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Everything posted by upyr1
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DCS already keeps track of all the installed modules, asset packs, and mods null nullThis module manager is part of DCS core it allows you to install or disable mods, modules, and asset packs nullThat is where you click to access it Next missions already list what mods and asset packs they require This one required the WW II asset pack and the VSN F-105 When you don't have the VSN F-105 installed and you try to load a mission, you get this screen. nullIf you mean a switch that will hide all servers that use mods when you say you want an overall mods on/off switch, the coding to accomplish this isn't going to be much different than an asset filter. For an overall mod on/off to work, you would need to compare the assets a server requires to an official asset list. The installed asset filter would compare a server's assets to your installed assets. The only differences are where the list comes from, and the chances of you trying to connect to a server with the WWII or South Atlantic Asset packs, even though you don't have either. So in the end the only real difference between the mods on/off list and the asset list is that you don't have the risk of connecting to a server with an official asset pack you don't have. Then with the suggestion that started the thread when the filter is off and you try to connect to a server with an asset pack or mod you don't have you could be given the option of either downloading or buing it in the case of on official asset pack
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Like it or not, there are people who are willing to use mods. The fact you hate mods doesn't change that fact. The fact there are people out there like yourself who hate mods is the reason that I want a filter so they can hide servers that use mods and official asset packs they don't have. There are developers who get their start developing mods for DCS and there are modules which were originally mods. I understand you don't want mods which is why I think as there needs to be a filter. Even if there were no mods there would need to be a filter because of asset packs
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You're dealing with a guy who opposed adding a filter to the DCS server list to hide servers with mods and asset packs you don't have. His basic argument was that hiding servers he'd have problems connecting too would be a bad idea becuse it would make it easier to use mods and that a modder should add the filter. Not once did he consider that a filter would make things easier for people like him who don't want to use mods, as it would hide all the modded servers.
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I don't believe the toss bombing mode worked with conventional weapons. I'm wondering what we can model in a mod I had no idea the Thud had a proto hud. I'm thiking we should ask about this in the facebook group
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I don't care who does it or what variant we get, however, I the flogger is one the reasons that I want the Razbam issue settled
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Speaking of which, any updates?
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Request to Implement PRF RWR Tones for the DCS F-16C
upyr1 replied to FlintMcgee's topic in DCS Core Wish List
the link couldn't open but I'm thinking this might be good for a thud mod- 2 replies
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- qol improvement
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Ejected pilot - make him water float + SAR mission
upyr1 replied to Gierasimov's topic in DCS Core Wish List
We I've wanted CSAR in DCS for a long time. Rescort should be on the mission set of the A-10, A-1, A-7 and other attack planes Then utility helicopters should have CSAR as part of their mission set. Ideally we should have the option to load a rescue hoist but even if the hoist for realism can't be added we should at least have the helicopter land and pick up down pilots -
Precision Strike mod needed for legacy Russian planes
upyr1 replied to apolloace's topic in DCS Core Wish List
Official mod is a contraditon in terms, Now let's go to the idea itself. The solutions I think ED might be able to provide would be to add more advanced MiGs and Sus to the list of AI assets. Next I'd love to see more flyable Soviet strike planes. If you want a mod the best answer is to check out project flanker for from there. More cold war era planes would be the option -
Nice I believe the Thunderstick was a post vietnam upgrade which would be contemporary with our Phantom
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Website/eStore: Flag to show modules currently on sale
upyr1 replied to Northbeard's topic in DCS Core Wish List
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I'm asking Heatblur about an F-4G
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A real IADS would coordante with each other, for example during the Vietnam war the air defense crews would talk to each other on the phone and keep their radars in standby mode until they got there was an American plane in range then they would turn on. They would also do tricks where a single radar would guide SAMs from multiple batteries
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Thank you for all the hard work. I'm looking forward to the missions
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As long as there is some ambeguaty I think it might be possible to have a Wild Wasel. Looking at dragrams and photos of Wild Weasels the heat of the EWO's job appears to be using a look up table to use the PRF (pulse repetition frequency) and frequency to determine what radar they are detecting PRF is determined by a radar's maximum unambiguous range. For example if a radar has a PRF of 1000 it would have a rage around 90 miles (light travels about 180 miles per millisecond) so 1 milisecond is enough time for a beam to hit a target 90 miles away then bounce back. Right now based on what we see with the SHRIKE DCS models bands. The F-4G I think could basically use the same model as the HARM targeting system from what i can tell it looks like the F-105G could give you a rough range based on power so you could have the O-silicope show spikes and use ADF mode to communicate the range.
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I've said it before artillery needs to be improved overall. Not only do we need more period correct ammo types - Starburst shells (mentioned in the title of the post), smoke shells, guided shells but we also need improvements to artillery targeting for example DCS needs to model forward observers and spotting aircraft
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Right now I am doing some research for an F-105 module, I'm hoping to do a G. Anyway, with the EW research I have done it looks like you had to manually tune the frequency and PRF (pulse repetition frequency) and then the radar would show up on the ossilicope and there was a mode to get the HSI pointing to the radar. The RPF is based on a radars range for example a radar with a 93 mile range would have a PRF of 1000 since that would be enough time for a radar to hit a target 93 miles away and bounce back. It also looks like the RHAWR might be able to calculate the range based on a radars power. Anyway my question right now I'm thinking what might work for an RHAW model is since the Thud had a switch for bands so I'm thinking select the band then set the RPF and have the most powerful radar of that type show up on your RHAWR and and flip the ADF switch to feed get the HSI to display the radar then use the PRF knob to set the sam type.
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I know heatblur has said that they would licences Jester I personally say let's try to get a community mod going I don't know the modeling I think if anyone can contact VSN we could use that as an external base.
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yes and the Thunderjet and thud too
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The dream ain't dead yet. I am trying to get something started. I believe orange create made mushroom clouds
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The map clearly has the Berlin wall which means the earliest date would be 1961, which would be 2nd/3rd generation. For Gen 0 / 1 jets we would really need an early cold war Germany map (which might also double as a WWII map) and right now I might fly the early jets on this map or I might have WWII battles as well I would also buy a 1940s version for late war and early clod war scenarios.
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sad, though do you think about a good community module? https://www.reddit.com/r/Thunderchief/ Nothing has been done but I can do some LAU but I don't know diddly about modeling
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