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Showing content with the highest reputation since 02/28/2020 in all areas

  1. 5 points
    Thanks, I am fine! And prepared.
  2. 4 points
    You can try the F16 for free today and tomorrow. Then the F/A18 for a couple of dys, etc. I'm a sucker for this sort of thing so I'm staying well away in case I blow the loo roll budget on DCS
  3. 3 points
    And never ever listen to Painless!!
  4. 2 points
    Many of the chaps fly both DCS and GBS Gravy, you can choose your poison/s For DCS help see Fenrir, for GBS help see FoolTrottel , for life advice and coaching see Sid 😎
  5. 2 points
    After I got home from school today myself and 'm laddy went for our one period of exercise we are allowed per day. T' was another stunning spring day too. Finally, some naughty surfers "no officer, I've never met those people in the water before in my life"
  6. 2 points
    As recommended by the W.H.O 🤪
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  10. 2 points
    As the thread title suggests! Done by using two different systems, Tacan for the initial approach and to get to 10 miles out 3000 feet and aligned with the runway, before switching to ILS at 10 miles out till touchdown. Lovely day for a flight.... First vid is the Tacan approach Second is as i switch to ILS, Got to love the modern tech!!!!
  11. 2 points
  12. 1 point
    more stuff again Hello everybody, In spite of the serious events happening in the world, the time flows and it looks like we adapted to the new work conditions. The work processes are set up and we continue at the usual rate. Since we plan to release important renderer improvements in late Spring, we set the workflow to develop the short and long term tasks simultaneously. We'll tell you about what will be released in Summer a bit later, while today we'll concentrate on the coming update 4.005. =AnPetrovich= and =Jason_Williams= told you about the main feature of this update earlier - reworked, improved and advanced damage model of the airframe - but it is not the only huge change that it will include. Speaking of the battle damage modeling, another very important change is the improved frag and blast damage calculations throughout the entire sim. Thanks to the fresh look and research input by our partners at Digital Forms, which make the visual models of the Tank Crew vehicles, we were able to bring the fragments damage calculations to the new level of complexity. Generally speaking, the calculations of the damage incurred by munition fragments became less abstract. The new model is universal for all munition types. The calculations of the warhead fragmentation are more life-like and give the initial speed, mass, and size of the fragments. New progressive methods of modeling their speed decrease use the integration of their movement. The calculations of the penetration ability of the combined HE and frag damage is also less abstract. Instead of using an empirical parameter, the system now uses the speed, mass, and size of a fragment to model a penetration and the massed impact in case of a near explosion is also modeled. Since the calculations of the penetration ability and the energy of fragments were changed, the excessive effectiveness of the bombs against armored targets at large distances has been reduced. The penetration ability of the fragments created by shells containing a small amount of explosives relative to their overall mass was also reduced because of the same reason. The blast damage calculations use a more accurate power law depending on the distance to the blast center. The damage inflicted by a blast and its ability to break through an armor sheet now drops as the distance increases faster than before, but became much more powerful at very short distances. It also should be noted that engines, drivetrains, reduction gearboxes, ammo racks and other large pieces of equipment now have their own hard casings modeled where applicable and they can protect them from some damage. The visual and audio representation of the damage is also updated. The additional causes of the unhearable hits in multiplayer have been found and fixed, new sounds were added for ricochets while the existing hit and explosion sounds were improved. In general, the update 4.005 once again is going to be one of the biggest in the history of our project, its change list contains more than 90 items already. It will bring not only the damage model improvements of course - the new content we told you before, many improvements and fixes for the aircraft and player controllable tanks, audio improvements for various in-game objects and more and more. The sim will be more accessible to the larger audience thanks to the additional language as well. Our team hopes that the update 4.005 will be welcomed by you, our players, and will raise the quality level of our sim to the next level. To finish today's diary, let's add some nice pictures to the mix - this time they are the Yak-9 cockpit shots captured in the game. Its texturing is nearly final while the development of its FM is progressing at a full speed. We hope it will be available to you in early Summer.
  13. 1 point
  14. 1 point
    Hey Danger Dogz! I want to invite you guys to fly in the WWII Blue Flag Normandy server that had just gone up again after a few months being down. I've been flying in WWII simulation for maybe 20 years, started with the good old Warbirds, moved to Aces High, then IL-2 and on to modern from there. The new server concept is similar to the old Warbirds / Aces High concept, you have a persistent campaign that runs 24/7, you select which coalition you want to fly in and jump on board to help your side! We have online live map & statistics - http://gadget.buddyspike.net/map/normandy Discord for communication and chat - https://discord.gg/8VPX9wk Using SRS for online play and communications Hope to see you in the server! Xcom
  15. 1 point
    Painless Left in a Hurry I see 😏
  16. 1 point
    I seem to be able to use it pretty effectively 😇
  17. 1 point
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  22. 1 point
    109s are built from girders and the pilot drinks Irn Bru
  23. 1 point
  24. 1 point
    You are right.however I only carry a Panasonic Lumix camera I don't have enough room for my normal camera with my climbing clobber in the ruck sac!
  25. 1 point
    Arthur, The weather was like this all day yesterday.Thankfully as you can see in the pics other than the self generated weather over the higher summits,the other cloud was high.However it was positively baltic on the summit with a howling gale and remained only long enough for a few pics and a bite to eat! The other good thing was that 'there was no bugger about'
  26. 1 point
    Looking south to Ben Assynt. Most Munro's are isolated in Sutherland.
  27. 1 point
    A day out on Ben Hee self isolating.
  28. 1 point
    Woot its installed need some tuning but engine rumble is good
  29. 1 point
    There's some windgusts over here... nand some rain. Nothing too bad. And high water levels in the river... (View from bedroom window.) Oh wait... But that was yesterday! How are you doing Sweper?
  30. 1 point
    Yeah, just skim around the subject why don't you old bean, still a bit vague...
  31. 1 point
    Ha, I for one would like a more comprehensive explanation Tomsk ! 😉
  32. 1 point
    I think that the most comfortable position is important. So what ever length you choose to use, your arm base should be as level as possible to the stick. You will need as much relaxed state as possible. Having arm elevated up will cause some tension. So proper mounting is important.Whatever extension is the way to go .Just my Two cents Kira.
  33. 1 point
    Center mounted is best I use a 150mm
  34. 1 point
    Loooooong read Hi, pilots! And hi gasoline cowboys! Today I will tell you about changes in the new damage model (DM), which we are preparing for release in the near future. Daniel already mentioned it briefly in previous diaries, and now it is time to talk about the new DM in more details. Well, how many lances have broken in talks about broken wings in our community? That guns are “not damaging”, that the Pe-2 is “rock”, tails of Messers are “cut-glass”, the P-47 is "way too weak" and falls apart after a few hits, and many many other opinions, claims and expectations. To be honest, we ourselves have long wanted to double-check the DM of all aircraft and put things in order there, bringing them all to a common concept. As you remember, we already went into this river a couple of times when we changed the DM settings and tried to find a “middle ground” solution with strength and vulnerability. However, it was obvious for us that all these accumulated problems could be solved only systemically, and this would require a lot of time. Finally, this time has come. Firstly, from the very beginning we eliminated several fundamental limitations of the DM-core, which prevented us from moving on. This immediately “untied” our hands and allowed us to simulate combat damage to the aircraft structure much more flexibly. After that, a lot of research was conducted and several methods for calculating the damage of airframe elements from various types of ammunition were tried. The goal of this research was set quite ambitious (however, this is not the first time for us). We wanted to go away as far as possible from using the “game” settings of the DM, and use as many parameters and characteristics of the airframe from real life as possible. This work is not yet completed and right now the new DM is undergoing comprehensive testing (big thanks to our beta testers, and please take more ammo in the hangar!). Nevertheless now it’s becoming clear that the result of this whole work is exactly this one we really hoped for! The main news is that our new damage model now uses data taken from blueprints and technical documentation. Such as: the number of structural elements of one or another part of the airframe, their material and geometric dimensions. An engineer who sets up the DM no longer needs to invent anything and rely on dubious empirical data. Now everything is extremely concrete and objective: what figures from documents you put in the model, such resistance to combat damage you get. Our engineering team carefully collected all this data for all 59 aircraft in the simulator. This is a lot of work, and it took a lot of effort and time. But the result was worth it: now all the planes in the Great Battles have such a balance of vulnerability that they, with a very high probability, had in real life. In the new DM of the airframe, various types of ammunition “work” now in very different ways. Previously, their action differed in the settings of the ammunition itself. Now, the difference in calculation methods, which take into account the principle of causing structural damage in more detail, has been added. For example, armor-piercing bullets and shells make relatively small external damages on the skin commensurate with their caliber. They do not cause “large-scale” damage to the structure frame anymore, but they do hits like a point strike, hitting through a wing spar for example, or breaking a hinge of elevator or aileron. A broken spar, of course, loses its strength, that makes the wing more weak and leads to break it under the less G-load (this is not new in our DM, by the way). But now, using armor-piercing shells to make several damages of the spar in the same area, you need to hit it many times, depending on the spar dimensions and the ammo caliber. In the same way, in order to turn the skin into “rags” or to tear off the landing gear wheel, you need to shoot a rather long time to the particular part of the plane. In other words, firing armor-piercing shells will not be as effective against the airframe as before. The chance to get into the structure frame and break it is not great, and the skin is not particularly affected. Although, with enough desire and having the presence of a sufficient amount of ammunition, you can "cut" the airplanes apart with armor-piercing projectiles if their weight of fire converges and causes enough damage. Explosive bullets and high-explosive fragmentation shells are quite another matter. Only a few hits are enough (depending on the model of the projectile, its caliber, the amount of explosive) to make large holes in that part of the plane where you hit, and everything around it was cut with fragments. Managing such an aircraft will become quite difficult. It will noticeably lose its performances and become not a serious opponent in the battle. The structural frame will also receive “zonal” damage, mainly due to high-explosive impact. So now the effectiveness of this type of weapon against the airframe will be significantly higher than the effectiveness of armor-piercing shells and bullets. The skin will also get damages much faster than the structural frame. Thus, situations when wings or control surfaces fall off an airplane in a battle will arise much less often. To break the rear part of the fuselage by shooting will become very hard. Nevertheless, anything is possible. In addition, in the new DM, we eliminated the problem of inadequate damage to the airframe when firing at those parts of the aircraft that do not contain structural elements. For example, firing at an engine of a twin-engine aircraft or at its propeller spinner can no longer break the aircraft wing. Also, due to the improvement of the DM-core, the old problem of “extra” damages the airframe when the same projectile hit several non-structural collision-zones of this particular part of the airplane was eliminated. A HE shell also will no longer inflict damage on the structural elements of the airframe with its initial kinetic energy of the intact shell, we fixed it. The new damage model now correctly takes into account the type of material of the structural frame or skin. The same bullets and shells will cause different damage to duralumin, wood, or steel structural elements, making “virtual” holes of various sizes in them. It is important to mention that this work is about the calculations of damages, and the visualisation of the DM (textures and 3D-model) has remained unchanged. As you know, all our planes have three fixed levels of visualization of external damage for each part of the airframe. There are “light” damage (bullet holes and small holes from shells), “medium” damage (larger holes) and “heavy” damage (big holes on the airplane). Each of these three levels, switched in sequence. They have been painted by our artists as well as our community enthusiasts with attention to detail for each aircraft. The new calculations in the DM will now switch these three levels of visual damage, taking into account all the features of the action of various types of ammunition and the damage they cause to the skin, which I mentioned above. Thus there is some improvement of DM visualisation too. Because of this new DM fine-tuning the variety of our existing damage textures has improved. They were not properly being expressed in the past. Because of some bugs and errors, parts of the airframe would fly off or fail and a level of damage it should have shown prior to that was skipped or rarely seen. Moreover, there is another improvement of DM visualisation. The visual effects of hitting the plane (sparks, wood chips, etc.), as well as sound effects, will now depend on the part of the plane in which the projectile hit. Even when shooting at the same part, for example, on a landing gear wheel, one can see different effects of hits - sparks from the wheel’s disk (if the disk is metal) or a cloud of “debris” and “dust” from the tire. Also our online players, I think, will be pleased with the news that we found and fixed a bug of no sounds of hitting an airplane in multiplayer (dear God we hope, we hate this problem!). For sure, making such a large-scale work to improve the DM of an airframe, it was reasonable to take a look at the other areas of the DM. Firstly, we slightly changed the settings of the combat damages of an engine from various projectiles. This was only a preliminary step, and I think that in the near future we will conduct an equally thorough review of the DM for engines and various aircraft systems: control systems, fuel systems, onboard weapons, etc. Secondly, we rechecked the data for all types of bullets, shells, missiles and bombs in the game, such as armor penetration characteristics, high-explosive and fragmentation characteristics. Many tests were carried out and many inaccuracies and bugs found were corrected. As well as significantly optimized performance algorithms of DM. The results of this work will affect not only aircraft, but also all other game objects: ground vehicles (including detailed tanks), ships, buildings. The common model of high-explosive ammo was substantially improved. The penetrating explosion (inside the object) has become much more effective than the external one. A model of a "random" fragment for distant explosions was created, which takes into account the distance from the epicenter, the dimension of the target, and of course the type of ammunition. As I wrote above, at the moment the new damage model is undergoing final testing and debugging of core-settings. We are looking forward to completing this work in a couple weeks. And we really hope that the result will delight you and bring you many new positive emotions from playing the "Great Battles". This is invariably our top priority. At the end I'd like to accompany this boring long-read text with some interesting pictures. Here are the first WIP screenshots of the first Battle of Normandy aircraft - P-47D-22 Razorback. It's a big deal since this is the first time we show you something from this newest project:
  35. 1 point
    Only just discovered this. SHIFT+N turns off RPM limiter (Limited to approximately 25% of full power, some vary.) I never used the limiter before, didn't encounter it on any aircraft (except, oddly the P40) and don't recall ever having to disengage it for every aircraft until recently. Was it part of the last update? Can it be applied to individual aircraft and adjusted in .cfg file? Where is it in the file? What is the file name? I would want to set it on, but at the point of maximum continuous or combat power, and then limiter off for WEP (war emergency power), pushing through the gate for that last 10-15% of power for short periods. It might stop me from accidentally destroying my BMW801s etc, by running them at max power for too long! Answer t's been in the game for years and is tied to the Normal realism setting. No
  36. 1 point
  37. 1 point
    Little vid and a couple of pics of an F16 and an i16 flying in formation together, thanks FT! My F16 computer wasn't particularly happy with me, holding 15 degrees of AOA to fly around 170 knots, to let FT's i16 formate on me!!!! But to be honest she's never that happy with me anyway🤣
  38. 1 point
    Yep, you read right, somebody foolishly allowed us to fly helicopters. I say fly...... Great way to wind down after flying jets in multiple combats!!!! Tom showing at least one of us can hover properly (after i ahem landed)
  39. 1 point
    I'm getting better, after reading the DCS forums a bit regarding refueling in a F16, I've changed my throttle axis to 'Slider' as recommended, and it gives much better throttle response and ability for finer adjustments during air to air refueling than before. Refueled during the turn this time
  40. 1 point
  41. 1 point
    So, I wanted a new set of rudder pedals; my Siatek combat pro set were getting on my final nerve. Then I saw something that made my heart bleep dedey bleep. The new Thrustmaster Pendular Rudder System. Wow, I really liked the way they look....and then I saw the price. And I gulped, gasped, and coughed. 550.00 USD.....ouch.So. I made my own for 20.00 USD The black 3D printed bits here and there are mostly housings for heavy duty flange bearings that I had a box of in the shop. More bearings inside the brake pedals to keep things smooth. The center hall effect pivot is a 1/4" bolt with skate bearings supporting it on both sides of the steel arm. This thing is unbelievably smooth and strong. The adjustable springs make it easy for me to dial in the tension that I want from none at all to some type of Russian interwar years experimental biplane experience (think East German Womens weightlifting leg exercise machine) The brake pedals are equally adjustable from tension to the angle position. Took me two weeks to reverse engineer thrustmaster's design and build this but well worth every second. If my own rough work is any indicator of how good the Thrustmaster pedals are, and you can afford them, go get em. This thing is amazing. Started with some pictures of the spendy set, and created a solidworks model to see how to make things fit. Realized that I needed some linear hall effect sensors...so I designed some using a magnet and hall effect IC. Tossed in yet another Teensy ++ 2.0 and kicked it with a touch of MMJOY2. Adjustable throw for the rudder and tensioning system. Total out of pocket? 20.00 USD did I mention that?! I might canabalize my Saitek combat pro's for the really nice brake pedals in install them on my new rudder system. My pedals look a little crude...but they really do a nice job. Need to think about that for a while.
  42. 1 point
  43. 1 point
    Many fun times. Can't believe the first one i went to with you guys was coming up 10 years ago.
  44. 1 point
    Sorry Crash, I meant to just reply "Yes!" to your question, but somehow I got lost somewhere!
  45. 1 point
    2014 Cambridge ... Off to France, La Normandy! Panzer
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    2011 There was so much fun and laughter ... Around the time the picture above was taken, Crash spoke these wise words: "You couldn't write this shit"
  48. 1 point
    These classics from 2010, not sure who took 'm though!
  49. 1 point
    Bloody hell that takes you back ! A Jedi and a Zooly 🤔 Must show that pic of me in the Spit to Siobhan to remind her that my face hasn’t always been in need of ironing !
  50. 1 point
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