Jump to content

DragonShadow

Members
  • Posts

    113
  • Joined

  • Last visited

Everything posted by DragonShadow

  1. Only off by three years to be fair! The series was some of the first flightsims I flew and it became a beautiful lifelong thing for me as well DCS getting the F-15E Mudhen was kinda like coming back home.
  2. Heck yeah! I used to fly it a bunch back in the day as well but had forgotten most of it. It was very funny coming back to it after flying DCS all this time now. I only recently learned it actually has a multi-crew mode as well, that was a fun surprise and just made things ever better!
  3. Hope this is okay for injecting some harmless April 1st humor. VOD of yesterdays Twitch stream where we pretended to test a new patch to DCS, by flying a +30 year old flightsim as a mock up of my usual F-15E multicrew streams. Very happy with how much fun people had with the bit ^^ Also it’s amazing what all already existed in a 1992 flightsim, and how many things learned in DCS were applicable. https://m.twitch.tv/videos/2108179903 Flying should be fun (Added a funny screenshot from a friend)
  4. Thanks, it was pretty fun and funny. So easy to totally destroy the landing gear
  5. Was messing around in the mission editor and it turns out the ski ramps are stackable and way more fun than they first appear! Done with full aerodynamics and damage modeling. Took some fine throttle control to get the landings right. Show me your jump!
  6. Updated to version 6.0.5.0 with the following fixes: Fixed available equipment at Batumi FARP. Fixed defending BMP placement at Batumi. Enforce multiplayer relevant mission options. Thanks for the feedback Rogue13!
  7. Going to be hosting a co-op multiplayer stream of the mission at https://twitch.tv/aviancer today (7th of August) at 13:00 UTC. We've had a lot of fun testing it earlier ^^
  8. Great, hope you have a good time with it! Always happy to receive feedback too. Expect it to be pretty challenging for a single player run! I'd recommend something that can loiter well and take multiple shots to break the advance, like a KA-50 or Apache. A-10 can do it too but it'll certainly be a nice challenge.
  9. Revision 5 changes: Now fully voice acted! Added new player aircraft types. Updated scripting and group pathing for modern DCS versions (2022). Updated MIST library to 4.4.90 with a small custom fix. Updated unit positions and added some objects to make finding some hostiles reasonable again. Converted player aircraft to be from a multi-country coalition. Updated player location related scripting to be free of hardcoded unit lists. Easier to mod in more aircraft. Updated CAP activation scripting, and added radio trigger to allow disabling hostile CAP after start. Added some further flavor to the beginning of the mission, including at Kobuleti. Fixed some long-standing typos XD Version 6.0.5.0: Fixed available equipment at Batumi FARP. Fixed defending BMP placement at Batumi. Enforce multiplayer relevant mission options.
  10. Blindsided : 5th revision (v6.0.5.0) Original release in 2012, a decade of getting 'Blindsided'! Updated for modern DCS, now fully voice acted and re-scripted with a new twist or two! Mission download here! Co-operative mission supporting up to: 46 player slots (2-6 players recommended default, 3-12 on difficult). Flyable aircraft: CAS (Air to ground) - 2x A-10C (Old), 3x A-10C II, 3x AH-64D, 2x AV-8B, 3x F-16, 3x F/A-18, 2x JF-17, 3x KA-50, 3x Mi-24P, 3x Su-25T CAP (Air to air) - 2x F-14B, 2x F-15C, 3x F-16, 3x F-18, 3x MiG-29, 2x M2000C CSAR (Search and rescue) - 2x Mi-8MTV, 2x UH-1H [Briefing room] We have not received any word back from the eastern patrol, since they reported hearing heavy vehicles in the pass. We can only assume the worst. Twenty minutes ago we received confirmation that insurgent forces are attempting a surprise attack on the Batumi aerodrome. Be advised we have received reports that the insurgents are able to mount a credible anti-air threat, furthermore there are indications they may have the support of unknown airforces. US Specops are right now sending ahead a two man TACP unit, designation 'Ferret', to provide coordination for a counter attack on an insurgent outpost located due east. Before we can rid ourselves of the outpost though, we must succesfully defend Batumi from the insurgent forces closing in. Be aware that we are facing at least two groups heading in from the outpost. Local defense forces are engaged with light enemy units as I speak. Your aircraft have been fueled and armed, there is no time to waste, scramble! Aimed at: Pilots reasonably comfortable with combat tasks and start up, moderate difficulty level. Pilots up for more challenge can enable higher difficulty at the beginning of the mission (Radio options, F10 Other). Featuring: * Co-op and single player support. Note: Difficulty higher for single player. * Plenty of scripted events with radio traffic and detailing. Fully voice acted! * Combined operations of air to ground and air to air aircraft, all playing important but not interdependent roles (Set higher difficulty for best effect). * Adapting mission design: Air to ground, air to air and combat search and rescue operations are each an optional component of the mission. All you need to do is fly the right aircraft and the mission commences. * Dynamically generated randomized air to air threats for the entire duration of the mission. You can't be sure where the enemy air assets will strike from. * Dynamically generated CSAR rescue operations for both stranded aircrews and vehicle crews. * Up-to-date tasking can be requested even if a player enters the mission in the middle of it. No more guessing what state the mission is in. * Choice of two difficulty levels. * Some more aggressive, scripted AI behaviour. * Some munitions restricted through the warehouse functionality for a proper challenge. * On the move troop deployments. * Airlifted JTAC available (but not necessary) for operations against the insurgent outpost. * Optional AFAC available for the defense phase of the mission. * Adapt to rapidly developing situations as you fight an enemy that fights back rather than passively waiting for you to attack. * Be a part of a team where your actions truly matter to the outcome of the mission. License: Freeware, distribution allowed as is with all files and attributions intact. All rights otherwise reserved, unless specifically agreed upon. (It's ok to ask.) Mission download here!
  11. Co-operative mission featuring 4x A-10CII slots, 4x F/A-18 slots, 4x Su-25T slots, 2x MiG-21 slots, 2x A-10C (original) slots. Likely runtime: Default difficulty: 1-2 hours / Hard difficulty: 2 hours. Version 1.35 download link (2021.10.09): https://www.digitalcombatsimulator.com/en/files/3318716/ Description Fly your way down a valley dodging AAA fire, catch the SA-6 SAM convoy unawares and destroy the enemy tanks before they reach friendly forces while your fighter escort deals with the enemy fighters. Featuring two difficulty modes, toggleable from F10 radio menu. Mission difficulty can naturally also be tuned by changing load outs and roles of participating aircraft. Recommended force Default: 1-2x A-10CII, 1-2x F/A-18C (2-4 total) Hard mode: 2-4x A-10CII, 2x F/A-18C (4-6 total) Situation Due to our pressuring efforts a SA-6 Kub SAM battery and accompanying support units have been pushed back from the front. This is an ideal situation for a strike while the battery is vulnerable to a low level attack under the cover of the valley. The battery is moving southwest but is expected to make a 45 minute stop at a town marked with waypoint 3. We have judged this to be the best point for the strike. Simultaneously we are making a push for Zugdidi from Senaki-Kolkhi with armored forces, however an enemy armor group has reportedly been sent to counter our attack. You are to provide support to our forces at if able after hitting your primary objective. Keep aware, enemy air forces are operating in the area. Blue briefing Common information: Take off from Nalchik. Fly low in valley to avoid SAM coverage, expect heavy AAA along the approach in particular around towns. Red smoke marker will be deployed once you get close enough to targets. Make sure to stay under 10,000ft MSL (QNH 29.97) to avoid SAM coverage and warning off the SA-6 after you cross the mountain after WP2 Fence into the valley. Exceeding the ceiling is allowed for the attack run. Finish mission by landing at friendly airbase Kolkhi. A-10 / A2G strike units: Your tasking is to destroy primary and secondary ground targets. Primary Target Execute low level guns/cluster bomb strike on five unit SA-6 convoy traveling south west on road, likely location WP3. The battery is escorted fore and aft by support groups. It is sufficient to destroy 4 of 5 primary targets*. Secondary Target Destroy a force of six T80 main battle tanks* traveling southeast from Achigvara (GH13) to Zugdidi (WP4 / GH31). Friendly M1A2 Abrams armor are also heading northwest from Chichu (GG38) due Zugdidi to occupy it. Enemy SAM-sites are located around the valley and based in Sukhumi. Additionally two MiG-29A are known to be patrolling area near Zugdidi. Nearest friendly SAMs are situated at Kolkhi airbase, draw the enemy fighters into these if lacking CAP support. F/A-18 / escort units: F/A-18 should provide escort for any A-10. Draw the attention of enemy defenses when possible to ensure strike package reaches it's target. Aid in taking out any remaining ground targets. Primary Target Perform rocket strike on a five unit SA-6 convoy traveling south west on road, likely location WP3. The battery is escorted fore and aft by support groups. It is sufficient to destroy 4 of 5 primary targets*. Secondary Target Employ mavericks to destroy a force of six T80 main battle tanks* traveling southeast from Achigvara (GH13) to Zugdidi (WP4 / GH31). Friendly M1A2 Abrams armor are also heading northwest from Chichu (GG38) due Zugdidi to occupy it. *) On default difficulty. On higher difficulty mode all primary targets must be destroyed and additional secondary targets have been introduced. How you can help with building more missions I'm happy to hear any feedback or experiences with the mission. Also love to see tacviews or videos of flights to understand peoples experiences better and keep improving missions further. Thanks go to the AFH and DCS Finland communities for their help with testing early versions of the mission.
  12. Bought the module and found myself with the same problem. Tried pressing the view buttons but nothing showed up, had to go looking on forums. Not a great first impression given I'd expect multi-monitor setups to be rather common with people flying DCS. Also worried about this issue still not having been addressed while this thread seems to have existed since July. Using a 3840x1080 main panel and a 136x768 auxiliary panel.
  13. Hey there, I've been having some rather odd shadow problems with deferred shading on (see https://forums.eagle.ru/showthread.php?t=200519 - issue in 2.5 as well). Which basically forces me to fly without my instrument/aux panel currently. I wonder if someone could confirm to me if this is the correct way to configure the MFCD's to be drawn on an extra panel that isn't supposed to draw cockpit views. Or is there a better way to do this? My resolution setting in DCS is configured 7126x1200 to include the aux panel. One possible reason for the problems might be that all my other panels are 1920x1200 but the aux panel is 1366x768, while I'm having to define resolution space as if it were x1200 as well. But before deferred shading I had no issues with this. name = _('Custom 4 display'); Description = 'Configuration with 3 identical monitors each with its own camera, MFCDs' Viewports = { Left = { x = 0; y = 0; width = 1920; height = 1200; viewDx = -1; viewDy = 0; --aspect = screen.aspect / 3; aspect = 4.8 / 3; }, Center = { x = 1920; y = 0; width = 1920; height = 1200; viewDx = 0; viewDy = 0; --aspect = screen.aspect / 3; aspect = 4.8 / 3; }, Right = { x = 3840; y = 0; width = 1920; height = 1200; viewDx = 1; viewDy = 0; --aspect = screen.aspect / 3; aspect = 4.8 / 3; } } -- On Aux panel LEFT_MFCD = { x = 5780; y = 307; width = 445; height = 445; } -- Mid-top ED_A10C_RWR = { x = 6335; y = 0; width = 222; height = 222; } RIGHT_MFCD = { x = 6667; y = 307; width = 445; height = 445; } -- 1366x768 -- 7126x1200(x768) -- Fix for map and other UI views being unusable/misplaced/stretched. UIs = { SpanAll = { x = 0; y = 0; width = 5760; height = 1200; aspect = 4.8; } } UIMainView = UIs.SpanAll
  14. Beautiful sim, beautifully crafted video. I've been sharing it in a few different communities recently.
  15. Nice editing with various angles. Not the role one would normally expect to see one in, indeed.
  16. DragonShadow

    Yak-52B?

    I do like the thought of having a study-sim level nose-wheel prop plane for DCS. It's a combination I've missed just for the difference of handling and aerodynamics compared to what we have so far. Doesn't hurt either that I've had the chance to see and photograph some real Yak-52's performing aerobatics.
  17. Here to brighten the day! What do you do when you notice a serious problem with your airplane? Keep calm, don't panic! Just follow these simple instructions! Had a lot of fun making this short (less than serious) clip, hope those here might enjoy it too.
  18. Ah yes, I’m not sure what your limitations of access are as module makers but the thought was if you have have access to graphics buffer/shaders, one possibility might be to handle this directly there. That is instead of querying the terrain, to consider the pixels of the hud area being drawn and draw the hotspot markers based on the buffer or even directly as a shader in GPU. Admittedly I’m not sure how well that would scale in performance in DCS comparatively, but an alternative approach at any rate.
  19. One interesting thing to do while simplifying the simulation of this and providing false positives, might be to just consider the color of the objects and terrain being drawn. One could assume that darker/certain color spots get warmer from sunlight while over terrain. Eg. a hot road for example or buildings. This would provide some consistency to false positives instead of being at random.
  20. Track files record user and AI inputs instead of the events that occurred. If the sim version changes or potentially if your computer lags (this shouldn't really affect things but maybe it's a threading issue or something)/does something different in some spot during the replay, the replay of the track will diverge from the original. The more differences that crop up the more likely your aircraft will randomly hit the terrain or what not instead of doing what you did. Tracks in my experience are only reliable on the version they were recorded on, and not necessarily always there either.
  21. You can check the correct ATC frequency from the F10 map view and by clicking the airport you are at. Alternatively, you should always be taking off into (against) the wind as that will make your take-off shorter due to relative airspeed.
  22. Recently experienced pretty uncomfortable frame rates in FW-190D with the Vive, where it used to be fine. Was on the ED Test server though so not sure if related to that.
  23. Remember talking and flying with him on some occations, was fun and he seemed like a good guy. Made him a customized version of Blindsided too.. Wind to your wings Blooze.
  24. Hi Chiefsoasa, A good rule that applies to most aviation is to keep your movements smooth and give the aircraft time to react to what you are doing. Avoid yanking the stick and only very rarely is full deflection of any controls required. Many aircraft can be flown also with a light pencil style grip on the stick. You should not need curves with the TM Warthog, it's better to learn without them since it will give you more uniform control later. You want to be aware of your airspeed, too little will send you tumbling, but also having much speed and trying hard maneuvers will do likewise. It would also pay off to learn things like correct approach speeds from the manual. Hope this helps, and welcome to DCS. It's a great sim.
×
×
  • Create New...