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Found 17 results

  1. Hi guys, I have recently downloaded su57, su35 and a4 mods. It is available for flying them in "Create Fast Mission". However, they are not available in mission editor. Is there any ways for adding the mod aircraft to different countries?
  2. hey there ! I am making a MiG-21LanceR mod in DCS. So i thought i'd let you all know. As of now we are planning to make the LanceR C which is only A-A, if you guys are interested please message me , we would love to have some 3d modellers and coders onboard. Thank you for reading this and take care (I wrote an entire essay on this thread but it somehow got deleted right as i posted it... lol)
  3. Update 24.05.2020: New Download Links in this Post Update 05.05.2020: Download Depth Of Field 2.0 OvGME Ready - Thanks Morpheus. Update 05.08.2020: Download Heatair V2.0 OvGME Ready Update 05.11.2020: Download MotionBlur V2.0 OvGME Ready Scientific article about Boke from Zeiss [GER] Hello pilots and modders, as an owner of a film company, a problem jumped right into my eye at DCS. For some reason (the reason is: ED uses Focal Length as well as Focal Distance and Distance for calculation. That is correct. But in DCS the zoom is not controlled by the focal length, but by the zoom - equivalent to a digital zoom. But this is not considered in the formula. Would be correct in reality, but nobody zooms this far lossless digitally and let's be honest - it doesn't look cool! And they missed the distance from the Camera to the Object to be noticed) the depth of field is not really calculated correctly. As you can see in the following picture, the background gets blurred the more you increase the focal length or simply zoom in. This is true for the same aperture, of course. But currently it looks like this in DCS. (v2.5.5) Wide Normal Tele Furthermore, the further you are away from the object, the less blurred the background becomes. At this point I am really a filmmaker and not a mathematician or full-time programmer. However, with my rudimentary knowledge and a lot of time of reverse code reading I have been working on the DOF.fx. You can find it here: *DCS Installation Path*\Bazar\shaders\PostEffects\DOF.fx The formula used here is obviously correct focalWidth * abs(focalDistance-dist)/dist but various parameters seem to be identical all the time especially the focalDistance and focalWidth where the latter should be called focalLength. Therefore the maximum blur does not change when zooming, nor when changing the distance to the object. Even worse. It has the effect that the image becomes sharper when zooming in. Simply because you have more image and details at the same bokeh. First of all I tried to transfer the real values from the camera into the formula. For this purpose I read out the zoom, the target point of the camera as well as the camera position, because these values seem to remain always the same in the current DOF.fx of DCS. Strangely enough I had to leave the value focalDistance in the formula anyway. So my calculation is still far away from perfection. Unfortunately, without debugging I don't know what values and value ranges DCS spits out here. So I had to test a lot with try and error. I have edited the following lines and tried to correct the incorrect calculation. At the beginning #include "../common/samplers11.hlsl" #include "../common/states11.hlsl" #include "common/context.hlsl" //added to get access to some camera values out of the game then the function of getBlurFactor float getBlurFactor(float dist) { //get game camera values float near = gNearFarFovZoom.x; //get nearest point rendered float far = gNearFarFovZoom.y; //get farest point rendered float zoom = gNearFarFovZoom.w; //get fov value of the camera float3 camOrigin = gOrigin; //get camera origin float3 camPosition = gCameraPos; //get camera pos //calculations float focalLength = 1/zoom; //it looks like the zoom is defined from 0.0 - 1.0 where 0 is the largest zoom - with more zoom you get more bokeh - simply inverted that thing and called it like what it is in our context float clipminmax = far-near; //calc the distance between clipping - that is normaly the range where the depth map is calculated and I think the dist value is something between 0.0-1.0 float3 d = camOrigin-camPosition; //calc absolut values of x,y,z - distance float cameraDistance = sqrt((d.x * d.x)+(d.y * d.y)+(d.z * d.z)); //calc absolut direct distance aka focalDistance (Pythagorean theorem) cameraDistance = 1/clipminmax*cameraDistance; //remap the distance to something like 0.0-1.0 float aperture = 2.8;//the standard blur looks like aperture 1 - this multiplier reduces the heavy blur (https://en.wikipedia.org/wiki/Aperture) aperture = aperture*aperture; //calc the size of the bokeh with this aperture. The aperture² gives you the ammount of reducing light. Also its the ammount the bokeh decreases. For example 1 = 1. Maximum Bokeh. At Aperture 1.4 you have the half ammount of light and the half size of bokeh. //output return focalLength * abs(cameraDistance + focalDistance - dist)/dist/aperture; //default -> focalWidth * abs(focalDistance-dist)/dist; | I cannot delete focalDistance, then you see extreme blur. In theory that means that my calculation of cameraDistance is wrong. I'm pretty sure it is, but hey at this moment it works. } float getRadius(float2 uv) { #ifdef MSAA float depth = DepthMap.Load(uint2(uv*dims), 0).r; #else float depth = DepthMap.Load(uint3(uv*dims, 0)).r; #endif float4 p = mul(float4(uv*2-1, depth, 1), invProj); float f = getBlurFactor(p.z/p.w); return pow(f, 1.5); //does the boke effect really grow exponentially with distance? - but this does enlarge the area where it is sharp. Default 1.5. } and then something for the performance here #define GOLDEN_ANGLE 2.39996323 #define NUMBER 150.0 #define ITERATIONS_STEP 8 //increasing this value means more fps because of less calculations. But also the look is different. Less iterations creates smaller bokeh. There is something in the loop down. Maybe in it could prevent. #define ITERATIONS (GOLDEN_ANGLE * NUMBER) // This creates the 2D offset for the next point. // (r-1.0) is the equivalent to sqrt(0, 1, 2, 3...) float2 Sample(in float theta, inout float r) { r += 1.0 / r; return (r-1.0) * float2(cos(theta), sin(theta)) * .06; } float3 Bokeh(Texture2D tex, float2 uv, float radius, float amount) { float3 acc = float3(0,0,0); float3 div = float3(0,0,0); float2 pixel = float2(aspect, 1.0) * radius * .025; float r = 1.0; for (float j = 0.0; j < ITERATIONS; j += ITERATIONS_STEP) { //using here ITERATIONS_STEP instead of GOLDEN_ANGLE float2 s = Sample(j, r); float2 tuv = uv + pixel * s; // rebuild tuv float nr = min(getRadius(tuv), radius); tuv = uv + pixel * s * (nr/radius); float3 col = tex.Sample(ClampLinearSampler, tuv).rgb; float3 bokeh = float3(5.0, 5.0, 5.0) + pow(col, 9.0) * amount; acc += col * bokeh; div += bokeh; } return acc / div; } The code can be optimized for all cases, but is easier to understand at this stage! This is how it looks like after my tuning. Wide Normal Tele and... Wide Normal Tele I would be glad about feedback and further developments to make DCS even more beautiful. Best greetings from Germany!
  4. Hi all, I share with you my afterburner detent approach for the TWCS that is based on a mechanical parts instead of magnets. There is a lever that must be lift up to allow the throttle continues its movement. Here you are the link to thingverse: https://www.thingiverse.com/thing:4925168 The video shows how it acts.
  5. After doing the UH-1 attachments to make it look like a MH-60T Jayhawk (see here: https://www.digitalcombatsimulator.com/en/files/3314170/?sphrase_id=1498612) I finally could adapt those for the standard AI UH-60 model, plus the obligatory external tanks of the MH-60. If you like, you can checkout these here: https://www.digitalcombatsimulator.com/en/files/3314781/ Now we "just" need a flyable UH-60 and a working winch.... Cheers, r.
  6. fabio.dangelo

    DCS MOD

    Salve ragazzi, ho un dubbio. Ho una quindicina di mezzi tra aerei ed elicotteri installati + una altra decina di MOD di tipo tecnico (Civil/Military Aircraft Mod, USN-Deckcrew, Nato Ground Forces and Units, Gruppo Navale C550 Cavour, VPC Object ecc ecc..). Mi chiedevo, secondo voi, la sola installazioni di questi MOD possono appesantire il volo, in missioni in cui ovviamente non sono utilizzati? Ad esempio mentre sto volando in una missione di Raven One e, non avendo MOD direttamente collegati all'Hornet, questa missione risulterà fluida come una installazione pulita di DCS oppure potrebbe avere qualche tipo di influenza negativa (comunque presentare qualche incompatibilità o deterioramento delle prestazioni). Mi verrebbe da pensare di no, non essendo direttamente usate in quelle specifiche missioni...
  7. I present a mod to improve the rain inside the cockpit, surely I will be able to improve it, as a clarification there are 2 files requesting the VR or Monitor system, since both (I do not know if it is a problem or if it really works like that) renders differently . In VR the dynamic drops are not present hopefully ED take note and improve this problem. Don't get me to manage to make it look its best. I upload videos without / with the mod in VR and without / with the mod in Monitor. UPDATE 2.7 All Aircraft Pass the IC Check INSTALL: Extract to main DCS install path. JSGME or OvGME or other Mod Managers recommended. Who wants to collaborate with a coin is always welcome in the description of the videos are the data. DEFAULT VAINILLA MOD BEST RAIN COCKPIT VR UPDATE 2.7 DEFAULT VAINILLA RAIN MONITOR MOD BEST RAIN COCKPIT MONITOR UPDATE 2.7 With 2.7 have partially lost, for Monitor, part of the best rain effect, (I hope ED solves bad blur effect of the raindrops), the effect of accumulation of raindrops still follows, better than the default rain. In VR the effect continues better as the previous version. MOD 0.1 BEST VR RAIN COCKPIT UPDATE 2.7 https://drive.google.com/file/d/139fOqZjt9Spl8gNEbtDsn2yrRZEW0Qh_/view?usp=sharing MOD 0.1 BEST MONITOR RAIN COCKPIT UPDATE 2.7 https://drive.google.com/file/d/1GpqWgPjMLTibDhc-oJDmlh0tiOxvLIO5/view?usp=sharing MOD 0.1 BEST VR RAIN COCKPIT FOR DCS VERSION 2.5.XXX https://drive.google.com/file/d/1E01iKmSlgXt2NKahZ1yiYugRFzjSZI6-/view?usp=sharing MOD 0.1 BEST MONITOR RAIN COCKPIT FOR DCS VERSION 2.5.XXX https://drive.google.com/file/d/1sYFH5wfQgz4MPoFpwxXkImxwL8EreJGV/view?usp=sharing
  8. Hi there, I have this code below which successfully exports the left and right DDI to a monitor yet the IFEI is never visible. I thought it might only show the IFEI when the night illumination is on but that wasn't it. I Suspect it is the definition "F18_IFEI =" which must be wrong although others make reference to that exact declaration and it works for them. below the code is an image of my output. Resolution of the centre monitor is 1920x1080 and the right monitor is 1600x1200. Max combined resolution is 4320x1200. In the image provided, the tiny little thing 3/4 down the output screen is not overlapping or a super tiny IFEI, it is an overlay which allows me to access overclocking settings for my CPU. _ = function(p) return p; end; name = _('Hornet 4:3 4320x1200 IFEI'); Description = 'Visual on 1st monitor, DDIs and MFCD on 2nd' // this is not the correct desc and I just haven't changed it Main_Monitor_x = 1920; Main_Monitor_y = 1080; DDI_Screen_x = 1600; DDI_Screen_y = 1200; DDI_sizes = 500; Viewports = { Center = { x = 0; y = 0; width = Main_Monitor_x; height = Main_Monitor_y; viewDx = 0; viewDy = 0; aspect = Main_Monitor_x / Main_Monitor_y; } } LEFT_MFCD = { x = Main_Monitor_x; y = 0; width = DDI_sizes; height = DDI_sizes; } RIGHT_MFCD = { x = Main_Monitor_x + DDI_Screen_x - DDI_sizes; y = 0; width = DDI_sizes; height = DDI_sizes; } F18_IFEI = { x = Main_Monitor_x + (DDI_Screen_x / 2) - (DDI_sizes / 2); y = DDI_Screen_y - DDI_sizes; width = DDI_sizes; height = DDI_sizes; // don't care right now the IFEi will print in a 1:1 apect ratio the same as DDIs, just want to get it to print first of all, tried 630 by 300 and that did nothing btw. } UIMainView = Viewports.Center
  9. Hello, ive been trying to install the T-45 mod for dcs with no luck on steam version. Every guide i find to install the mod says go to "C:\Users\USERNAME\Saved Games\DCS\Mods\aircraft" and paste, but when i go to aviation sub section of mods on my machine it shows as seen below "This PC\Windows\Program files (x86)\Steam\steam apps\common\DCSWorld\Mods\ Aircraft" If i put the file (the full download) and open dcs it says "T-45" is not authorized. I see that the fine details of the file are different on mine vs everyone else, but the same basic concepts are identical minus the steam, saved games, and username (im on laptop so i only have a single hard drive and single profile). All of the forums say that if you manually install you have to add a mods file, i already installed the offiocal f-18 module and that with the tf-51 and su-25 are already in the mods file. What am i doing wrong ? Any help would be appreacieated as i really want to get this mod, if there is a mod sub forum feel free to re direct this post.
  10. i made a mig 28 mod for the F-5 a while back and decided to remaster it and rerelease it you can find it at this link https://www.dcshangar.com/en/packages/a_07mpXcS.pIozsXoyl its complete but i may add the MiG-29 and 21's fuel tanks i just need to test if they work
  11. Hi. I use English version of DCS World: Black Shark 2. Naturally the texts in my cockpit are all in English. And you know that some characters on HUD, Shkval and PUI-800 was in Russian. Tonight I've decided to convert them to Latin characters. And now it's fully English version for me. (And I have no idea what I've done, or is that good or bad thing, I don't know...) This is the list of translations: HUD: Auto-Tracking: ТА to AT Memory Mode: П to M Laser Range-Finder Active: ИД to LA Beam-Riding Laser Channel Active: ИУ to LC Pause: ПАУЗА to PAUSE R-ALT Symbol: Р to R INU Normal Warm-up: ИКВ НВ to INUNW Processing Target Point: ОТ to PT Updating Coordinates: КОРР to COOR Launch Authorized (Shoot): С to S Training Mode: ТРЕНАЖ to TRAINING Ground Collision: H to G SHKVAL: TG Symbol (Ground stabilized): ТГ to ST TA Symbol (Auto-Tracking): ТA to AT P Symbol (Memory mode): П to M C Symbol (Launch Authorized): С to S Ground Collision: H to G PUI-800 Rockets: НР to RK Anti-tank Missiles: ПС to AT Bombs: 6Б to BB Gun Pod: ПП to CP But, one or more letters are disputable and changeable. *** By the way; While doing this work I've noticed that ED has cancelled indicator of laser temperature, located on HUD. I've enabled this part and seen the laser temperature on HUD. Is that 370°C??? At ~390°C, laser was paused and being cooled. Nice... In mod file, this code is enabled. And a sample video (Duration 4:49) EDIT: And, the last thing is that I've edited, changed and justified the EKRAN_localizer.lua file. I'm pleased if you give attention for Ekran in game. If you don't like it, you may find original files in mod. *** Well... What do you think?... DOWNLOAD: Devrim_DCSWBS2_EnglishHUDShkvalPUI-800_v1.7b.zip Updated: 08/2020
  12. I am aware that the sounds in DCS are now encrypted and can't be edited directly. I made a sound mod that changes some of the effects (explosions, weapons, etc.) but speech for the Su-25T and FC3 aircraft just won't change. Any ideas?
  13. Hello guys, Ive tried everything for a few hours now, and this is basically one of my last hopes: I want to change the sound of the G-breathing in the cockpit (F16 or any other plane). Now I would have thought that you only have to exchange the files but that doesn’t work. Please Help me if you have an Idea.
  14. Hey everyone, happy new year! We've been training for two years to get at the formation/aerobatic level we are at now. I'm proud to share with you the demonstration we performed at the Virtual Festival of Aerobatic Teams last month! https://youtu.be/xyo5sCY0V6A Best Regards, Kirby
  15. Hi, I noticed a problem.When I install a community mod to my Saved Games folder, I can see the logo at the bottom of the screen in DCS world. But when I press Mission Editor, I cannot find the aircraft. Now I can only play instant action with it. Is that a bug?
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