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https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.20.15010/ DCS 2.9.20.15010 Introduced DCS: MIG-29 A Fulcrum by Eagle Dynamics in the Early Access now! Introduced DCS: NS430 for MIG-29 A Fulcrum by Eagle Dynamics. Key features: New campaign DCS: A-10C II Outpost Campaign by Stone Sky DCS Core Single helipad spawning “All terminals are busy” problem in multiplayer - fixed Multiplayer Slots not shown as busy but can not be used - Multiplayer Bugs - ED Forums AI Aircraft The AI F-4E will not strafe with the gun pod SUU-23 on the first pass (target) and needs to reattack before firing - fixed Mi-8 and UH-1H do not open the doors when troops disembarking - fixed F-16 AI can’t use ATP pod - fixed F-16 wingman refuses to engage, when finally it engages, it uses guns instead of the GBU12s, and track Sniper pod shows wrong in track - Aircraft AI Bugs (Non-Combined Arms) - ED Forums A-20G turret does not move/fire/react - fixed AI aircraft evasive maneuvers logic is not working with active missiles - fixed AI Aircraft no longer react to Fox 3 Missiles (Active Radar Homing) - Aircraft AI Bugs (Non-Combined Arms) - ED Forums AI Ground Added RSBN and PRMG special ground units and their respective symbology for facilitating these landing systems anywhere on the terrain. Forum guide (note: MiG-21bis from Magnitude3 is not compatible with this RSBN/PRMG system yet). GPS spoofer unit model added, WIP, no jamming functionality yet. Currenthill Asset Pack Numerous changes to pack models, parameters of vehicles and interactions. Detailed list Changed BMP-T mesh smoothing Changed T-84 Oplot-M mesh smoothing Changed 9K720 textures Fixed BMP-T suspension Fixed Pantsir-S1 suspension Fixed M-ATV suspension Fixed M1130 suspension Fixed M142 suspension Fixed IRIS-T SLM suspension Fixed FV101 suspension Fixed FV107 suspension Fixed 9K720 suspension Fixed TOS-1A suspension Fixed Tor M2 suspension Fixed T-90M suspension Fixed T-84 Oplot-M suspension Fixed T-64BV suspension Fixed T-90A encyclopedia animation state Fixed TOS-1A encyclopedia animation state Fixed T-90A turret traverse and elevation angles Fixed T-90M turret traverse and elevation angles Fixed T-90M sight point placement Fixed Tor M2 encyclopedia error Fixed Pantsir-S1 low engagement performance Added Pantsir-S1 player control Fixed IRIS-T SLM STR radar rotation speed Fixed Tor M2 low engagement performance Added Tor M2 player control Changed Tor M2 mesh smoothing Changed Pantsir-S1 textures Fixed Project 22160 Tor M2KM low engagement performance Added Project 22160 Tor M2KM player control Fixed Project 22160 Tor M2KM search radar rotation issue Fixed T-64BV turret traverse and elevation angles Fixed Tu-95MS air refueling probe misalignment Fixed 9K720 armor protection level which was too high Fixed TOS-1A turret protection level which was too high Fixed M1083 armor protection level which was too high Fixed IRIS-T SLM armor protection level which was too high Fixed Pantsir-S1 armor protection level which was too high Fixed M142 armor protection level which was too high Fixed M142 ATACMS missile covers after rearming Changed IRIS-T SLM LN from flip tube covers to ejecting tube covers Changed IRIS-T SLM STR textures Changed IRIS-T SLM CP textures Changed IRIS-T SLM LN textures Fixed Tor M2 alarm state animation Fixed FV101 HESH long range direct fire issue Added FV101 HE-T ammunition type Fixed Tu-95MS uncentered propellers Mission Editor Add additional precision to object heading rotation field Quick Action Generator QAG now randomizes enemy units and AI skills based on the selected mission type. Fixed: end-mission window no longer appears in the debriefing after exiting the simulation. Fixed: previously added units are no longer reset when creating random groups in “Bomber Intercept” and “Ground Attack” missions. UI Added Search bar to Loadout and Livery lists in Rearming and Dynamic slots menu with the ability to search by name Added livery selection to encyclopedia with ability to seamlessly reload livery (will help livery creators to check changes made to the livery, without restarting DCS) WIP we will look for feedback. A more detailed tool for viewing models inside DCS is planned. Added Search bar to Dynamic spawn menu with the ability to search for a unit by name Removed old versions of in-game manuals from interface. Huey has "manual" in options - Bugs and Problems - ED Forums. Controls Mapping interface conflict tooltips do not show proper information - fixed Added new system options for mirrors resolution and sequential rendering Dynamic slots interface rope length for helicopters is not inherited from template group - fixed Weapons Introduced advanced model for R-27 missile family. Missiles got new CFD-based flight model, authentic control system that includes wing actuator model, altitude band-switching autopilot, Kalman-type guidance filters (different for IR and RF versions) which also drive seeker gimbal mechanics, INS and datalink system with realistic inaccuracies (for RF missile only), and RF or IR seeker. New semiactive RF seeker provides 'multitarget' tracking feature. This means that RF signals from several distinct targets will interfere and form one bigger apparent target once they simultaneously fall into the missile tracking gate. This apparent target may lead the missile between real targets in a target group, or to dispensed chaff. It also may steal missile velocity tracking gate and break guidance. R-27 proximity fuze now has a conical antennas pattern and variable explosion command delay to adjust for target size and closure rate. And, in addition, missiles got number of limitations caused by control systems design. For example RF missile can not be launched with roll angle exceeding 120 degrees because of gimbaled INS roll limit. Added Mk-83AIR GP HD bomb Added laser PRF code adjustment option for GBU-54 Fixed phantom bomb instances being frozen on impact instead of penetrating whatever they collided with Added fuze options for Soviet bombs and dispensers (BetABs, FABs, OFABs and RBKs). Adjusted BetAB, FAB and OFAB warhead parameters Added fuze options for Chinese bombs (250-2 and 250-3) Fixed phantom LGB instances trajectory desynchronization when using non-default laser PRF code Corrected available fuze variant sets for US HTP and non-HTP bombs Mk-20/CBU-99. Improved bombsight accuracy. Please note that using FMU-140 in low-altitude horizontal flight bombing runs will lead to poor accuracy - in these cases Mk 339 fuze must be used. FMU-140 should provide acceptable accuracy in dive bombing runs and, in specific conditions, in horizontal flight bombing runs (function altitude set to ca. 1/3 of release altitude and specific airspeed at release, e.g. function altitude - 3 kft, release altitude - 10 kft, TAS - 580 kts) Mk-20/CBU-99. Fixed Mk 339 fuze function delay being counted down after arming instead of after release BL755. Added fuze function delay options GMLRS. Added animation of rotation of the tail stabilizers block BetAB-500ShP. Improved bombsight accuracy in normal release conditions (release at 500 m altitude) Fixed non-detonation of bombs in certain conditions Fixed IRIS-T missiles constantly switching between command and IR guidance, which caused them to miss. Terrain Engine Tuned lazy loading of 3D models. We already had asynchronous loading in place, and this update adds complementary optimizations to ensure only the models needed in the current situation are loaded. This should slightly improve loading times in both the Mission Editor and mission startup. Voice chat Fixed. Crash on exiting from DCS when the “Pending request” window is open. Launcher Added. Help page with access to FAQ, User support, myReach AI helper, etc. DCS: MiG-29A Fulcrum by Eagle Dynamics First week patch updates: The animations for the cannon trigger and the missile trigger to be swapped. Lock indication is not resetting after lock break. But logic is working correctly and radar stops locking. Air intake louvers animation corrections. Provide lower resolution textures cockpit option CHAFF/FLARE sequence corrections. When repairing after a wheels up landing, the repair completes, but the landing gear is not lowered, so after repair you are dropped back on your belly, negating the repair. IFF issues for clients connected to the mission hosted on a dedicated server. Single Player or Self-hosted servers do not have this issue. Controls Indicator overlay (RCTRL+ENTER) missing 3D model damage WIP (first iteration) Additional English HUD/HDD version (fictional for convenience) Known issues to be patched: Autopilot-induced oscillations, mostly visual on stick, no effect on flight path below 600 KpH Landing/taxi lights issues - the light from penetrates into the model. Brake chute is not visible for other clients in multiplayer, physics working correctly When using FCR, missile launch is not blocked in the absence of a LA signal on the HUD/HDD. Ejection sequence and animation improvements. Cannon muzzle flash improvement Ejected cartridge animation The logic of the CAJ (Compensation Active Jammer) switch is not implemented when working with jamming. Imperial units cockpit version IAS indicator animation issue with Mach number. 3D models enhancements in progress: Finalization of the main texture, wear and tear. Technical inscriptions and stencils. Main landing gear bay high detail. Detailing of the air brake and the drag chute container. Main technical hatches and equipment bays. Detailing of the IRST. Detailing of the Flare/Chaff dispenser. Ejection seat details. 3D model damage improvements Additional LODs for 3D model FLIR texture. Additional liveries of countries that were operating MiG-29A. Livery template. (planned for October) Improved weapons pylons. Dynamic reflections on the canopy. Improved pilot model. DCS: NS430 Navigation system by Eagle Dynamics Added. Support for all available maps The device starts as powered on and switched to the map display on a hot start DCS: F-16C Viper by Eagle Dynamics Fixed: Emergency jettison does not remember master mode when done in A-G and resets to NAV. Fixed: Duplicating Thrust axes on the VPC Throttle MT-50CM3 joystick. Fixed: Bullseye text on FCR format appears blurry. Fixed: Landing Gear Handle light should illuminate when landing gear doors are in transit. Fixed: ECM pod continues to emit in Mode 3 if switched to Mode 1 or 2. Fixed: AI - Doesn't seem to be able to use new ATP. Fixed: AGM-65 WPN rdr cursor slew inputs below 5% do not move maverick seeker. Fixed: HTS/HAD overlapping emitters causes major/minor axis error and azimuth to rapidly change between values. Fixed: Missing HOTAS AG Gun Strafe Toggle. Fixed: AN/AAQ-33 ATP A-A TGP stops following radar track after bugging target in TWS. DCS: F/A-18C Hornet by Eagle Dynamics Fixed: Odd target designation/undesignation behavior due to MSI. Fixed: Center pylon mounted LITENING will continue to work if jettisoned. Fixed: Radar Contributed SURV tracks in TWS do not switch to full size HAFU's, enveloped by the radar circle. Fixed: The HAFU tracks start interfering with each other for the same target and sometimes doesn't even show that it's an L&S or DT2 target even though it is. Fixed: JDAM with FMU-152 Wrong EFUZ options. Fixed: Countermeasures. 4 chaff instead of 2 in Bypass mode. Fixed: MSI AIM-120C launches cause huge desync. Fixed: (AI) - In a group, wingman will never engage targets. Fixed: TWS switching between targets without MSI - NWS/undesignate. Fixed: No longer possible to lock target with TDC depress in RWS mode. Issue remains with LTWS disabled, will be fully fixed next patch. Fixed: AIM-9 quiet seeker uncage tone sometimes. Fixed: BST and HACQ range can be increased to 40nm. Fixed: Closing velocity (Vc) on RDR ATTK display is misplaced at the bottom for any case other than STT. Fixed: MSI - L&S and DT2 do not get deleted upon entering ACM mode. DCS: AH-64D by Eagle Dynamics Fixed: George stuck on a search loop under a certain flow. FM. Tweaked Yaw SCAS: Some users complained about excessive yaw-wobble during control by pedals and in transient modes when the helicopter's SCAS Heading Hold mode is ON. DCS: Mi-24P Hind by Eagle Dynamics Fixed Glitched texture blocks that were obstructing side gunner view DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics Board numbers disappeared - fixed DCS: F4U-1D Corsair by Magnitude 3 Added three Royal New Zealand Air Force liveries. Note: The Flight Leader School livery requires to enter a letter first followed by two numbers for the aircraft number system to work correctly. Fixed the wingtip vortices position. Fixed spawn-in from taking damage to the landing gear. Adjusted the R-2800-8W damage model: Extended the time it will break during WEP. Damage is now proportional to cylinder head and oil temperatures to the RPM and manifold pressure. Adjusted how water injection is enabled via the micro-switch and pressure actuated switch. Adjusted the variable center of mass as the weight changes from fuel and payload use, as well as wing flap positions. Adjusted gun position for mass. Corrected the weight for the Mk.6 droppable fuel tank. Fixed the mission editor icons for the droppable fuel tanks. Fixed the FFB trim. Corrected and added control inputs. Added the chronometer’s elapsed time function. Adjusted the mirrors. Adjusted the visibility of the HVAR control box light. Adjusted the visibility of the landing gear and cooling flaps indicators. DCS: JF-17 by Deka Ironwork Simulations Fixed. BRM-1 HUD pipper frozen Improved. SPI inconsistency on HUD, HSD and radar page. Adjust. INS drift under different align qualities DCS: AJS-37 Viggen by Heatblur Simulations NEW and overhauled Electric System NEW warnings and failures Electrics Hydraulics Autopilot AFK Reverser Changes to the RWR Updated database to be closer to the F-4’s Fixed radar carrier freq. not being set (ELINT file now has the emitter band set correctly) KB’s automatic mode works again. Added full fidelity MiG-29 to RWR library Added logic for the breakers ADI aligns to magnetic heading (+ deviation correction set) on the ground and if the fast erect button is pressed. Calibrated to true heading on rotation (based on stored runway heading) Added warning flag logic to air speed indicator and altimeter (LDOK) Cartridge loading now requires being on the ground and in BER Airbrake will slowly close from the airflow if hydraulic pressure is lost in Syst. 1 RAT failure when extended happens at much lower air speeds (>700 km/h) Added AC-DC rectifier failure Implemented a fix for “rough search” on reciprocal runways Fixed the “BANA line” hiding Fixed RR/ANF “cross” on CI stuck on screen Temperature measuring logic has been improved Flood lighting is now on during cold starts Implemented a random start position for the ADI Fixed kneeboard WP names Backup heading now shows raw magnetic heading, without declination correction Fixed HUD/ADI commands being stuck to U point Added logic to unselect U point (Safety unsafe or ANF selected) U point can now be reselected after having been overflown Timeline and compass now shows in LowNav mode when <40s from U WP Fixed RB-24 and RB-74 (Sidewinders) not locking anymore Setting rb15 ToT now only requires pressing BX button (without needing to press 8 as well) Updated rb15 ToT calculations FÄLLDLAST now illuminates on light test Added variable indicator light brightness Added instrument backup lighting Added instrument fault indications Distance Fuel Speed Altimeter ADI Pitch trim Corrected RUTA display Circle now shows R point location – it moves between them on “WP change” when drawn Line now alternates pointing toward previous and next RUTA WP Only draws R points that are “in order” (ie. with R1,2,3,4 all 4 are shown, but with R1,2,3,5 only 1 to 3 are) Changes to “Destination presentation” when a R WP is selected AoA indicator shows aircraft pitch on the ground Changed yaw Trim switch hint from “Emergency Yaw Trim” to “Yaw Trim” Updated the manual DCS: Iraq Map by Eagle Dynamics Added new airfields Al-Kut Airport. Mosul International Airport. H-2 Airbase. H-3 Southwest Airbase. H3 Main Airbase. H3 Northwest Airbase. H3 Highway strip (not as active airfield). Improved airfield scenes. Improved road network at airfields. Improved surface at parking lot of airfields Al Asad, Al Sahra, Al Taquddem and Q-West. Improved surrounding surface textures at Balad Airbase. Improved airfield signs, markings and taxiways. Improved Erbil airfield surface, shape and textures. Added more ground mounds to airfields. Fixed bugs in the airfield's surface. Tweaked default cameras at several airfields. Improved unique scenes across terrain. Improved road network across terrain. Added more lakes and rivers. Improved surface textures at northern and southern part Iraq. Improved FLIR and radar visualisation of several assets and models. Fixed bugs in 3d models: geometry artifacts, more precised collision mesh. Tweaked distances of models LOD switching. Tweaked objects life setting. Added new unique scenes. Added a unique scene of Kirkuk stadium. Added unique models water tower at Qayyarah Airfield West. Abu Ja'far al-Mansur Statue. Erbil Martyrs Monument. Mosul Transport Department. Saving Iraqi Culture Monument. Al-Shaab Stadium in Baghdad. Taki-Kisra. Al Taqaddum Dark Tower. Kirkuk Main Terminal. Kirkuk ATC. ATC Erbil. Fire Station Erbil. Firehouse Kirkuk. Baghdad Republican Palace. Baghdad Boneyard. Babylon Palace. Babylon Labyrinth. Baghdad Salute Platform. Grand Festivities Columns. Grand Festivities Lanterns. Mar-Mattai Monastery. two new models of Al-Kut Hangars. Improved surface, scenes and road network at Mar-Mattai Monastery, Babylon Palace, Baghdad Republican Palace, Unknown Soldier Monument, Grand Festivities Square area. DCS: Caucasus Map by Eagle Dynamics Changes in RSBN and PRMG beacons of Krasnodar-Center, Krymsk, Maykop-Khanskaya and Mozdok airfields: Removed frequencies of RSBN and PRMG beacons. Tweaked channels of RSBN and PRMG beacons for better pilot experience. Increase resolution of surface, models and other terrain assets textures. Increased draw distance of trees. Tweaked default camera position (F11) of airfields: Sochi-Adler, Kobuleti, Mozdok, Krasnodar-Pashkovsky. Fixed corrupted buildings and trees at: Cherkessk, Baksan, Pyatigorsk, Mineralnye Vody, Nalchik and Suvorovskaya areas. Tweaked life settings of several objects. Tweaked life and fire settings of trees. DCS: Sinai Map by OnReTech End of Early Access period of DCS: Sinai terrain module. Added parking for large aircraft to large airfields. Fixed a bug with TACANs. Fixed markings on airfields Ramon Airbase. Ovda Air Base. Nevatim Airbase. TelNof. Changed the landing and takeoff course for bots at the Nevatim airfield. Fixed bugs with parking numbers at some airfields. Added sea depth in Alexandria for mooring ships there. Added several military bases near the city of Tabuk. Fixed a bug with duplicating cities on the map. Improved textures of cities/towns blocks assets. Developed and improved cities: changed textures and added small objects. Added more roads, fixed a significant part of the sharp transitions between city textures and ground textures. New airfields and unique scenes in Egypt, Jordan and Israel EinShamer (for UAVs). Megiddo. King Faisa bin Abdul Aziz. Tabuk Heli Base. Khalkhalah Air Base. Taba International Airport. Added a new unique hangar for MezzehAirport. Added mirror hangars at airfields Hatzor. Nevatim Airbase. Ovda Air Base. Ramon Airbase. Tel Nof. Hatzerim Airbase. VHF HI frequency at StCatherine airfield was changed. Was - 121900000, became - 124500000. DCS: South Atlantic by Specter Studios End of Early Access period of DCS: South Atlantic terrain module. Changed default date within the mission editor to the 1st of October 2024 which makes summer textures the default. Revamped the following airfields and POI areas Port Stanley. Ushuaia. Ushuaia Helo Port. Mount Pleasant. Punta Arenas. Puerto Natales. Mare Harbour. Rio Gallegos. Rio Grande. Provenir. Franco Bianco. O'Higgins. Almirante Schroeders. San Julian. Comandante Luis Piedrabuena. Pampa Guanaco. Optimization pass to decrease video memory consumed for every airfield. Quadruppeled airfield texture quality across all airfields and roads. Doubled the texture quality of all building materials. Improved vegetation throughout the map. An updated vegetation distribution algorithm has been implemented to enhance spatial density and ecological realism across terrain surfaces. Corrected snow distribution bugs and tilling issues within the map. Normal maps have been upgraded and integrated into the Argentina / Chile terrain to deliver more accurate surface contours and heightened realism in lighting response. Added animated airfield radar units at airfields where appropriate. Various new models were added to airfields. Replaced all wind turbines with map specific animated turbines. Ushuaia PAPI lights are no longer on a slope. Upgraded all lighting to use new technology. Upgraded all airfield lighting to respond to take-offs and landings. Updated the F10 map with Country borders, heli locations, along with other visual enhancements to the overall map. DCS: Cold War Germany by Ugra Media Changes in RSBN and PRMG beacons of Gardelegen, Allstedt, AltesLager, Damgarten, Garz, Holzdorf, Kothen, Laage, Lerz, Mahlwinkel, Merseburg, Parchim, Peenemunde, Sperenberg, Templin, Werneuchen, Wittstock and Zerbst airfields Added callsigns. Removed frequencies of RSBN and PRMG beacons. Tweaked channels of RSBN and PRMG beacons for better pilot experience. Campaigns DCS: F-14B Operation Sandworm Campaign by Sandman Simulations All missions: statics rearranged for better deck crew compatibility DCS: F-16C Last Out: Weasels over Syria II Campaign by Ground Pounder Sims Mission 6 - Added fix for bug introduced by improved splash damage DCS: F/A-18C Operation Green Line by Badger633 Mission 7: HMVEE recently blocking aircraft and breaking mission fixed. Mission 8: Landing F16s now break mission fixed. DCS: F/A-18C Rise of the Persian Lion by Badger633 Mission 12 both variants: Broken SAM fail trigger fixed. Missions 3 to 15 all variants: AWACS added for better SA DCS: F/A-18C Rising Squall Campaign by INVERTED M00 - Fix pre-made animation for premature takeoff in non supercarrier (NSC) version files and recompile with the latest ME to solve the issue of running crashes. M02 - Reset AAR animation. M08 - Reset AAR animation DCS: F/A-18C Flaming Sunrise Campaign by Sandman Simulations All missions: AI AAR adjusted for better reliability All missions: AI CAS flight behavior adjusted for better results. Primary target is enemy armor not helos All missions: Minor changes for ground war balance, enemy helos and attack aircraft starting later DCS: F/A-18C: Raven One by Baltic Dragon M01: Fixed problem with Saint diving to the deck after passing waypoint 3. M02: Fixed problem with Iranian Su-24 diving for the deck when closing the CSG. DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Mission 4 - The Damned. All triggers wiped during previous update (as reported in forums). Current mission needed work to fix issues affected by new Ai behaviour. Fixed timing issues related to new Ai behaviour at take offs. Fixed saddle, refuelling orders, attack orders. Dozens of overall mission improvements to gameplay orders/timings. Added additional audio. Smoothed out timeline/gameplay. Mission 5 - Barrel Bombs. Fixed hummer colliding with Player during taxi. Mission 10 - The Railyards. Fixed timing issues related to new Ai behaviour on take off. Extensive reworking of mission elements to improve timings. Fixed issue with wingman not obeying orders (as reported in forums). Target sets 3 & 4 updated to improve gameplay. Dozens of fixes and tweaks to mission element timings & triggers. DCS: Mi-8MTV2 Crew Part 1 Campaign by Stone Sky All missions: Added Czech localization by user "Czech." Includes subtitles, briefing text, briefing images, and kneeboard pages. Mission 8: Adjusted external cargo weight to match the helicopter's technical capabilities under the given weather conditions. Fixed an issue causing engine failure due to icing. DCS: MAD Campaign by Stone Sky All missions for the SA342 Gazelle: Restored the automatic set UHF frequency functionality. DCS: MAD AH-64D Campaign by Stone Sky Missions 1, 9, 12: Enhanced target coordinates. Corrected tablet map images. Missions 4, 5, 8, 9, 10, 11, 12: Adjusted weapon loadouts to be more appropriate for the mission objectives. DCS: Mi-24P Outpost Campaign by Stone Sky Added instructions for cooperative play (pilot and weapon officer) to the documentation. Mission 5: Minor tweaks and adjustments. DCS: AH-64D Outpost Campaign by Stone Sky Mission 1: Corrected the weapon loadout to match the briefing. Mission 8: Minor adjustments to weather conditions. Mission 15: Minor logic changes to the event triggered by the destruction of the escorted object.49 points
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RSBN/PRMG ground units usage guide We have prepared additional units for RSBN/PRMG navigation and landing systems. These will help you to set up RSBN/PRMG environment in any airfield. We have made it so these units can be placed freely anywhere on the map which will give some additional freedom for mission makers. The set of this system consists of three individual components/units: · RSBN trailer/car (You can compare it with TACAN beacon) · PRMG Glidepath trailer/car (Glidepath signal for landing) · PRMG Localizer trailer/car (Localizer signal for landing) You can find them in relevant countries in Mission Editor under Ground Unit > Unarmed category. Let’s list nuances for each one of those components so you will get good understanding of how you can use them. RSBN car This unit is origin of RSBN signal. To activate RSBN on it you need to add Advanced waypoint action > Perform Command > Activate RSBN/PRMG beacon. Channel field in this command corresponds to the channel aircraft equipped with compatible system will tune into. 40 channels available in total. Callsign field corresponds to transmitted callsign over radio via Morse code. This unit can be installed anywhere within airfield, bearing in mind it is an origin of RSBN signal for the vectoring aircraft. PRMG Localizer car This unit is origin of the PRMG localizer vector signal. Follow the rule of installing it 200 meters after the end of the runway to which landing is performed to. Bear in mind that landing aircraft need to have clean line of sight to that unit to get the signal from it. If unit is placed on the slope and covered by the terrain hill for instance, landing aircraft won’t be able to get a good signal from it. PRMG units should be placed on the same elevation plane as the runway. Also, it is important to set unit heading to be aligned with runway landing heading. Additional symbology in mission editor is available when unit is highlighted, and we also added ability to fine tune heading with decimal numbers. To activate PRMG signal on it you need to add Advanced waypoint action > Perform Command > Activate RSBN/PRMG beacon. The general rule for the operators of these systems was to set channels as: RSBN channel + 2 = PRMG channel PRMG glidepath car This unit is origin of the PRMG glidepath vector signal. The rule of installing it is 300 meters after the runway start and on the side. This distance is important to adhere to in order to have correct landing vectors for glidepath. Distance on the side can be various and main practical point is to have this localizer car on the same altitude and plane as runway, otherwise landing glideslope will be inaccurate. To activate PRMG signal on it you need to add Advanced waypoint action > Perform Command > Activate RSBN/PRMG beacon. The general rule for the operators of these systems was to set channels as: RSBN channel + 2 = PRMG channel Overall setup example PRMG Glidepath and PRMG Localizer units operating for same location should be set to the same PRMG channel. Here is full setup example on the Beslan airfield46 points
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In this update, you will find carefully designed historical objects that will make every flight even more alive and immersive. Each object from majestic cathedrals to fortifications was modeled with reference to its real historical appearance to make your flights over France truly unique. This is history coming to life under the wing of your aircraft. Explore, plan operations and enjoy incredible detail! Architectural gems of Normandy and beyond: Abbaye de Jumieges - majestic ruins towering above the trees. Amiens Cathedral - A masterpiece of Gothic architecture, visible for many kilometers. Bayeux Cathedral - An architectural monument of the 11th-15th centuries, combining features of the Romanesque style and Norman Gothic. Bertangles Chateau - An exquisite French castle. A good place for a walk. Calais and Rouen landmarks: Calais Lighthouse — a 53-metre (178 ft) lighthouse on the coast. Calais Town Hall — a 72-metre (236 ft) bell tower Grand Theater de Calais — a magnificent Italian-style theater. At the time of its opening, it was the third largest in France and one of the few theaters with iron stage mechanics. Notre Dame Catholic Church at Calais — The church is large and has a fortress-like appearance. Arguably, it is the only church built in the English perpendicular style in all of France. Tour du Guet — is a 13th-century watchtower in Calais NotreDame de Rouen — A recognizable silhouette immortalized by Claude Monet. Rouen Prison - Historical prison of Rouen Evreux Cathedral - The cathedral is one of the most outstanding buildings in Evreux. The cathedral is a national monument37 points
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Hi all, I hope you're doing well! As development on the 2.0 build of the UH-60L mod is wrapping up I'd like to give an overview of the changes coming to the mod and some thoughts on the future. I was planning to do this in video form (and may still do so later) but I'm recovering from a nasty cold and currently can't stop coughing long enough to talk sensibly. Hence this post will have to do in the meantime One question I know will be on people's minds is "what about the submods?". The answer is simple - it's entirely up to the respective developers. I will be cleaning up the Discord server and rearranging the channels a little, but development and maintenance of the submods remains, as ever, the domain of the respective owners. The first area I want to discuss is art. I'm well aware the artwork of the UH-60L mod has it's limitations and issues. However there are no major art changes in this update. I'd love to do a complete overhaul of the model from scratch but I lack the capacity and capability to do it myself and I'm yet to find someone both talented and dedicated enough to commit to that endeavour. It would require a significant amount of work and time and I see this as being almost the entirety of a possible v3.0 update in the future, if possible. The positive side of this is that liveries _should be_ largely unaffected by this update. With that out of the way let's get into what is coming. The first big change is the flight model. While the engine and transmission simulation remains relatively basic (and will continue to do so) the flight modelling and physics have been completely rewritten. It's difficult to convey a change that is largely a subjective experience but I believe the result is far more accurate and dynamic than the previous version. From a technical point of view the new simulation is now mostly physics based instead of using tabulated data. The stability systems have also been updated and while the Flight Path Stabilization will remain a work in progress for now, I'm happy with the SAS and trim implementations. Speaking of trim, Force Feedback is now supported! You will need to enable this in the mod's Special Options menu. One art change that did come in is the use of the rotor blur system. Aside from a great visual update this also allows for flapping and coning animations which really improves the rotor disc effect. A new feature that many have asked for is the door gunner AI. The UH-60L now comes with the possibility of adding M60 and M3M door guns that are controlled by AI gunners. These gunners can be controlled with an ROE toggle key and a simple UI is also available to show their status. The M3M is a little fictional liability I included but I think it fits nicely. Another big change coming in 2.0 is the new 'DAP' variant. This is loosely based on the MH-60L Direct Action Penetrator. Since many of the capabilities that make up the MH-60L are not possible to implement in a mod (e.g. FLIR, laser designation, terrain radar...) I've compromised by taking the UH-60L and giving a ridiculous (but realistic) amount of dakka. The door gunners are replaced by M134 miniguns that can also be toggle to fix forward for pilot fire control, and the ESSS pylons can take the following weapon options: * 2x M230 30mm chain guns * 2x GAU-19 .50 rotary machine guns * 2x M134 miniguns * 4x FN HMP-500 .50 machine guns * 4x M260 7-shot rocket launchers * 4x LWL-12 12-shot rocket launchers * 4x M261 19-shot rocket launchers * 16x AGM-114K Hellfire laser guided missiles * 8x Air To Air Stinger missiles Custom cockpit panels have been added to the DAP variant for both the pylon weapons and door gunners. The DAP variant also has the fuel probe enabled by default for air to air refueling. Both aircraft now also have more options for fuel bags. The older 230 and 450 gallon tanks are now in stock. For the cargo haulers I'm pleased to announce that this version supports the new cargo system for loading and unloading crates and troops onto your aircraft. It's also now possible to release your slingloaded cargo, although it continues to have no effect on the flight model at this time. A number of other quality of life and bug fix changes have been added, and so I'll wrap up by listing some of them below: * Various DGNS bug fixes * Added FLY TO course support for DGNS * Various CIS, HSI and VSD fixes * Added sunglass/visor * AVS-7 now only visible when NVGs are on * Moveable crosshairs on the DAP variant * Overhauled damage model with new collision geometry and damage values * Doors can be removed or added from the Ground Crew menu * Added crew models (visibility can be toggle from interior as usual) * Interior geometry updated for proper enclosure and better lighting effects * Added working windscreen wipers * Various fixes to radios and ground crew calling * Fixed RWR displaying symbology outside of RWR * Fixes for fuel tank mass calculations and AFMS display * New documentation * New installer I'm sure I've missed some things but I'll leave them for you to find them out! --Kinkku36 points
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The crew of the AI MH-60 has been re-assigned Still very early WIP but she'll fit right in34 points
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Hi, fighters! We have been steadily developing the Normandy 2 map for two years, and now it is time to announce a new major update - with a lot of new additions and improvements! We are proud to present a major update for DCS: Normandy 2, which will immerse you not only in the epicentre of great battles, but also in the rich historical heritage of Europe. Get ready for new tactical possibilities and incredible depth of visual embodiment! NEW SEASON: WINTER For the first time for the Normandy map! War knows no breaks, and now you will have to fight in harsh winter conditions. Snow-covered fields and airfields will create a completely new experience of piloting and navigation. Now you will be in conditions where you need to watch out for the enemy and for icing. Greenery is now hidden under a blanket of snow. A new atmosphere, new conditions for missions, it will be available soon. The Big Smoke and the "City of Light" under the snow Winter France Winter England30 points
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DCS 2.9.20.15384 New campaign: DCS: F/A-18C & DCS: F-14 Iron Tide Campaign by Sandman Simulation DCS Core Decreased time of saving and loading of large missions VR crash with SecondaryShadowmap module - fixed (https://forum.dcs.world/topic/379042-dcs-crash-in-mp-secondary-shadows/) Crash on deactivation of RSBN(or PRMG) car - fixed AI Aircraft Takeoff procedure correction. Now the next AI aircraft waiting to take off permission to enter the runway is not based on the fact that the previous one has taken off, but based on its distance from the start point. A-20G. Corrected 3D model dimensions AI AV-8B problem with take off - fixed (https://forum.dcs.world/topic/379170-av8b-ai-will-not-take-off/) Weapons Kh-101 cruise missile. RCS reduced from 0.16 to 0.1 sq.m. FAB family bombs. Default arm delay changed from maximum to minimum. This will reduce the number of bomb failures during low-altitude releases. Fixed CTD caused launching missile far away of DLZ DCS: MiG-29A Fulcrum by Eagle Dynamics Added: 3D model damage WIP (first iteration). Added: Additional English HUD/HDD version (fictional for convenience). Added: Provide lower resolution textures cockpit option. Added: Controls Indicator overlay (RCTRL+ENTER). Added: Autostop procedure. Added: HUD repeater export. Added: Single missions Georgia 2008. Fixed: Crash on deactivation RSBN(or PRMG) car. Fixed: The animations for the cannon trigger and the missile trigger to be swapped. Fixed: Lock indication is not resetting after lock break. But logic is working correctly and radar stops locking. FCR: fixed STT extrapolation mode, lock is more stable now when target passes through notch, adjusted radar sensitivity in close combat mode, lock range and it's probability became more accurate, enabled sensitivity attenuation for CAJ mode (work in progress) Fixed: Air intake louvers animation corrections. Fixed: CHAFF/FLARE sequence corrections. Fixed: When repairing after a wheels up landing, the repair completes, but the landing gear is not lowered, so after repair you are dropped back on your belly, negating the repair. Fixed: IFF issues for clients connected to the mission hosted on a dedicated server. Single Player or Self-hosted servers do not have this issue. Fixed: When using FCR, missile launch is not blocked in the absence of a LA signal on the HUD/HDD. The lock can be removed by setting the switch PREPARE MAN - AUTO to the MAN position. We continue to work on this functionality. After all the work and testing is completed, we will write how it works. Fixed: Route point arrows for Mig29 DTC don't work correctly in some cases. Fixed: GUI Error when try to Import Mig29 DTC in some case. Fixed: Part of drag chute stays attached behind aircraft under the ground after dropping chute. Fixed: With broken retracted gear, the gear bay becomes transparent. Fixed: Part of 3D Pilot model still showing when hidden. Fixed: Synchronize external mirrors positions with internals. Fixed: One of Circuit Breakers combinations produce electric power jittering. Fixed: Padlock keys not working/ Fixed: Imperial units cockpit version IAS indicator animation issue with Mach number. Fixed: Autostart fails at battery level stage. Manual: The names of the bars on the instruments have been corrected, information about launching missiles in pairs has been added, and minor adjustments have been made based on comments received. Fixed: Gear bays are closed after repair despite gear are lowered. Fixed: No INS alignment after repair. Post-Release points: SPO15 - We saw discussion about SPO-15 RWR operations with onboard Radar, we gave elaborated explanation so far here: https://forum.dcs.world/topic/379025-spo15-feedback/page/7/#findComment-5697327 We saw some questions about mobile RSBN/PRMG stations usage. And just a reminder we have a guide for it here: https://forum.dcs.world/topic/378920-rsbnprmg-ground-units-usage-guide/ And Wags video on navigation and landing using RSBN/PRMG here: https://youtu.be/w4QTNLkMZEk AP oscillation problem is a priority for our FM team currently and we want to tackle it next. Some players reported difficulties with radar use, mainly due to incorrect mode selection. This update includes several radar fixes, and documentation will be improved to clarify proper usage. Check latest video from Wags for Ground Attack guide in DCS: MiG-29A Fulcrum: https://youtu.be/iUHbn9UcBeg Known issue: Currently the HELMET COOP mode usage sequence has a bug if RADAR state was OFF, before mode was activated. As a workaround to correctly Lock a target using the radar as the supporting sensor in Сooperative mode (COOP), the radar must be on (ILLUM-DUMMY-OFF switch must be in the DUMMY position) BEFORE activating the IRST modes (IR, CC, HELMET, OPT). For this mode you need to also switch IRST modes using the CW CCW switch movement and not use the keys 3, 4, 5, or 6. Activating IRST modes using the keys does not ensure target lock by the radar as an additional channel in Сooperative mode. We plan to correct that for the next update. DCS: F-16C Viper by Eagle Dynamics Fixed: Hot start left cheek pylon switch incorrect on hot start. Fixed: Crosshair and Point Track Box hidden during XR Processing. Fixed: Slight Zoom change while XR processing. Fixed: ATP A-A TGP stops tracking target after emergency jettison. Fixed: TNDL Transmit Power doesn't transfer correctly to the plane. Fixed: Incorrect "spool down" sound on startup. DCS: F/A-18C Hornet by Eagle Dynamics Fixed crash in radar. Fixed: Range while Search mode - Cannot designate raw bricks Fixed: Cannot burnthrough jammers - consistently fails - blinking lock. DCS: Mi-24P Hind by Eagle Dynamics Added missing axis binds in controls (Some missing controls - Page 2 - Wish List - ED Forums Pilot ARK-15 Volume Knob Radio Jadro-1A Volume Radio Jadro-1A Squelch Knob Radio R-828 Volume Knob Radio R-863 Volume Knob SPU-8 Main Volume Knob SPU-8 Intercom Volume Knob RMI-2, Course Rotary Knob PKP72M Pitch Trim Knob SPUU-52 Test Adjustment Knob Recorder MC-61 Brightness Knob Sight, Manual Firing Distance Adjustment Knob Sight, Moving Crosshair Brightness Adjustment Knob Sight, Moving Crosshair Horizontal Adjustment Knob Sight, Moving Crosshair Vertical Adjustment Knob Sight, Fixed Grid Brightness Adjustment Knob Sight, Target Base Adjustment Knob Radio R-852 Volume Knob Backup ADI Vertical Adjustment Knob Cabin Pressure Autopilot Heading Channel Delta Correction Knob [encoder, keyboard only] Autopilot Roll Channel Delta Correction Knob [encoder, keyboard only] Autopilot Attitude Channel Delta Correction Knob [encoder, keyboard only] Pilot-Operator ARK-15 Volume Knob SPU-8, Main Volume Knob SPU-8, Intercom Volume Knob Left Timer Interval Knob Right Timer Interval Knob RMI-2, Course Rotary Knob Sight Light Brightness Knob Sight Adjustment Knob Campaigns DCS: F-14A Zone 5 Campaign by Reflected Simulations Startup sequence further bullet proofed DCS: F-14B Speed & Angels Campaign by Reflected Simulations Startup sequence further bullet proofed DCS: F-4E Red Flag 81-2 by Reflected Simulations Safety trigger added to compensate for the new AI takeoff spacing30 points
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BA-52 "Wyuga" - ELINT pod for Su-22, with the "Lutch" indicator. I made it so when you equip the Wyuga, the TV in cockpit gets replaced by the screen for KH-58 and 25MPU targeting. Now comes the fun part - coding the sead indicator and logic using Su-25A avionics28 points
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I've developed an unhealthy obsession with trying to make better looking cirrus clouds. No other flight sims really have good looking cirrus and there's a reason for that. You either do volumetric procedural generated cirrus or shader/texture technique like DCS. Procedural generated clouds are great for lower level clouds but it just doesn't do thin wispy cloud formations like cirrus very well. Texture based techniques like what DCS uses can look good but because they are tiled textures they can look repetitive and flat. I've been working on the textures and shader code to eliminate any banding and ugliness at close range. I think I've got some pretty good results with this version. Thanks for everyone's patience as I experiment with this. I've added new and removed different textures along the way. Apologies if I removed one that you liked. Here are some screenshots from version 2.1...26 points
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Будет модуль, покажу )), даже с реальными переговорами с техником , так как запуск не выполняется молча , есть контрольная карта которая выполняется по памяти и вслух в процессе всего запуска .26 points
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Hey guys! I've been working on a set of Russian Cold War assets that will be added to the Russian pack. I hope you'll like them! They will all have LODs, different liveries and will fit perfectly with the Germany map and Cold War missions/scenarios. And since I have your attention, all donations no matter how small are welcome, all donations goes into getting better and better models for my assets. This is the preliminary list of assets: 2S1 SPG 2S3 SPG 9K35 Strela-10 SAM ASU-85 SPG BMD-2 IFV BMP-1 IFV BMP-1P IFV BTR-50PK APC MT-LB APC PT-76B LT T-72A MBT T-72B MBT ZSU-23-4 SPAAG24 points
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Попробывал новый модуль, ощущения двоякие , в основном положительные. Для начала не мог долго найти нормальное положение в кабине , если по высоте сидишь поавильно , то срезается часть КПП , ну и что то было не привычно с трэкером , не смог пока найти комфортные настройки , наверное надо переходить на VR )) . Пока далеко не продвинулся, потому что постоянно меняю настройки по ходу , выполнил запуск , руление и визуальный полет. Это заняло много времени. По порядку : некоторые выключатели практически не выключаются, поэтому по умолчанию их можно было бы оставить во включенном положении. Закрытие замков фонаря когда штырь утапливается , сопровождается довольно громким хлопком ( которого нет ) с небольшой задержкой , иногда до 4-5 сек. Клинья в положение ВП так же переходят с характерным звуком во время запуска. Тест контроль САУ показался слишком быстрым ( но может только показалось , потом еще проверю) . Триммера работают медленнее на самом деле и похоже не такие эффективные как в модуле. На рулении тоже должен ощущается каждый стык плит с характерным звуком как на машине, самолет не такой мягкий . Все это возможно бы оживило модуль. Взлет не плох, полет тоже. Пилотаж и маневрирование еще не пробывал . Ну и главное посадка, довольно похожа . В общем пока все не плохо. Как будет время , продолжу. По закрылкам : только два положения, взлет и убрано и для взлета и посадки. Изначально предполагалось три , но на первых сериях решили что достаточно двух , поэтому и в положении взлет и посадка они отклоняются на один и тот же угол . Закрылки плавающие и на 400км/ч начинают убираться сами, если их не убрать кнопкой . При этом кнопка остается нажатой и при уменьшении скорости они начнут выпускаться . Но это не правильная процедура.24 points
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Modeling real life, both, strong sides and limitations, is the beauty of full fidelity modules and DCS overall.24 points
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23 points
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Apologies for the lack of updates here. The project is still alive, although work has slowed due to the real world unfortunately getting in the way. Modelling work is basically complete, we are looking for someone to join the team to help out with finessing the unwrap and doing the texture work. I’ll dump some more of the images that have been shared on our discord.23 points
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Can we get this as part of the module setting instead of using the global ones. I use Imperial for all the western jets and want to use Metric for the Mig29... And its a PITA to switch it globally constantly. Thank you for your attention in this matter.23 points
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19 September 2025 Dear Fighter Pilots, Partners and Friends, The DCS: MiG-29A Fulcrum day has arrived! We are delighted to announce the Early Access launch of the first ever full-fidelity Russian jet fighter. This light-weight, highly-capable, early fourth-generation fighter became a legend across the globe. Watch the launch video. Since its early-1980s debut, the MiG-29A (9.12A) has served with 39 air forces, and around 100 airframes remain in active service. Experience this excellent dogfighter capable of high Gs and angle of attack with the potent combination of the R-73 high off-boresight dogfight missile and Helmet Mounted Sight. The Fulcrum can also engage in beyond visual range combat with the R-27 series of missiles, and conduct ground attacks with unguided bombs, canisters, and rockets. The Fulcrum brings a pure and visceral air-combat experience, and we cannot wait for your feedback, videos, and images. Enjoy! This update includes the new Fulcrum and a wealth of enhancements to DCS Core, it also contains aircraft module updates and fixes, and substantial improvements to several maps, including: Iraq, Caucasus, Sinai, South Atlantic, and Cold War Germany. Please note that on Monday the 22nd of September, 2025, we will be updating parts of our infrastructure and you may experience an outage in services for up to 10 minutes. Thank you for your passion and support. Yours sincerely, Eagle Dynamics MiG-29A Fulcrum Launch The full-fidelity MiG-29A enters DCS with a study-level focus on aircraft systems, flight model, sensors, weapons, and outstanding graphics. Designed as a point air-defense fighter, the export 9.12A variant pairs a capable radar and an Infrared Search and Track (IRST) system with an agile platform and deadly weapons. The result is a machine that lives for the merge, yet remains lethal in beyond-visual-range engagements. Why does the Fulcrum matter? Since its introduction, the MiG-29A became a cornerstone of many Cold War and post-Cold War air forces. In capable hands, the Fulcrum can be a deadly opponent, even to other modern 4th generation fighters. Upon the fall of the Iron Curtain and exposure of western fighter pilots to the Fulcrum, it was soon discovered what a powerful opponent it could be in-close given its R-73 “Archer’ and HMS combination. In DCS, the Fulcrum will provide a particularly deadly adversary in Cold War scenarios just employing semi-radar active homing and infrared guided missiles. The MiG-29A is operated by Russia, Poland, Bulgaria, former East Germany/Germany (later transferred to Poland), Czechoslovakia/Czech Republic/Slovakia, Hungary, Romania, Moldova, former Yugoslavia/Serbia-Montenegro, India, Bangladesh (export 9.12B), Uzbekistan, Turkmenistan, Mongolia, North Korea, Myanmar, Syria, Iran, Iraq, Algeria, Egypt, Sudan, Azerbaijan, Yemen, Eritrea,Cuba; and the United States acquired a small number for evaluation and adversary training. Many of these liveries are included in DCS. Early Access Highlights Fully interactive cockpit built from 3D laser scans and photogrammetry with precise switchology and labeling. Highly-detailed external model and pilot with Helmet Mounted Sight. In-depth system simulation including the SPO-15LM Beryoza radar warning receiver and flare/chaff dispensers. Fire Control Radar with both aerial search and track modes. IRST with Laser Range Finder (LRF) that supports close air combat modes and air-to-air and air-to-ground ranging. Helmet Mounted Sight (HMS) that can cue air-to-air missiles by just looking at the target. Air-to-air weapons: R-27R, R-27ER, R-27T, R-27ET, R-73, R-60, R-60M, and the GSh-30-1 30mm cannon. Ground attack modes for unguided bombs, canisters, and rockets including pre-designate, non-pre-designate, and toss deliveries. Navigation suite with Point-to-Point, Return, Landing, and Traffic Re-Entry modes. Program up to three airfields, three waypoints, and three RSBN beacons with Data Transfer Card (DTC) support. Gyro system with Fast and Long alignments, basic IFF modeling, an Early Access Guide, and Interactive Training missions. Cyrillic and English cockpit labels and avionics options. Units of measurement can also be either metric or imperial. The ´first week MiG-29A patch’ swaps the cannon and missile trigger animations, corrects intake louver animation, adds an optional lower-resolution cockpit texture set, refines chaff and flare sequencing, restores the controls indicator overlay, addresses repair behavior after belly landings, and provides an English HUD and HDD option; a dedicated-server IFF client issue is identified and queued for resolution. Known items in work include visual autopilot stick oscillations at low speed, landing and taxi light leakage, brake-chute visibility for other clients, FCR launch inhibition without an LA cue, ejection and muzzle flash visuals, CAJ logic with jamming, an imperial IAS indicator anomaly, and a large 3D detailing pass covering textures, stencils, bays, IRST, dispensers, seat, LODs, FLIR textures, additional national liveries, improved pylons, canopy reflections, and an enhanced pilot model. What is coming? Ground Control Intercept (GCI) command system. Full IFF modeling and full flight manual. Radar and IRST cooperative mode options. An Eagle Dynamics campaign, more missions, and liveries. Improved ejection seat with more detail and animations (see image above). How to fly it? The MiG-29A features a highly maneuverable lifting body, impressive nose authority, and a high thrust-to-weight ratio that can maintain energy in a fight. Combined with the HMS and R-73 high off-boresight capability, it will be a challenge to anyone in a phone booth with it. The IRST stealthiness and immunity to jamming can also make it a deadly sniper. Leverage the Return and Landing modes to get home and land quickly, even to non-programmed airfields (Landing mode). Master these strengths of the Fulcrum, and you’ll see why the Fulcrum became an icon. See more We will be sharing fresh post-launch development screenshots throughout Early Access. Explore the Development Screenshots. Matt “Wags” Wagner has also released his Aerial Combat Instruction video that delves into the sensors and air-to-air weapons of the MiG-29A. Videos on ground attack and defensive systems are coming soon. DCS Update Development Progress DCS Core This week’s update introduces new special ground units, along with their respective symbology and settings. You may place these landing aid systems anywhere on any map (note: the MiG-21bis from Magnitude 3 is not yet compatible). Note that the Caucasus and Cold War Germany have integrated RSBN and PRMG landing aids. Please read the RSBN/PRMG ground units usage guide. The Currenthill Asset Pack has undergone numerous improvements that include model updates, vehicle parameters, and interaction refinements. For Weapons, the R-27 missile family has been fully reworked with a Computational Fluid Dynamics (CFD)-based aerodynamic model, authentic control systems, updated seeker and guidance logic, new datalink/INS behaviors, and realistic limitations. Additional changes include adding the Mk-83AIR GP HD bomb, laser PRF code adjustment for GBU-54, expanded fuze options for Soviet and Chinese bombs, corrected fuze sets for U.S. weapons, and accuracy refinements for cluster and penetration munitions. Several fixes address detonation, trajectory, and seeker issues, while visual and functional improvements extend to GMLRS and other ordnance. Regarding the Terrain Engine, inefficient loading of 3D models has been tuned to load only those needed in the current context, improving performance in the Mission Editor and at mission start. AI Aircraft as usual got some pinpoint behavior fixes noted in the changelog. Quality of life features such as decimal inputs were added to the Mission Editor, as well as text search input fields in the rearming window. Multiplayer spawn windows were also improved. Quick Action Generator now randomizes enemy units and AI skills based on the selected mission type. Modules DCS: F-16C Viper received numerous fixes including emergency jettison mode memory, throttle axis duplication on VPC hardware, bullseye text clarity on the FCR page, landing gear handle lighting, ECM pod mode transitions, AI Advanced Targeting Pod (ATP) use, Maverick low-rate slew, Harm Targeting Sensor (HTS) and HATM Attack Display (HAD) emitter overlap, HOTAS A-G gun toggle, and ATP behavior in A-A Track While Scan (TWS). DCS: F/A-18C stabilizes Multi-Sensor Integration (MSI) in TWS and Range While Search (RWS), resolved JDAM EFUZ options and countermeasure bypass counts, addressed AIM-120C MSI desync and AI engagement reluctance, corrected seeker cues and ranges in BST and HACQ, repositioned closing-velocity symbology, and cleaned up L&S and DT2 when entering ACM mode. DCS: AH-64D reduced pedal-induced yaw wobble through SCAS tuning and fixed a George AI search loop. DCS: Mi-24P Hind clears obstructing texture blocks from the side gunner view. DCS: Mi-8MTV2 Magnificent Eight restored missing side numbers. DCS: F4U-1D Corsair added three RNZAF liveries and adjusted flight and damage model behavior, gear spawn resilience, indicators, mirrors, control inputs, and engine sounds. DCS: JF-17 Thunder fixed a frozen BRM-1 HUD pipper, improved SPI consistency across pages, and adjusted INS drift. DCS: OH-58D Kiowa Warrior addressed NAV data detaching, PERF CALC button response, HOG menu loops, DIR WPT caret visibility, and a multiplayer CPG slot crash. DCS: MiG-21bis Fishbed reorganized kneeboard pages and added RSBN and ARK data for the Cold War Germany map. Flaming Cliffs 4 expanded with DCS: Su-33 Flanker D Iraq instant actions. DCS: AJS-37 Viggen by Heatblur’s update overhauls and enhances many core and fundamental systems. The biggest highlight is the new electrical system, bringing a host of new warnings and failures, circuit-breaker functionality, instrument fault indications, improved RAT and AC/DC failure modelling, and more. They have also fixed the issue preventing RB-24 and RB-74 missile lock-ons and sincerely apologies for the inconvenience. Additional improvements include an updated RWR and database, restored KB automatic mode, major fixes to the RUTA display, and refinements to instrument, cartridge, and WP management, among others. In all, this update delivers a wide range of fixes and quality-of-life enhancements. See a full list of changes in our latest changelog! Terrains DCS: Iraq grew substantially with new airfields at Al-Kut, Mosul International, H-2, H-3 Southwest, H-3 Main, H-3 Northwest, and the H-3 highway strip. Airfield scenes have improved signage, taxiways, and surfaces across major fields. The road network has been expanded and surface textures are improved in the north and south. More lakes and rivers have been added, FLIR and radar visualization has been improved for multiple assets, Levels of Detail (LOD) and life settings have been tuned. Numerous, unique landmarks have been added including new stadiums, monuments, terminals, ATC towers, fire stations, and historic sites. DCS: Caucasus now includes RSBN and PRMG channels and frequencies at several bases. Texture resolution for ground and assets has been improved, tree and forest draw distance has been extended, corrupted scenery in multiple cities has been corrected, and object life and fire parameters have been tuned. DCS: Sinai by OnReTech exits Early Access with TACAN fixes, expanded parking for heavy aircraft, corrected markings at key airfields, improved AI runway course selection, deeper Alexandria sea depth for ship mooring, additional bases near Tabuk, city texture cleanups, smoother transitions between urban and ground textures, new hangars at multiple Israeli bases, and a VHF HI update at St Catherine, alongside several new airfields and unique scenes in Egypt, Jordan, and Israel. DCS: South Atlantic by Specter Studios also exits Early Access. The editor default date has moved to 1 October 2024 to present summer textures by default, numerous airfields and POIs are revamped, airfields received a VRAM optimization pass, runway and road textures are quadrupled in quality, building textures are doubled, vegetation distribution is modernized, snow and tiling issues are corrected, Argentina and Chile terrain gained upgraded normal maps, airfields benefit from animated radar units, new map-specific animated wind turbines, corrected PAPI at Ushuaia, modernized lighting that responds to takeoff and landing, and F10 map enhancements with borders and helicopter pads. DCS: Cold War Germany by Ugra Media revises RSBN and PRMG callsigns and channelization at many legacy fields, and they removed obsolete frequencies to improve approach usability. Please make sure you install the latest update to enjoy all these fixes and enhancements. Thank you again for your passion and support, Yours sincerely,22 points
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Hi ED, There is an issue with one of your 3rd party. As you may know, Polychop's Dev team have all quit the company leaving only the CEO. For some time now the CEO is not even answering on his discord and there is more and more unresolved bugs on the SA342 Gazelle and some on the OH58D Kiowa. The bugs vary from missing textures (on dipole antenna), wrong axis, keybindings issues, multicrew desynch and bugs, kneebord mixed up and more. Those bugs were reported from month or years, but nothing is done... For example here is some non revolved bugs : Reported on July 2 2023 : --https://forum.dcs.world/topic/329727-tm-warthog-throttle-mouse-axis-problem-on-tv/ Reported on June 8, 2023 : --https://forum.dcs.world/topic/327589-pedal-trim-not-working-propertly/ Reported on July 20, 2024 : --https://forum.dcs.world/topic/354334-multicrew-issue-pilot-and-copilot-affects-night-vision-google-employment/#comment-5672503 Reported on July 20, 2024 :--https://forum.dcs.world/topic/354333-multicrew-issue-with-nadir-even-when-copilot-leaving-the-gazelle-and-rejoin-entering-and-editing-waypoints-not-working/ Reported on september 14, 2024 : --https://forum.dcs.world/topic/357716-the-windscreen-wipers-do-not-wipe-when-you-press-the-pilot-wiper-button-on-the-stick/ Reported on september 14, 2024 : --https://forum.dcs.world/topic/357715-floating-metal-clip/ Reported on april 2, 2025 : --https://forum.dcs.world/topic/371479-i-love-the-gazelle-but-continuing-to-be-patient-for-a-joystick-slew-fix-for-the-minigun-variant-unable-to-point-minigun-to-the-front-of-aircraft-also-unable-to-point-fully-up-and-down/#comment-5654828Reported on June 27, 2025 : --https://forum.dcs.world/topic/375569-pilot-position-windshield-wiper-clickable-cockpit-switch-issue-as-of-291711733/ Reported on August 5, 2025 : --https://forum.dcs.world/topic/377214-multi-player-seat-switch-issue/ Of course there is more bugs than those mentionned here, it's just to show that some bugs are here since years ago. Now, what can ED do ? Well 3rd party have to maintain their products (which is not the case for Polychop Simulation). I expect mesures to be taken by ED toward Polychop to remedy this bad situation If this is not enough, maybe the Gazelle IP could end up in someone else hands, someone who will actually take care about this module, either ED or an other 3rd party. Thank you, Peet21 points
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Hi all, Firstly regarding the device limitations and how the device handles launch warning. The detection of launch warnings is handled by the subsystem called "Type 10 forming system" on board 55. This system actually does two things. - It receives raw pulse train envelope as well as information from board 57 (threat program) about detection of type N (Nike-Hercules) in track mode, and tries to detect the pattern of coding pulses corresponding to guidance commands sent to the missile through the MTR. If detected, it sends a signal labelled "Type 10 impulse" which triggers the launch warning. - It processes raw pulse train to detect M/HPRF signals, as the regular PRI measurement circuit cannot process signals with PRF > 10kHz due to aliasing (the reference clock is 100kHz and the measurement procedure is suboptimal as it was not designed for M/HPRF signals, requires picking up the same PRI at least 3 times in a row). Keyword is detect not measure: it can only determine if PRF is lower than 26kHz and if it's higher than 50kHz. That means the ability of a production SPO-15LM to categorize the threat based on PRF is limited to 3 bins, 10-26kHz, 26-50kHz and above 50kHz. The threat program board (57) would require a major redesign to handle more PRF bins, rather than the typical modifications it was designed for to update the threat type assignments. The bins themselves could be modified by doing some rewiring, (100 and 200kHz for instance could be achieved) but that wouldn't change categorization of typical gen 4 fighter radars at all (these are above 200kHz in HPRF modes). See the excerpts from signal flow schematic (from Polish docs available at MUT in Warsaw where the documentation is declassified there). Board 55, specifically the specimen we've seen is dominated with discrete logic gates packed by 4s into ICs, with the remaining space filled by printed circuits. With that, in addition to the above board 55 implements a lot of binary logic including 2 bit memory for the elevation channel (and handling of that channel in general), synchronization of individual azimuth channels with sequential part of the processing, part of the PRI measurement logic for signals below 10 kHz PRF, etc. As for what would need to be done: to detect AMRAAM or PD variants of AIM-7, the whole board would likely need to be replaced with a new one, as it would require measuring frequencies that aren't multiplicities of the reference clock - it would require pretty much another copy of the entire PRI circuit from board 56, but using a different measurement procedure. It would be difficult to squeeze 2 more counters on this board (board 56 uses 8 bit counters built with 4 bit counter ICs, so that's what was originally available). For older SARH missiles that use CW illumination for guidance, it could be possible to rewire board 55 in a way that outputs simultaneous CW and pulsed detection as Type 10, effectively causing presence of type P to also trigger launch warning every single time (but with more false positives). This was not done originally because at the time the device was designed, the CW illuminators were typically controlled manually by the operator. And we do not currently have any evidence this was done. But this is the most realistic modification that could potentially be implemented as an option. As for systems that use CW exclusively absolutely nothing can be done - the device simply doesn't capture any information about the CW signals other than their presence and average amplitude. Changing this would require such a major redesign of the whole device that it would no longer be the LM variant. AIM-54 is likely similarly undetectable, likely due to parameter overlap making it indistinguishable from AWG-9 even with potential modifications, it is listed as a known threat in a lot of MiG-29 documentation but with no launch warning for it, it is simply thrown under "type F". Alternatively to the above, a separate board could be designed that would take any necessary inputs from around the device and then trigger launch warning by directly sending the signal to the threat priority circuit of board 59. We're talking fantasy modifications here however. The launch warning can also be by an external MLWS connected to SPO-15, but the MiG-29 doesn't have one - it's basically the same situation as above. Command signals are out of the question for most systems as even if they were powerful enough, they're way out of band. NH is special in that the command signal is encoded in MTR's tracking signal. Overall, there's not enough info to implement any of this, if docs were produced for an upgraded cartridge 55 it could be considered as an additional threat program option, but pilot anecdotes are not a viable source, especially since it could be explained away by proper training and interpretation of incoming signals. A TWS capable fighter suddenly producing a lock on usually means that either they're about to launch a Sparrow or an AMRAAM went active. The same is the case for most SAM tracking radars: in DCS in particular a lock by a SAM almost always means launch. As for the device itself, it absolutely is hardwired, all logic is implemented directly in hardware. As for synchronization with radar, SPO-15 features a synchronization circuit on board 51, but it was designed for older radars such Sapfir-23. The principle of operation is the same as in older SPO-10, the receivers are blocked in rhythm with own radar's pulses. It cannot handle CW or HPRF signals (which trigger CW circuits anyway, followed by them being disabled completely in all channels once HPRF is recognized), so if they are emitted the affected hemisphere is shut down completely. According to electrical schematics for the aircraft, the N019 produces a single signal wire, which is used to block forward hemisphere, so that SPO can be left on and at least the rear hemisphere remains usable. Radio equipment manual confirms this. Full synchronization would require additional signals, so even if Cartridge 51 was modernized it would also require additional changes to wiring and to radar itself. Additionally every single channel in forward hemisphere on both boards #54 would need to be modified, so only CW signals were blocked, which is not avoidable. Failure of this system would cause the device to be flooded by own radar, making it completely unusable with radar on. hope that helps clarify some points. thank you21 points
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05 September 2025 Dear Fighter Pilots, Partners and Friends, We are excited to announce that the pre-purchase for DCS: MiG-29A Fulcrum is now live for the DCS Steam Edition. Get ready to slip into the cockpit of the classic 9.12A version of the MiG-29 and experience an authentic, early Fulcrum with look down shoot down radar, IRST, helmet mounted sight cueing for R-73 “Archer”, and the GSh-30-1 cannon. Pre-purchase is now on Steam and on our Shop. We are delighted to share progress on an upcoming update for the DCS: South Atlantic map that adds greater detail, realism, and optimization. To provide the best, default experience, the Mission Editor default date will be set to southern hemisphere summer. The release of this update will also mark the end of the early access period for this map. However, support for this map will not end. Please see screenshots of this fantastic map update and read the details below. This week we spotlight the Chinese Jianqiao Virtual Flight Group unveiling their Tactical Response Challenge, a team-based PvE event. Registration is open, with the event running from the 3rd of October to the 15th of November, 2025. We invite you to rally your crews, refine your tactics, and be part of this ambitious showcase of skill and teamwork. Thank you for your passion and support. Yours sincerely, Eagle Dynamics MiG-29A Fulcrum Pre-purchase on Steam Secure your DCS: MiG-29A Fulcrum Steam copy today with a 30% off discount. Your Fulcrum on Steam will be available at launch, and it will work seamlessly in multiplayer. Pre-purchase now to be among the first to fly. Please note that the price will increase to $63.99 USD, 20% off, at launch. South Atlantic Development Report An update to the DCS: South Atlantic map is in development and planned for inclusion in an upcoming DCS update. Every airfield is receiving an optimization pass to lower video memory usage. Texture fidelity is being improved significantly, with airfield textures quadrupling and building materials doubling. Vegetation across the map will now use a new distribution algorithm for denser and more natural coverage. Snow distribution and tiling issues are also being corrected. Normal maps are getting upgraded and integrated across the Argentina and Chile landmass to improve surface relief and lighting response. Airfield lighting and visual systems will receive a complete refresh. All lighting will use new tech, and airfield lighting will react to takeoffs and landings. Ushuaia PAPI lights are getting properly leveled too. Specter Studios is adding animated airfield radar units where appropriate and replacing all wind turbines with map specific animated models, as well introducing a variety of new airfield objects. A large set of airfields and points of interest are being revamped, including: Port Stanley, Ushuaia, Ushuaia Helo Port, Mount Pleasant, Punta Arenas, Puerto Natales, Mare Harbour, Rio Gallegos, Rio Grande, Provenir, Franco Bianco, O Higgins, Almirante Schroeders, San Julian, Comandante Luis Piedrabuena, and Pampa Guanaco. Mission planning quality of life is also being improved. The F10 map will show country borders and helicopter locations along with additional visual refinements. The Mission Editor default date is now the 1st of October, 2024 so summer textures are selected by default for new missions. Once this update is released the map will be feature complete and exit early access. However, improvements and bug fixes will continue. Please remember that you can purchase now whilst the 20% early access discount is still available. Specter Studios has a DCS Forum Page to discuss their projects. 2025 Green Balmoral Cup Tactical Aviation Simulation Competition Organized by Jianqiao Virtual Flight Group (JQvFG), a member of the DCS China community, this event will be the first simulated flight competition that centers on comprehensive tactical response of aviation forces in multi-factor, complex battlefield environments. We encourage all our Chinese speaking members to check out this fascinating event. The event presents participants with all-encompassing challenges: validating fundamental flight skills to handling adverse weather conditions, mastering individual combat techniques, executing team tactical coordination, adapting to battlefield variables caused by intelligence errors, and restructuring the OODA (Observe-Orient-Decide-Act) decision-making cycle. All these skills will be integrated into mission scenarios such as: • Offensive/Defensive Counterair (OCA & DCA) • Battlefield Air Interdiction (BAI) • Close Air Support (CAS) • Reconnaissance & Surveillance (R&S) • Air-to-Air Refueling (AAR) The competition will be held from the 3rd of October to the 15th of November, 2025 in a team-based PvE format. For more details please follow JQvFG’s official Bilibili account. Stay tuned for full coverage and live broadcasts of the competition. Generous prizes await the winners, and we look forward to welcoming individuals and organizations who are eager to engage in a clash of intellect and courage! Thank you again for your passion and support, Yours sincerely,21 points
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I plan to release v2.0 later today. I tried to get Tempest's wind mod working but it appears ED has locked that down because nothing I tried will decouple the ground wind layer from 1600ft wind layer. His mod will decouple the layers in the mission editor but it doesn't have any effect in game. 20 knots ground wind still results in 40 knots at 1600ft. That being said, I did make some nice improvements to this latest generation of cirrus clouds. I replaced a few textures with new ones and made some improvements to others. Shadows are looking much better now also. Overall I think these are the best looking cirrus yet. I also increased the fog visibility range in the mission editor. You can use that to create a nice hazy atmosphere look.21 points
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From Heatblur Discord: Hey all! Time to start shipping what we've been working on this summer; starting this patch with a large upgrade to the DCS: AJS-37 Viggen! From here, we're setting our sights on launching the AI Intruder and Early -A in the next patch. This large Viggen update overhauls and enhances many core and fundamental systems. The biggest highlight is the new electrical system, bringing a host of new warnings and failures, circuit-breaker functionality, instrument fault indications, improved RAT and AC/DC failure modelling, and more. We’ve also fixed the issue preventing RB-24 and RB-74 missile lock ons — our sincere apologies for the inconvenience. Additional improvements include an updated RWR and database, restored KB automatic mode, major fixes to the RUTA display, and refinements to instruments, cartridge and WP management and more. In all, this update delivers a wide range of fixes and quality-of-life enhancements. Please see the full Viggen changelog below and we can't wait to hear your feedback. We hope you enjoy! Stay tuned for the launch of the Intruder and early F-14A as we wrap up this summer's work. Your Heatblur Team20 points
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"The C-130J over the mountains in Afghanistan, delivering ammo for SOF to a remote airstrip in the area with confirmed enemy presence. What can possibly go wrong? If you are at @simgamingexpo in Chicago this weekend, you'll be able to try this short mission and see how it goes. You will also have an opportunity to meet & greet the head of the @airplane_simulation_company developing the Hercules for DCS by Eagle Dynamics and talk to JTAC RIFLE, who spent a lot of time flying the C-130 during his numerous deployments! Oh, and @ultrasaurustv will also be there, as well as yours truly (Baltic Dragon)."20 points
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Its been a while in here, The external model is now in a place where we are happy to release the lancaster AI version! It by no means finished in my eyes, but I doubt that it ever will be considering how many hours it took to get to this point alone, thankfully theres no hour counter on 3ds max or photoshop. There's a few areas that arent up to my standards but i think that they are minor enough that majority of people wont notice, should hopefully have a AI release for you all very soon! I know your next question is when the flyable version is, it will take time. The interior still needs massive modelling work and the flight model needs debugging to make it a smooth and authentic experience, so please have patience, we want to release this more than anybody. Ill leave you with some screenshots for now null image.jpgnull19 points
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After a lot of guessing, I discovered that the kneeboard folder for custom kneeboards is "MiG-29 Fulcrum", e.g.: C:\Users\<username>\Saved Games\DCS\Kneeboard\MiG-29 Fulcrum I tried MiG-29-Fulcrum, MiG-29_Fulcrum, MiG-29, MiG_29, MiG29A, MiG-29-9.12, Mig-29_9.12, MiG-29-9.12A, and several others before I found that exactly one other kneeboard folder contains a space (the F-86F Sabre), and tried it, and that worked. Phew!19 points
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Hello everyone, The 2.0 update for the UH-60L Black Hawk mod is now available on Patreon to all: https://www.patreon.com/posts/uh60l-mod-2-0-138859868 Please read the instructions in the post carefully! I will be updating the Discord server to include a bug tracking section for any issues encountered. Please note the ED forums are not a helpful place to report issues regarding the mod; issues tend to get lost in the noise. I hope you all enjoy the update.19 points
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Парни, только добрался до дома, с неба не слажу )), горячая пора, поэтому о новом модуле могу судить только по форуму, который читаю последние пару суток из разных городов страны. МиГ конечно у меня есть ( спасибо , Алексей, за подарок ) , завтра выходной, доползу до компа, загружусь , посмотрю и отвечу на все вопросы .18 points
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We're trying to make mid October. That might slip to November. I'll be shocked if its any later than that.18 points
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18 points
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12 September 2025 Dear Fighter Pilots, Partners and Friends, In preparation for the launch of the upcoming DCS: MiG-29A Fulcrum, we are pleased to bring you the next chapter in Matt “Wags” Wagner’s tutorial series: the MiG-29A Navigation and Landing. Enjoy! A new DCS: A-10C II Tank Killer campaign by Stone Sky is coming! You’ll be transported back to 2017’s most volatile airspace with the DCS: A-10C II OUTPOST Part III campaign that has you flying as part of the 74th and 163rd Fighter Squadrons. Set against the broader US/Russia great-power standoff in Syria, this chapter blends historical context with engaging gameplay and depth based on the Syria map. Execute demanding sorties with scalable difficulty and guidance. Another campaign planned for the next update is Operation Iron Tide by Sandman Simulations, which takes place following a devastating attack on the USS John C. Stennis in the year 2000. This campaign also takes place on the Syria map. With strict rules of engagement and a United Nations mandate, you will plan and lead the air component of a multinational response. Fly the DCS: F-14B Tomcat or DCS: F/A-18C, make the hard calls, and shape the battles. Stay tuned for the update to get your hands on these new campaigns! Thank you for your passion and support. Yours sincerely, Eagle Dynamics MiG-29A Fulcrum Navigation and Landing Our newest DCS: MiG-29A Fulcrum tutorial video focuses on navigation and landing. After a review of the navigation panel and setting up a Data Transfer Cartridge (DTC) navigation program, you’ll learn how to create navigation points that can be assigned as waypoints or aerodromes , in addition to setting up radio navigation (RSBN) beacons. The video also shows off the addition of new Mission Editor landing aid units like the RSBN unit and the PRMG localizer and glideslope units that can be placed on any map and any airfield for navigation and instrument landings. In addition to setting up navigation programs and how to fly an instrument approach, the video also discusses how to create an inertial navigation, in-flight, alignment fix, and how to perform a visual flight rules overhead break landing. Watch the MiG-29A Navigation and Landing video. A-10C II Outpost Campaign by Stone Sky Stone Sky’s DCS: A-10C II OUTPOST Part III campaign chronicles the Syrian War at a pivotal moment: June 2017. The SDF, backed by CJTF-OIR airpower, advanced on the outskirts of Raqqa while Syria became a strategic outpost for both the United States and Russia. You’ll fly as a USAF pilot of the 74th and 163rd Fighter Squadrons, tasked to fight in a complex, shifting battlespace where intelligence gaps, weather, and a rapidly evolving ground situation force you to rethink the OODA cycle in real time. Missions span CAS, CSAR, and PPS, plus special assignments that test everything from fundamentals to multi-ship coordination. The campaign comprises eight large-scale missions, each broken into 60–70 minute segments for tight pacing and steady progression. Expect sudden weather shifts, ground and in-flight emergencies, and richly-voiced radio traffic (more than 1,700 lines) that bring the theater to life. You’ll launch from Incirlik, Gaziantep, Şanlıurfa in Turkey, King Hussein Air Base in Jordan, and H-4 in Iraq with detailed briefings, mission histories, and background context to ground every sortie. Pilots of DCS: A-10C II Tank Killer will find unique 163rd FS liveries, among others, and the entire experience remains VR-friendly with simple control prompts via spacebar or a mapped button. With 200+ pages of documentation and kneeboard material, OUTPOST Part III is built for seasoned Hawg pilots seeking authenticity and mission variety, while still welcoming newer pilots through adjustable difficulty and clear mission guidance. F/A-18C & F-14B Iron Tide Campaign by Sandman Simulations In Operation Iron Tide, you are not just another pilot; you are the architect of the air war. Following an attack in Haifa, and a wider surge in regional terrorism, the United Nations Security Council authorizes a coalition to dismantle Hezbollah’s operational capability. Collateral damage is unacceptable. Every target you pick and your weaponeering must honor strict rules of engagement while achieving decisive effects on target. You will plan and command a large air component that includes four squadrons of DCS: F-14B Tomcats and six squadrons of DCS: F/A-18Cs. Two carrier strike groups provide sea-based power, while two Marine Corps F/A-18C squadrons operate from airbases. At your discretion, you may step into any cockpit and lead from the cockpit of a Tomcat or F/A-18C. Mission planning is the heart of the experience. Choose from a wide set of taskings that include air superiority, escort, fleet defense, suppression of enemy air defenses, close air support, and strike. Build packages that balance risk and effect. Your tactical choices and strategic sequencing will directly shape the number of missions you fly and the arc of the campaign. Each mission is bookended by detailed briefings and debriefings. You will have 150 pages of tutorials, charts, and briefing material at your disposal for mission planning. The campaign spans roughly ten to forty missions, based on your performance and choices. It features quality voice-overs that bring radio traffic to life. If you want a campaign that includes command-level choices that carry campaign consequences, Iron Tide is for you. Please stay tuned for these new campaigns in the next update! Thank you again for your passion and support, Yours sincerely,17 points
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I don't know what to tell you, other than that they are absolutely from a real C-130J... we recorded them over the course of 2 days after getting approval from the USAF. As others have mentioned, the planes in these videos are C-130H variants, which sound very different. I would also caution against using videos recorded using cellphone microphones as a point of comparison against what the actual airplane sounds like.16 points
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The update pays special attention to the islands, each of which has its own airfield, ready for use in missions: Alderney Island is the northernmost of the Channel Islands. Guernsey Island is an important strategic point. Like Jersey, the island became part of the Atlantic Wall. Jersey Island is the largest of the Channel Islands, with an area of 116 km2. From July 1, 1940 to May 9, 1945, the island was occupied by Germany. The islands' challenging weather conditions and interesting locations can add variety to your missions. These additions not only visually enrich the game world but also provide a wealth of new flight opportunities and interesting missions—whether taking off from the limited runways of island airfields or operations around iconic fortifications steeped in history.16 points
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I don't want to go into every exact detail but I have been fortunate to gain real world flight time in four warbirds since 2013. Twice, under unusual insurance conditions, I have flown real F4U-Ds (once in 2022 for 1.3 hours and once in 2024 for 1.5 hours {Obviously, I am not the owner of said Corsair.}). I can easily and definitively say that the F4U-D as it presents in DCS as of Sept of 2025 is not very close with respect to the flight model for a real F4U-D. Major differences include: 1 - The real F4U-D is nowhere, ... and nohow, ... as twitchy as the Magnitude 3 version. All the axes are more stable but most notably, pitch. 2 - While you do have to trim regularly in a real F4U-D, it is not the Tamagotchi situation that presently occurs with the DCS version. 3 - The well known left wing drop is not as bad in the real F4U-D. 3 - I can easily say that the real F4U-D is much faster, ... and subjectively much faster feeling, ... than the DCS version. (It's a f ........ throaty beast, ... and not just subjectively.) 4 - The 13 foot prop is much louder and throatier than the affair in DCS. 5 - While careful attention to engine management is crucial to success in the real F4U-D, the unusual engine seizures and characteristics currently of the DCS version are not correct. Now, I don't mean to drop a turd in the punchbowl and then run for the exits but I am not even a participating member of this forum (by my own choice). I just had not seen any comments from real warbird pilots and wanted to make a contribution. Lastly, I want to say that I am appreciative of Magnitude and time they have spent on this model. I know things will be fine tuned in the months and years ahead. Thanks for your work Magnitude!15 points
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Anyone wanting to keep up more frequently, I would say track his discord. Apparently she is getting really close to release. To help VN out, I grabbed some of his latest screens from discord to put on this thread for him. @ViolentNomad Just FYI. null15 points
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... Amuse-bouche. A little surprise for you. This isn't just a video—it's the result of painstaking work recreating architectural heritage, transforming the map from a collection of landscapes into a living, breathing world of history. France under your wing!15 points
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I'm not the developer, but I understand that these are the v1.2 changes: v1.2 Added: ATC Radios (only UHF frequencies work for now) Added: BASIC WIP multicrew sync: -This is experimental and has many limitations -MC sync is only one-way, when the front pilot is in control, the rear cockpit will sync. When the rear pilot takes control, there is no longer any sync -The only items that sync are: Flight controls, throttle, canopy, hook handle, and landing gear handle Added: OBOGS System Added: Pitch & Roll Key binds Added: Inner, middle, and our marker lights Added: Rudder tab animation movement Added: Controls Indicator Added: Training missions (thanks to Rudel_chw) Added: Snap view for numpad 0 Improved: Warning and Caution Light system. Master Alert button and tones now function Improved: Low Altitude Warning (LAW) now has associated tone and MFD/HUD indications Improved: BINGO now has associated MFD/HUD indications Improved: Radio preset channels can now be used Improved: Default starting position of many switches and dials Improved: Wheel friction adjusted Improved: Flight model overhauled -Pitch buck implemented -Max speed more accurate -Stall behavior improved -Transonic pitch transient added -Speed brake causes pitch up and light turbulence Improved: HUD: -Symbology improved, symbols and text adjusted -command steering markers now limited to edge of heading tape -CDI steering arrow added -A/A gun sight (note: LAC and RTGS are currently the same) -HUD Auto Brightness available Improved: MFDs: -MFDs now default to ADI and HSI page on hot starts -CRS and HDG adjustment on HSI page can now be held down -HSI PLAN arrow now always at edge of compass ring -HSI and DATA page show waypoint name (if entered in mission editor) -MFD brightness now affects all elements, and ADI retains color when dim -Waypoint DATA page funtional, waypoints and waypoint offsets can now be changed -GPS page functional, ICAO airfield points can be transfered into waypoints -Sequential waypoint lines (note: lines are solid and not dashed due to limitations for mods) -Offset waypoints -Stores page target wingspan and height entry -VREC, BIT, and TRNG pages (non functional) -Time to go calculations for TACAN and Waypoints. No more jittering of numbers -ASC-013 upgrade is being implemented. This includes: -HSI scale now 5-320nm -Up to 61 waypoints can be used -TACAN and VOR symbology now magenta and green -More additions to come in future updates Improved: Altimeter dials more readable Improved: Takeoff trim is set for ground hot starts Improved: Missing icon images (thanks Fresh) Improved: Mission editor name changed from "T-45" to "T-45C" Improved: Engine and GTS system. -Thrust, EGT, fuel flow more accurate -Hot starts now possible -ENG page fully functional Improved: Rudder knob now springs back to center. Keybinds adjusted accordingly. Fixed: Altimeter now reads proper barometric altitude (was always using 29.92 altitude) Fixed: HSI wind direction 180 degrees off Fixed: Carrier TACAN not working (mission file format was changed) Fixed: VOR, TACAN, and Waypoint nav using true north and not magnetic north Fixed: Removed duplicate default keybindings Fixed: Engine windmills at 1% when parked, preventing repair Fixed: Console Lights always on Fixed: Engine Start Switch keybind conflict. New key bindings Fixed: Spin direction indicator was showing laternal acceleration, now shows yaw rate Fixed: Brakes still worked with zero brake hydraulic pressure Fixed: AI aircraft too slow on takeoff Fixed: Anti-skid too strong Fixed: Canopy normal texture change to prevent canopy glare Fixed: Hook Bypass switch is clickable again, and properly functions Fixed: If emerg gear lever is used, next mission load gear still emergency extends Fixed: Anti-skid light now extinguishes when gear not down Fixed: Battery voltage incorrect at 28v and not 24v Workaround: Fake wing fold available for supercarrier deck crew by raising/lowering flaps Added Keybindings: -Master Arm else safe -Seat arm/safe -Speed Brake forward/aft else center -TACAN power and channel knobs -VOR/ILS power and frequency knobs -Radio tuning and control knobs -Master Alert button light15 points
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ED, On first impressions, short of a few issues like IFF for MP (this as i say to all dev's on any module has to be a day one release feature these days) and the att hold for autopilot and few other niggles I think ED have done a great job with the fulcrum. Its alot of fun to "fly", brings a much needed improvement over the Mig21 in terms of Gen 4 for the red side and on superficial play looks and feels great. Night 1 a solid 6 hours of learning the basics, circuits, handling capabilities, playing around with rudder and splitting the throttles, high alpha moves and navigation systems, zero vis landing etc to get a really good feel for it, its instant nose authority and sustained speeds ingame for rate fights etc i noticed the engines can flame out in certain conditions which "auto relight" with windmilling and throttle to idle. I thought I will move onto the emergency procedures post learning the radar and attack. Night 2 of learning its A2A radar, and ground delivery modes all seem good, well worth highlighting the IFF friend and foe lock that i see most people complaining about cannot lock on (when testing say and trying to lock a friend). Night 3, starting to take a deeper dive and here comes the wall, there isnt any. Past superficial play and once going into emergency regimes i note alot of the panels and features are not selectable and do not work. I've worked through the manual and note they say not available. So none of the Emergency control panel works such as ramp retraction, air relight left and right, ab emergency cut off, fuel shut off left and right, they are all listed as not available. I note other features such as the feel control unit states not implemented yet, a clear difference. Considering the heritage of what DCS Full fidelty means and i refer to modules such as the A10C or the KA50, there clearly is a large gap in what full fidelity means and what concerns me is the engine/model behind this. If this is the final state of the Emergency control panel and other panels not available one could very easily interpret that the back system for this is not there also re damage to systems? Please could you clarify if this is the new standard of full fidelity because if this is the case its a very clear departure from past modules for example in the A10C i can literally control all aspects which actually during play is super useful when taking damage can manage the failures and in alot of ways the A10C is still the gold standard all those years ago. If the manual is correct and these are not going to be available i would suggest a rebrand to Mid fidelity. Look forward to the clarification, hopefully this is just a translation issue and the systems will be modelled. This is not a "hate post", far from it, as i said really enjoying what it brings to the game and recommend people buy it but just seeking the direction of this module and futures ones like it (as in conversions from FC3 re F15C).15 points
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I've been on work related journey for two weeks. I just got home (like 4h ago) Anyway, In those hours I started working on BA-52 Vyuga ELINT pod, and then the KKR-115 points
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15 points
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I have some reason to believe that a video will be arriving within the next 12 or so hours.15 points
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It took a week to download the update and get the MiG installed but I finally have it. All I can say is "Wow!" Just had time to take her up for a quick circuit around Senaki. The takeoff handling is extremely smooth. And it's handling on landing was even better. With a bit less than the 60% fuel I took off at and 2 AAMs on the wings, she touched down at 260 km/hr, just as she should. Wonderful. Now I just need to find the time to learn this machine.14 points
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14 points
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14 points
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Because not a single day goes by when I don't get messaged on Discord by someone who can't read basic instructions and they fail to install it properly. It's really annoying and the installer ensures it is put in the correct location. It also places the script for the door gunners in the correct location too. Lastly, it checks and shows you the update changelog so you can just run the installer and know if there is a new version and update. And I can just keep uploading regular small fixes when I can, without having to publish and announce lots of new versions. I think it is much simpler for everyone involved. I know it maybe conflicts with people who use mod managers, but I think on the whole that is a minority of players and the benefits are worth it.14 points
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UPDATE v1.1 Hello guys, new update is up. The cockpit model was redone — most parts rebuilt from the ground up and retextured. The exterior also got some fixes: corrected damage model (no more parts showing when they shouldn’t after damage), added bort number on the front landing gear, boarding ladder, and intake covers for parked/static aircraft.Flight model was adjusted to remove the unrealistic supercruise. Smaller tweaks include engine sound update. Unfortunately for now fabric cover doesn't work as it should on parked (not static) aircraft with open canopy clipping through it, so it was removed until it could be added properly in the future.14 points
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