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  1. I made a plugin for joystick gremlin that adds fade in/out trim to all airframes, enjoy. Setup: Joystick Gremlin: Plugins > Add Plugin > trim.py > Click the gear icon Assign your Axis, Trim and Reset buttons Set your preferred vJoy axis Adjust "Transition Time" to your liking Activate the profile by pressing the gamepad icon To add more than one axis, simply add another instance of the plugin by pressing the "+" symbol. The buttons can be the same or different. DCS: Special Options - Trim Type: None Keybinds - Unbind Pitch and Roll from your device, bind them in the vJoy column instead Don't forget to still keep FTR bound in modules that require you to hold it down. Please provide feedback in this topic, from my testing it works correctly 100% of the time, but there always will be edgecases where something breaks. Quick Links: https://whitemagic.github.io/JoystickGremlin/download/ https://github.com/muchimi/JoystickGremlinEx/releases https://github.com/shauleiz/vJoy fade in out trim.py
    8 points
  2. I've uploaded some files on VNAO discord that fix some problems with the launch bar binds, hook lever animation, carrier tacan and allows to use the secondary radio.
    7 points
  3. Release Version Current version number: DCS 2.9.21.16362 Next planned update: Hot fix 28th October 2025
    6 points
  4. As someone who works on fighters irl and has 5 years on the F16, not once have I ever seen the JHMCS with a clear visor. For night flying they swap to using NVGs which is a completely different helmet (just the basic one). That thread you shared is a Scorpion helmet and does not combine JHMCS with it. The Scorpion is also a different helmet setup than the JHMCS helmet, and I believe that that helmet does have swappable visors, but the JHMCS does not. So, I don't think ED is going to provide a "clear" option just because people want to use JHMCS at night. Take the JHMCS off, use NVGs like real pilots do. You get the same info inside your cockpit. Or just use the JHMCS still at night and deal with the tint. Only the JHMCS II comes with a clear option but that is only when they do night ops and is only currently available on the F-16V.
    6 points
  5. Usually there's only two types of trim in DCS helicopters: Instant and Central Position. Instant has the issue of moving the in game controls instantly, not giving you enough time to recenter your stick resulting in the aircraft jerking when trimming. Central Position Trimmer freezes your controls until you return them to the center, which is the most accurate way, but it creates a problem: If you don't recenter your cyclic precisely and start making inputs, these don't register. This can easily lead into a crash. Fade In/Out trim solves both of these problems by smoothly transitioning into the new position.
    5 points
  6. B: is the problem. Nowhere does it state when you buy a module that if it loses popularity it gets set aside for years and years. When you buy it you assume you will get what was stated in a timely manner, that development is continuous until it's complete. I have several EA products. Should I now assume they will never be completed if sales fall short of expectations? That's a really shoddy way of doing business.
    5 points
  7. @Hammer1-1 @NRG-Vampire Gents, I am going to pull an early father Christmas here for both of you. You are both clearly passionate about aviation and particularly the Cobra. That is a great thing. You should both appreciate your enthusiasm to debate the accuracy of this free mod, but let's not turn this into a bar fight for such a silly debate. Shake hands and both of you look forward to this coming out. I would hate to see the ED team come in and crash the party because this convo goes off in the weeds. What I think would be awesome is if you 2 tag up when this is released and take turns in the pilot and gunner seat. I would donate $10 to hear the video debate in cockpit. LOL
    5 points
  8. Thank you Someone. It makes a difference with your involvment with the community. Your expertise, willingness to answering questions, and excitement with the project, makes me excited and feel very comfortable with supporting this project. The C-130J will be a excellent DCS World module.
    5 points
  9. 5 points
  10. Some screens from the dev build. @Devil 505 the development is still ongoing for Vietnam War Vessels 2.2.0. For example all of the static objects seem to face the wrong direction currently. The log above is from our github development repository: https://github.com/tspindler-cms/tetet-vwv I would not base a mission on the development repository, but for curiousity of what's next, feel free to peek. Cheers, TeTeT
    4 points
  11. What's interesting is that the original list for a phase 2 update included these ten airfields, https://forum.dcs.world/topic/372012-dcs-cold-war-germany-faq/ ... whereas here 20 airfields are mentioned, of which Neubrandenburg Neuhardenberg/Marxwalde was actually scheduled for phase 3 Additionally, there is the list of highway strips that had not been announced earlier. Fantastic how Ugra listens to the community and includes these important airbases! Not sure how Gutersloh made it into the list though, as this is already included in phase 1. Maybe it's a significant overhaul? A cooperation with a mod project shown here on the forums? I am confident Ugra will also fix many of the issues in phase 1 that have been mentioned here in this forum.
    4 points
  12. Comparison between original and mod Ouistreham Friston
    4 points
  13. Added some static objects to the mod over the weekend. Not sure what affect they will have on performance, we'll need some feedback on these first: commit 9848b45c61250cc03c6e558011f8c62535287808 (HEAD -> main, origin/main, origin/HEAD) Author: TeTeT Nimitz <tetet.nimitz@gmail.com> Date: Mon Oct 27 03:46:47 2025 +0100 Add items to vwv buildings - Add US boom gate - Add US barbed wire - Add US connex container commit 329fc63c95d33689c62da484d757f8c2b97995fc Author: TeTeT Nimitz <tetet.nimitz@gmail.com> Date: Sun Oct 26 10:40:18 2025 +0100 Add barrels and watch tower to buildings
    4 points
  14. The most complex task will most likely be the radar. The FM is 80% or so there already because of FC3, but ED doesn't have Galinette - and as far as I know, the ED radar framework is still in Phase2, right? So we still need phase 3 for the F-16 and -18, and soon the -15.
    3 points
  15. Hi zero, I am not aware of any plans for multi gpu support with vulkan.
    3 points
  16. I agree with your criticism to other mission makers regarding mods. Which is exactly why I provided links. As for the Vietnam boats, there's an entire video showing how to acquire linked in the mods section. I invite you to look. @Devil 505felt strongly that a video was more appropriate because the installation was less than straightforward. Funny all these months later, my argument to him against the video was people wouldn't watch it. Not sure what more I can do to assist you. I've explained how to remove the mods and provided all the links in the first post.
    3 points
  17. Oof, wait ill upload it directly to the forum... try again
    3 points
  18. Need the licensing from Boeing at least.
    3 points
  19. Some of us dreamed of having real visor for F-16. Don't take that away now. Visor is supposed to be darker to combat sun light. I even feel it should be a bit darker.
    3 points
  20. Kind bump for this to be added please
    3 points
  21. Hi all , I just wanted to say thank you to everyone that contributed to answering the question I had. I'm always amazed at how knowledgeable the wealth of people in the community are, but what really confirms my thoughts on the human race is the way everyone is very generous and accommodating to those of us that need help and guidance. Once again, thank you all. I trust this message finds you and yours all fine and dandy. Take care, Dave
    3 points
  22. "Lutch" indicator for antiradiation missiles (replaces the TV when BA-58 "Wyuga" pod is mounted). With su-25a avionics those are still fired "maddog" but it allows to place the aircraft at a right angle so theres higher chance for signal interception by the seeker (yes, I have tested it).
    3 points
  23. Hallo, ihr Jagdflieger! We're returning to the DCS: Cold War Germany map. A small but action-packed update is in the works, adding new locations, important tactical objectives, and new services to the map: During the Cold War, Bonn became the temporary capital of West Germany. We've added the city, including the famous "Bonn Pentagon" —the complex of buildings housing the Federal Ministry of Defense, a key military objective in any conflict scenario. We've also added the 72-meter-tall Stadthaus (city administration) building and the Poppelsdorf Palace. The Federal Ministry of Defense ("Bonn Pentagon") Stadthaus Poppelsdorf Palace Valentin Submarine Facility We've recreated one of the most impressive and macabre sites of the Third Reich—a gigantic concrete bunker on the banks of the Weser. It was the largest fortified U-boat facility in Germany. Most of the roof is around 4.5 meters (15 ft) thick, but part of it is 7 meters (23 ft) thick. In the realities of the Cold War, this monumental complex could have served as a highly secure storage facility or a secret factory. A target of the highest priority. Rostock Port The largest port of the German Democratic Republic (GDR) on the Baltic Sea. During the Cold War, it was a key hub for Soviet and East German maritime transport, a logistics hub, and a potential base for Warsaw Pact warships and submarines. One of the key strategic targets in the update is the Ennepe Dam – a hydroelectric power station in North Rhine-Westphalia, built in the early 20th century. NATO and Warsaw Pact military doctrines considered hydraulic structures to be top-priority targets. Industrial area with waste heaps: we've added Terricones SA-2 Air Defense Zone: Consider deployment locations when planning missions. Cologne-Bonn Airport (Terminal): A major hub ready to receive your aircraft. Autobahn Runway: Using sections of highway as runways is a legendary practice. New opportunities for you. Flights to such runways require pilots with precision takeoff and landing skills. Stay tuned, we'll show you and tell you more about the upcoming update. Don't forget to get your new certification!
    2 points
  24. As I understand it, they are allowed to use the X-ray damage model if they wish to do so. We generally encrypt things we find can be abused, stolen or used as cheats. Sounds might fall under this for sure.
    2 points
  25. Neuhardenberg - that's "Marxwalde" (JG 8 ) for LV/LSK. Neubrandenburg "Trollenhagen" (JG 2) is already there. A nice surprise nonetheless.
    2 points
  26. For future reference to all who might be running into the same issue, we will be pulling these boats. They do not add to any gameplay value other than aesthetics at this time. We will wait for the Vietnam War Vessels crew to start adding riverine units to their pack so it eliminates these issues. Also glad to see some feedback on keeping ITJ on its current map.
    2 points
  27. Thanks for the headsup but I do not actually mind. Yes, it would have been nice to be consulted beforehand but I would have granted such a permission anyway. That said, I agree with you that the standard is that you ask. I always ask people before I include their skins in my Campaigns for example.
    2 points
  28. Not impossible but there’s far more terrain as well as map objects, etc on the Caucasus map than the WWII Marianas map to deal with. AND…I’d love to have a map like the OP suggests. Won’t live long enough to see it, though.
    2 points
  29. I've added an option for it, you can also bind the trim for the yaw to a different button.
    2 points
  30. Hi all, Basically If the computer thinks the F-16 is higher than it actually is, then it will calculate a ballistic trajectory to a point that is below the target. This means the bomb will impact short of the target, assuming they are using CCRP or similar pre-planned bombing method. However, if you are demonstration the bombing impact with CCIP, whereas the figure in the manual used to illustrate System Altitude (SALT) is referencing HUD/HMCS projection of a Target Designator box at a pre-planned steerpoint based on INS position/altitude data, which means a CCRP drop. If the SALT is off and the bomb is being dropped on a pre-planned steerpoint using CCRP like in the figure, then that is how SALT can throw off the ballistics. If CCIP is being used like the user is demonstrating, the SALT does not apply because the range to the physical surface below the aircraft is being measured using the FCR in AGR mode. The computer is not determining the position of the CCIP pipper based on the SALT, but the ranging data to the true surface supplied by the FCR. -------------- We are aware however of a discrepancy under extremely divergent temperatures and we believe this is the error you are all seeing. We are aiming to fix this in future updates. thank you
    2 points
  31. Eh, so this is a bit complex to explain. Essentially, it is due to the refueling pipe layout. There are no controllers or anything that open and close valves to execute the refueling in a coordinated manner, the refueling door is essentially connected to every tank with a specific pipe layout and it just presses the fuel through that, the rest is down to fluid physics, so to speak. The resulting outcome is a play of pressure, pipe diameters and lengths, gravity and G-forces depending on how much height the pipes have to cover and so on. Especially pressure in the other pipes change as soon as a tank fills up, more fuel will then reach to other tanks through the pipes. Or in other words, the more tanks you have that are full or filling up, the more fuel will be able to reach to tanks that are further down the pipe layout. Because it is so complex, I cant really do the math in detail now to show you why it ends up the way it is, but I can give you some insights into the pipe layout that should give a good idea of why you see what you saw. The pipe layout looks something like this: This doesnt mean it will be refilled in that order, like "Tank 1 first until full, then tank 2 until full, ..." but they are connected in that order. There is only so much fuel being pressed down the pipes and when for example tank 1, 2, 3, 4, 5 are all almost empty, then the final fuel pressure that far down the pipe layout will reach close to zero and the tanks at the end wont get anything just right now. Once the tanks that hierarchically come first slowly fill up, more and more pressure will still be available for the tanks further down the line. There are also limits of how much fuel can actually be pressed through these pipes, they arent individually capabable of supporting all the fuel at the maximum refueling rate. So once you for example are down to just filling up, lets say the two external wing tanks, then you are bottlenecked by what these two pipes can support. Hence why refueling only those two takes so long then.
    2 points
  32. I agree with your points on WW2 history but I also agree with Art-J that it comes off like you started MP scoring thread just to discuss history more.
    2 points
  33. Bat 1 Bat2 Gen switches problem answer https://discord.com/channels/406943145775857664/1431990939185971261
    2 points
  34. Everyone has been there. You've downloaded a mission that sounds really cool, but you don't have all the mods required. Sometimes mods are deprecated or disappear from the internet (bonus PSA, keep mods stored away on your hard drive/cloud account so you never lose them. Update your mod manager to link the source so you can find it again, just in case). Regardless of reason, we've all experienced the dreaded ED missing mod message when trying to load a mission. But, you say, how can I get around this annoying limitation? Its very easy and I'd suggest if you're playing around with mods you should familiarize yourself with this process. Background ED's mission editor is archaic and downright frustrating. Its code originates in Lockon days and while it occasionally receives an update here or there, remains fairly predictable in how it behaves under the covers. Ever notice that a .miz file is actually a .zip file? Well it is. Whenever you save a mission the ME generates a zip file with several lua files. These files are called "mission", "options", "theatre" and "warehouses". These lua files are loaded into DCS whenever you choose to run a mission. Updates to how the ME works are simply new or changed sections in the lua files. For this VERY easy change, we focus only on the "mission" lua file (note, there are no file suffixes on these files) Steps to take 0) Copy your mission and name it something new, just in case you stumble somewhere along the way. 1) Using your favorite zip program open the .miz file of your mission. For this example, I am using my Into The Jungle mission. You will see something that looks like this below. Remember, we ONLY care about the file named "mission". Leave the zip program open. . 2) Drag the "mission" file onto your desktop so we can edit. Editing from within the zip won't work. 3) Open the "mission" file with your favorite text editor. I suggest/use Notepad++. When you open this file, you're looking at the lua code that defines the mission. Towards the top of the lua, you'll find a section labeled "requiiredModules". This is the place to make changes. DO NOT CHANGE ANYTHING ELSE. 4) In my example, I perhaps cannot locate a couple of older, some might say "Jurassic" period, mods. I will comment out the requirement by adding "-- " in front of the mod itself. See below. Save your work. Do not add any extension or suffix to the file name. Keep it "mission" 5) Next drag your edited "mission" file back into the zip program and overwrite the existing mission file and then close the zip. 6) Open the mission in DCS ME. It now loads because you removed the requiredmodule binding in the "mission" lua in step4. 7) Save the mission from the DCS ME. It will remove those modules that were commented out. QED Hope this helps someone down the road. @bignewy or @nineline, can you move this to the main ME forum. I fat fingered this into scripting tips and tricks by mistake. Thanks.
    2 points
  35. This is F-16 but likely relevant to the F-18 too. Generally it appears that helmet is much new than the F-18 modelled in DCS.
    2 points
  36. Guidance given in the Russian manuals is that SOP for short range operations within range of RSBN beacons used for updating use Short Alignment. For Long range operations with few or no means to update by RSBN beacons use Long Alignment. Long Alignment can be done pre start with ground power available. Conceptually this would/could be done by the ground crew before the pilot gets to the jet. Be nice if this was a DCS spawn option.
    2 points
  37. it seems that there is a bug on the Mirage F1 while climbing over 29000ft causing DCS to crash
    2 points
  38. would be nice to have IFF capabilities in Transponder mode 4 implemented @BIGNEWY or @NineLine is that planned ? dont see it on the roadmap ? TIA
    2 points
  39. Most of these crashes have been fixed internally already before the patch dropped but the hotfix sadly didnt make it into the patch anymore. Fingers crossed it can soon be shipped your way :)
    2 points
  40. It's probably still a bit too soon for any meaningful status update, other than "work has started". Personally, I'd expect something in the "2026 and beyond" video, and the first newsletter of 2026. We'll see...
    2 points
  41. It is time for the first CWGNTS event: "RAMSTEIN STAFFED" is scheduled for November 22, 2025 at 1800Z. This is the first of hopefully many more events to happen in the CWGNTS community, and - being the first event in this community - it is intended as a small-scale ATC event, nothing too ambitious for now. "Ramstein Staffed", as the name implies, intends to have some relevant ATC stations at Ramstein and CRC LONESHIP staffed on November 22. Participating squadrons and single pilots will depart from Ramstein, fly their individual training missions, then return to Ramstein. It is not intended as a large force exercise event, those events will come later if this first CWGNTS event is successful (larger events like TAM or TLP are planned for the future). The idea here is to have ATC and mil traffic concentrated at one place and time and make pilots and ATC folks have a good time, listen to people on frequency and see some aircraft flying around, which is the basic concept behind CWGNTS. If you are interested in this event but not a member of the CWGNTS community yet, send a PM and get in touch with us.
    2 points
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