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  1. Dear all, For the next Hornet Open Beta update that is planned for late-April 2022, we plan several improvements. While these may change during the testing stage, they will probably be: Addition of the Automatic Carrier Landing System, ACLS. Addition of the Link 4 datalink for carrier-to-aircraft communications. Addition of ACLS On/Off and Beacon On/Off to carrier Mission Editor advanced waypoint actions. Corrected the Auto-Throttle Control (ATC) Approach mode such that it no longer moves the throttles to idle. Addition of donor datalink tracks to the AZ/EL page. Corrected MIDS track ID on SA display. Changed the Electronic Countermeasures, ECM, such that when in XMIT it will use radar in priority rather than jammer in priority. This will allow the radar to operate with ECM transmitting, but at a lower radar detection capability. Adjusted the radar look-down capability that factors in radar sidelobes. Corrected radar slant range. Ground units are now more visible on A-G radar. Corrected “ghost” contacts when using TWS. Corrected AGR message flashing error. Corrected SLAM-ER / DL13 unlimited munitions error. Corrected some HUD symbol overlap errors. Corrected TOO coordinate saving when stepping targets. Kind regards, Wags
    87 points
  2. We are a group of DCS pilots involved in Air to Air Combat. Our expertise includes experience in real jets like Tornado and Eurofighter, as flight instructors and as weapons instructors but most of all we are experienced DCS pilots in PvP and PvE. We don't want to participate in the endless discussion "is it real or not real". As well, we will not talk about technical data, because we don’t know or are not allowed to do so. We want to talk about the principles and the philosophy of an AIM120 used in DCS. From our point of view there are two principles here, which are violated in DCS and thus give the BVR fight with AMRAAMs completely wrong fundamentals. First: The Missile warns you when it's time to turn away! Whether I take a max range shot or fire the missile just before its active range, if the target flies an abort at the first warning of the active missile radar (max G turn to zero aspect angle) it will kinematically deflect the missile. This always works unless the target cannot make a high-performance abort for some reason (G’s available, speed, etc.). This makes it unnecessary to know distances when to react against an AIM 120 shooter at the latest. You make sure you have enough energy available for a high-performance maneuver and watch your RWR. This is enough to defend 100% of any AIM 120 Shot that is not active from the rail. This makes the fight very simple against an AIM 120. Of course, there could be situations where the target of an AIM 120 would be warned in time, but there must be situations where this is not the case. But there is none! Who would want such a weapon? Second: There are ways to defeat an AIM 120 in DCS very safely, without abort, outside but and also inside the kinematic no escape zone. Skilled pilots can do this with just about any missile that is not fired in dog fight range. An AIM 120 should have a very high Pk (probability of kill), if there are no energy problems from the side of the missile. But it does not, on the contrary. Against an experienced DCS pilot, a 5 NM head on shot is a low Pk shot! Who would want such a weapon? This leads to the following BVR Fight principles: - Don't shoot long range or medium range to kill. Rarely is a target that stupid. The missile is easy to defeat. - Do not fly too high and too fast. The advantages you have in terms of missile range do not matter. The disadvantages you have, because you can't maneuver optimally, do. - Distances do not matter. Pay attention to your RWR. Abort when you see an M. - There are no high pk shots outside of 4 NM. - Learn how to use a 3D maneuver to safely defeat a missile even inside the no escape zone. Is that what you guys want? Missiles worked better 2 years ago in terms of BVR fights principles than they do now. Forget for a moment, the notch gates and all the little bits and bites. Look at the big picture. The AMRAAM is a medium range missile. But it doesn't make sense in DCS to use it medium range. We would like to have an AIM 120 which makes sense to fight BVR with. It doesn't matter if this corresponds to your view of a realistic simulation. If you want to have an easy way for everyone, give the Flankers and Migs a chance in DCS and support the great Dog Fight Videos, then please solve this by using Jammers. Check six GTAG
    78 points
  3. https://www.digitalcombatsimulator.com/en/news/changelog/openbeta/2.7.12.23362/ Open Beta 2.7.12.23362 Introduced new campaigns: DCS: F-14B Operation Sandworm Campaign by Sandman Simulations DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations DCS World Added technicals (armed pickup trucks): Scouts with mounted DSHK 12.7mm or KORD 12.7mm MLRS with BRM-1 80mm Rocket Air defense with mounted ZU-23 Voice chat fixed lowering sound volume in other programs when using the radio removed connection between microphone controls inside the game and Windows AGM-88. Corrected HARM LOFT behavior when the target is terrain masked. BDU-33. Corrected warhead parameters, less smoke. Weapons. AMRAAM's are very easy to notch when performing a cranking/notching maneuver inside pitbull range - solved. Range gates modeling for missile active radar sensor. AI aircraft. AI Flights with "Follow" task fall behind in turns - fixed. AI aircraft. AI salvo placement discrepancies - corrected. SSE. Added EMERGENCY_LANDING event when AI aircraft lands on belly or ditch on water. Support for player will be added later. SSE.Fixed “Unit.getByName”. Fixed some CTDs. Weapons. Kh-31A missiles detonate in the vicinity of the target without hitting - fixed. Weapons. Adjusted S-25O warhead parameters, added forgotten concrete_factors adjustment. Weapons. Restored the lost of WGr21 fuse timing. Weapons. AGM-84D does not hit target in R/BL mode - fixed. Weapons. AGM-84 returns to guiding to original target point after losing acquisition due to line of sight - fixed. AI aircraft. AI Wingman crashes during approach - fixed. VR. Blue VR cross is persistent and does not fade when not in use - fixed. ME. Updated templates.lua file with NASAMS and WW2 units. AI aircraft. E-3A cannot refuel from tanker, if in a turn - fixed. Added technicals: Scouts with mounted DSHK 12.7mm or KORD 12.7mm MLRS with BRM-1 80mm Rocket Air defense with mounted ZU-23 Added EWR AN/FPS-117, radar+ECS and Independent unit “Radar (domed)”. MP. Added server option to hide multiplayer scoreboard (advanced server options) MP: Added Coalition password option to dedicated server & Web GUI. MP. Added mission editor password options for roles and client aircraft slots. Password protected slots will be hidden in the role select screen unless the correct password is entered. Added “Launch MP server” option to mission editor (in “flight” menu), and mission load screens. AI aircraft. AIs reported wrong WP passed. Advanced by 1. The report over the last WP was ignored. LD-10: change to scheme used by AGM-88 YJ-12: change to ramjet scheme C802AK: adjust seeker params (try to fix some issues) IR view. No smoke in TGP by some conditions - fixed. Stinger missiles miss if target is flying way lower than MANPAD unit position - fixed. Added shadows from secondary light sources at night. Warbirds. AI bots’ behavior during climb to altitude is improved DCS: F/A-18C Hornet by Eagle Dynamics For Supercarrier CVN -71/72/73/75 Addition of the Automatic Carrier Landing System, ACLS. Addition of the Link 4 datalink for carrier-to-aircraft communications. Addition of ACLS On/Off and Link 4 datalink On/Off to carrier Mission Editor advanced waypoint actions. For free (without Supercarrier module) CVN Stennis (CVN-74): Only CPL P/R mode is available, no T/C (traffic control) or Supercarrier radio communications. It is now possible to use ACLS on CVN-74 John C. Stennis. If you do not own the Supercarrier module, all carriers but the free CVN Stennis will refuse the inbound call. The free CVN-74 John C. Stennis procedure is simple: Call inbound. If closer than 5.5 and within appropriate margins (+-630ft vertical error from 1200 ft, +-5 degrees from landing course) - receive ACL RDY message, turn on CPL P/R by pressing CPL button on the UFC. Additional ME payload presets Corrected the Auto-Throttle Control (ATC) Approach mode such that it no longer moves the throttles to idle. Fixed: SA page does not show ID of contacts known to MIDS Fixed: LTWS unboxed remove all datalink contact in FCR Fixed: Selecting Baro Alt Hold whilst in Coupled autopilot de-selects coupled mode Fixed:JDAM TOO - TOO will now be saved when stepping stations and TOO 1/2 Fixed: Autopilot disconnect Caution not implemented Fixed: QNH is not set right when born on carrier. Also fixed limits for pressure setting. Fixed:AG radar image show no units on ground Fixed: Ghost contact in TWS Fixed: Slant range Fixed: Offset point MAG/TRUE issue Fixed: SA Cursor alignment is different if you come from top of contact or from bottom with cursor Fixed: Waypoint/OAP Steering info in HUD will direct towards the offset Fixed: HSI / SA differences in orientation of offset symbology Fixed: AGR Flashes when re-entering RDR ATTK page Fixed: Target ID's on SA - AZ/EL Fixed: LTD/R Special for joystick not working on inputs Fixed: Slam-er data link13 with unlimited ammo guidance issues Fixed: Using ft for elevation data always rounds down the number Fixed: When using FLIR page Gray option on DDI UFC is blanked but still works Fixed: When using JSOW GUN is blank on DDI but can still be pressed Fixed: Check North up behavior when using ADF Fixed: Bullseye Coordinates Preload Fixed: HMD J-109 Overlap PP symbology DCS: Supercarrier by Eagle Dynamics Added new deck crew animations that utilize the new skeletal animation system, new animations that are specific to night operations and the inclusion of light wands. For the aircraft, deck crew and objects on the “roof” at night, we have improved lighting and shadows based on the deck and tower lights. On final approach, you’ll now need to contend with the “burble” effect. We continue to tweak this effect and you can expect the first iteration shortly. (WIP) Improve sparks effect from hook during landing (WIP) Kuznetsov model update: flag back transparency issue and hole in the superstructure issue - fixed. Fixed: AIRBOSS and Crewman glowing at night DCS: F-16C Viper by Eagle Dynamics Fixed crashes in avionics and weapons. Added pull-up / weapon fuzing cue logic Added Primary Datalink Target (PDLT) Improved VIP and VRP Behavior (WIP) Improved TIME DED page Added offset aimpoints (OA1/OA2) Adjusted FCR and HSD Symbols Added Destination (DEST) DED Page Added Cursor Zero (CZ) all TGP and A-G FCR Pages and when radar is OFF Additional ME preset loadouts Fixed:DED STPT TOS Fixed: Ghost targets on Datalink Fixed: Locked target box moves if modes switch Fixed: TMS Left to interrogate target in dog fight mode drops lock Fixed: Maverick Cursor Enable doesn't cycle VIS, BORE, PRE Fixed: Bugging target in RWS then switching to TWS loses bug Fixed: White cross on HSD when using AG mode is missing Fixed: HARM EOM and targeting Fixed: HTS Not showing emitter in correct location when locked Fixed: When BULLSEYE is not active, the bullseye symbol MUST NOT be present on the HSD because is not related to any coordinates. Fixed: Radio preset frequencies off by 01 Fixed: Second mark point creation if TMS AFT was not used before backing out of mark point page Fixed: HTS not functioning after rearm Fixed:FCR tracks and IFF DCS: AH-64D by Eagle Dynamics Fixed crashes/freezes in avionics, weapons and multi-crew. Improved SCAS Initial work on Velocity Hold submode Improved AI pilot when flying around obstacles (trees, powerlines, buildings, etc.) Added trigger guard as option and not mandatory Added air targets tracking restriction for AI Fixed: Multicrew - TADS desync from CPG LMC use/Hellfires missing targets in traj other than DIR Fixed: Multi Crew - Rockets I beam freezes in COOP mode with George Fixed: Multi Crew - TADS flickering Fixed: Multi Crew - Master Arm state. Fixed:Cold Start Caution Message Errors Fixed: Rotor damage shake effect continues after rotor has stopped Fixed: Hellfire attack on tank from front has no effect due to hellfire hitting barrel Fixed: Livery files are .tga instead of .dds Fixed: Master Arm state isn't synchronized after auto switching to SAFE Fixed: Attitude Hold Exit Tone Fixed: Errors in WCA and DMS pages desync between PLT and CPG Fixed: When starting APU with engines on, Utility Hyd pressure drops to zero Fixed: Training Mission 3 VO wrong Fixed: EGT showing on IAHDSS Fixed: Take off while refueling allows infinite fuel Fixed: FLT SET ALT does not accept altitude values above 1428ft Fixed: Request Removal of outer fuel tanks hangs Fixed: Barometric altitude symbology on cruise and flight page should be 10 ft increments Fixed: ACQ source behavior Fixed: NVG Goggles do not remember brightness setting Fixed: Wind Direction/Velocity Status Window updating wrong Fixed: Headtracker aligned to high Fixed: Kneeboard flares option can not be changed on moving ship Fixed: TSD Map orientation settings Fixed: Rotor sound glitch Fixed: RTS rocker does not function once preset is selected Fixed: AI hellfire accuracy issues Fixed: Unable to set RADAR ALT on FLT page Fixed: Engine fire test audio - Aft deck fire does not repeat Fixed: RWR calls 'SA-15' instead of F-15 Fixed: Without the Radar Altimeter, George will attempt altitudes below ground Fixed: Greek livery description.lua Fixed: TSD orientation affects the TSD's ASE footprint display Fixed: Hover bob up box size Fixed: FIXED in Sight Status Field Indication Fixed: EUFD: Fuel Indication Error Fixed: The limits of the attitude indicator should be +-90 degrees. Fixed: RADALT not defaulting to "on" if Cold Start Fixed: G-Meter on Flight Page only records min/max G when on 'SET' sub-page Fixed: MPD brightness set before APU start does not dim the MPD DCS: Mi-24P Hind by Eagle Dynamics Renamed 9M114 Shturm-V-2 Rack to Missile Rack to avoid confusion KM-2 system fix and addition of Petrovich AI work with it. More main model LODs were added Added keybinds for radios Resolved several keybinds collisions Added new CPG input commands for weapons selector SPUU-52 and AP panels keybinds added Fixed. Hydro Lock collective brake mode does not work Fixed. AP stabilization button animation getting stuck Fixed. Power on-off and selection missile panel (SCHO) desync between Pilot and Operator Fixed. Rockets Side Selection Issue Fixed. AP Heading channel not switching into heading hold after pedals returned to neutral (More options for pedals and this AP channel coming in next patch). Fixed. Pilot-Operator not dying Fixed. Tooltips match with commands for "Greben. PU-38" DCS: A-10C by Eagle Dynamics Keybind for "Ready Pre Contact" not bindable to HOTAS - fixed Fixed transparent nose RWR antennas and ladder bay textures DCS: P-47D Thunderbolt by Eagle Dynamics Tail damage fixed - the whole tail unit isn’t drop with any destroyed element. The pilot is visible from distance. Fixed issue with the texture on the Left Intercooler. Fixed compass backlight isn’t controlled by switch DCS: Mosquito FB VI by Eagle Dynamics Gunsight glass is fixed Added two Mosquito RP-3 practice missions DCS: P-51 Mustang by Eagle Dynamics Fixed non transparent bullet holes Fixes to visual damage Fixed - with the gear up the Tail wheel is visible on far LOD Magnetos are mixed up in the damage model - fixes DCS: FW 190A-8 Anton by Eagle Dynamics Starter switch animation is fixed. Bombs don’t drop when reloaded with Unlimited ammo - fixed WGr21 fuse timing defaulted to A2A instead of A2G DCS: FW 190D-9 Dora by Eagle Dynamics Starter switch animation is fixed. Compass bezel is not clickable with mouse - fixed Fixed axis controls for radiator flaps WGr21 fuse timing defaulted to A2A instead of A2G DCS: Bf 109K-4 Kurfurst by Eagle Dynamics Visual fixes to the 3D model Fixed tail damage Fixed issues with Flap damage Fixed wrong exhaust flare shield Fixed muzzle flash visual artifacts Fixed damage area shown transparent squares on some LODs Fixed refueling with MW-50 causes refueling loop Oil pressure starts to drop once about 30% of oil reservoir is empty DCS: Combined Arms by Eagle Dynamics Added damage penalties for player controlled vehicles in Combined Arms. Added combat state view Buk SR for ENC. Added the ability to turn ON/OFF the vehicle engine (LCtrl + E). Added a checkbox for automatic start engine under Special Options for Combined Arms Fixed: MG for Leopard 2A4 on isometric view. Fixed: Flag animation for La Combattante 2. Fixed: Client engine sound in multiplayer for ground units. Fixed: ALERT on hit manpads. Fixed: Camera shake after destroying player controlled CA. Fixed: Player can drive units after a critical hit. DCS: Spitfire by Eagle Dynamics Misplaced static Spitfire in The Channel cold start instant action mission DCS F-5E Tiger II by Belsimtek Fuel Auto Balance Switch does not reset, draining right tank past balance - fixed. Flaming Cliffs by Eagle Dynamics 'Receive Mode' feature does not work - fixed partially. DCS: WWII Assets Pack by Eagle Dynamics Added MG for M4 Sherman Ju-88 AI bug fixes Fixed LOD models Fixed - tail wheel turning animation exaggerated Visual fixes to landing gear animations DCS: JF-17 by Deka Ironwork Simulations Fixed: bugs in AG radar modes and displays Should directly enter target tracking mode from target indication mode after lock, no intermediate state Remove redundant elements in target tracking display Behaviors of snowplow and slave modes Should not enter AGR when silent Fixed: LD-10 launch issue and abnormal behavior after launch Fixed: bomb release sequence not match SMS selection Fixed: rocket cannot be launched after changing the program wpn to rocket Fixed: ghost SPI when toggle radar stby Fixed: SPI logic switching between sensors Fixed: HUD CCRP line display bug Fixed: incorrect target bearing digits on HUD Fixed: radar AGR off didn’t affect CCIP accuracy Added: TDC filter for more accurate movement Adjust: AA gun LCOS/SSLC param, should be more accurate now DCS: AV-8B N/A by RAZBAM Simulations Updated: TPOD transitions DCS: M-2000C by RAZBAM Simulations Fixed: AP ALT Hold fails to reconnect when releasing AP override Fixe : Added back decoy rearm sliders to solve dispense problems in multiplayer (see forum for more information) Fixed: Thumbwheels do not cycle from 0 to 9 with LMB Fixed: FBW test passes if stick wiped after it failed Fixed: UAE Livery missing MipMaps DCS: F-14 Tomcat by Heatblur Simulations Improved AP HDG HOLD. Fixed GT HOLD to return both modes to ATT hold with single mode disengagement. Fixed Autothrottle not able to be disengaged. Fixed AP NaN values freezing the hydraulics system causing a crash. Disregard STT targets for missile tracking in BRSIT mode (BRSIT now overrides STT). Disregard MSL mode switch in ACM mode. Give flood mode priority over STT for AIM-7 tracking. Fixed flood mode not activated in BRSIT prior to launching first AIM-7. Changed TWS to ignore new tracks when overwhelmed rather than overwrite existing tracks. Fixed rare crashes/freezes caused by the animation system. Improved switching out of Iceman. Improved Iceman behavior on flying to point. Fixed Iceman refusing to perform a right hand orbit. Iceman’s throttle won’t damage flaps anymore. Iceman can now use speedbrake to slow down. Bingo fuel level can now be adjusted with power off. Updated VF-211 Fighting Checkmates 100 livery. Updated CN localization messages.mo. Fixed gear door using livery texture from the opposite side. Fixed several small export issues on F-14A and -B exterior models DCS: AJS-37 Viggen by Heatblur Simulations Reduced the ADI gyro allowed error angle for startup to ~0.02 deg. Fixed corrupted brakes logic on release and adjusted parking brake logic. Fixed broken glass normals on cockpit gauge. Fixed EP13 brightness knobs being sunk into the panel. Fixed corrupted mesh on left panel housing near EP-13 brightness knobs. Re-added missing brightness control labels. Yellow ADI bars are now in front of the "wings". Optimized shape of some minor cockpit elements due to broken modifier set. Campaigns DCS: AV-8B Sky Warrior Campaign by Eagle86 Corrected messages of some persones. Improved the routes of AIs. F-15C The Georgian War Сampaign by Baltic Dragon: M1 : Russian fighters will now properly trigger voiceovers after launch M8: Adjusted Sabre's formation to reduce chance of AI collision M1-M16: Enabled datalink for AWACS (by request for A/C swappers) M-2000C Red Flag Campaign by Baltic Dragon: M5: fixed issue with wingman not taxiing behind the player. M6 and M7: fixed issue where mission would not progress after flights get on station. DCS: A-10C Iron Flag Part I Campaign by Baltic Dragon: Mission 06: Added extra explanations on the MRFCS part in the briefing. Fixed wrong frequency for Ground in the radio presets. Mission 10: Removed wrong parking spot information from the kneeboard. DCS: F/A-18C Raven One Сampaign by Baltic Dragon: M3: mission complete" message will now display properly M10: option to kiss of wingmen much earlier (30NM from the boat) M11: Spade Flight now attacks and destroys its targets correctly M13: Updated scoring (previously it was impossible to get more than 80 points) DCS: UH-1H Paradise Lost Campaign by Reflected Simulations: Mission 2: redesigned some trigger zones to accommodate for AI changes. Mission 8: moved ground soldiers a bit further from the player. Known Issues Quality issues with new FLIR on some modules still remain.
    49 points
  4. My video pretty much explains my and many other people's frustration. AMRAAMs are broken. There is also other missiles broken, but AMRAAM is worst imo. If someone tries to tell me its working good, please watch the video or tracks beforehand. And if u insist on telling that, please leave the thread. AMRAAM guidance logic has been broken since the INS update that came in late 2021. ED then said it is a new wip model : + It is broken. Definitely not working properly and you don't need many people to test it. Can be seen in 1 min of gameplay. - It's a wip feature. Thats why open beta exists + You released this to stable as well? - It's WiP and team is aware. More updates to come This what's been going on for months. I've made 3 quick tests. 1- Notching WITHOUT RWR. RWR was turned off, no datalink or radar contact, no labels. This one was for people who think RWR is to blame. Yes, RWR in DCS might be too perfect, agreed. But this is not the reason 120C-5 being too easy to notch. See my tracks and video for this. You don't need the precise bearing indication that your RWR gives you. In fact, you don't even need an RWR. 2- Notching with RWR, low altitude, hot aspect, flat terrain and short range. Pretty much explained this already. No terrain to hide behind or break LoS. Just an easy notch inside 5nm. 3- Notching with RWR, high altitude, hot aspect, and short range. This one was for people always saying it misses because of altitude. Here you go. 30K MSL, 8nm shot and an easy notch. I haven't been enjoying the time I spent in DCS for months, and that was a reson I gave a break and only playing for competitive matches. Everything buggy, everything is broken and I can't see anything changing. I was a supporter of ED for years, and still want the best for both ED and us. If nothing is going to change, there is no point of spending another penny for anything from DCS. Do something that makes sense. Give us a roadmap or state report about what's going on. Said before in another thread, repeating this : It was fine back in time. At least revert to late-2020 missiles if its possible. They were decent enough to enjoy. Meanwhile, devs could work on new missiles and if you need testing, theres many people would like to join CB and test it. But if you want to test something that is not worth to play, please do it in CB. Dropping my tracks and video (of tracks, for lazy people who do not want to dl the tracks and watch it in game) Archer out. As always, Im hoping for changes. And reminder : This is not a rant or insult to ED. As a customer, this is my critisism about something I've paid for, while wanting the best for ED and myself. lowalt NO RWR notch.trk lowalt notch.trk highalt notch.trk
    40 points
  5. Dear all, To better support carrier operations, we plan to add changes to the Hornet kneeboard for the May Open Beta that will include: ATC radio frequency TCN channel ICLS channel Link-4 frequency BRC Final heading Wind over deck Press "K" to view the kneeboard. Kind regards, Wags
    40 points
  6. The greater question is then... why are you even here? Surely this an issue with all high fidelity simulations? You're not finding it fun? Ok. Different stokes for different folks. You don't get to tell me what I find fun - correction - what I find edifying. The challenge brings me back to DCS repeatedly; the lack of true physiological effects is simply an inherent issue to the platform. This is entertainment software for a PC platform. It comes with the territory. You can fire the same issue at sub-sims; 1st person shooters; driving sims; any number of entertainment genres where physicality is a missing element. DCS allows me - within the restrictions of the platform - to simulate flying combat aircraft I could never even afford to climb aboard in real life. The lack of physiological effects is just the compromise that comes with the affordability. You accept that and enjoy the other elements.
    36 points
  7. ISAF TRITONAL SPANISH ARMY Includes uniforms, patches, helmets and custom pilots faces. https://www.digitalcombatsimulator.com/en/files/3321968/
    34 points
  8. 13 May 2022 Dear Fighter Pilots, Partners and Friends, We are pleased to bring you our Spring 2022 Flash Sale that will run until the 22nd of May at 15:00 GMT. We are also participating in the Steam Flash Sale, which will last until the 16th of May. We are progressing well on George and Petrovich AI target identification logic. This system will be flexible and will allow mission designers to determine AI crew friendly targets versus hostile. We are also keen to share the next step of integration for the updated S-3B Viking AI-only model. The semi-monocoque design is truly impressive and it will be a fantastic improvement to DCS carrier operations. Thank you for your passion and support. Yours sincerely, Eagle Dynamics Spring 2022 Flash Sale It is with great pleasure that we bring you this exciting 2022 Spring Flash Sale. Take advantage of great savings across most of our module range. Some of your favorite modules are available with 30% discounts including; DCS: A-10C II Tank Killer, DCS: F-16C Viper, and DCS: F/A-18C Hornet. There is also a hefty 25% discount on DCS: F-14 Tomcat by Heatblur Simulations. Check the Shop now. Friend or Foe Development Progress The friendly versus hostile unit identification system includes realistic limitations that real operators must contend with before pulling the trigger. This system will be applied to both the George AI for DCS: AH-64D and Petrovich AI for DCS: Mi-24P Hind. This system will include customizable identification modes that mission creators can use. For the most simple mode, the AI will instantly know if the target is friendly or hostile. In the most sophisticated mode, identification will depend on distance, lighting, angular size, aspect, and the presence of the vehicles in a coalition. The system will also have default settings that are tuned according to the mission's F10 map and label settings. S-3B Viking Development Progress Work continues on the production of the new S-3B Viking AI-only model. Textures are now underway and we have completed the main joints, rivets, technical inscriptions and identification markings. Check out the Development Screenshots. Thank you again for your passion and support, Yours sincerely,
    27 points
  9. Adding here the fictional italian army livery inspired by the AVES (Aviazione dell'Esercito) AW-129 Mangusta livery, post 2012: https://www.digitalcombatsimulator.com/it/files/3322053/ Also, in the bottom of the post, the links for 8 "single tail number" helicopters in the same livery with pilots patch of the 7° regiment "Vega", 48° Group "Pavone" (not for the competition). I made this pack to allow those groups or friends who want different tail numbers to have them, while I'll update the main generic livery if bort numbers become available. This skin has been a journey for me, I wasn't making liveries since... maybe 10 years. In fact, I wouldn't be able to do that without my squadron mate _NightWolf_, which share with me the skin work: I made the helicopters textures, and he made the pilots. Quite a fantastic teamwork. Also, with the help of EL_LEJI, who provided a lot of help in the process. To be as close as possibile to the real counterparts, we used the template taking advantage of both roughtmets layers and text masks. The livery feature: - base diffuse colours and roughtness tryng to match the correct colours in different lightning conditions - customized text to reflect the AW-129 markings, like very low-vis text but more reflective paintings, and conversion of fuel volume from gallons to liters - customized pilots camo and details (using the italian "vegetato") - customized pilots patches (we used the "high-vis" cause we didn't find too many references pictures that shows low-vis italian flags) Here's the link for the unique tail numbers livery (not for competition) EI 969 : https://www.digitalcombatsimulator.com/it/files/3322054/ EI 970 : https://www.digitalcombatsimulator.com/it/files/3322055/ EI 971 : https://www.digitalcombatsimulator.com/it/files/3322056/ EI 972 : https://www.digitalcombatsimulator.com/it/files/3322057/ EI 978 : https://www.digitalcombatsimulator.com/it/files/3322062/ EI 979 : https://www.digitalcombatsimulator.com/it/files/3322063/ EI 980 : https://www.digitalcombatsimulator.com/it/files/3322064/ EI 981 : https://www.digitalcombatsimulator.com/it/files/3322065/ (I'm "reserving" some tail number cause if I find sufficient materials on pilot's paches I might add the 5° regiment "Rigel" 49° Group "Capricorno" helos)
    26 points
  10. Wir sind eine Gruppe von DCS Piloten, die sich mit Air to Air Combat beschäftigt. Unsere Expertise beinhaltet, Erfahrungen in realen Jets, wie Tornado und Eurofighter, als Fluglehrer und als Waffenlehrer aber vor allem sind wir erfahrene DCS Piloten in PvP und PvE Bereich. Wir möchten uns nicht an der endlosen Diskussion „is it real or not real“ beteiligen. Über die technischen Daten werden wir auch kein Wort verlieren, weil wir dies auch teilweise gar nicht dürfen. Reden wollen wir über die Prinzipien und die Philosophie einer AIM120 im DCS Einsatz. Aus unserer Sicht gibt es hier zwei Grundsätze, gegen die in DCS verstoßen wird und damit dem BVR Kampf mit AMRAAMs eine komplett falsche Grundlage gibt. Erstens: Die Missile warnt dich, wenn es Zeit ist umzukehren! Egal, ob ich einen Max range shot mache oder die Missile kurz vor ihrer active range verschieße, wenn das Ziel bei der ersten Warnung des activen Missile radar einen Abort fliegt (max G turn to zero aspect angle) wird es die Missile kinematisch abwehren. Dies funktioniert immer, es sei denn das Ziel kann aus irgendeinem Grund keinen high performance abort machen (G#s available, Speed, etc.). Dadurch ist es unnötig, Entfernungen zu wissen, wann man spätestens gegen einen AIM 120 Shooter reagieren muss. Man stellt sicher, genug Energy für ein High Performance Manöver zur Verfügung zu haben und beobachtet seinen RWR. Das reicht als Grundlage, um jeden AIM 120 Shot, zu 100% abzuwehren, welcher nicht active from the rail ist. Das macht den Fight sehr simple gegen eine AIM 120. Natürlich könnte es Situationen geben, bei denen das Ziel einer AIM 120 rechtzeitig gewarnt werden würde, aber es muss auch Situationen geben, wo dies nicht so ist. Die gibt es aber nicht! Wer würde so eine Waffe wollen? Zweitens: Es gibt Wege eine AIM 120 in DCS sehr sicher, ohne abort, außerhalb aber und auch innerhalb der kinematischen no escape zone abzuwehren. Geübte Piloten schaffen dies mit so gut wie jeder Missile, die nicht in Dog fight range geschossen wird. Eine AIM 120 sollte einen sehr hohe Pk haben (probability of kill), wenn es keine Energy Probleme von Seiten der Missile gibt. Hat sie aber nicht, im Gegenteil. Gegen einen versierten DCS Piloten ist ein 5 NM head on shot, ein low Pk shot! Wer würde so eine Waffe wollen? Daraus ergeben sich folgende BVR Fight Grundsätze: • Schieß nicht long range oder medium range um zu killen. So dumm ist selten ein Ziel. Die Missile ist leicht abzuwehren. • Flieg nicht zu hoch und zu schnell. Die Vorteile, die du hast, was die Missile Range betrifft spielen keine Rolle. Die Nachteile, die du hast, weil du nicht optimal manövern kannst aber schon. • Entfernungen spielen keine Rolle. Achte auf deinen RWR. Abort, wenn du ein M siehst. • Es gibt keine high Pk Schüsse außerhalb von 4 NM. • Lerne, wie man mit einem 3D Manöver eine Missile auch innerhalb der no escape zone sicher abwehrt. Ist es das, was ihr wollt? Die Missiles haben vor 2 Jahren besser funktioniert, was die Grundsätze des BVR fights betrifft als jetzt. Vergesst mal für einen Augenblick, die Notch Gates und all die kleinen Bits und Bites. Schaut mal auf das Gesamtbild. Die AMRAAM ist eine Medium Range Missile. Es macht in DCS aber keinen Sinn, sie Medium Range einzusetzen. Wir hätten gern eine AIM 120 mit der es Sinn macht BVR zu fighten. Egal, ob das eurer Auffassung von der realen Simulation entspricht. Wenn ihr gern einen easy Way für jeden haben wollt, den Flankern und Migs in DCS eine Change geben wollt und unbedingt die tollen Dog Fight Videos unterstützen müsst, dann regelt das bitte über den Einsatz von Jammern. Check six GTAG
    25 points
  11. I'm OK, thanks for asking! Work on the AH-64 guide is under way., but it's a monumental task.
    24 points
  12. We have had this discussion many times here on the forum. We have no plans to move to a subscription payment model. What we have now works for us and our customers, with the free trials people can make informed choices before they buy. Thank you
    24 points
  13. Razbam_Specter the map is 3300km wide and 950km tall initially 8 including the San Carlos FARP. however the plan is after EA to include them all
    23 points
  14. Absolutely. The realistic fight is becoming less realistic as time goes on and it's frustrating for those trying to simulate realistically. I've heard almost the exact same exclamation you made OP "Who would want such a weapon?" from our squadron's real F-18 pilots. - Modern radars (aircraft or missile) should NOT be easily notched. It should be very difficult. These aren't old radars that were very vulnerable to it. If you even want a chance to notch you'd need to be within 1 degree of accuracy to reduce closure, then add in ground clutter, chaff, jamming, maneuvering and luck. Right now, you simply notch within 10-15 degrees and it works 95% of the time. It's funny to me when a tanker making a gentle turn notches you almost every single time. Based on various parameters the radar notch filter should dynamically change. The "notch" exists because the radar allows it to in order to filter out clutter. If the target is very close and extremely obvious to the radar, it won't have a hard time filtering it out from clutter and narrowing the notch filter. - The AIM-120 currently is easily spoofed by simple maneuvers (even worse this patch) but even in previous patches for example things such as AI fighters jettisoning their fuel tanks. The fuel tank being released from their aircraft has an completely different vector than the aircraft, a modern missile would not be so easily spoofed by this (perhaps when bullseye nose high/low it may have some effect, but certainly not relatively perpendicular to the ground). - Radar lookdown currently is atrocious. A modern radar look down should have essentially no effect when the target is over water, and when the target is over land the effect will be noticeable but not greatly so like it currently is. (48NM detection shrinking to 31NM ?) - STT Lock-on currently has a 85% reduction in track range which is nonsensical for a modern radar. This is probably based on source information from a very old radar, but is not applicable to modern radar. You should be able to track further than you can detect with a modern radar (of course in order to initiate a track the target would either need to enter your detection range and then leave it, or you would initiate STT via a offboard track like with the F-18's MSI) but simply having a radar hit on your RDR ATTK means you 100% should be able to STT that target. All of the passionate members of the DCS community want this simulation to be the best it can be.
    23 points
  15. FlyingIron Simulations A-7E Corsair II
    23 points
  16. Notice the "Dynamic mission" at the top
    23 points
  17. Israel - IAF - 113th Hornet Squadron https://www.digitalcombatsimulator.com/en/files/3321097/
    23 points
  18. SPANISH NAVY -Brown flight suits and green vests. -Custom helmets in white color and black visor. -Patches and flag on the arms and biscuit on the chest. -Textured with wear and dirt. -Registration and number of the AH-1G of the 7th Squadron of the Spanish Navy, specifically the Z.14-08 https://www.digitalcombatsimulator.com/en/files/3322078/
    22 points
  19. Hello everyone, This is my skin from Indonesian Army Aviation Command - 11th Squadron/Serbu. and i would like to submit and participate in this livery competition. note: This skin based on real livery from current Indonesian Army's AH-64E "Apache Guardian" Version. Enjoy! https://www.digitalcombatsimulator.com/en/files/3321867/ latest update 4/20/2022: - remove excessive dirt on aircraft - missing texture fixed - Correction on pilot patch Based on real aircraft:
    22 points
  20. Courtesy of RAZBAM_Specter on Discord, the early access release of the South Atlantic map will have the following aerodromes present: Port Stanley Airport RAF Mount Pleasant Piloto Civil Norberto Fernández International Airport / AFB Rio Gallegos - Rio Gallegos Hermes Quijada International Airport / NAS Almirante Quijada - Rio Grande Malvinas Argentinas Ushuaia International Airport Ushuaia Heliport Presidente Carlos Ibáñez International Airport (Punta Arenas) With more to follow during early access. EDIT: For anyone who's interested:
    21 points
  21. 22 April 2022 Dear Fighter Pilots, Partners and Friends, This week we bring you a preview of the new features coming to DCS: Supercarrier. For improved night time operations, new deck crew gestures such as launch bar and brake release signals, light wands and improved shadows are being finalized. Heatblur Simulations will deliver an update to DCS: F-14 Tomcat in the next Open Beta. “Work continues with major improvements and additions. These range from visual features such as the new cockpit pilot models to some of the remaining key features including advanced jamming effects on the radar and associated displays”. - Heatblur Simulations Keep your eyes peeled for DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations. This immersive single player campaign is engaging and fun. It’s a good way to sharpen your Tank Bustin’ skills. Enjoy! Thank you for your passion and support. Yours sincerely, Eagle Dynamics Supercarrier Development Report An important and challenging feature of DCS: Supercarrier has been the development of night operations. Over the past year, we have been working on several aspects that will soon be released to Open Beta. These include new deck crew animations that utilize the new skeletal animation system, new animations that are specific to night operations and the inclusion of light wands. This will make deck operations at night much easier and more realistic. For the aircraft, deck crew and objects on the “roof” at night, we have improved lighting and shadows based on the deck and tower lights. We continue working on this feature to enhance performance and frame rates. Please note that deck shadows will be an option that you will need to switch on in the graphic options. On final approach, you’ll now need to contend with the “burble” effect. This disturbed air flow coming off the back of the carrier results in a brief partial loss of lift as you close in. This can make things much more of a challenge if you are unprepared. We continue to tweak this effect and you can expect the first iteration shortly. F-14 Tomcat Development Report Recently, DCS: F-14 Tomcat received an impressive update and overhaul to the autopilot and associated aircraft control systems. This has been a massive undertaking and will have a significant impact on your flying. Our aim is to provide you with the system as it would function “under the hood” in the real aircraft. This will generate the same effects that the real F-14 Autopilot would exhibit in varying flight conditions. The Tomcat’s development continues with improvement of various systems and the addition of some final features currently missing from the module. This all means the Tomcat will more accurately reflect the functionality and limitations of the real aircraft. If you missed it, please read more here. Operation Agile Spear Campaign by Combat King Simulations You will be Major “Took” Key, a Flight Lead and Instructor Pilot assigned to the 74th Fighter Squadron, Moody AFB. Lead the military response against the invaders. We truly hope you enjoyed this update and that you are staying safe. We are still working on these significant improvements which will be available soon. Thank you again for your passion and support, Yours sincerely,
    21 points
  22. We have the flaming cliffs aircraft which are much easier to use, but DCS is by nature a sand box and can be played as you wish to. You can set air start, or hot start for example, you can use auto start cheats for starting engines. The point I am making is if you want to play a particular way create the mission as you want them to be. In the future we will have MAC ( modern air combat ) which will be focused on more game style of play for fast action, maybe this is more what you are looking for. I on the other had enjoy the complexity of real world scenarios, 2 hour flight to drop one bomb is what I am looking for
    21 points
  23. V2 Min textures added. Darker terrain to blend better with darker trees. Default Orange tree color and normal texture were not matched. Which caused flickers. Fixed. Darkened shrubs. Darker Terrain V2 DOWNLOAD INSTALL: Extract into main DCS directory. OvGME or other Mod Manager recommended. NOTES: Not IC Safe For low flying helos, recommend using Forest Detail Factor of 1. And reduce Visib Range to compensate if necessary. For high flying jets, reduce Forest Detail Factor and increase Visib Range.
    20 points
  24. Many a times I thought of writing something on similar notes. I am glad I didn't do that. I would never have managed to explain it all the way you have done it. Hats off for that. In a contest between mildly skilled pilots, the most widely used BVR missile has literally come down to a visual engagement choice of weapon. The BVR engagement of AMRAAM instead of starting from MELD and gradually shrinking down to MAR starts of with jugglery and non-realistic ultra low-level maneuvers to sneak through the valleys, sometimes with the 100 accurately modeled RWR notches; disregarding every potential of the missile and every fundamental of the engagement, here you are at 100 feet AGL at less than 5 NM and now firing a ton load of steel at each other to have some high Pk shots. The current state needs to be looked into, I believe. Where defensive maneuvering definitely needs serious skill to be executed, but while disregarding every other fundamental principle of BVR engagement, it must not ensure 100% survivability in every given circumstances.
    20 points
  25. If they didn't do it the way they do, I for one would have lost interest years ago.
    20 points
  26. Open Beta Public testing build Currently version number: DCS Open Beta 2.7.12.23362 Next update: Planned 18th May 2022 ( Subject to change )
    19 points
  27. I can't wait to fly on this Map, as its the first time that I have my country on DCS
    19 points
  28. 06 May 2022 Dear Fighter Pilots, Partners and Friends, We inform you again that the current DCS 2.7.12.23362 Open Beta includes two new campaigns that offer fun and engaging missions for the F-14 and A-10C. Enjoy! We are delighted to update you on the status of the pilot models coming to the AH-64D for the cockpit 1st person view. We understand that this is a highly requested and important part of the whole immersion. Check out the Development Screenshots. Development also continues on the TrueGrit - Heatblur DCS: Eurofighter. One of the most complex and cutting edge elements of this module will be the weapons systems. Please see the details below. Thank you for your passion and support. Yours sincerely, Eagle Dynamics New Campaigns Recently Added If you have not already taken the opportunity to download the DCS: A-10C Agile Spear Campaign by Combat King, you are missing out on a great way to expand your DCS: A-10C II Tank Killer enjoyment. Another quality campaign, if you own the Tomcat, is the DCS: F-14B Operation Sandworm by Sandman Sims. This campaign utilizes the Persian Gulf Map and Supercarrier for a story-based DCS: F-14B Tomcat campaign that is gripping and highly detailed. AH-64D Pilot & CP/G Development Report In the screenshots you can see the Pilot and Co-pilot Gunner models for the first person perspective. We have completed both Multicam and USP camouflages and we are currently working on gesture animations and fitting the modeles into the cockpit. The basic movements for the pilot and operator are complete but there are still more advanced gestures like transfer of control, idles, working with MPD, etc. left to do. Please check out the Development Screenshots. EUROFIGHTER Development Report Considerable development time has been spent on reverse engineering and understanding the performance of the aircraft systems. Stay tuned for details. The Heatblur team continues to use CFD as an integral tool to verify and validate flight models and flight control laws. This is a key part of ensuring that the DCS: Eurofighter meets the high bar of realism required for an authentic flying and combat experience. Thank you again for your passion and support, Yours sincerely,
    18 points
  29. Thank you all for the support and the comments. In the meantime I'd like to point out this for the good of everyone : This thread is for AIM-120 being broken. Meaning any kind of comparison of it with other missiles, discussing other bugs of other missiles or systems and arguing it's how it should be is totally irrelevant to topic. So, please do not go off-topic. Moderators will lock the thread if it goes too off-topic, and that is not something we'd like. We need threads like this to live long and close if things actually get fixed. Note to forum moderators and ED about this -> DO NOT close or move this thread, until it gets actually fixed and verified as so. It is a bug report with tracks. If this gets locked, I'll not get tired of creating new ones. Another thing. I know many of us are frustrated, and know that I am as frustrated as you. But, if we break forum rules, it'll be a reason for moderators to bring this thread down. So please do not do that. Critisise the product, harshly if you want, but within the rules. If you disagree with whats being said here, and you think missiles are fine, please go and create your thread to debate it there. It does not cost money or anything else and would free us from unnecessary waste of time, as it has been discussed numerous times before. And again, I am inviting all competitive players to send tracks here, or on new threads. I will also post some more tracks with different launch conditions and will post the .miz to here for anyone else wants to give it a try.
    18 points
  30. WIP deck crew with wands: https://i.imgur.com/W017Hwx.mp4
    18 points
  31. Hi guys nice to here !!!! https://www.digitalcombatsimulator.com/en/files/3321830/ 25th Infantry Division 6th Calvary Regiment, Camp Humphreys, Republic of Korea Based referenc on us.army.mill
    18 points
  32. DCS: F-16C Viper | Visual Initial and Reference Points COMING SOON In this DCS: F-16C Viper video, we’ll discuss Visual Initial Points, or VIP, and Visual Reference Points, or VRP. As we discussed in a previous video about Offset Aimpoints, each Steerpoint can be assigned two offsets, or OA, points, a VIP, and a VRP. These are all valuable tools for setting up your attack on a known location or an offset location from it based on a bearing, range, and elevation. This is one of the more complex features of the Viper, so strap on your thinking caps. Let’s first talk about VIPs. In this mode, a selected bearing and range from a Steerpoint (IP) is used to define a target (TGT) location and optional Pull Up Point (PUP). This allows the creation of a target and pull up point from an Initial Point (IP) Steerpoint. For example, let’s crate a VIP at Steerpoint 3. Until sequencing to Steerpoint 3 with VIP data, we would only see the Steerpoint diamond on the HUD/HMCS to direct us to the next Steerpoint; we would not see the Steerpoint 3 VIP TGT and PUP symbols. Additionally, the sighting option will stay as TGT. Upon selecting Steerpoint 3 (AUTO or Manual), the Steerpoint diamond on the HUD/HMCS will be at the Steerpoint 3 location. The Steering Option will automatically change from TGT to IP. TGT (square and dot) and PUP (circle) symbols would now be visible on the HUD/HMCS. Once over the IP at Steerpoint 3 (overfly point) and HUD is SOI, TMS Forward is pressed to update the steering to the VIP TGT. The Steering Option changes from IP to TGT and the steering symbology (azimuth steering line) is regarding the created VIP TGT location. With the HUD still as SOI the cursor switch can be used to slew the VIP TGT point. If a PUP (circle) is also created, it would also be visible but no steering information regarding it is visible. If we were to then cycle to Steerpoint 4, or any other Steerpoint other than Steerpoint 3, the TGT and PUP symbols assigned to Steerpoint 3 would no longer be visible. Steps: Let’s use the example: Select AG mode Select CCRP or CCRP-related bombing sub mode like LADD or an E-O Pre mode LIST from ICP 3 from ICP On the VIP DED page, the top line, VIP-TP-TGT is selected. Press M-SEL on ICIP to enable. It will then be highlighted. Without it being enabled, data entry will not be saved. DCS switch down to select Steerpoint to create the VIP from. Once selected, use the ICP rocker switch to select the desired Steerpoint from which to set the VIP TGT and PUP. DCS switch down to the enter the bearing in degrees on the ICP from the selected Steerpoint to the desired Target (TGT) location. Press ENTR on the ICP to save it. DCS switch down to enter the range in nautical miles from the selected steerpoint to the target location. Press ENTR on the ICP to save it. DCS switch down to enter the elevation in feet at the target location. Press ENTR on the ICP to save it. At this point, the bearing and range from the selected Steerpoint to the Target point is set and includes a target elevation. The user can now optionally include a Pull Up Point (PUP). To do that: DCS switch to the left to select PUP data entry DCS switch up or down to select VIP-TO-PUP top line and then press M-SEL on the ICP to highlight it DCS switch down to select Steerpoint to create the PUP from. Once selected, use the ICP rocker switch to select the desired Steerpoint. DCS switch down to the enter the bearing in degrees on the ICP from the selected Steerpoint to the desired PUP location. Press ENTR on the ICP to save it. DCS switch down to enter the range in nautical miles from the selected steerpoint to the PUP location. Press ENTR on the ICP to save it. DCS switch down to enter the elevation in feet at the PUP location. Press ENTR on the ICP to save it. VRP. In this mode, we can set a Reference Point (RP) from a known Steerpoint that is also the Target (TGT) Point. As with VIP, we can also create a PUP. This allows the creation of a run-in point based on a bearing and range from a selected Steerpoint that is also the TGT. For example, let’s crate a VRP at Steerpoint 3. Until sequencing to Steerpoint 3 with VRP data, we would only see the Steerpoint diamond on the HUD/HMCS to direct us to the next Steerpoint; we would not see the Steerpoint 3 associated VRP RP, TGT, and PUP symbols. Additionally, the sighting option will stay as TGT. Upon selecting Steerpoint 3 (AUTO or Manual), the Steerpoint diamond on the HUD/HMCS will be at the Steerpoint 3 VRP RP location. The TGT symbol will be at the Steerpoint 3, and the PUP symbol would be visible if created. Steering option is set to RP and HUD steering (azimuth steering line) is in reference to the RP location. Once over the RP (overfly point) and HUD is SOI, TMS Forward is pressed to update the steering to the VRP TGT. The Steering Option changes from RP to TGT and the steering symbology (azimuth steering line) is regarding the created VRP TGT location (Steerpoint 3). With the HUD still as SOI the cursor switch can be used to slew the VRP TGT point. If a PUP (circle) is also created, it would also be visible but no steering information (ASL) regarding it is visible. If we were to then cycle to Steerpoint 4, or any other Steerpoint other than Steerpoint 3, the RP, TGT, and PUP symbols assigned to Steerpoint 3 would no longer be visible. Process Let’s use the example: Select AG mode Select CCRP or CCRP-related bombing sub mode like LADD or an E-O Pre mode LIST from ICP 9 from ICP On the VRP DED page, the top line, TGT-TO-VRP is selected. Press M-SEL on ICIP to enable. It will then be highlighted. Without it being enabled, data entry will not be saved. DCS switch down to select Steerpoint to create the VRP from. Once selected, use the ICP rocker switch to select the desired Steerpoint from which to set the VRP RP and PUP. DCS switch down to the enter the bearing in degrees on the ICP from the selected Steerpoint to the desired Target (RP) location. Press ENTR on the ICP to save it. DCS switch down to enter the range in nautical miles from the selected steerpoint to the RP location. Press ENTR on the ICP to save it. DCS switch down to enter the elevation in feet at the target location. Press ENTR on the ICP to save it. At this point, the bearing and range from the selected Steerpoint to the RP point is set and includes the RP elevation. The user can now optionally include a Pull Up Point (PUP). To do that: DCS switch to the left to select PUP data entry DCS switch up or down to select TGT-TO-PUP top line and then press M-SEL on the ICP to highlight it DCS switch down to select Steerpoint to create the PUP from. Once selected, use the ICP rocker switch to select the desired Steerpoint. DCS switch down to the enter the bearing in degrees on the ICP from the selected Steerpoint to the desired PUP location. Press ENTR on the ICP to save it. DCS switch down to enter the range in nautical miles from the selected steerpoint to the PUP location. Press ENTR on the ICP to save it. DCS switch down to enter the elevation in feet at the PUP location. Press ENTR on the ICP to save it.
    18 points
  33. https://www.digitalcombatsimulator.com/en/files/3321584/ (Based on the main Mi-24 pattern used Azerbaijan and Ukranian Air force) Bugs fixed. Fuel tank and patch added. the file has been added to the DCS userfile site. - 04/28/2022
    18 points
  34. Another 5 tracks from me. This time focused on just manuevering instead of notching, but AMRAAM wants to be notched anyway 1- 5.5nm shot at 15k MSL, co altitude. No notch, ecm or draining its energy. Only chaffing and turning. I think we can all agree such range was pretty lethal with old amraams. 2- Diving against a low-to-high launch with 4k alt seperation. 4.81nm Not leading it into the ground or using chaff. 3- Another dive against lo-high, 3k alt seperation, 4.64nm. Using chaff. 4- 15k MSL co altitude, 5.5nm shot. Dive with chaff. 5- Can't remember exact parameters but some dive stuff again. Similar to 3rd. Hot aspect in all tests, and AMRAAM always had plenty of energy to be able to manuever and hit. Leaving the tracks : lo-hi dive no chaff.trk dive 3.trk dive 2.trk mid alt - chaff + turn.trk mid alt - dive + chaff.trk
    17 points
  35. By request, recompilation of all official RTS Dynamic Campaign news on the last years: -11/01/2019: Dynamic Campaign While a hangar of great aircraft is certainly a wonderful thing, having an engaging, exciting, and dynamic combat environment is equally important. We have been developing the inner-workings of a dynamic campaign system which will continue into 2019. Based on the strategic goals and tactical situations, the systems will create dynamic Air Tasking Orders (ATO) that players then join to help their side to victory. This work is non-trivial, but we believe the addition of this system should be exciting for DCS users. -01/11/2019: Dynamic Campaign We now have a basic test version that works within DCS World to evaluate the real-time strategy element of the system. We are using this to debug the system. In parallel, work is now underway on the UI interface and the AI machine learning code. This is complex and is receiving a lot of focus at the moment. Dynamic Campaign The basics of the dynamic campaign simulation engine are working in the map view and we’ve been using this to test the RTS element of the system. To support this, we’ve been adding new icons to the map for items like factories, warehouses, logistic units, and more. Work is also underway on providing visual indications of ground force movements and emplacements in the map view. - Early 2020: Dynamic Campaign Work on the dynamic campaign has been underway for over a year, and the progress has been steady on this very complex task. We understand that this is one of the most awaited features in DCS World and we are giving it the attention it deserves. Much of the work is focused on the dynamic campaign creation tool layers as part of the Mission Editor, developing machine learning mechanics, and creating an AI neural network for the RTS element of the system. The machine learning and neural network tasks are particularly challenging, but we believe they should provide a unique dynamic campaign experience. We expect to start testing this feature in the latter part of 2020. -Late 2020: Dynamic Campaign Engine For DCS World The DCS World Dynamic Campaign Engine combines a Real-Time Strategy (RTS) engine with military forces and economics layers (production, logistics, use and transfer of resources) that pitch two opposing sides aided by advanced strategic and tactical AI. We have now completed the core RTS logic and have connected it to DCS World. We are currently finalising the basics of the in-game economic models. We will be working on the combat tasking logic and certain win-win situations in the near future. The last stage will be the Client - Server architecture needed to support large campaigns with on-going online sessions. We are certain that you will have many detailed questions and look forward to revealing more information on this module as and when we are in position to demonstrate some of the features live. -January 2021: Dynamic Campaign This massive task has been underway for over two years, and the progress has been exciting. The campaign is built around a Real-Time Strategy (RTS) foundation that factors resources, zones of control, logistics, available forces, and a strategic decision-making system. While we believe internal testing will continue in the 1st quarter of 2021, it is too early to estimate a release date. However, external Beta testing is planned hopefully in Q2/Q3 2021.
    17 points
  36. In earlier videos we looked at the upcoming Destination Page, Primary Datalink Track, and completion of Offset Aimpoints and Visual Initial and Reference Points. In this Viper update video, we’ll touch on some of the other changes coming to the Viper. Some of these will be in the next update, but some may come a bit after based on testing results. The first is an update to the symbols on the Fire Control Radar, or FCR, and the Horizontal Situation Display, or HSD. The symbols are now governed by the simple rules of: If your sensors detect the contact, the symbol will be solid. If your sensors do not detect the target and the source is only over the datalink, it will be hollow. Unknown contacts will be white, ambiguous contacts will be yellow, green contacts are friendly, and red contacts are deemed hostile. It’s important to note that for this year of the Viper AIFF is not correlated to radar track files. As such, if you interrogate a contact, it will have no impact on its Rules of Engagement, or ROE, symbol. From the HUD control panel by your right knee, we have added selections for True Airspeed and Ground Speed. Ground Speed will be important for the upcoming Cruise Page for May. It’s quite possible that this will be released in the May update. With a bomb called up on the Stores Management Page, or SMS, and you select the Control page, we now have additional fuze options. This is the part of a much larger task, but you’ll now be able to set both an arming time after separation and an arming time after weapon impact. Set the arming at release time at AD and set the weapon fuze detonation time at AD2. If the AD value is equal to or greater than the weapon time to impact, “LOW” will appear to the right of the Flight Path Marker (FPM). For non-JPF fuzes, we plan to later set fuze values on kneeboard prior to flight, and DTE when implemented. Additional Cursor Zero, CZ, options have been added to both the FCR and Targeting Pod pages when powered off. When using a Maverick, you can now press the Cursor Enable button on the throttle to cycle between Visual, Pre-Planned, and Boresight modes. Press the enter button to cycle the options. There are of course many other smaller changes and those will be listed in the change log.
    17 points
  37. HI Apache from the Saudi National Guard Participate in the Yemen war: Decisive Storm Training in the Gulf countries: Gulf exercise Gulf Shield Gulf Security Training in the following countries United State paksta Egypt Jordan Europe Kuwait Kingdom of Saudi Arabia Diameter Bahrain Sultanate of Oman Link: https://www.digitalcombatsimulator.com/en/files/3321340/
    17 points
  38. In 1995 Sweden did an evaluation for a new attack helicopter to replace the Hkp 9A (Bo-105-CB3) and tested the AH-64A and Mi-28, eventually not deciding on either one but instead cutting down on the military in 2001.. But what if? Here's two examples of the AH-64D in Swedish woodland and desert camo along with Swedish pilots in appropriate clothes and gear. Every single rivet and tiniest edge has been painted individually... https://www.digitalcombatsimulator.com/en/files/3321854/ https://www.digitalcombatsimulator.com/en/files/3321856/ Now I realize you apparently wanted the diffuse in DTX3 but I've always used DTX1 if I can as it's smaller and as I've tweaked the roughmet as well I needed all of it I could to fit inside the 300mb upload limit... Easy fix to change that around if you want though! (but the file size would be larger)
    17 points
  39. JGSDF - 1st Combat Helicopter Corps https://www.digitalcombatsimulator.com/en/files/3321446/
    17 points
  40. There is not absolute answer to this. What solutions Raytheon comes up with can be vastly different to what Northrop does. So, what I say below is a generalization. And not an exact truth for any one radar. Where does 'STT range is less than RWS' originally come from. Primarily it comes from the first pulse only analog radars from the 50s and 60s. These radars had lots of clutter in their scope as they did not perform doppler filtering or digital signal processing. With this radar type: Search mode detection range was a calculated average based on human performance to discern the target amongst the clutter. (target contrast) Tracking modes were accomplished via a range gate tracker, which held a target automatically by comparing the target reflection in a given range bin to adjacent bins in front of and behind the target. Due to noise that exists in all range bins, the target needs to have a SNR (signal to noise ratio) an order of magnitude greater than the noise in the adjacent range bins. The radar operator/Pilot would move a cursor (the range gate bracket) onto a given reflection, and only if that reflection had adequate contrast (ie good SNR) would a lock be obtained. The human eye can discern low contrast targets much better than 1960s analog circuitry could. Thus search range was farther than tracking range. Modern Radars are very different With modern pulse doppler radars with doppler filtering and digital signal processing, the search volume of the radar provides very high contrast (good SNR; hence much improved detection ranges). With these radars, the search mode performance is automatic and is not based on human perception. Thus on paper search and tracking modes should be the same. That being said, there is one tracking technique that can reduce STT performance in a modern airborne radar. But this can be overcome very easily. ---------- Mono-Pulse comparison is the process of splitting your antenna into 4 quadrants on receive. By doing so, you can compare the phase and amplitude of a return and determine a targets angle within the radars beam. (typically to a resolution of 1/10 of your radars 3dB beamwidth) The way it works is that your antenna is actually 4 quadrants that mix the incoming signal in various ways to create multiple output channels. These include: SUM (all 4 quadrants combine) Benefits are full antenna gain / max detection range Downside is that angular measurement is limited to antenna 3dB beamwidth The SUM channel is used to provide target range, doppler and angle (limited to beamwidth). Delta Azimuth (combine the 2 left side antenna quadrants, combine the 2 right side antenna quadrants. compare the signal between the two halves) Benefit is that you can compare the phase and amp between these 2 quadrants to improve azimuth measurement of the target. Downside is that you only use half of your antenna, and thus receive much weaker signals. Delta Elevation (combine the 2 top side antenna quadrants, combine the 2 bottom side antenna quadrants. compare the signal between the two halves) Benefit is that you can compare the phase and amp between these 2 quadrants to improve elevation measurement of the target. Downside is that you only use half of your antenna, and thus receive much weaker signals. ---------- That being said, there are important questions pertaining to this. When is Mono-pulse comparison used by radar X? (In STT only? in TWS and STT? in all modes?) Is a radar track not built unless the SUM and Delta channels detect the target? (ie will the system allow a trackfile to be built with only the SUM channel?) Does the radar use the detection of a target in the SUM channel to enhance/filter for the target in the Delta channels? (ie a lower threshold could be used in the Delta channels if you know where in range and doppler to look for the target) By far the simplest solution to such a problem is an extended dwell. STT vs scanning When a radar scans the sky it does so at a set interval. This interval limits how many pulses the radar can transmit and integrate down a given direction. Pulse integration improves SNR because background noise fluctuates a lot, while targets fluctuate only a little (were talking periods of milliseconds). Thus, the more pulses you transmit / integrate, the further you can see a target. If you cant increase your PRF, but still want to integrate more pulses, you have to slow down the scanning speed of your antenna. With fighter jets, this isn't always easy since the radar may need to scan a large volume while also revisiting a target periodically enough to maintain trackfile correlation (ie correlating raw hits to the same trackfile). The solution Once you're in STT, the radar has a LOT more time on target and can integrate many many more pulses on target as the antenna is fixated on the target and not searching around. This extra time on target means that the SNR will be vastly higher than in search mode, because its integration count is not as constrained. Factoid: Many modern radars can perform 'cued search', where in the radar receives external information on a target and then performs a very long dwell in that volume of sky. This reduces the need for volume search, and allows the radar to use much longer integration counts. TL/DR: Old analog "Pulse" radars: Search mode range > tracking range Early "Pulse Doppler" radars: Search mode range = tracking range (albeit with some hurdles) Modern radars: Search mode range < tracking range (assuming you know where to look) Reference: The best radar book ever, George Stimson's "Introduction to Airborne Radar"
    17 points
  41. In this DCS: AH-64D video, we’ll explore both the Position (often referred to as Hover) and Velocity Attitude Hold Modes. For Position mode, you must first establish a stable hover between 0 and 5 knots; it is not a magic button that places you in hover. For Velocity mode, establish a stable airspeed between 6 and 40 knots. In both modes, first center the trim using the Force Trim Release (FTR) switch to center the control reference point. This allows the Flight Management Computer (FMC) the greatest flight control systems movement to maintain the hold mode. To release an Attitude Hold mode, press left again on the Trim switch on the Cyclic.
    16 points
  42. New screenshots of upcoming trailer... Duke
    16 points
  43. In this DCS: F-16C Viper video, we’ll explore the Cruise page. The Cruise page is a handy page to hit your targets on time and most efficiently fly the aircraft regarding range, endurance, and getting home.
    16 points
  44. DCS World 2.7.12.23362 New and updated 3D models. New Technicals Toyota HL, 70, FPS117 radar complex, Matra R530/E, Chinesse 250-2 Bomb, Sa342 Telson 8 Rocket Launcher, Sa342 SNEB68 Rocket, Light Stick.
    16 points
  45. Enviado desde mi RNE-L21 mediante Tapatalk
    16 points
  46. April update In this update let me please first tell you why there were so few updates lately. In February I'd been sick with Covid and lying in bed with fevers. Luckily I am OK now and feeling well. In March I paused the work on the model to put together a new PC so there was less time to model the cockpit. At the beginning of April I have returned back to the modelling work and as you can see on the attached renders the cockpit is slowly getting to look as it should. I keep adding all the details and finish all the unmodeled stuff continuously. And now about the near future. What can you expect during May and/or at the beginning of June? In May I have a meeting in our military history museum where I'd like to take some detailed photos of the ejection seat. And from June onwards I suppose that the texturing work of the cockpit will start and hopefully will be completed ... and now enough of words, here are a few new renders for you
    16 points
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