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A-4E-C Version 2.3 Community Update Hello, A-4E-C pilots! We hope you are well. A-4E-C 2.3 brings greater compatibility with features introduced in DCS World 2.9, including fixes to radios, AGM-45 Shrikes, bomb fusing, and more. Visit our new Project Page at https://community-a-4e.github.io Download A-4E-C 2.3 at https://github.com/Community-A-4E/community-a4e-c/releases/latest If you downloaded in the first hour of this post being up, redownload the module -- there was a bug in the distribution workflow which causes a bunch of problems. It is fixed now. Version 2.3 - 14 May 2025 Added AGM-45 Shrike seeker head selection compatibility and sound response. There are some limitations that require pilot attention. After you rearm and before takeoff, a new set of new bindings (LSHIFT+1, 2, 4, 5) allow you to define the desired seeker head response for each station. Dynamic spawn A-4E-C units with AGM-45s in their loadout assume a MK 50 seeker. AN/APR-25 RHWS audio responses for SA-8, SA-10, SA-11, SA-13, and SA-19 search and tracking radars. Like the SA-3, these units give no audible launch indication. AN/ARA-63 MCL (ICLS) compatibility with Veinticinco de Mayo carrier. A-4E-C (Scooter) version number is recorded in DCS.log. Changed AN/ARN-25 Automated Direction Finder (ADF) antenna rotation speed increased. CBU 1/A, 2/A, and 2/BA launchers now use the DCS standard weapons introduced with the F-4E. Instant Action Carrier Start should provide a clearer taxi path to the Stennis catapult. Exterior light animation improvements. External 3D model UV unwrap improvements for canopy, speedbrake, tailhook hinge, wheel well launch hooks, and refueling probe. Kneeboard manual updated with new information, and corrected a few typos. Fixed Enabling TACAN and MCL/ICLS radios no longer cause crashes. Fixed TACAN bearing pointing North when off. MER and TER work with DCS bomb fusing. Non-axis throttle inputs properly disengage the APC. The ECM Panel REC warning light turns on if the AN/APR-25 RHWS is contacted by an SA-3 radar. AWRS STEP SINGLE and STEP SALVO bindings are no longer swapped. Raising flaps complies with Supercarrier crew "awaiting wing fold" requests. AI takeoff behavior on the Supercarrier (thanks Nearblind).54 points
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https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.16.10523/ DCS Core Introducing the Quick Action Generator (QAG) is the enhanced successor to the former 'Create Fast Mission' feature. It offers a more streamlined and efficient method for setting up instant action missions across various eras, mission types, and locations, without the need to use the Mission Editor. (https://forum.dcs.world/topic/373493-quick-action-generator-faq/) AI Ground. Added GD-20 lift truck and SD-10/PL-8/PL-5 payloads that can be attached/detached for transport. AI Aircraft. Tankers will use flaps to keep slow speed to make slower speeds for tanking possible. AI Aircraft. Formation leader destruction/loss affecting formation bombing mission even if next in charge AI takes over leader position - fixed. AI AIrcraft. C-130 wing vortex trail effect position not matching - fixed ([REPORTED]C130 wing tip vortex contrail bug - Object Bugs - ED Forums) AI Aircraft. Fixed a collision between helicopters on landing if one of the wingmen was lost during the mission. Weapon. Fixed YJ-83K model for H-6J. Voice overs added to support JTAC communications with player and name more types of weapons properly. ME. Copying AH64 in mission editor does not copy preset names - fixed (Copying AH64 in mission editor does not copy preset names - Mission Editor Bugs - ED Forums) VR. When in VR, the bottom of the GUI window could sometimes be visible - fixed. Terrain Engine: Reduced RAM working set consumption when loading terrain. Terrain Engine: Optimized reading terrain files from disk (especially on SSD). Terrain Engine: Small objects disappear when near the edge of the screen - fixed. Terrain Engine: Some objects darken at far distance - fixed. Render system. DLSS updated to version 310.2.1.0. Voice chat. Client-server architecture was improved for better connection stability DCS: Data Transfer Cartridge (DTC) by Eagle Dynamics Fixed: Crash when F/A-18 CMDS set to AUTO after using custom DTC CMDS threat tables. Fixed: Using the DTC and saving a track replay breaks the replay - fixed sending messages for track saving. Fixed: DTC Import button is unavailable before New DTC file was created. Fixed: UHF channels loaded into comms via DTC are locked on FM. Fixed: Check differences between F/A-18C and F-16C for CMDS values: corrected Burst Interval for F16 from 2 symbols after decimal to 3 symbols after decimal corrected step for Burst Interval for F16 corrected Interval for F18 from 1 symbol after decimal to 2 symbols after decimal corrected step for Interval for F18 Fixed: F-18 "Guard Receive enable" not honoured. - fixed not loading the guard option with manual loading COMM partition in the MUMI page. Fixed: Default DTC loading selection issues. Fixed: ADD DTC in RU (Добавить DTC) - doesn't fit in string. Fixed: Table duplicates units with new files created. Fixed: DTC file not saving aural warning setting. Fixed: Move the DTC interface layer below the message history layer, role selection, options, etc. in simulation. added DTC closing by ESC fixed ESC for multiplayer Fixed: F/A-18 Semi-Automatic mode logic errors using custom DTC CMDS threat tables. Fixed error of incorrect loading of DTC data in CMDS F18 Configured CMDS operation Fixed: DTC menu displays data from the previous mission. Fixed: Old F-4E in tooltips. DCS: F/A-18C by Eagle Dynamics Fixed: EW page is missing page options in S/A and AUTO modes. Fixed: Possible to select wrong TWS azimuth scan setting using HOTAS. Fixed: Strange radar azimuth with 1Look RAID. Fixed: HMD cross disappears with a large FOV - fixed the visibility with large FOV. DCS: F-16C Viper by Eaglе Dynamics Fixed: DTE category labels should clear after loading. Fixed: Crash on avionics. Fixed: TGP contrast setting resets when paging or changing mode - Fixed, HSD removed as Video-Format for SBC. Fixed: TGP Contrast going dark switching from FCR. Fixed: RWS & VSR breaks if you try to lock a false target with VSR and go into DF mode. Fixed: Target beyond gimbal limit in ACM mode antenna becomes stuck in azimuth. Fixed: MSL mode appears on HUD before switching to DGFT. Fixed: HMD cross disappears with a large FOV - fixed the visibility with large FOV. Fixed: CMS aft in semi-active mode dispenses CM. Fixed: DTC AUTO programs: added Salvo Quantity checking added NONE threshold logic Fixed: CMS aft in semi-active mode dispenses "bypass" program fixed logic for SEMI mode as it already is for AUTO based on thresholds fixed not starting next CMDS program in AUTO mode for F16 and F18 Fixed: Guard Monitor for F-16 changed wrong COMM 1 default state to "BOTH" apply BOTH init state to all start conditions Fixed: AUTO and SEMI programs may not be selected if the name has "\". DCS: AH-64D by Eagle Dynamics Fixed: FUEL CHECK data fields misaligned for certain time values. Fixed: SEND button on TSD>POINT sub-page not functional. Fixed: FCR STOW on FCR>UTIL sub-page does not work. Fixed: AUX GALLONS EXT> button is not functioning. Fixed: IGN ORIDE should not cause changes to fuel crossfeed or engage boost pump. Fixed: C-Scope symbology projection in HMD with NVS off. Fixed: Crossfeed and boost behavior during engine start. DCS: CH-47F by Eagle Dynamics Fixed: Engine behaviour in cold conditions Fixed: Internal FLIR textures Fixed: Reduced IR emission Fixed: Parked position of rotors Added: Liveries for Spain, Iran, South Korea and Royal Canadian Air Force Added: Collective position added to the Controls indicator DCS: F-5E by Eagle Dynamics Fixed: Beacon only flashing from the side - added flood lights for beacon. DCS: F-4E Phantom II by Heatblur Simulations NEW: Added a new and improved probe icing model (no visual effects yet). CTD: Fixed potential CTD resulting from JESTER-modding related lua files. Flight Model: Significant improvements to feel and accuracy, especially in landing and takeoff scenarios: Improved the stabilator simulation in ground effect - reduced the effectiveness very close to the ground and at high pitch angles. Minor adjustments to the airflow around the AoA probe with landing gear down. On speed should be slightly faster now. Flight Model: Reduced slat induced pitch oscillations when slowly passing the slat deployment/retraction AoA range. This should eliminate some of the “porpoising” that could happen when flying in specific airspeeds and AoAs. Flight Model: Improved the slats overcenter simulation. Systems: Fixed cockpit pressure initial value at hot start, which could also cause JESTER to freak out at high altitudes. Systems: Fixed the location of the landing gear limit switches and the related landing door operations issues like an occasionally stuck inner door. Systems: Tuned the pressure regulators of the hydraulic pumps to keep the max pressure closer to 3000 psi. Systems: Fixed hydraulic pressure drops caused by a bug in pressure calculations for some components (tubes and manifolds) residing behind a closed valve. Systems: Overhauled lamp damage; lamps damage and wear now yields more varied states and visual feedback. Ask your crew chief to replace the damn bulbs! JESTER: Fixed Jester Startup issues where JESTER would fail to initiate startup items in certain conditions. JESTER: Increased range at which Jester won't ask about fuel near airports and the nearest tanker somewhat. This feature will see more improvement. Multicrew: Fixed throttle cutoff in multicrew. The throttle should now move for the WSO in multicrew when the pilot moves it. RWR: Updated the RWR database. RWR: Updated handoff sounds. RWR: Fixed potential RWR handoff sounds looping issues. Visual: Fixes to the Flicker Animator to avoid stuck animations. Visual: Potential fix for unsynchronized refueling probe door in Multiplayer on other aircraft than your own. Sound: Aural tone system set to 50% volume for all starts. This is contrary to the manual but better for gameplay. Sound: Fixed a major soundbug where other Phantoms would be barely audible from your cockpit with the canopy up. Sound: Fixed strange “stepping” in audio for the left engine. Sound: Improved phasing-protection for dual-engine sounds. AI: Added TACAN AA to the AI aircraft. Inputs: Added a Special Option to force force-feedback off. Crew Chief: Improved the crew chief flight controls check stab down report. DCS: F-14 Tomcat by Heatblur Simulations Night Lighting: Made a pass to improve night lighting visuals, distances and extant issues, including: Fixed right wingtip collision light not appearing past LoD1 Improved distance at which nav/collision lighting is visible across most LoDs. Fixed formation lights (slimelights) disappearing on wingtips beyond 100m. Fixed wingtip lights not moving with wings with distant LODs. Forrestal: First pass to significantly improve Forrestal class lighting system: IFLOLS is not visible from the sides anymore. Runway lighting is visible from a longer distance. Changed min pixel sizes for most lighting types. Extended range at which mast navigation lights are visible. Increased refueling probe light distance; the basket should now be more visible when doing AAR at night. Made JESTER ignore neutral enemies detected visually in BFM. He will no longer go crazy and call out neutrals as bandits and give dogfight calls. ICEMAN: Disabled Iceman with weight on wheels. This should help with instances where you switch to the RIO cockpit and Iceman resets e.g. your trim or autopilot settings. Added A/A Tacan to AI aircraft. Fixed the flicker animator + afterburner animations when switching cameras. Added the Top Gun 104 livery for the F-14A. Fixed distant LOD appearing darker than it should due to a missing RoughMet texture. Fixed non-ownship aircraft not having exhaust sounds in Multiplayer; other jets should now be correctly audible from your cockpit with the canopy up. Fixed strange “stepping” in audio for the left engine. Improved phasing-protection for dual-engine sounds. DCS: AJS37 Viggen by Heatblur Simulations Systems: Limited the distance parameter on pop up points to the whole km. Systems: Fix the “BANA line” hiding. Systems: Fix for kneeboard waypoint names. Systems: Removed repeating "Custom cartridge found" message in log. DCS: JF-17 by Deka Ironwork Simulations Fixed. Radar antenna scan center does not follow TDC under SAM mode. Updated. HPT info on MFCD radar page. WIP. TWS EXP mode DCS Mirage F1 by Aerges General: Module options are taken from the server mission now only for F1BE in multiplayer, and when it has 'Solo Flight' option disabled. In all other cases the options are read from local settings. Added shortcut for ‘Ready for pre-contact’ radio message to tanker. Systems: Fixed IFF panel being non-clickable in multiplayer missions. Navigation and formation lights should now be correctly visible on other clients in multiplayer. Fixed external animations that were stopped once the pilot ejected. It was especially noticeable with navigation lights in 'flash' operating mode. Other affected animations are landing and refueling lights (F1EE). Fixed inoperative 'Light and panel lighting rheostat Axis' input command. Fixed left wing fuel tank requiring unrealistically high Gs to rip off. Fixed F1 CE/BE IDN wide arrow moving to the last known TACAN position, when IDN is switched to VT mode, even with TACAN signal being invalid. Weapons: Fixed bug that prevented radar missile launch in auto mode. R550 pylon fire safety flap now, once retracted, doesn’t extend anymore when IAS drops below 150 kts. Fixed Sidewinder audio being not heard, when only the left wingtip pylon had a missile loaded. AIM-9B and AIM-9P missiles now can be launched only when g load is less than 6G. R550 missile launch can be activated now with intermittent track (i.e. with chopped lock tone). The missile will be actually launched once the steady track was established. R550 intermittent to steady track transition time now depends on the target off boresight angle at the moment when it was detected. Implemented R550 missile 30 degrees wide scan. The currently existing 5 degrees narrow scan (boresight scan) is enabled while "Cannon 300-600m and missile lock/unlock button" is held pressed. R550 and SW missiles can be locked now and missile audio can be heard with Master Arm in OFF. In these conditions the missiles can't be launched, and the missiles status will not be displayed on the Optical Sight. R550, SW, and R530 IR missiles will not be displayed as ready on the Optical Sight, before their gyros spin up is complete. R550 missiles will not be emergency jettisoned until the pylons safety flaps are in (once IAS is greater than 150 kts). Sidewinder missiles seekers instantaneous FOV and maximum track rates were updated. 3D model: Added missing F1BE rear canopy locking hook. DCS: C-101 Aviojet by AvioDev Maximum movement speed of roll/pitch steering bars was limited. C-101CC: now when Flight Director VOR APP is engaged 'VOR APP ARM' light will be lit instead of 'APP ARM'. C-101CC: when VOR/ILS station signal is lost with one of NAV, APP, VOR APP modes in ARM, NAV/APP/VOR APP ARM light will cease, but HDG mode will stay engaged. C-101CC: when VOR/ILS station signal is lost with one of NAV, APP, VOR APP modes in CAP, the mode will not cease, but instead will switch to 'ARM'. Updated flight manual: sight line depression can be manually set up to a mechanical limitation of 299 mrad, though the displayed limitation is 199 mrad. Sidewinder missiles seekers instantaneous FOV and maximum track rates were updated. DCS: Cold War Germany by Ugra Media reduced amount of usage RAM and VRAM optimized traffic: the amount of harvester traffic is reduced, vehicle traffic is shifted to cities and airfields fixed normals on road intersection textures corrected errors in frequencies and beacon locations: Briest RSBN is set to terrain, added Mendig NDB 331.0 NMN, Tempelhof VOR/DME changed to VORTAC, added Kirn VORTAC 117.5 KIR ch 122, added Solling NDB 374.5 SOG corrected errors in taxiways of the following airfields: Allstedt, Bitburg, Bremen, Hahn, Hannover, Merseburg, Neubrandenburg, Neuruppin, Peenemunde, Pferdsfeld, Ramstein, Schonefeld, Schweinfurt, Sembach, Spangdahlem, Stendal, Tegel, Tempelhof, Tutow Ramstein taxiway signage corrected removed trees on helipads: H_GDR_34, H_FRG_46, H_FRG_51 color correction of airfield ground textures: Bitburg, Buckeburg, Frankfurt, Finow, Giebelstadt, Gutersloh, Holzdorf, Ramstein, Sembach, Spangdahlem, Werneuchen fixed bugs in models disabled unused models and textures increased height of tank bridge on ranges added straight electric wires on poles along streetcar and railroad tracks added marine passenger ship in the scenes of ports and traffic corrected incorrect display of icons and names on the map added markings of air defense points, radars and hospitals on the map improved image quality for the main menu Campaigns DCS: F/A-18C Operation Cerberus North Campaign by Ground Pounder Sims Mission 9 to 12. Various minor updates and fixes. DCS: F-4E Red Flag 81-2 Campaign by Reflected Simulations Red Flag Mission 5 and Mission 5 Kneeboard.pdf. There were fix some typos. All missions: documentation fixes Mission 2: Jester now selects the appropriate waypoint after push DCS: F/A-18C Operation Green Line by Badger633 All Missions: Data Transfer Cartridge note typo fixed. DCS: F/A-18C Rise of the Persian Lion 2 by Badger633 ·All Missions: Data Transfer Cartridge note typo fixed. DCS: F/A-18C Rise of the Persian Lion by Badger633 Mission 13 EZ refuel version: Tanker name typo fixed. Mission 8 all versions: ABE Tacan name fixed. DCS: F/A-18C Serpent’s Head 2 by Badger633 Mission 8 all versions: Blue marker smoke reintroduced. DCS: F-14A Zone 5 Campaign by Reflected Simulations All missions: A2A Yardstick added All missions: Jester will automatically select A2A Yardstick when appropriate DCS: F-14B Speed & Angels Campaign by Reflected Simulations All missions: A2A Yardstick added All missions: Jester will automatically select A2A Yardstick when appropriate DCS: Spitfire IX The Big Show Campaign by Reflected Simulations Mission 2: scripting improvements DCS: F/A-18C Raven One: Dominant Fury by Baltic Dragon Mission 4: fixed issue with wrong pop-up message after intercepting the main target, which may cause mission to hang; updated designer's notes to avoid possible problems on deck during takeoff Mission 5: updated designer's notes with instructions on what to do if there are trouble with taxi directors before departure. DCS: F/A-18C The Rampagers Campaign by Baltic Dragon Minor updates to kneeboards in all missions and checklist pdf Mission 03 fixed typo in mission briefing and briefing pdf Mission 12 minor adjustments to orbiting and strike criteria Mission 14 fixed issue with 307 and 309 not starting up41 points
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30 May 2025 Dear Fighter Pilots, Partners and Friends, We have released a hotfix for the latest update based on your feedback and our additional testing. Also, we have squeezed in a couple fixes for older issues. Please update your build to the latest version. The F4U-1D Corsair by Magnitude LLC is progressing well and is now in testing! Its launch will be based on results of careful testing and creating content for it. We kindly invite you to read the details below of this amazing aircraft and stay tuned for early access! Please watch this DCS / Pimax Interview to discover how Pimax and Eagle Dynamics works together to push the boundaries of flight simulation with cutting-edge VR immersion and stunning realism. If you or someone with a disability that is interested in getting involved with flight simulations, the DCS 4 Disabilities Discord group is your next stop! This group can help adapt your controllers, write scripts to improve accessibility, and test ergonomic layouts. Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS Hotfix Development Progress Quick fixes based on your feedback This hotfix aims to resolve several issues that came to light following the last DCS update. Also, we have included a couple fixes for issues found earlier but we could squeeze in this hotfix with everything else. We have written a quick fix for high CPU load that occurs on the main menu and was observed and reported by the community after the last update. We have also included Quick Action Generator changes such as a "Random" skill level to Al and a fix for missions not regenerated even when the "regenerate" button is pressed. We solved a couple more long-standing issues and added them to this update; problems with track replays not saving properly and an infantry disembarkment issue when a mission is running on a dedicated server. Finally, issues with the multiplayer scoreboard not updating properly has also been resolved. F4U-1D Corsair Development Progress Since 2017, Magnitude 3 LLC has dedicated immense effort to bring this iconic World War II fighter to DCS. It played a pivotal role in the Pacific Theater of Operations (PTO), and it became a symbol of aerial prowess thanks to its speed, climb rate, and toughness. It even had a smaller role in the European Theater of Operations. Developing this module has proven more challenging than the Magnitude team anticipated. The Corsair's unusual design was revolutionary for its time, and its flight dynamics are complex. The combination of a powerful engine and huge propeller; its distinctive gull wings; large flaps; and its robust landing gear that also acted as an airbrake created a challenge in airflow dynamics and handling characteristics. We Solved It “While perfection is an elusive goal, we do not claim our Flight Model (FM) to be flawless; we acknowledge that there is always room for further refinement and improvements. However, the current FM has been thoroughly validated and closely mirrors the real aircraft's behavior, surpassing the realism of any previous Corsair FM developed for flight simulators.” - Magnitude 3 LLC It Only Gets Better “Currently, we have a few remaining items on our development list for the module. For example, the implementation of the "Bat Bomb" (ASM-N-2 Bat), for which the initial implementation is complete. Further work will ensure its seamless integration into the DCS environment.” - Magnitude 3 LLC Key Features in Early Access: High-quality external 3D model Fully clickable cockpit with 6 Degrees of Freedom (6DoF) and the latest visual effects Flight Dynamics based on official reports, CFD research, and pilot feedback Engine and propeller control systems Fuel system and optional external tanks Electrical system Hydraulic and pneumatic systems Radio-navigation systems Structure-based damage model Carrier-capable aircraft Manual in English (PDF format) Early Access Weapons: 6 x 0.50-inch (12.7 mm) M2 Browning machine guns 8 x 5-inch (12.7 cm) High-Velocity Aircraft Rockets (HVAR) External fuel tanks and bombs up to 4,000 lb (1,800 kg) To enhance the Corsair experience, Magnitude 3 LLC will include an Essex-class aircraft carrier. This ship class was a pivotal PTO component of U.S. naval power, and it was one of the most numerous capital ship classes of the 20th century. Of the 24 Essex-class carriers built, none were lost to enemy action, although several sustained significant battle damage. These carriers were veritable fortresses at sea that could carry approximately 90 aircraft on their armored hull and decks. It was also equipped with numerous weapons. In our version of the Essex, you will get: 4 x 127mm single cannons 4 x 127mm twin cannons 17 x 40mm Bofors guns 20 x 20mm twin Oerlikon guns 50 x 20mm single Oerlikon guns Magnitude 3 will also introduce eight Imperial Japanese ground units that includes trucks, anti-aircraft artillery, and tanks. These will be a fantastic addition to the upcoming, free, Mariana Islands World War II map. The AI Corsair, Essex-class aircraft carrier, and Imperial Japanese ground units will be available for all DCS players to ensure singleplayer and multiplayer compatibility. “As we near this significant milestone, we wish to convey our deepest appreciation for your remarkable support and enduring patience throughout these dedicated years. This project, without question, represents the longest and most demanding endeavor we have pursued within the DCS environment.” – Magnitude 3 LLC DCS x PIMAX Interview Pimax and Eagle Dynamics senior producer Matt “Wags” Wagner discusses how virtual reality is reshaping flight simulation, what goes into bringing DCS aircraft to life in VR, and their thoughts on the history, current state, and future of VR in DCS. Watch the full interview. DCS 4 Disabilities Community Highlight Among the many squadrons that fill the DCS virtual skies, few are as remarkable as DCS 4 Disabilities. This volunteer-run group began with a single wish: To make the cockpit feel welcoming to aviators whose bodies ask a little more patience from them. Their Discord has become a place where veterans with chronic pain, pilots who can fly only short stints, and newcomers who need adapted controls, trade tips, swap mission files, and share laughs. Today, we want to share one of their brightest stories. Lars, callsign Yoda, is a Swiss law student with severely restricted upper-body movement. For months he relied on a friend to act as his co-pilot and wear a head-tracker while he managed radios, weapons, and checklists. But the dream of looking around his cockpit never faded. When VR proved impractical, the group’s search led to Tobii eye-tracking. With it, Yoda’s gaze now translates into fluid head motion, freeing him to scan for bandits and lean into the turn as any other virtual fighter pilot. DCS 4 Disabilities is gathering footage of Yoda’s setup for a forthcoming YouTube series to inspire and spread awareness about accessibility in DCS. What began as a handful of determined fliers is fast becoming a beacon for accessible simulation. Thank you again for your passion and support, Yours sincerely,35 points
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UPDATE – BO-105 DEVELOPMENT STATUS It’s time for a proper update. Since 2013, I’ve been working to bring the BO-105 into DCS – and the path has been anything but smooth. I’ve gone through technical hell, complete rewrites, system redesigns, hardware issues – and just as many challenges caused by people, not technology. To be clear: some individuals actively made it difficult to realize this module. Instead of support, I encountered deliberate resistance, withheld knowledge, and ego games from so-called “experts” who could’ve helped but chose not to. But I didn’t give up. I pushed forward. A true game-changer came with access to the original technical documentation from Lager Lechfeld. These documents didn’t just clarify the system architecture – they provided every single value needed to accurately simulate the engine: flow rates, pressures, temperature limits, control curves, response timings – all of it. That level of data brought the entire project to the next level of fidelity. Right now, we’re fully focused on improving and finalizing the fuel control system, which is directly dependent on the GPFC (Gas Producer Fuel Control) – the brain of the BO-105’s turbine management. The current implementation includes: – Fuel flow logic and pressure dynamics – Ohmic resistance, voltage, amperage, and current load behavior – Hydraulic system response and complete onboard electrical logic – All connected in one integrated simulation environment The engine is being simulated 1:1, using real-world parameters – no assumptions, no placeholders. Just raw, system-level fidelity. And that’s not all – the entire rotor system is fully modeled, including the hingeless, rigid rotor head and its unique 78° phase lag. This key difference to conventional rotor systems has a significant impact on control behavior and is being replicated exactly in the flight model. So why all this? Because the BO-105 is the love of my life. This isn’t just about “getting it to fly” – it’s about honoring a machine that deserves to exist in DCS in all its technical brilliance. To those who’ve supported this project over the years – thank you. To those who made it harder – congratulations. You made it take longer. But you didn’t stop it. This isn’t just a helicopter mod. It’s a mission that started in 2013 – sharpened by adversity, fueled by obsession, and built with absolute love and respect for this aircraft. And yes – I know the flight model commentary is coming. I’ll be reading it… popcorn in hand35 points
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The F1 M will be released and we're currently working on it. We hope to be able to show the cockpit 3D model and textures overhaul soon.35 points
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32 points
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Su-22m4 for DCS World! Mod developement thread. discord: https://discord.com/invite/6yqcEngfE8 First of all, this is separate project from Sniper's and Octopuss Su-22. I'm making Su-22m4 with custom cockpit and external model, based on FC3 (Su-25A) avionics with PFM. Mod will be released soon as a AI 3d model replacement for Su-17m4 and then, in the meantime I'll work further on developing the flyable mod (mainly working on cockpit) External model is 90% done, with most of the animations, and some liveries. Liveries include Polish, Czech, Hungarian, Ukrainian, Russian, Syrian, DDR and some other. Cockpit needs to be animated as well with making all the scripts and logic in lua. Yes, it will have variable sweep wings! It will carry a lot of unguided weaponry such as bombs and rockets, as well as guided munitions such as Kh-29 missiles family, ARM and more. Maybe I will be able to add TV seeker view into the cockpit CRT without switching to Su-25T avionics, but I dont promise anything yet. No ETA, stay tuned, the AI replacement will be public soon.30 points
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Dear Fighter Pilots, Partners and Friends, The pre–purchase for the extraordinary DCS: MiG-29A Fulcrum is now live with 30% off. A study-level, 4th generation Russian fighter has long been sought after by DCS pilots, and our MiG-29A is being developed to the highest degree of authenticity with external and cockpit models, systems, flight model, weapons, and sensors replicated to what we believe will set a high standard for DCS. The MiG-29A excels as an interceptor and particularly as a within-visual-range fighter. The aircraft benefits from exceptional flight performance, and the combination of the “Archer” R-73 high off-boresight air-to-air missile with its helmet-mounted sight (HMS) makes it hard to beat in a knife fight. We are delighted to bring this amazing aircraft to DCS. Please check out the Pre-Order Trailer. Enjoy! Thank you for your passion and support. Yours sincerely, Eagle Dynamics MiG-29A Fulcrum Pre-purchase The MiG-29A remains one of the most famous fighters in the world due to its outstanding performance characteristics, reliability, and simplicity of the weapons systems. It is capable of performing high-alpha manoeuvres that make it deadly in close air combat. In addition to the R-73 and HMS, the MiG-29A is also armed with medium-range radar-guided missiles, a 30mm cannon, and unguided bombs and rockets. The Mikoyan MiG-29A has been operated by 39 air forces since its introduction in the 1980s, and approximately more than 100 are still in service. Key Features: Early Access features Fully interactive and highly detailed cockpit based on 3D laser scanning and photogrammetry. Highly detailed and accurately reproduced external model. Highly detailed pilot model with HMS. In-depth modelling of aircraft systems and equipment. Navigation System modes: POINT-TO-POINT mode for flying along a given route and flying to a programmed point; RETURN mode for performing a return to one of the three programmed airfields; LANDING mode for landing at both programmed and non-programmed airfields; and TRAFFIC RE-ENTRY mode for performing a re-approach to a programmed airfield in case of go around. Detailed model of the Gyro Systems with Fast and Long Alignment modes and onboard navigation equipment. The ability to program three airfields, three RSBN radio navigation beacons, and three navigation points during the mission creation phase and while flying the mission. Realistic modelling of the SPO-15LM “Beryoza” radar warning receiver and flare dispenser system. Fire Control Radar (FCR) with search and tracking modes for air targets that includes HEAD ON, PURSUIT, AUTOMAT, TWF and CLOSE COMBAT modes. Infrared Search and Track (IRST) and Laser Range Finder (LRF) with modes for air targets: INFRARED (IR), CLOSE COMBAT, HELMET, OPTICAL (OPT) and Boresight. LRF can be used to measure target range with automatic IRST tracking. LRF can also be used to measure slant range for ground attacks. Ground attack modes that include Pre-Designate OPT for use with moving targets and in windy conditions; Non-Pre designate OPT for use with stationary targets and in calm conditions; and TOSS when bombing is conducted with a 110-130 degree pitch angle. In order to expand the combat capabilities for a covert attack on an aerial target and counter electronic countermeasures, the interaction of the FCR and IRSTS/LRF has been modelled. The Kinematic Range Determination Method (KRDM) has been modelled for FCR and IRSTS/LRF. In the absence of target range data, this method provides precise range measurement. Basic Identify Friend or Foe (IFF) modelling. Early Access Guide. Interactive Training missions. Full Russian cockpit and localisation of avionics, cockpit and technical inscriptions in English. At Final Release: Ground Control Intercept (GCI) command system. Full IFF modelling. Full Flight Manual. Campaign by Eagle Dynamics. Increased number of missions and liveries. Pre-Purchase Today! Don’t miss the exclusive 30% discount during the pre-purchase phase. Hurry! This offer only lasts until launch. Once released into early access, the discount will be reduced to 20% off. The DCS: MiG-29A Fulcrum will be available on Steam at a later date. Pre-purchase DCS: MiG-29A Fulcrum Available for a limited time at only $55.99 Pre-purchase › Thank you again for your passion and support, Yours sincerely, Eagle Dynamics29 points
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https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.16.10973/ DCS Core Issue with high CPU performance load even in main menu - Fixed Crash instigated by EPLRS setCommand() in scripting in some cases - Fixed (Issues related to EPLRS setCommand() - Page 2 - Scripting Tips, Tricks & Issues - ED Forums) Quick Action Generator. Nothing happens when you press “Regenerate” button in some cases - Fixed Quick Action Generator. Old F-14A model reference removed Quick Action Generator. AI Aircraft skill level lacks Random option - Fixed Quick Action Generator. GUI Error trying to return to generator after Planner - Fixed Ground AI. Disembarking infantry function problems in Dedicated server - Fixed Aircraft AI. SmokeOn_Off function does not work in multiplayer - Fixed (https://forum.dcs.world/topic/351909-ai-aircraft-do-not-get-smoke-when-mission-run-in-multiplayer-mode/) Aircraft AI. Groups of large fighters sometimes try to park in small plane slots after landing and get stuck - Fixed. Track replay was saved incorrectly in some cases and could not be replayed - Fixed. (Track Replay problems - Page 5 - General Bugs - ED Forums) Multiplayer scoreboard not updating properly - Fixed Short stutter/freezes that happen after joining mission or server in some cases - Fixed29 points
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6 June 2025 Dear Fighter Pilots, Partners and Friends, This week’s patch went out on Tuesday, the 3rd of June, and brought a campaign-focused refresh that trims load times, polishes radio work, and injects new AI behaviour across some of our community’s favourite storylines. From Combat King’s completely re-sculpted A-10C II Operation Agile Spear to Reflected’s Jester-enhanced Phantom sorties, this update is all about sharper immersion and smoother play. Please update and download the 2.9.16.10973.1 build. Marianas 1944 and the smell of the Pacific blue is on the horizon! After months of meticulous island-hopping, our World-War-II rendition of the Mariana Islands has reached release-candidate status. 1944 Saipan, Tinian, Guam, and their sister islands now bristle with crushed-coral runways, Quonset camps, and shipwreck-strewn lagoons, ready for your Corsairs! We are progressing steadily and looking forward to releasing this free module very soon. For evenings filled with the hiss of afterburners and a canopy filled with contrails, check out the DCS Dogfighters Discord! They are the hosts of the BFM 1v1 cup by VIRPIL Controls and offer 1v1 and 2v2 servers for you to enjoy and sharpen your skills. Join up. Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS Campaigns Development Progress A-10C II Operation Agile Spear receives a full campaign diet: compressed voice-overs, lighter briefing art, and wholesale replacement of legacy AI flights cut mission load-times dramatically. Three sorties: 03, 05, 08 are brand-new builds with revised strike packages, smarter enemies, and reworked scoring, while every mission gains fresh chatter and cleaner radio logic. Watch out for the surprise on Mission 15’s short final. UH-1H Peacekeeper Lebanon fixes its opening ferry flight by restoring the correct Almirante Lynch NDB, ensuring a smooth coastal hop. F/A-18C Inherent Resolve patches Mission 1’s stuck debrief, adds a TGP and extra ordnance, and fine-tunes Delta Flight re-joins; Mission 3 is now a hot-start armed-recce with optional Hard/Immortal modes, refreshed target sets and working audio cues. In the most recent update, you can also find that Reflected Simulations’ Tomcat and Phantom sagas have received quality-of-life passes. Fear the Bones and Speed & Angels now compute carrier wind-over-deck precisely, adopt Tomcatter 87’s new S-3 skins, and boost radio-signal strength. Both MiG Killers and Red Flag 81-2 integrate the latest Jester logic for snappier calls and smarter bars. Marianas WWII Development Progress Over the past quarter, we finalized the core terrain mesh, completed eleven wartime airfields based on survey data, and replaced modern infrastructure with heritage structures, including barracks, cane presses, and Shinto shrines. Vegetation density was recalibrated to 1940s agricultural patterns, and new shader compiling has shaved nearly 20% off GPU load in over-island dogfights. The free Marianas 1944 map is now feature-complete and internal testing is nearing completion. Currently, our artists are fine-tuning areas such as Ushi Point on Tinian and the Orote Peninsula based on 1944 field recordings, images, and footage. We are also working on mission content. Looking ahead, our next milestone is to lock the build and provide a release candidate to our internal and Closed Beta testers. We will then conduct large-scale multiplayer stress tests and deliver the map into Early Access. Stay tuned! DCS Dogfighters Community Shoutout Founded by competitive pilots who wanted a friendly place to sharpen their skills, the server now hosts 1-v-1 and 2-v-2 BFM meet-ups, rotating brackets, coaching clinics, and real-time tactics chalk-talks led by former military aviators and top-ranked PvP aces. Dedicated training servers run 24/7 on Caucasus, Sinai, and Cold War Germany, with quick-rearm scripts and automatic scoring so you can dive straight back into the fight. Drop by for your first rate-fight in an F/A-18C or perfecting high-yo-yo timing in the F-4E, you’ll find mentors, rivals, and wingmen eager to help you push your envelope. There’s even a monthly Ace of Aces ladder where bragging rights and occasional module giveaways are on the line. Join the DCS Dogfighter Discord furball. Thank you again for your passion and support, Yours sincerely,28 points
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26 points
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16 May 2025 Dear Fighter Pilots, Partners and Friends, The pre–purchase for the extraordinary DCS: MiG-29A Fulcrum is now live with 30% off. A study-level, 4th generation Russian fighter has long been sought by DCS pilots, and our MiG-29A is being developed to the highest degree of authenticity with external and cockpit models, systems, flight model, weapons, and sensors replicated to what we believe will set a high standard for DCS. The MiG-29A excels as an interceptor and particularly as a within-visual-range fighter. The aircraft benefits from exceptional flight performance, and the combination of the “Archer” R-73 high off-boresight air-to-air missile with its helmet-mounted sight (HMS) makes it hard to beat in a knife fight. We are delighted to bring this amazing aircraft to DCS. Please check out the Pre-Order Trailer. Enjoy! Thank you for your passion and support. Yours sincerely, Eagle Dynamics MiG-29A Fulcrum Pre-purchase The MiG-29A remains one of the most famous fighters in the world due to its outstanding performance characteristics, reliability, and simplicity of the weapons systems. It is capable of performing high-alpha manoeuvres that make it deadly in close air combat. In addition to the R-73 and HMS, the MiG-29A is also armed with medium-range radar-guided missiles, a 30mm cannon, and unguided bombs and rockets. The Mikoyan MiG-29A has been operated by 39 air forces since its introduction in the 1980s, and approximately 100 are still in service. Key Features: Early Access features Fully interactive and highly detailed cockpit based on 3D laser scanning and photogrammetry. Highly detailed and accurately reproduced external model. Highly detailed pilot model with HMS. In-depth modelling of aircraft systems and equipment. Navigation System modes: POINT-TO-POINT mode for flying along a given route and flying to a programmed point; RETURN mode for performing a return to one of the three programmed airfields; LANDING mode for landing at both programmed and non-programmed airfields; and TRAFFIC RE-ENTRY mode for performing a re-approach to a programmed airfield in case of go around. Detailed model of the Gyro Systems with Fast and Long Alignment modes and onboard navigation equipment. The ability to program three airfields, three RSBN radio navigation beacons, and three navigation points during the mission creation phase and while flying the mission. Realistic modelling of the SPO-15LM “Beryoza” radar warning receiver and flare dispenser system. Fire Control Radar (FCR) with search and tracking modes for air targets that includes HEAD ON, PURSUIT, AUTOMAT, TWF and CLOSE COMBAT modes. Infrared Search and Track (IRST) and Laser Range Finder (LRF) with modes for air targets: INFRARED (IR), CLOSE COMBAT, HELMET, OPTICAL (OPT) and Boresight. LRF can be used to measure target range with automatic IRST tracking. LRF can also be used to measure slant range for ground attacks. Ground attack modes that include Pre-Designate OPT for use with moving targets and in windy conditions; Non-Pre designate OPT for use with stationary targets and in calm conditions; and TOSS when bombing is conducted with a 110-130 degree pitch angle. In order to expand the combat capabilities for a covert attack on an aerial target and counter electronic countermeasures, the interaction of the FCR and IRSTS/LRF has been modelled. The Kinematic Range Determination Method (KRDM) has been modelled for FCR and IRSTS/LRF. In the absence of target range data, this method provides precise range measurement. Basic Identify Friend or Foe (IFF) modelling. Early Access Guide. Interactive Training missions. Full Russian cockpit and localisation of avionics, cockpit and technical inscriptions in English. At Final Release: Ground Control Intercept (GCI) command system. Full IFF modelling. Full Flight Manual. Campaign by Eagle Dynamics. Increased number of missions and liveries. Pre-Purchase Today! Don’t miss the exclusive 30% discount during the pre-purchase phase. Hurry! This offer only lasts until launch. Once released into early access, the discount will be reduced to 20% off. The DCS: MiG-29A Fulcrum will be available on Steam at a later date. Available for a limited time at only $55.99 Pre-purchase. Thank you again for your passion and support, Yours sincerely,25 points
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22 points
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Dear all, As we roll out of spring, we’re excited to share a fresh round of updates across our modules. Alongside ongoing development of larger features, we strive to respond directly to your feedback and to keep each aircraft evolving toward its full potential. The F-4E Phantom II received updates to the flight model in ground effect, which brings the take off and landing behavior closer to reality, stabilator effectiveness in ground effect has been improved, particularly at high pitch angles and close to the ground. This improves the takeoff nose authority and makes the handling feel more responsive. It makes it easier to ease the nose up without sudden pitch up and tail dragging. Holding the desired pitch attitude also becomes easier, while the stabs build power more gradually and naturally. The trim behavior is further improved in the pattern and during landings, while on speed AOA is now slightly faster, making it easier to catch and maintain on speed, provided by a lower nose position over the horizon. You will now also feel the ground effect set in more distinctively and realistically, resulting in the textbook slightly slow AOA at touchdown without floating - at which point you can ease back full aft stick and won’t risk over-rotating or tail dragging. Beyond aerodynamic improvements, we’ve also overhauled slat behavior at the critical 8–13 unit AoA range, significantly cutting down pitch oscillations during transitions. System-side, we’ve reworked hydraulic pressure regulation and corrected gear logic that previously caused early pressure release and door issues. Lamp damage has been entirely revised, with flicker and wear now modeled more realistically — and if they break, you can ask the crew chief to replace them! JESTER’s startup logic is now fixed, and his situational awareness has been improved to avoid excessive fuel calls near tankers and airfields. We also addressed a multicrew throttle cutoff bug, so that the WSO can see the throttle move again, when the pilot moves it. We also fixed the refueling door animation in multiplayer, and included a new option to disable force feedback when needed. Finally, we’ve swapped in our new, fully custom pitot-tube icing model, preparing the way for broader environmental effects later down the road. As always we thank you for your kind support and feedback, and hope that you enjoy plenty of hours of flying! Your Heatblur Team DCS: F-4E Phantom II by Heatblur Simulations NEW: Added a new and improved probe icing model (no visual effects yet). CTD: Fixed potential CTD resulting from JESTER-modding related lua files. Flight Model: Significant improvements to feel and accuracy, especially in landing and takeoff scenarios: Improved the stabilator simulation in ground effect - reduced the effectiveness very close to the ground and at high pitch angles. Minor adjustments to the airflow around the AoA probe with landing gear down. On speed should be slightly faster now. Flight Model: Reduced slat induced pitch oscillations when slowly passing the slat deployment/retraction AoA range. This should eliminate some of the “porpoising” that could happen when flying in specific airspeeds and AoAs. Flight Model: Improved the slats overcenter simulation. Systems: Fixed cockpit pressure initial value at hot start, which could also cause JESTER to freak out at high altitudes. Systems: Fixed the location of the landing gear limit switches and the related landing door operations issues like an occasionally stuck inner door. Systems: Tuned the pressure regulators of the hydraulic pumps to keep the max pressure closer to 3000 psi. Systems: Fixed hydraulic pressure drops caused by a bug in pressure calculations for some components (tubes and manifolds) residing behind a closed valve. Systems: Overhauled lamp damage; lamps damage and wear now yields more varied states and visual feedback. Ask your crew chief to replace the damn bulbs! JESTER: Fixed Jester Startup issues where JESTER would fail to initiate startup items in certain conditions. JESTER: Increased range at which Jester won't ask about fuel near airports and the nearest tanker somewhat. This feature will see more improvement. Multicrew: Fixed throttle cutoff in multicrew. The throttle should now move for the WSO in multicrew when the pilot moves it. RWR: Updated the RWR database. RWR: Updated handoff sounds. RWR: Fixed potential RWR handoff sounds looping issues. Visual: Fixes to the Flicker Animator to avoid stuck animations. Visual: Potential fix for unsynchronized refueling probe door in Multiplayer on other aircraft than your own. Sound: Aural tone system set to 50% volume for all starts. This is contrary to the manual but better for gameplay. Sound: Fixed a major soundbug where other Phantoms would be barely audible from your cockpit with the canopy up. Sound: Fixed strange “stepping” in audio for the left engine. Sound: Improved phasing-protection for dual-engine sounds. AI: Added TACAN AA to the AI aircraft. Inputs: Added a Special Option to force force-feedback off. Crew Chief: Improved the crew chief flight controls check stab down report.22 points
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[UPDATE – ENTWICKLUNGSSTAND DER BO-105] Es ist an der Zeit für ein richtiges Update. Seit 2013 arbeite ich daran, die BO-105 in DCS zum Leben zu erwecken – und der Weg dorthin war alles andere als einfach. Ich bin durch die technische Hölle gegangen: komplette Neuprogrammierungen, System-Redesigns, Hardwareprobleme – und mindestens ebenso viele Herausforderungen, die nicht durch Technik, sondern durch Menschen verursacht wurden. Um es klar zu sagen: Es gab Personen, die aktiv daran gearbeitet haben, dieses Modul zu verhindern. Statt Unterstützung gab es bewusste Blockade, zurückgehaltenes Wissen und Egotrips von sogenannten „Experten“, die helfen konnten, aber sich entschieden, es nicht zu tun. Aber ich habe nicht aufgegeben. Ich bin weitergegangen. Ein echter Wendepunkt war der Zugriff auf die originale technische Dokumentation aus Lager Lechfeld. Diese Unterlagen haben nicht nur die Systemarchitektur bestätigt – sie lieferten jeden einzelnen Wert, der notwendig ist, um das Triebwerk exakt zu simulieren: Durchflussmengen, Drücke, Temperaturgrenzen, Regelkurven, Reaktionszeiten – alles. Diese Detailtiefe hat das gesamte Projekt auf ein neues Niveau gehoben. Derzeit liegt der volle Fokus auf der Verbesserung und Finalisierung des Fuel Control Systems, das direkt mit dem GPFC (Gas Producer Fuel Control) verknüpft ist – dem Herzstück der Triebwerksregelung der BO-105. Die aktuelle Implementierung umfasst: – Logik des Kraftstoffflusses und das Verhalten der Druckdynamik – Ohmsche Widerstände, Spannungs-, Stromstärken- und Lastverhalten – Reaktionslogik des Hydrauliksystems sowie das komplette Bordstromsystem – Alles eingebettet in eine integrierte Simulationsumgebung Das Triebwerk wird 1:1 simuliert – basierend auf realen Parametern. Keine Annahmen, keine Platzhalter – sondern rohe, systemgenaue Simulation. Und das ist noch nicht alles: Auch das gesamte Rotorsystem wird vollständig modelliert, inklusive des gelenklosen, starren Rotorkopfes mit seiner charakteristischen Phasenverschiebung von 78°. Dieser fundamentale Unterschied zu herkömmlichen Rotorsystemen hat einen massiven Einfluss auf das Steuerverhalten – und wird im Flugmodell exakt so abgebildet. Warum dieser Aufwand? Weil die BO-105 die Liebe meines Lebens ist. Es geht nicht einfach nur darum, dass sie „fliegt“ – es geht darum, einer Maschine gerecht zu werden, die es verdient, in DCS in all ihrer technischen Brillanz zu existieren. An alle, die dieses Projekt über die Jahre unterstützt haben – vielen Dank. An die, die es erschwert haben – Glückwunsch. Ihr habt es verzögert. Aber ihr habt es nicht aufgehalten. Das hier ist kein Helikopter-Mod. Das ist eine Mission, die 2013 begann – geschärft durch Widerstände, angetrieben durch Besessenheit und gebaut mit absoluter Liebe und tiefem Respekt für dieses Luftfahrzeug. Und ja – ich weiß, dass die ersten Kommentare zum Flight Model nicht lange auf sich warten lassen. Ich werde sie alle lesen... mit Popcorn.22 points
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22 points
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https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.16.10973.1/ Campaigns DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations All Missions. Major weight reduction program - reduced file size of voiceovers and briefing/intel images, etc. to reduce overall campaign size and (hopefully) decrease loading times and the possibility of crashes. Added more than several hundred new voice overs as well as almost all of the AI aircraft have been replaced to take better advantage of updated core AI logic over the last several years. Mission 0. Added new voices for Pig-3 & 4 & Kobuleti Tower. Fixed radio chatter. New Follow Me truck. Changed Wizards Mission Briefing. Mission 01. New Mission Briefing, New Takeoff Briefing. Fixed radio chatter. Several new voices. Replaced E-2 with E-3. Added additional opposing forces. Mission 02. New Mission Briefing, new Takeoff Briefing, adjusted scoring. New radio chatter. Added additional opposing forces. Mission 03. Almost completely rebuilt. Updated Mission Briefing, New Takeoff Briefing. Updated Briefing slides. New/updated Ai aircraft. New radio chatter. Changed scoring criteria. Mission 04. New Takeoff Briefing, Changed all AI aircraft, New Radio Chatter, New Medevac with new voiceovers. Updated Bad Guys. Mission 05. Almost Completely Rebuilt, New Takeoff Briefing, Updated/changed all AI aircraft in strike package, New flight plans, Fixed the helicopter problem. Modified attack profile at airfield. New voiceovers. Mission 06. Rebuilt AI aircraft in strike package, updated Mission Briefing, new Takeoff Briefing. Fixed radio chatter. Updated scoring criteria. Updated opposing force. Mission 07. Rebuilt all AI aircraft in RedFor and BlueFor, updated Mission Briefing, new Takeoff Briefing. Fixed radio chatter. Completely rebuilt scoring criteria. Updated opposing force. Mission 08. Completely rebuilt from scratch. Fixed radio chatter, Adjusted RedFor attack criteria. New Takeoff Briefing, Several new voiceovers. Completely rebuilt scoring criteria. New rescue helos and flight plans. Mission 09. New Takeoff Briefing, Added voiceovers. Adjusted scoring criteria. Fixed lasing problem. Fixed radio chatter. Adjusted flightplans. Recreated Pig Flight, it's waypoints, and attack orders. Mission 10. Modified and updated Mission Briefing, Added voiceovers. Fixed lasing problem. Fixed radio chatter. Adjusted flightplan. Adjusted scoring criteria. Recreated Pig Flight, it's waypoints, and attack orders. Mission 11. Almost complete remake of this mission, Updated Mission Briefing, Added voiceovers. Fixed radio chatter. Major change to the flightplan. Adjusted scoring criteria. Recreated Pig Flight, it's waypoints, and attack orders. Mission 12. New Mission Briefing, Fixed Radio Chatter, Adjusted scoring, Added voiceovers. Recreated Pig Flight, it's waypoints, and attack orders. Mission 13. Updated Flightplan, Fixed radio chatter, adjusted scoring criteria. Recreated Pig Flight, it's waypoints, and attack orders. Several new voiceovers added. Mission 14. Updated Flightplan. Recreated Pig Flight, it's waypoints, and attack orders. Fixed radio chatter. New scoring criteria. Added ability to proceed to next/last mission. Mission 15. Updated Flightplan. Adjusted altitudes on final approach. Updated/added background chatter. Updated fuel load on all aircraft. Added new voices for Pig-3 & 4 & Kobuleti Tower. Added a surprise at the end :>) DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking Mission 01 - "The Ferry Flight". Fixed ADF for Almirante Lynch. DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Mission 1. Fixed bug on mission progression not working. Fixed some audio not working. Improved Ai low level route. Improved player orders. Loadout changed. Added more rockets and TGP. Made Delta (FAF Mirages) easier to formate/RV. Made wingman less likely to crash at lake during low level ingress. Made convoy easier destroyed 55% damage, mission complete. Adjusted score ratings. Tidied map, hid units. Updated Kneeboards. Mission 3. Armed Recce. Dozens of mission improvements. Improved target sets. Improved mission progression/orders. Made Hot Start. Improved audio not working in parts. Added HARD MODE/IMMORTAL MODE. Updated Kneeboards. Updated DOCS folder. Removed Old mission brief PDFS. DCS: F-14A Fear the Bones Campaign by Reflected Simulations More accurate wind over deck S-3 skin fixes by Tomcatter 87 DCS: F-14 Speed & Angels Campaign by Reflected Simulations More accurate wind over deck All missions: Radio signal strength increased. Fence in check fixes. Mission 7-8: AI behavior fine tuned S-3 skin fixes by Tomcatter 87 DCS: F-4 MIG Killers Campaign by Reflected Simulations All missions: Jester improvements DCS: F-4E Red Flag 81-2 Campaign by Reflected Simulations All missions: Jester improvements21 points
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Dear all, thank you for your interest and your questions regarding DCS: MiG-29A Fulcrum. To address the most common questions and concerns, we have created this FAQ. We hope it will set expectations for this exciting module. What Variant is the DCS: MiG-29A Fulcrum? The 9.12A export version of the aircraft. It is primarily based on the MiG-29A flight manual that is available on Amazon.com. Why not a more advanced MiG-29 version like the 9.13, SMT, etc.? The MiG-29A is what we have an abundance of references materials on and SME feedback. Currently, the required public information for the more advanced MiG-29 versions is not available. You said you could not do Russian Aircraft, what changed? While Russian aircraft pose their own challenges due to availability of public information, the export version of the MiG-29A provides us the unique references to model this 4th generation Russian aircraft at a full-fidelity level. Is this just adding a clickable cockpit to the Flaming Cliffs MiG-29? While this will include a fully interactive cockpit, there is much more to this module. Including but not limited to a complete modelling of the systems, sensor, and weapons simulation, in-depth modelling of flight control systems, defensive systems, IFF, GCI datalink, radios, emergency systems, INS navigation system, DTC options, and much more to provide a full-fidelity simulation. The cockpit and external model are also new and based on scanning. New effects will also be included like new afterburner and over-wing/LEX vapor effects. See the feature list below. Will I get a discount for owning the FC MiG-29 or full FC package? No, this is a new module in all ways and is separate from the Flaming Cliffs version. Will the FM be improved from the Flaming Cliffs version? The FM on the FC: MiG-29 was already a PFM (Professional Flight Model) and we are very happy with it. What missiles will the DCS: MiG-29A be able to use? The current planned missiles are R-73, R-60, R-27R, R-27T, R-27ER, and R-27ET. How much is the DCS: MiG-29A? During Pre-purchase, you can save 30% on this module. Once it is released and in Early Access, there will be a 20% discount. Once the final version is released, it will be full-priced at $79.99 USD. When will the module be released? DCS: MiG-29A is planned for early access release in 2025. We will provide a more specific date once it is closer to early access complete and carefully tested. Will there be a pre-order on Steam? Steam requires a firm release date for a pre-purchase. Once we have this, we will contact Valve about a Steam pre-purchase option. What will we get with the DCS: MiG-29A? The following is the current feature list for this module. Early Access features Fully interactive and highly detailed cockpit based on 3D laser scanning and photogrammetry. Highly detailed and accurately reproduced external model. Highly detailed pilot model with HMS. In-depth modelling of aircraft systems and equipment. Navigation System modes: POINT-TO-POINT mode for flying along a given route and flying to a programmed point; RETURN mode for performing a return to one of the three programmed airfields; LANDING mode for landing at both programmed and non-programmed airfields; and TRAFFIC RE-ENTRY mode for performing a re-approach to a programmed airfield in case of go around. Detailed model of the Gyro Systems with Fast and Long Alignment modes and onboard navigation equipment. The ability to program three airfields, three RSBN radio navigation beacons, and three navigation points during the mission creation phase and while flying the mission. Realistic modelling of the SPO-15LM “Beryoza” radar warning receiver and flare dispenser system. Fire Control Radar (FCR) with search and tracking modes for air targets that include HEAD ON, PURSUIT, AUTOMAT, TWF and CLOSE COMBAT modes. Infrared Search and Track (IRST) and Laser Range Finder (LRF) with modes for air targets: INFRARED (IR), CLOSE COMBAT, HELMET, OPTICAL (OPT) and Boresight. LRF can be used to measure the target range with automatic IRST tracking. LRF can also be used to measure slant range for ground attacks. Ground attack modes that include Pre-Designate OPT for use with moving targets and in windy conditions; Non-Predesignate OPT for use with stationary targets and in calm conditions; and TOSS when bombing is conducted with a 110–130-degree pitch angle. To expand the combat capabilities for a covert attack on an aerial target and counter electronic countermeasures, the interaction of the FCR and IRSTS/LRF has been modelled. The Kinematic Range Determination Method (KRDM) has been modelled for FCR and IRSTS/LRF. In the absence of target range data, this method provides precise range measurement. Basic Identify Friend or Foe (IFF) modelling. Early Access Guide. Interactive Training missions. Full Russian cockpit and localization of avionics, cockpit and technical inscriptions in English. At Final Release: Ground Control Intercept (GCI) command system. Full IFF modelling. Full Flight Manual. Campaign by Eagle Dynamics. Increased number of missions and liveries. What is the difference between Basic and Full IFF modelling? Basic IFF simply distinguishes Friend or Foe based on coalition settings in the game. A more advanced IFF simulation will come later based on specific transponder codes, with more details to follow. What is the Ground Control Intercept (GCI) command system? This system aids in guiding the aircraft to targets via commands sent from Ground Control Intercept systems. As the system develops, we will have more information and detailed instructions on how to use it. Is ground support equipment like engine covers planned? Yes, we are already working on several pieces of MiG-29A support equipment like covers and ladders. Will we see any tutorial videos? Yes, Wags will do videos on all aspects of the DCS: MiG-29A as we get closer to release. You may ask questions you would like to see added to the MiG-29A and added to the FAQ here . We thank you for all the support you have shown us and the passion that drives you all to keep pushing us to do our best and release the very best products we can. The ED Team20 points
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20 points
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Hello! I made a new smoke mod because the “Better smoke mod” from Tazz isn’t working anymore. It’s far more simpler then Tazz’s mod, no textures, wakes, craters and so on. Smoke reaches now higher in the air and is wider. I also couldn’t find a way to make the smoke stay longer than 7 minutes, think ED has hardcoded this. In summary this mod makes the smoke: - reach higher in the air - bigger Install: - Place content of "SmokeMod_2_1" folder inside "DCS World" main Folder and override, please backup bevor overriding! - Or use the Folder with OvGME. (recommend) Changelog: V2.0 - increased particles size. - decreased fire size to compensate for particle size. - set smoke plumes to a realistic size. V2.1 - increased Density of particles - adjusted fire size - increased Trail length PS: If you want to get a longer smoke duration and additional effects try stevey666's splash-damage script in conjunction! Thread for this excellent script Version from stevey666: https://forum.dcs.world/topic/370261-splash-damage-3x-script-now-with-more-explosions-version-32/ Have fun Thanks Tazz for leading the way. Thanks to Stevey666 for his work on the splashdamage script. Without him, this wouldn’t be possible! Download: https://www.digitalcombatsimulator.com/en/files/3344722/ Original smoke: Smoke mod V2.120 points
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Hello! I am Widow, and me and my development team are working to bring an A-7D Corsair II Mod to DCS. The model to this plane is nowhere near completion but here are some small snippets of what we have done, our goal is to make the best Standalone A-7D Corsair II mod that we can, If you would like to support us and our journey to creating the A-7D for DCS go ahead and join our server down below! Join our Discord community to get exclusive development updates, behind-the-scenes looks, A-7D discussions, and more. [https://discord.gg/PAH7HchW]19 points
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fix applied in todays patch, thank you for all of your reports here and in private messages.19 points
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The Quick Action Generator (QAG) is now available in version 2.9.16.10523, read the changelog here. The Quick Action Generator (QAG) is the enhanced successor to the former 'Create Fast Mission' feature. It offers a more streamlined and efficient method for setting up instant action missions across various eras, mission types, and locations, without the need to use the Mission Editor. When you click on 'Quick Action Generator' in the main menu, you will be taken to the QAG GUI as seen below: 1. Scenario - Here you will select when, what and where your mission will be. ERA - You can choose from All, WWII, Korean War, Cold War and Modern. This will limit the aircraft and targets you can choose based on the actual service date of each unit. Country - Country for your aircraft Mission Type - You can pick from numerous mission types based on the ERA you have chosen, from Dogfight to Anti-shipping - Requires Regenerate Map - Pick from any Terrain you own and have installed - Requires Regenerate Season - Pick 1 of the 4 seasons Weather - Choose the weather you want Start Time - Choose a random start time or pick what time of day you want to fly 2. Player - Set up your aircraft Aircraft - Pick from any combat aircraft you own and have installed - Requires Regenerate Distance to Target (units of measurement are based on what you have selected in Options/Gameplay) Heading to Target Altitude (units of measurement are based on what you have selected in Options/Gameplay) Speed (units of measurement are based on what you have selected in Options/Gameplay) Wingman AI Skill Level - Pick the level of your AI wingman Edit - Here you can edit your flight, or add other friendly groups On Allied Groups, you can edit your Flight further Wingmen - Pick the number of wingmen in your flight (currently 1 = 0 wingmen and 4 = 3 Wingmen) Formation Start From - Here you can pick a starting location, the options can change based on mission type and aircraft Loadout - here you can pick a different loadout, change fuel load, gun ammo and livery Add - You can also add more groups here as well 3. Targets - Adjust and add targets and enemy units here; this will change based on your selected Mission Type 5. Airplane Icon - This aircraft icon is the location of your flight; you can drag it around manually if you want to fine-tune the location (player heading and distance to target will automatically update) 6. Target Icon - This icon is the location of your target, as with your flight, you can move it manually if you desire (player heading and distance to target will automatically update) 4. Save and Fly - This button will either say Save and Fly or Regenerate Save and Fly - this will launch the mission with your chosen options Regenerate - if you change the map, mission or other options that require the mission to be regenerated, you will need to click this first to see your changes End - Exits the IAG Save your Mission Once you click save and fly, it will act just like any other mission you might use. If you enjoy the mission, you can even save it, simple end the mission and on the briefing screen you can click on 'Save Mission', then click on My Missions and save it with whatever name you like. Co-op Mission Currently, the QAG doesn't support more than one player aircraft, but if you create a mission in the QAG you might want to fly with your friend(s), making sure you add an AI Wingman or a Second AI Flight (2 means Player and 1 Wingman) Press Save and Fly, then once the mission launches, exit, and in the briefing screen save the mission to My Missions. Next open the Mission Editor, and open your newly created mission. Once open, find your AI wingman and change from whatever Skill it is to 'Client', then save the mission either as a new name or overwrite the current. And you are done, you now have a co-op mission that you can host and fly with a friend.19 points
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FPV Quadcopter Mod for DCS This is a basic flyable FPV drone mod. See ReadMe file in download for info on controls. Note that this is a beta release and may be incomplete. Bugs include issues with ground collision. AI does not work. Install like any other flyable mod in: C:\Users\***\Saved Games\DCS.openbeta\Mods\aircraft Download: https://github.com/CrudeCoder1/DCS-FPV-Drone18 points
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17 points
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Hi! I would like to introduce my CWG Sandbox. https://www.digitalcombatsimulator.com/en/files/3344728/ It is basically 70, yes seventy, quick missions rolled into one mission file. Each slot equals one quick mission. The tasks range from simple intercepts, to deep strikes into highly defended enemy territory. All SAM sites provided by the map are populated with the correct SAM type (to the best of my knowledge). In total there are 50 quick missions for USAFE, RAFG and Luftwaffe and 20 quick missions for Soviet and GDR forces. Mission distances range from 70 to 700 nautical miles. USAFE A-10A 5 slots operating our of Wiesbaden (FOL) A-10C II 5 slots operating out of Sembach F-4E 5 slots operating out of Ramstein F-4E 5 slots for pseudo F-4G operating out of Spangdahlem F-15C 5 slots out of Bitburg F-16C 5 slots for a pseudo F-16A operating out of Hahn RAFG Harrier 5 slots for pseudo GR.3 operating out of road bases Harrier 5 slots for pseudo GR.5 operating out of road base and Gütersloh F-4E 5 slots for pseudo FGR-2 operating out of Gütersloh Luftwaffe F-4E 5 slots for a pseudo initial and Peace rhine F-4F out of Bremen (stand-in for Wittmund) and Pferdsfeld NVA LSK-LV MiG-21 5 slots out of Peenemünde and Laage GSSD MiG-21 5 slots out of Damgarten and Wittstock MiG-29 5 slots out of Merseburg Su-25 5 slots out of Kothen Features: + 70 slots with one quick mission each + slots for A-10A, A-10CII, F-4E, F-15C, F-16C, MiG-21, MiG-29, Su-25 + realstically populated Air defense sites + F10 options to enable/disable enemy AD + F10 options to spawn enemy QRA + measures to reduce performance impact + manual in PDF format + mission overview sheet in PDF format + recommend skins list Enjoy! P.S.: You can add planes to an existing group or swap the aircraft type, as long as the initial group/unit name is not altered.17 points
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17 points
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Hi fighters HotFix has been delayed, but it will be on your computers soon. We have received amazing feedback from you. We have tried to fix everything we saw and even more. If you created a topic in the bugs section and your problem was solved - write about it, because we read it. Check the ILS, RSBN for interference - everything should work. So let's look at the list: - RAM and video memory usage has been reduced - optimized traffic: the amount of harvester traffic is reduced, vehicle traffic is shifted to cities and airfields - fixed normals on road intersection textures - corrected errors in frequencies and beacon locations: Briest RSBN is set to terrain, added Mendig NDB 331.0 NMN, Tempelhof VOR/DME changed to VORTAC, added Kirn VORTAC 117.5 KIR ch 122, added Solling NDB 374.5 SOG - corrected errors in taxiways of the following airfields: Allstedt, Bitburg, Bremen, Hahn, Hannover, Merseburg, Neubrandenburg, Neuruppin, Peenemunde, Pferdsfeld, Ramstein, Schonefeld, Schweinfurt, Sembach, Spangdahlem, Stendal, Tegel, Tempelhof, Tutow. - Ramstein taxiway signage corrected - removed trees on helipads: H_GDR_34, H_FRG_46, H_FRG_51 - color correction of airfield ground textures: Bitburg, Buckeburg, Frankfurt, Finow, Giebelstadt, Gutersloh, Holzdorf, Ramstein, Sembach, Spangdahlem, Werneuchen - fixed bugs in models - disabled unused models and textures - increased height of tank bridge on ranges - added straight electric wires on poles along streetcar and railroad tracks - added marine passenger ship in the scenes of ports and traffic - corrected incorrect display of icons and names on the map - added markings of air defense points, radars and hospitals on the map - improved image quality for the main menu17 points
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MiG-23, Ju-87 Stuka and Mitsubishi F-2 are planned for now, but I have to finish Su-22, MiG-29 SMT and Su-33M first.16 points
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a lot is going on lately but i keep creating my own PBR textures when i get to it, it takes time but the good thing is that many of those textures can be used for many buildings. Just a few more normal maps and roughmets are missing. I also created a few more models allready.. anyway... a small update.. more soon16 points
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This would be easy enough to add. I was working on a pretty substantial update but I'm in the process of moving right now so it's going to be a delayed for a month or so.16 points
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With the update on the 21.05.25 we got AAW and Hospital Markers on the map. While a neat idea this leads to two issues: Firstly it can lead ot confusion for players as they see SAM or EWR markers even if the mission has nothing there. Secondly and more important it causes issues for mission editor, as the markers are very big, do not scale very well and most importantly are not see through. So the only options are to either hide the "building" layer (which will also hide all buildings) or work exclusively in satellite mode. While fully removing them might not be in the interest of the developer I would suggest taking inspiration by the Sinai map as it already has a very similar feature. Scaling better with zoomlevel and being partially see through. .16 points
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Wrong. This version is nearly the same as the original Soviet version, with the only difference being IFF and some details in the radar. The worst-performing version is the 9.12B, for non-WP countries. It's also the most produced, and is still being used both in Russia and in several NATO countries. MiG-29S was only produced in small numbers before the USSR collapsed, while the biggest MiG-29M operator is Egypt, with 40 or so aircraft. Russia has 10. Neither of those models would be appropriate for a wide variety of scenarios that the A model will bring. Yes, it's a Cold War jet, lacking some capabilities that Western jets bring, notably Fox 3s. While BVR duels can be fun, IMO DCS would benefit from more Fox 1 oriented servers, in any case.16 points
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Even if an extra 10% discount is enticing, this will be my first time ever refusing a dcs pre-order … I wont purchase until I’m sure that configuration and liveries are not encrypted to prevent user mods, no matter how much I like the aircraft, I was badly burned with the F-5E remaster, so won’t be making the same mistake again.16 points
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Hello @plusnine Went to Github to get the latest version of this exceptional Mod and was amazed to find my nickname listed as Community Contributor .. I did some training missions for this Mod five years ago, honestly I didn't expect to still be mentioned after all this time .. thank you so much. I'm currently fully committed to editing a set of missions for the T-45 update project, but as soon as I finish with those I will strive to update my old A-4E missions to make them compatible with this latest version of the Mod, as I regret not having them updated after all the fun times I had flying the A-4E. Best regards and thanks again, eduardo16 points
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Magnitude 3: New screenshot of F4U clipped wingtips version with Tiny Tim A2G rockets.15 points
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Really appreciate it! After all these years, it became clear: we’re either doing it right – or not at all. The BO-105 isn’t just about flying, it’s about feeling real. And that’s exactly what we’re still refining15 points
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patch planned for today the 21st of May We will post patch notes just before the patch goes live. thank you15 points
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Also, to not get confused, some screenshots above have different external 3d model - those are before the model was made into M4 variant of the su-22 (2 extra R-60 pylons, countermeasures pods, extended vertical stabiliser). Here is how the external stuff looks now, as well as some liveries that will be included. Right now there are Luftwaffe, Hungarian, Libyan, Peruvian, Czech, Soviet, Syrian, Polish and Ukrainian liveries. Stay tuned and have a nice day!15 points
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bad decision to finish one Module before starting another? Really? … that means you are OK with Modules left unfinished? … I strongly disagree, Aerges deserves all our respect for the way they develop on DCS.14 points
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14 points
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14 points
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I'd really love to have the old "create fast mission" feature back. The new QAG is not quick, and it is way too much work to not be the full-fledged ME. I used the old one to create somewhat random "surprise" missions with lots of units. It was not perfect, but it was indeed fast and gave us the option of instantly creating a mini-scenario with lots of ground and air units. So far, the new QAG is just a paired down version of the Mission Editor... Maybe I just need to wait for the bugs to get squashed, but I'd love to see the Create fast mission generator stick around as an option. I find the full-on Mission editor itself to be awesome and plenty quick enough to create the more specific scenarios that the new QAG is currently providing.14 points
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Welcome to Vietnam War Vessels 1.1.0! Download: https://github.com/tspindler-cms/tetet-vwv/releases A series of improvements and fixes have been rolled out across naval and air assets: Naval Units Knox class Destroyer Escorts: New model introduced by James J Jackson, sports three different variants and comes with different hull number liveries. Forrest Sherman Destroyers: Improved model smoothing and cleaned the DCS log for connectors error. USS Bigelow: Updates to the ship model USS Turner Joy: Updates to the ship model and insignia added. USS Maddox: Introduced Gulf of Tonkin incident variant. USS New Jersey: Deck structure updated, textures reworked and config fixes Aircraft Updates MiG-21MF "Fishbed-J": Multiple shadow, texture, and model fixes; added 5th pylon and bort numbers. MiG-17F & F-8 Crusader: Refactored textures and cleaned file structure. RA-5C Vigilante, A-1 Skyraider: Configuration and cleanup improvements. Miscellaneous Buildings: Standardized naming from VVW to VWV. Documentation: Updated and relocated READMEs across several assets. Log & Config: Some log entries addressed. Special thanks to the team and external contributors western_JPN, Sinzov, and Turbine for their valuable input. KNOWN PROBLEM Last minute testing detected a problem in the O-1 Bird Dog: The static stationary propeller is shown at all times. Unfortunatelty this problem exists since several versions (0.7.0 was last known good). Release video:14 points
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14 points
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