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THE PROBLEM: If you enter the front seat of the Apache and let George fly, if you return to the pilot seat while still having George's AI flight helper menu open, trying to manually raise/lower the collective with a throttle will cause what I assume to be George's still-present flight AI to fight your inputs and try to move the collective back into the position he last had it in. NOTE: This does not happen if using the collective keyboard controls (-, =). THE CURRENT FIX: Turning off George's Flight Helper menu before returning to the pilot seat seems to fix this issue. EXTRA NOTES: I am playing on the current open beta version, multithreaded. Attached below is a video of me attempting to manually move the collective with my Winwing Orion II throttle. This was done on the Caucuses Hot Start Apache instant action mission. This bug happens in both SP and MP. Apache Bug (Compressed).mp4
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Total Controls is right now cooking up something new. An Apache MFD frame sized as the real deal. The buttons will be backlit with adjustable lighting. The VID-knob will have a center detent just like in the real helicopter. There will be an option to use it to the left or to the right to avoid input conflicts in Windows. The image shows a mock up, but it is very close tho the final product, however it will be more polished. We can not say an exact price rigth now, but we aim at around 100-120 USD per unit and release it planed to sometime this spring. We will sell discount bundles and separate table mounts.
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Hello everyone, A little while ago when the apache got announced i got the idea of making a cockpit for it. I started designing some panels to see how well i would do. I only started using fusion a month prior. My goal is to get a fully functioning pilot station with all switches and buttons that are in the real thing. Everything will be 3d printed and modeled by myself. I do fly in VR so there will be no screens in my cockpit for now . I am posting this here because i thought some of you may like the idea and would be interested in how things would look. So i will be posting picture here of my progress. I have been working on it for a little while now. but the Cyclic grip and collective grip are giving me a headache. not to mention the Tedac grips. If there are more experienced people here who do 3d modeling and have some tips for me PLEASE do share them below! Any tips in general are also very welcome! Thank you,
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Il nuovo capolavoro della DCS World by Eagle Dynamics è ormai in arrivo, l'𝗔𝗛𝟲𝟰𝗗 𝘀𝗮𝗿à 𝗮 𝗯𝗿𝗲𝘃𝗲 𝗶𝗻 𝗹𝗶𝗻𝗲𝗮 𝘃𝗼𝗹𝗼 𝗔𝗠𝗩𝗜 pronto per la conversione dell'attuale 𝗚𝗿𝘂𝗽𝗽𝗼 𝗢𝗽𝗲𝗿𝗮𝘁𝗶𝘃𝗼 𝗘𝗹𝗶𝗰𝗼𝘁𝘁𝗲𝗿𝗶 𝗱'𝗔𝘁𝘁𝗮𝗰𝗰𝗼 e per accogliere i nuovi aspiranti Piloti Virtuali. L'iter addestrativo è già pronto ed in pieno stile AMVI, toccherà come al solito ogni dettaglio e, soprattutto, proviene in tutto e per tutto dal reale iter addestrativo impiegando solo documentazione originale e reale di altissimo livello. Nei mesi passati 𝘼𝙈𝙑𝙄 𝙝𝙖 𝙜𝙞à 𝙖𝙫𝙪𝙩𝙤 𝙢𝙤𝙙𝙤 𝙙𝙞 𝙩𝙚𝙨𝙩𝙖𝙧𝙚 𝙞𝙣 𝙥𝙞𝙚𝙣𝙤 𝙞𝙡 𝙫𝙚𝙡𝙞𝙫𝙤𝙡𝙤 𝙞𝙣 𝙫𝙞𝙖 𝙙𝙞 𝙨𝙫𝙞𝙡𝙪𝙥𝙥𝙤 𝙛𝙖𝙘𝙚𝙣𝙙𝙤 𝙥𝙖𝙧𝙩𝙚 𝙙𝙚𝙡 𝙩𝙚𝙖𝙢 𝙙𝙞 𝙩𝙚𝙨𝙩 𝙙𝙚𝙡𝙡𝙖 𝙀𝙖𝙜𝙡𝙚 𝘿𝙮𝙣𝙖𝙢𝙞𝙘𝙨 e vi possiamo garantire che 𝘀𝗮𝗿à 𝘂𝗻𝗼 𝘀𝗽𝗲𝘁𝘁𝗮𝗰𝗼𝗹𝗼. Le iscrizioni sono aperte, 𝘀𝗰𝗼𝗽𝗿𝗶 𝗱𝗶 𝗽𝗶ù ed iscriviti subito, 𝗽𝗼𝘀𝘁𝗶 𝗹𝗶𝗺𝗶𝘁𝗮𝘁𝗶 https://www.amvi.it/fs34-formazione-dcs ... pache.html 𝗖𝗼𝗻𝘁𝗮𝘁𝘁𝗮𝗰𝗶 𝘀𝘂 𝗗𝗶𝘀𝗰𝗼𝗿𝗱 per domande ed info: https://discord.gg/9zfwnwmGEr AMVI www.amvi.it
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Since 2.9 the custom liveries in the saved game folder seems not to work anymore. In my Saved Game folder I have multiple liveries that were visible from the loadout menu before 2.9. Now these liveries are still there but not available from the loadout menu. Did something changed in 2.9 ? I checked the folder names and folder structure and I everything looks fine. Anyone else has the same problem ? ...any solution ?
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Updated March 19, 2022: What is RotorOps? RotorOps is a mission generator and gameplay script for DCS: World. At its heart is a game type called Conflict, which requires helicopter operations to win battles on the ground. This is a fun territory capture game that promotes focus on individual 'conflict zones'. At the core of the RotorOps script are AI enhancements that provide a dynamic ground war by causing automatic conflicts between ground forces and a progression of the front line. Key Features: Unique helicopter-focused gameplay Mission Generator windows app Over 100 built-in voiceovers (or for use in mission customization via trigger actions). Splash Damage 2 script for more realistic explosions that no longer require direct hits. CTLD troop and logistics transport automatically integrated and enhanced with sound effects. Play the role of the attacking or defending force. Single-player and multiplayer slot creation. Demo Missions RotorOps: Aleppo Under Siege https://www.digitalcombatsimulator.com/en/files/3320079/ Rota Landing (Mr. Nobody) https://www.digitalcombatsimulator.com/en/files/3320186/ RotorOps: Conflict Conflict is a game type in which attacking forces must clear Conflict Zones of defending ground forces. Once a zone is cleared, the next zone is activated and ground vehicles will move to the next Conflict Zone automatically. Dynamic Roles A RotorOps conflict mission has opportunities for a variety of roles and tasks. There's no need to artificially select these roles, as the mission is fully dynamic. Transport Logistics: CTLD logistics crates are available from your starting base or staging zone. The logistics area has several logistics containers, that can themselves be moved to a new area via DCS inbuilt sling loading. If you can get one of these containers to a new area safely, it becomes a CTLD logistics zone for spawning crates to build ground units and air defenses. CAS: The attacking side starts with ground units that move progressively through enemy conflict zones, seeking out enemy units within each zone. Protecting these ground forces is essential for establishing forward bases for rearming, troop pickup, and winning the battle Troop Transport: Never before has infantry been so important in DCS! Pick up troops from the staging area or a cleared conflict zone and deliver them to the active conflict zone. They will move through the zone until no enemies remain (or until they are killed). Very useful for flushing out enemy infantry and vehicles in densely forested or urban areas. JTAC units can mark important targets with smoke and laser. Ground Attack: Destroy enemy vehicles and infantry to ensure the survival of our own ground units. Clearing conflict zones of enemy units is essential for establishing forward bases for rearming and refueling. All enemy ground units must be destroyed to win the battle! Fixed-wing CAP/CAS: Enemy attack helicopters and planes are optional in the generator. Add slots in the mission generator for fixed-wing flights to provide cover for our helicopters and ground units. For a unique challenge, try Defense mode in a fixed-wing ground attack role...enemies are nearly always in motion. Mission Generator and Customization The mission generator works by automatically placing units and trigger actions into a map template with defined airports and trigger zones. Missions produced by the generator are easy to modify and understand. For example, units can be moved, and player flights can be added without issue. Use the result of the mission generator for quick plays, or build on it for something epic. Trigger actions are set up, labeled, and commented so that you can understand how things work and add your own actions. An additional library of voiceover files is provided for your own use. Easily add your own templates for friendly/enemy ground units directly in the DCS mission editor. Create your own scenarios for the RotorOps mission generator, using the DCS mission editor. Developers We welcome contributors to this new project! Please get in touch on Discord with new ideas or pickup/create an issue in this repo. RotorOps Mission Creator Guide: For more detailed information on how the script works, see this wiki: https://github.com/spencershepard/RotorOps/wiki/RotorOps:-Mission-Creator-Guide Thanks to RotorOps uses MIST and integrates CTLD: https://github.com/mrSkortch/MissionScriptingTools https://github.com/ciribob/DCS-CTLD The mission generator would not be possible without PyDCS: https://github.com/pydcs/dcs Thanks to contributors Shagrat: For amazing templates and testing for our FARPs, FOBs, and other mission assets. Mr. Nobody: For awesome scenario and forces templates and helping to introduce the DCS world to RotorOps. Join our Discord! Chat about anything RotorOps or join up to fly! https://discord.gg/HFqjrZV9xD Download here: https://dcs-helicopters.com/
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Does anyone have sources/information on the proper size of buttons/panels of the cpg seat in the apache? looking to make my own full cpg seat to the likes of the warthog project and whatnot.
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see roadmap for fcr Apache-64D BLKII radar on top of rotor
scommander2 posted a topic in DCS: AH-64D
Hi, I am wondering that has the Apache-64D BLKII radar implemented in DCS yet? Thanks. -
I'm desperately searching for the true size of the EUFD Even just one measure, a very precise one, would be enough to let me to derive all the others from. The iteration below is the result of using 1 inch as height of the 3 rocker buttons Obviously preferred measure are to Total/External and the Screen Cutout Thank you in advance for any advice
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Hi, Came up with this idea for controlling the massive Apache Collective with my VirPil Collective with a KA-50 grip, i also got an VBK MCG Ultimate where i will use the brake lever as a modifier. So without the modifier pressed, the collective buttons etc. works for the upper half of the Apache collective. With the modifier pressed the collective buttons etc. works for the lower half of the Apache collective.. What do you guys think of this solution?
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Edit: I've updated the layout below based on feedback from many people in the community. You guys are all awesome! AH-64D Apache Longbow null Please keep in mind that the Apache is not released yet as of this post. This is simply to provide a layout for gamepad users so they have something once the Apache is available. The controls I've chosen to bind are based on the following resources: CasmoTV's Apache Controls Overview BradMick's Apache Control Mapping Recommendation Eagle Dynamics Discord - DCS Helicopter Chat channel Low Level Hell Discord - Apache channel Mi-24P Hind's Petrovich AI Menu Wags' binding and startup video Let me know what you guys think. Is there a more ergonomic way of laying out these controls? Are any key bindings completely missing? Perhaps there's some unnecessary ones?
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DCS OpenBeta 2.7.7 Server IP: 144.217.252.42:10308 SRS: 144.217.252.42:5002 LotAtc: Request Access Tacview: Request Access General Server Idea What we wanted to bring to the DCS community is a server that will be persistent, hardcore, and fun. While we are mainly Rotary wing focused, this does not mean we do not like the fixed-wing airframes. Helping other players in building FARP, units, and capturing airfields is a very important part of our server. Discord<<Click me Situation Israel and Syria have been in conflict for thousands of years. Since 2022, After the ceasefire ordered by the Council of nations, Syria Has spent the last 20 years gearing up for war. Syria and the Council of Nations are not willing to allow the dictatorship to have such a large arsenal. The border needs to be reinforced to protect Israel from a possible Syrian Invasion. Once the border is reinforced, we can start the push into Syria to remove the dictator from power. Damascus is heavily reinforced by his followers. Destroy factories and airfields. Frequencies can be found in your kneeboard. There are Easter Eggs in this server mission. Good luck finding them! Game Plan Reinforce the front line(indicated on map) Push the Syrian forces from the border Move into Syria and capture the Factories, Airfields, and strategic points Dwindle the Syrian forces until the supply is low enough for an attack on Damascus Assassinate the Dictator Persistence This server is persistent, constantly evolving campaign. What this means is, everything you do is kept on the server after a restart. Supply There is a finite amount of supply for both Syria and Israel. This means if you take off in a helicopter or a jet, and loose the aircraft that will no longer be in the supply However, there are factories across the map for resupply of Airframes, Fuel, Munitions, and troops. Don't forget that you will need to resupply the airfields and FARPS with the required munitions. Statistics We save stats on the server, that includes but not limited to; Flight hours Kills Deaths Weapons Specifics AI specifics Rules Be kind.... Work together No trolling No Teamkilling Combined Arms Yes! We love combined arms users! If you would like to have the ability to have a combined arms slot, do not hesitate to ask! We keep the slots limited to users who are on the discord and have some form of reputation with Gracey's Village. This keeps trolls, and griefing to a minimum Weather The weather is a slightly bumpy, and chilly light overcast. The time starts at 730 am(first run) and continues through the night into the next day. Weather can change overtime.
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- kiowa warrior
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Hi, labels in this screenshot are wrong: Should be RW12, 5RW15, 5RW14 If need be I can prove this with real photos.
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Been planing and building for a while now. I will release all the models I have made for free when I feel it's complete enough. (First .stl, later .dxf) Will also add a documentation of what switches and such are needed. The panels that follow DZUS standard are mostly complete, but not 100% accurate. They're build from images in the manual. End goal is to make acrylic panels, but the prototyp will be mostly 3d printed. Need more information and dimensions of the CMWS, KU, EUFD, armament panel, video panel and master arm/caution panel. Collective model is from Viper1970. I'm in the process of modding both the cyclic and collective to fit my Virpil peripherals, soon done with the collective, more info on that later. Power lever mechanism is from SDPG_GVL224! WIP
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UPDATE, mi scuso con tutti per come ho scritto il post senza occhiali e dal telefono.... Ciao a tutti, uso un Oculus Rift S e quando volo in VR con l'Apache ho la UI di George che è centrata a schermo, nel caso del pilota in alto sopra il tettuccio, e qui il problema è relativo ma nel caso del il CPG è piazzata proprio davanti al TEDAC e questo è una grande rogna... Le mie impostazioni sono monitor singolo a 192*1080 e, nelle impostazioni VR, la visualizzazione a schermo alla risoluzione di DCS e PD del visore ad 1.6 Ho provato a cambiare le impostazioni VR Mettendo schermo standard e PD a 1.0 ma non cambia niente... Mi sembra che anche con Hind ho la UI posizionata male... A voi succede? Qualcuno ha qualche idea?
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SA-17 Search Callout As the title says, the SNOW DRIFT appears to be listed under the SA-11 and SA-17 in the Apache RWR database. Seems to indicate we may be getting an SA-17 at some point, which would be a significant improvement over the SA-11. SA-17 Details
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I am writing a set of missions depicting a low intensity skirmish between two fictional small African nations. It will take place in the north of Cyprus, with multiplayer slots for two aircraft, and playable from Red and Blue sides (probably as 3 separate .miz files, red, blue and both). Blue have taken delivery of a small detachment of ex-Israeli AH-64Ds. Their orbat is a mix of new/old mostly western kit. They have no offensive fixed-wing assets Red are equipped with ex-soviet kit, with the playable units being the MiG-21 and the Mi-8 The scenario back story is as follows... Bluefor: Equatorial Mirumba, thanks to revenue generated by recent coastal oil reserve exploitation has begun replacing its older military hardware with small amounts of modern western equipment. The relationship with their Southern neighbour had always been frosty, but never hostile, however the recent coup and violent tendencies of Field Marshal Kijambiya are well known and a cause of real concern for President Mutello. The Mirumban Volunteer Army has increased border patrols and all forces have been brought to readiness. The newly delivered AH-64 gunships will prove critical to maintain the safety and prosperity of the people of Equatorial Mirumba. Redfor: Having secured power in a military coup, supported in large by the population of The People’s Democratic Republic of Kzama on promises of economic reform, Field Marshal Kijambiya casts an envious eye over their small but wealthy neighbour to the North. Feeling pressure to make good his promise and wanting to maintain momentum, Kzaman People's Army troops have been harassing Equatorial Mirumba's border patrols with sporadic skirmishes and intimidation. The Kzaman Peoples Air Force's small fleet of mostly outdated ex-soviet hardware is primed and ready for further operations into Equatorial Mirumba's sovereign territory. However, aware of Mirumba's recent spending Field Marshal Kijambiya is worried that any delays will only make the job harder, and possibly not achievable at all. It is now or never. Decisive action is required if the oil wealth of their rivals is to be seized. The first couple of missions will be ready as soon as the Apache drops, six total planned. I have also posted this in the Apache subforum but thought others might be interested from the redfor side.
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When Apache fly on missions, do they often fly in pairs, solo or larger groups... for example on Escort MediVacs, Recon or CAS missions...
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In the dev screenshots, there are some pictures where the apache pilots are wearing uniforms with MultiCam camouflage, and there are some pictures where the pilots are wearing uniforms with UCP (Universal Camouflage Pattern) camo. Will we be able to select which camo we want to pilots have? If so, will we be able to do this on release? If not, which camo will the pilots have on release?
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Scusate ma perché si chiama HOCAS e non più correttamente HOCAC??? (l’avevo preannunciato che era una domanda scema…) La dicitura dovrebbe essere “Hands On Collective And Cyclic”. Strano che usino il termine Stick per quello che da sempre è identificato come Ciclico negli elicotteri… Ok lo ammetto sto periodo vedo il forum un po’ “in stanca” e volevo movimentarlo
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=Death From Above= GrayFlag Syria By Graywo1f and Grimes Welcome to Grayflag Syria, brought to you from the minds of Graywo1f (voice of JesterAI) and Grimes (core-engine-development-via-DCS-Scripting, god and curator of SLmod and MIST). Grayflag Syria is a hardcore persistent multiplayer Coop campaign set in 2005. Team up with other BLUEFOR players to liberate Lebanon from Militant and Syrian Army Occupation and conduct various airstrikes inside Syrian territory against strategic targets and a fully realistic SAM network with enemy CAP, sometimes player controlled. Experience a moving front line as BLUEFOR will have a total of 51 objectives to capture inside Lebanon. The enemy forces will attempt to resupply and reinforce their positions and even launch counter offensives, as players attempt to push the front line farther North from the coast to the Bekaa valley. As you and your teammates set up BLUEFOR ground units to invade/capture objectives or defend with CTLD troops/vehicles, you won't have to worry about them disappearing after a server restart or crash! Their position will be saved when the server restarts and you log back into this persistent battlefield. Grayflag is a player driven campaign in an open ended sandbox. You and your friends will fight how you want to fight to complete the objectives while utilizing your own tactics and mission planning to strike targets across the entire map. The enemy will do its best to react to the changing battlefield as you and your friends complete taskings/objectives. This mission features the Combined Arms module by allowing the player to bring whatever they want to the fight. Have a few player helicopters bring you a mortar squad next to an objective? Want a friendly SAM network set up to cover an area? Go for it, and it will all save in the mission state. For more info on how to play and DCS Server info Discord - discord.gg/deathfromabove How to play google doc - https://docs.google.com/document/d/14jNUFLPIWb41ctWJa_SiH6-FkWhgwuCBTrTVTlN_Xpo/edit?usp=sharing Grayflag is currently in Open Beta! Current features: Fully Persistent units that save - Moving front line - 51 Objectives with 2 to 6 capture points, CTLD - Forward FARP's/Bases that unlock as you progress - Realistic Syrian SAM network - Syrian CAP - Limited player REDFOR slots that are slot blocked for vetted roleplayers - Fully interactive F10 map showing the battle/status - Full CTLD integration - UH60L Blackhawk Mod - Dynamic 'Bubble' Spawning - SRS and More! WIP features include: More F10 map info on targets - Audio clips for events - Enemy strategic SAM repair - CSAR - More dev info on discord!
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this might help out people wanting to front seat in the apache and use an xbox controller
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Hello folks. I have no experience flying helicopters in DCS (I did fly large RC helicopters years ago! :). To date I flew the F18 using Virpil's stick and throttle, both of which I love. I did not miss pedals for fixed wing flying. Now that I'll be simming with the Apache, I can only imagine pedals would make a difference. I was wondering what all of you folks think about it. Are pedals gonna make a substantial enough difference for ease of maneuvering and are definitely worth getting? And separately, but related I guess - is a dedicated collective "kinda nice to have" or "will be awesome to have"? Thanks in advance for any feedback.
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