-
Posts
893 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Everything posted by CommandT
-
Are you planning on releasing any of these textures? They look fantastic!
-
It's super great to get highway landing strips finally but I do agree - the realism of them is somewhat hampered by the rather narrow obtacle clearence and the width of the highways use for these strips. At the very least the trees need to be offset by some safety margin on the sides to make them feel a bit more realistic. Hope this can be rectified. Otherwise looking great and thanks for working hard on expanding the map
-
OH-6A by Tobsen and Eightball
CommandT replied to tobi's topic in Flyable/Drivable Mods for DCS World
Interesting. I guess like you say the main issue at the end is still cost. Though I would be curious what sort of budgets we are talking here... multiple millions $? I do still feel strongly that there's a proper sim that is totally missing on the market. DCS is fantastic with aircraft fidelity and flight phyisics but sucks in gameplay and obviously offers little to no non-military missions and flying. MSFS is somwhat better in gameplay (still far off what it could be) but sucks with aircraft fidelity / physics and just isn't that well-optimised and offers zero military stuff. Would be great to have a sim that could have excellent physics and great gameplay whether it was civilian or military all in one. Hypothetically-speaking, how difficult and expensive would it be to create a small realistic map (lets say 50x50km) with say a city plus some countryside/ surrounding area, and have one or two helicopters such as the OH-6 as a starting point? Lets pretend that integrating a driving sim as part of the game is something to be done further down the line. The weather engine can also wait along with all the other assets as well. Let's just say a map plus a helicopter with great physics and that's it as a starting point. Using some sort of modern graphics engine (Unreal engine maybe)? -
OH-6A by Tobsen and Eightball
CommandT replied to tobi's topic in Flyable/Drivable Mods for DCS World
Interesting. Just thinking out loud here so feel free to shoot me down but couldn't you technically load a slightly different version of the world depending on whether you are flying or driving? I mean both players could be in the same game world but the driver will have all the additional ground textures, perhaps some additional roadside objects, signs etc, with simplified textures for the weather/ sky, whilst the person flying will have a simplified version of the same terrain whilst retaining the basic shape of the road the car is driving on without additional ground features and obviously have the complicated weather/ clouds ect? The draw distance could also be loaded totally differently for ground vehicles since there is no need for buildings to be rendered 10km away. The only things that would remain identical between both are the physics and the general shape of the terrain (obviously only around the areas where drivers could drive - otherwise simplified ground mesh could be used in all other locations where only flying can take place). Would this technically not be possible? The only real issue with this idea is that if the driver has more additional ground objects, how does the pilot interact with said objects - can he fly through them ect. But maybe there could be a solution here too? For example still having all the additional big items sticking out of the ground like light poles and signs with reduced LODs and textures whilst ignoring anything extra like branches on the side of the road ect? -
Thanks Wags!! For anyone who is still struggling the view.lua file is in Eagle Dynamics - DCS World - Config - View Line 49 says: ExternalKeyboardAccelerationSlow = 0.1 But you can also edit the next line to save time and just reduce the rate to whatever you need.
-
OH-6A by Tobsen and Eightball
CommandT replied to tobi's topic in Flyable/Drivable Mods for DCS World
That's super cool. What we need is is a driiving sim and a flight sim all in the same "game" (sort of like war thunder but a sim)... make a rally/ racing/ driving sim game and a flight sim using the same platform. That could open up the door for a huge veriety of flying missions - rally/ race car chasing, police chases ect. If I could get the right people and money together I'd be pretty keen on building a sim like that! Though I suspect the resources involved to make it happen would be fairly astronomical -
OH-6A by Tobsen and Eightball
CommandT replied to tobi's topic in Flyable/Drivable Mods for DCS World
Oh it appears I may have been almost a little bit too tame with my chasing! Need to get those close ups on the next one! -
OH-6A by Tobsen and Eightball
CommandT replied to tobi's topic in Flyable/Drivable Mods for DCS World
Thanks! Unfortunately there's no camera view to track moving objects. I really really wish there was! It was just some video editing I did using the F4 view that I positioned in the rough location where the lens of the camera would be and then used trackir to look at the moving car - it's a highly flawed method due to trackir limitations and doesn't really "gyro-stabilize" the image like I would have wanted But it's the only way I can think of doing it. There is a way of tracking vehicles but that camera view uses the external view with the entire aircraft which doesn't allow for the camera location to be adjusted unfortunately. -
OH-6A by Tobsen and Eightball
CommandT replied to tobi's topic in Flyable/Drivable Mods for DCS World
Filmed a rally stage with the OH-6. Thinking of doing a couple more - maybe a night stage and one in crappy weather. Way too much fun! Now, if there was ever a chance that MH-6 could get restarted...- 1627 replies
-
- 14
-
-
-
Unable to contact the correct Aerodrome Frequency
CommandT replied to CommandT's topic in Bugs and Problems
I'm definitely using the correct buttons to open the radio menu... but still same issue. Even when on the correct channel with the correct frequency set for that channel in the ME, that station doesn't appear when opening up the radio menu. Still can't figure it out. I'll play around with it a bit more. Maybe it was just on the CWG map that the issue arises. Haven't tested any other maps yet. -
Ah yes, sorry i understand what you mean now. I though this was fairly obvious. Creating curves on an FFB system is highly compromised in many ways and yes, the trim envelope can be reduced for this reason. However what I was trying to say in my first post is that there is still no issue or conflict with using DCS control curves and using a force feedback system. You just have to deal with the compromises. And having a slightly reduced trim envelope in many aircraft is a non-issue. Hence I used curves in the MiG-29 since my stick extension is about 1/3 of the control stick in the real aircraft. And yes, the reason the AFCS failed is as a result of the stick trimming but running out of available trim deflection on the real stick during the bit test, hence not meeting the requirements of the module's AFCS stick trim deflection in the game. I'm just telling everyone who is using a FFB stick, in layman's terms - having too much curve on the control axis may be the reason for the AFCs bit test fail, like it was in my case.
-
Sorry, not sure if this is a bug or I'm being an idiot. I have assigned the tower freq for Neuruppin on the CWG map to Ch1 on the radio in the ME. When I use the PTT button to open up the radio menu whilst flying in the vicinity of Neuruppin, it does not appear as one of the aerodrome options. I cannot figure out why? I have Ch0 set to Templin, and that one works fine if I have easy communication deselected. But if I have easy comms on, then for some reason it too does not appear in the radio menu from the available list of aerodromes. Any ideas? Cheers
-
I'm sorry, I don't understand what you're taking about. FFB effects and DCS axis curves are completely independent of one another. The software for my FFB stick (FFBeast) doesn't even allow for an axis curve within the software as far as I'm aware and there is absolutely no issue with using a curve in the game settings whilst applying all the necessary spring and shaker effects to the joystick. Maybe I'm misunderstanding what you're trying to say. Either way, I'm just telling everyone what eliminated my AFCS bit test failure in the MiG-29 - reducing the curve in the roll axis in the DCS control settings.
-
For anyone who is still struggling with this - I found a solution that might work for some of you. I use FFBeast but it might help others who don't. In my case it turned out that having too much of a curve on the roll axis (in your DCS control settings) was the reason for the AFCS test fail. In my case a curve of 22 seems to be the maximum it will accept to have a successful AFCS test. Hope this helps!
-
Airshow Objects Mod - Any That Work in 2025?
CommandT replied to CommandT's topic in Static/AI Mods for DCS World
Thanks, Grinnelli mod actually does work for me as well as it turns out. It would be great to have more airshow objects if you have them but I'd rather not use any mods which are not publicly available. Perhaps you could upload them on the user files section for all of us? if not no worries. Thanks anyway -
Airshow Objects Mod - Any That Work in 2025?
CommandT posted a topic in Static/AI Mods for DCS World
Hi all, to my knowledge the only airshow objects mod for DCS was the GrinnelliDesigns Air Show Scenery ( https://www.digitalcombatsimulator.com/en/files/3302379/ ) It appears this mod no longer works in DCS. Is there any talented mod makers out there that would be keen on creating something similar? Or perhaps there's an alternative mod I hadn't heard of before? Certainly can't find anything on the DCS user files -
You can still do a case 1 recovery but to my knowledge there is no way of doing comms with the LSO. At least not in the current version. So just do it in silence. Also, a note to the devs: the T-45 has a yaw damper with a turn coordination function which means the aircraft in real life shouldn't require any pedal input for coordinated turns. The one in DCS requires a boot full to keep it coordinated. Whilst I appreciate the extra challenge in making the aircraft more "hands on" I hope the devs correct this to reflect real-world behaviour
-
Well I am certainly happy to make an update video on the new version when it comes. I asked above regarding a timeframe for v1.2 release and heard no response so didn't see any point in putting off making a video about the current version since I don't know if we need to wait 2 weeks or 2 years.
-
Made a little video overview of the T-45:
- 1614 replies
-
- 13
-
-
-
Do we have any sort of timeline or idea at all when V1.2 might come out? This is quickly becoming one of my all time favourite aircraft in DCS!
-
Cool mod! Loving the flight model so far. I just found some bugs. They've probably been reported already but just thought I'd mention it just in case: - when sitting on the ground the rear trailing link gear legs aren't articulated enough for the aircraft to sit on the ground like it should, giving the aircraft a significant forward rake compared to real life - it's probably the only thing about the mod that is fairly immersion breaking - rain flows in the wrong direction on the right side of the canopy - after hooking a wire on the supercarrier, the aircraft gets permanently stuck on the wire without rolling back to retract the hook, and retracting the hook whilst in this stuck position has no effect - static Goshawks sit with their front wheels slightly off the ground - strange artifacts on the mirrors in the rear cockpit with the mirrors turned on Anyways, looking forward to the v1.2 update. Can't wait to do some carrier stuff with it once we can get the supercarrier comms to work with it! Thanks for the hard work! Great aircraft
-
OH-6A by Tobsen and Eightball
CommandT replied to tobi's topic in Flyable/Drivable Mods for DCS World
Yeah I'd kill for a virtual body myself for the OH-6! There's basically only 2 things visually that stand in the way of the OH-6 being equivalent to a full fidelity module IMO - a VR pilot body and some better rotor animations. In every other way this things is payware quality, not to mention all the other amazing assets that come with it, which no other full fidelity module does!! I don't want to sound ungrateful though of course as the mod has given me and the community countless hours of flying fun. So if we don't get a VR pilot body, no worries, we still have basically the best mod ever created for DCS. And if we do get it, great, best mod just reached peak DCS mod status!
