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Found 16 results

  1. Hello ladies and gentlemen, I would like to start this thread in order to have one place where we can all contribute to the gathering of F1EQ documentation, cockpit photos, and other information regarding the Iraqis’ revered and infamous F1EQ, preferably the F1EQ-6, but all otherwise is welcomed. I hold the belief that, after the release of the BE and M, an F1EQ variant has been the most popular wishlist request for the Mirage F1 module. The F1EQ-6, the ultimate F1, was above and beyond in its capabilities, and was easily the most capable variant of the F1 from a Dassault factory. I would like for anyone interested in this project to contribute, whether by searching for documentation and pictures, or just having conversation and sharing information on the elusive F1EQ, in the hopes of catching Aerges’ eyes. I believe the F1EQ would be an incredible addition to DCS, considering its historical importance in the theatres of war seen in DCS, such as the Persian Gulf. The Scourge of the Persian Gulf, the Tomcat Killer, the infamous Mirage F1EQ! I do this, as I am personally a huge fan of the F1EQ, but also because I know that many other DCS: Mirage F1 fans are as well, and I want to have one place where Aerges can see all of us working together and showing that we do want an F1EQ, and that we, or me personally, would not mind paying extra, as it is a very advanced and complicated variant of the F1. Everyone is welcomed, so if anyone has any information, documentation, or pictures (cockpit or external), share it here!
  2. Wish lists are like... eh... rear ends, everyone's got 'em. Here's my mostly serious rear end... 1. The ability to merge multiple unit types into group templates. Specifically, I'd really love it if I could take an aircraft carrier and add static (and non-static, I suppose) aircraft and other items to the flight deck once and for all, along with other ships in the task force*. It can be pretty time consuming to have to do this over and over and over again. The closest thing I've come is to create master copies of each of the maps I have, and each of those templates has the carrier set up. But still, it would be nice to be able to mix and match in templates. (*When I was in the Navy, they were battle groups. Now they're task forces, task groups, Battlestar Galacticas, something like that - I can't remember.) 2. I'd like the ability to create unit templates (or a new feature - just plain old groups of things) without having a master item. Let's say I have a SAM site with a command post, search radars, and 14,728 launchers. (Okay, four launchers.) If I smack down one of the launchers I'd like to be able to delete only that when I create a new mission based on the one I just finished. Of course, the next item on my list would solve this issue... 3. PERSISTENCE. I'm going to persist in being persistent about persistence, and I'll be persistent about persistence until persistence is added. (Mission persistence, that is.) 4. I think this is in the works for the upcoming super duper version coming up - better air traffic controllers. Right now, the ones we have obviously aren't in the union, and, being scabs, they're not nearly as skilled as the members of the air traffic controllers union. 5. I'd like to see aircraft directors direct us all the way from parking to a catapult, and from the arresting gear to a parking spot. 6. National borders on the maps, maybe with the option of turning them off. I know this would be dependent on what period of time is being simulated, but ED has performed miracles so far so this one should be a snap. 7. Make logic simpler and clearer so LUA scripting isn't needed as often. I'd rather spend my time at a luau. 8. Maybe the explosive growth in AI could help with this, but I'd love to be able to create custom callsigns that would then be heard on the radio. (Dragonfire and/or Shamrock are what I'd like to have. Squid will have to do for now, and I appreciate the shout-out to all my tentacled friends.) 9. This one's kind of minor - when the pilot's salute is given at night, it should make all the external lights turn on. In the real world, salutes can't be seen at night so lights-on is the signal. 10. Another minor thing - I'd like to see the interval between the shooter touching the deck and the actual launch be a little longer. From what I remember it can be up to five or six seconds between the two. 11. I'd like to be able to set up a racetrack orbit centered on a single waypoint. Specify leg length, turn radius, speed, altitude and whether or not a piddle pack is needed during one of the legs. (Okay, just kidding on that last part.) 12. Bubbleheads that actually earn their pay by sinking ships and launching cruise missiles from submarines. Right now all they do is play acey-deucey in their skivvies and fart all day long. 13. Maybe this is possible and I just haven't figured it out, but I'd like to be able to specify a time that an AI aircraft lands. I tried setting one for four minutes after mission start and it ignored me. 14. I'd like to be able to visually damage or destroy those existing structures in gray, the ones you can right-click on to "assign as." Me want be Godzilla. 15. I know this one's a biggie - true polygonal trigger zones. The limitations we have right now are triggering my anxiety. 16. Smoother pilot movements, because we know all pilots are smooooooooth. The pilots in the Christian Eagle seem to have the right stuff, but the dude in the Hornet acts like Lurch from The Addams Family. 17. Smoother aircraft movements on carrier flight decks. I know they have NWS HI, but not that HI. 18. And no AI backing up aircraft to parking spaces on the carriers! 19. I'm a white guy the last time I checked, so this one isn't personally important to me, but overall I'd say it is important. You need to add options for non-whites and females. This is the 21st Century, after all. Discuss it, debate it, and eventually argue about it. Don't forget to invoke Godwin's Law. 20. This one's minor, but it sort of relates to #20 in terms of model textures - the Navy aircrews all seem to be wearing Air Force flight suits. Appropriate patches, please. 21. Just a nice thing that's not important at all - it would be nice to have some "canned" real world military audio we could listen to in lieu of actual AI comms, just to add atmosphere. Currently, I create a trigger zone that covers the entire map and then at mission start a trigger plays the audio file over one of the radio channels. 22. Realistic ship damage, in all ways - appearance, percentage, Kate Winslet (naked, please) on a wooden door with Leo DePopsicle hanging on. 23. Viking tails shouldn't be folded down if they're on the flight deck. There was no reason to fold them down in real life - there was no point in downing an aircraft because the fold mechanism broke in the down position. 24. When setting up a trigger for something like "bomb in zone," please include an option that's more generic. Personally, I'd like to see three extra options: "air-to-ground weapon in zone," "surface-to-air weapon in zone" and "air-to-air weapon in zone." Whenever I'm creating a mission that I later fly, I know exactly what kind of weapons are going to be used by the bad guys, and that takes some of the mystery factor out of a mission. 25. This one's a tough one. Have the AI enemy sometimes choose what missions to fly - first strike, retaliatory strike, etc. (Or ground and sea missions, for that matter.) Having a surprise strike hitting the airfield you're based at will really pucker the old [redacted]. Maybe there could be different levels of AI involvement, all the way up to full-on strategic and tactical missions using multiple unit types operating from a variety of places. (You'd probably need a bitcoin mining processor farm to make this work, though.) 26. Not all that important, but adding hospital ships would be nice. In the US it would be the USNS Mercy and USNS Comfort. Stay tuned for items 27 through 4,716.
  3. Hey I'm someone who likes the idea of hunting missile sites before they unload on your base or coalition. So here's two modern & different missile sites to consider. First, the 9K720 Iskander. The Iskander has been used in recent wars, including in the Caucauses. A very good precision ballistic missile. Can carry cluster munitions or a single warhead. Second, the KH-35 BAL-E is just basically some Kh-35 missiles mounted on a truck w/ a supporting radar and fired at ships as per Military-Today.com. It'd be a serious target that would have to be prioritized early on in any theatre. There is also the Rubezh-ME for export that's a smaller platform, and Ukraine is making a clone of that.
  4. For all DCS aircraft that have such seat IRL, please add those modern seats that turn upwards on ejection:
  5. The F/A-18C Early Access Guide state on page 387 the following behavior for FLIR and AZ/EL page: This behavior works as described when the tracks being "TDC released" on are onboard tracks (visible on your radar). Attempting to perform a "TDC release" on an offboard track still partially works; doing so boxes the "SLAVE" text and the track is "remembered". However, the TPOD does not track properly. If the track is picked up by radar and becomes an onboard track, the TPOD snaps to the correct point and behaves. This behavior can be seen by switching a track back and forth from onboard and offboard via radar slew or silencing the radar. This behavior appears regardless of when the track is "TDC released" meaning you can start with either an onboard or offboard track and the same result is seen. The attached track file shows the behavior (PG map, ATFLIR, DCS version 2.7.18.30348) In the track you will see multiple AZ/EL page "TDC release" actions onto both onboard and offboard tracks. Behavior of FLIR is shown to snap on and off tracks as they switch from onboard to offboard and back. Notice the "SLAVE" text boxed when a track is "remembered" and has been properly "TDC released" on. EDIT: Just a note of why this feature, when working, is so cool: Using the FLIR pod in this way is almost like having an IRST but with the "S" replaced with your DL. The FLIR tracked air functionally works for a lot of stuff like AIM-9 aiming, keeping a DT2 track while in STT, etc. You can use datalink and FLIR to be sneaky and track targets without turning on your radar, maintain tracks when the target drops off radar in a notch, or launch a FOX-1 while keeping an eye on his wingman via the DT2 track. flir_azel_page_not_slaving_to_donor_tracks_when_offboard.trk
  6. please add a client setting "disable auto radio/communications menu popup upon airfield landing", to let players chose if the menu opens by itself upon landing on an airfield
  7. Is there any way to see list of damages after landing in multi player? In single player you'll get a list after mission end. Concrete example: Just had 109 tail wheel stuck out. This damage reduced speed at 1.4 ATA from 550 to 450 km/h. Seems a lot & I wonder if someting else was going on.
  8. The self-destruct currently seems very unlogical, in this example, as the target climbs through 6000 meters (long after missile fired), missile self-destructs although it can easily reach the target, still going 2600 km/h and within 2 km of the slow-moving target... https://ufile.io/iqs8l1z3
  9. See screenshot. please move the entire text-field way more to the right.
  10. This was suggested 6 years ago and still is a good idea. Make this part of rearm/refuel menu. Also for the Spitfire (and german planes?). This wouldn't break realism. Ground crew routinely switched crystals didn't they? Radio works in Hoggit training map I just confirmed (Spitfire and P51D, TF51D) but none of frequencies are particularly useful (Krymsk, Soganlug). I can only see the frequencies with the help of SRS radio overlay, which is fine, SRS cannot switch frequency in air or ground (also fine).
  11. See closed thread. [REPORTED] Some Keyboard Controls missing Because I loose clickable cockpit in full screen I have to [ALT RETURN] back and forth to set radio volume. Title & tags (made up) reflects existing pattern of "FuG16ZY" radio naming in "Adjust Controls". Thread exists so I shouldn't create a new one in Bugs forum.
  12. I know the whole IFF panel is inoperative but unless turning the IFF on (one click cw upper right corner), the IFF warning light won't go out. I like to do this through key binding since I have no clickable cockpit full window (all screen) mode. Can't find any key binding for this. Searching IFF yields no results. Yet the whole panel has clickable switches and knobs. I want to turn it on with a key binding so I wont have to go to windowed mode and use the mouse.
  13. With open cockpit, one would expect deafening sound if leaning over the side. There's no change at all, sticking the head out. Would be nice but not critical. There's another reason though to develop sounds. Side slipping, In a glider at least, if you side-slip a lot, you really really hear it. In general, wind noise increase with degree of side slip. The ball in I-16 is below panel and difficult to see. So how about developing wind noise more realistically? I flew along, looked at the ball and saw the ball being fully stuck to the left. Point being I didn't know I was side-slipping at all and was surprised. If you side-slip that much in a real aeroplane, I'm certain you would hear it (in any aeroplane actually) ~ ED/ADD You really really hear sideslip in some gliders "Bergfalke 3" (enclosed cockpit, still an ear deafening thunder). Admittedly you hear it less in modern composites planes. But, again, I-16 open cockpit, I think you'll hear it.
  14. Second attempt to post this, last attempt ended up in mission editor wishlist somehow... PEBCAK. Could we get a flight control mode for multicrew modules which allows pilot and copilot controls to be mixed, rather than only one or the other? Average them out, Airbus style? Would be a really nice way to bring new pilots into the game, or even to just have a way to smoothly transfer controls without the "jump" caused by the fact that controls will never be aligned when the "give control" button is pushed. Ideally, I would like to see this set up so that there are 3 ways to control an aircraft, which can be switched between at will by the players: pilot only control (only pilot's inputs are read for aircraft control) dual control (both pilot and copilot controls are averaged) copilot only control (only copilot controls are read) If "average mode" would not work well due to network latency, perhaps that mode could be replaced with a mode which provides real-time control from one pilot or the other (As selected by the players) while reading the value to average against at one second intervals from the other. So then we get: pilot only pilot priority, read copilot once per second (or faster, depending on how much load this is) to use for mixing copilot priority, read pilot once per second (or faster, depending on how much load this is) to use for mixing, copilot only With this model, when operating in "mixed" mode, either pilot should be able to take priority with a single button command without a consent box being required, but a consent box would still be used to enter mixed mode or to give exclusive control to the copilot.
  15. A suggestion/request for smoother hand over of control between pilot and CPG, is to have both set of controls combined additively to the aircraft motion. So that handing over controls is a case of the previous pilot flying slowly easing the controls to the neutral position and the next pilot flying taking more and more of the control input that is being removed. Basically at all times: Aircraft Pitch = CPG Pitch + PLT Pitch Aircraft Roll = CPG Roll + PLT Roll Aircraft Yaw = CPG Yaw + PLT Yaw Aircraft Collective = CPG Collective + PLT Collective
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