

daemon1808
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Hi ED, With the new clouds system sometimes it is very difficult to spot runways, especially when it is very cloudy (and even more in VR). Should it be possible to add a new ATC radio command to turn on, turn off runway lights? I think this should be easy to develop and it will be very helpful Thanks on advance!
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You can find the required mods here: FOR INSTALLING IN "<YOUR USER>/SAVED GAMES/DCS/MODS/TECH" FOLDER VP airfield equipment 0.9.4: https://virpil.com/en/news/58-vpc-airfield-equipment-dlya-dcs-world NATO personnel and items https://forums.eagle.ru/topic/190965-nato-personnel-and-items/ Civil Objects https://www.digitalcombatsimulator.com/en/files/3302094/ Aircraft Mat Mods - Modern: --> not needed anymore, since the link posted in the OP does not work. https://forums.eagle.ru/topic/233670-suntsag-lockdown-modsliveries-collection-new-and-revised/ FOR INSTALLING IN "<YOUR USER>/SAVED GAMES/DCS/MODS/AIRCRAFT" FOLDER Civil aircraft mod https://cam.em-key.de/ Hercules https://forums.eagle.ru/topic/252075-dcs-super-hercules-mod-by-anubis/ VNAO ready room https://www.digitalcombatsimulator.com/en/files/3310351/ VNAO T-45 Goshawk https://forums.eagle.ru/topic/203816-vnao-t-45-goshawk/ MB-339 https://forums.eagle.ru/topic/209209-mb-339apan-by-frecce-tricolori-virtuali-new-version/
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Hi all, After a year working in a new concept of campaign, I bring you the release of AREA18. You will take the role of a mercenary pilot who has recently arrived at A.R.E.A 18, one of the main bases of A.R.E.A mercenary group. This is a story driven campaign that will give you many hours of fun, playing historical missions and randomized daily missions. Each time you play a daily mission, the events during the flight, possition of targets and enemy forces location, etc will be different for a great replayability. You can choose your aircraft for each mission among F-18, F-15, A10a, SU-33... any you want and fit with mission objetives (provided you have purchased the module, of course). For now it has only 8 history missions, but I will add new missions in the future. Campaign intro video: https://www.youtube.com/watch?v=isDh6sr_h7A How to Play A.R.E.A 18: https://www.youtube.com/watch?v=G-3dW2kyJ4Q Examples of random daily mission: https://www.youtube.com/watch?v=c9c-UR4tuwg https://www.youtube.com/watch?v=AA9f5pLd7TI Campaign files: https://www.digitalcombatsimulator.com/en/files/3318212/ Any feedback will be welcome! Please enyoy
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already known see faq Marianas island FPs
daemon1808 replied to daemon1808's topic in Bugs and Problems
BTW.. I'm sure that the devs will figure it out given enough time... so be waaaaaaater ^_^ -
already known see faq Marianas island FPs
daemon1808 replied to daemon1808's topic in Bugs and Problems
What's weirder is that removing ALL map objects (trigger) gives nearly the same performance. O_O So: Either objects are calculated even when removed from map, or the problem is not in the settings or in the textures, shapes, etc. Have anyone tried too to remove trees and buildings, and check again with usual current specs and settings? -
already known see faq Marianas island FPs
daemon1808 replied to daemon1808's topic in Bugs and Problems
Hi NineLine, My specs are: i5-9600K CPU 16GB RAM GeForce RTX 2070 Using Steam version and VR I have tried to set everything to low or off, unluckily without a noticeable improvement. On the other hand I have removed all the trees and objects with a trigger "remove objects in zone" and I get only +5 / +10fps. So it doesn't seem to be something related with map objects. Maybe this could be a clue to the devs Thanks! -
already known see faq Marianas island FPs
daemon1808 replied to daemon1808's topic in Bugs and Problems
No, it has nothing to do with the trees or the houses. Information for developers: I though maybe the high density of objects was the problem, because this only happens in the islands (in open sea I get 50-60fps easily) But I have removed aaaaall the objects through a trigger "remove objects in zone" and I get only 30-35 fps. Something is weird arround the islands sections. ^.^ -
Uffff, Holly Molly guys. 25fps in the map with the same configuration in VR that gives me 45 fps in Caucasus and 35-40 pfs in Persian Gulf (with no other object than me in the mission). Anyone having same behavior?, I think this map is not good optimized for VR ^_^
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Hi all, I found gold in DCS wiki ^_^ https://wiki.hoggitworld.com/view/Getting_started_with_GCI/AWACS
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Hi, Thanks both for your answers. I will try to explain myself better ^_^ You are a fighter or an interceptor and you call the awacs to request where the enemy aircraft group is. AWACS will tell you: "BRA 128 for 20 at 15000". This means: Bearing: 128; Range: 20; Altitude: 15000. So, you have to turn 128 heading and expect enemy at 20 nmiles and 15000 ft Is there some brevity code similar to BRA or BRAA to tell a strike aircraft the bearing and range to the ground target/destiny/waypoint? (no giving him coordinates, but bearing and range) Like "BR 128 for 20" (of course radar altitude is 0. So no "A") or "your heading 128 for 20" or something like that
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Hi all, I'm wondering is there some kind of brevity code equivalent for BRA or BRAA, but for ground units/destination? I mean, if mission command wants to give needed heading from an ally aircraft to a ground unit, he said: BRA 128º/26 (but there is no aspect) Bearing 128º/26 your possition 128º/26 or what? Thanks!
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DCS Super Hercules mod by Anubis
daemon1808 replied to Eight Ball's topic in Flyable/Drivable Mods for DCS World
Congratulations again for this mod. Each version is more and more astonishing! Maybe someone could help me. In version 6.7 the Hercules is drifting to the left at low speed that makes very difficult to handle the aircraft. This don't happened to me in v6.5 and before. Thanks in advance. -
I completely agree, of course. But if it is difficult to be develope or will have a great performance impact, I can live with bullets that ignore trees. ^_^
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Now that 2 helicopters are on the scope of ED next releases, there is some problem in DCS that should be faced regarding anti-troop missions. There is nothing more annoying than flying to your objective for 45 minutes and find a bunch of guys trenched in a tree line, that makes them completely invulnerable to anything you fire agains them (miniguns, 30mm cannon, rockets, sticks and stones, etc) Is there any possibility to make bullets ignore trees? I know that is not realistic. Trees give some cover for sure but, in my oppinion is less realistic firing your miniguns 1 full minute to the trenched troops without achieving a single hit on them because inmortal trees. What is worse, this is completely game breaker. If I had to choose, I prefer bullets ignoring trees than invulnerable troops.
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Same for me. I'm using steam version and constant CTD happens from the latest patch install. What is worse: after 2 of these crashes, steam do not acknowledge that DCS has crashed, and continue as if DCS is ok. I had to force restart steam because steam continue to be executed (crashed, but the DCS window still appears in the task bar). Once restarted, Steam DOES NOT FIND DCS AS ALREADY INSTALLED and I had to install DCS again 2 times!!!!! This is a nightmare, more than 100GB to be installed twice because the fatal CTD
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Radar Loosing Lock Constantly after 2.7 update?
daemon1808 replied to CommandT's topic in DCS: F/A-18C
At least you get a lock.... I can't get contact most of the time until 50 miles or less even knowing the exact position of the enemies and having the radar looking in that same location. In this video you can see a lot of contacts in the IFF at 35000 ft coming directly for me, and the radar is unable to see them until 50 miles or less. (sorry for the quality, but it was played live on VR and it is imposible to save a track that is not corrupted) https://app.box.com/s/n934nnxarhxqzvqtqqm2cjkr91ey1mjt Once they are 40 miles or less, I have the same issue as you. The contacts blink out of existence constantly even when you are 20 miles and pointing them with the aircraft nose (literally). I though is was me, but I believe that the f18 radar is brokem from some time. -
Yes of course. If you don't uncage the mav, you don't even get image from the MAV seeker head in the MFD. 1. set HOTAS mode. TPOD is "master" 2. set PT mode 3. slew TPOD to the target 4. TPOD acquires the target and follows it 5. Uncage mav. MAV seeker head is static on the position where the target was adquired. It doesn't follow the target/TPOD 6. move the TPOD to release target. MAV seeker jumps, magically, to the position of the TPOD 7. Slew TPOD to the target. Maverick seeker head follows TPOD 8. TPOD adquires the target and follows it. MAV seeker head freezes on the position where the target was re-acquired etc...
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In fact what I have seen is that the TPOD in PT mode is following the target automatically, but the "slaved" maverick is not. As soon as you move the TPOD to lose the target, the maverick starts to follow the TPOD again, until you reacquire the target. The TPOD follows it automatically again, but the maverick frozes in the last TPOD position where it reacquired the target O_O
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Uau, thanks for the explanation Fri13. I was not sure if it was a bug or not, but after reading your information, it seem that it is not. Thanks for all! This thread can be closed then!
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Hi, I have been looking for some information but I haven't found anything. Maybe it is not a bug, but I am a bit confused on using the MAVs with the TPOD G4 For some reason I can't get IRMV from TPOD designate mode: 1. Sensor select Down twice --> select TPOD as SOI 2. Slew TDC and find the target 3. cage/uncage --> uncage maverick 4. Sensor select forward --> IRMV (not working). IRMV symbol doesn't appear in the MFD But If I de-select TPOD as SOI once the MAV is uncaged, everything works. 1. Sensor select Down twice--> select TPOD 2. Slew and find the target 3. cage/uncage --> uncage maverick 4. Sensor select Down twice--> deselect TPOD and return to INS (is it really necesary to return to INS?) 5. Sensor select forward --> IRMV (working) IRMV symbol appears in the MFD 6. TDC down --> MAV lock 7. Fire It is intended? can't use MAVs if TPOD is SOI? or it is a bug? Thanks in advance
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With mission editor is easier. Check this example with a Russian Su25T engaging a USA Hawk SAM site. su25TSEAD.miz
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That did the trick!! Added weapons free and evade fire options and now the SEAD package do their job! You're a live saver, thanks so much.
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Hi, Find attached an example mission with the problem. In the mission the target, the attacker and the actions are scripted. But it is the same problem that AngelThunder has posted. Tried with attackunit, attackgroup, asign the attack action to a waypoint of the route, all gives the same result. The F-18 ignores the SAM-11 and RTB always Hope someone could bring some light on this. test-attack-group-CAS-allbyscript_FULL_SA11.miz
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Trying hard to replicate what you said, but no success. In this new version (all scripted): - A F-18C full of HARMs is created (funct createAttacker) - A SA-11 fully operational is created (funct createTarget) - waypoint near the target SAM site is created and asigned to F-18 (funct goTarget) - Optional: trying to use attackunit (funct attackTarget). You can comment this part, because it do nothing in the end. But... - The F-18 follow the route as intended, getting close to the target. - As soon as it reach the WP1, it RTB. Even been close to the target and been spiked by it - I have tried to get the f-18 nearer to the target. He drop the payload, dodge the misiles and RTB O_O Or this is very bugged, or I missing something AngelThunder, thanks. Maybe this have been broken from the beggining. Let's wait for the developers said something test-attack-group-CAS-allbyscript_FULL_SA11.miz