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Good Morning Everyone, I hope everyone is doing well. As Eddie mentioned I'm still having back issues but I'm pushing through it. I'm not going to bore you with my health problems. I took a short break away from the Forums but I was behind the scenes working on the Italian ITS Cavour Aircraft carrier. She is 99% complete. I will finish the aft missile launcher cell animations today. All weapons work as they should. I plan to release her this weekend along with the Paolo Thaon di Revel class Offshore Patrol Vessel. This couldn't have been done with the expertise of Beldin. He has a unique talent for creating Aircraft deck parking and takeoff. As you can see below she is fully loaded. I need some help from you all though. I need a Harrier or F35 Aircraft Player to do some testing for me. Not sure if there's a flyable F-35 in DCS. I haven't seen one at least. So if you fly the Harrier please PM me and I will send the Cavour over for testing. Armament: 2x OtoMelara 76 mm guns, 3x OtoMelara Oerlikon KBA 25mm guns and 4x 8 cell Sylver Launchers. MBDA Aster 15 Missiles. Stay tuned. Thanks for your patience.18 points
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Hi All, I updated the mod today to version 14. The user files is acting strange again and not showing the changes properly. You can use this direct link to download the update for now. https://www.digitalcombatsimulator.com/upload/userfiles/13a/oe850o6qwn0k7r3z2scd3yu6vxdlq90w/bandit648_Weather_Mod_v14.zip6 points
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Yes, if you check all my changelogs you'll see that I have to update a lot of the weapons because ED keeps changing either the missile scheme or hardcoded core game parameters. About 6 months ago I had to update a lot of weapons because of these changes. For example: HIMARS ATACMS HIMARS PrSM HIMARS PrSM antiship HIMARS GLSDB HIMARS GMLRS M270 GLSDB M270 GMLRS M270 ATACMS M777 Excalibur B-21 AGM-88G DF-21D PCL-181 GP155 Type 055 YJ-21 Iskander 9M723 Grigorovich Frigate RBU-6000 Artillerisystem 08 Excalibur PzH 2000 Excalibur AFT-10 HJ-10 CV9050 Spike LR2 RBS 58 FGM-148 The updated weapons won't perform as realistic as the old versions, but the alternative would be to remove them.5 points
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There is an unclassed, but not publicly available, weapons school paper on F-16 M4.2+ datalink that says the TDOA event (along with pre-planned SEAD threat points) will generate the SAM's number with a slash through it on the HSD, and also in the joint helmet -- which is something DCS has never done. We should be able to see those positions on the ground through our helmet. There are also many many unclasped and not publicly available instructional briefs on SEAD in M4.2+ that say the master of TDOA in fact does get a Steerpoint when the emitter is located within 1K feet. Tapes beyond 4.2 get index numbers to keep track of that across jets when you have multiple people sending out Steerpoints. But, in 4.2, we just have to be athletic. But, yes, DCS should save a SEAD Steerpoint for the PT (TDOA) Master. Lastly, in DCS, memory emitters on the HAD time out in 3 minutes and disappear (the green threats). That should not happen. Those should stay there forever. Shooting at memory emitters is part of the F-16 SEAD shot doc hierarchy . The HTS has a hard drive that stores these threats so Intel can process them post mission. They definitely shouldn't vanish from the pod in 3 minutes, that's either a bug or a misunderstanding from ED. Lots of work to do on this stuff. I know you have limited sources and resources -- but we have like a 69% solution to the problem right now.4 points
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4 points
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I continually maintain all the assets, usually when I revisit them I try to reduce the polycount and more optimized textures (only 4K for the larger objects). Other than that, LODs would probably be the most effective update to reduce performance requirements of my assets. Just adding one extra LOD per asset would probably be pretty helpful.3 points
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There are some conflicting details in this thread so I'll attempt to clarify to sort out any confusion When TDOA is performed with several flight members, the HTS pods work cooperatively with one master pulling in sensor data from the remaining HTS pods in the flight to precisely locate a radar. Regardless of whether TDOA achieves PGM1 or not, when TDOA ends no SEAD target points (symbol with a slash) are transmitted across the datalink. If any flight member designates a radar symbol on the HARM Attack Display (HAD) MFD format and applies a long press of the VHF-UHF Comm switch to the inboard position, a SEAD target point (symbol with a slash) is transmitted to other flight members, which appears on their HSD and is stored within the steerpoint range of 107-127. The claim by the original poster that TDOA should generate a threat ring is not supported by documentation for the version of F-16 simulated by DCS F-16C. Further, after careful review of available documentation, we have determined that the fact a threat ring is being displayed on the HSD after receiving a SEAD target via a datalink is actually an error. The only symbols on the HSD that should have threat rings drawn around them are pre-planned threat locations, which are uploaded automatically to the HSD at mission start. The HSD should not display threat rings around SEAD targets received via datalink (which will need to be corrected), and the HAD should not display threat rings at all. We appreciate bringing this error to our attention.3 points
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3 points
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3 points
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Hey all, I don't really post, but I was super excited about this map and figured I'd throw some of my thoughts out there on the map. A little bit of a review, but mostly a wish list as I think there are a few things that can really bring this home. Apologize for the length ahead of time. Just where I'm coming from, I was with 2nd BCT, 82nd Airborne during the invasion from Feb 2003 - Feb 2004. As a result, my only experience is the area between Kuwait City and Baghdad. I only made it up to Anaconda (Balad) a few times. However, I got to see a decent variety of the terrain and architecture throughout Southern Iraq in cities like As Samawah, Diwaniyah, Fallujah, Ramadi, and Baghdad. Needless to say, I'm very much looking forward to the southern release. Over the weekend I flew around in a Kiowa between 50 and 200 feet checking out some of the MSRs around Baghdad, Fallujah, and Ramadi. The biggest observation out the gate was this: if you're looking for a one-to-one recreation, this isn't it. What I found this map to be was more of an oil painting with a lot of potential, rather than a detailed reproduction. Very few details are present, but the overall concept is there. Flying to TAA Champion, I found it was a couple rando buildings which did not accurately reflect the actual area. However, I was pleased to see a random fuel tank just north along Highway 8 where a propane distribution center was. Whether intentional or not, it was cool to see the concept there. I can use static objects to build something that represents Champion, without making a direct stand in. If I accept it for what it is, I think it's a blank canvas with potential for a lot of fun. That said, as the title implies, there are a few simple things that can be done or changed to really capitalize on the feel of the map. The first two that came to mind were the civilian vehicles and the foliage. Flying along Highway 8, I was surprised at the amount of brush visible. In reality, there really wasn't much. The only places I really saw any kind of foliage was along the rivers, creeks, and bodies of water. Especially along Highway 8, it was pretty dry desert with occasional greenery here and there, not the widespread sagebrush type plants that fill the landscape. I might recommend removing all of that. Especially for VR users, it may help with FPS and loading anyways. Is it bland? Yes. But hey, that's desert for you. If we really wanted to add something to break up the landscape, just add trash instead. The next point is the civilian vehicles driving around and dotting the landscape. I found 2 minor annoying issues. The first are the trucks. There are a number of trucks, but their look are that of a 1980s box body American pick-up truck. Replacing those with a 1980s or 1990s Toyota Hilux style truck, as I've seen in other maps, would be more accurate. A small non-American style truck is more accurate to the region. Second, and this should hopefully be a minor fix, but a huge optical enhancement: the orange and white taxis. The ambiguous small cars driving around are perfect. Give a handful of them the orange and white paint job would make this instantly recognizable to anyone who has been there as Iraq. Architecturally, the biggest observation was the number of slanted roofs in the residential neighborhoods. This was never a thing that I saw. This is actually a specific memory as I recall observing how similar the flat roofs were to my growing up in Arizona and New Mexico. The areas I flew around where the slanted roofs weren't as prevalent appeared much more accurate. Not to say there were no slanted roofs, they were just primarily commercial buildings and less common than depicted in this map. Adding guard rails along the major highways like 8 and 1 would be fantastic as well. I saw @BIGNEWY commented on another forum about increasing the detail around the Victory Arch. I enjoyed seeing a lot of the points of interest such as that, the Unknown Soldier Monument, and the 14 July Bridge, among others. I was very disappointed at the lack of depictions of Saddam's palaces. It's been said by others, but I really hope some of those are ultimately incorporated. Especially the Republican Palace down the street from the Arch. I have no idea if the busts of Saddam are still on the palace or if they were removed, but even more accurately modeling the structure would suffice. The Green Zone was a major coalition hub. This may be a project for one of the great modders, but some static Saddam mural and statue mods would be wonderful. His face was everywhere from when he took power through 2003. Any Iran-Iraq War, Desert Shield/Storm, or Iraqi Freedom missions or campaigns at the ground or low level would benefit greatly from that. Outside of Baghdad, the water tower in Fallujah (it could have been Ramadi, but pretty sure it was Fallujah) is a large landmark that anyone in Fallujah would recognize. It would be great if that was added in. All in all, despite its flaws and understanding this is still early access and a work in progress, this map has huge potential. Especially with great modders like @Eight Ball, @Massun92, @currenthill and dozens of others. I saw a request in another thread, but @BIGNEWY, if you're looking for reference photos of the terrain, I have a few. Especially in southern Iraq, some of that dirt was so fine it was like walking on the moon. Definitely limited brush. Great that this map is finally a reality!3 points
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I don't understand why they prevent the realism of the ballistic trajectories of long-range missiles. It doesn't take anything away from the simulation, on the contrary it adds! If the missiles are the fruit of the ingenuity of third parties, it should be a credit to the simulator that brings together lively minds.3 points
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HELLO EVERYONE, don't panic, the successive updates of ED have put us out of action, but now everything is repaired on the MQ-9 Prédator you will be able to going back on a mission, two small bugs even though the landing gear returns but with a few jerks and the night control room is not lit. We are looking for why the (L) button does not work. We will put the mod for download on the first page of this post very soon THIS MOD WORKS WITH VERSION 2.87 up to 2.910, we have not tested earlier versions maybe it also works. (still in save game as before). THE RAFALE PACK IS UNDER CONSTRUCTION AND ETON IS WELL ON WAY TO GET THE ENTIRE MOD WORKING. Eric and Patrick Cuesta SALUT à TOUS, pas de panique les mis a jours successives de ED nous a mis hors combat, mais maintenant tout est réparé sur le MQ-9 Prédator vous allez pouvoir repartir en mission, deux petits bug quand même le train d'atterrisage rentre mais avec quelques saccades et la salle de contrôle de nuit n'est pas éclairé. Nous cherchons pourquoi la touche (L) ne fonctionne pas. Nous allons mettre le mod en téléchargement en première page de ce post très vite CE MOD FONCTIONNE AVEC LA VERSION 2.87 jusqu'à 2.910, nous n'avons pas testez les versions antérieurs peut être fonctionne t'il également. (toujours dans save game comme avant). LE RAFALE PACK EST EN CHANTIER ETON EST BIEN PARTI POUR FAIRE FONCTIONNER TOUT LE MOD . Eric et Patrick Cuesta3 points
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it has nothing to do with public unclassified evidence It has to do with pure logic and common sense.3 points
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Here is a google maps link to a selection of fixed site DMPIs I collated. Given the limits of google maps layers, I will create another for mobile positions soon. I have only processed the information into a visible format, The data is based on the 'Command: Modern Operations' database. I cannot take any credit for its creation or verify the accuracy of the data. It is meant purely as a starting point for content creators to have something on which to base their missions. I am also in the process of creating a 1991 .miz template with fixed SAM site positions, which should be ready soon* https://www.google.com/maps/d/edit?mid=1Mpgn-fTBUxToUqsZMYORpQ_cW4L8gQs&usp=sharing Anyway, hope it is of some use. *(two weeks!).2 points
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Back in 2022 I got a razer blade 15, i9 12 gen rtx 3080ti, 64 gb ram -- a sweet gaming laptop. my fps was getting mid30s-mid40s asw after doing all the typical pc perf tweaks - turning off gpu hardware acceleration, core isolation, using hp power plan, mbuccia quad views (dyanmic using a quest pro). i did it all. seemed every dcs version had to do a bit more tweaks -- perhaps tweaking some core affinites, changing system priority, etc..). the helis would have the heaving fps hit -- caucaus a-10ii was usually pretty smooth. i was getting tired of spending most of my time tweaking the settings and then just living with the occasional stutter, or something otherwise less than ideal so i could at least play a bit. in hindsight, i realized I should've just built a pc. the advantages of having a gaming laptop back in 2022 for me are different now, and i would love to have an semi-perm spot in my place for flight simming, where a mid-tower would make sense. i do like gaming in other spots in my place, which the laptop allows, yet i'm disappointing in the constant fight i have for dcs. so I solved it... a week ago, when online -- got a i9 14 gen, rtx 4090, 128 gb ram, z790, mid tower atx, cooler, etc... surprised all the components showed in a week (though I do live in los angeles). anyhow, all those youtube videos where folks are having max settings flying at 90fps? that's me now!!! vr problems solved! see ya on TTI!!2 points
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2 points
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Awesome news that you're OK Admiral We were worried about you - but glad that you're well enough to still do modding - hopefully keeps you mind off the pain? Wishing you all the best2 points
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the F-5E Wingtips Mod will be discontinued and replaced with "F-5E Expansion" module, which will be 100% saved games install, as discussed above/previously, with more items (Antennas, AAR Probe, weapons modifications, etc etc.) The main issue w/ the new F-5E Remaster Module, is the Internal/External Models are protected. The first release will be for the original F-5E Module, and later the F-5E Remastered as a Separate Version, as it will require significant adjustments, as the External 3D Models are no where near the same, the addon meshes don't sit properly on the new model, plus I need to clear anything regarding protected content with E.D. as well. My current free time is with higher priority projects, once those are in a stable condition, I will come back to this one. The Plan may end up being: F-5E Expansion Core (The AI Aircraft, for player / network visibility), Req. the CoreMod F-5E Expansion DCS Version, Req. DCS F-5E F-5E Expansion FCS Version, Req. FCS F-5E F-5E Expansion DCS Remastered Version, Req. DCS F-5E Remastered.2 points
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Just to clarify, this is a change in the AWG-9, nothing has been changed with the missiles themselves. But it should definitely help with some of the lost track situations.2 points
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2 points
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Wonderful job as always, Admiral! Can't wait to have the whole Italian Navy in DCS (too bad my PC decided to die right now!) Keep up the great work and take care of yourself and your health. Thank you very much for all of your work!2 points
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The F35 VSN works - like all the other VSN mods - first spawn in a F15C, just a moment to load the cockpit, than quit the mission and you are able to spawn in the F35 as pilot. For the A2G versions of the aircraft you need to do it similar with the A10A or Su27.2 points
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Это правда на тот период и до сегодняшних времён. Просто способы упрочнения брони перешли из "количества" в "качество". Нейтрализация заброневого воздействия, большие углы установки и прочее хитрости уже было звоночками в этом направлении что сути не меняло. Новые технологии. новые рубежи в "войне" между бронёй и её пробитием. Пехота на данное время тоже признана устаревшей но как и танки достаточно активно применяется в боевых действиях. И да, я в курсе что после 2 м.в. понятие лёгкий, средний и тяжёлый танк превратилось в "основной" по очевидной причине. Той же почему все истребители к концу войны более-менее стали очень друг на дружку похожи. "Естественный отбор" во время войны как и в природе очень агрессивен и неудачные решения быстро уходят освобождая место более удачным. Так что появление "основного" танка после войны не бага а фича.2 points
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You are right, not the way they were behaving when this was made, I'm working on a fix already.2 points
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Not to worry. It has been tasked for correction. Yep, it sure was. I accidentally clicked on the wrong vehicles. Doh!2 points
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a29b_stores.dds and a29B_stores_spec.dds Its VERY high gloss compared to the aircraft so matching it tone for tone is difficult.2 points
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Да, западные четверки просто кончатся. Хотя я буду рад и F-16A, и F-4B. Если что документы сейчас доступны на 23МФ, 23МЛА, 23МЛД, 25П, 25ПД, на польский Су-17 инфа исчерпывающая открыта. А вот МиГ-27К как лунный реголит, одна надежда если Казахстан рассекретит. Другое дело что для советских самолетов нужен штурман наведения\офицер боевого управления, с уровнем взаимодействия как с RIO в F-14 или фантоме. Документация по процедурам и профилям доступна(вплоть до автоматизированного предупреждения о возможной атаке, стало понятно почему так долго тянулась СПО-10 а на МиГ-25 СПО вообще не было - потому что не надо, сетецентрическое решение уже есть), но это тянет на модуль. С другой стороны если его расшарить на все красные модули и продавать отдельно то может выгореть.2 points
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Definitely doing that on next upgrade, it’s just that, like the modules I own, I don’t seem to fly most of them and the terrains are the same.2 points
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It's better to buy a bigger disk than to get rid of cool maps ;P.2 points
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Sounds like they have to now actually define the wetting contact angle of surfaces which is kind of odd since it’s only ever Lexan, Acrylic, glass, and rubber since it’s only a transparent “surface” effect. perhaps the surface just needs a LUA call out for what flavor of “wettable” it is.2 points
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LOL, if you check my profile, you'll see I've been here since 2011. And if you check the User Files under tttiger, my mission-making name, you'll see I've posted more than 100 over the years. I was merely suggesting that if you have so many ideas and so much spare time, the Mission Editor can be your friend.2 points
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2 points
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The 2nd issue is about pitching characteristics. Now referencing the Cm curve of Figure 7 from https://arc.aiaa.org/doi/10.2514/6.1993-4737 The aircraft also fails to achieve the expected maximum dynamic angle of attack (α_dyn_max) as depicted in Figure 7 when attempting the Cobra maneuver. Despite varying the center of gravity by adjusting fuel loads, the highest observed angle of attack was approximately 85°, falling short of the anticipated values for such a maneuver. During several 1g stall tests with different center of gravity settings, the maximum sustained angle of attack (α_trim_max) stabilizes around 43-48°, contrary to ~70° in Figure 7. Above approximately 50°, the DCS aircraft demonstrates a clear nose-down pitching moment, with full aft stick. For comparison, a statically stable F-15C with CAS enabled would achieve a maximum sustained angle of attack of around 40-42° with full aft stick, raising questions about the DCS Su-27’s longitudinal static stability. su27 1g stall test.trk Aircraft with relaxed static stability typically exhibit marked instability in the 40-50° angle-of-attack range, driven by elevator stall and forward shift of aerodynamic center. For example the F-16, with Cm curve from NASA TP1538 (https://ntrs.nasa.gov/api/citations/19800005879/downloads/19800005879.pdf) However, the DCS Su-27 does not show noticeable uncommanded pitch-up tendencies during 1g stalls. Releasing the stick promptly reduces the angle of attack, suggesting the presence of positive static stability, contrary to the expected behavior of a relaxed static stability aircraft. If you recall what @Yo-Yo said back then, the static margin of Su-27 should be neutral, rather than positive as of now. What do you think?2 points
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Squadron Name: 36° Stormo Virtuale & SIG A101 Aircraft Selection: F-16C, F/A-18C, J-11A, F-15C Pilot Roster Falcon Wasp Merlin Knight Duriel Wildcat Iron MTSection Varmo Tralif Stockman2 points
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Generally, Steerpoints are set in the viper that correspond with any waypoints you set when creating a mission. If you're playing MP and the server does not have any pre-set way points then you will have to enter any steerpoints manually. To do this you'll need to grab the coordinates you want from the F10 map, make sure you're in decimal minute format. Once you have your coordinates, hit 4 on the ICP to enter the steerpoint menu. Here you can enter your Northing, Easting, and Altitude of your desired Steerpoints. Note, use the dobber to navigate around the menu, "North" is entered with "2", South with "8", East with "6" and West with "4". Most maps will require you to put a Zero in front of the East/West Coordinate, but not all. You can also enter coordinates in MRGS format, but this is limited to steer points 21-24. Pull up the steerpoint using the "4" button on the ICP like before, but enter "21" into the field with the steerpoint number, and then hold dobber right for 2 seconds. Wait a tick, and then the DED will change to MRGS format entry. When you're done entering the info make sure you highlight "CNVRT" and hit ENTR to save the steerpoint. If I want to find targets of opportunity, Press 7 on the ICP to enter Markpoint mode - Markpoints are a subset of steerpoints (26-30) that can be created using the aircraft sensors, HUD, TGP, or by over-flying a specific location. I like to set it to HUD, hold TMS up Long to use the JHMCS to look at where I want to drop the mark point. Hit TMS up once to drop the point on the ground where you want, you can slew it a bit form here to refine it, then TMS up again to save that spot. Press "0" on the ICP to make that markpoint into your current steerpoint. That ill orient the TGP on that spot to designate targets from there. I don't really use snow plow mode, personally.2 points
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The deck and the wires are there, so its possible to catch one, but not following the AI or radio orders. I dont know if the Carrier knows automatically the T-45 in final changing the crew to recovery, you should test it.2 points
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Since you are considering adding features to the F-5 remaster, please, consider listening to the community requests. Refueling probe, 4x Aim-9s and Mavericks... I know it wouldn't be accurate with the version you are simulating, but still, we have many "frankenjets" in DCS already. Adding the listed features would give more versatility to the module. You did something similar to the Hornet. The Walleye, our version of the Hornet didn't operate with the Walleye, yet, you decided to implement it to give more versatility to the players. So, why not do the same to the F-5? If you are very concerned with realism, a middle term would be creating tickboxes on the ME, that way, the mission designers could adjust which weapon / system would be available for the F-5. Doing that would be a huge PR win for you, just saying.2 points
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One easy (partly) fix would be to simply give us the option to use 2K textures. Especially for VR it wouldn´t decrease quality in any noticable way. It´s really a shame for an otherwise fun Helicopter.2 points
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2 points
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Holy hell, that is stunning. Really looking forward to these beatuies, keep up the good work you two!2 points
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@BIGNEWYCan you link the public unclassified evidence for the current implementation?2 points
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2 points
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I'll let you know when the goal post stops moving. In the meantime I think a development update is past due. DEVELOPMENT UPDATE: The AI_ATC was originally conceived as an emersion tool for single player missions that could provide some useful instruction. Since posting the video back in August, It has evolved into a study level ATC simulator that's multiplayer capable. "STUDY" being the key word there. Treat it like a new module you have to study and practise to get the most out of it. I think it will be a great tool for virtual pilots to practise realistic ATC procedures and Phraseology. The AI_ATC system is completely modular so it can be added to any mission on the NTTR map, allowing people to design their own missions around it. I have had the extremely good fortune of collaborating with some incredible people. They have been instrumental in driving the project in the right direction. So when is it going to be released? I would say its ~ 85% complete, although I'm sure I'll keep finding new features to add along the way. Hoping to put a showcase video out soon.2 points
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Interesting fact: maybe not everyone knows but textures are made on the whole Iraq map, also where it is not covered by the current EA area. Here is an example of ... Kuwait. The resolution is quite ok. Of course there are no objects here, but the whole area is perfectly suitable for patrol flights - plus - FPS are great in this part .2 points
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Overview of Iraqi Army units. https://www.google.com/maps/d/edit?mid=17rqXoQtRtrvw8Mdb58tRo_8dFh_geVY&usp=sharing II Corps 51 Mechanized Division (northernmost) Located around 29°54'N, 47°54'E Has a mix of SA-7b Grail MANPADS teams, SA-9b Gaskin SAM units, and ZSU-23-4 Shilka AAA units Forms the northern defensive belt 2 Infantry Division (central) Located around 29°39'N, 48°02'E Equipped with SA-7b Grail MANPADS teams and ZU-23-2 AAA units Covers the central sector 37 Infantry Division (northeastern) Located around 30°04'N, 48°17'E Similar equipment mix to 2nd Infantry Division Defends the northeastern sector Unidentified Infantry Division IV Corps (southwestern) Located around 29°30'N, 47°48'E Similar equipment to other infantry divisions Covers the southwestern approaches II Corps Assets Located around 29°49'N, 47°52'E Has heavier AAA with S-60 57mm guns and SA-9b Gaskin SAMs Appears to be corps-level air defense assets For a polygon enclosing all positions (in DMS format): Northwest: 30°09'45"N, 47°49'30"E Northeast: 30°10'15"N, 48°19'45"E Southeast: 29°24'45"N, 48°04'15"E Southwest: 29°25'15"N, 47°43'45"E III Corps 8 Infantry Division (southernmost) Located around 28°36'N, 48°03'E Equipped with SA-7b Grail MANPADS and M1939 37mm AAA batteries Defends the southern sector 7 Infantry Division (western) Located around 29°00'N, 47°33'E Similar equipment to 8th Infantry Division Covers the western approaches 29 Infantry Division (west-central) Located around 28°42'N, 47°42'E Similar equipment mix to other infantry divisions Defends the west-central sector 5 Mechanized Division (central) Located around 28°52'N, 47°54'E Has SA-9b Gaskin SAMs, ZSU-23-4 Shilka AAA, and SA-7b Grail MANPADS Controls central area 42 Infantry Division (central) Located around 28°43'N, 47°54'E Standard infantry division air defense 19 Infantry Division (eastern) Located around 28°54'N, 48°10'E Standard infantry division air defense 18 Infantry Division Located around 28°40'N, 48°15'E 15 Infantry Division Located around 29°16'N, 47°48'E 14 Infantry Division Located around 28°52'N, 47°38'E 11 Infantry Division Located around 29°07'N, 48°05'E 3 Armored Division Located around 29°07'N, 47°51'E Has SA-9b Gaskin SAMs, ZSU-23-4 Shilka AAA, and SA-7b MANPADS III Corps Assets Located around 29°03'N, 47°44'E Has S-60 57mm guns and SA-9b Gaskin SAMs as corps-level assets For a polygon enclosing all positions (in DMS format): Northwest: 29°19'00"N, 47°31'30"E Northeast: 29°13'15"N, 48°19'45"E Southeast: 28°36'15"N, 48°07'30"E Southwest: 28°36'15"N, 47°31'30"E IV Corps 21 Infantry Division (eastern) Located around 29°12'N, 47°15'E Equipped with SA-7b Grail MANPADS teams Defends eastern sector 36 Infantry Division (central) Located around 29°02'N, 47°24'E Similar equipment to other infantry divisions Controls central area 30 Infantry Division (western) Located around 29°07'N, 46°57'E Equipped with SA-7b Grail MANPADS and M1939 37mm AAA batteries Covers western approaches 20 Infantry Division Located around 29°08'N, 46°45'E Standard infantry division air defense 16 Infantry Division Located around 29°06'N, 47°10'E Standard infantry division air defense 6 Armored Division (northern) Located around 29°19'N, 47°35'E Has SA-9b Gaskin SAMs, ZSU-23-4 Shilka AAA, and SA-7b MANPADS Defends northern sector 1 Mechanized Division (north-central) Located around 29°12'N, 47°42'E Has similar equipment to 6th Armored Division IV Corps Assets Located around 29°15'N, 47°21'E Has S-60 57mm guns and SA-9b Gaskin SAMs as corps-level assets For a polygon enclosing all positions (in DMS format): Northwest: 29°24'15"N, 46°41'15"E Northeast: 29°27'00"N, 47°47'15"E Southeast: 29°02'30"N, 47°24'00"E Southwest: 29°07'45"N, 46°41'15"E IX Corps 45 Infantry Division (eastern) Located around 30°03'N, 45°17'E Equipped with SA-7b Grail MANPADS teams Defends eastern sector 52 Armored Division (central) Located around 29°56'N, 46°57'E Has SA-9b Gaskin SAMs, ZSU-23-4 Shilka AAA, and SA-7b MANPADS Controls central area 17 Armored Division (northern) Located around 29°51'N, 47°12'E Similar equipment to 52nd Armored Division Defends northern approaches 10 Armored Division (northeast) Located around 29°31'N, 47°27'E Similar equipment to other armored divisions Covers northeastern sector 49 Infantry Division (southwest) Located around 30°32'N, 46°53'E Standard infantry division air defense with SA-7b Grail MANPADS For a polygon enclosing all positions (in DMS format): Northwest: 30°38'45"N, 46°48'15"E Northeast: 30°34'30"N, 47°31'30"E Southeast: 29°45'00"N, 47°31'30"E Southwest: 29°59'15"N, 45°10'00"E Republican Guard Tawakalna Division (Republican Guard Mechanized Division) Located around 29°40'N, 47°00'E Has SA-6 Gainful SAM batteries, SA-13 Gopher SAMs, ZSU-23-4 Shilka AAA, and SA-14 Gremlin MANPADS Supports mechanized operations Hammurabi Division (Republican Guard Armored Division) Located around 30°12'N, 47°24'E Similar equipment to Tawakalna Division Heavy armored unit Medina Division (Republican Guard Armored Division) Located around 30°05'N, 47°10'E Similar equipment mix to other armored divisions Main armored force Special Forces Division Located around 30°11'N, 47°42'E Lighter air defense with SA-7b Grail MANPADS Adnan Division (Republican Guard Infantry Division) Located around 30°18'N, 47°42'E Infantry division with MANPADS and ZU-23-2 AAA Al-Faw Division (Republican Guard Infantry Division) Located around 30°24'N, 47°24'E Similar equipment to Adnan Division Nebuchadnezzar Division (Republican Guard Infantry Division) Located around 30°20'N, 47°15'E Similar equipment to other infantry divisions Corps Assets ZSU-57-2 AAA batteries at around 30°32'N, 47°30'E Provides heavy anti-aircraft capability For a polygon enclosing all positions (in DMS format): Northwest: 30°32'15"N, 46°54'00"E Northeast: 30°32'15"N, 47°57'00"E Southeast: 29°36'00"N, 47°57'00"E Southwest: 29°36'00"N, 46°54'00"E2 points
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Hey, thanks for thinking of me re Iraq/ Afghan campaigns. I do have some plans which I'm going to reveal in my Campaigns 2025 video on January 1st2 points
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Been playing since 2014 but only just made an account here to add my voice to requests for Iranian bases. Look here at the ORBAT for the IRIAF (scramble.nl). Most of the classic late Cold War modules in DCS are still being operated by the IRIAF/IRIAA including the MiG-29A, F-14A, MiG-21, F-1, F-4E, F-5, Huey (Twin Huey), forthcoming AH-1 mod, CH-47 (H). We could have in the Iraq map the MiG-29A base at Dezful, the Tomcat base at Isfahan and the historical Tomcat base at Bushehr. You've also got the whole Turkish border which could be used to recreate one of the most famous raids in history, on H-3.At the moment, in the Persian Gulf map, the only really interesting Iranian base is Bandar Abbas for the F-4. That was a huge missed opportunity and it would be good were that not to happen again.2 points
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2 points
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_JMax, the current version does not support key inputs. An option to bind keys for zoom is planned for the next release.2 points
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First of all: support and passion are an absolute must. That's what DCS is all about. That must not be forgotten. So Mr. Grey, don't leave it out. It's more of a wish list than a real guess as to what will come, but here are my top points: DCS: Needs to be more alive! I want personnel at the airfield, FOB or FARP without having to pre-position every personal like in a Diaorama. I want smarter troops. AI is needed now. The troops should look for cover on their own. JTACs should search for targets on their own. Soldiers should leave burning vehicles. There should be soldiers who give medical help or reload artillery. A mortar firing without infantry just looks stupid. As a helicopter pilot, I want to transport my troops, bring urgent medical aid, provide fire support and bring supplies. The current troops that behave like wooden dolls and can be shot over like zombies should be a thing of the past by 2025. More old modules should be remastered. I think it's great when beloved modules are given a thorough overhaul. Please keep it up. Besides, Vulkan will probably...have to come.2 points
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