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PostPosted: Tue Sep 29, 2015 5:27 pm    Post subject: DCS World 1.5 Reply with quote

Ecco il Changlog che viene costantemente aggiornato per la miriade di cose che sono state fatte con lo sviluppo di questa nuova versione che ospita già molte delle novità che il nuovo motore grafico EDGE apporterà a DCS World...


Dear all,

What follows is a preliminary changelog of DCS World 1.5. Because 1.5 is being built from a new branch of our code, we cannot account for changes made in earlier branches. As such, we had to create much of this changelog based on memory and older bug tracking reports.

Because of this and that we will probably be adding or modifying items, this changelog is very preliminary and subject to change during the Open Beta period. Also please note that we are still awaiting changelog items for most of the BST modules.

As items are added or modified, they will be highlighted in red.

As for the status of releasing the 1.5 Open Beta, we have good news: we created the 1.5 branch (release version) today. Just as soon as we complete smoke testing, we will release it.

The Eagle Dynamics Team

DCS World 1.5.0 Changelog

New unified executable. Separate executables are no longer used for the front end and simulation.
New graphics engine with the following features: DirectX 11 Support, optimized for GPU rather than CPU, improved lighting and shadowing, and improved graphical effects like contrails, flares and missile trail smoke, improved water
Improved VR support with Direct Display mode and VR front end GUI, but still very much work-in-progress until hardware reaches consumer release versions
Corrected track synchronization errors

Note: Once DCS World 1.5 is out of Open Beta, we will update the DCS World User Manual to reflect all of the following changes

Main Menu
Moved Options to icon at top of Main Menu.
Moved Module Manager to icon at top of Main Menu
Created Log-in / Log-out dialog at top of Main Menu
New Login dialog with the possibility to stay logged in
Changed System / Graphics “Scenes” to “Terrain Textures”. Also changed to Low and High settings.
Added “Ultra” setting to Visib Range. This is for high-end systems only.
Added separate Low and High settings for Heat Blur.
HDR now simply has On or Off settings.
Depth of Field settings added.
Lens Effects settings added.
Clouds settings added (no affect until new clouds are implemented).
Anisotropic Filtering settings added.
Model Visibility settings added.
Flat Terrain Shadows settings added.
Tree Shadows setting removed.
TSAA setting removed.
Cockpit Shadows setting removed.
Search option added to Controls
F2 view camera effects settings added to Misc.

Instant Action
New Instant Action missions selection dialog.

New Campaign selection dialog.

New dialog interface
Filtering based on Ping, Server Name, Map, Mission Name, Players, and Time.
Added server descriptions.
Added mission lists with shuffle option
Added options to show message events: Kill, Takeoff/Landing, Crash and Ejecting
Added option to allow object export
Added option to Pause on mission load
Added option to Pause a server with no client.
Client can now enter any nickname (up to 5) and select one of them
Ships are now synced correctly

Log Book
Log book now accounts for individual aircraft statistics and not just as a whole

3D interactive unit models for Aircraft, Helicopters, Ships, Vehicles, and Weapons

New Training missions selection dialog

Mission Editor
Added map display options, MAP, SAT (satellite) and ALT (elevation shading and iso lines)
Added new Trigger Actions: Begin Playing Actor, Stop Playing Actor, Start Player Seat Lock, and Stop Player Seat Lock
Added new Advanced Waypoints Actions for Options: ECM Use, Restrict Air-to-Air Attack, Restrict Jettison, Restrict Afterburner, Restrict Air-to-Ground Attack, AA Missile Attack Range, and No Report Waypoint Pass.
USAF Aggressors are a special country that have all aircraft, helicopters, ships, and vehicles accessible to them.
Added Fire at point task now has a quantity value allowing users to define the number of shots fired at the target.
Changed All text boxes (Mission briefings, do script, etc) character limit has been increased to approx 16,000 characters.
Adding aircraft to a group set to spawn on ramp now places the new aircraft at the closest available spot to the lead aircraft.
Changed Triggered messages to now "stack" below currently displayed messages no longer over-writing a message that is currently being displayed.
Added "Clearview" variable to triggered messages to use the old method of displaying messages.
Added MANPAD units can now be transported via embarking actions like other infantry. (Side note currently you can't add them to a group with an existing embarking task, you have to create the group as you want it THEN create the embarking task if it contains a MANPAD)
Fixed Bombs not producing a "shot" event.
Unit.getPlayerName() is now functional on ground units and will return a player’s name if they are directly controlling the unit via Combined Arms.
Many new countries have been added. These countries are not yet populated with units, although they have access to all static object and fortifications objects available, along with aircraft that are DCS modules. These countries include: Austria, Belarus, Bulgaria, Czech Republic, China, Croatia, Finland, Greece, Hungary, India, Iran, Iraq, Japan, Kazakhstan, North Korea, Pakistan, Poland, Romania, Saudi Arabia, Serbia, Slovakia, South Korea, Sweden, Switzerland, Syria, and USAF Aggressors. These countries are also added to the logbook with a few already populated with ranks and squadrons.
Sound files triggered to play over a radio frequency now works correctly.
Static ships will no longer only face east. They will respect the direction specified in the mission editor.

Artificial Intelligence (AI)
Aircraft use smarter holding point logic for landings
AI planes now land in two-ships and can a make straight approach even if starting velocity is too high at landing IP. The first pair lands using a direct approach and second will maintain a holding pattern. After first pair lands, the second pair will make their approach.
AI using cranks after BVR shots to extend F and A poles
Improved AI weapon system logic. AIs will more accurately estimate AAM percentage chance of kill (Pk). This is intended to prevent situations where missiles bled energy pursuing targets with low Pk.
Improved AI logic of follow-on missile (AIM-120B/C, R-27 series, AIM-7, AIM-54 and R-33) shot if it determines the prior shot has been trashed
Added antiship task to Su-17, Su-25 and MiG-27
4 v 2 ACM tactics have been improved. Both elements will now take part in the fight
AI formations will now make altitude changes more smoothly, thus allowing with wingmen to more easily stay in formation
Cruise missiles have much better terrain following guidance now
Improved AI use of JDAMs. AI can now drop bombs on multiple targets on a single pass.
Fixed Patriot so it now re-arms if near a warehouse
Changed M-109 reload time to be less insane. Was 7000 seconds, now 3600 seconds.

New F-5E
New L-39C
AIS pod added to payload of Western aircraft (no special function at this time)
LANTIRN pods on F-16 corrected for older missions
New Model for TPZ
New model for Roland ADS
Added APC Tigr 233036 (Available to Russia)
Added APC Cobra (Available to Georgia)
Building fires are now local to the weapon impact location

Posted after 33 seconds:

Lift of R-73 and AIM-9M was increased from 0.5-0.4 to 0.9-0.8
Increased luminosity size of smoke for S-8TsM and Hydra WP smoke marker rockets
Increased maximum structural G limit of AIM-9M from 35 to 40 G
Gun Smoke effect tuned

Black Sea Map
Added higher-resolution texture created by Mustang
Increased damage value for hardened targets like ammo depot, command center and aircraft shelters by 1.5 to 2.0 of their previous values.
Ground units falling through bridges has been largely eliminated

Infinite fuel after aerial refueling has been fixed
Transonic Roll-off eliminated
Wing rock effects implemented
Rudders have more authority
PTC operation corrected: trimming no longer required in transition from SL to 40000', 'wind up' effects corrected much faster, correct operation on-ground.
High altitude, medium and high AoA behavior is corrected (related to TRO above)
Slow speed, high AoA behavior is corrected
Throttle movement range compression is mostly corrected (full movement range is useable, FTIT/RPM barely changes as altitude increases)
Two wing tanks now have less drag than the belly tank
Selectable bingo bug is implemented
Afterburner stages lighting off are now subtly audible
Conditions of oscillatory and flat spin are corrected

New 6DOF cockpit for Flaming Cliffs 3. New external model is in progress.

Engine model update. Introduced RPM calculation based on flight conditions (temperature, velocity, altitude). Core engine temperature and trust envelope was corrected.
Corrected speed indication on HUD when below 80 KPH.
Gunsight cable added to cockpit 3d model
The 3-in-1 instrument "engine gauge" of the P-51D is missing the „SQ. IN.“ label
In-game manual fixed
Sperry AN 5735-1 Directional Gyro missing markings at 45 and 315 degrees
AN 5825 Vertical Speed Indicator errors
Smoke Generator Typo fixed
Virtual flight engineer has been implemented
SARPP-12 system (System of Automatic Registration of Flight Data) now has animated panel
Fully implemented model of KO-50 kerosene powered defroster
(P-503B) cockpit voice recorder is now animated
Activated all circuit breakers
Signal flare system is now made fully operational
Annunciator "СТВОРКИ ОТКРЫТЫ" (Cargo bay doors open) now functional
Siren is implemented
«АВТОМАТ. СБРОС» (automatic release) switch is now functional
The external resistance for voltage control of STG-3 starter-generator is now implemented. Circuit breaker is located on the right hand electric panel
The external resistance "VS-33А" «I — РЕГУЛИРОВАНИЕ НАПРЯЖЕНИЯ â€” II» (I - voltage control - II) is now implemented

Details of these improvements can be found in this thread:

Rudder authority increased
In-game manual added
Fixed incorrect tank jettison button hint in russian localization
Emergency ignition switch is now normal two-position switch instead of spring-loaded
Gun Selector now OFF instead of ALL GUNS at cold or runway start
When guarded, rocket release selector now is always in OFF position
New cockpit lights added

New skins
New normal map
Minor 3D issues
Flap warning buzzer sound level tuned
Control stiffening for Rudders
Campaign fixes
Gaps between fuselage and cockpit (when viewed in cockpit) fixed
Loading screen and wallpaper renders fixed
General FM improvements

New Options for setting rudder and aileron trim tabs in options menu

Fuel system warning light errors
Normal full oxygen pressure
SZKK4 texture errors
Corrected skins
New normal map

HUD clipping fixed - HUD no longer shows outside HUD glass
Training Mission cold start - Updated to have voice over by instructor and typos fixed
Small graphical artifact on canopy model - this was a remnant of the canopy handle
Kneeboard has been implemented
Wrong number of stations on loadout screen in ME when Hawk module isn't installed.
Code optimization for DCS 1.5.0
Graphical optimization for DCS 1.5.0
Night lighting updated for 1.5.0

Combined Arms
Tanks with laser rangefinder. An automatic calculation fire solution taking into account range, wind speed, own tank speed, angular speed of target LOS is now implemented. (RShift+L)
Added Arcade (isometric) View
Uragan MRLS can now be controlled by player
Added Sights for Challenger 2 and LAV-25
Added Sights for M6 Linebacker (M2 Bradley sight for the gun, Avenger sight for SAM)
Synchronization issues in Multiplayer is fixed
Fixed sight visibility limitation while zooming in fog conditions
Fixed air target radio emissions detection with RWR, if the target is not visible for ground radars due to curvature of earth
Added Sights for T-72 and T-90 MBT (from T-80)
Corrected SAM launch for Oliver Perry and Normandy
Added second reverse gear for M1A2 MBT
Added initial voice communications for Red and Blue tank crews. More to come.
Adjusted M1A2 engagement range

Mirror image orientation corrected
Mirror image is now hidden when retracted
External textures improved
New Liveries: Royal Air Force Fictional, Patrulla Águila 30 Anniversary, Matacán 100000 HOURS, Armée de l'Air Fictional
Several liveries corrections
Solved issue with GPU missing when there is wind
Fixed issue with both ailerons deflecting in same direction for AI
Collision model improved (now damage affects SFM aerodynamics)
Default payloads added to Mission Editor
Surfaces and controls are now animated when using keyboard
Several inputs added
Kneeboard added
Ejection Seat adjusting added
Sounds for GPU and ejection seat fixed and added
Input options issues fixed
GUI image in payload section corrected
LoD optimization improved
It's now possible to open the canopy with keyboard/joystick assignment
Ejection sequence corrected
Theme music added
Pilot 3D model added in cockpit view
PSD C-101 Template 2048 added

Several cockpit textures issues fixed
Parking brake implemented
Startup training mission with English voice overs included

Implemented RU Game Localization
Replaced multiple existing inputs with toggle inputs.
Added 9 New Keyboard Inputs: ASP Target Size, KPP Pitch Set, RSBN/PRGM Channel Select, Radio On/Off, Radio Volume & Chl Selection
Fixed various instances of the Radio not working.
Fixed the Radar operating without electrical power
Increased missile smoke visibility
Fixed the “SPRD Appears on F6 View after use” bug
Introduced special option for ASP pipper gameplay features.
Improved drag chute physics, including chute use in stall/spin recovery (Animation is however still limited)
Corrected Rudder Authority (“Rudder overpowering ailerons”)
Added UUA Sensor animation
Improved Over-G weapon jettison (Dynamic Weight Calculation, per-pylon/weapon limit)
Improved regulated Afterburner throttle control
Partially fixed visible weapons remaining on destroyed/missing wings
Fixed A-A missile lock tone bug
Corrected wing thickness & angle
Various corrections on all weapon pylons
Rebuilt frontal canopy for smooth fuselage transition
Re-Drew rivet and panel lines on rear fuselage
Added red floodlights in cockpit
Dozens of minor 3D/2D issues
Fixed various Cockpit graphics issues
Corrected various ASP calculation issues (Incorrect lead, “CCIP”)
Added 8-10 new default liveries
New specular maps
Sculpted rear fuselage into a new normal map
Added new SPRD Rocket booster model and texture
Corrected placement of SPRD Rocket booster on aircraft
Further optimized external model and textures
Revised gear door textures
Corrected AoA vane animation
Temporarily removed 'Canopy Icing' checkbox pending visual implementation

Mi-8MTV2. Russian Training Missions added.
Bf 109. Russian Single Missions added.
German Bf-109 K-4 manual added.

More notes from c0ff

Originally Posted by c0ff View Post
a couple of notes about 1.5:

- We won't build 32-bit binaries anymore. The users of 32-bit systems will stop getting the updates. Steam users will have to switch to a special 'beta' to keep using 32-bit DCS (locked at 1.2.16).
- Netcode improvements will come later
- ServMan support is currently broken but will be restored. This will require some minor work on ServMan part. ServMan maintainters are welcome to PM me.
- The infamous network 'integrity check' was removed and will be replaced with a different tech.

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PostPosted: Thu Oct 01, 2015 10:13 pm    Post subject: Reply with quote

Si può aggiornare la Open Beta
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PostPosted: Fri Oct 02, 2015 8:22 am    Post subject: Reply with quote

Gaanalma wrote:
Si può aggiornare la Open Beta

Grazie Gaan andiamo alla 1.5 ?


"The Italians", are coming!
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PostPosted: Fri Oct 02, 2015 3:14 pm    Post subject: Reply with quote

Si... 1.5

Ora si inizia a lavorare! icon_biggrin

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PostPosted: Fri Oct 02, 2015 3:16 pm    Post subject: Reply with quote

Ciao Gan, devo installare DCS World beta?
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PostPosted: Sat Oct 03, 2015 1:52 pm    Post subject: Reply with quote

Si... ma si chiama Open Beta!

lo trovi a questo link.

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PostPosted: Sat Oct 03, 2015 10:35 pm    Post subject: Reply with quote

Spettacolare il DCS WORLD 1.5.

L'ambiente è fotorealistico e densamente popolato.


cool cool

cool cool

"The Italians", are coming!

Last edited by Cipson on Mon Oct 05, 2015 3:30 pm; edited 3 times in total
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PostPosted: Mon Oct 05, 2015 11:12 am    Post subject: Reply with quote

Cip, con l'ultima versione la fisica non mi risulta cambiata.
Una cosa molto interessante per la ww2 riguarda la visibilità dei contatti, migliorata naturalmente per la miglior gestione della luce ma sopratutto per la presenza di un opzione che 'aumenta' le dimensione dei modelli a distanza. Che poi, oltre lo scenario, era il fattore che maggiormente limitava l'uso nella ww2 / corea

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PostPosted: Mon Oct 05, 2015 2:52 pm    Post subject: Reply with quote

Ieri sera ho provato il FW-190D9 e anche a me è sembrato più semplice decollare e atterrare. Sono sicuro che non hanno toccato la fisica, ma forse l'ottimizzazione di tutto ciò che ti circonda, dando una sensazione maggiore di velocità e profondità, in qualche modo ha reso più semplice rendersi conto di come si stà pilotando l'aereo...
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PostPosted: Mon Oct 05, 2015 3:25 pm    Post subject: Reply with quote

[quote="6SEvil"]Cip, con l'ultima versione la fisica non mi risulta cambiata.

Già, redface hai ragione, dal changelog ne la fisica ne l'AFM sembrano cambiate per il P-51... (Hanno modificato l'influenza del Rudder per alcuni modelli e alcuni AFM sono in revisione, ma non per il 51...)
Eppure la sensazione di maggiore precisione era effettiva....

Forse come dice Gaan, avendo una maggiore percezione della profondità, e quindi dell'altezza, puoi eseguire un avvicinamento al terreno più preciso...

Comunque uno sballo.... wink

PS: per chi si vuole avventurare...

"Flight Dynamics

The flight dynamics of the P-51D are a further develops the Advanced Flight Model (AFM) principles started with the Su-25 and then later improved for Ka-50 and A-10C.
A multi-segmented wing provides natural damping; and each aerodynamic surface has a number of airspeed-sensitive points for accurate slipstream effect calculation. Slipstream location and direction depends on plane speed, angle of attack, angle of sideslip, prop thrust and wing lift.
All prop side effects, such as slipstream, torque, P-factor are taken in account in overall flight model."

"AFM Advanced Flight Model:

Aircraft dynamics are calculated on the basis of the same physics equations describing translational and rotational motion of a solid body under the influence of external forces and moments, disregarding the nature of their origin.
Trajectory and angle movements look more natural due to correct modeling of the aircraft’s inertial properties.
Transitions between the flight modes in a smooth manner without abrupt changes of angle rotational speeds and attitude (for example: after a tail-slide or when landing with an angle of roll on one landing wheel).
Gyroscopic effect with the aircraft’s rotation taken into account.
The asymmetric effect of external forces is taken into account, along with the effect of external forces not going through the center-of-gravity (for example: engine thrust, drag chute forces). These forces are correctly modeled at any flight mode and cause an adequate rotary moment.
The center-of-gravity can change its location within the speed axis system.
The modeling of lateral and longitudinal center of mass has been introduced. This can change depending on fuel load and weapon loads.
The asymmetrical loading of weapon and fuel pylons, which influence the characteristics of lateral control (depending on flight speed, regular overload, etc), is also modeled.
When calculating aerodynamic characteristics, the aircraft is represented as a combination of airframe components (fuselage, outer wing panel, stabilizer, etc). Separate calculations for the aerodynamic performance of each of these components are performed. This is done over the entire range of local angles of attack and slip (including supercritical), local dynamic pressure and Mach number. This takes into consideration the change and level of destruction of control surfaces and various airframe components.
Aerodynamics are accurately modeled in the entire range of angles of attack and glide.
The efficiency of lateral control, and degree of lateral and static lateral stability, now depend on the angle of attack, longitudinal and lateral center-of-gravity.
The wing autorotation effect when performing a rolling rotation at high angles of attack is modeled.
Kinematic, aerodynamic and inertial interaction of longitudinal, dihedral and lateral channels (yaw movement when performing a rolling turn, rolling motion at rudder pedal forward, etc).
Angle of glide availability is determined by the pilot’s efforts and the plane’s position."


Blade element theory is not only perfectly applicable to ED's AFM, but is in fact only one aspect of it. In other words what we describe as AFM includes blade element theory, but also other modeling approaches that combine to make the entire aircraft model.

We break the aircraft down into sub-elements (including breaking the rotor blades/propeller blades/wings/stabilizers into sub-elements like the root, mid-section, trailing edge) and apply physics equations to each element in real time to determine the forces and moments acting on it at any point in time. These are summed together to produce the total velocity of the aircraft. In addition each element affects other elements of the model, such as the wings affecting the airflow over the tail section, or the propwash effects on the fuselage of the P-51, etc.

Where I would say ED's AFM takes it a step further is in applying the same principles to primary aircraft systems modeling, like the engine, fuel, hydraulics, and most recently electrics. Obviously you can increase the level of depth in real-time modeling endlessly and the limit only depends on time available and computing power, but generally I would say that our AFM models probably feature the deepest and widest real time (what we call "honest") calculated factors of such aircraft systems you would see on the PC, at least at the consumer level. To give you an idea, when you run the starter in the P-51D and see the landing gear warning lights dim, it isn't because there is a specific script for this to happen, but because you're actually pulling virtual juice from the virtual battery that is virtually running in real time and supplying the instruments and systems with virtual power through a virtual bus, to which the lights are connected. The same applies to the engine model with its main elements like cylinder pressures, temperature and lubrication factors, the various mechanical components like the RPM governor, supercharger, radiator doors, etc. And the same applies to other mechanical systems like the flight controls and their operation between the cockpit and the control surfaces, the trim mechanisms, the landing gear. Again, it's ultimately a model and cannot be completely correct or account for every physical phenomenon, but we try to go as deep as possible in terms of real-time modeling and as wide as possible in terms of covering physical effects within reasonable limits of time and money. Otherwise we could work on any one model endlessly, which is probably what some of the devs would like to do.

To be short, AFM is built from the ground up. We don't build behaviors to match desired performance. We build a physical model as correctly as possible and then check it against known performance characteristics. If the model is built correctly, it should match the performance characteristics closely by itself without requiring any "top-down" scripting to do so. Of course some miscalculations or oversimplifications or just plain errors happen along the way, so testing, tuning and adjusting is always necessary.

"Flight Models"

There are four aerodynamic flight models used in '''DCS World''':

* '''Standard Flight Model (SFM)''' - A data driven flight model, with some pre-defined scripting for some complex aerodynamic events. It should be noted that this applies to older aircraft only, and that Eagle Dynamics appears to be in the process of upgrading aircraft that use this model to more advanced flight models. The only aircraft available to be flown by the player that have a Standard Flight Model are the Su-33, and all three variants of the MiG-29.

* '''Advanced Flight Model (AFM/AFM+)''' - Airflow and edge of envelope simulation, using multiple points of force application and calculation on the relevant flight surfaces. Scripting of complex events is not used. An augmented AFM+ model which includes limited modelling of the fuel and hydraulic system weighting is also included in some aircraft (Su-25 and A-10A).

* '''Professional Flight Model (PFM)''' - An expansion of the AFM, this level of modelling includes data from complex model [[wind tunnel]] simulation, a much more detailed and dynamic aircraft model (for example taking into consideration deployed or retracted landing gear, and the effects of deploying them in flight), complex simulation of control surface movements, complex simulation of autopilot actions, and the effects of fluid movements (fuel and hydraulic) on flight dynamics. This level of modelling also includes actual real world aircraft test data, where possible.

* '''External Flight Model (EFM)''' - A subset of the PFM, made available for third party developers, it essentially defines all external forces from the PFM, but allows the developers to calculate and apply internal forces (fluid movements, control surfaces, etc.) within their own model.


"The Italians", are coming!
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PostPosted: Wed Oct 07, 2015 2:31 pm    Post subject: Reply with quote

Io ho troppa scattosità (struttering), e quindi ho provato a disattivare il Vsync nel gioco (full screen attivato), attivando quello adattivo via driver Nvidia. Così facendo il Vsync sembra funzionare e lo struttering sembrerebbe essere sparito.

Altra cosa che non mi funziona è l'ombra dell'aereo che non vedo, nè a terra nè in volo a bassa quota.


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PostPosted: Wed Oct 07, 2015 8:36 pm    Post subject: Reply with quote

Ma con la 1.5?
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PostPosted: Wed Oct 07, 2015 8:54 pm    Post subject: Reply with quote

Confermo 1.5.
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PostPosted: Thu Oct 08, 2015 10:10 pm    Post subject: Reply with quote

Nelle impostazioni grafiche del sim, che trovi nelle opzioni, c'è una voce che si chiama Flat Terrain Shadow.... come è impostata?
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PostPosted: Fri Oct 09, 2015 8:54 am    Post subject: Reply with quote

Ho risolto, era proprio la Flat Terrain Shadow. Adesso impostando le ombre su valori medi funziona tutto egragiamente.


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