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  2. HP Reverb with a 4090 and DLSS is fantastic. Allows me to hit 90fps continuously. Text is slightly softer with it on vs off, but I don't get the blurry that others seem to be reporting. It's surprising to see such a wide variety of results with some people getting what sounds to be unreadable/unusuable, but others having little problem. I wonder what the different factors are causing this.
  3. Flash the lights. Sent from my SM-A536B using Tapatalk
  4. Flying the Ka-50, I got my shkval res set to 512 every frame and then DLSS does its render magic. Idk if im shooting at a tank or an airport
  5. Is the night launch command different than daytime? Nothing happens when I salute. Can they not see me? I'm using the communications menu to salute, but they don't launch... Everything works normally in the day.
  6. It doesn't matter your 1 player we don't all fly like that an yes we mostly all like to think its like the real thing but how would you know the symbiology was wrong if there wasn't documentation to show it, an if there's documentation there's no reason not to make it right . do you or do you not want another attack helicopter
  7. Actually, I don't rely on George at all; too many limitations and issues with his behavior. I'll start up in the back, turn on CMWS, then hop in the front seat for the remaining duration (and I strongly suggest trying this sometime if you haven't, it's a very different experience). I fly and fight entirely from there, enhanced Ka-50-style. The F-14 I'm more frequently a RIO and I'll often hop back there rather than rely on him for tasks, ie navigation fixes that he won't/can't do. All this to say I personally look very closely at details like how different the symbology is from one sight to another, which isn't unusual for DCS' core audience. For an AH-1 back seater, you're looking at the difference between using a steam gauge with various flags, lines, and arrows to line up a TOW shot, or a more enhanced mechanic for a HUD as on the AH-1F & W. That's a lot of variances from the AH-64D where you can just tap into the TADS on an MPD.
  8. Yes, DCS needs Marine Corps rotary wing and it feels like it's missing them badly. AH-64 does nothing for me. Attack helos need to be moving around a lot and they should be built for the sea.
  9. Today
  10. but you'll use gorge an jester .with George i just look at a target press 2 buttons an its dead see there's that double standard its ok to not have a realistic ah64 or f 14 but i cant want a AH1W because its not realistic .you cant fly the f 14 without ai jester alone why don't you just put a skin on the hornet
  11. This is false. It is a U.S. Army AH-64D Block 2 from the 2005-2010 timeframe, although most accurately 2006/2007 if one were to be precise.
  12. I only referenced the Z because I assumed that there was some confusion over that model vs the W, since the original post had a picture of a Z. A lot of folks often get the two confused, especially with all the aforementioned changes that the W had over the years. Per the rest of the discourse, I posit that those playing DCS do care about the differences between a TADS, M-TADS, TSU, C-NITE TSU, or NTS, and particularly so regarding the capability differences between each sight. Otherwise a lot of them would be playing a different game and not DCS. There's quite a few games out there where you can basically play a AH-64 reskinned as an AH-1 if one doesn't care about the intricate differences between the two. Of course, within DCS, the question then becomes if one doesn't care about how that HELLFIRE gets there, what does it matter if it's being launched from an AH-64D Block II or an AH-1W? Simply grab a USMC AH-64D skin and imagine!
  13. Nobody said anything about the z an none of the systems matter is long as the results do what the pilot ask ie fire a laser at that then fire a hellfire you can say an name any system or equipment you like that made the result happen nobody's going to know or tell what actually did it, its a game its just a ui an scripting player pushed this ,this happens , we currently use an AI in the AH64 that's basically an automated t-pod an people are fine with it i say its a tads an you say fine that's what it is. it isn't i just told it was an the ui shows what you need to see to believe it. i could remove the 3d model an tell you its gone but it would still fire the laser an then the hellfire , you have an automated radar an t-pod in the f 14 an people are fine with it . pick a model that has what we want an make it people will be fine with it the double standards are to much
  14. Update: Tried changing around the settings again to see what is causing the issue. The microphone test is now working with the following settings without needing to use Nvidia Broadcast as the microphone audio source. I can use the microphone input directly from my sound card. To fix this, I had to lower the microphone sample rate to 48000Hz. I also cannot set headphones to be the same audio output as the main audio out on my sound card. DCS main audio out through my sound card works fine. The root cause of DCS not detecting my microphone appears to be that DCS cannot handle audio input exceeding 48000Hz. My sound card supports up to 32Bit 96Khz on the microphone input and audio output.
  15. Not to be that guy but refueling in the Tomcat is not that difficult. Trim it out, set the wings to "bomb" or not and go at it. The Hornet is easier because of the Flight Controls but it's still the same song and dance. And I must admit, while performing AAR in a turn is a bit attention holding, the challenge is where it's at! AAR is basically flying form! I keep seeing these post on AAR and about how difficult it is...makes me wonder. Congratulations on making it work though!
  16. Thank you, @Go2Matt! JoyPro seems like a game-changer for managing control setups in DCS. Really appreciate you finding this – it’s going to save so much time.
  17. Kind of a gross oversimplification here. The TSU on the AH-1 series is pretty well documented, as is the C-NITE upgrade, NTS upgrade for the W a bit less so, and the Z's TSS has little public documentation. The W really offers the best bang for the buck and the USMC only retired the last of them a couple years ago, so with the data available it makes a lot of sense. There's a vastly wider array of munitions available to the W and it can cover a much greater span of time than the Z. For example, the W can utilize both the AGM-122 and BGM-71, whereas the Z doesn't. As a point of interest, your images: the first is an AH-1W, the second and third are an AH-1Q/S, and the last two are AH-1W NTS upgrade. There's a lot of variances from each type, particularly if you separate by year, deployment, unit, etc. This is an AH-1J in ODS, which despite being introduced in the 70s, was upgraded with AIM-9/AGM-122 capability, APR-39, ALQ-144, and countermeasure dispensers. This is an AH-1W pre-NTS, which was basically a 1T with T700 engines. The T introduced the TSU and HSS to the J, in addition to an uprated engine, modified tail and fuselage, transmission, and a bunch of other upgrades like APR-39, countermeasures, and ALQ-144. AGM-114 were used with a remote designator, as the TSU lacked a laser designator (though it had a rangefinder). This is an AH-1W NTS, introduced in the mid-90s. The NTS introduced FLIR and DTV with greater zoom (the TSU had DVO with only 3x and 13x magnification), coupled with a true laser designator; this was done because the USMC AH-1Ws took over the AFAC mission from the then-retired OV-10s. In 03-04, the W was again upgraded with a MLWS in the form of the AAR-47, which also provided a degree of laser warning (not to the extent of the AVR-2, which is why the US Army retained that system for their aircraft). Another modification followed in the next few years, which was the twisted exhaust from the AH-1Z. For a variety of reasons (I've read the key was the hot exhaust was weakening the tailbooms), this was urgently pressed into the W fleet until the Z could arrive in numbers. Another modification afterward was two additional countermeasure buckets per side. APKWS found its way on the airframe in 2012. The UH-1N has a similar lineage, made worse by not having a lot of public knowledge via model name changes. A late 80s UH-1N could boast APR-39, ALQ-144, countermeasure buckets, and basic guns and rockets. A prototype model with a NITE EAGLE FLIR LDRF turret was utilized in ODS, which served as the basis for the later upgrade with the AAQ-22. That's not where it ends, either: the AAQ-22 had several models, with not all being capable of laser designation (early ones were LRF only). Some UH-1Ns were also equipped with AVR-2, in addition to the AAR-47. As an additional note, the previous example also doesn't have a stabilizer bar; the USMC fleet was varied in this regard, as some aircraft had a SCAS in place of the traditional bar, while others retained it very late into their life cycle. All this to basically say it's an extremely complex subject and documentation is important if you want it done right. And we haven't even delved into the fun that makes up the US Army single engine AH-1s!
  18. I understand non-precision approaches can handle the job well enough in-game, but it's more fun to have one than not. Foreign customers in real life felt the need to have it, after all, as did the US on their T-38s.
  19. I had the same issue on my end with a PCIe sound card. Had to use RTX voice as a workaround, but if I do that, my frame rate tanks when using Shadowplay. I don't know why DCS Voice Chat has such a hard time with audio inputs when every other program I use, including SRS, works fine.
  20. Thank you Nealius for bringing this up, It's been this way for a looooong time and kinda sucks ED hasn't done anything about it. ED, if you need to see it for yourself, go into the 4YA Aerobatics MP Server and choose any F18C slot, they all default to VFA-37 and they always have the spam-modex.
  21. So if I'm understanding correctly, the SAS should basically function as an heading and attitude hold? Ironically the old FM did this as soon as the SAS kicked in (the much maligned holding roll angle), though I wonder if it held it too well.
  22. They released the feature without apparently even testing it and they’ve since abandoned it in a broken state. Or worse, two dysfunctional methods to choose from as if that’s a solution. Honestly I don’t think ED really cares about the feature or feels pressured to placate gamers who think distant small aircraft should be so easily seen. The previous method didn’t receive much thought or testing either, for years and even still now it’s not even necessary to use radar in the game. How ludicrous is that for something that’s supposed to be a sim? There’s no good solution for this dot method because dots can’t replicate the factors that contribute to realistic visibility, primarily target aspect. How can they? They’re just blocks. And any dot , even a single pixel, will just over-enhance the target. Visibility doesn’t need to be improved, it needs to be realistic. The real world values for this are just far lower than most gamers will accept. Again if you’re going to play online just have fun and accept that the game is being exploited and relish getting kills on people who can probably see you without even using their radar. But ED has no interest in fixing this, if they did it would be a simple matter to make the dots a server/mission setting.
  23. Installed the Currenthill Russia Military asset pack on my new computer.

    Mod folder is correctly placed in DCS>Saved games and the asset pack is located in tech folder as usual

    I can select ANY asset / assets from the Russia asset pack - and place them on the map  -  and assign them waypoints (I have only used the ships in testing) and then I save the mission. The chrono watch is OFF - not highlighted so date isnt a factor for asset availability. I still used a 2022 year date regardless. 

    When I start the mission there are NO assets to be found. They are not viewable immediately as they should be with NO OTHER assets place on the map. The assets are not viewable on the map or with the F9 view ship command. 

    There are NO aircraft in my Mods> aircraft folder and this Russia asset pact is the ONLY item in my Mods>tech folder

    Player and Spectator External view are CHECKED ON 

    Version is up to date 2.9.3.1704

    The F-10 option is set to ALL

    Anyone got any ideas on what may be up? 

    This is a clean new install of DCS on a new computer

    CHEERS ! ! !

    Mongo

  24. The Autopilot is engaged by pressing the AP pushbutton, while holding the AP Disconnect trigger depressed on the Flight Stick (to avoid any unwanted action of any AP previous mode). As soon as the red “P” pushbutton light illuminates, you may release the AP disconnect trigger and then the AP will engage in Basic Mode and the green “A” light will illuminate to confirm AP engagement.
  25. It depends on the person really. Some can play at 36fps (I'm one of those), others will vomit with anything less than 90. I have a Quest 2, so 72, 90 and 120Hz. 120 was like a dream but totally out of reach for my pc. Tried 90 for a while but it was achievable only when flying high and alone, so most of the time I was locked at 45 with reprojection (totally playable for me by the way). But at the end I settled for native 72. That's a goal I can reach. When it goes down to 36 with reprojection (while flying over cities or in crowded missions) I see some artifacts but not that flickering you mention. Maybe because Quest's motion reprojection is better than other headsets? I don't know. Yes. There is a very perceivable difference between 72 and 90. 72 is not bad, but you can tell without looking at the counter because you 'feel' it much smoother.
  26. Have you tried ticking the "SLIDER" box in the axis tuning?
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