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Thank you, we'll look into this ✌
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F-14B(?) Upgrade as featured in DCS 2025 video
McKronenberg replied to VR Flight Guy in PJ Pants's topic in DCS: F-14A & B
made a full overview of all cockpit changes that come with the B(U) a while ago: Also the HUD is called the VDIGR not anything else. These are the Main B(U) upgrades: PTID: Programmable Tactical Display CDNU: Control Display Navigation Unit DFCS: Digital Flight Control System VDIG-R: Vertical Display Indicator Group Replacement (HUD) Only VF-143, VF-11, VF-103 and VF-32 got that towards the end. - Overall we will get: Multiple flight plans with upto 50 waypoints like in the hornet, though with much better functionality like showing airspaces and routes (plot lines) etc. All controled via CDNU and CAP. - Most Navigation functions are now handeled via CDNU with CAP serving as a quick command panel and still has all BITs and other miscellaneous items. - The tomcat now has an EGI (Blended INS / GPS) that means IFA (In flight Alignment) is possible - and no more annoying INS breaking. - Upto 20 waypoints can be designated as LANTIRN waypoints. Depressing the LANTRIN designate button for 2 seconds creates new LANTIRN waypoint. - Native Bullseye function. Any Waypoint can easily be designated as bullseye, with readouts on PTID, HSD in TID repeat and HUD. - Waypoints can be designated as GGW (GPS guided weapon) Target. JDAM can both be pre planned with LAR or TOO trough making a new waypoint with LANTIRN. - Weapons: B(U) carries all weapons that the B carried, with one noteable addition: The GBU-31. The GBU-31 is a 2000 pound weapon, essentally a Mk-84 body with the GPS guidance kit. The B(U) never carried ANY other GPS guided weapons - do not get your hopes up. Beyond this there is a lot more stuff that is found both with the VDIGR and the PTID. Lots of pages and functionality that will require skill to learn and also make the tomcat much easier to fly and fight. A lot of additions come with the VDIGR that make tomcat AA tactics easier to execute and that will make it much more clearer how the tomcat was meant to be fought. Overall a lot that I did not mention and a lot to look forward to! -
Thanks Rudel! It's coming along very, very nice. You all have done a fantastic job!. A little wiggle room will go a long ways as far as cylinder head temps go. I find that doing a dive to escape, which closes the cowl flaps, and then turning to re-engage almost always puts it at the red line in seconds. One must be very mindfull to re-open the flaps once slow enough that they can. I am learning this habit the very hard way on multiplayer servers.
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Further adjustment of wheel heights and compression: Also, added the missing part and positioned it in proper place: @YoYo I know its probably still not 100% correct, but is this good enough?
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Light attack aircraft for counter-insurgency mission
Daemoc replied to Supernova-III's topic in DCS 2.9
This topic sparked a desire to really sit down and do a proper comparison of the three trainer/light attack aircraft in DCS. There is a lot here though. I used a custom mission I made a while ago, which is a low level deep strike mission to take out a convoy of SCUDS far behind enemy lines. I played through this mission twice from start to finish with each aircraft which takes between 80 and 95 minutes a run and recorded the results below. I also ranked each aircraft on certain categories based on my time with each of them. Keep in mind, these rankings are just my personal opinion and subjective in a lot of ways. C-101 Run One: 66% Fuel 4x 7ct Hydra HE Rocket Pods 1x DEFA 30mm Cannon TOW: 12117 lbs. Fuel = 2612 lbs. C-101 Run Two: 75% Fuel 2x 19ct Hydra HE Rocket Pods 1x DEFA 30mm Cannon TOW: 12475 lbs. Fuel = 2970 lbs. L-39 Run One and Two: 100% Fuel 2x Drop Tanks 2x 25ct Rocket Pods Internal Cannon TOW: 11387 lbs. Fuel = 2673 lbs. MB-339 Run One: 100% Fuel 2x 320lit Wing Tanks 4x 18ct Matra Rocket Pods 2x DEFA 30mm Cannon TOW: 12355 lbs. Fuel = 2523 lbs. MB-339 Run Two: 100% Fuel 2x 500lit Wing Tanks 2x 25ct HEI Rocket Pods 2x DEFA 30mm Cannon TOW: 11980 lbs. Fuel = 3148 lbs. For poops and giggles I decided to throw the A-4E and F-5E into the mix, but only ran each once. A-4E Run One: 100% Fuel 1x 150gl Drop Tank 4x 19ct Hydra HEAT Rocket Pods Internal Gun TOW: 20122 lbs. Fuel = 6441 lbs. F-5E Run One: 100% Fuel 2x 150gl Drop Tank 2x 19ct Hydra HEAT Rocket Pods Internal Gun TOW: 19581 lbs. Fuel = 6460 lbs. Ranking and Review: Ground Handling: 1: MB-339 - Great ground handling. Nose wheel steering which is both precise and smooth. 2: C-101 - Good ground handling. Differential braking can take some getting used to, but is precise and smooth. 3: F-5E - Good ground handling. Nose wheel steering which is overly sensitive. 4: A-4E - Ok ground handling. Differential braking which can be temperamental. It also randomly spawns with the castor wheel pegged to the left or right occasionally. 5: L-39 - Blasphemy. A differential braking abomination. You can get used to it, but it still sucks. Has good rudder authority at slower speeds to compensate though. Take Off: 1: F-5E - Monster power. 25 seconds from idle to v1 @ 180kn 2: A-4E - A lot of power. 25 seconds from idle to v1 @ 150kn 3: MB-339 - Good power. 35 seconds from idle to v1 @ 145kn 4: L-39 - Good power to weight. 35 seconds from idle to v1 @ 120kn 5: C-101 - Long take off roll. Run One: 55 seconds from idle to v1 @130kn - Run Two: 59 seconds from idle to v1 @140kn Climb: 1: F-5E Max+AB 22000pph! 2: A-4E Max 8000pph 3: MB-339 Max 4000pph 4: L-39 ? 5: C-101 Max+MPR 2200pph Ingress: 1: F-5E - 98%rpm 5200pph @360kn 2: A-4E - 90%rpm 4000pph @320kn 3: MB-339 - 88%rpm 1984pph @255kn 4: C-101 94%rpm 1350pph @225kn 5: L-39 97%rpm ? @225kn Weapons Systems: 1: MB-339 Dead simple. Master Arm, Select Pylons and you are ready to go. Can fire Rockets and Cannon at the same time. 2: F-5E Easy. Master Arm, Sight Mode, Weapon Mode to Rockets, Select Pylons and that's it. Can fire Rockets and Cannon at the same time. 3: C-101 Easy. Master Arm, Select A2G Mode, Weapon Mode to Rockets, Select Pylons, Toggle Trigger and Pickle Safety. Can fire Rockets and Cannon at the same time. 4: A-4E Moderate. Master Arm, Weapon Mode to Rockets, Select Pylons for Rockets and Select Salvo. Has separate Gun Arm switch and can't fire rockets and guns at the same time. Pylons have to be un-selected to fire guns. Weapons controls partially hidden behind control stick makes them tricky to use without hotkeys. 5: L-39 Difficult. Cannon Arm, Master Arm, Rocket Arm, Select Salvo, Select Pylon, Toggle Trigger Safety, Gun Power and AoA Limiter. Not only can you NOT fire Rockets and Guns at the same time, but you have to un-select the pylons and hit the EXPL.CHARGE GS button before you can fire the gun. There is a lot to remember in the heat of battle and switches are partially obstructed and all over the cockpit. Weapons Employment: 1: C-101 Super stable even at slow speeds. Gives you plenty of time to line up your shots. The DEFA canon is very accurate with a very flat trajectory. Great for ranged snap shots. Hydra rockets are the least accurate of all rocket options. 2: MB-339 Slow and stable, especially with the Wingtip Tanks. Both Matra and HEI heavy rocket pods are very accurate with a flatter trajectory than the Hydras. The DEFA cannons create a pitch down moment when firing which makes it difficult to aim and unpredictable. 3: F-5E Very Stable, but it's speed gives little time to line up shots. The nose mounted twin 20mm cannon is very accurate and predictable. 4: A-4E Very Stable, but has the weakest gun out of them all. I don't know if it is the slow fire rate or what, but visual shots on target never seem to cause damage. Switching between rockets and guns between attack runs can lead to errors/accidents if not careful and or practiced. 5: L-39 Slow, but very unstable and lacks power to pull out of a dive. Has a tendency to tip stall after a strafe run and takes a long time to climb/turn around. The rocket pods are fantastic though. Very flat and straight trajectory. The gun is like a garden hose. I think every round is a tracer. It shoots with a slower/higher trajectory with more bullet drop and also has a AoA limiter. It takes some getting used to. Switching between rockets and guns between attack runs can lead to errors/accidents if not careful and or practiced. Egress: no stores 1: F-5E - 98%rpm 6200pph @550kn 2: A-4E - 90%rpm 4000pph @400kn 3: L-39 97%rpm ? @300kn 4: C-101 94%rpm 1300pph @275kn 5: MB-339 - 88%rpm 1984pph @270kn Total Time/Fuel Used: 1: F-5E 55mins / 5000lbs ~ 5400pph average 2: A-4E 65mins / 4500lbs ~ 4150pph average 3: MB-339 Run One DNF: 70mins 2523lbs ~ 2200pph average - Run Two: 80mins / 2950lbs ~ 2200pph average 4: L-39 90mins / 2370lbs ~ 1500pph average 5: C-101 Run One: 95mins / 2550lbs ~ 1600pph average - Run Two: 90mins / 2250used ~ 1500pph average Things of note: The MB-339 lower RPM and speed for Ingress and Egress. The MB-339 does not carry a lot of fuel and has a thirsty turbofan. I ran out of fuel the first run and barley made it home on the second run. The 88%rpm 1984pph seemed to be the best for fuel economy with this load out, but I have not tried every option. I also had 4 Matra pods in the first run which was a lot more drag compared to the 2 HEI Heavy's but I still don't think it would have made it home with the smaller tip or drop tanks. The MB-339 is an absolute dog with full tip tanks. Especially in roll. It does help with stability though. The first run with the L-39 I could not get the gun to fire and after a few passes just went home with two SCUD launchers intact. About halfway home, I realized I had the outer pylons still selected and that's why I could not fire. The first run of the C-101 I completely whiffed using the rocket pods. Two SCUD launchers were smoking, but not on fire. I finished them all off with the excellent DEFA cannon, but it took a few more passes. I made it back to base but ran out of fuel just as I parked. That's why I gave it a bit more fuel for the second run. Also, even though the weights are about the same, the 2x 19 pods must have had less drag than the 4x 7 pods. I was a little faster and had better fuel economy the second time around. The A-4E has very long legs and probably could have done this without the drop tank. The F-5E burns a ton of fuel, but it makes up for it with speed. Especially with the clean egress. I may be able to get away with a single centerline tank rather than the two wing tanks. I tried this mission with the A-10CII as well. It had plenty of fuel even without drop tanks and carrying ALL of the weapons, but was slower than molasses. I also took a burst from a 12.7mm on the way home and it took out the left engine. I did manage to limp it home, but I barely had enough power to climb out of the canyon. I also had no nosewheel steering after landing. Maybe a flat tire. Anyway, with a one engine egress the data was no good and it was so slow I did not want to try again. So I just left it off of this comparison. It was funny though, a plane known for it's legendary toughness was taken out by a single burst from a 12.7mm. I have all this recorded and planned to make a video version of this, but the raw video files are too big to fit on my macbook for video editing and my iMac is packed away at the moment. I may still make this at some point though when I get my iMac back up and running. -
Sorry for your problems guys. You absolutely need to keep an eye on oil and cylinder head temperatures now. That oil temp gauge is hard to see. Perhaps we can add a menu option or a key bind to have it swapped with the Climb gauge. Also, please don't compare it to the P-47D where 150 octane fuel was used on an R-2800-63W in the ETO. The F4U-1s used 130 Octane in the PTO, and an earlier version of the R-2800 series; the -8W Though, we will look into the robustness when over heated. 1LT King flew roughly 125mi from Brescia to Pisa after damage. Is there an official pilot flight log of this event? I want to know what happened before 1000 contacting Pisa airfield. How fast was he flying back home? What precautions did he use to keep the engine running?...though rough How fast was the oil leak? Was it gradual, or a huge burst?
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evilnate started following Virtual VFA-195 of JTF-191
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https://youtu.be/HK0zzuNkM6M Virtual VFA-195 of JTF-191 is looking for active hornet pilots! We are a North American based DCS F/A-18C squadron conducting mostly PvE missions. We fly Tuesdays, Thursdays and Saturdays at 2030 EST with each session lasting 2 to 3 hours. VFA-195’s “mil-sim-o-meter” would be ranked in the middle of the road. We enjoy an immersive experience without rigid military protocols & procedures. We’re all about pushing the Hornet to its limits and testing creative tactical solutions—what we like to call ‘tacticology.’ Saturdays are reserved for JTF-wide campaign missions where multiple airframes are involved with executing multiple tasking orders. Much of our mission content is created in-house, however we also utilize mission generation applications such as briefing room and liberation/retribution. Requirements: 18 years or older Team-oriented with a positive attitude HOTAS setup Head tracking or VR Simple Radio Standalone (SRS) Additional maps: Persian Gulf, Syria, Sinai (with more to come in the future) Solid working knowledge of the F/A-18C (comfortable and efficient, no need to be an expert) Basic understanding of situational awareness (SA) and navigation using the HSI Air-to-air refueling proficiency Case I departure and recovery Willingness to fly with the squadron on a regular basis (real life always comes first) More information about VFA-195 and JTF-191, including is on our website http://jtf191.com. Click join to start the adventure!
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DragonflyCondor started following F5EM/ F5E Tiger III Mod By Chahine.
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I just watched a stream, and saw this (screenshot from discord stream).....It seems that the new aspect ratio (in the mainpanelinit.lua) wasn't uploaded to ED's servers. We'll get this rectified. Also, this isn't texture related. ED's core programming for mirror rendering doesn't have everything rendering, unlike what is seen through the canopy glass. This is to save on performance. That is out of our control. What's seen in the reflection is the external model pilot and cockpit, so the quality will be less too. Visibility was corrected, according to ED's approach. The pilot automatically moving is also out of our control. Now....this it what people should be seeing
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Thankyou
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Hi Bignewy, Man, I respect the position you're in and the responsibility you have. Thanks for what you do to moderate these forums. Having said that, this module released bare-bones, and has seen very little development in the year it has been around, to the point that the CDU is barely functional. Heck, it kind of sort of has radios. I've been a loyal and avid customer since 2008, playing A-10C and KA-50, and I've been around for the whole journey. I'm going to be very honest and say I don't believe anyone is working on this module as a daily part of their job, a module that I spent money on, discounted or not. The direction things are heading, in my opinion with Eagle Dynamics and DCS, is not a positive one. I have never missed an early access module purchase in the 17 years I've been playing this game, and I have to say, the MiG-29 and C-130 I absolutely won't spend a dime on until I know that they will be developed in a focused way on a reasonable timeline. I am bothered that the tone of communications even seems to make it kind of sound to me like "hey, you got a discount, the development takes however long it takes." I hope there is a way to make the development of these modules more time-bound and focused. The way it is done today doesn't work. If there were competitors, and I have to think that eventually there will be, y'all would be in a world of hurt. Not trying to be a malcontent, just straight talk.
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Уважаемые разработчики, добавьте пожалуйста в настройках управления для каждой команды возможность press/release. Это даст полноценную интеграцию команд с тумблерами. В настоящее время в DCS данная возможность реализована лишь для ограниченного списка команд. P.S. В известном боевом авиасимуляторе, поддерживаемом многие годы энтузиастами, такая возможность давно уже есть и было бы здорово, если бы и в DCS такая возможность тоже появилась.
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The launcher is still not working….still having the grey window unless I set the value to false in the options file.
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Long time viggen fan, thought it was time to put something small together to show my love for it. It's not much just a cool little mix of reality and DCS combined! Enjoy!
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I would think it affects vr performance given that it puts a heavier load on the gpu.
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Static Template for Kunar and Nuristan FOB's
PeneCruz replied to PeneCruz's topic in Missions and Campaigns
Yes I’ll keep them seperate but also create a full map version template as well. -
DCS 2.9.19.13478 CH-47F Severe FPS Drop in CH-47F After Latest Update
david_joe replied to david_joe's topic in DCS: CH-47F
The reason for the low FPS was found to be a conflict with the following OBS plugin. https://github.com/Crowsinc/LiveVisionKit But I'm confused as to why only the CH-47F has a low FPS, while the AH-64 and other aircraft are working fine. -
DCS F-100D Super Sabre: Flight Model and Methodology 2 Bye Phant
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Thank you for your post. It is extremely helpful.
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I landed on 21R, rolled to the end and exited right.
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Hi, I've flown the Fam Flight twice, and both times I pull off the runway and Jester does the after landing checklist, when he gets to drag chute, I jettison the chute, but the checklist doesn't progress and I fail the mission. I've just decided to skip ahead, but don't want the same thing to happen on following missions. Am I missing something?? I pull off the runway, wait until he says "drag chute" and then jettison. But no checklist progression.
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Military Assets for DCS by Currenthill
Rudel_chw replied to currenthill's topic in Static/AI Mods for DCS World
Here is his donation page, but not sure if its links are useable from Russia: https://ko-fi.com/currenthill -
this correction will add some defense to me_exportToMiz.lua. hard to find the issue since the original code is really poor on logs of any sort. function createTblIds() tblGroupIds = {} tblUnitIds = {} tblGroupNames = {} tblUnitNames = {} for k,coalition in base.pairs(mission.coalition) do for kk,country in base.pairs(coalition.country) do for kkk,grType in base.pairs({"helicopter","ship","plane","vehicle","static"}) do if country[grType] and country[grType].group then for _tmp, group in base.pairs(country[grType].group) do if group.groupId ~= nil then tblGroupIds[group.groupId] = group.groupId tblGroupNames[group.name] = group.name for _tmp2, unit in base.pairs(group.units) do tblUnitIds[unit.unitId] = unit.unitId tblUnitNames[unit.name] = unit.name end else log.error("Group missing groupId: " .. group.name) end end end end end end end on the interesting side, it appears that every unit generated from a late activation template through scripting will trigger the NPE. again, this used to work fine before the latest "patch".
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Static Template for Kunar and Nuristan FOB's
Rudel_chw replied to PeneCruz's topic in Missions and Campaigns
I prefer to have this kind of Template separate, for more flexibility when editing missions ... you only load those that are within the mission's area of operation. If a user needs the whole map fully populated, he can simply load all templates one after the other, and then save the resulting mission. -
DJHKC joined the community
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Afghanistan Development progress The Afghanistan map received extensive terrain mesh, normal maps, vegetation, ground texture, and other terrain improvements. In addition to Points of Interest (POI) areas around airfields and urban areas, the entire map has received a significant improvement in accuracy and realism, including from lower altitudes. An important addition has been the inclusion of Forward Operating Bases Clark, Gardez, Thunder, Tellier, Camp Dubs, and Camp Julien. Additionally, the Patrol bases of Khost and Deysie combat outposts have also been added. These are now highlighted on the Mission Editor and F10 Map View with green triangles. Other notable additions include the Mausoleum of Ahmad Shah Durrani, Kabul’s National Assembly, the Babur Garden, and the Kabul National Stadium. Many of the airbases also saw substantial improvement with more small and large object details, improved texture and lighting, and corrections to ramp and taxiway positions and AI logic. For a more detailed video report, please watch Matt “Wags” Wagner’s August 2025 Update video that discusses the update to the Afghanistan map and a dynamic campaign status report. Bye Phant