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DCS Map: Normandy 1944 by Ugra Media + WWII Assets Pack


phant

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Tranquillo che sei in buona compagnia (e non solo in ambito WWII). :helpsmilie:

Io uso i label, con il solo Dot ma lo uso, altrimenti nemmeno io vedo una cippa.

Per le unità di terra non ho problemi, ma con gli arei proprio nulla da fare.

 

 

Peccato non si possa avere un label "neutro" (magari nero o grigio), ovvero senza distinzione tra rosso/blu.

Screen_181227_232410.png.f064d58a4205e8be4e2e0396fd5f2c7e.png

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Io uso i label, con il solo Dot ma lo uso, altrimenti nemmeno io vedo una cippa.

Per le unità di terra non ho problemi, ma con gli arei proprio nulla da fare.

 

 

Peccato non si possa avere un label "neutro" (magari nero o grigio), ovvero senza distinzione tra rosso/blu.

 

già, sarebbe l'ideale…. basterebbe renderli poco più visibili :pilotfly:

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già, sarebbe l'ideale…. basterebbe renderli poco più visibili :pilotfly:

 

Si può modificare il file label.lua per ottenere i risultati desiderati.

 

 

 

For now you can have a play with the (labels.lua) file harf4ng.

 

You cannot mess the files up, Trust me....

 

You can find the label.lua file if installed in the standard place at...

C:\Program Files\Eagle Dynamics\DCS World\Config\View

 

(Labels.lua)

 

Save a copy of the (Labels.lua) file to this location.

C:\Users\(YOUR USER NAME)\Saved Games\DCS(beta etc)\Config\View

 

Now DCS will use this file now and not the original file when labels are on, if you mess up just delete it...:thumbup:

 

Now you can have a play with this file and set it up to your own liking...

 

As you can see, DCS sets the "local variables" for the names that are seen in sim on lines 61,62,63

 

These are then used in the "Airformat" on line 72 (..NAME_DISTANCE_PLAYER)

Remove this ..NAME_DISTANCE_PLAYER to get rid of the, NAMES, DISTANCE and PLAYER names that are see in the sim when at 5000 meters distance.

 

Same with the others.

..NAME_DISTANCE

..DISTANCE

 

Edit this using note pad or better to look at code notepad ++ this is what I'm using below.

 

attachment.php?attachmentid=184054&stc=1&d=1525777751

 

Attached below is one I've been playing with, not exactly happy with it for VR as of yet, it's a start tho.

 

Download and place in the view folder to try it out.

C:\Users\(YOUR USER NAME)\Saved Games\DCS(beta etc)\Config\View

 

Now make it as hard or easy as you want for VR, depending on VR settings.

PC: i7-13700K - MSI RTX 4080 Gaming X Trio - 32GB DDR5 6200 - VPC MongoosT-50CM3 - VKB GF pro - MFG Crosswind - Msi MPG321UR-QD + Acer XB271HU - TrackIR5 - Rift S

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Io uso i label, con il solo Dot ma lo uso, altrimenti nemmeno io vedo una cippa.

Per le unità di terra non ho problemi, ma con gli arei proprio nulla da fare.

 

 

Peccato non si possa avere un label "neutro" (magari nero o grigio), ovvero senza distinzione tra rosso/blu.

 

https://drive.google.com/file/d/1zJrK2X-7KiMIarGO7sbXBcUu34L6PIzj/view?usp=sharing

 

Prova questo. L' ho editato io.

 

E' come vedono i piloti VERI con 10/10 di visus :smartass:

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già, sarebbe l'ideale…. basterebbe renderli poco più visibili :pilotfly:

 

Basterebbe implementare lo smart scaling, che non è certo una novità: BMS lo ha da sempre e fa il suo lavoro egregiamente, perché vedi gli aerei nelle proporzioni "giuste" alle varie distanze senza bisogno di label e/o padlock, che IMHO rompono non poco l'immersione.

BlueRaven.jpg

 

Nulla Dies Sine Linea

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Basterebbe implementare lo smart scaling, che non è certo una novità: BMS lo ha da sempre e fa il suo lavoro egregiamente, perché vedi gli aerei nelle proporzioni "giuste" alle varie distanze senza bisogno di label e/o padlock, che IMHO rompono non poco l'immersione.

 

Per l' immersione ci vogliono le bombole. Con le label (dot) che ho fatto io risolvi tutti i problemi.

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https://drive.google.com/file/d/1zJrK2X-7KiMIarGO7sbXBcUu34L6PIzj/view?usp=sharing

 

Prova questo. L' ho editato io.

 

E' come vedono i piloti VERI con 10/10 di visus :smartass:

 

Lo provo subito. Il file lo vado a mettere in Config/view e poi devo attivare qualche opzione nel programma per attivarlo? Ora ho tutto settato come è quasi sempre richiesto in multiplayer

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https://drive.google.com/file/d/1zJrK2X-7KiMIarGO7sbXBcUu34L6PIzj/view?usp=sharing

 

Prova questo. L' ho editato io.

 

E' come vedono i piloti VERI con 10/10 di visus :smartass:

 

 

Provato poco fa. E' molto simile a quello che avevo preparato di prova ma:

- sono un po' più manica larga di te nella fascia tra 5k/10k, ma preferisco il tuo

- hai usato un grigio neutro (bene!) mentre io avevo usato un verdino come alcuni vecchi giochi, stesso colore per entrambe le coalizioni cmq

- hai creato un dettaglio molto più granulare del mio, io mi sono limitato a 1k, 5k, 10k, 15k, 20k etc, tu hai fatto molto di più nelle fasce intermedie

 

 

Ora, questo è un 10/10, ricordo di aver letto nel manuale del gioco Chuck Yeager's Air Combat (che ho qui tra l'altro) che lui aveva 20/10, per riprodurre una roba del genere basterebbe raddoppiare le distanze per tutti i setting?

 

 

Gran lavoro cmq, ha rimpiazzato il mio.:thumbup:

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Provato poco fa. E' molto simile a quello che avevo preparato di prova ma:

- sono un po' più manica larga di te nella fascia tra 5k/10k, ma preferisco il tuo

- hai usato un grigio neutro (bene!) mentre io avevo usato un verdino come alcuni vecchi giochi, stesso colore per entrambe le coalizioni cmq

- hai creato un dettaglio molto più granulare del mio, io mi sono limitato a 1k, 5k, 10k, 15k, 20k etc, tu hai fatto molto di più nelle fasce intermedie

 

 

Ora, questo è un 10/10, ricordo di aver letto nel manuale del gioco Chuck Yeager's Air Combat (che ho qui tra l'altro) che lui aveva 20/10, per riprodurre una roba del genere basterebbe raddoppiare le distanze per tutti i setting?

 

 

Gran lavoro cmq, ha rimpiazzato il mio.:thumbup:

 

Cosa intendi per 20/10?

 

Comunque lieto di essere stato utile :thumbup: Grazie

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Cosa intendi per 20/10?

 

 

era riportato nel manuale del gioco, in fondo al manuale c'era un'intervista tra EA e Yeager.

quoto anche da http://www.chuckyeager.com/1943-1945-the-war-years

Blessed with exceptional 20/10 vision, Yeager had eyes that could “see forever.”

 

 

anni fa avevo 10/10, ora non saprei, qualcosa ho perso di sicuro.

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Per l' immersione ci vogliono le bombole.

 

Auahahahahah muoio, grande!!! :megalol::lol::megalol::lol::megalol:

 

Con le label (dot) che ho fatto io risolvi tutti i problemi.

 

Non avevo alcuna intenzione di sminuire il tuo lavoro, che a quanto leggo sopra è eccellente. :thumbup:

E' solo che il concetto di attivare delle label personalmente non mi garba e preferirei una soluzione più "integrata", tutto qui.

BlueRaven.jpg

 

Nulla Dies Sine Linea

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attachment.php?attachmentid=200708&stc=1&d=1545895395

 

 

DCS: P-47D Thunderbolt, DCS: de Havilland Mosquito FB Mk.VI, and DCS: Fw 190 A-8 Shrike

 

These three of these aircraft are well underway and we plan to release or more in 2019. With the addition of the new damage model, dynamic campaign, new World War II maps, and more units added to the World War II Assets Pack like the Ju-88, Bf 109G, C-47, A-20G, and others, DCS World War II will continue to grow and bring great new gameplay!

 

 

Bye

Phant

AMVI

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  • 3 weeks later...

Sul nuovo DM..

 

 

I am doing some heavy testing of it right now, its almost on all aircraft, including AI, so its going well, we are doing a lot of work tuning it to work how it should, talking a lot with Nick Grey as far as how damage should feel (although none of his was from enemy fire) and I know many questions were asked if Erich as well (whose possible experience different aspects of enemy fire).

 

Also, I deleted a few negative nancy posts, I know it's taking a long time, but from where DCS World Damage modelling was born from, and where we are taking it to, is a lot of work. You can be disappointed at the time it's taking, but we are committed to releasing a quality DM, and will take whatever time we need to get it there.

 

 

:thumbup:

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  • 3 weeks later...

 

R6eFb4t.png

 

 

Centaur IV Tank for DCS: World War II Assets Pack

 

 

Mi04Bdf.png

 

 

One of the next units to be added to the World War II assets pack will be the Centaur IV close support tank. Developed from the British Crusader tank, the Centaur possessed heavier armor and armament, along with higher speed and mobility. Its low profile and high speed made it particularly popular as a reconnaissance tank, although its vertical sided armor proved less effective than the thinner sloped armor of the Sheman. The name Centaur was given to the earliest A27 designs, powered by World War One-era Nuffield Liberty aero-engines. These proved badly underpowered.

 

During World War II Royal Marines fought for the first time in tanks. The tank was driven by a member of the Royal Artillery, but the guns were manned by the Royal Marines of the Armored Support Group. During the inter-war years and World War Two the Royal Marines developed much equipment for the purpose of amphibious warfare.

 

The Centaur IV was designed as a close support tank and armed with a 95 mm (3.74 in) howitzer (51 HE rounds in store). It was in service with the Royal Marines Armored Support Group and converted as “Hobbart’s funnies” with wading gear to get them ashore. Engine inlets and gun covers prevented any flooding. 114 were produced and soldiered on from D-Day to V-Day. The armor thickness on the front of the turret was 2.5 inches (63.5 mm). On the side and rear of the turret it was 2 inches (50.8 mm) thick. The vertical armor on the upper hull was 2.5 inches (63.5 mm) thick.

 

attachment.php?attachmentid=204076&stc=1&thumb=1&d=1549610985 attachment.php?attachmentid=204077&stc=1&thumb=1&d=1549610985 attachment.php?attachmentid=204078&stc=1&thumb=1&d=1549610985

 

 

Bye

Phant

AMVI

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  • 2 months later...

 

attachment.php?attachmentid=209691&stc=1&d=1556893866

 

 

Damage Model Progress Update

 

Our new damage model is currently being implemented and tuned to the specifics of each of our internally developed WWII aircraft in DCS World. Each aircraft has unique hydraulics, pneumatic and electrical systems, materials and kinematics. As a result, the predicted damage depends on the type and location of impact will vary substantially. The internal effect such as coolant or oil temperature variation, loss of pressure, loss of control or other effects should, in turn, generate the corresponding predicted the internal and/or external visual effect.

 

Our AI aircraft will also be tuned appropriately and this work is ongoing. We have also added some great tools for testing the damage model on our internal builds. With these tools, we can track the trajectory of hits, shrapnel and damage suffered. In the attached screenshot, you can see the result of a testing session with a Me-109K-4 vs some Flak fire. In the X-ray log window, you can see how different hits make their way into and in some cases through the aircraft. In one instance, an object enters the left tail and stops in the right tail. While the graphical representation isn't the exact location, on the aircraft you will see damage entering at this location, but not exiting on the other side. In another case, you can see objects entering the wing tip, and exiting the middle of the wing. Again, the damage would show on both sides of the wing, based on objects entering and exiting it. As well, you can see how an object entered one Ammo Box, severed the ammo belts on 2 guns, as well as severing a fuel line before stopping in a second ammo box. If you were to use those guns, you would run out of ammo before the indicators showed you did. You can see by the log data that we track the path of the object, the material and/or items passing through it.

 

attachment.php?attachmentid=209692&stc=1&d=1556893866

 

 

I hope this update gives you a better understanding of what we are aiming to achieve with our new damage model. We trust that it will be to your satisfaction.

 

 

Bye

Phant

AMVI

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  • 4 weeks later...

 

attachment.php?attachmentid=210973&stc=1&d=1559310569

 

 

DCS: World War II Assets Pack Update

 

This summer we plan to release a major update to the DCS: World War II assets pack. One of these new units will be the Sd.Kfz.184 Elefant. The Elefant was a heavy tank destroyer of the German Wehrmacht in World War II, and it was an updated and improved version of the Ferdinand tank destroyer. Armed with an 88 mm L/71 gun and heavy frontal armor, the Elefant scored a 10 to 1 kill ratio against enemy armor.

 

 

Sd.Kfz.184-Elefant-03.jpg Sd.Kfz.184-Elefant-02.jpg Sd.Kfz.184-Elefant-01.jpg

 

 

Bye

Phant


Edited by phant

AMVI

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  • 2 weeks later...

 

attachment.php?attachmentid=211892&stc=1&d=1560494714

 

 

Free Normandy Map Update Coming

 

In May 2017, Urga Media released their DCS: Normandy 1944 map for DCS World. The map focused on the landing beaches of Normandy and points south to encompass the breakout period in June 1944. The entire map also includes portions of southern England and areas outside the landing and breakout area to the south at a lower level of detail. The total map size is 267 x 348 kilometers and includes many period specific buildings, bridges, vehicles, windmills, and other objects that populate the map. This has been the ideal map for World War II combat and even low-altitude helicopter flying.

 

Since the release and a large update to this map, Urga Media has been very busy to two primary items: The DCS: Syria map and another large, free, update to the Normandy map!

 

This free Normandy map will include the following:

 

  • Improved quality of ground textures (fields and urban areas).
  • Improved quality of the noise textures. This will be particularly evident at low altitudes.
  • Improved quality of the coastline, both in Normandy and along the English coast.
  • Processing of fields and city vector data to use new DCS World terrain technologies.
  • Improved quality of the rivers and lakes.
  • Improved quality of roads.
  • Increased the number of unique objects and scenes.
  • Optimization and improved the look of the trees and forests.
  • Optimization of map for virtual reality performance.

 

We have no planned release date at this time.

 

 

Bye

Phant

AMVI

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  • 2 months later...

 

attachment.php?attachmentid=216792&stc=1&d=1567763154

 

 

DCS WWII Asset Pack News

 

We know many of you are excited to have new additions to the WWII Asset Pack and today we can show you that the skies and seas will be a little busier. First, we have the Douglas A-20 Havoc G. This variant came into service in February of 1943, and was the most produced version of the Havoc. It has two Wright R-2600 14 cylinder radial engines and is equipped with six fixed 12.7 mm Browning machine guns in the nose and two 12.7 Browning machine guns in a dorsal turret. It can carry up to 4000lbs of bombs and was considered a formidable light attack bomber. We believe it will be a great addition for missions in DCS WWII.

 

WIP-A-20-02.jpg WIP-A-20-01.jpg WIP-U-boat-Type-VII-01.jpg WIP-U-boat-Type-VII-02.jpg

 

 

Coming to the waters of DCS WWII is the Type VIIC German U-boat. A workhorse of the German Navy starting in 1940, this U-Boat saw extensive action throughout the war. In 1942 the German navy experimented with what was called “U-flak”, adding extra anti-air protection to their submarines. While this worked for a short time, the RAF made their own adjustments, and the U-flak boats were discontinued and converted back to standard attack boats.

 

 

Bye

Phant

AMVI

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  • 3 weeks later...

 

attachment.php?attachmentid=217901&stc=1&d=1569593068

 

 

Damage Model Development Update

 

As we draw closer to the release of the new damage model, we would like to share some more of the small details that we think are really going to make this exciting for users once they get to try it themselves.

 

In modelling the different systems on the aircraft, we also focus on many aspects of the undercarriage. Now you can lose brakes on a specific wheel, suffer hydraulics failure on particular piston, and even damage the drives for the gear themselves. In addition and as shown in the images below, you can take damage that would cause the up or down locks to fail. This means you could suffer gear droop or gear collapse on landing.

 

As always we appreciate your patience and support as we prepare this radically new damage system for you. We are very excited for you to try it out for yourselves.

 

attachment.php?attachmentid=217902&stc=1&d=1569593068 attachment.php?attachmentid=217903&stc=1&d=1569593068

 

 

Bye

Phant

AMVI

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Dalle ultime dichiarazioni di NineLine pare che questo nuovo DM sia notevole qualitativamente parlando:

 

Have you ever shot up a WWII bird and looked at it and no damage is showing, or maybe very little. We are better improving the location of the damage shown, and how well it relates to the actual damage.

 

For effects, we are looking at better positioning of effects, different sizes for minor or major leaks, better flames, better hit effects, explosion effects for fuel tanks and such. I am also pushing for all to have damaged glass, oil and water on glass, and better pilot damage (ie not dead or alive).

 

Vedremo...

 

:thumbup:

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Un damage model al livello del vecchio cliff sarebbe sicuramente un ottima cura per il settore WW2.

Chissà se mai verrà implementato qualcosa di simile anche nel moderno.

 

Come non quotarti, sarebbe quella cura da cavallo che si aspetta da anche troppo tempo così da rivitalizzare il settore WW2 in DCS che diventerebbe secondo me anche appetibile per coloro che volano con altri ambienti simulativi..

 

Per il settore moderno avevano detto a suo tempo, se non erro, che sarebbero partiti con la WW2 ma che con il tempo sarebbe stato allargato anche al primo, in sostanza unificare i DM a prescindere dal periodo storico con le ovvie differenze considerate le macchine in gioco, come al solito però la questione è del "quanto tempo".....

 

:thumbup:

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  • 2 weeks later...

 

attachment.php?attachmentid=219078&stc=1&d=1570803634

 

 

AI vs the New Damage Model

 

As the new damage model is being implemented, tested and tuned for all our WWII modules we are making sure that all aspects of gameplay are checked and tuned as well. Is this case, with the new damage model we noticed that the AI can be very accurate, and many times testing vs the AI, they would land all shots center mass, any times scoring a pilot kill before anything else.

 

attachment.php?attachmentid=219080&stc=1&d=1570803634

 

To deal with this we have added a couple of new functions to the AI. First, we added error aiming offset, this will prevent the AI from shooting at the center of the model, and will be adjusted based on the skill set in the Mission Editor. This makes it more realistic when you manage to get some distance on the AI, but letting them in close will still be as deadly as expected.

 

Secondly, there is also a function for tracers aiming correction, this means that when the AI is using tracer rounds, the AI will correct its aim only as the AI fires on a target. The time required for the AI to adjust its aim is based on skill level as well, so excellent level AI will adjust their aim much faster than lower-skilled AI.

 

Now this is only the first phase of these changes, the next adjustments will focus on targeting of key components and areas of different aircraft, as we were told by Luftwaffe fighter pilot Erich Brunotte, they were instructed to fire on the inner left engine on B-17s as there were some critical systems that were not doubled located there. This will allow the AI to be more precise as far as targeting aircraft components going forward.

 

Lastly, we have tuned how aggressive the AI is when firing on a disabled or already destroyed enemy plane, currently with new damage model testing, the AI would unload on you, and not let up until every part of you was a flaming hunk of wreckage, now, the AI should recognize when you are damaged enough, or dead and stop firing, hopefully this will allow the AI to maintain more ammo, and be more useful in large scale fights.

 

These new AI features should be available in this week's Open Beta update, we ask you to share your experiences with the AI tweaks and give us feedback on your personal experience with it.

 

 

Bye

Phant

AMVI

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