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23 August 2024 Dear Fighter Pilots, Partners and Friends, This is the final call for entries to the DCS Screenshot Competition 2024! Due to the overwhelming response and to give everyone a greater chance to participate, we are happy to announce that the deadline for submissions has been extended until the 23rd of August at 23:59 GMT. Best of luck and thank you! If you are looking for an endless PvE multiplayer experience, you should check out the Through the Inferno PvE mission. This immersive experience allows players to engage in various mission types, including air, ground, sea, convoy hunts, and helicopter assaults, all of which are dynamically generated and customizable. Join their discord! We continue to develop the cargo system in DCS. Many additional features and bug fixes are being worked on and testing is ongoing. Check out some of the existing tips and tricks on how to use the system as it stands today. Many thanks for your passion and support and once again, best of luck to our screenshot contenders. Yours sincerely, Eagle Dynamics Screenshot Competition 2024 Last chance to earn 10,000 ED Miles The DCS Screenshot Competition 2024 is coming to an end. With over 400 entries received so far, the competition has truly showcased your creativity and talent. Each screenshot tells a unique story, capturing visuals, action, and environments that make DCS standout. Thanks to all of you for participating in making this screenshot competition a resounding success! Through the Inferno User Files Through The Inferno (TTI) by deadlyfishes is a dynamic, open-world PvE experience designed for DCS, offering endless aerial combat missions that cover all DCS aircraft. Players can choose from different eras of aerial combat, such as World War II, the Korean War, the Cold War, and Modern times. Each mission is tailored to the chosen era, with appropriate enemy units and logistical support. The missions can be adjusted for difficulty, mission type, and time of day, providing a highly personalized experience. TTI offers extensive in-mission tools, such as the "Zeus" real-time spawning system, AIRBOSS Carrier Ops, and AI traffic customization. The F10 menu provides access to these tools, enabling you to shape their missions as you see fit. Additionally, it’s possible to configure random events, such as enemy reinforcements and air traffic, which adds unpredictability and challenge. Designed primarily for single-player, TTI supports private co-op play but is not intended for public multiplayer servers. The mission is continually updated, with detailed guides and tutorials available to help players optimize their experience. For more information, support, or to join the TTI community, visit their official website and join their Discord. TTI is compatible with all DCS modules, offering a versatile and engaging combat experience. Enjoy! Dynamic Cargo New Functionality The launch of the DCS: CH-47F introduced our new cargo and logistics functionality. This Dynamic Cargo feature is still work in progress and is therefore not enabled by default but can be activated on the ‘full info page’ in the warehouse interface. If you are having issues with the system please check out the Cargo System Guide. We are working towards enabling the feature for other transport capable helicopters, including DCS: UH-1H Huey, DCS: Mi-8MTV2 Magnificent Eight and DCS: Mi-24P Hind. We are in the process of creating many additional cargo loads, so don’t hesitate to inform us if you have good ideas to enhance the logistics game play! Troop movements and animations in and around your helicopter are some of the biggest requests we have received. This is in progress but does require some major re-work to infantry models and animations. ‘Fat Cow’ and dynamic FARP operations will certainly make the DCS: CH-47F a more capable asset on the battlefield. We are currently working to ensure this feature is available soon and will update you as things progress. Finally, dynamic cargo mass accounting, weight/balance and operational restrictions are being worked on too. Thank you again for your passion and support, Yours sincerely,9 points
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Screenshot Competition - Capture the action! We are happy to announce our DCS Screenshot Competition 2024, where you can showcase your best moments in the skies. We want to see your skills and creativity! Read all the details on the forum post here and earn ED miles! All winners will receive a feature to showcase their winning screenshots to the community. To reward your artistic and piloting prowess, we have some prizes lined up: 1st Place: $100 in ED Miles 2nd Place: $50 in ED Miles 3rd Place: $25 in ED Miles Eligibility: Participants must use an official copy of DCS and any relevant modules for the screenshot they submit. The competition is open to all. Please register here. How to participate: To register, simply reply to this forum post with your DCS username and include your screenshot. Screenshot Requirements: Resolution: Screenshot must be in high resolution (minimum 1920x1080). File format should be JPEG or PNG. Maximum file size is 9 (nine) Megabytes. Content: Only in-sim content. No external software or post-processing enhancements. Originality: Must be your own work and not previously published or submitted in other contests. Uploading Instructions: Reply to the DCS Screenshot Competition 2024 forum post and attach your screenshot. Include your DCS username in the reply. Deadline: Your entry must be submitted by the 23rd of August, 2024 at 23:59 Judging Criteria: Visual Appeal: Clarity, composition, and impact. Creativity: Originality and story. Relevance: How well it represents DCS. Terms and Conditions: DCS may use your screenshots in promotional materials. Selection will be done by hand in-house. You require a DCS forum account to participate. You will be contacted via the forum to claim prizes. Stay tuned for the winners announcement.8 points
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After the last couple of patches, the radar has become awful. This is especially evident when using the helmet-mounted sight. At distances of less than 8 miles, it takes 4-8 seconds to keep the enemy within the circle. The STT mode drops the lock when flying head-on over water at 4 miles, and this has happened multiple times. Using the helmet-mounted sight has become literally impossible. The TWS/RWS modes are somewhat more reliable, but even with precise radar positioning on the target, it takes a long time for a track file to appear, and sometimes there's no target indication at all, as if the target doesn't exist. This happens quite frequently. I understand that people who fly competitively are in the minority, but for this mode, the Hornet has become practically useless. The F-16 radar is currently far superior to the F-18's, making it impossible to compete at close distances. I would appreciate a comment on this—if this is how it's supposed to be, then I'll start retraining on a different aircraft so as not to wait for any changes.6 points
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Happy Friday everyone. Sorry, I have been absent but I needed time to concentrate on finishing the Italian Mod Pack. The Bergamini and Comandanti Class frigates are finished with the exception of the ITS Cavour. I will work on the Cavour Carrier next. Thanks for your patience. With that said I need a mod tester. The first person that responds to this post. I will send you the Bergamini and Comandanti Class Frigates for testing. Thanks. It just happened that one of the Youtubers I follow posted a video of the ITS Cavour and the ITS Alpino entering Yokosuka, Japan Naval base where I learned to Pilot ships and operate US Navy Tugboats. Lomatoq, I will send you a PM regarding the Marine drones. Thanks.5 points
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The AIM-4 is probably one of the most misunderstood weapons systems in American Cold War history. First, a primer. The AIM-4 was built to solve a specific problem, which was NOT shooting down enemy fighters. That was considered an obsolete task in 1948, when the prevailing mindset of USAF leadership was that WWIII against the Soviets was just around the corner. After all, every two decades since 1914 we’d fought a cataclysmic global war, so it stood to reason we’d nuke ourselves into oblivion before 1970. Rather the AIM-4s job was to shoot down high flying Soviet nuclear bombers in head on interceptions. To assist with that, the AIM-4 had a hit to kill fuse. A subject of great lambasting later when it was misused in Vietnam (more on that later), the hit to kill fuse is a mission critical feature if you’re trying to take down a huge 4-engine Tu-95 or similar. A proximity fuse isn’t what you want against a resilient aircraft like that, and remember…WWIII. One damaged bomber making it through equals multiple cities getting nuked. So the missile should hit, bury itself into the Soviet bomber’s fuselage and THEN detonate, maximizing damage. To ensure the missile got there in the first place, Hughes- the builder of the AIM-4- also produced a fairly user friendly (for the time) guidance system to go with it. The Falcon worked like an AIM-54/AWG-9 (which was made by the same firm much later). The missile was part of a symbiotic guidance system, one where the Hughes guidance system (such as the MG-13) would track, lock, and manage firing functions automatically. All the pilot or pilot/weapons officer needed was to maneuver the interceptor to an ideal launch position (speed/altitude/ etc) , lock the target no closer than six miles , and the Hughes fire control computer managed the rest. The pilot gave launch consent for the AIM-4- after that the Hughes system triggered the IR seeker activation, queued the missile coolant, extended the missile from the launch bay and fired the Falcon to ensure highest probability of kill. When employed as designed using a Hughes semi-automated fire control system against high altitude targets , the Falcon was capably accurate. Bruce Gordon cites instances when F-106s would knock down BOMARC target SAMs using the Falcon, and it even acquired high off boresight IR missile capabilities (a first for the USAF before the AIM-9L) when the ADC F-101Bs and F-106s were updated later. So why did the sugar turn to manure? It was a Pentagon dispute over the USAFs next IR missile. After being compelled to buy the capable US Navy F-4B more or less as-is by Robert McNamara, the USAF System Command Generals were forced to accept using the U.S. Navy’s AIM-9B at first. Bad enough they had to adopt a NAVY aircraft, but they weren’t about to keep using the Navy’s missiles. They had some things to say about the next generation of Sidewinder missile. Things the USN didn’t care for, and negotiations for a new Sidewinder variant shared between the branches collapsed . (Incidentally, this is one reason why Cold War era USAF Sidewinders are not compatible with their Navy contemporaries.) So spurned, the USAF System Command generals told the Navy they could take their AIM-9 and shove it. They had a solution in mind- just take the USAF Falcon and lobotomize it onto the F-4D Phantom II. An IR missile is an IR missile, right? There was one problem- the F-4 wasn’t built to accommodate the Hughes guidance systems fitted to the Voodoos, Delta Darts and Delta Daggers. Adding the 50s era mechanical computer to the F-4D would be ruinously expensive , they’d lose AIM-7 capability and would take years to complete - and Vietnam was raging. So all the steps the Hughes computer managed so well in the Air Defense Command aircraft needed to be done manually in the F-4. Switchology was kludged up, the IR seeker had to be manually activated, the coolant manually triggered 90 seconds before anticipated launch (not a problem against a bomber flying a predictable course and heading , but nearly impossible in a dynamic dogfight), and making matters worse the damn thing was carried externally. The AIM-4 was designed in an era when engines didn’t have a lot of thrust and drag was the enemy , so they were built to be carried internally until just before launch. External carriage of the weapon meant the seeker was crazed to uselessness by the environment , and the Southeast Asian humidity didn’t help. The Falcon , designed to be launched with a guidance computer against non maneuvering bombers at high altitude, was deployed to Vietnam attached to a plane it wasn’t designed for, launched in a Rube Goldberg scheme nearly impossible to do manually in combat, at low altitude in an environment it was never tested in, against maneuvering fighter sized targets at low altitude in a regime completely outside its design requirements - and with a hit to kill warhead design meant to knock down Tupolev bombers, not Mikoyan light fighters. The fact five MiGs were shot down at all with a weapon completely unstable for that mission is a remarkable testament to the 8th TFW’s level of skill. Naturally, the USAF System Commands turf war permanently damaged the reputation of the AIM-4 as a tactical dogfighting combat weapon system. A regime it was never built for. The AIM-4- used as directed on the manufacturer label - was nonetheless successful as a high altitude interceptor weapon. One wouldn’t want to use it to shoot down a MiG-17, but then Ferraris are terrible cars to tow with. What should have happened in the 1960s? The USAF System Command people should have swallowed their pride, ordered the Navy’s follow on Sidewinder and had done with it. Put the Navys AIM-9D on USAF Phantoms , Thuds and Huns and we’d have a much better outcome.4 points
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CAESAR 8X8 démo vidéo: https://e.pcloud.link/publink/show?code=XZuPkMZ7LFHdhmH5ULyreiottIIlmPcq98X4 points
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С ботами всё работает относительно нормально. Однако, на серверах, нашлемкой до 40 nm крайне тяжело захватить цель в STT. На ближней дистанции до 16 nm это совершенно не работает. Если хватать в RWS/TWS через MFD, то на дальней дистанции хватает, но подлетая миль на 15-20, лок часто спадает. Летать на FA-18 невозможно с патча 2.9.7.58923. Проверяли 3 человека с разных стран.3 points
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ALCON, I just wanted to have a better understanding of the AH-64D hold modes, so I created this learning module. It's how I learn, sorry...but I shared this with my online squadron and thought I would post it here as well. It's just cherry-picked information from the excellent manual and presented in a way that that focuses on key elements of the topic. Feedback welcome. AH64D_HOLD MODES COURSE.pdf3 points
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Hey Guys, can I get one more mod tester? I plan to release the mods this weekend. Thanks.3 points
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The MiG-21 isn't the only aircraft to overperform as AI. This has been brought up to Mag3 and the word from Hiromachi himself? AI FM are ED's wheelhouse.3 points
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Second try with 4 data points: Mach 0.62, 0.58, 0.55 and 0.52, at 1 sec interval. SEP Calculation 1. M0.62 -> M0.58: dh = -1 ft dV = -20 KTAS = -33.76 ft/s V = 387 KTAS = 653.2 ft/s (took the average) g = 32.174ft/s^2 dt = 1s The resulting Ps = -1 - 33.76 * 653.2 / 32.174 = -686 ft/s at the speed of 387 KTAS, or 0.6 Mach. This is a bit low compared to the EM diagram above from the ED document. (Overperforms in SEP) SEP Calculation 2. M0.58 -> M0.55: dh = -2 ft dV = -22 KTAS = -37.13 ft/s V = 366 KTAS = 617.7 ft/s (took the average) g = 32.174ft/s^2 dt = 1s The resulting Ps = -2 - 37.13 * 617.7 / 32.174 = -715 ft/s at the speed of 366 KTAS, or 0.565 Mach. This is too much. So from here, the F-16 is underperforming. SEP Calculation 3. M0.55 -> M0.52: dh = -7 ft dV = -20 KTAS = -33.76 ft/s V = 345 KTAS = 582.3 ft/s (took the average) g = 32.174ft/s^2 dt = 1s The resulting Ps = -7 - 33.76 * 582.3 / 32.174 = -618 ft/s at the speed of 345 KTAS, or 0.535 Mach. This is also too much. F16 speed bleed test 10000ft -2.trk3 points
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Hi, high end machines tend to cope better even when there is an fps issue, so some are lucky and have not seen the performance hit that others have. We are currently investigating a few leads regarding the FPS hit and are working on optimisation in parallel, hopefully we will make improvements for the next patch, it is a high priority task currently.3 points
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Im sypathetic to the users that are experiencing issues, but using the word "most" is not fair. Those threads consist of a handful of total dcs players. All the players i know, including myself have been playing for years and have not experienced any of these performance issues.3 points
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The DLSS option in DCS is more performant than MSAA, however has a side-effect of ghosting. The DLSS library itself supports a number of presets for varying graphics qualities/performance. DCS appears to set preset C. A number of DCS users currently use the DLSSTweaks tool (https://github.com/emoose/DLSSTweaks) to override this preset value. A commonly recommended one, at least within the VR community, is preset F which has great performance, image clarity, and removes the ghosting which is otherwise seen with preset C (even when using the Quality mode). Could this be investigated and potentially the default preset used by DCS to be updated to remove the current ghosting that is experienced. Would be good to evaluate the preset with both 2D and VR, as if the experience is much better for VR users, but has no change for 2D users, then a direct change of this should have minimal impact on users across both platforms. For anybody wanting to test this themselves; follow the instructions on the link above, and then rename the DLSSTweaks "nvngx.dll" placed in the DCS bin and bin-mt directories to "dxgi.dll". Set the DLSSPresets to F in the dlsstweaks.ini file, place this in the bin and bin-mt directory as well, and then start DCS and use DLSS. You should see the dlsstweaks.log file created in the bin or bin-mt directory. Additionally if you enable the DLSSTweaks debug overlay you should see this as per the screenshot. You should see less ghosting when using DLSS. Similar config exists within that config ini file for using with DLAA instead of DLSS. Nvidia Global Profile (recommended approach): A more simplified approach to configuring this, will apply to all games using DLSS, is to use DLSSTweaks to set this preset globally within the Nvidia Global Profile. This means you don't need to place the dll file and ini file (or update it) in the DCS/bin-mt directory. Instructions as follows: 1. As per the previous instructions, download the DLSSTweaks.zip file from https://www.nexusmods.com/site/mods/550?tab=files 2. Unzip this and then run the DLSSTweaksConfig.exe file. This requires administrator permissions, but will prompt you and run if you don't 3. Set the GlobalForcedPreset to F (or preset of choice) as per the screenshot and save changes Set GlobalHudOverride to Enabled (all DLLs) to display the debug overlay that will show the preset currently in use. Update 11/14/24: The latest release of the DLSS library (3.8.10) has removed all other presets except for E and F. If you just replace the DCS nvngx_dlss.dll file in the bin and bin-mt directories then DCS will now by default use preset E for the Performance, Quality, Balanced without any overrides. The "Ultra Performance" option will select preset F, however this will mean lowered graphics clarity so you will need to use DLSSTweaks to enable preset F for the "Quality" or other options. Update 24/01/25: DLSS 4 and Preset J: DLSS 4 just became available along with the new J preset. Tried and tested and so far seems awesome. See my comment linked here for instructions and findings. Update 30/01/25: DLSS Swapper: The recent release of DLSS Swapper (use the v1.1.2 version or later) now supports manually adding game folders. You can add the top level DCS installation folder and this will now automatically replace the nvngx_dlss.dll file in the bin and bin-mt folders. You can confirm this by hovering your mouse over the dll files and verifying that the tooltip displays the correct version number. Update 31/01/25: The latest DLSSTweaks release now supports setting presets J and K in the Nvidia Global Profile. This also contains a fix to prevent crashes when using the dxgi.dll wrapper approach. The latest DLSS 310.2.1.0 library now supports preset K NOW AVAILABLE!!!: The latest DLSS dll is now available in DCS and presets can be configured. Add the below line to your C:\Users\username\Saved Games\DCS\Config\autoexec.cfg file to set the DLSS preset, this is still C by default. You will need to create this file if it does not already exist. DLSS_Preset = 'K' You can add this line as well if you don’t want DLSS applied to MFDs and HUD to keep them sharp with no ghosting for greater control. HUD_MFD_after_DLSS = true2 points
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Been wanting to cover this for a while to clear some things up. I am 47Driver on YouTube, some of you have been watching my videos on the DCS CH-47F, (I really appreciate that), and everybody wants to know about all these weird acronyms that I mention, along with many others. First of all I want to point out something in regards to the flight model. I see a ton of complaints about how unrealistic it is, etc. Yes, the FM is very WIP and that is what it is. Tandem Rotor physics are straight up wizardry. This is far and away the most complex flight model that ED has ever tried to replicate, and I can say that confidently as an actual Pilot of this aircraft and someone who understands a fair bit about aerodynamics. Tandem rotor helicopters are very weird, and what I'm seeing in the flight model so far indicates that the devs have done their research on how these helicopters behave when none of the things that are built in to help you fly are working, which is true in the module's current state. Please keep that in mind as you fly this thing. AFCS: Automated/Advanced Flight Control System. This alone is what makes the Chinook so easy to fly. Put your feet flat on the floor, don't touch the pedals, and fly all day long. Thanks Turn Coordination. She's very smooth, steady, coordinated, and controllable when this system is on. When the AFCS in DCS is fully fleshed out, it's gonna make a huge difference. DAFCS: Digital Advanced Flight Control System. Super cool autopilot(ish) functionality. Basically allows us to capture current Inertial Altitude or Radar Altitude, maintain low speed over the ground via TRC or Translational Rate Command, or capture current position over the ground via P-Hold. P-Hold + Altitude mode = perfect hands off hovering. We also have a full 4 axis autopilot via Flight Director for cruise/instrument flight. DASH: Differential Air Speed Hold. As you increase speed, the DASH, (a long tube in the flight controls with an actuator on each end) will decrease in length. You'll notice eventually when this is modeled that as you increase speed, you'll actually start moving cyclic backwards towards center and the aircraft will keep the speed. Pretty nice and allows us to fly with a more neutral cyclic position. LCT: Longitudinal Cyclic Trim (Actuators). As speed increases, the LCTs will extend, this will increase forward tilt in both the fwd and aft heads. Allows a more level fuselage at cruise and reduces stress on rotor system. You'll be flying at 140kts and the fuselage will be completely level with the horizon. No more staring at the ground 10deg nose low anymore. When you land, the LCTs drive to the GND position, allowing easier ground taxi. When you hover, they drive to the RET position to facilitate a level hover attitude. DCP: Differential Collective Pitch. This is mostly why the Thrust Lever is called the Thrust Lever and not a collective. DCP comes from longitudinal cyclic input. Forward cyclic increases collective pitch on the aft rotor system while decreasing collective pitch on the fwd, and vice versa. So basically, the cyclic is also a collective... Hope this clears some things up and helps you folks understand why the flight model feels so weird right now. With most of these things not being implemented yet, because I'd imagine they're all very hard to simulate, the Chinook is gonna fly a little weird. I'm still having a great time with the module and I'm very excited for more systems depth to be added, so I can continue to share with you guys. Thanks! 47Driver2 points
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video demo vehicles and helicopters see pages 1, link at the bottom of the 1st post.2 points
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Shell/charge loading order bug already fixed.2 points
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self loading chinook also.. loading its own ammo if the M3M .50 cal drops.. it will be a .50 cal spammer! [We are working towards enabling the feature for other transport capable helicopters, including DCS: UH-1H Huey, DCS: Mi-8MTV2 Magnificent Eight and DCS: Mi-24P Hind. We are in the process of creating many additional cargo loads, so don’t hesitate to inform us if you have good ideas to enhance the logistics game play! ] CARGO HELIS GET LOVE!2 points
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Hello, @Xhonas No problem on the ping. We thank you for your analysis and your conclusions, we can certainly take it into account. As you realise, we need to make sure the DCS: F/A-18C performance (as well as the DCS: F-16C) is as accurate as possible and not commit to make changes that are not supported with available public data. All I can say for now is that this matter isn't forgotten and if there are changes to be done, you will be informed.2 points
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I did not expect it to overperform in SEP at higher speeds too. But just as it's underperforming at lower speeds, which simply proves that the SEP values are totally not checked when ED was building their Flight Model. I'm done with the F-16. Now I'm going to see if the Hornet is overperforming in SEP. Will be posting in this thread:2 points
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Cards on the table - I have no interest in flying helos but they are useful to integrate into missions and for cinematic purposes. To this end, for the first time, I have incorporated the new (long awaited) CH-47 into a mission. Helo flies in - troops embark, helo flies to LZ - troops disembark. It all works BUT... Imagine my surprise as 1) The cargo door doesn't open? 2) The troops don't climb aboard they simply disappear? 3) Then using F4 to look inside I see the helo is empty? Remember, this is the first time I have used embark / disembark in 4 years of DCS so the whole thing was a big, disappointing surprise. I can only imagine that this total lack of any realistic animation is due to EA on this module? As the Chinook is really ONLY a transport aircraft, the total lack of believable transportation seems to undermine the very existence of this module?2 points
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I do totally understand him. It's not only the textures (and sound). It's also full of bugs. They made the big claim that it will be no EA release, but it is a 100% EA release. Here, just 3 bugs in one shot. I took me only 30 minutes on release day to find them: 1. searchlight is too bright and cut off after ~50 m. 2. i can trick the NVG's display to act like the AH-64's IHADSS. 3. i can completely break all the cockpit displays and have them floating in the air. The module's quality standards are behind every other 3rd party module. And for what it brings to the table, compared to others, it's overpriced. A humble 49-59 price range would have been better.2 points
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confirm, just happened yesterday. i was fully expecting it to zoom in focusing on the lowest scale that shows all my flight members, instead it zoomed fully out to show every link contact. something is fishy2 points
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Yeah, you should have enough fuel with a safe margin. I did extra maneuvers, and messed up by not keeping track of the range location, so ended up way north for RTB, still made it back.2 points
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Agreed, the hornets radar has definitely degraded since the last update. Very challenging to be effective in any engagement scenario. Even basic intercepts on a tanker have become a chore because of constantly loosing lock. Most frustrating is the hmd's inability to lock targets.2 points
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Wished for many many times and, as Silver Dragon mentioned, it has ED's attention. There is no recent info on progress. I can however imagine this to be a huge endeavor for ED. Personally, improved/proper ATC is my no.1 wish for DCS. Apart from the Supercarrier comms, current ATC is a laugh and doesn't fit into place in Digital Combat Simulator. I'd gladly pay, to see proper ATC implemented.2 points
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