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  1. https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.19.13478/ DCS Core Mission state save. Added functionality to save all destroyed units (air or ground or infantry) in their positions as destroyed statics when mission state save is used. By default these statics are hidden in the editor, you can find them in the unit list. (We plan to bring waypoints state and groups options save in next update) Cargo. Internal cargo support added for UH-1H, Mi-8 and Mi-24P AI Aircraft. F4U-1D. Incorrect behavior if fuel runs out in some cases - fixed. AI Aircraft. F4U-1D AI flight does not group attack with rockets - fixed. AI Aircraft. Heavy planes tend to over-AoA when landing - fixed. AI Aircraft. In some cases, when launching a semi-active missile, the aircraft would offset F-Pole maneuver beyond its radar’s gimbal limits and lose tracking - fixed. AI Aircraft. Jalalabad AB. Traffic jam on the runway during landing of a helicopter group - fixed. AI Aircraft. Refueling task doesn't react to stop flag - fixed. AI Aircraft. Refuelling probe is not retracted if the refuelling ends according to stop condition - fixed. AI Ground. SA-11, SA-2, and SA-3 launcher targeting algorithms improved. AI Ground. Fixed AI logic to address possible collision of ground units witр aircraft parked or moving on the ground in some cases AI Ground. Fixed cases when some of the dead units are not getting colder in the FLIR image. Adjusted the brightness of ground units in FLIR. AI Ground. Sam sites are failing to rearm when supplied by a vehicle or airbase warehouse in some cases - fixed. ME and Encyclopedia. Added a Search bar to unit lists with the ability to search by typing in any text. QAG. Fixed operation years data for units WW2 and SA-2, and SA-3 sites. QAG. Removed incorrect “Restrict Air-to-Ground Attack” option for helicopters in “Dogfight” mode.. QAG. Removed incorrect “Restrict Air-to-AIr Attack” option for helicopters SEAD SR mode. QAG. In some cases ENEMY LOCATION is placed on an unsuitable surface - fixed. QAG. Generator selects the helipad for the aircraft when the player chooses to start from the airfield on some terrains - fixed. Weapons. AGM-84 family. Added a speed limit of 0.9M. Weapons. AGM-84H. Updated drag params. Flight model tuned and dynamic launch zone corrected. Weapons. Fixed erroneous missile mass of AIM-7 family. Minor effect on missile flight performance due to mass adjustments. (Aim-7 inconsistencies with mass - Weapon Bugs - ED Forums) Weapons. Fixed incorrect high-drag bomb parameters that could cause an AI aircraft to crash while performing an attack run. Weapons. Implemented additional skins for bombs: Mk-81, Mk-82 BSU-33, Mk-82 BSU-86, Mk-82AIR, Mk-83AIR, Mk-84AIR, Mk-84, GBU-54, GBU-38, GBU-32, GBU-31, GBU-24, and GBU-10. Weapons. Missiles proximity fuze can be triggered with electric power supply expired - fixed. Weapons. SNEB HEAT rockets effectiveness was low against armored targets. The SNEB-68 cumulative factor values have been fixed. Weapons. Low Tunguska missile accuracy - fixed. Added: Currenthill Asset Pack FV101 Scorpion Light Tank FV107 Scimitar CRV T-90A Main Battle Tank (MBT) T-90M MBT T-84 Oplot-M MBT T-64 Bv 2017 MBT M1130 Stryker Infantry Combat Vehicle M-ATV MRAP BMPT Terminator MBT support vehicle 9K720 Iskander SRBM (with 9M723K1 Cluster/Unitary missiles) M142 GMLRS (with M30A1/M31 missiles) M142 ATACMS SRBM (with M39A1/M48 missiles) Pantsir S1 SPAAGM (with 57E6 missile) Tor M2 SHORAD (with 9M338 missile) TOS-1A MRL (with MO.1.01.04M missile) M1083 MTV Truck IRIS-T SLM LN SAM (with IRIS-T SLM missile) IRIS-T SLM STR SAM IRIS-T SLM CP SAM Tu-95MS Bomber (with Kh-101 and Kh-555 cruise missiles) Mi-28N Attack Helicopter (with Ataka and Igla missiles) Project 22160 Patrol Ship with SA-15 (Tor-M2) Project 22160 Patrol Ship Known issues - TU-95, Mi-28 and T-90A replace old assets, some issues with livery and loadout selection WIP. IRIS-T SLM -erroneous launch warning (WIP) DCS: F-16C Viper by Eaglе Dynamics Fixed: AN/AAQ-33 ATP A-A MT slew to selected target with no inertial extrapolation. Fixed: AN/AAQ-33 ATP doesn't handoff to AGM-65 Maverick missiles when in MT mode. Fixed: AN/AAQ-33 ATP in MT mode determines air target range too precisely. Fixed: AN/AAQ-33 ATP higher than allowed zoom. Fixed: SPI and weapon symbology decoupled from AN/AAQ-33 ATP when POINT track entered. Fixed: AGM-65 seeker oscillates and de-slaves from SPI with AN/AAQ-33 ATP. Fixed: GPS/INS guided weapons were missing the Azimuth Steering Line. Fixed: LGB doesn't seem to track moving targets correctly. Fixed: GBU-24 inherits and duplicates CCIP symbology. Fixed: GBU-24 will not auto-lase. Fixed: After the first AGM-65 fired, The Maverick seeker/symbology gets stuck. DCS: F/A-18C by Eagle Dynamics Added the ability to designate an AWACS surveillance (SURV) Multi-Sensor Integration (MSI) track file as the Launch and Steering (L&S) or Designated Target 2 (DT2). This is a work in progress with expected changes/improvements later. When finalized, an instructional video will be provided. Known issues: AIM-120 desync issues (not strictly an MSI issue, but rather more visible because of it) Half-sized HAFU for MSI track in TWS radar mode. Missing L&S, MSI-only tracks on SA page. Incorrect AIM-120 RWR warnings from MSI-only launches. Incorrect HMD indication of MSI-only targets as friendly. All MSI targets should be in the priority ranking matrix. Low priority tracks presentation missing. HAFU's missing proper MEM flashing logic based on contributing source. L&S Trackfile losing radar contribution causes the trackfile to be deleted and requires re-designating. Fixed: Terrain Avoidance (TA) radar mode could produce strange parabolic shapes of sea surface. Fixed: DTC countermeasure interval did not match aircraft's. DCS: AH-64D by Eagle Dynamic Added Total Controls keyboard unit profiles. Fixed: Crash when using rockets with open panel George AI in some cases. Fixed: Crash when trying to change weapons in George AI panel in some cases. Fixed: George AI CPG WPTHZ list not accessible if TGT/THRT points are present but no CTRLM points. Fixed: George AI switching to LOAL/LOBL audio switched. Fixed: George CPG FWD AREA and PHS AREA searches revert to OWN PFZ search. Fixed: George sometimes reports "Target lost" instead of "Target destroyed". Fixed: George reports out of range when well within range. DCS: CH-47F by Eagle Dynamic Added. Ground detent position for the Thrust Cont Lever. Fixed. MFD airspeed readout on map only displayed ground speed. Fixed. "Insert Before" command unable to cancel. Fixed. Incorrect total size for the Embarking task. DCS: Mi-24P Hind by Eagle Dynamic Added new controls binds for: Wipers Pedal damper Fuel cut-off Multicrew control assumed Hydraulic system switches DCS: JF-17 by Deka Ironwork Simulations Fixed. TDC axis behavior in AA TWS EXP mode Fixed. HPT information on radar page Fixed. HUD in AA gun mode should not show non-AA contact SPI indicator Updated. RWR database DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed: All digital data on dash detaching from dash on NAV SETUP page. Fixed: Perf Page CALC button requiring two button presses. Fixed: Hog menu CLASSIFICATION, PRECEDENCE, ACKNOWLEDGE lead to an endless loop. Fixed: No WPT carat displayed on VSD heading tape in DIR WPT mode when no route is loaded. Fixed: CTD when attempting to slot into the CPG seat of a dynamic slot in multiplayer. DCS: MiG-21bis by Magnitude 3 Reorganized kneeboard pages order. Added kneeboard RSBN and ARK data for Germany Cold War map. DCS: F4U-1D Corsair by Magnitude 3 Flight Model & Systems: Added Master On/Off Switch for WEP. Repurposed unused fuel pressure gauge into a water pressure gauge Art: Corsair External Model: Fixed back-face culling on HF Antenna mast. Fixed numerous smoothing errors. Fixed damage visibility for large flap gaps. Fixed right wing folding mech aileron rod poking through the wing. Fixed missing right wing fold mech on LoD 02. Fixed HVAR pylon UVs on LoDs 01, 02 & 03. Fixed missing small flap gaps on LoDs 01, 02 & 03. Corsair Cockpit Model: Fixed numerous ambient occlusion errors. Fixed pilot and inner canopy not showing in mirrors’ reflection. Adjusted instrument glass alpha texture. Adjusted click point for the HVAR distribution box’s on/off switch. Added missing control cables. Added Master On/Off Switch for WEP. Repurposed unused fuel pressure gauge into a water pressure gauge Updated 4K & 2K textures Essex Class Carrier: Added collision shell at Paddle’s platform. Miscellaneous: Added more engine sounds. Adjusted the engine and propeller sounds. (WIP) Flaming Cliffs by Eagle Dynamics Su-33. Added Iraq instant action missions Su-33 HS campaign, mission 20. Added conditions to Mission Goals. DCS Mirage F1 by Aerges General: Cockpit livery selection was added to the module options. It returns the ability to use custom cockpit liveries. In particular the "Mirage F1 English Cockpit CE and EE version" user mod. Note that the mod contents should be modified by renaming 'default' folders to 'english'. Module options tooltips are 'localizable' now - they will be displayed in the interface language, given their localization (translation) for this language was done. Systems: Fixed jettison buttons guards not reacting on mouse in F1BE. Fixed Optical Sight font looking blurred when its brightness is reduced. DCS: C-101 Aviojet by AvioDev Fixed conflicting dual seat airbrake control. Note that the rear seat always has the control priority DCS: Afghanistan Map by Eagle Dynamics Improved vegetation throughout the map. A new principle of vegetation distribution has been used to improve vegetation density. However, tree models are still under development. Dimensional models are used instead. Adjusted the combat area boundaries for the Mission Generator; this now covers the entire detailed map and the sea. Changed the lower and upper temperature limits by 10 degrees Celsius for all seasons. Improved textures of the ground surface of the entire map, color correction, and added many large and small details. The unnatural blue color near the banks of rivers and lakes has been removed in many places. Improved Normal Map textures for the entire terrain. Fixed artifacts and visual defects on the Normal Map textures of the ground surface. Improved texture of distribution of ground surface types: rocks, grass, sand, etc. Improved textures for ground surface types: rocks, grass, sand, etc. Fixed many places where roads displayed on the map (ME/F10) and were missing. The road network has been improved throughout the entire territory. Fixed many places where there were unnatural differences in the elevation of lakes, rivers and roads. Fixed many places where city blocks, villages, and fields were displayed incorrectly. Fixed visual and technical errors in 3D models: switching LODs, collision, and excess geometry. Improved river crossing textures. Improved textures of airfield markings. Fixed missing life parameters for some objects. Improved the ME/F10 map. Added borders and names of Afghanistan provinces. The map now displays the location of FOB, FB, and COP with a green triangle. The names appear near maximum zoom. Added TAD maps. Removed duplicates of some TAD map textures for better optimization. D I Khan radio beacon changed from VORTAC to NDB type. DCS: Southwest Afghanistan Map by Eagle Dynamics Added unique object Mausoleum of Ahmad Shah Durrani to the city of Kandahar. Improved surface color textures for airfields: Bost, Camp Bastion, Camp Bastion Heliport, Chaghcharan, Dwyer, Farah, Herat, Kandahar, Kandahar Heliport, Maymana Zahiraddin Faryabi, Nimroz, Qala i Naw, Shindand, Shindand Heliport, and Tarinkot. Kandahar Airfield - scenes have been improved: The scene is filled with a large number of objects, fences have been removed from the roads, and the road network in the vicinity of the airfield has been improved. Kandahar Airfield - improved taxiing of bots along taxiways; they now use a more optimal route. Kandahar Airfield - improved taxiway network from parking areas N05-N16 to the runway. Kandahar Airfield - fixed typo in the name of the Juliet ramp, previously it was Juliett. Kandahar Airfield - fixed typo in the name of the Oscar ramp, previously it was Oskar. Maymana Zahiraddin airfield - improved taxiing of bots along taxiways; they now use a more optimal route. Chaghcharan Airfield - improved scenes in the vicinity of the airfield, road network, cities, villages, and fields. Dwyer Airfield - Improved road network around the airfield and connected it to the main Afghan road network. Dwyer Airfield - the model of the lights at the ends of the runway has been replaced with a model of lights built into the surface of the runway. Dwyer Airfield added lights to runway 05/23. Camp Bastion airfield - fixed typo in the name of the Juliet ramp, previously it was Juliett. Bastion Heliport airfield - taxi routes along taxiways have been optimized; bots now use shorter routes from parking areas to the runway. Tarinkot airfield - parking lots 21, 22, 23, and 24 removed. Qala i Naw Airfield - scenes have been improved and issues with excessive scaling of some objects have been fixed. Qala i Naw Airfield - fixed some issues with the surface mesh, and mountain slopes and roads are now more realistic. Herat Airfield - removed objects obstructing PAPI view. DCS: East Afghanistan Map by Eagle Dynamics Added unique objects to the city of Kabul, such as: National Assembly, Square Fortress Kabul, Babur Garden, and the Kabul National Stadium. The area between the settlements of Gardez and Khost has been significantly improved. Improvements have affected all aspects: road network, rivers, lakes; settlements; fields; unique scenes; vegetation, and ground surface textures. Added Forward Operating Bases (FOB): FOB Clark, FOB Gardez, FOB Thunder, FOB Tellier, FOB Camp Dubs, and FOB Camp Julien. Added Patrol Bases (PB): PB Khost, PB QRF Base. Added Combat Outpost (COP) Deysie. Improved surface color textures for airfields: Bagram, Bamyan, FOB Salerno, Gardez, Ghazni Heliport, Jalalabad, Kabul, Khost, Sharana, and Urgoon Heliport. Improved resolution of ground textures in the vicinity of Kabul. Bagram Airfield - Delta ramp parking areas D04-D07 can now accommodate C-130s, and parking area D09 has been added. Bagram Airfield - added lights to runway 03L. Bagram Airfield - improved ground textures, added details, and fixed artifacts. Bagram Airfield - scenes have been improved that includes some objects in roads. Bagram Airfield - changes have been made to the unique scene on the Romeo ramp. Bagram Airfield - changes have been made to the unique scene on the Mike ramp. Bagram Airfield - airfield markings have been improved. Bagram Airfield - PAPI added to runway 03L. Bagram Airfield - Runway 03R approach lights corrected for course. Bagram Airfield - fixed the collision of the aircraft with the hangar building when leaving parking lot N11. Bagram Airfield - The Romeo ramp can now accommodate CH-47s. Khost Heliport airfield has been renamed FOB Salerno and assigned the ICAO code "OASL". FOB Salerno Airfield - runway surface improved. FOB Salerno Airfield - Unique scene improved. The scene is now more populated with objects. Kabul Airfield - improved road network and scenes in the northern part of the airfield area. Kabul Airfield - improved airfield markings. Kabul Airfield - duplicate names of parking lots at Kabul Airfield 6S-01, 6S-02 have been corrected, duplicate names have been replaced with 6U-01 and 6U-02. Jalalabad Airfield - fixed helicopters getting stuck on the taxiway after landing. Jalalabad Airfield - fixed a collision when landing aircraft during a paired landing. Jalalabad Airfield - added landing lights on runway 13/31. Jalalabad Airfield - the number 11 was added to the parking spaces in markings, which were previously omitted. Urgoon Airfield - fixed collision of aircraft on the runway with scene objects. Campaigns DCS: F-16C First in Weasels Over Syria Campaign by Ground Pounder Sims All missions - Updated to include the ATP DCS: F-16C Last Out: Weasels over Syria II Campaign by Ground Pounder Sims All missions - Updated to include the ATP A-10C / A-10C II Tactical Training Qualification Campaigns by Maple Flag Missions Updated all missions. Corrected radio transmission issues and removed annoying route altitude warning triggers. DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Mission 2 - Task Force Zeus. Adjusted trigger - Task Force Zeus getting damaged after mission success will not force mission fail. Mission 4 - The Damned. Fixed error on Mission brief PDF and in game Kneeboard (waypoint 4 - codeword nexus). DCS: F/A-18C Raven One: Dominant Fury by Baltic Dragon M01: fixed rare issue with Cajun not disconnecting from the tanker M06: fixed issue with Cajun dropping into the sea after takeoff and mission not progressing correctly. DCS: F-18C The Rampagers by Baltic Dragon and Whipbird Productions All missions updated to accommodate security update to API function call Mission 9 updated to accommodate updated weapons effects Mission 10 scoring updated Mission 12 updated to accommodate updated weapons effects Mission 15 briefing and kneeboard updated DCS: F/A-18C The Arctic Thunder by Baltic Dragon Mission 1: reverted player's aircraft to cold start DCS: F-16C: The Gamblers Campaign by Baltic Dragon Mission 3: removed option for player to engage the convoy alone, as it sometimes led to confusion added note clarifying attack sequence for first target Mission 4: corrected wingman's name from Pyro to Flash; added missing TACAN for Flash Mission 5: fixed issues with some static soldiers pretending to be David Copperfield and hovering above ground Mission 6: fixed problem caused by new bomb splash damage, where attack on AAA would also destroy a technical, which is a later target; removed double "rifle" call during second maverick shot Mission 9: fixed missing comms during RTB and / or before AAR; prevented Syrian SA-11 from shooting at player enroute; fixed scoring in the mission - it will now be possible to get 100 points again DCS: F/A-18C Operation Green Line by Badger633 Mission9: New radio conflicts at start fixed, AI adjusted Mission 11: Additional AI safety trigger added DCS: F/A-18C Rise of the Persian Lion by Badger633 Mission 2 both variants: Improved landing trigger DCS: F/A-18C: Raven One by Baltic Dragon Mission 6: fixed problems with a script pop-up on the way to WP 2; fixed a bug where Clam would detach and climb endlessly until he runs out of fuel Mission 7: fixed rare issue with Psycho not dropping the smoke mark on deck Mission 11: fixed issue with Shadow 41 blocking deck during recovery Mission 13: fixed problems with a script pop-up after takeoff DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking All Missions: Adjusted Naqoura static unit placement. Changed Naqoura beacon to 280 kHz. Updated kneeboard with new naqoura beacon. Mission 09 - "Sheeba Farms". Adjusted trigger settings to mark target as destroyed. Resaved FOB Settings -> all weapons available. DCS: F-4E Northern Defenders 'Phantoms Rising' Campaign by Flying Cyking Mission 07 - "CAS Banak". Removed debug messages for Target 2 & 3. Added missing BRA for a Darkstar subtitle. Mission 10 - "Finland CAS". Adjusted AAA & manpad threats in AO. DCS: UH-1H The Huey Last Show Campaign by SorelRo Mission 3. FAC AI behaviour tweaked. Triggers revised. DCS: P-51D Debden Eagles Campaign by Reflected Simulations Mission 3: Further scripting error fixes
    45 points
  2. Dear all, we have cleaned this thread. For now, this thread will remain locked as it has become more work than it needs to be. Currently, we have generally the same 10 or so people debating different things releated or unrelated to this topic. It ends up in angry people, warnings and misunderstandings. When there is something new, it will be added to the 1st post in this thread. If it's something that needs discussion, we will consider opening this thread. Any new threads opened on this topic will be removed. If you have questions about items in the 1st post here, you can send us a DM. Thanks. The ED Team.
    41 points
  3. https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.18.12722/ DCS Core Weapons. Work in progress fixes for the following bombs explosive mass: M117, Mk-80 series, and WWII AN-M GP series. This also applies to Guided Bomb Units (GBU) that use the Mk-80 series of warheads. This is connected to the changes for SAMP bombs that we did in the previous patch and will be evaluated and finalized in future patches. Most rocket warhead families (at least Hydra/Zuni/FFAR, S-5/8/13/25, and SNEB-68) are already set up with parameters that match our available sources. Actual effect on targets is subject to change along with implementation of the fragmentation model. (We missed mentioning this in June 18’s update). AI aircraft. AV-8B NA, after taking off from the Tarawa's deck, the planes crash into the water - fixed AI aircraft. Added new B-1B loadouts. AI aircraft. B-52H. Added HSAB and TGP pylon. Added new loadouts. AI aircraft. B-1B. Lead aircraft overshoots end of runway - fixed. AI aircraft. AI collision after landing at some airfields - fixed. AI aircraft. Added possibility for piston engine planes to land on stationary aircraft carriers. AI ships. Samuel Chase. Flak guns unable to engage targets - fixed. AI ships. La Combattante 2 is unknown on RWR - fixed. AI ground units. Fixed a crash if a player's plane assigned to a ground group as a target crashes. AI ground units. RPG infantry rocket visible graphical bug - fixed. (Graphic Issue - Hovering Rocket - RPG Infantry - 2D Video Bugs - ED Forums) Scripting API. Added ability to pass args and return values from mission scripting “a_do_script()” and “a_do_file()” APIs. Scripting API. Changes to the behaviour of net.dostring_in(). This API can be used only with trusted scripts/missions! More details here: Changes to the behaviour of net.dostring_in() - ED Team - ED Forums Mission Editor. GUI Error when using the Draw tool in some cases - fixed. Mission Editor. Added tooltips for Multiselect tool. Spotting Dots. Refactor of spotting dots rendering to tackle issue with their disappearance (Ground units remove air spotting dots entirely in certain circumstances. - View and Spotting Bugs - ED Forums) VORTAC is not transmitting both VOR and DME IDs - fixed. Quick Action Generator: Fixed Units are placed outside Marianas WWII map. Fixed Mission Anti-Ship is generated incorrectly on the Afghanistan map. Voice chat: Fixed. Crash on exit from a server while another client is transmitting. Fixed. Сrash when changing aircraft type while another client is transmitting. DCS: F-16C Viper by Eaglе Dynamics Added AN/AAQ-33 Advanced Targeting Pod (ATP). DCS: F-16C Viper AN/AAQ-33 Part 1 DCS: F-16C Viper ATP Part 2 Fixed: Crash to Desktop HARM POS with HTS Pod installed. Fixed: Missing MPD AG Radar/Maverick/ATP font outlines. This will make mission computer-driven texts and symbols more visible against a very light background. Fixed: Radar scan freezes and weird behaviour after exiting to TWS from ACM STT. Added: AAQ-33 Advanced Targeting Pod chapter in DCS: F-16C Viper Guide. With the addition of the ATP, all listed early access items on the Viper roadmap have been delivered, and the Viper has exited early access (20% discount removed). However, work will continue on several items like the towed decoy, IDM, radar warning receive handoff mode, bug fixes, and tuning. DCS: F/A-18C by Eagle Dynamics Added Terrain Avoidance (TA) Radar Mode. DCS: F/A-18C | Terrain Avoidance Radar Mode Fixed: Fixed: Player IR missiles can see through player aircraft prior to launch. Fixed: Emergency Jettison does not drop all loadouts. Fixed: AIM-7 FLOOD option disappears after momentary track loss. Tracks update in FLOOD mode. Improve the GBU-24 CLAR procedures GBU-24 CLAR max range - Bugs and Problems - ED Forums Fixed: A/G weapons still show up on top SMS push buttons after jettison and/or firing. Fixed: CBU-99 with FMU-140 slightly short in AUTO in another pass. Fixed: ARC-210 COMMS modulation issues. DCS: AH-64D by Eagle Dynamics Added: New George AI CPG commands. Left-Long selects a different Area search when assigned weapon is NO WPN. Right-Long selects a different TSD point when assigned weapon is NO WPN. Consent To Fire is now a contextual, multi-purpose command. Consent To Fire functions for current conditions displayed in center of AI Interface, with the function corresponding with a short press (<0.5 sec) displayed above and the function corresponding with a long press (>0.5 sec) displayed below. Added: New George AI CPG features and abilities. 7 additional methods for searching for targets to George AI CPG. Added 5 Area search methods. Added 2 Point search methods. Search for targets based on geographic proximity to the selected TSD point or FCR Next-To-Shoot (NTS) target, rather than by threat priority. Increase/decrease TADS field-of-view and toggle sensor (FLIR/DTV) when slaved to TSD point or Linked to FCR Next-To-Shoot (NTS) target. Toggle TADS field-of-view (Narrow/Zoom) when tracking a target and NO WPN or RKT is assigned. Toggle sensor (FLIR/DTV) when tracking a target and NO WPN is assigned. Adjust TADS crosshairs aimpoint on target when tracking a target and GUN, MSL, or RKT is assigned. Player should only use this when able to fly in a stable manner. Perform start-up and shutdown procedures when commanded. NOTE: This must be actively commanded by the player now. Engage multiple targets in sequence, as selected by the player from AI Target List. Added: New DCS units to George AI CPG unit labels in Target List. Improved: George AI CPG missile engagement behavior. George will announce “Constraints” if a Safety Inhibit or Performance Inhibit is present to prompt the player to maneuver the helicopter into acceptable launch constraints. George may be commanded to override a Performance Inhibit by pressing Consent To Fire. NOTE: This allows the player to decide when it is appropriate to fire under certain conditions, but risks the missile missing the target if not used appropriately. If missile launchers are in SAFE status, George will press LNCHR ARM if commanded to action SAL2 or RF missiles. If RF MSL PWR is set to OFF, George will set it to AUTO if commanded to action RF missiles. Improved: George AI CPG rocket engagement behavior. George will not fire rockets when in COOP rocket mode. The Pilot (player) is intended to fire rockets in COOP rocket mode. George will announce “Match and shoot” at further range (7000 meters). When in COOP rocket mode, changing rocket settings on the WPN page in Pilot seat will also change George’s rocket settings in AI Interface. Improved: George AI CPG Interface logic when landed (weight-on-wheels). Improved: George AI CPG verbal feedback. George will now tell the player when he cannot perform the commanded action. Will reply with “not ready to engage”, “not ready to fire”, or “standby” if the player presses Consent To Fire and the target is in range but George is not actually ready to engage. This may occur if George is shifting aim to the target or if still lasing for an RF missile handover. Fixed: George AI CPG not firing gun when commanded with ROE HOLD FIRE until previous gun burst impacts. Fixed: George AI CPG time-of-flight estimation when employing AGM-114L. Will now accurately wait for missile impact on target, before firing another missile if target is not destroyed. Updated: DCS: AH-64D Early Access Guide. See Latest Changes section for additional content. Added Helicopter Fundamentals of Flight chapter. Revised/updated George AI chapter with new logic and functions of George as AI CPG. Known Issue: George will not action rockets to enter COOP rocket mode after setting AI Interface to “RKT”. DCS: Data Transfer Cartridge (DTC) by Eagle Dynamics Added Currenthill radars to CMDS tables (Units to follow in future update): added "Project 22160 Patrol Ship [CH]", "Project 22160 Patrol Ship with Tor M2KM [CH]" to NAVAL group (row 22) added "SAM SA-15 Tor M2 Gauntlet [CH]" to already existed "SAM SA-15 'Gauntlet'" added "SAM SA-22 Pantsir-S1 Greyhound [CH]" to GROUND group (row 35) added "SAM IRIS-T SLM STR [CH]" to GROUND group (row 14) Fixed: DTC page ignores hidden on planner and allies only mission setting. Add hotkey for DTC in ME : added Ctrl + D Much of the DTC work is now focused on the Navation/Waypoint elements that allow such items as creating routes, setting target points, pre-briefed points, pre-planned points, lines, offsets, and more based on the aircraft type. DCS: CH-47F by Eagle Dynamics Leg Data: Implemented default weather params initialization based on mission start point Applied default weather params to newly added FPPs Included OAT in Leg Data calculation Added OAT indication on MFD LEG DATA page Implemented predictive calculation for FPPs at mission start Added A/B Fuel, A/B Time, and ΔGWT fields on MFD LEG DATA page Implemented indication for leg parameters exceeding limits Implemented synchronization of FPP Leg Data HSI: Implemented HDG/TRK parking at the end of compass rose on HSI DCTR when angle exceeds 60 degrees from lubber line DIGITAL MAP: Fixed. Map is no longer rendered when not active on any MFD Fixed. Can embark only 24 troops instead of 44 DCS: Mi-24P Hind by Eagle Dynamics ATGM aiming sight external doors are not synced in multiplayer and other clients do not see them opening if sight is used - fixed DCS: Mi-8MTV2 Magnificent Eight by Eagle Dynamics DISS-15 control panel number rolls correction DCS: F-86F by Eagle Dynamics Remove or change default LCtrl+LAlt+T key combo because it intersects with debug key combo - changed default combo to 5 + LAlt + LCtrl DCS: MiG-21bis by Magnitude 3 Updated AI flight model DCS: F4U-1D Corsair by Magnitude 3 Flight Model & Systems: Tuned the oil cooling system Introduced the auto-rich fuel setting. Fixed the drag coefficients for all weapons, drop tanks and pylons Implemented pressure effects on the landing gear while deploying them when flying too fast. Improved the FM on damage modeling. Improved the AI’s engine description & flight model Reversed the AN/ARC-5’s C-38 control unit’s CW/Voice switch operation. Fixed the RPM lever’s mouse control from exceeding 2800 RPM. Fixed the radar signal and gunsight reticle from detaching out of place. Fixed & Updated numerous clickable controls. Fixed the canopy position commands. Added a ‘trim reset’ command. Added axis inputs for the cockpit & gunsight lights. Added the ground crew’s wheel chocks command. Art: Essex Class Carrier: Fixed the damage model and elevators from falling. Adjusted some geometry around the elevators and general ambient occlusion errors. Corrected the weapons’ animations and rotation limits from shooting through the island. Fixed the liveries’ folder structure to allow custom liveries. Corsair Airframe Model: Added the missing right wing fold aileron animations & damage elements. Fixed some rear tail damage elements’ visibility issues. Fixed the flap control rods from poking through the wing. Fixed the gun flames’ visibility with missing wings. Implemented antenna and wing vibrations. Adjusted the fire effects when damage is taken. Corsair Cockpit Model: Increased FoV limit to 140 degrees. Adjusted the textures to be more PBR friendly.(default only, the rest coming later) Fixed the floating UV glowing ‘M’ixture control animation. Fixed the missing shadows when the mirrors are enabled. Adjusted the hydraulic hand pump animation. Implemented cockpit vibrations. Miscellaneous: Adjusted the engine and propeller sounds. (WIP) Adjusted the in-cockpit flap and wing folding sounds. Enabled the AI to deploy the ASM-2-N Bat Bomb Fixed net arg animation code for the landing gear during multiplayer sessions. Added the ability to change the gun convergence during rearm. Mission Editor: Added the ability to change the Mk.IV build numbers. Added the draft values for the Essex class carrier affecting minimum water depth. Added a gun convergence unit of measure label. Missions: Tora! Tora! Tora! – Deleted due to WWII asset pack dependency. Engine Start – Procedural changes. Rocket Attack – Procedural changes & added the missing Tiny Tim 11.75″ rockets. Fixed all Mk.IV livery assignments. DCS: JF-17 by Deka Ironwork Simulations Fixed. Axis cannot move TDC up/down in AA Radar TWS EXP mode Fixed. Time Of Day digit display could show hour number greater than 24 on HUD/UFCP Fixed. TD box on HUD always on horizon Fixed. Some memory leaks of timer Added. More input binding for keyboard and devices TODO. AA radar resolution for close targets DCS Mirage F1 by Aerges "Miscellaneous instrument lighting switch" animation is now cycled. Previously LMB and RMB only clicked it in one respective direction. Added code provisions for correct fuel display in TacView (information passed to TacView developers). Fixed not operating 'Canopy handle - OPEN/CLOSE' input command. Added BAP-100 and BAT-120 bombs. Added IR guided missiles in external underwing stations for F1M (AI only for the time being). Known issue: Jettisoning panel guards in F1BE are not working (clickability and input). It will be fixed in a forthcoming update. Meanwhile, the corresponding correct lua files will be provided in a DCS forum post. DCS: C-101 Aviojet by AvioDev Fixed armament config error when more than one station with rockets is selected. Added code provisions for correct fuel display in TacView (information passed to TacView developers). Fixed basic visual flight training lessons: One of the triggers didn't proceed when setting the speed bug. DCS: Black Shark 3 by Eagle Dynamics Ka-50 and Ka-50 III. Iraq instant action missions. Flaming Cliffs 2024 by Eagle Dynamics F-5E FC: Restored missing Sidewinder Cage/Uncage mode (Missing Sidewinder Cage/Uncage Mode In F-5 - DCS: Flaming Cliffs - ED Forums) DCS: Cold War Germany by Ugra Media Fixed an issue with the geometry of the 3d model collision, which caused the collision to cover a huge area of the map. The name of vortac Frankfurt has been corrected. The call sign of the airfield Northeim has been changed from Albstadt Degerfeld to Northeim. The Walldorf airfield's call sign has been changed from Albstadt Degerfeld to Walldorf. Corrected the names of the cities Weissenfels, Giessen. Changed the location and size of the icons of air defense, radar and hospitals on the map. Improved destruction models of industrial facilities with tall pipes and thermal power plants. Improved field assets, added haystacks and tractors in yellow fields. The height of the typical church has been increased. Added a destruction model of the stadium. Campaigns DCS: F-16C Last Out: Weasels Over Syria II by Ground Pounder Sims Mission 13. Altered position of aircraft incorrectly spawning in front of player at mission start. DCS: F-14B Operation Sandworm Campaign by Sandman Simulations Mission 12. Kneeboard and briefing documentation fixed DCS: F/A-18C Rise of the Persian Lion by Badger633 Mission 3 both versions: F4 timing adjusted to prevent launch. DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations Missions 3, 8, 13 and 15: AI AAR changed for better reliability DCS: P-51D Debden Eagles Campaign by Reflected Simulations Mission 3: Scripting error fixes DCS: P-47D Wolfpack II: Overlord Campaign by Reflected Simulations Missions 6-12: Survival triggers revised Mission 4: briefing map and doc timings fixed DCS: F-16C Arctic Thunder Campaign by Reflected Simulations Campaign doc updated All Missions: Sniper pod upgrade Mission 9: Manpad callouts fine tuned DCS: F-4E Northern Defenders 'Phantoms Rising' Campaign by Flying Cyking Mission 02 "First Sortie". Fixed incorrect voice-over in food small talk dialogue. Mission 05 "Convoy Hunt". Fixed radio presets. Mission 10 "Finland CAS". Fixed decorative infantry walking on taxiway. Mission 11 "Sam Hunt". Fixed decorative infantry walking on taxiway. Fixed active Game Master slot. Fixed "Skip Briefing" function not stopping briefing voice-over. Fixed floating elevated platform at roadbase. Fixed cryptic ATIS subtitle. Changed wingman skin. Mission 12 "Alakourtti". Fixed decorative infantry walking on taxiway. Mission 13 "Greyhound". Fixed decorative infantry walking on taxiway. DCS: F-16C Last Out: Weasels over Syria II Campaign by Ground Pounder Sims Mission 2 - Updated mission to allow for new bomb blast pattern. DCS: AV-8B Kerman Campaign by Ground Pounder Sims Mission 4 - Updated mission to allow for new bomb blast radius. Mission 10 Part 1 - Updated mission to allow for new bomb blast radius. DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking Mission 05 - "Refugees". Fixed an issue where the helicopter hover trigger did not activate correctly, preventing completion of the rescue task.
    41 points
  4. 01 August 2025 Dear Fighter Pilots, Partners and Friends, Today we are thrilled to open pre-purchases for the newest, most advanced PC simulation ever made of the C-130J. Few aircraft have written themselves into aviation history as indelibly as the C-130. From daring low-level resupply runs in Vietnam to hurricane relief over the Caribbean, the “Herc” has hauled people, pallets, and hope for nearly 70 years. Watch the launch trailer now! This is your chance to take advantage of the 30% off discount available to all those of you who pre-purchase. Please note that once the module is launched to early access, this discount will no longer be available. Hurry and secure your DCS: C-130J today! Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS: C-130J Coming soon Get ready to step into the cockpit of the DCS: C-130J, the latest model of the most versatile military transport aircraft ever built. The C-130J puts you in command of the world’s celebrated tactical transporter, renowned for delivering troops, tanks, supplies, and lifesaving relief to hostile and war torn places. From engine start to wheels-up, every switch and system has been painstakingly recreated to let you haul and airdrop exactly as real C-130J crews do. The “Herc” is perfect for threading mountain valleys at 250 feet, skimming wave tops to deploy infantry, or heaving a 22-ton “MOAB” out the back ramp. The C-130J turns every sortie into a mission of muscle, precision, and pure aviator grit. Rally your crew, climb aboard and fly this iconic heavyweight. Key features at early access: Authentic Cargo Operations: Perform realistic cargo loading, management, and aerial delivery procedures. Conduct precision air-drops and logistical support missions showcasing the aircraft’s capabilities. MOAB: Yes. Make some noise ! Interactive, Voiced Checklist System: Fully-voiced, interactive checklists guide you through every stage of flight operations that enhance immersion and procedural accuracy. First-Person Loadmaster Experience: Explore your aircraft in a novel, first-person mode that allows you to walk freely inside the cargo bay and around the exterior whilst interacting with aircraft systems and cargo. A first for DCS. Fully Interactive Cockpit: The detailed cockpit is fully interactive and features modern digital avionics, HUD, and accurate instrumentation. Each switch and gauge operates exactly as it would in the real aircraft. Realistic Flight Dynamics: The aircraft is modeled to closely replicate real-world performance. Conduct low-level tactical missions, precision cargo drops, and strategic airlift operations with realistic handling. Detailed Systems Simulation: Essential C-130J systems including the AE 2100D3 turboprop engines, advanced avionics, cargo management and defensive countermeasures are accurately simulated with realistic damage modeling. Multi-Crew Multiplayer: Collaborate with fellow crew in real-time multiplayer sessions. Share cockpit responsibilities, navigation tasks, and systems management seamlessly as a team. Dynamic Missions: Fly diverse mission profiles such as tactical deployments, covert special operations, or humanitarian aid flights; all of which highlight the operational versatility of the Super Hercules. Outstanding Visual Detail: Experience detailed modeling of aircraft interiors and exteriors, realistic textures, dynamic lighting, and immersive cockpit design. Comprehensive Documentation and Training: Detailed manuals, interactive training missions, and checklists ensure a thorough understanding of the aircraft that is suitable for both newcomers and experienced aviators. Today, more than 20 nations rely on the Super Hercules for everything from special-operations infiltration to firefighting. Pre-order Program Available for a limited time at only $55.99 Pre-order Please note that you can also purchase the DCS: C-130J directly from the Airplane Simulation Company website. Development progress From the Airplane Simulation Company: What’s already done Over the past year(s), we’ve completed the core flight-model, engine, APU, electrical, hydraulic, fuel systems, and avionic systems. The cargo bay is fully walkable in VR and flatscreen, with rigged physics for CDS bundles, and the GBU-43/B MOAB. Network-synchronised multi-crew is fully implemented for two players. What we’re still doing As we approach release, key focus points for the team include finalization of audio effects in the cargo bay, damage modeling, Levels Of Detail (LODs), integration of a 3rd multicrew slot, and the completion of a vehicle airdrop system in partnership with Eagle Dynamics. We’re also tuning parachute deployment mechanics, including introducing extraction chutes for heavy equipment airdrops, and physically simulated static lines. Post Early Access Launch Once the C-130J-30 is released, our focus will turn to the MC-130J. This variant, operated by AFSOC, brings aerial refueling capabilities, including player-to-player AAR in multiplayer. The MC variant also includes the AN/AAS-52(V) EO-IR pod, and a third crew station for the CSO, or combat systems officer. We thank our community SMEs, test teams, Eagle Dynamics for their support, and every pilot eager to get those four fans of freedom turning. The Herc is rounding the corner, see you on the ramp soon! Pre-order now The DCS: C-130J will be available on Steam at a later date. Pre-order Program Available for a limited time at only $55.99 Pre-order Thank you again for your passion and support. We cannot wait to see what you will create with the DCS: C-130J. Stay tuned for development updates, tutorial videos, and your first chance to fly the Herc in DCS. Thank you again for your passion and support, Yours sincerely,
    40 points
  5. Su-22M4 Mod Information and Progress - August 2025, Su-22M4 is an FC3 based, free mod of a legendary export variant of Su-17 attack aircraft, It is in FC3 fidelity with a lot of the cockpit being clickable as well as some basic system implementation. These include: - Cold Start Procedure - Generators, Pumps, APU, Gyro spool up, - In cockpit lighting - dimmable flood lights as well as warning lights with master caution reset, - RWR turn on/off with volume and brigtness controll, - Weapon control panel - ripple quantity, interval, master arm, - Basic SAU Channels (autopilot), - Wing Sweep Controll (only cosmetic for now, no effect on flight characterisitcs), CWS like in Su-30 is planned, this will allow for CRT display being usable for TV munition seeker view (Su-22 didnt have TGP). No estimates on that, first version will be released with Su-25A avionics. I choose them because it uses identical targeting system and gunsight as Su-22. It will use modified Su-27 Flight Model. Su-22M4 will require Su-25A and Su-27 modules Mod progress (august 2025) What is done: - External 3d model with animations, minor details might be changed, - Remove Before Flight Covers, - Liveries (almost 90 from a lot of Su-22 users, around 50 Polish AF), - Pylons with assigned weapons that can be carried on them, - Cockpit 3d model with basic gauges animated, - In cockpit clickables: Engine Control, System Power, Main Power Panel, Weapon Control Panel,Avionics Power, NWS, Taxi/Takeoff lights, - Wing Sweep Control - 3 Positions: 30, 45 and 63 Degrees, - External Lighting and Cockpit warning lights., - In-cockpit sound system with custom sounds - battery, pumps, gyro, apu, launch tone, - Wallpapers, Icons and stuff - Simple damage model What needs to be done before release: - As much in cockpit clickability as possible with modelling systems even with fc3 limitations - Bounding keybind presses to in-cockpit switches and buttons (so they animate properly) - KKR-1 recon pod (cosmetic only) - Wyuga ELINT pod, and maybe a way to correclty target ARM with Su-25A avionics, or at least making it look legit. - Loadouts - Multiplayer Synchronisation Estimated Release Date: Fourth Quarter of 2025
    39 points
  6. 08 August 2025 Dear Fighter Pilots, Partners and Friends, It is with great pleasure that we share a more complete list of the modules coming to the Pacific Theatre of Operations (PTO) Assets Pack. In parallel with other modules like the DCS: F4U-1D Corsair, the free DCS: Marianas WWII Map, and the upcoming DCS: F6F-3 Hellcat, the PTO Assets Pack is designed to provide a rich and detailed array of United States and Imperial Japanese air, ground, and naval units in the summer of 1944 PTO. Many of these units are finished, and others are still in progress; we look forward to your feedback. We are steadily progressing on our earlier released Mission Save State function. Please read the report below to learn about how we are improving this very useful feature. Additionally, we have added several fantastic modules to our Free Trial Program. You can try these aircraft and maps at no cost or obligation. Take them for a spin today! Thank you for your passion and support. Yours sincerely, Eagle Dynamics Pacific Theatre of Operations 1944 Assets Pack Update Since the release of the free DCS: Marianas WWII map and the Magnitude 3 DCS: F4U-1D Corsair, we want to provide an update on the extensive effort being devoted to bringing this scenario to life with the PTO Assets Pack. Learning from some of the European Theatre of War scenarios, the PTO scenario is focused on providing an extensive order of battle for both US and Imperial Japanese forces in the summer of 1944 and to offer an accurate representation of the battle for the Mariana Islands and the Battle of the Philippine Sea. New player aircraft coming for this scenario will include both the F6F-3 Hellcat and the A6M5 Zero. Since our last update on this project, we can now share with you the specific air, land, and sea units being developed for the PTO Assets Pack, which owners of the existing World War II Assets Pack will be able to purchase with a 30% discount: PTO AI Assets: United States Aircraft F6F “Hellcat” SB2C “Helldiver” TBF “Avenger” SBD-5 “Dauntless” PBY “Catalina” P-38L “Lightning” United States Ships Enterprise aircraft carrier Casablanca-class light aircraft carrier Independence-class light aircraft carrier New Orleans-class heavy cruiser Baltimore-class heavy cruiser Cleveland-class light cruiser Fletcher-class destroyer Liberty-class transport Cimmaron-class oiler United States Ground Forces M4A2 Sherman M3A1 “Stuart” light tank LVT-4 tracked landing vehicle LVT(A)-4 tracked landing vehicle DUKW-353 amphibious truck US Marine Corp infantryman US Navy Carrier personnel US Navy seaman Imperial Japanese Aircraft A6M5 “Zero” D4Y “Judy” D3A “Val” B6N “Jill” Imperial Japan Ships Shokaku aircraft carrier Chitose light aircraft carrier Kongo battleship Mogami heavy cruiser Agano-class light cruiser Yugumo-class destroyer Kagero-class destroyer Kashino-class transport Imperial Japanese Ground Forces Type 94 Tankette Type 95 Ha-Go tank Kurogane Type 95 car Type 97 Te-Ke tank Type 97 Chi-Ha tank Type 97 ShinHoTo tank Type 2 Ka-M amphibious tank Type 1 47mm anti-tank gun Type 98 20mm anti-aircraft gun Type 91 10cm towed artillery Type 92 70mm towed artillery Type 10 120mm anti-aircraft gun Imperial Japanese Army Infantryman Japan Navy seaman Mission State Save Development Progress Following the initial release of the Mission Save state feature, we have gathered your feedback for further improvements. Based on this, we delivered an API feature request to our talented scripting community which was well received. Moving forward, a common request has been saving destroyed unit states on the battlefield. We have now tackled this issue, and destroyed static objects will be created in place of each destroyed ground vehicle, aircraft, infantry unit, or static building (not terrain/map buildings) in the Mission Save state. In this sense, the battlefield wreckage remains where the destruction took place. With the Mission Editor, these objects will be automatically given a "hidden" parameter to not clutter the map view. However, if you want to remove them from the mission because of your plot choice, you can find them in the Mission Editor units list and delete them. We will be releasing this improvement in an upcoming update once testing is fully complete. Based on your feedback, our next task for Mission Save state improvements will be to save a group’s waypoint parameters. This work is ongoing and includes the ability to save specific ground vehicles parameters such as ROE and more. New Free Trial Modules Explore new aircraft and terrains for free To help you explore new content, we are expanding our Free Trials Program. You can now try the additional following modules free of charge for 14 days every six months. New modules on Trial: South Atlantic Map Kola Map Sinai Map CH‑47F F‑5E Remaster NS 430 F‑5E Flaming Cliffs MiG‑15bis Flaming Cliffs F‑86F Flaming Cliffs Flaming Cliffs 2024 Simply navigate to the Try ‘n’ Buy page in the Launcher and look out for a TRY button! You can also activate free 14 day licenses from the Free Trials on the DCS website. Once you've made your selection, proceed to install the chosen module through our module manager. For more details read the How to install Modules guide. We hope you enjoy this opportunity to explore new modules and terrains completely free. Thank you again for your passion and support, Yours sincerely,
    36 points
  7. https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.18.12899/ DCS Core Fixed: CTD when landing on a carrier with no radio communication. Scripting API. dostring_in default behaviour has been returned to the state before last patch, after initial feedback and issues with single player campaigns. We are evaluating feedback for future change. DCS: F-16C Viper by Eaglе Dynamics Fixed: F16C Crash F16C.dll. DCS: AH-64D by Eagle Dynamics Fixed: Crash when using George CPG.
    32 points
  8. Hi Confirmed, the Player FF Zero is planned for the future. thank you bignewy
    31 points
  9. Sorry, I'm all in for supporting the developers, but the subscription marketing model is awful .. the moment your income situation changes (retiring, losing our job for a while, a serious disease) you lose access to your software, media entertainment, cloud storage, etc, etc ... I much rather purchase rather than subscribing.
    26 points
  10. DCS: MiG-29A Fulcrum Introduction We are happy to release our first instruction video for our MiG-29A Fulcrum, or project 9-12A. This introduction video is based on a pre-release version, so some elements may change at or after release. The MiG-29A is a single-seat, dual engine, Soviet fighter that was designed in the 1970s as a light-fighter in parallel with development of the larger Su-27 Flanker. The Fulcrum entered service in 1983 with its primary role being point air defense for Soviet and several Warsaw Pact member countries. It’s a relatively small, twin-tail, blended-wing fighter with leading edge extensions, that is powered by two widely spaced, RD-33 engines, each capable of 18,300 pounds of force in afterburner. Air is fed into the engines from variable intake ramps below the fuselage. For unprepared field operations, the MiG-29 has the unique feature of being able to close the main intake ramps, and instead open intakes above the leading-edge extensions to avoid the intake of foreign objects. For enhanced maneuverability, the Fulcrum includes automatic leading-edge slats and an all-moving tail plane. Although it does not use a fly-by-wire flight control system, it does come equipped with hydraulic controls and a three-axis autopilot system. Between its impressive thrust-to-weight ratio and excellent high-alpha capability, the 9G-capable Fulcrum can be a very challenging opponent in a dogfight. Although the MiG-29A has G and angle of attack limiters, these can be overridden. Its impressive dogfight capabilities are further enhanced by the ability of Fulcrum pilots to cue AA-11 “Archer”, R-73, infrared-guided missiles with a Helmet Mounted Sight for deadly high off boresight attacks. Designed as a point defense fighter, the MiG-29A does not come equipped with aerial refueling capability and has a maximum ferry range of 930 miles clean, and 1,300 miles with an external fuel tank. In the nose of the aircraft is a NO19 Sapfir 29 look-down/shoot-down radar and digital computer. Mounted forward of the windscreen is the S-31E2 Infrared Search and Track sensor that can detect and track aerial targets solely based on their infrared signature. The MiG-29A was primarily designed as an air-to-air fighter armed with short- and medium-range air-to-air missiles and a GSh-30-1 30 mm cannon with 150 rounds. Although the AA-10 Alamo A (R-27R) and AA-10 Alamo B (R-27T) are the typical medium-range air-missiles arming the MiG-29A, it can also be technically armed with the extended range AA-10 Alamo C (R-27ER) and AA-10 Alamo D (R-27ET) versions. These medium-range missile options are in addition to the shorter-range, infrared-guided AA-11 Archer (R-73) and AA-6 Aphid (R-60 and R-60M) dogfight missiles. In addition to these air-to-air armaments, the MiG-29A also has limited air-to-ground attack options including unguided bombs, rockets, and strafe.
    24 points
  11. Welcome to Corsair School, a full training course designed to get you mission-ready in the F4U-1D Corsair. Corsair School is a full training campaign for the DCS F4U-1D Corsair, set in the WWII Pacific theater. Across 20 missions, you'll progress from cold starts and takeoffs to advanced gunnery, bombing, carrier ops, and division leadership. Learn to fly and fight using historically grounded procedures adapted for DCS—covering rockets, dive and level bombing, navigation, and dogfighting. Master formation tactics, wingman commands, and carrier qualification aboard USS Intrepid. By the end, you won’t just fly the Corsair—you’ll fly it like a fleet pilot. Training syllabus: Cold Start Taxi, take off, landing Short field operations Radios Carrier landing Navigation Formation flying YE-ZB (Hayrake) navigation* Carrier qualification Air to ground gunnery Rockets Dive bombing Low level bombing Tiny Tim Bat bomb Aerial gunnery Dogfight Section leader Exam 1 (2nd section lead in a division) Final exam (division leader)* *) the sectors of the YE-ZB navigation will change in an upcoming Corsair update. I have everything prepared for the campaign, so please subscribe to be notified about any updates. Key features: Based on real operating manual Around 400 voice overs Custom lua scripts Custom kneeboards PDF manual Requires WW2 assets pack. (Once the PTO assets pack is out, the campaign will be adapted accordingly) https://www.digitalcombatsimulator.com/en/files/3346001/ Enjoy! +++ changelog +++ 14.08.2025 deconflicted triggers in M01 "cold start" that could cause the mission to stall under certain circumstances. Added note that player does not need to wait for temperatures to be reached. exchanged YE-ZB sector charts (kneeboard and overlay pictures) in M08, M19 and M20 adapted M08 texts and Hayrake LUA script according to new shifted sectors. 18.08.2025 M08, M10 and M11 had wrong mission success parameters - fixed
    23 points
  12. Hey! Thanks for the positive feedback on the new DCS core asset pack. I'm going to update all of the mod asset packs, to feature LODs and reduced texture sizes, to make the packages smaller and the assets less demanding in missions. I will also remove the duplicated assets that are now featured in core DCS. I'm also going to update all weapons to the latest standard. I started with this one as a template, since it only have one asset. Military Asset Pack Turkey 2.0.0 released! Changelog Version 2.0.0 Added LODs Changed textures to reduce size Added encyclopedia entry Changed folder structure Distribution model This Military Asset Pack is available in the following versions: The standard full download. Remove old asset pack version and unzip this in your Saved Games mods\tech folder. The incremental download which updates your full download and contains only the changed files. You apply it by overwriting your current installation.
    23 points
  13. 8/12/2025 - Updated to version 1.8 ** Continued work the improve the cirrus cloud texture and shader - New and improved cirrus cloud textures - Cirrus clouds now change float direction over time - New beautiful seamless transitions between different sets of cirrus clouds - Cirrus looks better at all distances - Boosted star light for better night sky https://www.digitalcombatsimulator.com/en/files/3335023/
    23 points
  14. Unfortunately, after many hours of trying to fix some things in code, I decided that we will go back to normal Su-25A simplified weapon control panel. Mixing avSimpleWeaponSystem with FC3 causes some interfierence and bugs that I am unable to fix with code. So, for the sake of simplicity and better user experience, weapon controll panel will work- like in Su-25A Dont worry - still clickable I also added A/G / A/A selector, reworked ripple and interval selectors for su25a avionics and added jettison and main arming panel (master arm, LA override, cannon load) There might still be some bugs, but the main functionalites are working, and I'd like to finish the mod even with some impurities to fix for later.
    22 points
  15. 21 points
  16. Some more system modelling - today are Warning Lights with Master Caution Reset. New failures make the warning lights blink until Master Caution Reset is pressed.
    20 points
  17. With Great Contribution of @flanker78. good advance on W IP ASM, big work Comrade ...
    20 points
  18. This is atrocious -- I am severely disappointed and aghast. I feel that you (ED and their community managers) could have announced this change more than 24 hours in advance (6 months would have been a better time frame), and perhaps solicited feedback from the community -- because the way that you (ED) chose to implement this sandbox protection scheme is a 1980's design. "autexec.cfg" - are you frigging kidding me? Doesn't anyone at ED understand modern UX and or UI design? Why use such an obsolete and user hostile one-size-fits-all scheme when it would be so much better to build a "sandbox on/off" switch into DCS proper, and then add a simple UI that allow users to add folders to an 'allow unsafe' box that automatically allows unsafe invocations for any mission inside? Users could drag folders/directories and/or missions into the box and - boom! - they allow unsafe invocations. Designing this is (or should be to your talent) near-trivial (I did interface stuff like that in 2 hours -- 2002, on a Mac in XCode!), and a so much better approach for users who grew up with a Mouse. I feel that this new 'design' of yours is unworthy of you, and it feels like such a blatant slap into all of your content creators' face that I am deeply saddened to see how you simply (and callously) implement a far-reaching change like this without ever feeling the need to consult your community and contributors. Are we that worthless to you? That new 'feature' of yours kills any mission that uses net.dostringIn(). You do realise that mission scripters resort to doscript_in because DCS's mission scripting environment requires this to circumvent a bad flaw in MSE's design, do you? This means that any mission today that is sufficiently advanced will stop to work and require that unsafe patch, which will probably result in most DCS installs being unsafe. The exact opposite of security - likely a complete failure of what you set out to do. Why, why, why did you not try to sound out this change with those who spent lots of time creating missions for your product? I would have expected more from you, ED. For the record, can I request that you. or someone from ED, elaborate if you agree that this is merely a coarse stop-gap and that you do have a real, user-accessible and well thought-out future version waiting in the wings? Because this? This is bad design. Will we get a real 'sandbox' security interface for DCS? I don's feel like updating the 50 (?) missions I put on Userfiles, so maybe they run, maybe not. 9 out of the last 10 missions I published there no longer work and now require unsafe invocations. So be it. I cannot be bothered to care if you, dear ED, can't be bothered to engage with your community either. What a mess. I hope that you will fix it soon. Will you, ED?
    20 points
  19. It takes a lot of time to develop, support and maintain a dcs mod. Having neverending toxic discussions like it is done in this community does not motivate and is no fun at all. And the time I spent on this will not come back nor would be payed somehow (except few donations thx) So it makes the most sense to focus on more grateful topics in life.
    19 points
  20. No discussion here. DCS needs good, scalable and easy to maintain security. In the past, I have recommended a couple of approaches in these forums how, for example, DCS could easily sandbox (better: sidestep) the lfs 'sanitize' issue by allowing a controlled, sandboxed 'writeString()' method that saves a string to a mission without having to 'de-sanitize' DCS (and compromise security). It was never followed up on. Pity. Instead we got the 'save mission' system that simply doesn't work, solves no problem at all, lfs still needs to be de-sanitized using a really, really bad 'unlock this for everyone' approach, just like this approach for dostring_in(). And to truly underscore how bad things are, the two approaches to resolving related issues (security) aren't harmonized. To me this is indicative of deeper troubling issues at ED than merely a bad IT security design team. The problem is that this new 'enhanced security' is, as implemented now, utter garbage; an inept, heavy-handed approach that will lead to LESS security. Why? Because soon (if they haven't already) videos and article will appear that tell you how to 'fix DCS' when all these "attempt to call field dostring_in" errors pop up in-mission. Invariably they will tell you to 'simply place this autoexec.cfg here, and you are done'. Because of the hare-brained one-size-fits-all approach, now the entirety of DCS is open, for every mission (not to mention providing a new attack vector through a malicious autoexec.cfg that is provided by the attacker in the video). Anyone with merely passing working experience in security can tell you: this approach is bad, much worse than not doing anything. So my opinion: this 'security' design is utterly inept, and it results in REDUCING security because everyone will bypass this 'security' for their comfort. Its like putting a fantastically complicated lock on your front door. Because it inconveniences everyone, they just keep it unlocked, opening the door for anyone. Is that improved security? A better design would allow per-mission sandboxing. There a billions of possible approaches: put the mission in a folder /insecure, and if it is in there, use the settings screen in DCS to regulate what is allowed (and yeah, lfs and io should be in there too). Better yet: have a GUI for that allows players to drag missions/directories into. Any mission in there is allowed risky stuff (configured by the GUI). Simple, and it does not take a lot of talent to implement. I'm not saying that above is good security design. Far from it. I'm merely saying that it's better by orders of magnitude than the current, inept design. What deeply troubles me is the fact that something this badly designed has made it past the design stage. What angers me is that it made made it into production. ED - you have a serious quality issue. Cheap, badly thought out code like this should never make it to the customer. This is really, really bad, ED. Please fix it. And please, if you don't have the talent, I'm sure there is ample talent in the community to help you out. Just ask.
    19 points
  21. Your comments here are insulting many people and with relatively low knowledge of the subject. If you don't care, the developer doesn't care either. The best you can do is politely ask, that's all. You even marked your reply as resolved. That's really lol.
    18 points
  22. I always wonder how people who spent thousands of Euros or Dollars on the appropriate hardware for the game argue about the price of a single module or in this case of a cheap assets pack … sorry, can‘t understand.
    17 points
  23. If "the community" can be split by an assets pack that costs little in the first place and also comes with a 30% discount, then the community isn't worth very much. This endless song and dance about how this, that, and everything else, "splits the community" is getting very old and very tired.
    17 points
  24. Please let me tell you about my upcoming DCS "docu-campaign "Anytime, Baby!" for the Heatblur F-14 Tomcat.
    16 points
  25. 15 August 2025 Dear Fighter Pilots, Partners and Friends, We are pleased to bring you our latest update that includes a wide range of improvements and fixes across the DCS Core, aircraft and map modules. From refined AI behavior and weapon adjustments, to very substantial improvements to the Afghanistan map, this update represents another step toward delivering the most authentic and immersive combat flight simulation possible. You can find the full changelog information here. Enjoy! We are also thrilled to deliver the free Currenthill Assets pack. Each unit features high-resolution textures, Levels of Detail (LOD), animations, FLIR textures, seasonal liveries and encyclopedia entries. Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS Update Development Progress DCS Core Updates Core AI logic has been improved for both air and ground units. Fixed aircraft AI issues include the F4U-1D’s zero fuel behavior, improved group rocket attacks, tuned heavy aircraft landing angle of attack errors, and aerial refueling improvements. AI fighters using semi-active homing missiles will now respect radar gimbal limits, and helicopter traffic jams when landing at Jalalabad AB have been resolved. Ground AI targeting algorithms for SA-11, SA-2, and SA-3 launchers have also been refined, SAM sites now rearm correctly, and collisions between ground units and parked aircraft have been addressed. Tunguska missile accuracy has also been improved. The Mission Editor (ME) gained a search bar for unit lists to assist when creating missions, and range rings for ground units now respect the ‘Hide Units’ setting. Weapon updates include speed limitations, aerodynamic tuning for AGM-84 variants, seeker logic improvements for AGM-88C, and corrected mass and drag parameters for various ordnance. Additional bomb skins expand visual variety, and proximity fuze logic based on battery power has been corrected, and SNEB rocket effectiveness has been increased. Module-Specific Improvements F-16C Viper Numerous AN/AAQ-33 Advanced Targeting Pod improvements and weapon integration fixes ensure more reliable AGM-65, GBU-24, and LGB employment. F/A-18C Multi-Sensor Integration (MSI) enhancements bring additional datalink and AWACS track functionality. AH-64D Stability improvements for George AI, enhanced target reporting, and new Total Controls keyboard profiles. JF-17 Thunder Radar and HUD refinements and an updated RWR database. OH-58D Kiowa Warrior Cockpit and menu fixes and crash prevention in multiplayer slot switching. MiG-21bis Improved kneeboard data organization for Cold War operations. F4U-1D Corsair Multiple art corrections, sound adjustments, and the addition of a WEP Master On/Off switch. Flaming Cliffs 2024 Su-33 gains new Iraq instant action missions and HS campaign refinements. Afghanistan Development progress The Afghanistan map received extensive terrain mesh, normal maps, vegetation, ground texture, and other terrain improvements. In addition to Points of Interest (POI) areas around airfields and urban areas, the entire map has received a significant improvement in accuracy and realism, including from lower altitudes. An important addition has been the inclusion of Forward Operating Bases Clark, Gardez, Thunder, Tellier, Camp Dubs, and Camp Julien. Additionally, the Patrol bases of Khost and Deysie combat outposts have also been added. These are now highlighted on the Mission Editor and F10 Map View with green triangles. Other notable additions include the Mausoleum of Ahmad Shah Durrani, Kabul’s National Assembly, the Babur Garden, and the Kabul National Stadium. Many of the airbases also saw substantial improvement with more small and large object details, improved texture and lighting, and corrections to ramp and taxiway positions and AI logic. For a more detailed video report, please watch Matt “Wags” Wagner’s August 2025 Update video that discusses the update to the Afghanistan map and a dynamic campaign status report. Currenthill Assets Pack The free Currenthill assets bring a rich lineup of modern and Cold War ground units and aircraft including: The first iteration of the Currenthill Assets Pack will contain: FV101 Scorpion Light Tank FV107 Scimitar CRV T-90A Main Battle Tank (MBT) T-90M MBT T-84 Oplot-M MBT T-64 Bv 2017 MBT M1130 Stryker Infantry Combat Vehicle M-ATV MRAP BMPT Terminator MBT support vehicle 9K720 Iskander SRBM (with 9M723K1) M142 GMLRS MRL (with M30A1/M31 GMLRS) M142 ATACMS MRL (with M39A1 ATACMS) Pantsir S1 SPAAGM (with 57E6) Tor M2 SHORAD (with 9M338) TOS-1A MRL (with MO.1.01.04M) M1083 MTV Truck IRIS-T SLM LN SAM (with IRIS-T SLM) IRIS-T SLM STR SAM IRIS-T SLM CP SAM Tu-95MS Bomber (with Kh-101 and Kh-555) Mi-28N Attack Helicopter (with Ataka and Igla) Project 22160 Patrol Ship with SA-15 (Tor-M2) Project 22160 Patrol Ship Each Asset comes with: High resolution textures LODs for both model and destroyed model Custom sounds Animations Summer, desert and winter liveries FLIR textures Encyclopedia entries Combined Arms support except Tor M2 and Pantsir sensor and weapon control These new units are part of our ongoing mission to improve the DCS battlefield to facilitate the creation of engaging and realistic missions and campaigns. As always, your feedback plays a critical role in guiding our work. Thank you again for your passion and support, Yours sincerely,
    16 points
  26. If you consider unnecessary non constrictive criticism and false accusations "a freedom of speech" then good luck to you too
    16 points
  27. Vietnam War Vessels 2.0.0 This release is a major update of the Vietnam War Vessels mod. With VWV 2.0.0 comes a new directory structure, where all assets have a [VWV] prefix in the folder name. This makes it necessary that you first uninstall the old Vietnam War Vessels 1.x.y completely. We welcome the USS Enterprise, CVAN-65, in its 1966 configuration, to the fleet. The first nuclear driven carrier has been derived from the modern USS Enterprise, and takes a place of its own now. The complete launch and parking system has been overhauled, leading to a hopefully more immersive experience. The second new addition to the mod is the A-37 Dragonfly. This iconic aircraft of the Vietnam War is now available for AI use within the virtual DCS sky. Please take a look at the Known Limitations below! Updates, Ships Knox class - FF icons are used instead of DD BB-62 New Jersey - CC map icon in use, better helicopter landing on the deck, new custom shell for main armament CVA Essex and Bon Homme Richard - model improvements, nick name as short display name for Bonnie Dick Many ships - sound updates to gun fire Updates, Planes A-1 Skyraider - split into A-1H (with bridle cat support) and AD-4 (without), add Napalm bombs from A-4E-C mod, add toilet bombs to all pylons, rework flight model to take off from Essex ‘44 with 70% loadout H-2 Seasprite - use of a new model, split into SH-2F, UH-2A, UH-2B, UH-2C classes MiG-21MF overhauled nose gear, support for RATO take-offs O-1 Bird Dog, add engine nozzle definition, Flight Model change for more realistic take-off RA-5C Vigilante - Flight Mode change, more lift at low speed Known Limitations CVA-31 Bon Homme Richard - Player controlled helicopters slightly move forward on the flight deck F-8 Crusader - Aircraft is intended as static and for limited AI operations - Player control is experimental at best, but largely untested and unsupported - Carrier launch and landing operations are not supported for player aircraft, only AI - Unknown how to drop bombs as player aircraft - Variable incidence wing is not enabled - Collision shell not reliable under player control - Nose wheel rotation disabled MiG-17F "Fresco-C" - Player control is almost untested and unsupported - Collision shell not reliable under player control - Damage susceptible when placed as static H-2 Seasprite - Wheels don't touch the ship deck - Landing gear is deployed multiple kilometers away from landing spot Fletcher Class Destroyers with FRAM II upgrade - Bridge and mast are WWII style RA-5C Vigilante - The plane is too large for regular parking spots, best to use as single plane on the runway MiG-21MF "Fishbed-C" - Textures are work in progress - Gear up location is pretty bad A-1 Skyraider - The new bridle disappears during launch - The precision of dropping Napalm is abysmal - Takes off like a spaceship from land - Tiny Tim rockets seem never to be launched A-37 Dragonfly - Flight model is raw and has not been tested much - Only one pilot ejects, ejection somewhat broken O-1 Bird Dog - The propeller blur is static CVAN-65 Enterprise - Catapult hookup spotty, sometimes planes start to drift - Parking spotty, some planes start to drift - Probable inability to sync INS when taking off cold - RA-5C and F-14 Tomcat slightly too large for safe aircraft operations when taxiing - The shoot power of the catapults seems insufficient at times - No support for night operations, e.g. no lights Download (Github): https://github.com/tspindler-cms/tetet-vwv/releases Alternative download (Google Drive): https://drive.google.com/drive/folders/16pUuupD08L36KnD6vDel5VRlmwwftX5o?usp=drive_link Enjoy, The Vietnam War Vessels team
    16 points
  28. (Ignore the rear main wheel that all of the sudden started rotating weirdly lol, already fixed that) front land gear 22.mp4
    15 points
  29. Further adjustment of wheel heights and compression: Also, added the missing part and positioned it in proper place: @YoYo I know its probably still not 100% correct, but is this good enough?
    15 points
  30. New screenshot. 08.2025
    15 points
  31. Armed Blackhawk v6.0 released: Armed Blackhawk v6.0
    15 points
  32. Is it possible to publish the manual earlier, before the EA version is released? So I can read it then before ?
    15 points
  33. Given the fact there is a FAQ on their Discord, but not in this forum I've decided to copy it in here so people can find it better. From the FAQ on Airplane Simulation Company Discord as by August the 2. : Q. Which variants are planned? A. Stage 1- C-130J Block 6.5 Hercules, Tactical airlifter C-130J-30, Lockheed Martin designation for its 15 ft (4.6 m) extended fuselage variant; designated CC-130J by USAF for a short time after 2002., Release timeline to be confirmed for the following at a later date: MC-130J, Designed for Air Force Special Operations Command. Originally named Combat Shadow II., Q. Are the C130H or legacy models planned? A. No. Q. What is the expected release date? A. By the end of 2025. Q. Will the C-130J be able to transport weapons? A. We intend for the C-130 to be able to carry any warehouse items between bases. Q. CNI/FMS? A. Yes, a fully simulated FMS is included. We have also modeled airways/SIDS/stars, etc. Q. MOAB? A. Yes! Q. Will there be an AC variant? A. Depending on sales, we will consider an AC / Harvest Hawk in the future. Q. Airdrops? A. Yes for cargo and vehicles. Paratroops will be added when ED puts them in game. Q. Multicrew? A. Yes, at least 3. Q. Cargo Loading/Unloading without needing scripts? A. Yes. Any cargo dropped or landed will be added to the DCS warehouse system. Q. What defensive systems will the plane have? A. The plane will have an RWR, MWS, and IIRCM systems. The fidelity levels of these are limited by both the availability of unclassified information on those systems, as well as DCS itself. Q. What skins will be available? A. The list is unconfirmed at the time as there are so many national operators, but the artist will produce a paintkit in the future, after release, for livery makers. Q. Will we add the fuel probe? A. Possibly in future after initial release Hope this one will prevent some confusion and give answers to people who aren't using Discord. As soon as a more official FAQ arrives, this one can be closed and put into archives.
    15 points
  34. I have no problem with the changes in terms of security for the general DCS user. I have a HUGE problem with this being just dropped on all of us who run or help manage servers with no notice. This should have been a preview build weeks (preferably months) in advance for us to be able to make changes and be ready for. Instead we're stuck with our players going "why isn't the server updated" and we have to tell them "ED broke stuff again, we will get to it when we can."
    15 points
  35. Apology accepted, hopefully v1.2 will be released soon and the training missions will be an integral part of the Mod download, currently I’m finishing the last two missions: the Rockets and Bombing ones. I modified them to not need the Target Range objects Mod, in order to simplify the installation of the T-45 Mod. Best regards, Eduardo
    15 points
  36. No, research alone for the Zero has been going on for an incredibly long time. It was more about making sure we could do it to the expected level that people expect from a DCS Warbird. We were happy to have M3 doing a module that will fit in nicely with the Hellcat and Zero, but they were not held for the release of any other module. Thanks!
    14 points
  37. I will quote Wags here from our discord to give some more insight https://discord.com/channels/542985647502393346/543014378643914752/1403419297602338876 Thank you
    14 points
  38. To answer directly though: yes, there will be some folks posting videos over the next days/weeks.
    14 points
  39. I wouldn't say there's much of a gamble involved here. Although as the person who wrote most of the code, I am slightly biased.
    14 points
  40. Folks please don't derail the thread with subscription chatter, we have said many times in the past its not something that will work for DCS, and we have no plans for it. Topic here is Pacific Operations Assets Pack | Mission Save Development Progress | New Free Trials thank you
    13 points
  41. I just fail to see how a $15 asset pack would split or fragment anything. We all have to pay for our toys. And if "the community" don't want to be split, fragmented, rent asunder, folded, bent, or discombobulated, they'll simply have to cough up the 15 dollar-e-doos like the rest of us. Also, and I'll end it here, I've had this discussion before. The end result was I posted that I had two free WWII assets packs to give away. And another guy had one to offer after my two were taken. Three free WWII asset packs total were offered. The exact amount of people who asked for the free WWII assets packs after a few days was... none at all. That was the cherry on the cake of my views of "the split community". That said, I wish you a good day and happy flying.
    13 points
  42. You can bind the 1 axis to all 4, split them across 2, or have 4 individual binds. The world is your oyster.
    13 points
  43. hi guys , With the precious help of HAGEN and holydays starting , the pit is on good tracks ! here are some pics !
    13 points
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