggled from within the cockpit at any time using the ALT button on the Threat Warning Auxiliary control panel. Each individual radar type can be moved up or down in the displayed table using the arrow buttons along the right side of the table itself. The Display checkbox determines which threats are actually programmed into the RWR database. If any of these boxes are un-checked, the RWR will not be programmed to recognize these radar signals. In this example, only the friendly coalition is equipped with Patriot SAM batteries, so that radar can be un-checked to declutter that friendly radar type from the RWR display. The SEARCH checkbox determines which threats are hidden from the RWR display when the SEARCH button is not enabled on the Threat Warning Auxiliary control panel. These radar threats will still be recognized by the RWR, but will only be displayed and inserted into the priority ranking when the pilot enables SEARCH. This can be useful to hide any radars that cannot perform tracking or missile guidance functions, but can also be used to selectively hide any friendly radars while retaining those types within the programmed RWR database. The UNKNOWN checkbox functions identically to the SEARCH checkbox, but corresponds to the UNKNOWN button on the Threat Warning Prime control panel adjacent to the RWR Azimuth Indicator itself. This can be useful to hide any radars that the player wishes to selectively declutter from the display, such as friendly radars, naval radars, etc. These threat tables are uploaded by pressing the ELINT OSB on the DTE MFD format.5 points
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With all due respect, users are concerned, and rightly so. At the moment, if I report a bug, I won't receive a response from any member of the Polychop team. The CEO is nowhere to be found, even through DMs from people who have worked with him. The only developer working now cannot communicate with users in public forums without the previous CEO's approval. Yes the Kiowa was feature completed when it launched, but that doesnt mean there were bugs and there are bugs. It needs maintenance. And since Polychov used discord for reporting bugs, one just need to take a look there to see how those reports are doing in all this time. We are talking about a module released last year, so it is understandable that users are concerned about this zero-comms situation that creates all this uncertainty. The way to stop the uncertainty? A brief announcement from the CEO adressing the situation. (Last public message from him was in January 2025)5 points
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In the next DCS update, George AI Pilot will be receiving some improvements to his existing logic and behavior in an effort to make him more realistic along with several new features to make him more capable. The most noticeable change is the addition of an AI Helper Interface wheel that functions in a similar manner as what is seen when controlling the AI CPG, which will help players understand which commands are available at any given time. The second change is the addition of a new command to the AH-64D CPG controls called "Multifunctional Input (Center)", which functions similarly to the Consent To Fire command for the AI CPG in that it corresponds with the actions displayed within the center of the AI Helper Interface wheel. Accordingly, the Consent To Fire command in the AH-64D Pilot controls has been renamed to "Multifunctional Input (Center)" to more accurately represent the evolution of this command following the changes to George AI CPG in the July 23rd update to DCS. In the graphic below, the new AI Helper Interface is shown for when the player is in the CPG seat, with some new commands identified when the interface is in Flight (FLT) mode. The player can now toggle the AI Pilot's speed reference between ground speed (GS) and true airspeed (TAS) with a short press (<0.5 seconds) of the Multifunctional Input command; or toggle the AI Pilot's altitude reference between radar altitude (R) and barometric altitude (B) with a long press (>0.5 seconds) of the Multifunctional Input command. One additional change that is worth noting is that the Right-Short commands have been swapped between Combat (CMBT) and Flight (FLT) modes to improve the workflow when using the AI. Now, when the AI Interface is set to FLT mode, Right-Short will command George to navigate the current route; and when the AI Interface is set to CMBT mode, Right-Short will command George to turn to where the player is looking. New Speed Settings & Altitude Conversions When set to FLT mode, the player will have additional speed options, which can be particularly useful when trying to creep along the terrain at NOE altitudes or when trying to synchronize a planned time-on-target. These speed options will now include 20, 40, 60, 75, 90, 100, 110, 120, and MAX, with the new speed options underlined. When toggling the altitude reference between radar and barometric, George will now perform a correct conversion between the AGL and MSL equivalent altitudes based on the elevation of the terrain below the helicopter. This will aid in a more natural switch between altitude references. Ground Operations George can now be commanded to perform start-up and shutdown procedures by accessing the new Ground (GND) mode of the AI Interface any time the helicopter is landed. FULL START - George will perform a full start-up procedure from turning on the battery to preparing the helicopter for takeoff. ENG FLY - George will initialize all systems, start the engines, and bring the Power levers to FLY, but will leave the APU on and wheel brakes applied until the player commands him to turn off the APU and release the brakes. Alternatively, this may also be used to command him to start the APU and apply the wheel brakes after landing. ENG IDLE - George will initialize all systems and start the engines, but will leave the Power levers at IDLE until the player commands him to bring the Power levers to FLY and/or prepare the helicopter for takeoff. Alternatively, this may also be used to command him to start the APU, apply the wheel brakes, and bring Power levers to IDLE after landing. APU ONLY - George will start the APU and initialize all systems and announce when he is ready to start engines. Alternatively, this may be used to command him to start the APU, apply the wheel brakes, and shut down the engines after landing but keep all systems initialized with the APU on. SHUTDOWN - George will perform a full shutdown procedure, to include shutting down the engines, powering down systems, turning off exterior lighting and the APU, and switching off the battery. CMWS ON/OFF - George will toggle the CMWS power on/off. When CMWS is on, he'll set the CMWS/NAV switch to CMWS for combat operations. When CMWS is off, he'll set the CMWS/NAV switch to NAV for non-tactical flights. Defense Settings In order to provide a more efficient workflow during missions, the CMWS mode has been removed from the typical AI Interface flow of FLT -> H-B -> CMBT and can only be accessed using a long press (>0.5 seconds) of the George AI - Show/Hide command. In addition, a new command for commanding George to configure the exterior lighting has been added, and the mode itself has been renamed to Defense (DEFN). The following exterior lighting configurations can be selected using the Right-Short AI Helper command. DAY - Day, non-combat operations. Anti-collision lights set to WHT. NT BRT - Night, non-combat operations. Anti-collision lights set to RED and navigation lights set to BRT. NT DIM - Night training missions. Anti-collision lights set to OFF, navigation lights set to DIM, and formation lights set to BRT. NT FORM - Night training/combat missions. All lights off except for formation lights. LTS OFF - Night training/combat missions. All lights off. Improved Flight Logic George's overall flight logic has been improved, most notably to avoid exceeding the engine or drive train limitations or ensuring the helicopter has sufficient power for what the player is asking George to do. George will use the PERF page calculations to properly assess the power margins and will now provide verbal feedback to the player if he is asked to adhere to airspeed or altitude parameters that exceed the acceptable power margins for the current gross weight, altitude, and temperature. In addition, he will automatically switch between "nose-to-tail trim" at low speeds and "aerodynamic trim" at high speeds. NOTE: Although George's flight logic has been improved, it is still possible to force him into a situation in which he may collide with terrain or obstacles, particularly when he is being ordered to adhere to extremely low altitudes, operate with a high gross weight and narrow power margins, or fly at MAX speed (or a combination of these factors), the player should use prudence when selecting the airspeed and altitude combinations, and occasionally cross-check his flight path just as a real crewmember will typically do. As an example, if the helicopter does not have sufficient power margin to clear a ridgeline, the player can order George to slow to 75 or 60 knots TAS to improve his climb rate or climb angle. But if that is not sufficient, the player should order George to alter heading to avoid the rising terrain. When the AI Interface is set to Combat (CMBT) mode and the player presses the Up-Short command, George will perform the following contextual behavior. ALIGN TO TADS - George will align the nose towards the azimuth of the TADS sensor. ALIGN TO NTS - George will align the nose towards the FCR Next-To-Shoot (NTS) target. However, if the player's selected sight in the CPG seat is set to TADS or FCR and has actioned rockets, George will turn towards and actively maintain horizontal alignment with the Rocket Steering Cursor for 30 seconds, permitting the player to engage moving targets with rockets or make subsequent aiming adjustments. An updated George AI chapter describing the improvements to George AI Pilot will be included in a future edition of the DCS AH-64D Early Access Guide, but will not be finished in time for the upcoming update. We hope that these new features to George AI Pilot will allow players to utilize the front gunner seat more effectively across more phases of each mission while improving the player's reliance on George's piloting abilities.4 points
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If you want to fly the Kiowa then buy the Kiowa. There are plenty of other modules which haven't seen an update in years which are still more than useable. If it is likely to be discontinued in the future then all the more reason to buy it now. It isn't my favourite helicopter (the Gazelle is, another Polychop product) but it is a good module and fun to fly and mostly complete and bug free (as much as any DCS module can be).4 points
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It´s been quite some time with no or only minor updates to the CH-47. When can we expect further and larger updates to it ? It seems as if it has been out on pause developement wise.3 points
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In the next DCS update, the F/A-18 will be getting a new DTC feature: RWR Reprogramming. The F/A-18 ALR-67 radar warning receiver (RWR) can only display 16 radar symbols on the DDI/AMPCD EW display or Azimuth Indicator; unless the LIMIT button is enabled on the ALR-67 control panel, which limits the display to 6 radar symbols. With these display limitations, the RWR automatically prioritizes these threats to ensure the most relevant radar threats are presented to the pilot. Up until this point, the F/A-18 RWR prioritized threats based on three tiers, with each subsequent tier out-weighed by the tier listed above it: Threat Lethality - All radars that are detected to be in a "Launch" mode in which the radar is likely guiding a missile are of a higher priority for display than those radars that are only in "Tracking" or "Search" modes; and all radars that are in a "Tracking" mode are of a high priority for display than those radars that are only in "Search" mode. Threat Type - The type of radar is prioritized according to the threat table uploaded to the RWR software. Those that are higher in the table are prioritized for display over those below it. Signal Strength - The strength of a radar's signal is weighted against others of the same radar type. If two radars of the same type are detected, the stronger signal will be prioritized for display over the weaker signal. These tiers of prioritization remain un-changed with this new DTC feature, but now players and mission makers have direct control over tier 2 and can reprogram the threat tables to suit the mission or their individual preferences. The F/A-18 RWR is reprogrammed by accessing the Threat Tables/Countermeasures (ALR-67) partition of the DTC and selecting the DIS TYPE tab. Five independent threat tables may be uploaded at once: NORM, AI, AAA, UNK, and FRND; and may be selected from within the cockpit at any time using the DIS TYPE knob on the ALR-67 control panel. Each individual radar type can be moved up or down in the displayed table using the arrow buttons along the right side of the table itself. The Display checkbox determines which threats are actually programmed into the RWR database. If any of these boxes are un-checked, the RWR will not be programmed to recognize these radar types. In this example, only the friendly coalition is equipped with Patriot SAM batteries, so that radar is un-checked to de-clutter that friendly radar type from the RWR display. The FRIEND checkbox determines which radar types are classified as friendly by the F/A-18's avionics. This not only affects the symbol presentation on the DDI/AMPCD EW display, but it also determines which AI threats (airborne radars) may be decluttered from the SA and ATTK RDR displays, depending on the FRIEND setting below PB 8 on the SENSORS sub-level of the SA display. The ASPJ XMIT checkbox determines which radar types are jammed by the F/A-18's onboard self-protection jammer if those radar types are detected to be in "Track" or "Launch" modes. This may be useful to focus your electronic attacks against specific threat types or to avoid shutting down your own FCR due to the ASPJ is transmitting when it would not be ideal. These threat tables are uploaded along with the CMDS programs by pressing the ALR-67 PB on the MUMI display.3 points
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3 points
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Would love to see Pumas! Sent from my SM-A536B using Tapatalk3 points
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Considering the massive support and push from Steam towards Linux, who for sure have more insight and data on that then you (we), I think you‘re wrong. Tides are shifting. Admittedly slowly, but they are. The downfall of AAA is also in favour of the shift.3 points
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3 points
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Please don't make the game casual! There are other games where you can fly simplified airplanes.3 points
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Sounds like a never ending rabbit hole IMO. But yeah, having a toggle between "perfect condition SPO" and "worn out/de-synched 1990's Yugoslav SPO" would probably satisfy most people.3 points
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Easily. Most of our references for F35 operations are block 3F utilising the full SDD weapons suite. A 3F from an R&D POV is a minor step up from the 2B/3I. Vocal minority. The amount of new players the F35 will attract will definitely benefit the DCS ecosystem as a whole. The F35s have done a lot more than just "bombing peasants" in the real world.3 points
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Just like any other aircraft in DCS, I want a F-35 that represents an in-service aircraft (which is the case of Block 3F) and not just some prototype produced in considerable numbers (due to concurrency) which is the case of Block 2B and Block 3i. It's not my fault that the F-35 is in itself a "win button" (currently, the best fighter aircraft in world)! Even a Block 2B or Block 3i would still be a "win button" compared to all other fighter aircraft in DCS (due to stealth, sensor fusion and other factors), so I don't get your point as you still wouldn't get the "online balance" that you seem to cater so much (with a Block 2B or 3i) and the rest of us wouldn't get a representation of an in-service F-35 (at least Block 3F). About your last question, that doesn't make any sense because: 1- I do play DCS for simulation purposes in BELIEVABLE SCENARIOS and as such, that includes flying in-service aircraft and not "glorified prototypes". 2- If the problem is on-line balancing then it's very simple: 2.1- Don't add F-35s to online mission, namely those that are team-versus-team. 2.2- Or, only add F-35s to co-op online missions. Simple as that.3 points
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3 points
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v1.2 released: Added: ATC Radios (only UHF frequencies work for now) Added: BASIC WIP multicrew sync: -This is experimental and has many limitations -MC sync is only one-way, when the front pilot is in control, the rear cockpit will sync. When the rear pilot takes control, there is no longer any sync -The only items that sync are: Flight controls, throttle, canopy, hook handle, and landing gear handle Added: OBOGS System Added: Pitch & Roll Key binds Added: Inner, middle, and our marker lights Added: Rudder tab animation movement Added: Controls Indicator Added: Training missions (thanks to Rudel_chw) Added: Snap view for numpad 0 Improved: Warning and Caution Light system. Master Alert button and tones now function Improved: Low Altitude Warning (LAW) now has associated tone and MFD/HUD indications Improved: BINGO now has associated MFD/HUD indications Improved: Radio preset channels can now be used Improved: Default starting position of many switches and dials Improved: Wheel friction adjusted Improved: Flight model overhauled -Pitch buck implemented -Max speed more accurate -Stall behavior improved -Transonic pitch transient added -Speed brake causes pitch up and light turbulence Improved: HUD: -Symbology improved, symbols and text adjusted -command steering markers now limited to edge of heading tape -CDI steering arrow added -A/A gun sight (note: LAC and RTGS are currently the same) -HUD Auto Brightness available Improved: MFDs: -MFDs now default to ADI and HSI page on hot starts -CRS and HDG adjustment on HSI page can now be held down -HSI PLAN arrow now always at edge of compass ring -HSI and DATA page show waypoint name (if entered in mission editor) -MFD brightness now affects all elements, and ADI retains color when dim -Waypoint DATA page funtional, waypoints and waypoint offsets can now be changed -GPS page functional, ICAO airfield points can be transfered into waypoints -Sequential waypoint lines (note: lines are solid and not dashed due to limitations for mods) -Offset waypoints -Stores page target wingspan and height entry -VREC, BIT, and TRNG pages (non functional) -Time to go calculations for TACAN and Waypoints. No more jittering of numbers -ASC-013 upgrade is being implemented. This includes: -HSI scale now 5-320nm -Up to 61 waypoints can be used -TACAN and VOR symbology now magenta and green -More additions to come in future updates Improved: Altimeter dials more readable Improved: Takeoff trim is set for ground hot starts Improved: Missing icon images (thanks Fresh) Improved: Mission editor name changed from "T-45" to "T-45C" Improved: Engine and GTS system. -Thrust, EGT, fuel flow more accurate -Hot starts now possible -ENG page fully functional Improved: Rudder knob now springs back to center. Keybinds adjusted accordingly. Fixed: Altimeter now reads proper barometric altitude (was always using 29.92 altitude) Fixed: HSI wind direction 180 degrees off Fixed: Carrier TACAN not working (mission file format was changed) Fixed: VOR, TACAN, and Waypoint nav using true north and not magnetic north Fixed: Removed duplicate default keybindings Fixed: Engine windmills at 1% when parked, preventing repair Fixed: Console Lights always on Fixed: Engine Start Switch keybind conflict. New key bindings Fixed: Spin direction indicator was showing laternal acceleration, now shows yaw rate Fixed: Brakes still worked with zero brake hydraulic pressure Fixed: AI aircraft too slow on takeoff Fixed: Anti-skid too strong Fixed: Canopy normal texture change to prevent canopy glare Fixed: Hook Bypass switch is clickable again, and properly functions Fixed: If emerg gear lever is used, next mission load gear still emergency extends Fixed: Anti-skid light now extinguishes when gear not down Fixed: Battery voltage incorrect at 28v and not 24v Workaround: Fake wing fold available for supercarrier deck crew by raising/lowering flaps Added Keybindings: -Supercarrier keybinds -Master Arm else safe -Seat arm/safe -Speed Brake forward/aft else center -TACAN power and channel knobs -VOR/ILS power and frequency knobs -Radio tuning and control knobs -Master Alert button light https://www.mediafire.com/file/v4fqcx95ynicq72/VNAO_T45.zip/file3 points
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2 points
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This is interesting to me and, I presume, also for some of you who do not want to migrate by force to Windows 11 (Windows 10 is now over EOL). There's a lot of (justified) kerfuffle about the way Microsoft Windows (11 and upcoming 12) has been heading to, which only makes Linux developments more relevant than ever. Linux OS distros (or versions of it, for the layman) like Bazzite, Pop!_OS, Nobara, Garuda, among other distros, have been getting big momentum - user numbers are increasing every day - and will propagate Linux usage in coming months and years. More over, there's a massive support and push from Valve (Steam) towards Linux, now having its own distro, SteamOS. I'm only presuming now - more hardware and software developers will start looking that way. In the next coming months there'll be changes on Linux, which involve Vulkan, Nvidia and VK3D, which should (finally) boost Nvidia to work as good there as it does in Windows (if not better, considering its other advantages). So, and just a FYI:2 points
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He's mentioned somewhere on his Discord that he'd like to do that, but it'll be a significant rebuild. It's an old campaign, after all.2 points
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We all have our own preferences. I think it's a good thing that we're moving towards more realistic modeling of RWR's. The perfectly timed dance between missile launch-RWR warning-notch is such a DCS-ism and it makes the gameplay very predictable. Ideally, changes would be implemented for all modules, but it is likely something that will happen slowly over time. A few days ago ED made a post about Mi-24P SPO-10 changes. Aircraft like AJS-37 Viggen, JF-17 F-4E, F-14 already has complex RWR's implemented. Upcoming F-14A (early) and F-100 will also feature a more complex RWR. Modern fighters like F-16C, F/A-18C and JF-17 is obviously a little more problematic. But they are not really the main opponents for the MIG-29A Fulcrum. I am all for options. Don't get me wrong. Some players like a more accessible and gameplay-like approach. That's why I also suggested adding R-77 as an option if we're already asking for more SPO-15 options. Possibility to tailor the aircraft to how the players want to fly it.2 points
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I had been troubleshooting various issues. I did reset DCS and all associated programs to not use the Run as Administrator option. No issues since.2 points
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FI said in their discord that the whole team is currently focused on finishing the spitfire model for msfs. Once that is done, all manpower will be shifted to the A-7 module, which will be funded that way.2 points
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Same as you - see signature The perceived actual forces are equal in all directions for me too, the way I currently have my profile set up and considering the physical location of my grip and base. I'm not saying it's an issue - just personal preference: I prefer roll forces to be lower than pitch. Originally I had set up my physical hardware similar to where they are in the real cockpit: with the grip further up: that's when you really notice and the relatively high roll forces become annoying. But I regularly tinker with both the physical location of my controls and with software settings, and the changes I made since the module released makes this far less of a bother than it originally was. But I'd still like the roll forces to be a bit lower, especially if it's also like that in the real aircraft. So the request of this thread stands *edit* As a bit of a side note, I'd like to add that I'm really happy we have displaced neutral by default, without the need for a special option (such as the one the F-5 has). I wish more modules had this feature, even those who don't have FFB support (looking at you, Hornet!).2 points
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I have been doing aerodynamics and aircraft sizing and configuration IRL for the past 20+ years and can chime in here. The size of the vertical surface alone tells you nothing. Please don’t make any assumptions based on how big that thing looks (insert “that’s what she said” joke here). You have to take the tail arm into account as well. This would be the distance between the wing and tail’s aerodynamic centers (tougher to compute, but close to the 1/4 chord of each). Also, there’s vertical surface ahead of the wing center (lonnnng nose) that will take away from the tail’s effect. The combination of all this is taken into account when computing the “vertical tail volume coefficient”. Someone here can research that, and then use three-view drawings to estimate areas and lengths if they want a fun activity. You can take that coefficient and compare it to some known coefficients of other similar aircraft. As for damping, that goes along with what I mentioned above, but one more thing to consider is inertia. In yaw, there’s a big ol’ massive engine being swung around. If you aren’t slow and smooth with it, it’s going to be tough to tame. Wish I could fly a real Corsair to verify, but I used to have scale RC Corsair that exhibited similar behavior. Even when comparing to other scale RC warbirds I’ve flown, the Corsair was always the most “wiggly”. Yeah, small scale planes aren’t representative of full scale, so take that for what it’s worth. At least in comparing it to others of same size, the characteristics match my experience in DCS. I haven’t really had any issues keeping the nose steady with some curves on the axis, and some good rudder pedals that allow me to be smooth and precise. I can see it being an issue with my old cheapo pedals (CH), or even worse, twist sticks. I definitely suggest playing with the curves and just training the muscles to be smooth, with slow movements. Push a very little, wait a second, repeat. I find it not fair to compare to the other warbirds. Each plane always has its own quirks to learn which is why we all love picking up new planes in the first place. I think it would be quite boring if they all flew the same, not to mention, the Corsair would never have been so legendary if it was exactly like everything else in the sky. Every time I hop into the Corsair in VR, I feel like I’m part of that amazing history. Anyway, if you are taking on my “tail volume coefficient” challenge, feel free to ping me for help if you get stuck with something.2 points
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I forgot to include one important helo in my AI Assets suggestions post... Aerospatial SA330 Puma, British, French, Portuguese, Argentinian, and perhaps civil variants. So overlooked and underrated, a superb workhorse of a helicopter. It would be wonderful to see her in DCS as an AI asset.2 points
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No you’re right, I think it’s 60 seconds to fully cool down. Funny you ask that, I have read no document that mentioned how long they cool. I’m sure if I looked in the right place I a could find but I wouldn’t be surprised if it’s like 2 hours.2 points
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I’ve had the same experience. The whole thing should be parallax corrected also2 points
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Ok, issue solved. Remove the dot "." at start of the filename and it starts without issues. Strange.2 points
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No, my forces are not inverted - but there is indeed a suspicious lack of follow-up posts by other people and I doubt I’m the only one who flies MiG-29 with a FFB base. The issue can be mitigated (not eliminated) by using a dedicated profile just for this one module, but this is generally something I’d like to avoid doing.2 points
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I've done a bunch of testing. It helps a bit if below 5 degrees but even if you remove all chaff dispensers, the Ai magically dumps a ton of chaff on veteran and ace difficulty, which usually will break the lock if they fully beam. Switching from head on to pursuit seeeemms to kinda help if their aspect goes from head on to beaming but it's inconsistent. I've maintained lock on head on mode on a fully cold target if they don't chaff. Definitely need to switch from pusuit to head on if their aspect goes hot on and they get above mach 0.9 The best option i have is lock and then put into coop mode when they get to start beaming, crank back to put your nose on them so your within the gimbal of the irst. When the radar drops lock, the IRST stays locked on, then put radar into dummy and press lockon to reaquire. Other good option is anticipate the radar lock being broken and get nose on to the target and use TWF in head on for when they crank back towards you. It locks right away, and your second missile is fully preped. I can usually beat ACE AI mirage 2000C this way Although it's usually a R-73 that gets the final kill. ECCM modes currently seem to have negligible effects in my testing.2 points
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And all my gadgets. I have my doubts it will ever happen.2 points
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2 points
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It's pointless to model FF just to dumb it down to the FC level, which we already have. The solution is to select "MiG-29A" instead of "MiG-29A Fulcrum" in your mission.2 points
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Life’s too short. If you fancy the Kiowa just grab it and enjoy it for what it is. Lace hit the nail on the head really. I wouldn’t call it unusable, I fly it now and then, last time I tried it was fine. It’s a lot slower and less lively than the Gaz so buy both, you won’t be disappointed Something’s going on with Polychop, let them deal with the dramas. For now the Kiowa’s fine.2 points
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Good news if they’re spinning. We might get the upkeeps working So good to see it in our skies2 points
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Hello ED, for info, this small mathematical error still persists, it is still possible to have 360 and 000 degrees readout with the bullseye cursor.2 points
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2 points
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again some people here are getting way ahead of themselves. The modules are working, thousands of people enjoy them every day. I get that its difficult when the development team are quiet and you all want new updates and information, but as you know teams will share news when they are ready to. thank you2 points
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I got the Kiowa not too long ago - that module works great and is lots of fun to fly. I did not encounter a single bug while flying it. I my opinion you'd be missing something if you chose not to buy it because "some day" it might be broken.2 points
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I thought the roundels might’ve needed adjusting, I had a quick scan through the thread but couldn’t find the page where it was discussed but it’s here. Something about the width of the red I think? No biggie. The little tractor and bowser looked ok a while back, obviously we don’t know what work’s been done to em if any so no sweat on those. Thought they might have come as a sort of ‘Lanc Assets pack’ or something . Cheers again for all the work, per Avro ad Astra2 points
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Flight activities on the CWGNTS are continuing on a regular basis. Just today, 1./JG71 had a three-ship ACM exercise in TRA205 supported by excellent ATC service across stations Buechel TWR, Buechel RADAR, Frankfurt RADAR and LONESHIP CRC, providing full IFR ATC and exercise monitoring. Here is one shot of how ATC folks see the world in DCS (thanks to Felix for providing the screenshot and excellent ATC for us!): Join the CWGNTS community and fly or control in a realism-minded, professional military air traffic environment.2 points
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Maybe it will. Since ED has gone to such lengths to give the MiG a correct RWR, maybe they'll look into better modeling for Western ones, too. Maybe for the F-15C, at least at first.2 points
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TGP Rafale https://x.com/ChasseEmbarquee/status/1977753245645721702https://x.com/ChasseEmbarquee/status/19777532456457217022 points
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We already have plenty of subsonic trainers in DCS, an F35 Block 1A/B would objectively be the worst.2 points
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Yeah this is my interpretation of the documents we have. Moreover the "flase" signals displayed are what actually happens when the SPO starts to go out of synch. As for how ED implements this correctly, IDK. Maybe just a special option to fly with the broken SPO. And then have a "perfect SPO" as the default option. Ideally maybe they have errors that start to appear (desynch) after some random amount of flying time. What we lack is info on rapidly the spo would desynch, could be minutes, or tens of hours. And then to reset it, well that takes a radar technician to reset it with his gear.2 points
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He does when he visually sees a missile and you haven't turned it off in the Jester Wheel. But bear in mind visibility in the backseat is very limited in the Phantom and the WSOs primarily role is to watch six and operate the radar. So he often won't see missiles and consequently also not dispense CMS often.2 points
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Sure I have no problem, but that means all the aircraft should be what limitations in had in real life. Just like the ones you mentioned above Additinonally, that all aircraft in DCS (other than the F-4 and the FF 29) has a magic RWR that picks up SARH launches that it shouldn't. In the end, next to the study level simulation, people are using these aircraft to fly in virtual PvE or PvP combat scenarios. And right now, you can't take the 29 anywhere, since everything has magical properties. This is why a switch option like that what is mentioned on this thread would be really good or would solve all the current issues with the only full fidelity Soviet 4th gen aircraft.2 points
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2 points
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...and the ability to open/close the right hand cabin door/window and left hand cabin window.2 points
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I just took a direct hit from an 100mm round, shot by a T55 in a pitch-black night while I was already flying evasively in an Apache. Needless to say, whatever urge I had to keep flying in DCS, disappeared after seeing the BDA.2 points
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