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Everything posted by Silver_Dragon
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Remember ED has actualy updated other AI 3D models... and not complete your planned list... By now, will be added more on the last years (WW2 PTO), but actualy ED has not update the list. Of course, other old 3D model will be added to the list, but has movements about the Su-17 by Octopus-G and a Su-22 by other team... waiting news.
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Возможно, создатели карты Южной Атлантики ушли от Орбкса, оставив РАЗБАМ (поэтому перед их именами больше нет аббревиатуры разбам), что может помочь нам понять многие вещи, например, для «годов». у Atlantico Sur нет обновлений, и вдруг «пакет поддержки» перестал работать... Это очень странно, но мне это не показалось бы странным, учитывая, что создатели могли обратиться в более крупную компанию.
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My info... Tu-16K-10-26 [Badger C Mod] Attack Man Rtng: 0.5/0.5 Damage Value: 48 Size/Signature: Large/Large Bombsight: Manual Counterm: 1st Gen D Inflight Refuel: N Sensors: YeN radar, Gen 0 RWR Throttle Setting/Speed in knots Altitude Cruise Full Mil Reheat Low: 300 360 -- Med: 405 440 -- High: 415 485 -- Ceiling: 12300 meters Engine Type: TJ Cruise Range: 2535 nmi Int Fuel: 32200 kg Ordnance Loadouts: Payload: 8000 kg Def Guns: dorsal, ventral, tail twin AM-23 23mm (1.4) with PRS-1 Argon [Bee Hind] GFC • 1 K-10SND or 1 KSR-5 (lightly loaded) • 2 KSR-5 • 1 KS-10SND, 2 KSR-2 or 2 KSR-5 • 1 KS-10SN or 1 KS-10SNB, 2 KSR-5 (Tu-16K-10-26N) • 32 FAB-100 or 32 FAB-250 or 12 FAB-500 externally (Tu-26K-10-26B) Remarks: In Svc: 1970 - 1993 Navy conversions from Badger C. Ritsa is 180° 1st ES, requires radar to provide range for ARM. Lightly loaded with one missile, fully loaded with two missiles. Can increase payload to 13000 kg with reduced internal fuel. 85 conversions from Badger C. Ritsa is 1st gen ES in 270°-090° arc only. Flown by 987th MRAP, North and 124th MRAP, Black Sea. Estimate 1/3rd are ZA. • Tu-16K-10-26: Tu-16K-10D conversions with KSR-5. Some fitted external bomb bombs 1974-76. • Tu-16K-10-26B: Conversions 1974-76 with provision for external bombs. Uses radar to aim bombs. Fitted with Ritsa in 1976. • Tu-16K-10-26N: Tu-16K-10N conversions. Can launch K-10SN and K-10SNB from Low altitude. • Tu-16K-10-26P: Small number with Ritsa, KSR-5P and KSR-11 in 1976. Fitted with 2nd Gen ES and 2nd Gen J&D in 1980. • Tu-16K-10-26PT: Tu-16K-10-26P with 2nd Gen ES added in 1980s. • 1970s: Tail guns replaced by 1st Gen J. Radar YeN radar replaced by YeN-D. Tu-16K-26 [Badger G Mod] Attack Man Rtng: 0.5/0.5 Damage Value: 47 Size/Signature: Large/Large Bombsight: Ballistic Counterm: 1st Gen J&D Inflight Refuel: N Sensors: Rubin-1M radar, Gen 0 RWR Throttle Setting/Speed in knots Altitude Cruise Full Mil Reheat Low: 300 360 -- Med: 430 480 -- High: 430 490 -- Ceiling: 12300 meters Engine Type: TJ Cruise Range: 2635/2400 nmi Int Fuel: 29000/26450 kg Ordnance Loadouts: Payload: 9000 kg Def Guns: dorsal, ventral, tail twin AM-23 23mm (1.4) with PRS-1 Argon [Bee Hind] GFC • 2 KSR-2 or KSR-5 or KSR-11 (KSR-2-5-11, K-26, K-26P) • 2 KSR-2 or KSR-5 (Tu-16KSR-2-5) • 2 KSR-5B (Tu-16K-26M) • 2 KSR-5N (Tu-16K-26N) • 2 KSR-5P or KSR-5PM (Tu-16K-26P) • Tu-16K-26B, Tu-16K-26PB, either • 24 OFAB-100-120 or 16 OFAB-250 or 24 FAB-250 or 18 FAB-500 or 6 FAB-1500 or 2 FAB-3000 (internal) • Tu-16K-26B, either • 16 FAB-100 or 16 FAB-250 or 8 FAB-500 (external) • 16 OFAB-100NV or 16 OFAB-250 or 16 FAB-250 or 12 FAB-500 (high drag para-packs) • 12 AMD-4-500 or IGDM-500 or MDM-3 or UDM-500 mines • 8 ADM-2M or APM or IGDM-1000 or AGDM-2M Lira mines Remarks: In Svc: 1970 - 1993 Air Force and Navy. Lightly loaded with one missile, fully loaded with two missiles. Ritsa is 1st gen ES in 270°-090° only. Aircraft with Rubin-1M radar use second figures and have fixed 23mm removed. Mine loadouts estimated. • Tu-16KSR-2-5: 110 KSR-2/KSR-2A conversions. Retains offensive guns, fixed single AM-23 23mm (1.4) • 1972: Fitted with internal bomb loads as Tu-16K-26PB. • 1973: Some have Rubin-1K replaced by Rubin-1M. • 1980s: Some fitted with KSR-5N. • Tu-16KSR-2-5-11: 125 KSR-2-11 conversions with Ritsa. Cannot use KSR-5P. • 1973: Some fitted with Rubin-1M. None fitted with Ritsa. • 1974: Some fitted with provision for KSR-5P as Tu-26K-26P. • 1980s: Some fitted with KSR-5N. • Tu-16K-26: KSR-11-16 conversions with Ritsa. In service 1969. • 1973: Some fitted with Rubin-1M radar. 14 Baltic fitted with Berkut radar replacing Rubin-1KV. • Early 70s: Some fitted with external bombs as Tu-16K-26B. • Late 70s: Some fitted with KSR-5B as Tu-26K-26M. Some with KSR-5M and KSR-11 as Tu-16K-26PM. • 1980s: Some fitted with Rubin-1M, KSR-5N as Tu-26K-26N. Tu-16RM-1/2 [Badger D] Reconnaissance Man Rtng: 0.5/0.5 Damage Value: 47 Size/Signature: Large/Large Bombsight: None Counterm: 1st Gen D Inflight Refuel: W Sensors: YeN-R (RM-1) or Rubin-1K radar (RM-2), 1st Gen ES, Gen 0 RWR Throttle Setting/Speed in knots Altitude Cruise Full Mil Reheat Low: 460 540 -- Med: 460 550 -- High: 460 500 -- Ceiling: 12300 meters Engine Type: TJ Cruise Range: 3045/3235 nmi Int Fuel: 38880/41310 kg Def Guns: dorsal, ventral, tail twin AM-23 23mm (1.4) with PRS-1 Argon [Bee Hind] GFC Remarks: In Svc: 1962 - 1993 Navy only. Fuel and ranges for Tu-16RM-1/Tu-16RM-2. • Tu-16RM-1: 24 converted from Tu-16K-10 between 1966 and 1967. Served in Northern - 967th ODRAP, and Pacific - 317th OSAP Elizovo 1966-93. • Tu-16RM-2: 12 Tu-16R conversions. Northern Fleet only - 967th ODRAP Severomorsk-1 1962-93. Tu-16SPS/P [Badger J] EW Jammer Man Rtng: 0.5/0.5 Damage Value: 47 Size/Signature: Large/Large Bombsight: None Sensors: RBP-4 Rubidy-MM radar, 1st Gen ES, Gen 0 RWR Throttle Setting/Speed in knots Altitude Cruise Full Mil Reheat Low: 300 360 -- Med: 430 480 -- High: 430 520 -- Ceiling: 13100 meters Engine Type: TJ Cruise Range: 2800 nmi Int Fuel: 34610 kg Ordnance Loadouts: Payload: 9000 kg Off Guns: 1 AM-23 23mm (1.4) Def Guns: dorsal, ventral, tail twin AM-23 23mm (1.4) with PRS-1 Argon [Bee Hind] GFC • 6 AMD-4-500M or 12 IGDM-500 or 12 UDM-500 or 4 large mines - AMD-2M or APM or IGDM-1000 or AGDM-2M Lira or RM-1 or Serpei or UDM-2 Remarks: In Svc: 1956/62 - 1994 Standoff radar jammer. Cannot use radar with jammer energized. • Tu-16SPS: Air Force and Navy. 142 Tu-16SPS, 4 Tu-16SPS(ZA) delivered 1955-57 with SPS-1 or SPS-2 escort jammers, clutter rating 10. Takes one Tactical Turn to tune to newly detected radars. In service 1956 - 60s. • Tu-16P Buket [Badger J]: Air Force only, 121 with SPS-55 Buket standoff jammer, clutter rating 13, 1st Gen D. In service 1962-94. • Late 50s?: Tu-16SPS fitted with three ASO-16 bulk chaff dispensers for 40 nmi chaff corridor. • 1962 on: Tu-16SPS converted to Tu-16P. • 1970s-80s: Fitted with 2nd Gen J&D. • Early 70s: Some Black Sea fitted to lay mines with ES and standoff radar jammer removed. • Late 70s: Ten upgraded to Tu-19P Fikus. Can use radar while using standoff jammer. • 1980s: Fitted with 3rd Gen J&D. • Jan 79: Air Force has 104 Tu-16P. Added Tu-16Z Tanker variants: Tu-16Z [Badger A] Tanker Man Rtng: 0.5/0.5 Damage Value: 48 Size/Signature: Large/Large Bombsight: Ballistic Counterm: None Inflight Refuel: N/ZA Sensors: RBP-4 Rubidy-MM radar, Gen 0 RWR Throttle Setting/Speed in knots Altitude Cruise Full Mil Reheat Low: 300 360 -- Med: 430 480 -- High: 430 520 -- Ceiling: 12300 meters Engine Type: TJ Cruise Range: 2755 nmi Int Fuel: 35480 kg Ordnance Loadouts: Payload: 9000 kg Off Guns: 1 AM-23 23mm (1.4) Def Guns: Dorsal twin AM-23 23mm, ventral twin AM-23, tail twin AM-23 (1.2) with PRS-1 Argon [Bee Hind] GFC • 8500 kg bay tank (fuel cannot be used by Tu-16Z) • 24 FAB-250 or 18 FAB-500 or 6 FAB-1500 or 2 FAB-3000 or 1 FAB-5000 or 1 FAB-9000 Remarks: In Svc: 1957 - 1990s Conversions of 114 Tu-16 with wingtip to wingtip refueling; tanker fitted to tow hose from starboard wingtip with receiver fitted on port wingtip. Standard is one squadron in Tu-16 Regiment. Can be converted to bomber, although capability later removed. • Can refuel Tu-16 Badger noted as ZA - around 1/3rd fitted. Maximum transfer fuel is 19845 kg (bay tank plus some internal fuel) or 1540 nmi. • 1958-61: Crews trained in inflight refueling. 59 Tu-16ZA in service. • Mar 64: Air Force bombers refueling ceases with Tu-16Z. Air Force reconnaissance and Navy continues.
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The actual harbours on DCS has "empty" and the atrezzo normaly dont have the necesary funtionality to make propper missions on the DCS World environment: Some request: Make the harbours empty of ships without necesity to delete scenery objects. Put the "atrezzo ships" into mission editor as mission objects to build proppers missions and/or build propper. On all new maps and past maps. Build more AI civil ships to fill naval traffic. Add funtionaly to the harbour piers to dock propper ships and anchor outside on external zones as a airbase to dinamic entry / exit points to use them to and from harbours. Ability to rearm and repais ships on harbours. Make ability to AI ship units to sail from and to harbuors. Port control towers on harbours https://structurae.net/en/structures/towers/port-control-towers Add propper navigations bouys, lighthouse, beacons and marks on harbours. https://www.iala-aism.org/product/r1001/ Add propper radio channels as VHF and international comunications. https://www.navcen.uscg.gov/international-vhf-marine-radio-channels-freq Add propper harbour channel entries on ships with propper depths and correct the harbour depths to make usable to ships. Correct AI traffic to the international sea ways. Correct propper ships to make maneuvers on confined spaces by propellers or by help by tugs. correct batymetry with real data, to make propper depths, no a "uniform" sea depth. No more "gale" force rolls on AI ship docks on piers or on sea as drunks... adjust roll propper to the actual sea conditions. Build propper assets based on the map region.... no persian gulf ships on marianas, please. More realistic harbours.. no more harbour and coastlines sand blocks without docks, piers, breakwaters, shipyard, nautic clubs, etc. Meanwhile, the actual "atrezzo ships" has very old / low poly. Persian Gulf: Marianas Sinai Syria Caucasus
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That is the actual problem... Make objects to the TDK, has diferent with build a static object to a the SDK (EDM).... has diferent objects with diferent Luas and propperties, the only common part has the 3D max object. The problem... none of 3rd parties has exported your 3d models to a propper "assets pack"... ED put some caucasus object on the mission editor, but the other maps as NTTR, The Channel, Persian Gulf or marianas, never put none of them on the DCS editor, and yes, has many atrezzo, with will export, but the quality show on the map has very "poor" compared with a normal editor object. The main problem, make the same work twice.... ones to integrate and make funtional to the TDK to put on maps, and export the same object (Making all necesary animations, damage models, etc) to EDM, build the propper lua... and integrate into DCS World has some ussable assets. An many of the "old" objects, need remade and redone to get some plausible on DCS World maps. And yes, that require your propper post on the Wishlist section.
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ED never has implement put funtional naval units or static objects on a map by defect. The harbours need get clean the dock, to put by the mission editor the propper object and ED implement a harbour funtionality, no put them "by defect" on maps... TDK has not have the funtionality of the SDK.... On fact.... a low poly Delta IV has none justice. I preffer a usable / static Delta IV on the mission editor to make missions propper attack missions vs a static low shape on a map.
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None Scenery object ships ans submarines has none funtional, has only atrezzo, from the caucasus map times. Has builded outside of the SDK.
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Normaly Buildings always come down on all maps is has hit. The Ships and vehicles included on all DCS maps has attrezo, has only decorative and 3D models builds with the TDK and normaly dont have any phisic, destruction models, anymations, etc. Other objects will be "unique" 3d model with propper damage model but has no the same propieties with a object as a vehicles, ships, planes and buildings make with the SDK, with make the propper damage model, physics, animatios, others effects as sinking. Is you like a sub, ship go to sinking, that need put the propper object on the map by the mission editor.
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Quiestion.... (I not have the map).... Kola icon on module list?
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DCS: Roadmap (unofficial - NO DISCUSSION HERE)
Silver_Dragon replied to Silver_Dragon's topic in DCS 2.9
OH-58D Kiowa Enviado desde mi CPH2197 mediante Tapatalk -
I start to think Orbx has making a "civilian" map as MSFS, not a military combat map...
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DCS: Roadmap (unofficial - NO DISCUSSION HERE)
Silver_Dragon replied to Silver_Dragon's topic in DCS 2.9
Kola Map FAQ https://orbx.co/dcs-kola-map-faqs/ -
That require implement on the core, no on a map.
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RAZBAM Situation Post Archive (will be deleted)
Silver_Dragon replied to Rhinozherous's topic in RAZBAM
Dont brake the rules... 1.15 Discussions of other game companies products are not recommended as they can create personal friction with users who enjoy such products and potentially create issues with competitve manufacturers which is not helpful. We do not allow the reviewing of, or direct comparison of other competitive software here. Posting news updates or advertising other products or games is also forbidden (unless approved by an admin). Abuse of other companies and/or anyone related to those companies will not be tolerated. ED also reserves the right to remove any thread or post about another game or company it deems doesn't comply with this rule. -
The Contiguous map system has the future "whole world".
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New Pay Model / subscription discussion
Silver_Dragon replied to MacEwan's topic in DCS Core Wish List
Surely many folks will like purchase a "free" simulator, ever a ever, only under a wall of Payware to get a "update" core... That dont go to get the core updates more faster. -
"First Person Shooter" on DCS World
Silver_Dragon replied to Silver_Dragon's topic in DCS Core Wish List
None vehicle on DCS World has realistic but all vehicles on DCS come from LOMAC times has over simplified... specialy with has none has a track / wheel phisics or suspension, transmission, engines or realistic crunk as WW2 airplanes, same situation with your damage model and armour. None of them has build on the core of DCS and CA never was planned to make them. We need remember with the player always put all vehicles on situations with drive by terrains never prepared by a tank.... as drive down by a stepped downhill or intent cross a building. The terrain has on the same situation as the "indestructible adamantium trees, fences and walls", never coded to break with a vehicle hit them. The talked Wags plans to a "tank module" will change them on a future, but I dont expected with the ED team improve CA to a realistic tank simulator, that will maintain simplified and make some improvements, but not more. -
New Pay Model / subscription discussion
Silver_Dragon replied to MacEwan's topic in DCS Core Wish List
The exiting DCS engine has noting to do with flanker. The Flanker engine was a old engine, no based on Direct X (SuperVGA) Lomac was engine based on 8.1 engine. DCS World (2012) was based on Dx9 engine. Update to Dx11 on version 1.5 on 2015. Multithreat / DLSS / FSR on 2.9 on 2023, Incoming Vulkan engine. -
By now, I only expected M3 make a WW2 version, no a initial Cold War version. More Essex-Class info:
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DCS: Roadmap (unofficial - NO DISCUSSION HERE)
Silver_Dragon replied to Silver_Dragon's topic in DCS 2.9
Grinnelli F-100D -
DCS: Roadmap (unofficial - NO DISCUSSION HERE)
Silver_Dragon replied to Silver_Dragon's topic in DCS 2.9
Polychop Discord -
"First Person Shooter" on DCS World
Silver_Dragon replied to Silver_Dragon's topic in DCS Core Wish List
The necesary working from build a FPS system (No the Pseudo CA System), has outside from any Free content. You need integrate on the core some new technology and making that realistic will take years. That is not export the Unreal engine / BIS engine on DCS. Has building the constructiion blocks, and as the SC, has no free build them. -
DCS: Roadmap (unofficial - NO DISCUSSION HERE)
Silver_Dragon replied to Silver_Dragon's topic in DCS 2.9
ORBX Discord Kola map: Article on Stormbirds https://stormbirds.blog/2024/04/28/thirty-seconds-of-dcs-kola/