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  1. 1 September 2023 Dear Fighter Pilots, Partners and Friends, Since the release of Black Shark in 2008, DCS has been going from strength to strength and all thanks to you, our wonderful community. This 1st of September 2023 marks the start of our DCS 15th anniversary year, which we will kick off with an important sale to celebrate: 15th Year Anniversary video! Don’t miss the biggest discounts we have ever offered with up to 60% off most of our products! The sale has now begun and will continue until Sunday, the 17th of September 2023 at 16:00 GMT and on Steam until the 15th at 18:00 GMT. This upcoming year is a special one, with greatly anticipated module releases, events, activities and features to celebrate. More details will follow, but we take this opportunity to thank you, our players, content creators, contributors, server hosts, third party developers, our volunteer test-team and all who have invested time and resources into building Digital Combat Simulator. Here’s to the future, here’s to you! Thank you for your passion and support. Yours sincerely, Eagle Dynamics 15th Anniversary Celebration Sale Up to 60% off All our most popular aircraft, terrains and campaigns are now available with up to 60% discount. Fixed Wing at -60% DCS: A-10A Warthog DCS: A-10C II Tank Killer DCS: AJS-37 Viggen DCS: Bf 109 K-4 Kurfurst DCS: C-101 Aviojet DCS: F-15C Eagle DCS: F-5E Tiger II DCS: F-86F Sabre DCS: Flaming Cliffs 3 DCS: Fw 190 A-8 DCS: Fw 190 D-9 Dora DCS: L-39 Albatros DCS: MiG-15bis DCS: MiG-29 DCS: Mosquito DCS: P-47D Thunderbolt DCS: P-51D Mustang DCS: Spitfire LF Mk. IX DCS: Su-25 DCS: Su-27 Flanker DCS: Su-33 DCS: Yak-52 Fixed Wing at -50% DCS: AV-8B Night Attack V/STOL DCS: Christen Eagle II DCS: F-16C Viper DCS: F/A-18C DCS: M-2000C DCS: MiG-19P Farmer DCS: MiG-21Bis Fixed Wing at -40% DCS: F-14A/B Tomcat Fixed Wing at -30% JF-17 Thunder Rotary Wing at -60% DCS: Black Shark 3 DCS: Mi-24P Hind DCS: Mi-8MTV2 Magnificent Eight DCS: UH-1H Rotary Wing at -50% DCS: AH-64D Terrains at -60% DCS: Nevada DCS: Persian Gulf DCS: The Channel Terrains at -50% DCS: South Atlantic DCS: Syria Others at -60% DCS: Combined Arms DCS: NS 430 Navigation System DCS: NS 430 Navigation System for C-101EB DCS: NS 430 Navigation System for C-101СС DCS: NS 430 Navigation System for L-39С Cockpit DCS: NS 430 Navigation System for Mi-8MTV2 Cockpit DCS: WWII Assets Pack Others at -50% DCS: Supercarrier Upgrades at -60% DCS: A-10C II Tank Killer Upgrade DCS: Black Shark 3 Upgrade Campaigns at -60% DCS: A-10C 16-2 Red Flag Campaign DCS: A-10C Stone Shield Campaign DCS: Black Shark 2 Republic Campaign DCS: Combined Arms: Frontlines Georgia Campaign DCS: F-15C 16-2 Red Flag Campaign DCS: F-16C Red Flag 21-1 Campaign DCS: L-39 Albatros: Kursant Campaign DCS: Mi-8MTV2 Oilfield Campaign DCS: Mig-21 bis Constant Peg DCS: P-51D Charnwood Campaign DCS: P-51D High Stakes Campaign DCS: Spitfire LF Mk. IX Operation Epsom Campaign DCS: Su-27 The Ultimate Argument Campaign Campaigns at -50% DCS: A-10C Advanced Aircraft Training Qualification Campaign DCS: A-10C Basic Flight Training Campaign DCS: A-10C Operation Persian Freedom Campaign DCS: A-10C Tactical Training Qualification Campaign DCS: AH-64D MAD campaign DCS: AV-8B Hormuz Freedom Campaign DCS: AV-8B Sky Warrior Campaign DCS: F-15C Aggressors BFM Campaign DCS: F-5E Aggressors Air Combat Maneuver Campaign DCS: F-5E Aggressors Basic Fighter Maneuvers Campaign DCS: F-5E Black Sea Resolve '79 Campaign DCS: F/A-18C Aggressors BFM Campaign DCS: F/A-18C Operation Cerberus North DCS: F/A-18C Operation Pontus Campaign DCS: F/A-18C Rising Squall Campaign DCS: JF-17 MAD campaign DCS: Ka-50 2 Pandemic Campaign DCS: MAD Campaign DCS: Mi-8MTV2 and Ka-50: Memory of a Hero Campaign DCS: Mi-8MTV2 Crew Part 1 Campaign DCS: Mi-8MTV2 The Border Campaign DCS: Mig-21bis Battle of Krasnodar Campaign DCS: P-51D Charnwood Campaign DCS: Spitfire LF Mk. IX Operation Epsom Campaign DCS: The Museum Relic Campaign DCS: UH-1H Argo Campaign DCS: UH-1H Worlds Apart - Spring 2025 Campaign Campaigns at -40% DCS: AV-8B Kerman Campaign Campaigns at -25% DCS: A-10C Iron Flag Part 1 Campaign DCS: Bf 109 K-4 Jagdflieger Campaign DCS: F-14A Fear the Bones Campaign DCS: F-14A Zone 5 Campaign DCS: F-14B Operation Sandworm DCS: F-15C The Georgian War Сampaign DCS: F-86F Hunters over the Yalu Campaign DCS: F/A-18C Flaming Sunrise DCS: F/A-18C Hornet - The Serpent's Head 2 Campaign DCS: F/A-18C Persian Lion Campaign DCS: F/A-18C Persian Lion II Campaign DCS: F/A-18C Raven One Сampaign DCS: F/A-18C Raven One: Dominant Fury Campaign DCS: Fw 190 A-8 Horrido! Campaign DCS: M-2000C Red Flag Campaign DCS: P-47D Wolfpack Campaign DCS: P-51D: The Blue Nosed Bastards of Bodney Campaign DCS: Spitfire Beware! Beware! DCS: Spitfire IX The Big Show Campaign DCS: The Enemy Within 3.0 Campaign DCS: UH-1 Paradise Lost Fixed Wing not on sale DCS: F-15E DCS: I-16 DCS: MB-339 DCS: Mirage F1 Rotary Wing not on sale DCS: SA342M Gazelle Terrains not on sale DCS: Normandy 2.0 DCS: Sinai Campaigns not on sale DCS: F-14B Speed & Angels Campaign DCS: F/A-18C Inherent Resolve Campaign DCS: Mi-24P The Border Prequel Campaign DCS: Mosquito V for Victory Campaign DCS: UH-1H The Huey Last Show Campaign What to expect this 15th Anniversary year Announcement Throughout the year, this 15-year badge will be used to mark our celebratory events. DEVELOPER Q&A We are incredibly grateful to our dedicated community members who have been the driving force behind development ideas and priorities, bug notifications and product requests as well as the engine behind the steady user growth over the years. To put even more focus on your contribution, we’d like to invite all of you to add your most important questions and requests to a special Developer Q&A, which will help us prioritise things for the near and medium term. Please submit your questions via the Forum Thread here. This Q&A is your best opportunity yet for answers to your most burning questions. We are excited to share news on topics we know are important to you, such as a Dynamic Campaign roadmap, updates for ATC, progress of DLSS and Vulkan API integration, the future of the Mission Editor, and Flaming Cliffs. We will answer everything we can. Submissions are open until Monday 11th September. Thank you! CELEBRATING OUR COMMUNITY CREATORS The dedication of those talented users who create free content for all to enjoy never ceases to impress us and we would like to thank them by showcasing their work and by featuring some of the very best content including mods, campaigns, skins, help-guides, videos and more. Please take the time to browse some of the thousands of User Files available totally free of charge. In addition, please take a look at some of the influential community-made content: Our community of creators produce a massive amount of content each year. We are sure you know most of them already, but if not, please take a moment to explore and enjoy their work via the list below: deephack | G. Skouras | The Ops Center By Mike Solyom | Reflected Simulations | Pricklyhedgehog72 | DCS Sport | phil style | Bullet4MyEnemy | Nightwolf | Command T | THE AIR WARFARE GROUP | Phenom | Hornet Productions | Rakuzard | HIP Games | Reload Gaming | Keller Dominik | Flight Simulation | Enigma | Adrian Caparzo | Hellreign82 | TacticalPascale | 104th_Maverick | VRFlightSimGuy | CasmoTV | FIXEDIT | Fast Jet Performance | TheSkyline35 | J.P. Ferre | しきしま56 | Bogey Dope | RedKite | DCS WORLD PAK | iceman_fox1 | XCHECK | TheWarthogProject | Spudknocker | Tricker | LongShot | Retalha | ralfidude | RKProGaming | Infante760 | Mushroom Cloud Confetti | Grim Reapers | C.W. Lemoine | Growling Sidewinder | DevildogGamer | OperatorDrewski | Chuck's Guides MULTIPLAYER EVENTS DCS can be a fabulous shared experience and has become a large part of what makes it important to so many players. We are very grateful to all the DCS server owners who do a superb job hosting, tailoring gameplay experiences and curating community spaces, from carrier ops, to aerobatics and warbirds, to helicopters. We will be working with server owners to set up special events throughout the year and will share more details soon. We will also be joining in on a number of these community events, so keep an eye out for more details and for the opportunity to fly with and against ED Team members. 15 YEARS OF DCS: WHERE DID WE COME FROM? Many of you have been with us on this incredible journey since the start and we are deeply grateful for your loyalty. The creation of the Digital Combat Simulator brand in 2008 was not our first entry into the combat simulation genre; upon release in 2008, our core team already had 13 years experience. Here is a summarised timeline of the Eagle Dynamics story so far: 1991 Eagle Dynamics is founded Nov 1995 Su-27 Flanker. Runner-up for Computer Gaming World's ‘Simulation of the Year’ Sep 1999 Flanker 2.0. The direct sequel to Su-27 Flanker added the SU-33 to the lineup Mar 2002 Flanker 2.5. Awarded ‘Best Simulation of 2002’ by PC Gamer Nov 2003 Lock-On: Modern Air Combat. Published by Ubisoft Apr 2005 Lock-On: Flaming Cliffs release. Advanced Flight Model for Su-25 and Su-25T Oct 2008 DCS: Black Shark. Advanced Flight Model and first clickable cockpit in the ED history. The first ‘DCS’ release earned SimHQ's ‘Sim Product of the Year’ 2008 2009 DCS: Black Shark wins PC Gamer Simulation of the Year 2009 Feb 2011 DCS: A-10C Warthog. The first full-fidelity jet 2011 DCS: A-10C Warthog wins PC Gamer Simulation of the Year 2011 May 2012 DCS: P-51D Mustang. The first WWII module Aug 2013 DCS World Steam Edition Jan 2015 DCS: Su-27 The Ultimate Argument Campaign for DCS World Oct 2015: DCS: L-39 Albatros. The first MultiCrew Nov 2015 DCS World 2.0. Detailed terrain support of the Nevada map Jun 2017 DCS World 2.1. Added deferred shading and physically-based rendering Jun 2017 DCS: WWII Asset Pack Apr 2018 DCS World 2.5 Significant improvement to the Caucasus map. May 2018 DCS: F/A-18C. Our most popular module to date Apr 2019 Dedicated Servers released for Multiplayer Oct 2019 DCS: F-16C Viper May 2020 DCS: Supercarrier Nimitz-class flight deck Operations Apr 2021 DCS World 2.7. Eagle Dynamics Weather Engine Jun 2021 DCS: Mi-24P HIND and MultiCrew Mar 2022 DCS: AH-64D Oct 2022 DCS World 2.8. Improved atmospheric conditions and AI basic flight maneuvers Mar 2023 Multi-threading is introduced We are working hard on DCS World 3.0, with 2.9 coming soon. Your simulation now boasts 44 aircraft modules, 66 campaigns, 7 maps, and nearly 20,000 FREE mods and user-files created by the community along with over 4.5 million Videos on Youtube, with billions of views. LOOKING TO THE FUTURE We shared passion and a desire to create historically important combat aircraft in uncompromising detail for all of you to enjoy, making aviation dreams come true and the inaccessible a virtual reality. DCS will continue to grow, with more focus on the graphics environment, spherical earth, core ‘game’ functionality, improved multiplayer and cooperative play with extended ground and naval warfare. Many much-anticipated aircraft are coming soon, including the mighty F-4E Phantom, OH-58D Kiowa, F4U Corsair, C-130J, CH-47F Chinook. So much to look forward to! We are moved by the positivity and dedication of our loyal community and privileged to be part of your lives. Thank you for your passion and support, and thank you for making our dreams come true. Thank you again for your passion and support, Yours sincerely,
    64 points
  2. Dear all, Thank you all for your questions, submissions are now closed and we look forward to answering as many of them as we can. Yours sincerely, Eagle Dynamics
    47 points
  3. Dear pilots! With this latest development update, we are pleased to announce the successful completion of the intricate flight model tuning process. To mark this achievement, we present our new video showcasing a demonstration flight of the aircraft. From this point forward, we are preparing the module for ED flightworthiness certification. This marks a significant milestone on our journey towards module release!
    39 points
  4. Changes Coming to Sighting Point/Cursor Slews, Snowplow, and VIP/VRP Logics COMING SOON Dear all, In the next update to Open Beta, you can expect a large number of fixes for the DCS: F-16 Viper. Over the past six months, the F-16 team has been revamping the aircraft's air-to-ground sighting and weapon delivery sub-modes to be more authentic and to address many reported bugs in how the F-16 integrates it's sensors, HOTAS, and targeting logic. Along with the upcoming changes to the datalink within the F-16, this has been a very large task that required our dev team to address many aspects of the F-16 all at once, due to the level of integration such changes would require within the aircraft systems. Understandably, this may seem like a lot of changes, but for the most part very little will actually change within the DCS F-16. These changes are mainly focused on ensuring all the minute details that are required for the F-16 avionics to function are properly implemented to prevent any sort of logic conflicts when using the air-to-ground targeting systems. While the Early Access Guide is still receiving revisions to sufficiently explain how all of these weapon delivery sub-modes are intended to work within DCS F-16, we are including a brief conceptual overview for our Viper players to frame the underlying logic in hopes that it will enhance everyone's understanding of why these updates were necessary; until the Early Access Guide can be updated to reflect these concepts. F-16 Conceptual Overview The F-16 sensors (FCR, TGP, and HTS) drive a singular System-Point-of-Interest (SPI). As such, only one sensor can be in a track mode at any given time. When any sensor enters a track mode, it will cause the other sensors to exit their track mode. For example, if the FCR is in Fixed Target Track (FTT) against a surface target location and the TGP enters POINT track, the FCR will exit FTT. This is because the non-tracking sensors must remain aligned to the tracking sensor to maintain the singular SPI location. If two sensors were in track mode simultaneously, the single SPI logic of the F-16 would be violated. When a sensor enters a track mode (FCR FTT/MTT, TGP AREA/POINT, or HAD designation), this automatically puts DTOS, VIS, or EO-VIS into a post-designate state at the corresponding location. The F-16 A-G master mode includes many weapon delivery sub-modes that may be used, depending on the weapon selected on the SMS page. These sub-modes are categorized as either "Pre-planned" or "Visual" weapon delivery sub-modes. "Pre-planned" sub-modes revolve around the use of steerpoints that have been programmed at pre-planned target locations. These sub-modes include CCRP, LADD, PRE, EO-PRE, and EO-BORE. (PRE is used with AGM-154A, GBU-31/38, CBU-103/105, or GBU-24; EO-PRE and EO-BORE are only used with AGM-65) These sub-modes permit direct sighting options (STP/TGT) or offset aimpoint sighting options (OA1/OA2), as well as the Snowplow sighting method. Sighting points are used to ensure the accuracy of the targeting solution to the target steerpoint prior to weapon release. Offset aimpoints are not targets themselves, but are used to ensure the target location (TGT) is accurately placed for weapon delivery (i.e., due to INU drift in a pre-GPS scenario) The selected sighting point determines where the System-Point-of-Interest (SPI) is placed relative to the steerpoint, which directs all sensors to a singular location. Snowplow permits employing a "Pre-planned" weapon delivery mode when existing steerpoints are not practical, and provides a means to rapidly direct the SPI in front of the aircraft at the Snowplow cursor. If a designation is performed while in Snowplow, the main Navigation cursor is slewed to that location and Snowplow is exited. "Visual" sub-modes are geared toward visually acquiring a target location independently of a pre-planned steerpoint. These sub-modes include CCIP, STRF, DTOS, VIS, and EO-VIS. (VIS is used with AGM-154A, GBU-31/38, CBU-103/105, or GBU-24; EO-VIS is only used with AGM-65) Sighting options are not available in these sub-modes, nor is the Snowplow sighting method. The sighting option rotary and the Snowplow OSB options are removed when these sub-modes are entered. These modes will automatically place the FCR in AGR (Air-to-Ground Ranging) and the mode cannot be changed except for placing it in OVRD/STBY. The TGP (if installed) is automatically slaved to the weapon solution in CCIP or STRF sub-modes. The TGP (if installed) is slaved to the TD Box in DTOS, VIS, or EO-VIS sub-modes, even when these modes are in a pre-designate state. This augments the visual identification of targets and assists in optically locating targets at extended ranges. When a target location is designated in DTOS, VIS, or EO-VIS sub-modes, this also updates the current steerpoint location by moving the Navigation cursor to the same location. This ensures a seamless transition between sub-modes (Example DTOS->CCIP->CCRP) against the same target location in which the SPI is maintained on the target. Visual Initial Point (VIP) and Visual Reference Point (VRP) sub-modes are a means of conducting strikes against pre-planned target locations in CCRP sub-mode while using visual landmarks for final alignment of the targeting solution. These are especially useful when conducting low-level strikes in which the target may not be visible until just prior to weapons release. These sub-modes permit cursor slews to be performed to align the targeting symbology with visual landmarks without affecting the cursor deltas of the main Navigation cursor. VIP adds "IP" as an additional sighting point option that may be selected using TMS Right-Short while the HUD or FCR is SOI, or by pressing the corresponding sighting point rotary at OSB 10 on the FCR or TGP MFD formats. When VIP mode is entered, the sighting point is automatically set to "IP", after which the sighting points may be advanced in a sequence of IP->TGT->OA1->OA2->IP. VRP adds "RP" as an additional sighting point option that may be selected using TMS Right-Short while the HUD or FCR is SOI, or by pressing the corresponding sighting point rotary at OSB 10 on the FCR or TGP MFD formats. When VRP mode is entered, the sighting point is automatically set to "TGT", after which the sighting points may be advanced in a sequence of TGT->OA1->OA2->RP->TGT. These modes allow a single overfly designation of the IP or RP in which the SOI is automatically set to the FCR and the sighting point is set to the TGT. This allows a seamless transition with one button press from the ingress phase into the final attack phase, without the requirement to manually slew the cursor to align the diamond symbol in the HUD with the physical landmark that represents the IP or RP. Changelog: Sighting Points & Cursor Slews Cursor slews are now possible in several different modes that are independently accumulated. As an example, the VIP cursor may be slewed and zeroed independently of the Navigation cursor. If Cursor Zero is pressed and "CZ" remains displayed on the MFD, it is because another cursor still has cursor slews applied. This may be seen when the DTOS/VIS cursor is zeroed back to the FPM, but the main Navigation cursor may still be slewed away from the original steerpoint location. To zero the Navigation cursor, CCRP or CCIP should be entered and then CZ pressed. When cursor slews are applied, Cursor Zero is needed to remove them. For a time, changing the selected steerpoint was erroneously zeroizing the cursor when it should not have been. This has been rectified so that cursor deltas are maintained during steerpoint switching (ie, if the TGP was looking 500 meters west of steerpoint 1, it will be looking 500 meters west of steerpoint 2 if the STPT is advanced from 1 to 2). The TD Box occludes the steerpoint diamond. If they are co-located, which is the case in "Pre-planned" A-G sub-modes like CCRP or LADD, the steerpoint diamond will be hidden by the TD Box. When the steerpoint is slewed using the cursor, the OA1 and OA2 offset aimpoints will always slew with it to maintain their programmed offset distance/direction as entered on the DED DEST page. Pressing Cursor Zero no longer zeros the OA1/OA2 settings. These can only be zeroed by manually editing the RNG value to 0 on the DED DEST page. If the RNG value of OA1 or OA2 is set to 0, the OA triangle symbols will be removed from the HUD/HMCS and will not be available in the sighting point rotary options. OA1 and OA2 will not be available in the sighting point rotary options if FIX or A-CAL are displayed on the DED. When not in VIP or VRP modes, the OA1 or OA2 triangle symbols will not be displayed in the HUD/HMCS if not selected using the sighting point rotary option. When in VIP or VRP modes, both OA triangle symbols (if RNG is not 0) are always displayed along with the IP/RP diamond, TGT TD Box, and PUP circle symbols. Sighting point options are not available if in any "Visual" weapon delivery sub-mode: CCIP, STRF, DTOS, or VIS; or if MARK is displayed on the DED with "HUD" as the marking method. Sighting points may be cycled using TMS Right-Short while the HUD or FCR is SOI (prior to this it was only possible with FCR as SOI). The "Ghost A-G Cursor" (white crosshairs) is now displayed on the HSD at the current sighting point location for all sighting points (including OA1, OA2, IP, and RP). Prior to this it was only displayed when TGT was the selected sighting point. The Azimuth Steering Line will only be referenced to the TGT sighting point location, even if the sighting point is changed to OA1, OA2, IP, or RP. Only the direct sighting point (TGT) can represent the target solution for weapon delivery; offset aimpoints only assist in alignment of the targeting solution. Only one sensor can be in a "track" mode at any given time, since the SPI represents the location to which all aircraft sensors are directed. Entering a track mode in one sensor will cause other sensors to break lock. If FCR enters FTT or MTT, the TGP will exit POINT/AREA track and any HAD designation will be dropped. If the TGP enters POINT or AREA track, the FCR will break FTT/MTT lock and any HAD designation will be dropped. If a threat radar symbol is designated on the HAD, the FCR will break FTT/MTT lock and the TGP will exit POINT/AREA track. If the sighting point is changed, the aircraft sensors will exit their respective tracking modes to prevent cursor slews from being erroneously input into the system. The TGP is automatically slaved to the DTOS/VIS TD box while in pre-designate state. If in DTOS/VIS sub-mode and a sensor is commanded into a track mode, the sub-mode will automatically enter post-designate state at the corresponding sensor track location. (ie, if the TGP is SOI and being slewed in DTOS mode and commanded to POINT track, DTOS will enter post-designate at that location) If in any "Visual" weapon delivery sub-mode (CCIP, STRF, DTOS, or VIS; or if MARK is displayed on the DED with "HUD" as the marking method), the FCR will enter AGR mode and cannot be changed. FCR mode selection page is corrected to prevent manually changing the FCR out of AGR mode without changing the weapon delivery sub-mode. When a laser-guided bomb is selected in SMS, the TGP laser will be inhibited from firing if the sighting point is set to OA1, OA2, IP, or RP. This prevents an LGB from being diverted from the intended target location, which is represented by the direct sighting points of TGT or STP. Snowplow Snowplow is only available while in a "Pre-planned" weapon delivery sub-mode: CCRP, LADD, PRE, EO-PRE, EO-BORE; or if in NAV mode if the FCR is not in an A-A mode. When Snowplow is entered (via OSB 8 on the FCR or TGP MFD formats), the SPI is placed at the location of the Snowplow cursor in a pre-designate state (represented by the TD Box in the HUD). In NAV mode when there is no TD Box and the steerpoint diamond represents the steerpoint location, there will be no HUD symbology corresponding with Snowplow cursor while in a pre-designate state. If TMS Up-Short is pressed while the HUD, FCR, or TGP are SOI, Snowplow is exited via post-designate and the main Navigation cursor is moved to the location of the SPI (represented by the TD Box in A-G master mode or the steerpoint diamond in NAV master mode). If Snowplow is exited from pre-designate by pressing "SP" at OSB 8 on the FCR or TGP MFD formats, the SPI simply returns to the existing location of the main Navigation cursor since a designation was not performed. The Snowplow cursor location is placed in three dimensions by the following. Aircraft Heading: The cursor will remain along the aircraft longitudinal axis and cannot be changed. Range: The cursor will be placed in front of the aircraft at 50% the A-G FCR range. Adjusting the FCR range (even if the FCR is in OVRD or STBY modes, or if the RF switch is in QUIET or SILENT) will move the Snowplow cursor in range. If the FCR is powered OFF on the SNSR PWR panel, the Snowplow cursor is fixed 5 NM in front of the aircraft and cannot be changed. Elevation: The cursor is set to the same elevation as the current steerpoint while in pre-designate. When Snowplow is exited via post-designate, the elevation of the SPI is re-calculated to the terrain elevation. When weight-on-wheels, the cursor is set at the same altitude as the aircraft. VIP/VRP It is no longer possible to enable VIP and VRP for the same steerpoint. Enabling one mode will disable the other if set to the same steerpoint. When VIP or VRP mode is entered, a Cursor Zero is no longer performed to the main Navigation cursor. When an overfly designation is performed in VRP mode, the designation will now designate the location of the RP, not the TGT. Only one overfly designation may be performed of the IP in VIP mode or the RP in VRP mode, using TMS Forward-Short while the HUD is SOI. Cursor slews may still be performed before or after the designation, but VIP and VRP modes must be exited and then re-entered to perform subsequent overfly designations. When entering VIP mode, the EHSI will be directed toward the IP and the Azimuth Steering Line will be to the TGT. When an overfly designation of the IP is performed, the EHSI will switch to the TGT. When entering VRP mode, the EHSI and the Azimuth Steering Line will be to the TGT, even after an overfly designation of the RP is performed.
    30 points
  5. Hey, Kronenberg from vCarrier Air Wing 17 here. In this post I want to rant a little about the state of Supercarrier, about the changes that are coming, and give concrete suggestions on how to improve that module for us. To start off, here is a little bit about us as Carrier Air Wing 17. We have been around DCS since 2021 and nowadays we are an airwing with roughly 30 active members equally split between VF-103 flying the Tomcat and VFA-34 flying the Hornet. We try to simulate US Naval Aviation as realistically as possible in DCS and we strive to find a good balance between "milsim" while doing things that actually make sense in DCS. This means we're not super big on roleplaying and we will omit real life procedures if they do not make much sense. We often fly strike packages with 16 Aircraft and over 20 players. This means we will all load up into the mission, spawn aircraft on the carrier deck based upon our LSP (Launch Sequence Plan) and then, on event time, launch those aircraft. We simulate Cyclic Ops, meaning all event aircraft will recover together on the carrier deck after the Cycle has been completed. Another point before I start with my ranting: We understand we fill a niche in DCS, and that we are not the entire community (although there are other groups like us). I will talk about a lot of things that make sense for us and balance that with things that the rest of the community does. There are two things I'll talk about: 1. Ongoing bugs/Issues 2. Future features. So with 16 Aircraft that want to launch one after another will cause a huge amount of issues. First, we cannot even spawn 16 aircraft on the carrier at the same time reliably. While there might be enough spawn slots on the carrier, as soon as there are more than 4 aircraft spawned into the carrier we cannot reliably spawn in anymore. That means we need to re-spot the aircraft that are already spawned in. One of the bugs that we encounter a lot is when the catapults break in launch operations, or will no longer accept an aircraft. Also the JBDs can get stuck while extended. While recovering, the crew will return to the LA or catapults while other aircraft are in the system and on approach. This means if I taxi to CAT 2 to park I have to avoid the CAT1 or 2 JBD because the SC module will trigger the JBD. However, I will say: the catapults are better and have not been breaking as much since the last time I ranted (see this video). When it works we also love the catapult crew. It's a nice feature to have and it's really cool for immersion. Which is why it would be nice to be able to control all this as an option or menu item. Here you might say: "Okay guys, just spawn in start up and take off immediately - where is the big deal?" Well, that's not how carrier ops work IRL. We want to simulate proper launches and recoveries within a set amount of time (a cycle). It is our identity and seeing as it is literally how carriers have always operated IRL, we should be able to do it. We obviously realize that not all communities operate like that. But a good part of it wants to be able to simulate real life procedures. On to future features, and here is something that actually really scares us: The plane directors, specifically the new feature. They are obviously a really cool feature, but it is highly likely that they will not work for 16 planes. A lot of people bought SC thinking we can simulate realistic carrier operations. Instead we are getting “Super Carrier - The Animation”. If the Plane Directors are a feature we cannot turn off in the mission editor, or cannot control, we will not be able to use the Supercarrier module anymore. We want to be on CVN-73 not the Stennis and benefit from what works. Otherwise, our choices are to uninstall the Supercarrier in the wing or use the Forrestal and that would be awful. Here are the features we actually want in the Supercarrier. First, please give us custom spawn slots/positions (like takeoff from ground on an Airfield). This would solve a lot of issues we have with spawning in. We could put all our Tomcats at the stern of the boat, all the hornets in the Sixpack, no respotting needed. We just spawn and launch on time. Then you might say: "hey our AI routing would not work with that" - and sure that’s true, but the solution is make it an option in the Mission editor so that we can choose. We do not use any AI at all for our missions. Please give us the option to have custom spawn slots, and the people that do not want to have that, just do not tick the option in the ME. The next thing goes hand in hand with the spawn slots: give us an overall "Manual Mode" for the carrier. We have human controllers and LSOs every time we fly and we do not need the AI comms at all. It is beyond frustrating not being able to turn on the deck lights on without calling into the aircraft carrier with the AI comms. Or when the AI starts to talk after people bolter and then anyone else just gets talked over. In general the AI comms are just not useful to us, because the AI just talks on top of us. Basically, a manual mode for the SC features would be best. Custom spawn slots/positions (like takeoff from ground on an Airfield) and give us the ability to turn off the plane directors. This way groups like us can choose to work the Supercarrier on our own and without too much interference. Don’t get me wrong, we love the module, but I just want to put into perspective what is actually important. Primarily, we are just requesting features to be handled by ourselves so that we can choose to use the module in a way that makes sense for realism-focused groups. Overall we are just frustrated with some of the features that we have and that have been promised. And looking forward it does not seem like any of these issues are going to be addressed. Thanks for your work ED! TLDR - Here is what we need: Reliable Aircraft Spawn Slots: The ability to reliably spawn 16 aircraft on the carrier at the same time for realistic launches and recoveries. Custom Spawn Slots/Positions: Provide custom spawn slots/positions on the carrier deck, similar to airfield ground starts, to facilitate smoother operations without the need for respotting. Manual Mode for the Carrier: Introduce a manual mode for the Supercarrier, allowing human controllers and Landing Signal Officers (LSOs) to manage carrier operations without AI interference. Option to Turn Off Plane Directors: Allow the option to turn off the Plane Directors feature, which might not be practical for use with larger groups of aircraft, such as 16-plane operations. Fix Catapult and JBD Issues: Address bugs related to catapults breaking during launch operations and issues with the Jet Blast Deflectors (JBDs) getting stuck while extended.
    27 points
  6. Dear Fighter Pilots, Partners and Friends, The 15 Years of DCS sale has now been extended until Sunday the 24th of September 2023 at 16:00 GMT! Don’t miss the biggest discounts we have ever offered with up to 60% off most of our products! Shop now: https://www.digitalcombatsimulator.com/en/shop/ Thank you again for your passion and support, Yours sincerely,
    27 points
  7. Heatblur Simulations: have you selected your WSO yet? It's tough work in the Phantom! Part of our polishing process is making sure multicrew works great on day one. It's tough work; but expect a solid and smooth experience from the very first minute flying together.
    25 points
  8. Haha, thanks for the deep insight regarding my process. Unfortunately you couldn't be more wrong, and I'm not a big fan of assumptions to be honest. There are a couple of main reasons why I can release assets at a high pace. The fact that I buy the basic 3d mesh isn't the secret sauce. The main reason is that I prioritize the release of new AI assets, which (understandably) ED don't. They are a company and need to make money to keep running. If ED wanted to release AI assets, they could release them in numbers that immensely would surpass mine. But in order to do so they would more or less have to shift all their business priorities. Back to my process, here is an overview from the FAQ on my site. HOW DO YOU CREATE ALL THESE ASSETS - DO YOU MODEL THEM? It's a combination. I first try to source a suitable model (checking format, vertices, quality of the mesh etc). But even in the best case scenario where I find a really nice model, there's a lot of work that I need to do with the mesh. I restructure the model, group objects, split objects, rig it for animation, create uvs, add missing details, add additional objects, replace stuff that doesn't look good. I then either increase of decrease the amount of vertices. Lastly I animate it and export the uvs to SP and continue with creating the textures (I make my textures from scratch). In some cases where I really want an asset and there's no suitable 3d model available, I make it myself. But since I have bought a fair share of models and already created a lot of stuff I can often put stuff together with what I have. That's what's good with the military stuff, there is a lot of standardization going on. And that really makes my life easier. So while the work on the model (mesh) is a lot of work, that's just one part of the process. I also model more or less every missile/projectile myself. Here's a quick overview of all the steps involved: 1) Research, 2) Mesh, 3) Uvs, 4) Animations, 5) Textures, 6) Code, 7) Sound, 8) Destroyed model, 9) Collision model, 10) Testing, 11) Documentation, 12) Publish, 13) Support I have created a very efficient workflow, which relies on me being the only developer. But as I mentioned in the forum thread, I cut some corners since I do this as a hobby and do not work for ED. For example, at the moment I don't create several LODs, and I don't spend too much time on optimizing the model (mesh and textures). This makes my assets pretty heavy to run. But these are cons I'm prepared to accept to keep getting now assets released. But that is all I'm prepare to accept, I really try to keep the quality high in regards to realism of the weapons, I make every ammunition and weapon type myself so that I can tune and optimize their performance. I add all the details like small detailed animations on the assets, custom sounds etc. I'm not interested in creating the same assets with different 3d models. And as to the part of a "bit of coding", I don't copy paste code. I have written and maintain almost 100 000 lines of code for my assets at the moment. Another thing that takes time is R&D, since I have to invent new ways to emulate modern weapons in DCS. A lot of my weapons or systems doesn't have an equivalent or template in core DCS to use. And finally, in regards to AI aircraft. ED hasn't released the new AI flight model (General Flight Model, GFM). So until then, all AI aircraft share the same basic flight model (SFM). The SFM configuration doesn't become more advanced because an ED employee enters the numbers.
    24 points
  9. 25 August 2023 Dear Fighter Pilots, Partners and Friends, We are excited to announce the DCS: F-104 now under development with our third-party partners, Aerges! More than 2’500 of these fabulous interceptors were flown by 15 nations from the 1950s until 2004. The Lockheed F-104 was a lightweight, Mach 2 interceptor with phenomenal rate of climb and excellent roll rate thanks to its unique, high wing loading design. During its service, it set multiple performance records including airspeed, altitude, and time-to-climb. A hallmark of the “Century Series” of USAF aircraft, the F-104 will be a must have for DCS Cold War pilots. Aerges is also looking forward to bringing you their latest update on the DCS: Mirage F1. Offering exciting enhancements and the two-seat EB variant! Please read the details below and check out the https://www.digitalcombatsimulator.com/en/downloads/screenshots/. DCS Indonesia - Garuda Virtual Air Wing, together with DCS Malaysia, are proudly hosting the Asia Region Combat Competition finale! Join them live and please show some support for the quarter final event showcasing aerial prowess and determination in DCS. Thank you for your passion and support. Yours sincerely, Eagle Dynamics F-104 Announcement The Aerges Team is excited to present their upcoming DCS: F-104 module. Using the experience gained developing the DCS: C-101 Aviojet and the DCS: Mirage F1 modules, they will certainly deliver the most accurate simulation of this exceptional and iconic machine. Designed by the legendary Kelly Johnson, of P-38, U-2 and SR-71, the F-104 was initially designed to counter the threat posed by the MiG-15 over Korea, and later the MiG-17. Equipped with a single J79-GE-19 turbo jet installed in a very small and lightweight aircraft, the F-104 had excellent airspeed and acceleration qualities that outmatched aircraft of the same era. Armed with a 725-round M61A1 20mm autocannon and up to two AIM-9 Sidewinders, the F-104 was a within visual range fighter that relied on high-speed slashing attacks rather than turning dogfights due to its poor turn rates. Although optimized for the interceptor role, it could also be armed with unguided rockets and bombs for ground attack. An AN/ASG-14T1 ranging radar and fire control computer enabled the F-104 to search for aerial targets out to 40 nm and track them within 10 nm. The F-104 took part in the 1958 Taiwan Strait Crisis and played a deterrent force during the Berlin Crisis of 1961. Between 1965 and 1967, it flew 5,206 sorties during the Vietnam War. In 1971, Pakistani F-104s took part in the Indo-Pakistan War. Mirage F1BE Development Progress Aerges is happy to announce that the Mirage F1BE (two-seater) is now entering the final testing phase before public release. This version will be ideal for conversion training, and it will provide the opportunity to fly with friends in multiplayer using DCS multicrew. The second seat adds an additional 30 cm to the length of the aircraft, which results in reduced internal fuel and the removal of the twin 30mm cannons. All other combat capabilities are retained from the single-seat version, with the loss of the internal cannons and internal fuel being compensated for with the addition of cannon pods and external fuel tanks. The back seat also includes a heads-up sight repeater which is unique in DCS. The addition of the Mirage F1BE adds an interesting role playing option for the Mirage F1 pilot journey. Starting with the C-101 to learn basic airmanship, then transitioning to the Mirage F1BE, a part of the Mirage F1 Basic Course (B-Course), and then concluding with a Mirage F1 tactical unit. Aerges provides this unique experience, available nowhere else in DCS World. ARCCO F2023 The Asia Region Combat Competition welcomes spectators, aviation enthusiasts, and the media to follow this remarkable display of aerial artistry. Witness the triumphs and challenges as virtual pilots take flight and be crowned the true Air Supremacy Champions of the Asia region. The event will be streamed live online, allowing viewers from all over the world to witness the action as it unfolds. Treat yourself to a thrilling showcase of skill and dedication as teams compete in heart-pounding BVR and Dogfights for glory and recognition. Join them this weekend for the quarter finals. Thank you for your passion and support, Yours sincerely,
    24 points
  10. COMING SOON In this DCS: F-16C Viper video, we’ll look at new features coming to the datalink capabilities of our Viper. As many of you already now, data linked flight members are limited to the same four-ship group as set in the Mission Editor. With this update, it will now be based on the Fighter Channel and the Source Track Number, or STN. This will allow you to set aircraft outside a group to your Team of aircraft 1 to 8 and even change this while in a mission. You can also set up to four donors, but those must be set prior to mission start. Let’s get started. Let’s start in the Mission Editor to see how we now set up the Viper’s datalink. When selecting an F-16C Block 50 Airplane Group, you will now have an additional tab called datalinks. We’ve also added some new functionality to the Aircraft Additional Properties tab that we’ll look at first. Along the bottom, we now have three new items under Datalink. The Voice Callsign Label, Voice Callsign Number, and STN are identifiers used when setting up the network. You will probably want to set the Voice Label and Voice Callsign Number to match each aircraft’s callsign. It’s important that each STN be unique within a Fighter Channel and the STN must be entered as an octal, i.e., only values of 0 to 7 are valid. The Tactical Net Datalink, TNDL, tab as two sub-tabs, one for Settings and one for Network. The Settings sub-tab allows you to set the Fighter Channel that the network will reside on, but for the time being, these are fixed to just channel 1 within the Mission Editor. In all but the massive missions possible, you can keep this on Fighter Channel 1. You can also keep the Mission Channel for C2 control and Special Channel for HTS functions to 1. The Voice Callsign is auto filled from the Aircraft Additional Properties tab, and if the aircraft is to be the Team leader, check the Flight Lead radio button. The Transmit Power determines the broadcast range. The Network sub-tab is the meat of setting up the network. The top portion lists up to eight Team members that can exchange data and target assignments over the datalink. Although these can be assigned in the Mission Editor, they can also be edited while in flight. We’ll examine this a bit later. Along the left side of the team member number that is auto assigned and to the right is the Time Difference of Arrival (TDOA) assignment check box. This will determine Team members participating in the HARM Targeting System, HTS, TDOA group. This will be the subject of the next video. To the right of that is the Pilot Name and to the right of that is the Voice Callsign Label and Voice Callsign Number that we discussed earlier. Next is the member’s STN number. The rightmost column can be selected to remove a member from the Team. If you have open Member slots in the Team list, you can add an entire Group or add an individual aircraft. Below the Team Member list is the Donor list that can have up to four aircraft. Note that these must be assigned prior to flight; they cannot be viewed or edited once in the cockpit. Like the Members list, each row displays an aircraft with its Member number, Pilot Name, Callsign, STN, and delete option. As donors cannot take part in a TDOA team, there is no column for it. Also like the Members, you can add Groups and individual units to the list. What is also very important to note is that any aircraft with a TNDL STN can be added to the Member or Donor network, not just other F-16s. We’ll get in the air now and look at this in action. To view our datalink settings, select LIST from the ICP, then Enter for DLNK, and dobber right once. Here we can see that our Fighter Channel is set to channel 1, our Mission Channel is set to Channel 1, and our Special Channel is set to 1. On the right side we can see our callsign, first and last letter of Viper and the number of 11. We can also see that we are the Flight Leader and the transmit power is set to Medium. Dobber once more to the right. Much of this will look familiar from the Mission Editor. We can see our Member Number of 1 to 8, a “T” if the member is assigned to the TDOA team, and the STN. We’ll talk about TDOA in a later video. Looking at the HSD, we can see our flight of four aircraft around us with their Member Number in blue. To the left are Team members 5 to 8, also in blue with Member Number. To the right are the four Donors, marked as green with a center dot. Ahead of us are four aircraft not in our network. Let’s look at an example of changing a Team member assignment; in this case, moving a Donor to Team Member 8. To do so, we’ll first Dobber down until we select the STN of Member 8. Now, we’ll enter the STN of a donor aircraft, in this case, 00304. Upon pressing enter, Member 4 is my Team Member 8. We hope you enjoyed this explanation of expanded datalink functionality for the Viper and recognize it as a major advancement for DCS in general. NOTE 1. There is a known issue with the lack of a dot in the center of the donor icon on the HSD. This will be resolved prior to launch. NOTE 2. Due to complications stemming from our other businesses, we had to adjust datalink terms. In this case, Tactical Net Datalink (TNDL). NOTE 3. As always, these videos provide a preview of an upcoming feature to assist you in understanding a new feature. Later, it is quite possible that the feature will change, and the feature functionality has changed. As much as I’d like to, I lack the time re-record these videos.
    23 points
  11. Hey Nick and Tromp, I will be releasing the Russian Destroyer Admiral Ushakov later today or tomorrow morning. Just a few more adjustments. Stay Tuned. I want to thank HawaiianRyan for his assistance with the Sovremenny Class Destroyer.
    23 points
  12. Sneak peek of what's coming next...
    23 points
  13. The Aerges Team is happy to announce that the Mirage F1 BE (two seater) is now entering the final testing phase before public release. This version will be ideal for training purposes; it will provide the opportunity to fly with friends in multiplayer, having both cockpits fully synchronized in multicrew. As new features, it will include a sight repeater in the rear cockpit, unique in DCS. It can also be equipped with ventral and underwing cannon pods, turning it into a very powerful supersonic gun platform. We are also very excited to present to the DCS world our upcoming module: The F-104. This airplane requires little introduction: It is an American 1950’s interceptor that took part in several conflicts including the Vietnam war, and it held speed and altitude world records in its time. Our target is to put to good use the knowledge acquired in the development of the C-101 and the Mirage F1 modules to create the most accurate simulation of the F-104 ever made, with the same passion that we’ve always tried to dedicate to our work.
    23 points
  14. Here's the OG Picture Cobra posted on Discord.
    22 points
  15. 22 points
  16. Project 11356R Admiral Grigorovich Frigate (Russia) version 1.0.0 released! Changelog Version 1.0.0 Release version
    21 points
  17. Project 22160 Patrol Ship (Russia) version 1.0.0 released! Changelog Version 1.0.0 Release version
    21 points
  18. T-14 MBT (Russia) version 1.0.0 released! Changelog Version 1.0.0 Release version
    21 points
  19. HQ-22 SAM (China) version 1.0.0 released! Changelog Version 1.0.0 Release version
    21 points
  20. Check Six Australian assets pack KC-30A
    20 points
  21. Development screenshots from the 8th posted on the Orbx Discord, just in case anybody hasn't seen the post on the unofficial roadmap thread:
    20 points
  22. Dear Fighter Pilots, Partners and Friends, Since the release of Black Shark in 2008, DCS has been going from strength to strength and all thanks to you, our wonderful community. This 1st of September 2023 marks the start of our DCS 15th anniversary year, which we will kick off with an important sale to celebrate. Don’t miss the biggest discounts we have ever offered with up to 60% off most of our products! The sale has now begun and will continue until Sunday, the 17th of September 2023 at 16:00 GMT and on Steam until the 15th at 18:00 GMT. This upcoming year is a special one, with greatly anticipated module releases, events, activities and features to celebrate. More details will follow, but we take this opportunity to thank you, our players, content creators, contributors, server hosts, third party developers, our volunteer test-team and all who have invested time and resources into building Digital Combat Simulator. Here’s to the future, here’s to you! Thank you for your passion and support. Yours sincerely, Eagle Dynamics 15 Years of DCS https://www.digitalcombatsimulator.com/en/news/newsletters/8eb7cbecd4108168f022270d2eca4374/
    20 points
  23. Mirage 2000C: Changelog (13/08/2023): • Re-wrote Engine & Fuel Management Section • Added INS Drift section • Added navigation Overfly and Radar Fix (Recalage Oblique) procedures • Added a few clarifications to the IFF section • Added procedures specifically for External Drop Tanks • Added hyperlinks to Table of Contents • Fixed typos and errors F-14B Changelog (19/08/2023): • Added new section on INS (Inertial Navigation System) • Added INS Drift section • Added navigation Overfly, TACAN and Radar Fix procedures A-10C Warthog Changelog (31/08/2023): • Updated start-up procedure to include ARC-210 radio setup • Cleaned up radio section • Added ARC-210 Radio tutorials for manual frequencies and preset channels • Added wheel chocks to start-up procedure SA-342 Gazelle Changelog (1/09/2023): • Complete guide overhaul Mosquito, P-51D, P-47D, & Spitfire Changelogs (2/09/2023): • Added Magnetic Declination section • Added Airport Data section
    20 points
  24. 22 September 2023 Dear Fighter Pilots, Partners and Friends, Thanks to the great interest in our 15 Years of DCS celebration sale we decided to extend the closing date until the 24th of September, 16:00 GMT. Don’t miss the final days and the opportunity to get something special at an exceptional price. DCS: A-10C II Tank Killer has undergone updates to its datalink and fixed several bugs for its next Open Beta update. This will form part of the larger DCS 2.9 update that is currently in pre-release testing. Please read the details below. The Virtual 303rd Fighter Group is a US-based multiplayer group that flies the A-10C II, F-16C, and F-15E. Many of their members served in the US armed forces or are real-world instrument rated pilots and so the level of professionalism is certainly right up there. Join their Discord and a great bunch of guys who are looking to help and challenge you too. Thank you for your passion and support. Yours sincerely, Eagle Dynamics 15 Years of DCS 60% Savings Last Chance We are not just celebrating 15 Years of DCS, we’re also setting the stage for the next 15 years of flight simulation history! Until this Sunday, most of our aircraft, terrains, tech packs, and campaigns are available with up to 60% discount on our Shop! Make sure to pick up something special like the DCS: F/A-18C, DCS: F-16C Viper, and DCS: AH-64D all with 50% discounts! These modules generally have a maximum discount of 30%. Explore breathtakingly accurate maps from our third party partners that put you in the heart of realistic combat scenarios. Visit our eShop and purchase the DCS: Syria and DCS: South Atlantic for an incredible -50% off the retail price! This sale will only last until Sunday the 24th of September, at 16:00 GMT. Check out the Shop. A-10C II Tank Killer Development Progress In the next DCS Open Beta, you will be able to customize your data link members consisting of up to four team members and 12 donors using the Mission Editor based on Track Numbers, or TNs. Please note that this operates on a different data link than the F-16C and F/A-18C data links. At a later point, we plan to add a second data link option that will be compatible with those other aircraft. Stay tuned! We are also making steady progress on the implementation of the SNS + INS system, which will provide more immersive and realistic position errors. Over the past month, the DCS: A-10C II Tank Killer has undergone maintenance, and several bugs have been corrected. Notably, AGM-65L laser codes from 2111 to 2688 couldn't be read from the scratchpad; this has now been fixed. The laser code has also been added to the MAV page, which is available for editing. We are tuning and adding new functions to the ARC-210 radio and Advanced Precision Kill Weapon System (APKWS) guidance system. The Virtual 303rd FG MP Server The Virtual 303rd Fighter Group is an excellent team whose focus is on tactics, training, and realistic combat operations. The members have over 2,400 sorties, totaling more than 5,000 multiplayer flight hours in the DCS: A-10C II Tank Killer and DCS: F-16C Viper. They have their very own DCS: F-15E squadron too! The v303rd offers structured training for all of their supported aircraft, optional follow-on training, and two persistent, dedicated servers that run training and combat missions on the DCS: Nevada NTTR map. They are a highly professional, close-knit and relaxed mil-sim group that prioritizes family-first. If you enjoy flying with friends while focusing on real world tactics, techniques, and procedures, join the 303rd Fighter Group Discord. Thank you again for your passion and support, Yours sincerely,
    19 points
  25. Дорогие друзья! Нынешней заметкой о разработке модуля мы с радостью сообщаем о завершении трудоёмкого процесса настройки лётной модели, чему посвящаем наше новое видео с демонстрационным полётом самолёта. С этого момента мы готовим модуль к ED-сертификации лётной годности, что будет большим шагом навстречу выпуску модуля! null
    19 points
  26. TB2 UCAV (Turkey) version 1.0.0 released! Changelog Version 1.0.0 Release version
    19 points
  27. COMING SOON NOTE 1. A TDOA member can only contribute if they are not already tracking an emitter with the HTS. NOTE 2. This works for both single player and multiplayer. When in multiplayer and a Slave, you will get an audio DATA alert. NOTE 3. Due to complications stemming from our other businesses, we had to adjust datalink terms. In this case, Tactical Net Datalink (TNDL). NOTE 4. As always, these videos provide a preview of an upcoming feature to assist you in understanding a new feature. Later, it is quite possible that the feature will change, and the feature functionality has changed. As much as I’d like to, I lack the time re-record these videos. Hey everyone, Wags here from Eagle Dynamics. In this DCS: F-16C Viper video, we’ll build upon the previous video about new datalink features. Namely, the ability to use participating data linked Team members more accurately and quickly pinpoint a threat radar emitter, like a SAM site. This is termed Time Difference of Arrival, or TDOA, and it is only available when each Team member is loaded with a HARM Targeting System, or HTS, pod. There must also be a minimum of three Team members in a TDOA team. We’re here over the Persian Gulf map in a four-ship, with each member assigned an HTS POD and two AGM-88 HARMS. This is a common Viper SEAD flight in which both elements support each other. Let’s first bring up the Data Link page by selecting LIST from the ICP, then Enter to select Data Link, and Dobber right twice to display the data link assignments of Team members. For a Team member to participate in the TDOA team but must have the “T” enabled next to it. This can be toggled by Dobber up and down to select the Team member and then selecting any keypad 1 to 9 keys to toggle the TDOA selection. All eight Team members can participate in a TDOA network. From the HAD page, select TM for Team members or AL for all to have all selected TDOA members to participate. If you wish to disable then, select NO. After designated an emitter by pressing Target Management Switch, or TMS, up while the cursor is over a target, you can then press TMS left for greater than one second to display TDOA on the HUD and command TDOA participant members to designate the same target with their HTS and provide multiple triangulation angles. Note that the target will need to be within the Team member’s HTS field of view. To provide optimal triangulation, the other element will attempt to approach the target from a different angle than yours. When TDOA designated, TD-M is indicating that the target has been designated and you are the Master. If in multiplayer and receiving a designation as the Slave, you get a TDOA HUD message and DATA voice message, and once you designate, you’ll see a TD-S on the HAD for Target Designated Slave. When a TDOA Team member participant is also tracking the target and contributing, it will have a segmented, white line between it and the target. You notice that the Position Quality, PGM, value will attain a high precision, 1 value much faster. To exit TDOA tracking, press TMS down. Happy weaseling!
    18 points
  28. Thanks for the nice words everyone! I would also like to give a special thanks to all of you who have donated. You are the ones making all these assets possible. Every received dollar goes into models for new assets. I happily spend my time making assets, but I ask you for continued support since I'm a one man operation. Thanks! Edit: And here is a sneak peek of the next US Infantry release.
    17 points
  29. Aerges: Teaser of the upcoming DCS: Mirage F1 BE by Aerges, which is planned for next DCS World Open Beta update. The BE is the two seater version of the Mirage F1CE. Among the major features of its rear cockpit is the sight repeater, and the ability to control the most vital systems: radar, V/UHF radio, and radio navigation aids. The CC-420 gunpod will be introduced in this release, which will be available for all versions of the aircraft. You'll be able to fly and cooperate with a friend in multiplayer to increase the combat effectiveness of the plane with its multicrew functionality.
    17 points
  30. Added Excell on first pages with ED and 3rd Party projects and released modules, campaigns and others.
    17 points
  31. Good Morning, Good Afternoon Everyone. I have released the Sovremenny Class Destroyer Admiral Ushakov. Features are listed below. I forgot to add livery of the Russian destroyer Nastoychivy. I think you all will enjoy the newest AI Russian Ship addition to DCS. Admiral Ushakov Admiral Ushakov is a Sovremenny-class destroyer of the Russian Navy. Previously she was named Besstrashny before being renamed in 2004. The project began in the late 1960s when it was becoming obvious by the Soviet Navy that naval guns still had an important role particularly in support of amphibious landings, but existing gun cruisers and destroyers were showing their age. A new design was started, employing a new 130 mm automatic gun turret.
    17 points
  32. А много ли за 40 лет построили за рубежом ? Ну давай посмотрим. F-22 первый полёт в 91ом году, т.е. самолёту 32 года Rafale первый полёт в 86ом году, т.е. 37 лет Eurofighter первый полёт в 94ом году т.е. 29 лет F-35 первый полёт в 2006ом году т.е. 17 лет. Итого самолётов которые моложе 30 лет всего два и то один с натяжкой. Это вот это огромный задел на 50+ лет ? Более того основой ВВС тех же США являются самолёты, базовые версии которых СТАРШЕ базовых версий тех же Су-30 и Су-35 (да и Миг-29\35 тоже) F-16 полетел в 72ом году F-15 полетел в 74ом. В то время как Су-27 и Миг-29 полетели в 77ом году. Это не говоря уже о том, что Су-30\35 отличаются от Су-27(П\УБ) не меньше чем F-15 от F-15E. Там по планеру почти нет взаимозаменяемых элементов, по БРЭО и подавно. У Миг-29КУБ\35 вообще другой планер, он на базовый Миг-29 похож только с расстояния метров 500, там даже аэродинамика сильно другая. И вот к чему был этот пук в лужу про " страну, где последний серийный истребитель создали почти 40 лет назад" ? Я бы ещё понял сравнение по уровню экономики. Мол зачем делать какие то риски, для страны с такой экономикой.
    17 points
  33. For those who desire a factory-like clean cockpit for the F-14. This cockpit mod is still currently a WIP but I've decided to release it early as it is mostly complete but I won't have much time available in the coming months after working on this on-and-off for nearly a year. Feel free to ask questions in the comments, on the forum post, or pinging me on the Heatblur Discord (my discord username is @dsplayer) and I'll try to answer them as quickly as possible. **IC Compliant** UserFiles Link: https://www.digitalcombatsimulator.com/en/files/3333027/ Manual install: 0. If you want to have this clean cockpit mod both for the F-14A and F-14B, be sure to make a copy of the "F14B_cockpit" folder included in the 7zip file and rename that copy "F14A_cockpit". Then continue to follow the next step. 1. Drag and drop the "Liveries" folder into your DCS Saved Games folder (make sure you do not have any other F-14 cockpit mod installed). 2. Replace all the files that you need. 3. Done! OVGME Install: Coming soon™... --Changelog-- V0.9 - Initial Release Things To Do/Things I Need To Refine since I hate their current appearance: - Finish the majority of the screws - Finish the lighting for the CAP panel buttons - Finish the knobs - Finish some normal and roughmets - Refine the switches - Refine the handles upfront - Texture hidden panels - Redo the flooring and siding - Do the circuit breakers - Clean up some of the in-cockpit lights (Fire lights, etc.) - Have a dedicated F-14A & B version included that has different labeling (ex: Nozzle Percentages, Airstart/Backup Ignition) Screenshots: Pilot: RIO:
    16 points
  34. Working on the next update of the US Infantry assets. Here is a clip of the rifleman with a suppressed M4 assaulting an airfield.
    16 points
  35. 16 points
  36. ND424 paint job, Partook in roughly 30 raids before being shot down near Paris on the 28th of June 1944
    16 points
  37. 16 points
  38. 08 September 2023 Dear Fighter Pilots, Partners and Friends, The 15 Years of DCS Sale is ongoing with offers of up to 60% savings to expand your DCS hangar. Popular modules are greatly reduced, including the DCS: F/A-18C, the DCS: F-16C Viper, and the DCS: Supercarrier, all boasting a rare 50% saving. This has been possible thanks to you, our loyal and faithful community. Enjoy! DCS: Supercarrier will soon offer more immersive and realistic flight deck operations with the addition of plane directors and plane captains that direct aircraft from parking locations to catapults and out of the landing area. Stay tuned. A new and improved F/A-18C pilot model is now complete. The next step requires merging it with the new helmet and facemask and then integrating it into the cockpit. Work also continues on the final set of animations that includes idle poses, standard gestures and more. Please take a look at the Development Screenshots. For engaging online play, take a look at the SPQR's Dynamic Modern PvP Server (Syria) and Caucasus Dynamic Modern PvP Server, which are both modern versions of the popular Enigma Early Cold War server. They are using the "V1" iteration scripting to create a dynamic front line. Join their discord now. Thank you for your passion and support. Yours sincerely, Eagle Dynamics 15 Years of DCS Up to 60% Savings Check out the biggest DCS savings in years with up to 60% savings off most products! The sale will continue on our eShop until Sunday, the 17th of September 2023 at 16:00 GMT and on Steam until the 15th at 18:00 GMT. All our most popular aircraft, terrains and campaigns are now available with up to 60% discount. Fixed Wing at -60% DCS: A-10A Warthog DCS: A-10C II Tank Killer DCS: AJS-37 Viggen DCS: Bf 109 K-4 Kurfurst DCS: C-101 Aviojet DCS: F-15C Eagle DCS: F-5E Tiger II DCS: F-86F Sabre DCS: Flaming Cliffs 3 DCS: Fw 190 A-8 DCS: Fw 190 D-9 Dora DCS: L-39 Albatros DCS: MiG-15bis DCS: MiG-29 DCS: Mosquito DCS: P-47D Thunderbolt DCS: P-51D Mustang DCS: Spitfire LF Mk. IX DCS: Su-25 DCS: Su-27 Flanker DCS: Su-33 DCS: Yak-52 Fixed Wing at -50% DCS: AV-8B Night Attack V/STOL DCS: Christen Eagle II DCS: F-16C Viper DCS: F/A-18C DCS: M-2000C DCS: MiG-19P Farmer DCS: MiG-21Bis Fixed Wing at -40% DCS: F-14A/B Tomcat Fixed Wing at -30% JF-17 Thunder Rotary Wing at -60% DCS: Black Shark 3 DCS: Mi-24P Hind DCS: Mi-8MTV2 Magnificent Eight DCS: UH-1H Rotary Wing at -50% DCS: AH-64D Terrains at -60% DCS: Nevada DCS: Persian Gulf DCS: The Channel Terrains at -50% DCS: South Atlantic DCS: Syria Others at -60% DCS: Combined Arms DCS: NS 430 Navigation System DCS: NS 430 Navigation System for C-101EB DCS: NS 430 Navigation System for C-101СС DCS: NS 430 Navigation System for L-39С Cockpit DCS: NS 430 Navigation System for Mi-8MTV2 Cockpit DCS: WWII Assets Pack Others at -50% DCS: Supercarrier Upgrades at -60% DCS: A-10C II Tank Killer Upgrade DCS: Black Shark 3 Upgrade Campaigns at -60% DCS: A-10C 16-2 Red Flag Campaign DCS: A-10C Stone Shield Campaign DCS: Black Shark 2 Republic Campaign DCS: Combined Arms: Frontlines Georgia Campaign DCS: F-15C 16-2 Red Flag Campaign DCS: F-16C Red Flag 21-1 Campaign DCS: L-39 Albatros: Kursant Campaign DCS: Mi-8MTV2 Oilfield Campaign DCS: Mig-21 bis Constant Peg DCS: P-51D Charnwood Campaign DCS: P-51D High Stakes Campaign DCS: Spitfire LF Mk. IX Operation Epsom Campaign DCS: Su-27 The Ultimate Argument Campaign Campaigns at -50% DCS: A-10C Advanced Aircraft Training Qualification Campaign DCS: A-10C Basic Flight Training Campaign DCS: A-10C Operation Persian Freedom Campaign DCS: A-10C Tactical Training Qualification Campaign DCS: AH-64D MAD campaign DCS: AV-8B Hormuz Freedom Campaign DCS: AV-8B Sky Warrior Campaign DCS: F-15C Aggressors BFM Campaign DCS: F-5E Aggressors Air Combat Maneuver Campaign DCS: F-5E Aggressors Basic Fighter Maneuvers Campaign DCS: F-5E Black Sea Resolve '79 Campaign DCS: F/A-18C Aggressors BFM Campaign DCS: F/A-18C Operation Cerberus North DCS: F/A-18C Operation Pontus Campaign DCS: F/A-18C Rising Squall Campaign DCS: JF-17 MAD campaign DCS: Ka-50 2 Pandemic Campaign DCS: MAD Campaign DCS: Mi-8MTV2 and Ka-50: Memory of a Hero Campaign DCS: Mi-8MTV2 Crew Part 1 Campaign DCS: Mi-8MTV2 The Border Campaign DCS: Mig-21bis Battle of Krasnodar Campaign DCS: The Museum Relic Campaign DCS: UH-1H Argo Campaign DCS: UH-1H Worlds Apart - Spring 2025 Campaign Campaigns at -40% DCS: AV-8B Kerman Campaign Campaigns at 30% DCS: A-10C Operation Agile Spear Campaigns at -25% DCS: A-10C Iron Flag Part 1 Campaign DCS: Bf 109 K-4 Jagdflieger Campaign DCS: F-14A Fear the Bones Campaign DCS: F-14A Zone 5 Campaign DCS: F-14B Operation Sandworm DCS: F-15C The Georgian War Сampaign DCS: F-86F Hunters over the Yalu Campaign DCS: F/A-18C Flaming Sunrise DCS: F/A-18C Hornet - The Serpent's Head 2 Campaign DCS: F/A-18C Persian Lion Campaign DCS: F/A-18C Persian Lion II Campaign DCS: F/A-18C Raven One Сampaign DCS: F/A-18C Raven One: Dominant Fury Campaign DCS: Fw 190 A-8 Horrido! Campaign DCS: M-2000C Red Flag Campaign DCS: P-47D Wolfpack Campaign DCS: P-51D: The Blue Nosed Bastards of Bodney Campaign DCS: Spitfire Beware! Beware! DCS: Spitfire IX The Big Show Campaign DCS: The Enemy Within 3.0 Campaign DCS: UH-1 Paradise Lost Fixed Wing not on sale DCS: F-15E DCS: I-16 DCS: MB-339 DCS: Mirage F1 Rotary Wing not on sale DCS: SA342M Gazelle Terrains not on sale DCS: Normandy 2.0 DCS: Sinai Campaigns not on sale DCS: F-14B Speed & Angels Campaign DCS: F/A-18C Inherent Resolve Campaign DCS: Mi-24P The Border Prequel Campaign DCS: Mosquito V for Victory Campaign DCS: UH-1H The Huey Last Show Campaign Supercarrier Development Progress We continue to add the logic and animations that govern how aircraft are directed from a parking location to a catapult and how aircraft are directed out of the landing area after recovering. This includes new yellow shirt plane directors and brown shirt plane captains. Aircraft will be handed off between multiple plane directors to reach their assigned catapults with realistic animations. Closed Beta Testing of this is on-going. This is a complex and time consuming task to account for a myriad of conditions that could “break” the logic. Thank you for your patience as we strive to complete this new feature soon. F/A-18C Pilot Model Development Progress We are thrilled to present you with the above screenshots of the new F/A-18C pilot’s helmet and facemask. There will be two versions of the helmet. The first is the U.S. Navy JHMCS flight helmet with a Digital EyePiece Night Vision Cueing Display (NVCD) option. The second is the U.S. Navy HGU-68P flight helmet with AN_AVS-9(V) NVG night vision goggles, via the Banana Mounting adapter option. The Gentex MBA-20AP facemask, with new US Navy microphone, will also be integrated with the helmet. The helmet will include convenient mapping and a texture template so that you can customize it and add your squadron’s emblems! SPQR Multiplayer Server The SPQR multiplayer server features all the modern aircraft (generation 3 and 4, including the F-15E) and rotary wing aircraft (AH-64D and Ka-50 III) available in DCS. The only limitations are no GPS-guided glide bombs and cruise missiles. Key features: The frontline objective locations are marked on the F10 map (circles representing general location). Real-time statistics tracking is available using SpecialK's DCSServerBot (plus many other bot features) Integration with the DTC user-mod that will automatically import objective waypoints (based on real-time frontline location) Yink's EWR tool provides an "overlord" type picture/bogey-dope in text format CSAR missions help preserve your coalition's attrition (which affects frontline movement) The server offers missions for everyone: A2A, A2G, SEAD/DEAD, Naval operations, etc The server is hosted on high-end hardware that offers high frame rates with no lag. Join their Discord for more information. Thank you again for your passion and support, Yours sincerely,
    16 points
  39. Новости в последнее время ни о чем. Когда 2.9?
    15 points
  40. COMING SOON In this DCS: F/A-18C video, we’ll look at new features coming to the datalink capabilities of our F/A-18C. As many of you already now, data linked flight members are limited to the same four-ship group as set in the Mission Editor. With this update, it will now be based on Source Track Numbers, or STN. This will allow you to set aircraft outside a group to your Team of aircraft 1 to 4 and even change this while in a mission. You can also set up to eight donors. Let’s get started. Let’s start in the Mission Editor to see how we now set up the F/A-18’s datalink. When selecting an F/A-18C Airplane Group, you will now have an additional tab called datalinks. We’ve also added some new functionality to the Aircraft Additional Properties tab that we’ll look at first. Along the bottom, we now have three new items under Datalink. The Voice Callsign Label, Voice Callsign Number, and STN are identifiers used when setting up the network. You will probably want to set the Voice Label and Voice Callsign Number to match each aircraft’s callsign. It’s important that each STN be unique within a Fighter Channel and the STN must be entered as an octal, i.e., only values of 0 to 7 are valid. The Tactical Net Datalink, TNDL, tab as two sub-tabs, one for Settings and one for Network. Your Voice Callsign will be auto-populated here and everything else cannot be edited at this time except the Transmit Power. The Network sub-tab is the meat of setting up the network. The top portion lists up to four Team members that can exchange data and target assignments over the datalink. Although these can be assigned in the Mission Editor, they can also be edited while in flight using the Situational Awareness, or SA, page. We’ll examine this a bit later. Along the left side of the team member number that is auto assigned. To the right of that is the Pilot Name and to the right of that is the Voice Callsign Label and Voice Callsign Number that we discussed earlier. Next is the member’s STN number. The rightmost column can be selected to remove a member from the Team. If you have open Member slots in the Team list, you can add an entire Group or add an individual aircraft. Below the Team Member list is the Donor list that can have up to eight aircraft. Like the Members list, each row displays an aircraft with its Member number, Pilot Name, Callsign, STN, and delete option. Also like the Members, you can add Groups and individual units to the list. What is also very important to note is that any aircraft with a TNDL STN can be added to the Member or Donor network, not just other F/A-18s. We’ll get in the air now and look at this in action. Looking at the SA page, you can see that I have my three Team members off my right wing, four F/A-18 donors off my left wing, and four Viper donors ahead of me. I also see four other F-16s that are not assigned to my team or donor list. Remember that team members will have an alphanumeric letter and donors will have a dot on the left side of the icon. We can place the TDC over a contract and see it’s information in the bottom, right corner. Using the SA page, I can remove and add participants to my Team and Donor lists. For example, we’ll place the TDC over one of the F/A-18 donors and we can see that it is a donor. By selecting the DONOR label, I can remove it as a donor. I can now place the TDC over the second F-16 flight and select DONOR to assign that aircraft as a donor participant. You can do this with all networked aircraft, and it allows you to dynamically configure your network during a mission. I hope you enjoyed this explanation of expanded datalink functionality for the F/A-18 and recognize it as a major advancement for DCS in general.
    15 points
  41. CV 9050 IFV (Sweden) version 1.0.0 released! Changelog Version 1.0.0 Release version
    15 points
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