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Everything posted by DD_Fenrir
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From the album: PapaFens Pony
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From the album: PapaFens Pony
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Funniest damn thing about flying I've ever watched... and yet I've learnt more about the SR-71. Make time for this one, it'll make your life better. Trust me.
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Yes Bill, whilst designed initially for the F/A-18 it was updated to facilitate use of F-14 also.
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Want to brush up on your Case I recoveries? https://forums.eagle.ru/showthread.php?t=221412 Download Banklers excellent mission and get practising. Nuff said!
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FXO & metashaders folders deleted from your "C:\Users\Username\Saved Games\DCS" folder?
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Hello Doggy DCSers! New DCS update to stable release. Nothing ground breaking, just a lot of little fixes and tweaks to various modules. No fix for Spitfire gunsight randomly failing yet... grrrrrr!
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Awaiting the fix to the F-14 Jester/radar bug introduced in the last patch to commence the radar training. Might be a while yet. Any systems unrelated to A2A engagements and radar you guys might like to cover? Air to Ground terminology? Carrier ops? WW2 dive bombing?
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Gents, there's further issues with the F-14 in this release; Jester seems to refuse to switch the radar on after takeoff with hot-start aircraft in Multiplayer. If you wish to use the Tomcat on our dedicated server and you don't have a buddy to be your RIO, you're going to have to start cold and dark and do a full INS alignment if you wish to go Air-to-Air at mid-long ranges. PAL lock mode still works for engagements <15nm. Beta fix is due for 03/07/19 but as for those using the Stable, we're looking at a another week or more. Another brilliant bug allowed through to Stable release by ED....
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Hi Crasherooney, I have: Stalingrad Premium Edition Moscow Standard Edition Kuban Standard Edition Bodenplatte Premium Edition Collector’s Planes: Yak-1b P-40E Spitfire Mk.Vb La-5FN
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FT, you - unlike ED recently - are a legend. Thanks.
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Well ED have pulled a prize cock-up and pushed an OpenBeta to stable with unresolved bug which has a pretty profound affect on our multiplayer server. Any AI which depends on "visual" methods to engage - so all ww2, Korean era aircraft and non-radar equipped modern jets plus any ground units that would normally fire at you using the traditional mk.I eyeball will now now longer engage if the server/host is using the no-render option. As ours is. I have made some pretty forthright remonstrations to ED over at their forums regarding this. In the meantime I don't know what else to suggest; either push our DS to the render version (is that possible?) or obliged to have someone host like the bad old days.
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Curves my man, custom curves. Partiularly on your pitch axis: The Spitfire is unlike any other Warbird in that the power of the elevator authority is such that, according to the NACA report, you need only move it 3/4" (19mm) from neutral to reach critical AoA. Compare that to the full fore and aft range of deflection of the entire control column and then apply a similar scaling percentage wise to your home joystick and you start to see the problem. Attempting to fly it on a 0% curve and a traditional PC gaming joystick of only 20-30cm length is artificially difficult as the displacement covered by that range to critical AoA is going to be in the range of 5-6mm. Ergo making small corrections in pitch for gunnery and landing are harder than in reality and are more likely to result in the virtual pilot over controlling and in turn overcorrecting. Even a standard curve of 15-25% isn't really gonna alter that very narrow margin much. You're gonna need something a bit special: Go to Adjust Controls Spitfire LFIX Sim> Axis Commands Find the "Pitch" control row and single click the cell with the axis binding in it. Now select the "Axis tune" button that has been activated. New window with the control curve screen now available. Leave deadzone at 0 Leave Saturation X at 100 Leave Saturation Y at 100 Leave curvature at 0 Select "User Curve" option check-box Now input following values: 0,2,4,6,8,10,12,24,50,100 Click "OK" Aileron and Rudder do to your normal, happy, mustang-esque favourite settings. Enjoy!
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Crikey! Another monster patch ladies & gents... this one took almost two hours for me to D/L to the OpenBeta last week so I recommend you commence the update ASAP to avoid a disappointing wait trying to join tomorrows DCS session. Big notes: Fw 190A-8 baby!!! Plus, a huge slew of Tomcat tweaks. An issue with HARMs going rogue and deciding they'd rather target some thing other than what you fired at fixed....(phew!) The JSOW is gonna be a fun little toy for you Hornet drivers also. Spitfire Rudder Trim has increased resolution for each button input - so for those of you with rudder trim on a hat switch or keyboard, each click will give you finer control of the rudder trim, allowing more precise trimming of the rudder Plus, the ability to now map the P-51s Gear Down/Gear Up to two separate switches will help those of us who regularly bimble along with the gear down thinking we've raised it cos we hit the raise gear switch that works in every other damn a/c....! DCS C-101 by AvioDev Fixed excessive aerodynamic drag of smoke system. Added jettisoning disconnection functionality of PYLONS and TOTAL. EJECTION-SELECTION circuit breakers of armament panel in the C-101CC. Added weaponry fuses disconnection by means of PYLONS and TOTAL. EJECTION-SELECTION circuit breakers in C-101CC. Fixed some EB and CC cockpit labels which appeared blank in EN and ES localizations. Fixed labels for breakers of weapons pylons outer, mid and inner (left wing are the lower. ones and right wing are the upper ones). Fixed Squelch Switch label. Fixed engine anti-ice push-button input. Omitted video recorder inputs. Fixed several duplicate input issues. Updated CN localization. Updated EN localization. Completed ES localization. Fixed Albedo of cockpit structure texture, EB only. DCS Christen Eagle II by Magnitude 3 LLC Corrected description.luas for the missing texture of the harness. Fixed ambient occlusion for the instrument panel. Fixed the front pilot's patch alpha channel. DCS F-14 Tomcat by Heatblur Simulations Quickstart missions: Caucasus: Free Flight tanker orbit fixed, Persian Gulf: Alert 5 readded Fixed Mak79 MK-83 loadout on right rear station. Mission fixes (AI radio and triggers) with voice overs from forum user “beppe_goodoldrebel”: Bear Intercept, Iran Flogger Faceoff, Tomcat Meets Foxhound, MiG-28 Furball - thank you! Fixed Iran Reactor Strike and Trench Run Reactor Strike missions (added target waypoints in target area) Fixed M61 and AIM-9 tutorial missions Added SP and COOP missions “Operation Timber - Paving the Way” and “Night Hunter” Fixed SAMs engaging with multiple subsystems not triggering the launch warning when the missile guiding subsystem wasn't the first strongest lobe of the tracking subsystems. RWR threat library changed to R9D4: added HAWK CWAR, Blindfire (BF) and Rapier launcher (RP). Renamed TCS roughnet map Added Fictional Chromecat Homage skin (“the developer’s delight”) Added B-side for tape player Enabled CRS selector in AWL/PCD Fixed some flap input bugs Fixed flap axis range Fixed flaps blowback bug Added AFCS SAS channel toggle switches Fixed some more key binding categorizations Fixed some command categorizations Added close jester menu bindable command Ensure SEAM LOCK lamp lights up in LTS test even without sidewinder present Ensure COLLISION lamp is lit during LTS test Fix typo in keybinds: Enviroment -> Environment Added some inertia to the turn and slip ball Rearranged Iceman relative heading menu entries When fenced in, Jester uses CMS mode switch position selected from the menu Fixed Jester menu category icon being displayed for disabled options Fixed Jester close menu while incapacitated Jester menu fixed in VR Jester will no longer give lost lock callout during dogfights Improved missile announcement logic for Jester Jester was sent to a fast typing course - waypoint entering speed has been improved INS GO NOW reworked - it displays the type of alignment which would be used with GO NOW. GO NOW should enter AHRS/AM if COARSE alignment is not achieved (previously IMU/AM). Jester will interrupt entering the waypoints and switch to INS when the requested alignment option is reached; he will continue entering the rest of the waypoints after "ready to taxi" Fixed current waypoint initialization for missions with no waypoints set. It should no longer require to select another waypoint before selecting WP1 Ensure STT lock is lost when radar is disabled Added new auto tune test conditions Fix for Jester being unable to re-align the INS after landing Jester now sets correct ARC-182 modulation when using "Tune ATC" Jester menu options can be selected with the ICS PTT when using 'OPEN MENU: RADIO MENU KEY FOLLOWED BY PTT (SRS PRIORITY)'. When using "OPEN MENU: RADIO MENU KEY FOLLOWED BY PTT (SRS PRIORITY)", the menu will hide only with a valid radio option selected or when the radio menu key is pressed again, but it won't hide with any PTT. The minimum ICS volume exported to SRS is set to 0.2 - this emulates ability to communicate without intercom Added custom viewport for Jester menu. Use "F14_JESTER_MENU" in your MonitorSetup file. When "F14_JESTER_MENU" is not set, it defaults to "GU_MAIN_VIEWPORT" Added special option to repeat RIO weapon type wheel on TID (VR readability vs realism.) Added special option to require weapon selector press between OFF and GUN (disabled per default) Corrected main menu sound files: fixes non looping soundtrack & black screen on exit Added SUU-25 to RIO weapons roller NEW: JESTER now uses RWS and ground stabilize if asked for. Ground stab can auto recenter after a preselect time, Jester can switch back to TWS automatically if needed Jester uses wider scan pattern in RWS mode Fixed radar pattern resetting to center in multiplayer/multicrew when changing modes Some tweaks to phoenix PN and lofting params Temporarily disabled automatic TWS MAN to AUTO mode change on phoenix launch pending TWS-AUTO final implementation Ensure TWS missile tracking only goes to radar targets Fix LZ showing on TID when vel vector is disabled on toggle button Fixed countermeasures programs being initiated (one release pulse) with power set to OFF Fix for time-to-impact not showing on TID for STT phoenix shots Engine performance tuning Fixed trim speed ramp-in Adjusted pitch and phugoid damping Adjusted rudder roll power at high AOA Adjusted pitch with power effects Adjusted drag in turning situations Adjusted lift in turning situations Adjust pitch trim ramp-in speed Fixed nozzle position bug when losing oil pressure Decreased max afterburner fuel flow above 55k feet Added slight yaw moment due to fuel probe deployment Fixed AP not being able to engage when using FFB stick Known Issue: Afterburners are invisible. DCS MIG-19 by RAZBAM Corrected G-suit parameter. Corrected AI FM min and max g limit. Corrected AI FM max range. Updated AI FM aerodynamic tables. Updated AI FM engine tables. Corrected damage shape name to actual file name and added wing damage shape. Corrected various engine related damage responses. Corrected various flight control related damage responses. Throttle logic corrected to design basic aircraft. Wheel braking effectiveness reduced to closer match data. UV Lights enabled. Instruments backlight enabled. Flood lights updated - All sights updated. ASP-5N Sight depression control updated. Depression values now affects all sights modes even when caged. Cockpit knobs and dials will no longer spin forever. Model altitude indicator and variometer behavior in transonic. Stores failure, structural limits implemented. Corrected timing for fuel starvation when inverted. Added engine failure when below military power and at very high altitude. Engine off induced drag behavior. “Crime and Punishment” - 10 mission campaign by Baltic Dragon. DCS MiG-21bis by Magnitude 3 LLC Fixed distance indication for gun in radar mode (distance must be equal or less than 2000m for indication). Improved inputs for ASP axis-based controls (rotaries). Improved ASP LAUNCH light logic when attacking radar-locked targets (airborne or ground based). Improved reticle size scaling. Fixed emergency jettison switches to being clickable. Fixed flaps reset switch going under control box when pushed. Fixed SOD mode knob rotation range. Fixed SPS launch button. Fixed white flood light knob rotation. Fixed air pressure gauge bezel's UVs. Added liveries' description.lua custom arg command for bort numbers. Note: This is not the full major cockpit update. These small fixes are brought over from it for testing. These updates did not make the previous patch. We apologize for the inconvenience. Campaigns Spitfire IX The Big Show campaign by Reflected Simulations Revised the mission goals to ensure progression. Fw 190 D-9 in some missions replaced with new Fw 190 A-8. M-2000C Red Flag campaign by Baltic Dragon, Mission 15: added safeguard for Gazelles - they will now be destroyed and won't break mission by getting damaged. Memory of the Hero Campaign by Stone Sky. Mission 10 - reworked trigger of helicopter disruption in the end of the mission. Mission 12 - reworked the points system and the analysis of additional triggers in radiomenu F10. Enemy Within 3.0 campaign by Baltic Dragon. Mission 1: fixed an issue where MANPADS would fall through the roof into the building and be unable to shoot, thus blocking mission progress. L-39 Kursant campaign. Corrected mistakes in a mission briefings of stage 7. A-10C AAT Campaign by Mapple Flag. AAT10 - Changed loadout to use IR MAVs only. A-10C TTQ Campaign by Mapple Flag. TAC14 - Changed helicopter altitude to avoid tree crash. P-51D The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations. Fw 190 D-9 in some missions replaced with new Fw 190 A-8. CA Frontlines - Georgia Campaign. Added Chinese localisation. P-51D Charnwood Campaign by B&W. Updated missions. Spitfire IX Epsom Campaign by B&W. Updated missions and docs.
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Cheers for the heads up Bill. Be seriously considering thi... oh, will you look at that; appears it's just materialised on my HD... funny that! ?
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If by that you mean large font, single syllable instruction sheets and a rubber hammer, then yes Mick.
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Ok, good to know. So I'm thinking of a provisional syllabus starting with the following: Air to Air Radar Modes (general principles, all applicable aircraft) Fox 1 Air to Air Missile Employment - Semi-active Radar Homing (SARH) - F-14, F-15, F/A-18, M2000C, MiG-29, Su-27, SU-33, J-11 Fox 2 Air to Air Missile Employment - Infra Red (IR) - A-4, AV-8, A-10, F-5, F-14, F-15, F/A-18, M2000C, Viggen, MiG-19, MiG-21, MiG-29, Su-25, Su-27, Su-33, J-11 Fox 3 Air to Air Missile Employment - Semi-active Radar Homing (ARH) - F-14, F-15, F/A-18, MiG-29S, J-11 Guns Guns Guns! Radar Warning Receiver - Western Aircraft Radar Warning Receiver - Russian Aircraft Missile Evasion - Air to Air Missile Evasion - Surface to Air
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Chaps, given that most event nights wrap up at 2230BST/GMT would you a) feel comfortable with and b) be interested in doing 1 hour specialist training lessons in certain aspects of DCS systems/aircraft/tactics on a non DCS night after activities with the designated sim have wrapped up? I was thinking I could make a little class up and those who can attend do, but we record the class for upload to youtube at a later time so any non-attendees can still benefit. That way we could perhaps concentrate the DCS night on more co-op style play and do dedicated training on select subjects on these "after hours" periods.
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Some of you DCS jet dudes/dudettes - particularly those of you new to the world of operations scented with AVTUR - will no doubt be somewhat puzzled by some of the codewords and acronyms bandied about. These form part of the Multiservice tactical brevity code - a standard series of codewords used by the US/NATO, these are terms that are homogenised so that everyone knows what's going on and what information is being imparted. Or, at least, that's the idea... List is here: https://en.wikipedia.org/wiki/Multiservice_tactical_brevity_code Get swotting! Ones' you'll hear commonly: BRAA Tactical control format providing target bearing, range, altitude, and aspect, relative to a friendly aircraft. Bruiser Friendly air-launched anti-ship missile (ASM) (for example, Harpoon, Exocet, or Penguin missiles). Buddy lock Locked to a known friendly aircraft; normally a response to a spike or buddy spike call and accompanied with position/heading/altitude. Buddy spike Friendly aircraft(s) air-to-air indication on radar warning receiver (RWR); to be followed by position, heading, and altitude. Bullseye An established point from which the position of an object can be referenced; made by cardinal/range or digital format. Clean No radar contacts on aircraft of interest. No visible battle damage Aircraft not carrying external stores. Cleared hot Ordnance release is authorized. Cold Attack geometry will result in a pass or rollout behind the target. On a leg of the combat air patrol (CAP) pointed away from the anticipated threats. Group( s) heading away from friendly aircraft. Crank To maneuver beyond the range of a missile; implies illuminating target at radar gimbal limits in a beyond visual range engagement. Faded Radar contact is lost. (Termination of track plotting is not warranted.) Defensive/defending Aircraft is in a defensive position and maneuvering with reference to an active threat. Fox one Indicates launch of a semi-active radar-guided missile (such as the AIM-7 Sparrow).[1] Fox two Indicates launch of an infrared-guided missile (such as the AIM-9 Sidewinder).[1] Fox three Indicates launch of an active radar-guided missile (such as the AIM-120 AMRAAM and AIM-54 Phoenix).[1] Fox four Historical term indicating air-to-air or air-to-surface cannon fire. The term in current usage is Guns, Guns, Guns.[2] Laser on Directive to start laser designation. Locked Final radar lock-on; sort is not assumed. (BRAA/direction) Lost contact Radar contact lost. (drop track is recommended.) Lost lock Loss of radar/IR lock-on (advisory). Maddog Launch of friendly active radar homing missile, such as the AIM-120, without radar guidance from the launch aircraft. The missile will rely on its own radar to find a target and will generally track the first target it sees. Magnum Launch of friendly anti-radiation missile (such as AGM-88 HARM, ALARM). Marking Friendly aircraft leaving contrails. Merge/merged Information that friendlies and targets have arrived in the same visual arena. Call indicating radar returns have come together. Mud Indicates radar warning receiver (RWR) ground threat displayed followed by clock position and type. (type/direction) Music Electronic radar jamming. (On air interdiction (AI) radar, electronic deceptive jamming.) Nails Radar warning receiver (RWR) indication of AI radar in search. Add clock position/azimuth and radar type, if known. Naked No radar warning receiver (RWR) indications. Notch All aspect missile defensive maneuver to place threat radar/missile on the beam (directly perpendicular). Modern pulse-doppler radars remove ground clutter by filtering out returns from stationary objects; putting the threat on the beam permits the defending aircraft to be confused with ground returns and hence disappear from the threat radar. As missiles guide by creating a direct intercept course, this is also used to reduce the missile's speed and thus its ability to maneuver if radar lock is maintained. Paveway Release of laser-guided bomb or bombs Picture Provide tactical situation status pertinent to mission. Pitbull Informative call that an active radar-guided missile (such as AIM-120, AIM-54, Meteor) is at active range and no longer requires radar input from launch aircraft. Playtime Amount of time aircraft can remain on station. Popup 1. Informative call of a contact that has suddenly appeared inside of meld/CCR/briefed range. 2. Criteria used as a self-defense method, within the ROE, to protect friendly air defense elements from hostile aircraft. Range Two or more groups separated primarily in distance along the same bearing. Raygun Indicates a radar lock-on to unknown aircraft; a request for a buddy spike (position/heading/altitude) reply from friendly aircraft meeting these parameters (to prevent friendly fire). Rifle Friendly air-to-ground missile launch. Saddled Informative call from wingman/element indicating the return to briefed formation position. SAM (direction) Visual acquisition of a SAM (surface-air missile) or SAM launch; should include position. Shackle One weave, a single crossing of flight paths; maneuver to adjust/regain formation parameters. Skosh Aircraft is out of or unable to employ active radar missiles. Smash Directive to turn on/off anti-collision lights. Spike RWR indication of an AI threat in track, launch, or unknown mode; include bearing, clock position, and threat type, if known. Splash (A/A) Target hit with expended munition. (A/G) Weapons impact in lethal area of target Tally Sighting of a target, bandit, bogey, or enemy position; opposite of no joy. Vampire Hostile antiship missile (ASM).
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Thanks Siddley, will investigate as I too found frame rate has suffered since the last Rift S firmware update.
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Hi Dave, My suggestion was more of starting point for discussion and to generate positive/negative feedback than as a full-proof solution. What I suggest is that we volunteer/nominate 4 representatives to hash out in a private TS committee, each having chosen their first preference a different Sim. We'll each pour over the results and try to come to some sort of a consensus. If the Dogz approve of this course of action, then I'll try to organise a gathering this week. I volunteer to be the DCS rep. I would nominate the following members: Sid for GBS FT for CloD Jabo for Il-2