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shagrat

ED Translators
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Posts posted by shagrat

  1. vor 8 Stunden schrieb Boelcke:

    Hi,

    ich hab mich in den letzen Wochen in die F18 eingearbeitet, aber was ich aber immer noch suche, ist ein Uhr im Cockpit. Auch Chucks Guide brachte keine Erleuchtung.

    In der F16 gibt´s eine analoge Uhr und die Zeit einblendbar im HUD, in der F14 gibt´s eine analoge Uhr. Gibt´s in der F18 keine? Ist halt blöd bei komplexen Missionen mit Push time usw.

    Analoge Uhr (Ziffernblatt) nicht, aber eine im IFEI unten rechts und mit TIMEUFC unten auf der HSI Page kann man eine im HUD einblenden lassen.

    • Like 1
  2. Am 18.7.2025 um 16:21 schrieb ShuRugal:

    another possible fix i think would work well and be realistic to crew procedures would be that if George is set to "free fire" and you bug a target he identified as friendly, he should switch back to weapons tight and say something like "please confirm, that target looks friendly".

    That's not addressing the issue. The problem is if you command any search, AI George will find the yellow "Unknown" outpost or workshop you added to a FARP in 25 km distance, while you want him to find the red infantry you currently look at that's lobbing tracers and RPGs at the blue MRAPs 4 km directly in front of you!

    The list now shows a couple yellow buildings in the distance and nothing else, so you have George scan for targets again, and again and again, only to get the same yellow buildings from the FARP now 20 km away, while you get too close for comfort to the AAA and infantry still directly in front of you.

    Even if you adjust the list display to Hostile & Unknown only, the far away and out of weapons range unknown outpost, is still clogging the target list.

    Now, with the new scan PHS Zone, why is George listing unknown targets 20-25 km away, if I clearly look at an orchard 3.5 km in front?

    If we had an option to force the AI (like telling our CP/G in real life) to only report HOSTILE (red) targets and ignore neutral, blue and unknown, especially out of weapons range(!) for building the target list, that would be great.

    • Like 1
  3. Am 20.8.2025 um 18:54 schrieb baloueb123:

    Bei mir wurde das Win Update am 15.08.25 installiert , das große DCS Up Date anschließend am selben Abend .

    Bei mir läft alles einwandfrei , also sollte doch alles i.O. sein ?

    Solange du keine großen Dateien (50GB+) kopierst, speicherst oder viele (200+) kleine Dateien in einem Rutsch kopierst oder entpackst solltest es kein Problem geben.

    ...und das nächste Problem, diesmal inklusive Windows 10.

    (...)Streaming-Chaos nach Windows-Update

    Betroffen sind Nutzer nach dem Update auf KB5063878 (Windows 11 24H2) oder KB5063709 (Windows 10 22H2), die ein Network Device Interface (NDI) zum Übertragen von Audio- und Video-Feeds zwischen Computern verwenden. Die Probleme zeigen sich besonders deutlich in beliebten Streaming-Anwendungen wie Open Broadcaster Software (OBS) und NDI Tools.

    Nutzer berichten von Rucklern, erheblichen Verzögerungen und abgehackter Wiedergabe, selbst bei geringer Bandbreite. Die Auswirkungen werden besonders deutlich, wenn die "Display Capture"-Funktion aktiviert ist, die viele Streamer nutzen.

    Microsoft bestätigt NDI-Regression.

    Microsoft hat das Problem offiziell bestätigt und erklärt in einem Beitrag im Release Health Dashboard, dass die fehlerhafte Interaktion auftritt, wenn NDI für seinen Standard-Empfangsmodus konfiguriert ist.(...)

    Quelle: https://vmod.info/forum/index.php?thread/8922-windows-11-patch-day-übergangslösung-für-streaming-bug-gestartet/

    • Like 1
    • Thanks 1
  4. Das Problem tritt bei allen Quellen nach der Installation des KB5063878 bzw. bei Beta Testern durch KB5062660 auf.

    Und das ist nur für Windows 11.

    Das letzte reguläre Update für Windows 10 war Out-Of-Band KB5066188, am 19.August, zum beheben des Recovery Mode Bugs aus dem letzten Security Patch von vorletzter Woche (12. August).

    • Like 1
  5. Am 20.8.2025 um 11:09 schrieb Nealius:

    So currently it's an issue of the blast wave standing in for fragmentation, and thus 100% killing everything in the radius instead of dealing more granular damage points? The launcher in the far right revetment most likely wouldn't have gotten enough fragments to explode like that.

    Yep, blast range is ok now, but the damage dealt over distance is A) a bit too excessive (my subjective opinion) and B) as it is a stand in for fragmentation too fast, as the fragments slow down faster.

    Keep in mind, if you dropped more than one bomb the damage is cumulative (also in real life), as the blast waves overlap (and IRL would interact). Also IRL an airburst Mk-82 would spray the  whole site and damage most if not everything not armored.

    The thing here is damage modeling, though it has improved, isn't able to visualize things like crew incapacitated, a track of a tank damaged (mobility), though some effects are modeled. For example damaged units can't drive full speed any more, simulation of engine/mobility damage. 

    So, yes, the current change is not perfect, but it is a big step in the right direction.

    For a long time, you could more or less throw a Mk-82 between a couple T-80 some 10m apart and if you were very lucky one got noticable damage. IRL the crews would have been heavily disoriented, or even injured, likely the tracks on the side of the explosion damaged and some of the optics and external weapons (DshK) damaged.

    • Like 3
  6. Am 18.8.2025 um 03:41 schrieb Nealius:

    Adding more data to the pile. A clump of Mk82s, some airbursting due to the first impact, 100% destroyed an entire SA-3 site without actually hitting any units. (The P-19 in the top right was taken out earlier by a HARM).

    I expect shrapnel to shred the track radar and the nearest launcher. I expect perhaps some damage to the other 3 launchers but not 100% damage. At this point it's like an arcade game. Toss a Mk82 with a DSU-33 within a 150m radius of a SAM site and you can take the entire battery out with ease.

    Vx2vTLo.jpeg

    Yep, that's pretty accurate. 150m is less than half the 425m RED. So the fragmentation should incapacitate/render the majority of the site unusable, at least you would need to fix a lot of damage. 

    As I pointed out above, currently the fragmentation is "faked" by blast damage, which is not perfect. Blast wave travels faster than fragmentation does.

    But actually DCS bomb damage felt like a joke, compared to real life, before.

    The adjustment definitely needs fine tuning, fragmentation calculated and in a perfect world even blast wave accumulation and reflection on objects, including over- and underpressure effects, but at least we now have bombs that can destroy/collapse buildings and do damage to vehicles without a direct hit!

    I am not sure if it's still linked on the GICHD site, but there was a nice damage area and damage distribution simulation linked, where you could see the distances on a simulated village.

    Also the document I linked, is really worth reading, especially the part of damage and casualty rates in urban areas (as secondary fragmentation increases the actual damage to people and unarmored/light armored vehicles).

    At least I hope there's an interest in understanding the real life effects and distances, with exactly the problems for weapon employment under ROE, which led to the development of low collateral damage weapons like the BLU-39 or BLU-129/B. 

    • Like 3
  7. Am 15.8.2025 um 09:59 schrieb graveyard4DCS:

    You'll note also that values changed along time, taking into account newer studies and operational experience.

    Also, there were modifications to the actual bomb body, that aimed at improving the fragmentation damage and radius. Like pre-fragmented casings, optimized materials and air-burst fuzes. 

    In the recent conflicts the requirement changed toward less, but precise damage. Though typically that was addressed by separate low yield or kinetic weapons.

    I mentioned it in an earlier post, in DCS the difficulty is currently to balance the lack of fragmentation modeling with the effects of blast damage. Blast damage naturally travels faster than fragments. So the new adjusted blast radius is a stand in for fragmentation, which in itself is a step in the right direction and very much appreciated (finally a bomb, rather than a glorified handgrenade). On the downside, the danger to low flying aircraft is calculated by the fragmentation pattern over time, so with the blast reaching a low flying aircraft, way faster than the fragments would, we need to delay the bombs fuze in a HD low altitude attack, so we clear the excessive blast range faster. But we need to be aware, a friendly ground unit or helicopter inside the RED is not "safe".

    The "Danger Close" definition, is friendlies inside the 0.1 PI RED... and that's 425 m according to the GICHD document and other sources.

    If we assume it is a good idea to have cleared the airspace inside a 450 m radius around the impact point before(!) the bomb explodes, we should be safe.

    • Like 1
  8. Am 5.8.2025 um 05:30 schrieb killjoy73au:

    Yes well i can definitely understand why third party developers might have money issues... But ED isn't exactly scrounging for capital.

    It's not necessarily the money, but the lack of qualified specialists in both programming and aviation including physics, that need to learn an unfamiliar development environment first... and if they exist they maybe already in a contract with aviation industry, military or both, which may or may not result in a conflict of interest, that prevent side-gigs at another developer.

    • Like 2
  9. vor 12 Stunden schrieb killjoy73au:

    Your bar is incredibly low.

    No, I am aware of the process, typical timeline and do good expectation management. 

    Or simply put, you might not be cut out for Early Access products, as your expectations mismatch greatly with reality. 😉

    • Like 6
  10. Am 2.8.2025 um 10:03 schrieb killjoy73au:

    I mean it'll be like 50% off on it's release out of EA by 2031 if you can wait that long. It only took three years from announcement to EA.

    Yes, absolutely. Only(!) three years, which is actually quite fast, for such a complex DCS module.

    And considering they did basically dump all the existing code base AND the 3D model and started from scratch along the current development (see interview below), that's an incredible development pace.

     

    • Like 11
  11. Pre-ordered! Thank you for your hard work. 

    This will be one hell of a flight experience. Despite the perception, that there's not "much to do for a C-130J in DCS" I can't wait to do all those things we will be able to do! From supply drops, combat landings on improvised short runways, cargo delivery on a dynamic multiplayer server, to the MC-130J and infil and exfil of SpecOps teams behind enemy lines or in the Hindukush mountains in weather and at night...

    And the impressions from the pre-order trailer are awesome. 

    Really looking forward to this gem! 😍

    • Like 8
  12. vor 9 Minuten schrieb -LEO-:

    Interessant, weil: es wäre mal etwas ganz anderes!

    "Multi-Crew Multiplayer" und "Share Cockpit responsibilites" bedeutet ja es gibt sicherlich die Funktion des Copiloten,  Bordingenieurs, Cargomasters etc.  Wie funktioniert dann der Singleplayermodus? Springt man zwischen den Crew-Funktionen oder gibt es auch ein Menü/Wheel wie der F14 oder F4?

     

     

    Spekulation, aber ich vermute es wird wie bei der CH-47F mehrere Crew-Stationen geben und man kann bspw. nach hinten auf die Loadmaster-Station wechseln, während der Autopilot an ist, und Kurs hält, bzw. "Bob, der virtuelle Co-Pilot" die Maschine fliegt...

    Ich denke es wird auch die Möglichkeit geben Dinge wie den Frachtabwurf aus dem Cockpit (per Menü?) auszuführen, ohne extra auf die Loadmaster-Station wechseln zu "müssen".

    Bin mal gespannt, das Video sah sehr vielversprechend aus.

    Pre-Order ist erledigt.

    Das Anubis C-130 Mod wahr schon genial, aber das sieht nochmal nach ganz anderem Level aus.😍

    • Like 3
  13. Am 4.7.2025 um 09:18 schrieb Dierk3er:

    Der Download unterteilt sich in verschiedenen Pakete. 183GB sind niemals in einem 100GB Pack "komprimiert"!

    Musst beim nächsten Patch mal darauf achten. Da werden z.B. erst 100GB geladen, dann nochmal 40 und nochmal 30, oder so.

     

    Unter dem Balken stehen die Daten zum Download (also was tatsächlich durch die Leitung muss), oben steht der Fortschritt beim Entpacken und "installieren" austauschen der Dateien. Je nach Blockgröße deines Datenträgers können viele kleine Dateien eine ganze Menge mehr "Größe auf der Festplatte" haben, als ihre reine Datengröße.

    Und da DCS extrem viele Textbasierte Dateien hat, die sich extrem gut komprimieren lassen, ist das tatsächlich der größte Download mit 101 GB, nicht 180 GB. 😉

     

    • Like 1
    • Thanks 1
  14. Am 27.7.2025 um 13:53 schrieb YoYo:

    This is just a workaround. I have some of friends who don't even install mods because they … understand how :). While it's not quantum physics, it's hard to expect everyone to know how to do it. If ORBX has this option for its add-ons, why doesn't ED do it?

    This is an advanced feature of your windows OS and filesystem implementation, designed specifically to allow for flexible redirection, virtual folder integration (e.g. adding the same Missions or config folder to multiple DCS instances) and is used in professional IT systems, a lot.

    I don't mean to be rude, but it is definitely worth to learn these advanced options of your Windows OS, not only for DCS...

  15. Am 24.7.2025 um 10:11 schrieb Buta:

    If a beginner wants to get started with DCS mission scripting, how should they learn it?

    I've used the APIs mentioned at https://www.digitalcombatsimulator.com/en/support/faq/scripting_engine/ and created several missions like dynamic helicopter logistics and custom dynamic campaigns for MP servers. I don't have any other "teachers" currently.

    Now I want to learn about "net", especially the "net.dostring_in()", but I find it very difficult to find relevant documents. I’ve checked Hoggit’s documentation (which has been incredibly helpful!), but noticed the "net" section hasn’t been updated in some time.

    Guessing or testing trial-and-error has slowed my progress, and I’d really value concrete guidance. Thanks for your help.

    Well said! I absolutely agree.

    I know the intention of the original comment was to point out, it is a bit of advanced scripting, but the attitude of "if you don't have at least A certificate and 3 years experience in any major script language and already know lua, you won't understand" doesn't cut it.

    Every(!) DCS creator started learning the DCS scripting environment by reading the documentation, researching hoggit, looking at other scripts AND mostly, kindly asking this awesome  community for help! And help was given, not snide comments.

    To make use of the new scripting features it is necessary to understand what they do, how they do it, and especially with the security implications, in a way that people don't fall back to the usual "just give every permission and it works". 

    I've seen so many YouTube videos, posts  and comments in scripts, that tell people to "just comment out the following lines" to de-sanitize the DCS lua environment and the script works fine... Some at least point out, that this means you should review ANY script in every Miz file and make sure it doesn't contain malicious actions on the io or lfs environments... but, like cfrag pointed out, my guess is the majority does not understand the implications and just did it, to "make it work".

    • Like 4
    • Thanks 1
  16. vor 21 Stunden schrieb YoYo:

    I've been writing for a while that a DCS launcher should have a simple thing – a file manager. Something like ORBX invented a long time ago, but not only that, like Steam, GOG etc. You simply specify the path where you want your installation. For example, DCS is on drive C, terrain on drive D, and modules on drive E. I personally have a dedicated drive for DCS that's 4Tb, but many of my friends have stopped buying new maps because they don't have the space on their drives and don't want to delete old maps to install new ones. Furthermore, each patch actually means more space. DCS is hungry and uses up space quickly. I think 2TB is currently too little and will probably last for about a year and a half, but it's also not good to have a drive that's completely full, especially with an NvMe system, with a maximum of 80%.

    You can use windows file system junctions for that (distribution of folders to different drives), but I recommend a dedicated 2TB SSD for DCS, I have mostly everything, installed and a bit less than 1.2 TB used.

    • Like 1
  17. Am 26.7.2025 um 11:50 schrieb sirrah:

    Sorry if discussed before, but..

     

    I missed the previous update, so I now have to do the last 2 updates at once. When doing so, I get a warning that I don't have enough disk space and that the update is a whopping 149GB! :shocking:

     

    Ehr.. that can't be right now, can it?

    Depends on maps and modules owned and installed!

    There was an update to the Sinai map that was huge, and if you have a lot of Modules that get fixes, the overall install size of DCS can get quite large.

    During downloads, decompressing the downloaded stuff and installing/replacing the files, it requires some additional, temporary space.

    If you have everything on the same disk/SSD, you should clean up things like track files (especially the large multiplayer ones), if you use TacView delete old TacView files and if that doesn't free up enough disk space, consider, temporarily deinstalling  currently not used campaigns, modules or maps, until you can add a larger or better dedicated game / DCS disk or SSD.

    • Like 2
  18. Am 23.7.2025 um 15:12 schrieb BIGNEWY:

    Scripting API.  Added ability to pass args and return values from mission scripting “a_do_script()” and “a_do_file()” APIs. 

    Any detailed information on this? Maybe examples, how to make use of it?

    I understand now it's possible to exchange arguments between, say "mission" and "GUI" or "export" environment, so that sounds very interesting, but I am not sure I understand the purpose correctly.

    For example I would love a way to pass the TGT point coordinates visible in a TGP or on the MFD of a module to the scripting engine to use in scripts to call in a bomb on coordinate or verify a player in Multiplayer "looks" at the correct object, without crude workarounds like reading markpoint text...

  19. Am 22.7.2025 um 10:08 schrieb YoYo:

    I'm so glad you like it! 😊👍 It'll be even more interesting and engaging later, you'll see :). As for mission 3, it's quite specific and quite difficult, I agree. I've already answered that question, including some advice:

    The current solution, and each one here, has its pros and cons. Maybe in the future I'll plan something along the lines of BD and Reflected, the only downside being that you can skip certain dialogues and situations, and the player won't learn everything.

    Didn't read all ideas, yet, but easiest solution, would be to monitor the convoy actually reaching a zone ( with a number of X vehicles / health percentage) and thus indicating, it has successfully made it through the ambush.

    Thus the goal is still achievable and you need to ensure the convoy is really "safe"!

    • Like 1
  20. Am 16.7.2025 um 13:20 schrieb admiki:

    While this logic is sound, this removes a possibility of crew engaging friendlies.

    IMO, it does not matter whether I am flying with George or another human, we are always a team and share responsibility.

    That's why I suggested to add it to the George menu setting for IFF that's already implemented. To be able to switch on the fly. Long press already allows to filter the list, we only need an option to "don't show anything else than red" because currently if no red targets are found George will fall back to blue targets.

    If that's not possible, put it in the Mission Editor similar to the checkbox where we can disable searching for air targets, so the mission designer can decide what is required for his mission design.

    • Like 1
  21. vor 1 Minute schrieb ShuRugal:

    does the "invisible" flag on a unit not hide it from George?  haven't tested, but i would expect it to.

    Nope! "Invisible" only affects the spot logic of the core AI, as a way to switch, between automatically engaging everything that's enemy coalition. George is a separate logic and ignores that one. Currently there's no way in DCS to "hide" units from George.

    Even late activation won't work if set to "visible before activation"...

    Also the idea isn't to have George completely ignore "hidden" units, but require a deliberate scan by the player on the suspected location to "find" a concealed enemy unit.

  22. Not sure this is easy to implement, but here's the idea.

    I would love to "hide" a concealed sniper or certain static objects (weapons cache) from George AI in missions.

    Currently if George has LOS and is close enough, he seems to spot ANY unit easily from 4-5 km whereas a human CP/G find it quite challenging to identify the Infantry AK-47, kneeling behind the mudwall on a building with his head barely showing.

    I know it's a bit contradictory, as often we complain, that George fails to see the enemy, as well.

    So if possible, can we use the Mission Editor options:

    Hidden / Hidden on MFD / Hide on F10 map

    and if "Hidden" is selected George needs to be commanded to point search and only if the unit is in a narrow cone (2° ? ) and close < 4 km George will "find" it and show in the target list.

    This would allow incredibly interesting search mission design, surprise ambush scenarios where you could preemptively search a "suspicious" compound or orchard and find the BRDM waiting for you, but if you look at the wrong compound a bit left, you may miss it and get attacked...

    Sniper searches, where finding the target in build up areas or hidden between bushes or orchards is actually challenging, despite using George.

    • Like 1
  23. Add an option to have George only list identified enemy (red) targets show in search list.

    I suspect in real life Apaches the CP/G won't announce any friendly car, or building he sees on the TADS unless the pilot explicitly told him so.

    Currently, we can set red as priority, but if commanded to search and no red units are found blue units still populate the list, so we need to cancel the list, search again, rinse and repeat.

    We can deactivate "Air Targets" in the Mission Editor, but it would be nice to  have an option to ensure all neutral and blue units found are NOT populating the target list (of course a blue unit "misidentified" as red would still show).

    What we currently encounter regularly, is George searching PHS LOS, not seeing any of the red units despite the tracer fire clearly visible in the TADS FLIR, instead finding the blue Outpost 3-4 km behind the engagement and constantly listing the outpost in the target list!

    So either we need to

    - adjust the George menu (Target list) to switch between "ALL", "RED PRIO" and a new "RED ONLY"

    or

    - add an option to the Mission Editor to select "Show in Target list" and check red, blue, neutral.

    • Like 1
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