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  1. Testing is going according to plan. So I guess it's time to have the talk now. <Manage expectations mode: ON> This is a one-person hobby project, as I have a full-time job! There will be smaller issues that I won't catch in testing, since there are so many assets (thousands of lines of code, closer to 90 EDMs and hundreds of textures). I'm aware of a lot of time consuming issues like too high poly count models, models with lack of details etc, these will be fixed one by one over time in iterations. Main focus now is to release the version 1.00 as a starting point. I'm not a fan of waterfall projects that never finishes. It's very large in size due to the amount of assets, models and textures. Dial-up users won't be happy! <Manage expectations mode: OFF> And one more thing... When released I truly welcome user reported issues in this thread, I will track these for future iterations. But please refrain from focusing too much on weapon specifications. I do a lot of research, as do probably a lot of you, but as you know OSINT sources often differs in their facts. And since we'll probably never know the correct answer for most of these questions, there is no point in arguing them. I spend a lot of time trying to emulate weapon system function, not design. I do my best to implement realistic weapon systems that won't be overpowered. Be aware though, some of these assets may feel overpowered just because they are much more modern than many of the ED assets in DCS.
    10 points
  2. I have been working on something special for my fellow Phantom Phans for about a year Still ironing out the last of the kinks before releasing the files for free Will include a BOM and video build guide I 3D modelled this myself off of an actual B-8/MC-2 grip laser scan I hope to release before HB releases their phantom so that fellow Phantom Phans and all century series lovers can fly their jet/heli with a 1:1 scale grip! Here is a funny video with a (very very very) early prototype/rough print showing the hilarious upper limit of button expansion with this system:
    8 points
  3. Magnitude 3 Electrical systems are nearly finished on our Essex Class! More news to come, pending review. If any body has information on WW2 variant carriers' deck lighting, please send us message! https://www.facebook.com/magnitude3llc/posts/pfbid02CxwuQJMoVUJCvyRCYy8BChniqF3uQ4hESpasfsxinSgWJau6Z8Z9DNpq1pgM9BVYl
    6 points
  4. So, I've been meaning to sit down and do this for a few weeks and have just now found the time. I'll try to keep it short, but it won't be, so I'll try to keep it dense. I was an Aeroscout from 1988-1993 flying the old OH-58 A/C. Back then, the scouts were unarmed for the most part, save a M-16 jammed across the glare shield and my .38 revolver in my survival vest. For this reason, we typically operated in a scout/weapons team with an AH-1S following as our armament. The Apaches and 58D were just coming online when I left the Army. I'm loving the DCS Apache and am chomping at the bit, but not holding my breath, for the Kiowa Warrior. I've been observing how the Apache is being employed on several servers and very much so on the Rotorheads server. I have some observations to offer tactics-wise that some may find helpful. This will apply to the U.S. attack and utility helicopters specifically as the Russian helicopters are designed differently and for different doctrine and they are employed more like very low level, very maneuverable, fixed wing aircraft that happen to be able to take off and land vertically. Keep in mind, I was in a very different aircraft with very different equipment and very different times, but I think this advice should still hold true. If there are any Apache or Kiowa Warrior vets here that have anything to add or critique or correct, I welcome the input! 1) Here's the biggest thing: I see a lot of folks just hovering at 800, 1000, 1500 feet AGL for many minutes, lobbing hellfires at bad guys. If you are doing this, you are really missing the advantage of a helicopter which is to utilize cover and concealment to survive. You should unmask just high enough to spot and shoot the threats that are in range. In some threat situations this may be fine but for the most part, the longer you are way up there, the more likely you are to be tracked and shot down. It also leaves you with less evasion options especially when trying to evade from a state of zero or low airspeed (-60kts). 2) Too much hovering. You present a more difficult target to track when moving even if it is at just 30-40kts and you have a quicker response for the aircraft to deploy to cover if you are engaged. Also, you will increase the flight endurance by keeping hovering to a minimum. This is also a great way to avoid settling with power. Also, if you are hit, it is easier to autorotate with some forward momentum and it gives you a better chance of getting to a safe landing location. 3) Unmasking in the same spot twice in a row. This is a cardinal sin! I learned this in my first trip to Hohenfels maneuver area where we war gamed with m.i.l.e.s. equipment. On a night scout mission, we unmasked from cover and saw a OPFOR tank nestled in a tree line. We immediately masked but didn't get a good fix on the type and exact position soooo, popped right back up in the same spot and this time, Mr. tank had his turret pointed right in our direction and shot us down (simulated)! 4) More of a courtesy: Calling "rifle" on comms and coordinating laser codes with others to avoid targeting conflicts and other pilots frantically dumping precious flares and diving for cover every time a friendly Apache fires a missile. Along the same lines, I typically set my countermeasures on bypass, so I'm not wasting flares on friendly fire, and I don't carry chaff. If you have your helicopter close to or down in the weeds, radar guided AA should be a non-factor and then you can carry more flares. Also, if you limit your altitude, and a radar guided weapon is fired at you, you can easily defeat it with cover or concealment. If you are still with me here, my typical planning and profile looks something like this; Before departure-I set a start point in the TSD, and alternate, and then note a point that is about 10K from the FEBA with good terrain relief or concealment, trees or buildings, and set a release point there, in the TSD. Load 50-60% fuel and 90 flares plus weapons of choice. If there are preprogramed CM's or TGT's on the TSD, I make note of them and plan for my ingress from the RP to avoid contact. Countermeasures on bypass, Acq to TADS, left MFD to Vid/TADS so I can see what the CPG or George is looking at. During the day, I will jump in the front seat for a sec to set TV instead of FLIR if I have no CPG. If someone knows how to do that from the back seat, let me know. After takeoff-Climb to about 800ft AGL so I can safely get my head in the cockpit for a minute without driving into the ground. If no CPG, I get George set up and WASed on hellfires and have him look ahead at the next waypoint. Make sure all exterior lights are off, countermeasures on, weapons armed, gun WASed. Set direct to RP and note the flight time. I usually use flight time plus 30 to 45 minutes, depending how far away I get from the RP, for my bingo time. When I'm all fenced in, I head down to treetop height for ingress, around 100kts, using terrain features to mask my aircraft. Approaching RP-A click or two out from RP I will pop up, keeping my speed up, high enough to get a good view over the terrain. I have the CPG or George do a quick look at 10, 12 and 2 o'clock. If nothing, back down to the weeds and because I'm expecting enemy contact but don't know where or when, I proceed a little more methodically. 40kts, quick pop up every couple of clicks, quick scan, if we make contact, back down in the weeds and head that way at 60kts, quick pop up now and then while under way until I'm in hellfire range. Targets in range- At this point, come to a hover behind cover or concealment noting the terrain around us as we prepare to engage. Identify ahead of time the next firing position and where it is safe to break to cover and always know the safest egress. Unmask, just high enough to see the target and either fire if it has already been acquired or, spot, lase and store, then immediately deploy back to cover. Don't get fixated on multiple targets and drift higher and higher in a hover and remain exposed. Fixating is easy to do and I'm guilty of it myself. Hard to resist easy pickings but when that Strela shows up that I didn't see before or it spawns in near me and I'm 1500ft in the air with nowhere to hide...bad news. Kill one, back to cover, I reposition laterally (not actually flying sideways but actually moving to positions to the left and right of me) instead of moving forward, below the tree line or terrain feature then pop up and repeat. A lot of times it pays off to bob up to just do a scan from 9 to 3 o'clock and, from close to far, to identify any threats you missed, just spawned in, or are a greater threat than your target group, without engaging. When all targets in range are cleared, I go back down, 40kts, bounce cover to cover and repeat the above until new targets present themselves. In the thick of it- I stay low, like weed top level, and moving 30-40kts, unless I am actively popping up to search or engage then quickly back to cover. Avoid flying over groups of trees and if I have to, always make notes of clearings to duck into or autorotate into if I get hit. I don't want to have to crash land into trees. Pop up only high enough to see and engage targets and don't unmask in the same spot twice in a row. If that manpad, Zeus monster or Strela, sees me and doesn't have time to fire, he surely will get me the next time I expose my helicopter in the same location. Great thing about helicopters is if one gets disoriented or loses SA, one can just scoot to cover, land and get regrouped. Egress-No matter what phase of the fight I'm in, I ALWAYS know how I'm getting the heck outta there! At Bingo (ingress+30 to 40 minutes fuel time) or Winchester, whichever comes first, I get down and fast, staying in low ground. 10ft AGL is a lot of work but it's a blast! 120kts, 10 feet off the ground feels pretty fast. In fact, all this is a lot of work and a few hours of it is pretty tiring. Often my rear end hurts from clenching, working rudder pedals. I probably actually have a higher "fatality" rate from pilot error than I do from being shot down. But the more I fly, the better I get. Night and other considerations-The dark offers a level of concealment that allows to fly a little higher up, 200 to 500ft AGL. Keep in mind though that the dark only protects you from visual acquisition. The Apache is fully capable of operating down and dirty in complete darkness and I usually don't change my strategy. It does require significantly more focus and SA to do safely. I will usually ingress, egress and land using NVGs and then transition to IHADDs when I'm close to the RP. In situations where the AA threat is non-existent, flying and attacking from altitude is fine but it is a good idea to stay moving. I'll usually do orbits, engaging as I approach and then breaking when I'm close to small arms range. This makes it easier to maneuver if a threat does appear, make it easier to autorotate if the need arises and uses significantly less fuel than hovering. Like I said, there may be some new considerations that I'm not aware of due to the ancient nature of the helicopter I flew in. I would love to hear some thoughts, positive or critical, on this from Casmo or other guys that flew Apaches or Kiowa Warriors. And one last thing, if anyone sees me, Aeroscout'88-'93, on a server somewhere, feel free to hop in the CPG seat and we'll go put some warheads on foreheads!
    5 points
  5. Hi all, please keep it civil when discussing ideas and wishes. We have no plans to add a refuelling assist. We do have plans to improve air to air refuelling, but we have no timeline, it will be something for the future. thanks
    5 points
  6. Let's all focus a bit more on the topic at hand please and not discuss the ins and outs of PvP. I can just say this from my/our perspective: we all come from the PvP community (or, most of us) to some extent, and it is very dear and close to our hearts. But never has nor ever will PvP balancing considerations play a part in our decision making regarding realism. What that means, and what kind of consequences the PvP community takes from that, is left up to them, not us. The server hosts, event organizers, etc. decide all what they think is best for themselves, and no matter what decisions they make, we will always support them. Our job is to simulate as accurately and true to real life as humanly possible. Their "job" is to make the best of it, play the game and have fun, whatever that means for each and everyone.
    5 points
  7. Thank you for the feedback, guys! Could you please provide me with some screenshots showing the textures you consider too strong / vibrant? It would make it easier for me to address the issue. I have to admit it was my goal not to exaggerate with the colours of the spring and on my monitor they look ok. I assume you don't use additional post-processing features like sweetfx? As for the trees, you can adjust their darkness by editing the "gamma" parameter found in: BARTHEK's CAUCASUS REDONE 2022\Mods\terrains\Caucasus\shadingOptions\Caucasus (I've attached a screenshot as a reference). Experiment with this value and set it to your liking. I am still adding some modifications here and there. Once I consider the mod fully finished, I'll try to create the LOW set of textures for those struggling with performance. It is a time-consuming task, therefore I want to be sure I'm dealing with the final version of the mod. Cheers!
    4 points
  8. Great post, looking forward to employ these assets on my missions … hope you are ready for all the people that will: - install it wrong and then claim that its bugged. - use the assets for a day and then ask why you didn't include X, Y or Z. - ask for more liveries, as they are so quick and easy to make. - claim that they don’t work as in real life, as if they could do it better don’t pay me any attention, just being a bit sarcastic after reading the feedback of so many other Mods.
    3 points
  9. The fix was to make DCS full screen work correctly and that is what has happened. Ticking full screen in DCS works and using alt+enter is not required. I have passed on the feedback here, but for now it is working as intended. thanks
    3 points
  10. In the future we will have a map extension, this will be a decision based on user feedback we marked the planned airfields on the map for clarity:
    3 points
  11. Good question! The campaign will have a very special structure, allowing the player to revisit and practice any specific tasks. I’ll share more details about it later unfortunately grading was too difficult to implement, but Paco will let you know if he doesn’t like what you’re doing.
    3 points
  12. improved basket physics will help as I understand, but we will have to wait and see, at the moment I have no timeline.
    3 points
  13. Exorcet - do yourself a favour and ignore him (or add him to your ignore list). Just look at his antagonistic response to my message about people with health conditions/injuries implying they can't because they choose not to learn (regardless of their injury or health) - they still should be able to do it just because he can, or to try and twist it back into the margins of his argument. You're not going to have a decent conversation replying to his posts. His responses ducks and changes, ignores partial responses and twists things to suit his own convenience better than any politician I've seen - sometimes making the wildest of claims. Personally - I suggest adding him to your ignore list - because his responses just keep deteoriating and become more rude & obnoxious. Replying to his posts only keep feeding this behaviour. He just likes to argue, not have decent discussions. (I know - was trying to have a civil discussion on another thread and found myself in the same repetitive loop until @shagratI believe it was pointed out what was going on and I had a lightbulb moment to just ignore his posts).
    3 points
  14. Updated first post with the remaining version 1.00 assets.
    3 points
  15. Warhammer 40K: "And I took that personally"
    3 points
  16. That is the plan, but it's of course dependent of what kind of issues I find during testing. So far I've mostly found small stuff that I fix as I go. As it's the version 1.00 I'll be releasing, there will be a couple of known issues as well. Because there are stuff that takes much longer to fix, so I'll probably take care of them in the following version.
    3 points
  17. RAZBAM Mig-23 MLA Enviado desde mi RNE-L21 mediante Tapatalk
    3 points
  18. Download | Discord | Youtube About IDF Mods Project We are a group of hobbyists and aviation enthusiasts with an aim to develop an accurate representation of the Israeli Air Force within DCS We are working hard on a lengthy roadmap of several kinds of mods ranging from 3rd party module mods, to AI ground sea and air assets. Features F-16I Sufa F-16D bl.50\52 F-16D bl.50\52 ( No Spine ) Two Seater F-16I\D Cockpit With Multicrew Capability New F-16 Weapons -Iris-T A\A Missile -Python 5 A\A Missile -Delilah Cruise Missile -Spice 2000 Bomb -Spice 1000 Bomb -GBU 39 SDB Clarification: New Weapons Replace Existing Weapons AN\AAQ-33 Sniper Advanced Targeting Pod CFT + 600 Gal Fuel Tanks FAQ 1. Is the mod standalone or based on the F-16C? The mod is based on the F-16C you must buy the Official Module, But you can fly on both aircrafts at the same time. 2.How accurate is the F-16I\D models? The model of the F-16I\D is 100% accurate, we have made many efforts for it to be and look like the original, including textures. 3. Which liveries are included in the mod? At the moment, there are liveries for all the squadrons in the Israeli Air Force. liveries of other air forces are added by the community. 4.Is there a clickable rear cockpit and multi-crew capability? Yes. There is a rear cockpit that have multi-crew capability. 5.Will there be a change in the cockpit? The new cockpit has a few changes that exist in the real F-16I. We made the cockpit from scratch so these changes were added. we tried to be as precise as possible. 6. Does the Lantirn pod function in DCS? The Lantirn pod is not active in DCS, however its weight and drag exist. 7. Do the weapons function as in reality? Our weapons have a unique and accurate flight model that suits them, according to the type of weapon. The weapons replace other weapons in DCS so the systems on the plane remained the same. 8. Does the mod corrupt the integrity check? Yes, unfortunately the mod corrupts the integrity check. 9. Is there a paint kit to create liveries? yes, this is the F-16D Paint kit download. liveries examples available on our discord. Cockpit Sync FAQ Unfortunately, part of the synchronization in the cockpit does not work, that's why we created a FAQ that will cover this part 1. Startup Desync The pilot starts the plane as usual, the WSO performs an auto-start (Lwin + Home). 2.In Cockpit Sync / Desync MFD screens are desyncing, which means that both the pilot and the WSO can use their MFDs separately, including their systems. Some of the buttons in the rear cockpit do not have a physical button on the plane, to activate these buttons the button must be keybind (laser arm, master arm, and master modes) all analog gauges are synchronized with each other. 3. External Model Sync The entire external model is synced, including the wheels, flaps, air brakes, and afterburner 4. Payload Desync If the plane starts off on the ground with loadout on it, the WSO has no ability to see the loadout, in order to solve the problem re-armament must be performed. 5. Fuel Desync There is no synchronization in the aircraft's fuel systems For More Updates - Join Our Discord
    2 points
  19. I have reorganized - see this thread for information:
    2 points
  20. OnReTech Sinai develop update RAZBAM F-15E develop update.
    2 points
  21. I have the trim in the Stick as the real plane. the diference between your video and mine is taht you used the panel to trim and I used the Stick trim hat to trim
    2 points
  22. Thanks for the update, much appreciated. Have to say that I'd like an expansion to the west, primarily to facilitate parts of the 1940-1943 middle east conflict. My understanding is that there wasn't a huge amount there, so hopefully wouldn't add too much effort.
    2 points
  23. Updated the first post with an updated UndE 23 and RBS 70 and RBS 90 system setups. To clarify that the UndE 23 STR is required for the RBS 70 and 98, and will greatly enhance the RBS 90 performance.
    2 points
  24. That's why you need to match your speed to the situation. Imagine you were a foot soldier worried about coming upon the enemy in the woods. Are you going to sprint full charge through the foliage and hope you can react in time, or are you going to go slow and carefully. Additionally, get a wingman. Having a second aircraft means you can start providing mutual support to each other (ie looking out for threats from astern) and you can also start employing some high threat movement techniques, ie bounding overwatch (one aircraft stationary and alert whilst the other moves forwards)
    2 points
  25. I have looked at our design doc on this, while we have the info showing a similar page to what you have shown above, we opted not to show the missing data because we do not have good info on what those items are supposed to show and how they work. For now this is correct as is based on available information. Not showing it was preferred to not having it function correctly. Thanks.
    2 points
  26. It doesn't really work this way. Difficulty is not a function of module, but of mission. The Super Hornet is already worlds different from the Legacy by being a LO airframe. This completely changes tactics for air to air and air to ground. Do you want to try to slip past 3 layers of CAP to kill an AWACS? Not possible in a Hornet C, maybe attempt able in a Hornet E, but still a potentially large challenge. Making a DCS module boring is incredibly difficult.
    2 points
  27. Don't have that headset so it doesn't affect me, but I am using G2 with OpenXR. Using a combination of FFR and FSR have changed this game for me. I'm getting 40-60 fps with high/ultra settings on a 3090 in VR now. This was impossible before OpenXR for me. To be clear, it wasn't even close. I just want to throw a huge thanks to @mbucchia for his efforts. Much appreciated.
    2 points
  28. Barthek, this is really good work! This time around, I love what you did to the Caucasus textures (also with the optional snowless winter - beautiful!). Actually, in some areas I may prefer it to my version. If I can offer some criticism, there's only three points I'd rather see changed, though none of them are big deal breakers (but please consider?) : Spring season textures have colors a bit too strong, greens too vibrant. Could it be the parameters of the new "shadingOptions" you include? (haven't look at it yet) Maybe not the best solution but, for a quick fix for Spring season, I prefered instead to use terrain textures of Summer, but kept the fields of Spring (and looks great, for me anyway). Trees should be a bit darker (IMO; and spring ones are also way too vibrant). I know that we can use the "Better Trees for Caucasus" from Taz, but still... Currently, only "HIGH" textures are present in the mod. Plenty people using the "LOW" option for terrain texture in-game, because the VRAM consumption of DCS is outrageous, so this is badly missing. PS: if you wish, I can try to assist by preparing packages with the LOW textures, for you to add in your mod.
    2 points
  29. https://www.airliners.net/photo/France-Air-Force/Dassault-Mirage-F1CT/2314755/L?qsp=eJxtjbEOwjAMRP/FcwYqIEA2ujCWgR%2BwHAORShvZHqiq/jshlZjYTu%2Bd7magcTB%2B223KDAGUUegJDjIKvhTCDJiEBO/WoiZaa7vN/uR%2B4sIDy38FoTl6f3Cgo1g7lYOIxmcizsYRVt5JZPkqVqrPj7LTlMByrRm2vvCYNPdYN9gw9bAsH/A%2BPqo%3D
    2 points
  30. What are you even on about? This is not an competition. I assure you nobody cares that you can ARR. Why are you turning everything into a dick measuring contest to show how better you are then everybody else? Again, superiority complex much?
    2 points
  31. Says the “participation trophy” generation
    2 points
  32. Pffff, getting carried away is buying piles of flight gear because you started looking close at the F-14 pilots while doing skins, and then deciding why not have a setup for each favorite module, because reasons. At this rate I'll be needing enough mannequins to crew a C-130 I was tempted to lay down the gauntlet on whether I was going to be able to piece together a set of F-4E pilot's gear from the 70s-80s before the Phantom drops, but at this point with the parachute harnesses being so hard to find it could end up being 2024 before I could get everything I'd need. So I think instead I'll just make sure my Christmas stocking has room for a Virpil WARBRD stick as it's the closest to the B-8 used in the Phantom, Intruder, and Corsair II. F-4E (Hellenic): A-6: A-7E: Apparently the B-8 family was also used in the F-5, 100, 104, 105, 15, A-10A, and a bunch of other older jets we are pretty unlikely to see in DCS. The Virpil has some differences but it's the same general body and layout, and should work great like my VFX grip and curved extension have. Here's to hoping I'll be able to use it by Christmas or New Years!
    2 points
  33. It´s great to see people flying with procedures. Awesome video! Keep up.
    2 points
  34. I did lately experience these freezes myself, however much sooner than others, and it turned out to be a mem related issue on my part - so this may not be a reply to the general issue at hand, which we are still chasing. What fixed the freezes for me was doing the following upon the suggestion of one of the testers: Open a cmd.exe as Administrator and type in the following commands: sfc /scannow dism /online /cleanup-image /restorehealth After that restart your PC and see if it helped. Please note: this may not be a fix for the issue (and if you do not experience any ram or driver issues wont help), but may be a fix if you are experiencing the issue due to RAM or driver issues like I did. So it is worth giving it a try. And please let us know if that helped. Big thanks to @Special K for the tip above. Thank you also for this initiative, it helps us get a better overview.
    2 points
  35. Talk about getting carried away, literally.
    2 points
  36. https://twitter.com/RAZBAM/status/1577722122335653902
    2 points
  37. What a great mod! Looking forward to the Addon "D" Version.
    2 points
  38. Thats fine, Ill flag and make sure I post immediately after we receive the next "Hey look what I am working on post" .
    2 points
  39. I really find this PvP community to be BS anyway. Sure the -18/16 can run a Grinder against each other and see who can get lucky slinging AMRAAMs. But in reality, that's now how engagements will pan out because fuel. They have to make it back to the tanker and land or end up in the chute. Back to DCS PvP, it's a fight to the death and who cares about fuel? And hence there is no advantage in playing a big fighter like a Tomcat or Eagle. And that's why I feel strongly against "play balancing" for the sake of the PvP aspect of DCS.
    2 points
  40. I guess it would help one for Meta, one for HP, one for Pico, one for Steam, and so on.
    2 points
  41. A good cockpit environment that serves as a basis for the rest of the aircraft; heat, cold, humidity, frost, etc. and affects the pilot. Missed in DCS (except in JF17)
    2 points
  42. And always individuals like yourself that cant do something, so they cry foul and call the ones who can, names.
    2 points
  43. The Cold War 1947 - 1991 server has been alive for years. It mainly focuses on the MiG-21 and the F-5 while featuring other modules from that era. Exceptions are made in some missions and events. With this helicopters and Combined Arms scenario I wanted to give players who like both the chance to get the job done without having any types of fighters around. This should make it likelier for helicopters to fly higher than the usual without worrying much about any potential fighters flying around. I hope to see some good teamwork between Combined Arms players moving ground units around and spotting the enemy for attack helicopters. That's already the case on the Cold War 1947 - 1991 server in almost all missions where helicopters and Combined Arms are vital for the completion of most tasks. This campaign here is not particularly Cold War like and I'm not looking for that in this. I personally love flying helicopters in DCS and enjoy the Combined Arms module just as much, hence the campaign.
    2 points
  44. Games require skill and practice. If you want a form of entertainment that doesn’t require that, watch a movie. If this isn’t important why are you continuing the discussion? A keyboard is just not the optimal controller for this game. That should be obvious. It’s an option for new players to try the free game but it’s hardly suitable for something like AAR. New players don’t need to AAR as it’s an advanced skill.
    2 points
  45. Clearly there's a large number of people who don't consider modern aircraft dull or requiring less skill. The amount of time you spend on learning how to operate the jet, its systems and weapons is arguably more than the time you'd need to become competent in flying a non-FBW aircraft (in DCS). The "learning phase" of a modern aircraft module is much longer than, say, a WW2 one. And that's very important for people who like focusing on the "study sim" aspect of DCS. You can make the capability overlap argument for most modules. Most aircraft of the same period are capable of doing the same things. With the amount of Cold War aircraft currently in DCS, plus those recently announced, the overlap in capabilities will be huge. People like various aircraft for various reasons. Lastly, you mention the blufor vs redfor balance, which is not really a concern in DCS and shouldn't really be. If a server owner doesn't want to include the Rhino (or the upcoming F-15E and EF Typhoon, for that matter), they don't have to.
    2 points
  46. The distinction is that (and correct me if I'm wrong) the MiG-21bis was marketed as not being the original version that entered service in 1972, since so many of its weapons are from after that time period. The F-4E we are getting has as mentioned by Cobra will be from the 1974 time period incorporating modifications from that time and earlier. I'm betting the DMAS F-4E from the late 70s/early 80s will have the AIM-7F available but I suppose we'll have to just wait (hopefully not long) and see. Unrelated tangent: How fun would it be to release the Phantom on Halloween??
    2 points
  47. DCS: Tornado Introduction DCS: Tornado is the epitome of the multirole aircraft jointly developed by Germany, Italy and the United Kingdom. This two-seater, twin-engine, swing-wing multirole fighter was built in three variants, one of which is the Interdiction/Strike (IDS) variant. Powered by 2 RB-199 MK103 engines, the IDS was developed to meet the then NATO doctrine of low-level attacks against enemy airfields and fixed-positions, in any weather, and at any time of day. AviaStorm's goal is to develop the best simulation of a 1989 German IDS Tornado for DCS. Their team has decades of experience in the simulation & gaming industry, and it boasts secured access to many resources (engineers, pilots, WSO, technicians and museums) that will provide them the necessary information.
    2 points
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