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21st February 2025 Dear Fighter Pilots, Partners and Friends, We are delighted to announce that our new DCS: East Afghanistan region is now available in the latest DCS update! You will also see some great improvements to the southwest region! Check out the launch trailer. This new area contains 10 new airfields, several large cities such as Kabul, and a massive amount of dramatic terrain for you to explore. The DCS: Afghanistan map has been improved throughout with higher quality textures, normal maps, updated airfields and urban areas, as well as a more precise terrain mesh. The addition of the eastern region increases the high-detail of this map to 2,290,164 Km2 and now expands to the Arabian Sea for carrier operations. Enjoy! Alongside our East Afghanistan terrain launch, the new DCS Update introduces improvements to the DCS Core, various modules and assets. Please find an overview of the most significant fixes and additions below and make sure you update to version DCS 2.9.13.6818 now. Thank you for your passion and support. Yours sincerely, Eagle Dynamics East Afghanistan Out Now! The next region of DCS: Afghanistan is now available: East Afghanistan! This new area leverages our latest map technology and lessons learned from previous terrains, including the Southwest region. The eastern region is characterised by its rugged, mountainous terrain, interspersed with agricultural areas around Bagram and along waterways. Kabul, the capital and largest city in Afghanistan, includes several points of interest such as hospitals, historical sites, monuments, and unique neighborhoods. The Eastern region also includes the urban areas of Bagram, Gardez, Jalalabad, and Khost and 10 highly-detailed airfields: • Bagram • Kabul • Jalalabad • Gardez • Khost • Sharana • Bamyan • Urgoon Heliport • Ghazni Heliport • Khost Heliport Along with the release of the Eastern region, the entire map offers improved surface textures, ground clutter, noise, and normal maps. We have also upgraded the transition between ground texture types and increased the visual quality of surfaces throughout. In the months ahead, we will continue to enhance the map’s performance and visual fidelity, as well as improving AI pathfinding. For carrier ops, the current update now expands to include the Arabian Gulf, albeit at a lower resolution. In parallel to continued improvement on the Southwest and Eastern regions, we now move our focus to North Afghanistan. New missions for DCS: Black Shark 3 and DCS: Flaming Cliffs 2024 have also been added for DCS: Afghanistan, enjoy! Flexible purchase options provide customers the choice of purchasing one or more of three regions of Afghanistan: Southwest, East and North. You can purchase DCS: Southwest Afghanistan and DCS: East Afghanistan for $29.99 each. Alternatively, you may purchase the entire DCS: Afghanistan map for the early access discounted price of $55.99. This will include all current and future regions and updates. DCS Update Development Progress DCS Core This week’s update saw numerous changes and improvements including AI aircraft being unable to react to radar-launched missiles outside of visual range if not equipped with an onboard radar warning receiver. The initial implementation of tactical turns when flying in a two-ship with an AI wingman has also been added, and AI aircraft now use enhanced lead pursuit for more timely rejoins. Various additional improvements have been made to the S-3B. The Mi-28 can now land on small helipads, and the MiG-31 damage model has been upgraded. Ground and naval AI also saw improvements with Chinese Assets pack ships. The HQ-7B short range SAM has received accuracy refinements, and artillery now fire at secondary targets again. Graphical and performance improvements to the DCS Core include the addition of both High and Low SSAO effect options and a number of shader compilation errors have been fixed. This update also saw important bug resolutions to the Mission Editor. The dedicated server saw certain options improved in addition to bug fixes. Numerous weapon improvements for both SAMs and Tomahawk were implemented, and magnetic north has been updated to better reflect current real world deviation. Eagle Dynamics Modules The DCS: F-16C Viper saw the following improvements: addition of a mouse click function on the throttle to move between OFF and IDLE; the Ground Moving Target game crash is now fixed; Dogfight Mode stuck with NO RAD indication is fixed; new parking brake and anti-skid control bindings added; pilot survivability improved. The DCS: F/A-18C continues to see enhancements such as adjustments to the AIM-9X tracking near gimbal limits; similar pilot damage modelling as the Viper, and several fixes including a PDLT crash in EXP mode; interface between the data link pod and the AGM-84 fixed; and AUTO bombing mode based on an OAP now fixed. Both of these aircraft and the DCS: F-5E also include air-to-air infrared-guided missile seekers being actively distracted by flares prior to missile launch. This makes pre-emptive flares effective when flying against these aircraft. AI aircraft saw a large number of behaviour and functional improvements. DCS: F-5E Remastered improvements include more correct radar display when powered off and refined gun dispersion. The DCS: L-39 Albatros saw fixes for certain clickable cockpit elements, while the Yak-52 control binding animation and auto start issues were fixed. WWII Warbirds such as the DCS: P-47D Thunderbolt and DCS: P-51D Mustang benefit from corrections to their engine performance and lighting systems, respectively. Third-Party Modules Magnitude 3, developers of the DCS: MiG-21bis, have fixed SPO-10 lights, while IndiaFoxtEcho has upgraded collision models, cockpit functionality, and gunsight operation for the DCS: MB-339A/PAN. Deka Ironwork Simulations brought loadout panel improvements to the DCS: JF-17F Thunder, solving mission editor freezes and refining data link text overlay. For a more detailed list of all the changes in this week’s DCS Update, please read the complete changelog. DCS: F-4E Phantom II by Heatblur, saw numerous bug fixes and mission improvements. DCS: Mirage F1 by Aerges also saw a large number of improvements to systems and input bindings. We hope you enjoy exploring the new East Afghanistan region and take advantage of the many improvements included in this update. As always, stay tuned for more news. Thank you again for your passion and support, Yours sincerely,18 points
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Great to hear, and we will continue to improve during early access. thank you7 points
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Beczl Studios was practically a community mod, that Eagle Dynamics invited to be a 3rd Party for, as grounds for testing the adaptability of the SDK, and future partnerships. During the Kickstarter days, it was just two people. Laszlo and Novak. Eventually, Rolandero, Cobra and I joined the team, and the rest is history. Much of the cockpit 3D is in its original FC2 form. Cobra remade the textures and updated a few objects such as the seat belts, some knobs, etc. I remade the external textures, and remade the entire airframe with only the landing gear, and engine turkey feathers in its original FC2 form. Eventually the ASP and windscreen in the cockpit too. Laszlo now writes books about Soviet weaponry and even created some 3D models available on turbosquid. https://www.turbosquid.com/Search/Artists/beczl Some people in the community are still around today:7 points
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HELLO PILOT FRIENDS, The Rafale Pack Evolution III is back, the novelty of this pack is that after being passed through our workshop, it works perfectly since version 2.8.7 maybe before even, up to version 2.9.13. For those who have not replaced the entry file in the SU-33 and who have problems, we have put it next to the Pack. For others if you replace it it doesn't matter. Each time it is updated it will put it back up for you, you just have to recover it and replace it. The only difference on the keyboard is the G key to lower the landing gear and left Ctrl G to retract it. And in the cockpit two clickable points on the up and down joystick. DOWNLOAD : https://www.mediafire.com/file/pnf033txm35sikf/RAFALE+PACK+III+2.9.13.zip/file To make your wingers shooting on your order: replace this file Pour que vos ailiers tirs sur votre ordre : remplacez ce fichier DOWNLOAD : https://www.mediafire.com/file/a82be38jvt5maul/Weapons.7z/file AMIS PILOTES BONJOUR, Le Rafale Pack Evolution III est retour, la nouveauté de ce pack c'est qu'après être passé par notre atelier, il fonctionne parfaitement depuis la version 2.8.7 peut être avant même, jusqu'à la version 2.9.13. Pour ceux qui n'ont pas remplacé le fichier entry dans le SU-33 et qui ont des perturbations nous vous l'avons mis a côté du Pack. Pour les autres si vous le remplacez ce n'est pas grave. A chaque mis a jour il vous le mettra en back up vous n'aurez qu'à le récuperer et le remplacer. Seul différence au clavier touche G pour descendre le train d'attérrisage et Ctrl gauche G pour le rentrer.Et dans le cockpit deux points cliquable sur la manette up et down. Eric & Patrick Cuesta6 points
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Hey guys! Dan here from FlyingIron, bringing you some much awaited news and information. I am cross-posting this from our discord server, so if you aren't there already, feel free to join us here. I will posting more news & information here on a more regular basis, so be sure to follow this thread Thank you! Dan6 points
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Wasn't impressed with Afghanistan at first but this was a quality improvement. It's a much more enjoyable map now.5 points
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Just as title. Doing close air support with rockets in the Kamov-50 is nearly impossible, even on trucks. It requires direct hit to even do slightest damage. Even if the unit is ENGULFED in flames and inside the actual explosion, the damage is NULL. This isnt talked abouit enough, and it really needs to be a priority. Please Eagly Dynamics!5 points
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Second message from different dev: Hey guys! I apologize for the lack of updates, I know everyone's been really eager to hear some news and we've had my head in the sand alittle bit. Sorry about that! The module is still very much in active development; we have just been quiet as far as news and updates to try and reduce our workload alittle bit, but we can see that's getting abit frustrating and we need to do better with our communication. Right now our time is split roughly 50/50 between DCS & MSFS; as you might have guessed already we rely on our MSFS work to continue funding development of the A7 and so it does require us to split our time between the 2 sims, at least at this stage. After our upcoming release for MSFS 2024, we will then be pivoting to place the full team back onto the A7 to significantly speed up the development process. Currently I am continuing to put alot of hours into the A-7 codebase & have begun collaborating with ED to work on the Terrain Following & Terrain Avoidance radar modes. The last few weeks have been spent doing some optimizations, refactoring & cleanup and improving the robustness of the code base. Not the most exciting thing, but essential for a smooth & bug-free module! More significantly I spent some time developing a new Lookup-Table system, which powers a vast amount of aircraft systems and flight model data underneath the hood. By breaking away from the traditional index-based iterative search methods (eg the CPU must search through all 50 data points in a 50-point table to find the correct value) we've been able to develop a mathematical index system that is able to calculate and find the correct data point in a single call. I'll explain this in more detail in our first mini-update in a few weeks. *TLDR: The heaviest parts of our codebase have been optimized to run significantly faster!* With all that said, I'll be doing my best to post some sort of monthly mini-update here in our discord server to keep you all in the loop with how the module is progressing, and hopefully help ease some of the frustration of waiting. I'll also be doing one of my detailed dev reports, but not for another few months when we have some breathing room. I hope you can understand and as always thank you so much for continuing to support us! All of your messages, activity, requests for news and just general love for the A7 absolutely does not go unnoticed - it's a constant reminder of just how passionate the DCS & A7 community is, and it gives us the motivation & reassurance to see this project through to the end, even when it seems difficult. So thank you all, truly - Dan5 points
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Очередное заблуждение, одним из факторов устойчивого захвата является возможность фильтровать помехи на фоне подстилающей поверхности, и активные ракеты проигрываю полуактивным в этом плане, а не как вам кажется активным. Потому что производительность БРЛС активной ракеты в плане обработки пассивных помех значительно хуже чем полуактивных ракет. Потому что многие параметры в этом вопросе упираются в массо-габаритные параметры, а не уровень технологий на который вы чаще всего ссылаетесь. Что бы оценивать вещи помехозащищенности от пассивных помех той или иной ракеты нужно оценивать программное обеспечение каждой из ракет и устройство антенно-фидерного тракта. Достаточно я думаю взглянуть на ракету как приемо-передающий тракт (aim-120) и приемный и фильтрующий тракт Р-27ЭР. Не все так однозначно как вы говорите, 120ка не панацея в воздушном бою.5 points
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Hello community! Long time reader, first time posting. Call me JuiceBox, a call-sign given to be because I was the youngest guy in my unit (by far). I deployed to both Iraq and Afghanistan as a crew-chief for medical evacuation on UH-60s. With the upcoming eastern Afghanistan map coming, I wanted to try to find someone who can create some of my deployment missions in the Khost region. It was the single most dangerous region of all of Afghanistan for reasons I’ll share below. I’m not diminishing all the other incredibly dangerous regional locations, but Khost concentrated a lot of conflict to a small area that the US was never able to fully control. Allow me to share a little context of the importance of Khost in terms of the war against the Taliban and playing DCS. This is a 1-inch-deep level of depth I’m sharing. We dive deeper another time. Khost is well populated, easy to hide. And because of some unique geographical mountain ranges during the winter, the ranges shielded the region from the heaviest snowfall making the goat paths traversable year round. This was the major insurgent highway. What also increased the danger of this region was that was only one developed mountain roadway from Khost and the rest of Afghanistan to the west. Known as “ambush alley”. So the insurgency had a year round passage. Needless to say there was a lot of activity there. I highlighted the heaviest are of conflict in the east side of the country. The farthest right side of the circle is Khost, and the mountain passes to the left of it. I hope the developers give the region a extra attention here because I imagine a lot of play time will be centered in this region. I thought the community might enjoy going through some missions based on real life events and situations that I experienced throughout the year. While I can supply the mission context, I need an experienced mission creator to help make it come to life. This region is especially great for DCS, the mountains will make for challenging air to ground missions, 2 major bases are in the region Bagram Air Base, and FOB Shank so close places for A-10s, F-16s, F-15s, B-1s and F/A-18s to launch missions from, 6 FOBs for helicopters missions, a secret CIA base, and several more combat outposts to support. There were 3 main FOBs inside of the Khost valley to the far east. I lived at nearly all of them and even lived and slept in one of buildings Osama bin laden used to plan the 9/11 attacks. FOB Gardez was one of the first US bases used by Special Forces in the very beginning of the war. Every kind of mission set can take place in this area. I or my unit was involved in almost everyone from SF raids, med-evacs, combat escort, TICs (troops in contact), fire support, base defense, hunter killer mission of a 61k lbs truck bomb (yes I was there for that), and more. Heck, we learned the Taliban had a ZSU-23 hidden somewhere (yes it was terrifying to go on mission knowing that). We never found it, so we can even do a SEAD mission. I would love to work with someone(s) to help create some real life context to missions in a very strategic region.4 points
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So if you hold the switch down for longer than it takes to say 'SITZHOEHENVERSTELLMECH', the motor overheats. That should be easy to remember...4 points
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Thought I'd take my Hind for a walk east along the river from Herat to see how much had changed since the initial release. Well, it's barely recognizable, after a solid hour of gawping at the scenery which now includes rolling hills and river banks that have great depth and texture, I ended up running out of gas and had to land in a tiny village at around 7,000ft, thankfully they had the kettle on.4 points
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I think they learned a lesson about roadmaps, which is that people take them way too seriously, and then literally for years afterwards, bring up stuff that hasn't been done for various reasons, always in the most rudely sarcastic and negative way possible. I'd be quite surprised to see any kind of official roadmap published for 2025.4 points
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Last newsletters are only a summary of the last update changelog. I think it should add recent changes and things comming in the near future. Or at leats different information besides the last update.4 points
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Жаль конечно, что тормоз на ось не выведут, такую классную внешку делаете, а «мелочи» можно было и сделать, имхо4 points
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Hello Admiral, I wish you all the best for your upcoming Back-OP! Best wishes Dargaard4 points
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Correct, we needed to be able to extend to the sea to meet our customers needs but not put an undue performance burden on the terrain.4 points
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"На финальном этапе самонаведения, обе ракеты фильтруют ловушки самостоятельно, борт им уже ничего не присылает и тут у активной ракеты, которая может работать своим радаром и обрабатывать сигнал своим процессором преимущество." На финальном этапе активная ракета фильтрует те ловушки что оказались в луче её РЛС, после обработки её фильтрами. На финальном этапе полуактивная ракета фильтрует те ловушки что были отфильтрованы БРЛС носителя и в результате чего сопровождаются его лучём , фильтруются повторно ГСН ракеты. На что меняют старые дрова? "борт им уже ничего не присылает и тут у активной ракеты, которая может работать своим радаром и обрабатывать сигнал своим процессором преимущество" Полуактивной ракете борт присылает отраженный от цели сигнал.4 points
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We appreciate the feedback we are getting currently and happy to see so many with positive and constructive comments. we will continue to refine and improve during early access with the help of your reports. But please note the areas extended which are low detail will remain low detail, these areas were extended to help with the carrier ops request from the community. thank you4 points
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I think we've found the cause. The fix is being tested internally. Many thanks to @Flappie for the dedication, methodical testing and very quick feedback!4 points
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https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.13.6818/ Introduced a new terrain module: DCS: East Afghanistan Map by Eagle Dynamics DCS Core Added method for IR missiles seekers to react on flares before missile launch (from cockpit). Each module needs to add usage of this functionality separately. AI Aircraft. Aircraft without RWR will be able to detect incoming missiles only visually at close distance, not BVR. AI Aircraft. AI rejoin lead pursuit rules and timings were adjusted for better experience. AI Aircraft. AIs anti-ship aircraft with Kh-35 missiles do not attack - fixed. AI Aircraft. AIs can't launch AGM-84E in some cases - fixed. AI Aircraft. B-52H has random landing gear failure on runway 21L NTTR for both air start and ground start aircraft - fixed. AI Aircraft. Mi-28 explodes during start from a small little helipad - fixed. AI Aircraft. MiG-31 cannot be destroyed if shot from directly behind - fixed. AI Aircraft. Parked AIs switch from normal position to upside down (dedicated server only) - fixed. AI Aircraft. S-3B refuelling pod lights texture correction was done. AI Aircraft. S-3B tanker has issues refuelling some AI aircraft in certain conditions - fixed. AI Aircraft. Sometimes AI aircraft park into space of not fitting size after landing - fixed. AI Aircraft - Added Tactical Turns. When flying as a 2 ship, with human lead AI is now able to perform on command tactical turn, Use radio menu to command. AI Ground. Artillery doesn't shoot at the second target - fixed. AI Ground. China Asset Pack: HQ-7B radar and launcher units revised (Thanks to currenthill). AI Ground. CIWS shoots above the target- fixed. AI Ground. Scout HL with DShK gun traversal angles adjusted. AI Navy. "Moscow" cruiser can't fire all 16 P-500 missiles - fixed. AI Navy. China Asset Pack: 052B, 052C, and 054A revised (Thanks to currenthill). AI Navy. Fixed the lack of smoke on the Kuznetsov 2017 aircraft carrier. Graphics. Added two options for SSAO effect - "Low" and "High". Graphics. Adjusted IR appearance of clouds; reduced cloud temperature for FLIR devices. Graphics. Raindrops functionality changes when different aircraft cockpits entered in MP - fixed. Graphics. Several shaders compilation errors - fixed. ME. A fog/haze can appear in a new unsaved mission - fixed. Fog setting will not be inherited from a previously launched mission. ME. Anti air ground units can’t be set to attack specific air units - fixed. ME. Briefing pictures change issues - fixed. ME. GUI Error when deleting a waypoint with a task - fixed. ME. Sometimes unit heading value can become "-1" - fixed. ME. Static units could not be rotated via widget buttons - fixed. MP. Dedicated server can start from random mission in shuffle mode now. MP. Dedicated server keeps fog setting from previous mission - fixed. MP. On dedicated server AI helicopters sling load rope glitching and extending - fixed. MP. Random camera rotation at spawn on client - fixed. MP. Server crash when cargo destroy() whilst hooked - fixed. Radio transmission leaves constant static noise - fixed. Scripting API. Added possibility to pass args and return values from mission scripting a_do_script() and a_do_file() APIs. Triggers. 'Missile In Zone' Trigger doesn't work for Kh-41 missile - fixed. Weapon. AIM-9P3, AIM-9P5, AIM-9JULI. The low-smoke motors of these missiles will produce denser smoke as altitude increases and temperatures decrease. AIM-9M and AIM-9X already do so. Weapon. BGM-109 Tomahawk will no longer perform cruise fly at high altitude, only at low altitude. Weapon. China Asset Pack: HQ-7B, HQ-16, and HHQ-9 missiles revised (Thanks to currenthill). Weapon. China Asset Pack: YJ-12 missile switch to ED’s edition. Weapon. SA-3 5V27 missile will not guide during booster stage. Weapon. SA-5, 5М28 missile. Engine smoke of second stage tuned. Added inversion contrail at low temperatures. Weapon. SAM SA-2/3. Added realistic missile trajectory fluctuations due to older generation radar angular inaccuracy. Weapon. Several negative drag errors in logs - fixed. World. AI Helicopter cannot land if in the range to 400 m placed Comm Tower due to oversize of bounding box - corrected. World. US National Geospatial-Intelligence Agency released the WMM update, 2025-2030 data. Its data has been integrated into the DCS magnetic variation interface. 3D models. Fixed season textures for HEMTT tanker trucks. 3D models. Fixed the disappearance of TLC fragments in some camera positions. DCS: F-16C Viper by Eagle Dynamics Added AIM-9 seekers tracking flares prior to the missile being launched. Added Throttle OFF/IDLE Mouse Click on the throttle (key command/binding no longer required). Fixed: PDLT cycle with EXP causes freeze/crash. Fixed: Using GMT causes a game crash. Fixed: Special key bind for parking brake / antiskid not working. Fixed: Damage model - Pilot cannot survive any explosive hit. Fixed: Dogfight mode gets stuck in NO RAD. DCS: F/A-18C by Eagle Dynamics Added AIM-9 seekers tracking flares prior to the missile being launched. Fixed: AIM-9X doesn't track at the edge of seeker gimbal. Fixed: EXP modes slew range. Fixed: Datalink AWW-13 got stuck after firing AGM-84. Fixed: AUTO release cues don't obey OAP's. Fixed: Wrong IFF Code rejection behaviour. Fixed: Damage model - Pilot cannot survive any explosive hit. DCS: AH-64D by Eagle Dynamics Fixed: Freeze when player crashes. DCS: Mi-24P Hind by Eagle Dynamics Fixed: After 3rd shot of S-24 missile, aiming sight moving mark raise on its own Fixed: Cargo Door not opened when loading side gunners DCS: Supercarrier by Eagle Dynamics Fixed: Collision when parking F/A-18C on Supercarrier Deck Population mission. Fixed: Client is ignored by taxi director when trying to move from a parking slot. Fixed: Carrier deck crew rejects helicopter payload change. Fixed: AI aircraft's launch bar cannot catch catapult shooter correctly. Fixed: "Waiting for ATC Status" Message displayed in campaigns. DCS: F-5E by Eagle Dynamics Added AIM-9 seekers tracking flares prior to the missile being launched. Adjusted: M-39 guns mounted on F-5E dispersion adjustment, other aircraft with the same gun can have different dispersion due to other factors like mounting points etc. Fixed: Radar grid is displayed after complete power off - some fixes for radar scale brightness. Fixed IRIAF skins for F-5E Remastered being not localized correctly. Fixed: Damage model - Pilot cannot survive any explosive hit - Pilot hitbox FAR too large. DCS: L-39 by Eagle Dynamics Fixed: Gunsight Target Distance buttons don't work. Fixed: Some errors in the cockpit clickable. DCS: Yak-52 by Eagle Dynamics Fixed. Engine Start Button Cover bindings don't work. Fixed. Chronometer stopwatch minute hand show number of passed hours instead of minutes. Fixed. Smoke apparatus toggle control fails to cycle. Fixed. Cockpit visual recon not functioning. Fixed. Trim Tabs in the Special Menu doesn't affect the plane. Added. Moving throttle now updates the throttle position in the exterior model. Improved. Automatic start-up procedures. DCS: P-47D Thunderbolt by Eagle Dynamics Fixed. 'Engine Degraded' with WEP usage. DCS: P-51 Mustang by Eagle Dynamics Fixed. Landing lamp is covered with non-transparent material. DCS: WWII Assets pack by Eagle Dynamics Ju-88A-4 Fixed. Wrong damage visualisation on distanced LODs. DCS:Black Shark 3 by Eagle Dynamics Fixed ATGM suspension in 2011 version Added Afghanistan instant action missions DCS: Flaming Cliffs 2024 by Eagle Dynamics Su-27. Added Afghanistan instant action missions Su-33. Added Afghanistan instant action missions DCS: Afghanistan by Eagle Dynamics Improved ground noise and vegetation distribution textures for the entire Afghanistan map Improved mid- and far-range ground noise quality for the entire Afghanistan map Improved Normal Map surface textures for the entire Afghanistan map Improved surface textures of settlements and fields Fixed visual errors on small vegetation with SSS shadows enabled Fixed many bugs in incorrect build of geometry of roads, rivers and lakes Improved road network - multiple gaps in major highways removed Improved road network - roads in the terrain are more consistent with the roads on the map in ME Ground vehicles no longer fall through bitumen slab bridges Cars and small objects in static scenes are now aligned with the slopes of the ground Improved unique scenes of the city of Herat Optimized unique airfield scenes Added FLIR textures for civilian traffic models Tarinkot airfield: the size of ground mounds along the runway has been reduced Tarinkot airfield: fixed a bug where the airfield heading and the airfield heading name did not match Tarinkot airfield: fixed helicopter explosion when entering the runway Camp Bastion airfield: the road network, settlements and fields in the vicinity of the airfield have been improved Camp Bastion airfield: ground mounds along the runway no longer obscure the PAPI view Camp Bastion airfield: added night lighting of the airfield Camp Bastion heliport: added night lighting of the airfield Kandahar airfield: added night lighting of the airfield Kandahar airfield: fixed errors in taxiing Kandahar heliport: added night lighting of the airfield Qala i Naw airfield: sharp changes in runway altitude have been corrected DCS Mirage F1 by Aerges General: Fixed the low fps problem in intensive missions with triggers. Systems: AP disconnect/disengage in F1 BE now occurs if pilot's stick 'Autopilot disconnect trigger' or 'Autopilot disengage lever' are activated at any seat. Previously the same switches at different seats were conflicting with each other. Restored INS drift in F1 EE. Fixed small control stick oscillations in pitch with autopilot engaged. Fixed autopilot unable to intercept radials and ILS localizers when in close proximity, but flying with low relative angles. Fixed F1 BE standby horizon roll jitter at forward seat. The F1 BE TO-FROM indicator is functional now at the rear seat. Modified F1 EE IDN logic when no Tacan signal is received and RNAV modes are selected. Input: 'Request AWACS Declare' quick access radio command was added to input. Restored missing trim hat sounds of rear seat pilot's stick in F1 BE. Fixed mixed up animation of 'Autopilot disconnect trigger' and 'Autopilot disengage lever' switches of the pilot's stick. F1 BE rear cockpit stick PTT button is animated now. Fixed stick PTT button animation not releasing with comms menu in certain cases. 'Stick Push-to-talk button' command now moves the stick Push-to-talk button. The command activates Voice Chat communication. 'Alternative Push-to-talk button' clickable control doesn't affect the pilot's stick PTT button animation anymore. Stick and alternative push-to-talk buttons input commands now include 'Voice Chat' in their names for clarity. Pilot's stick 'Search light' (Police light) button is animated now. 'Search light' (Police light) button can't be activated from the rear cockpit of F1 BE anymore. 'Combat flap retract lever' ('Palette volets de combat') is now purely mechanical. I.e. it can be moved without electric power available. Added 'Cycle combat flaps' input command. 'Cannon 300-600m and missile lock/unlock button' input command (forward seat throttle button) can't be activated from F1 BE rear seat anymore. 'Heading selection knob - Clockwise/Counterclockwise' input commands can't be activated from F1 BE rear seat anymore. Heading selector and Omnibearing selector knobs now can be controlled by joystick axes. Fixed Air Conditioning System 'Master valve control switch' keybindings being reverted. All control stick buttons and levers are now under the same category ('Control stick') in DCS Controls Options. Misc: Modified refuelling instant action mission after latest AI changes. The tanker now enters directly into the racetrack pattern, without performing a re-entering maneuver. DCS: C-101 Aviojet by AvioDev Minor changes in input commands naming: 'VOIP' -> 'Voice Chat'. DCS: MiG-21bis by Magnitude 3 Fixed SPO-10’s light operation DCS: MB-339A/PAN by IndiaFoxtEcho Visual Simulations Added: Generator 1 and 2 Reset (clickable and keybindings) Fixed: ADI does not move when mission starts in cold & dark Fixed: Gunsight 100mls wrong setting Fixed: Gunsight brightness Fixed: Background luminosity at night too high Update: Collision model DCS: JF-17 by Deka Ironwork Simulations Update. Now use ME loadout panel to edit GBU and BRM-1 laser code (not applied for LS-6-100) Update. Control indicator Fixed. ME freeze caused by changing laser code of dual GBU loadout on right wing Fixed. Abnormal TACAN program behavior after quit APR TCN mode Fixed. Datalink pod text overlay DCS: F-4E Phantom II by Heatblur Simulations JESTER: Fixed Jester Wheel Radar Target Lock/Focus not using proper icons JESTER: Tweaked Jester to allow locking targets that are not quite dead yet (life <10% instead of 20%) Systems: Updated RWR database (Mirage F-1AX, F-1CX, Aegis search radar, Atlantic Conveyor ship) Systems: Fixed internal wing tanks not feeding when selecting an inexistent external tank Systems: Fixed Pave Spike continuing to rotate with a target after commanding STOW Flight Model: Fixed a bug causing incorrect changes to the total moment of inertia from fuel Inputs: Added self-accelerating INC/DEC binds for Bomb Interval Knob Missions: Frog-7 campaign: Fixed AI taxi crashes and some other AI issues Missions: Training Lesson 1a Startup: Added text to remind to not move the landing gear lever Bugfix with cockpit highlights sometimes not disappearing Missions: Training Lesson 1b Startup: Updated instructions Bugfix with cockpit highlights sometimes not disappearing Re-recorded voiceover for improved quality Missions: Training Lesson 2 Taxi: Updated instructions Bugfix with cockpit highlights sometimes not disappearing Improved trigger conditions for roll checks Missions: Training Lesson 3 Normal Takeoff: Bugfix with cockpit highlights sometimes not disappearing Bugfix to allow users to enable/disable cockpit highlights Missions: Training Lesson 4 Visual Landing: Updated instructions Added Kobuleti landing clearance triggers Ground crew now waits with shutdown request until previous task is done Bugfix with cockpit highlights sometimes not disappearing Missions: Fixed HOBOS missing in related Instant Action Missions Missions: Several Fixes to Instant Action Missions Updated Chinese localization DCS: F-14 Tomcat by Heatblur Simulations Updated Chinese localization and encyclopaedia entries Livery: VF-33 Starfighters AB201 updated - Thanks Yae Sakura! DCS: AJS37 Viggen by Heatblur Simulations Fixed CTD on third spawn in certain missions Fixed a bug with no shadows when mirrors were on Updated the manual Campaigns DCS: AH-64D The Four Horsemen Campaign by Fight's On Simulations M2. Possible loss of LOS on ground troops, causing trigger to not fire - FIXED M6. Gunslinger landing spot too close to Ugly 5-1, preventing take off - FIXED DCS: F/A-18C Rising Squall Campaign by INVERTED Custom Liveries - Due to the previous version's modification of the priority rules for liveries files, there should no longer be a situation where the ranking of campaign liveries files is superior to the default liveries files. If you find that this situation still exists, please manually remove the excess files in the 'liveries' folder. The correct liveries files will be named with the prefix [RS1]. M00 - This mission will disable the latest "Super Carrier Deck Taxi Guidance" to avoid any issues. M04 - This mission will disable the latest "Super Carrier Deck Taxi Guidance" to avoid any issues. M10 - This mission will disable the latest "Super Carrier Deck Taxi Guidance" to avoid any issues. M11 - Fixed audio and BGM loss and confusion caused by string stream errors. DCS: P-51D High Stakes Campaign by Dmitry Koshelev All missions received some additional static units for key air bases. All missions have updated weather. DCS: Mi-8MTV2 Oilfield Campaign by Dmitry Koshelev Updated subbase and Maykop airfield objects. Updated weather (added haze for more realistic visibility). Added client CH-47F in to MP mission DCS: Mi-8MTV2 Spring Tension Bug with Mi-28 AI in mission 12 - fixed. DCS: F-5E Aggressors Air Combat Maneuver Campaign by Maple Flag Missions Added an F-5E FC version of the campaign to the package. DCS: F-5E Aggressors Basic Fighter Maneuvers Campaign by Maple Flag Missions Added an F-5E FC version of the campaign to the package. DCS: F/A-18C Operation Mountain Breeze Campaign by Sandman Simulations All missions with AAR – a safeguard added to prevent AI stuck with the tanker DCS: F-16C Last Out Weasels Over Syria 2 Campaign by Ground Pounder Sims Mission 9 - Incorrect takeoff time in briefing - fixed. Mission 10 - Rotor TACAN not working - fixed. Mission 12 - Boomer TACAN not working - fixed. Adjusted altitude check trigger during departure phase. Mission 13 - Adjusted altitude check trigger during departure phase. DCS: F-16C First In Weasels Over Syria Campaign by Ground Pounder Sims Mission 1 - Adjusted altitude check trigger at H4 to allow more tolerance. Mission 12 - Minor alteration to campaign complete text. DCS: F/A-18C Operation Cerberus North Campaign by Ground Pounder Sims Mission 4 - Various minor updates and fixes. DCS: F-5E Black Sea Resolve '79 Campaign by SorelRo Voices redone and more voices added Triggers reworked Navigation aids added, guidance from Overlord when going off-course on long legs. Easier ways to finish a mission Ability of players to select to be Immortal at any time during the missions Ability to report Winchester and Bingo fuel state, this will trigger a win to live and fight another day. Mig-21 and Mig-23 AI flights were tweaked to be more manageable. Pilots fatten up to 1000 kilos in some cases. AI F-4 updated to use the Heatblur F-4E4 points
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3 points
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When we were Leatherneck Simulations with Cobra: The Viggen started with the Swedish team Master Arms, and we recruited the entire team. The F-14 was also in development under us, along with a planned Iwo Jima map, assets and F4U-1D. Cobra didn't leave because we had too much work or put strain on us. That's a private matter any ways. Novak and Roland provided programming help for the Viggen, while their main focus was the F-14. Me & Cobra were tackling all three aircraft. in various parts.3 points
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Oh what a teaser... I'm at work right now and all I want to know now is what is written there...3 points
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Now we can start thinking of the reason for a seat heating ... hm. Maybe some pilot-induced "oscillation"?3 points
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Same here, still miss the 2025 roadmap, or at least news about Vulkan and DC3 points
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3 points
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3 points
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I'm looking forward to reading this week's newsletter, and the upcoming "2025 roadmap" newsletter too!3 points
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Участвовал с Израильской стороны. Дроны сбивал как минимум. В рамках DCS не вижу большей разницы с точки зрения сценариев с теми же F-16 или F-18, F-35 можно будет использовать там же. Плюс абсолютно вымышленные сценарии никто не отменял, все равно приходится всегда натягивать сову на глобус, даже в случае попытки отыгрыша какого-то реального сценария, ибо полного набора техники в нужных модификациях и/или карт всегда не хватает.3 points
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Maybe so. OTOH, they were able to provide the extended area without having to worry about whose computers will have a harder time handling it. I can just hear the uproar if they provided the detail you’d prefer now and had to back it out later, when the rest of the map reached full detail.3 points
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I was thinking the same thing but do not want to get my hopes up.3 points
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Yea i'l just put this bluntly, that's absolute nonsense Agreed. Perhaps OP used 'local fog' loosely, and was trying to make the point that fog is really nothing more than a (local) cloud close to, or touching the ground. Still, people who are aghast that a mission's fog setting in Tel Aviv results in the same fog setting in Adana, more than 1000km away and therefore would prefer local(ized) fog settings (as opposed to "map global") are correct; the way that fog works in DCS is silly and not at all realistic. The (presumed) comment that there is no such thing as fog, as fog is really just a low cloud is technically correct, but misses the point. If I create a mission for multiple players in multiple regions (e.g. the "Angels" mission in Syria with centers of operation in Adana, Haifa, Tel Aviv and Nicosia), I'd like to have some fog in Nicosia, heavy fog in Haifa, but no fog in Adana. That's physically something very likely to happen in real life, even if fog really is just clouds/condensation near the ground (A common definition of fog is: "Fog is a visible aerosol consisting of tiny water droplets or ice crystals suspended in the air at or near the Earth's surface"). It's currently impossible in DCS to set up local fog conditions for a specific area, and that - I believe - is the point of contention.3 points
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My experience includes extensive UK and European operations. Its funny that you mention it specifically, as the UK and Europe are famous in transatlantic crossing circles for the entire continent going below minimums simultaneously, making alternate planning very difficult at times. I think if you carefully review your own post, you will find that we are actually in agreement. Rivers and relief variation. The original premise of this thread is that we should have the ability to set fog on a 'local' basis. I take that to mean at specific airfields and maybe a ten mile radius. Your post appears to initially agree with that premise until you mention 'Rivers and relief' As an easy to understand illustration, let's say we are standing on Shakespeare cliff at Dover. From our vantage point, the weather is clear and sunny but as we gaze below we see the top of a fog layer over the Channel. Mere feet away, the weather is very different because of the variation in relief. Is this same situation achievable in DCS? yes. Is the reverse? Can there be 'fog' at the top of the cliff with none down at the beach? Maybe, except if there is no fog on the beach and you look up at the cliff and it is shrouded in 'fog' we would call it 'clouds' although up on the cliff it sure looks like fog. Is this something achievable in DCS? Mostly. The cloud base adjustment is pretty limited. If we go inland and pick two points. RAF Coningsby can be socked in with fog at its elevation of 24 ft MSL while RAF Anwick, a few miles away, could be sitting in the clear at 200 ft MSL because air is a fluid and cold air sinks. Is it likely Anwick would be socked in and Coningsby not be foggy? Unlikely. When you fly over fog banks, one of their distinctive features is the sharp dividing line created by terrain elevation. The fog ends at a precise elevation over extensive areas and as the air warms, that elevation gets lower until the fog is gone. We do not have the physical processes that actually produce and dissipate fog at our command in DCS. We cannot set air temperatures, rates of change, moisture content and its rate of change. We do not have simulation of ground based moisture sources such as residual precipitation or bodies of water. What we do have is a method to set the top level of a fog layer and its density and alter those two variables over time and this mimics real world fog behavior pretty well. Is it an accurate weather simulation in every detail? Of course not. Such a thing is not possible.3 points
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"У Р-27 максимальная располагаемая перегрузка ЕМНИП до 24g." прям как у Р-13М1, а у aim-120C какая перегрузка, с её крохотным оперением? Вообще конечно забавно наблюдать что полуактивная ракетав рамках игры это какая то шляпа по сравнению с активной, хотя в плане помехоустойчивости полуактивная лучше активной и по другим параметрам, просто в игре активные ракеты выставляются больше какой палкой-нагибалкой далекой от реалий к которым стремится ED.3 points
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not to nitpick, but the c-101 has a built-in campaign too.3 points
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DCS training aircraft don't have so much 3rd party content, granted. There is just a single campaign for L-39. [EDIT C-101 has a built-in campaign as well.] But they mostly have some training missions. Otherwise I don't see much difference from other planes as I often hear that DCS is weak when it comes to the content (although there are many campaigns, but plains are covered unevenly, of course) and fun, so it's what you make of it. My point is that whatever DCS is, training planes are just as much fun for many of us. L-39 was the first full-fidelity module I bought and I love it. C-101 is a great module as well. Yak-52... ok, let's not talk about it - perhaps it will once be what was promised. But even that one, I often hop in and fly around. Trainers are fun. They perform somewhere between props and heavier jets, don't fall off the sky immediately when you go low on power during landing, they kinda glide nicely. I like that difference.3 points
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DCS offers you the simulated aircraft and environment to fly in. It comes with manual. Most come with training missions. Everything else is on the user to learn and you have plenty to choose from - forum to ask, videos to watch, RL instructors or just DCS instructors, paid or not. Whether it's trainer aircraft or not - doesn't matter. You like it - you buy it and fly it. That's DCS World but nobody forces you to fight, bomb or shot. You don't even have to fly but that's not about it here. There may be different reasons for why trainers are bought. Some simply like the aircraft. Some just want to support the devs. Some want to experience different type of play with some DLC campaign (like the Kursant for L-39) or MP. Some fly aerobatics only. There maybe also be some that want to replicate RL training process from basics to advanced skills, from low powered prop, through simple jet on to the final fighter jet type. You can have all that in DCS.3 points
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Is it supposed to look like this, or someone just mistook a common satellite imagery distortion for... whatever this is?3 points
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3 points
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3 points
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Tactical Turns - Flying with an AI Wingman. ONLY AVAILABLE IN THE F/A-18C FOR NOW, COMING SOON FOR THE F-16C AND MORE. As part of our longer term work to improve AI behaviour and realism we are introducing tactical turns - Tac Turns. This allows players to fly as lead of a pair with an AI wingman who can be commanded to turn and will try to execute the turns as they are flown in most air forces. The language used has a slight bias towards the RAF but the principles are the same across all air forces. The basic formation is the “battle pair”. The reason this formation has been used for decades is that it provides mutual cross-cover and “six-checking” when in hostile airspace, to help lessen the chance of ambush - being “bounced” - by hostile enemy jets approaching unseen to engage with guns or IR AAM. With the Player as leader the number 2 will take up position 1 nautical mile (1852 meters) wide right or wide left. Using Comms to bring up the Comms Menu: Then F1 to communicate with FLIGHT: Then F8 for Small Tac Turns or F9 for Large Tac Turns. On F8 are the straightforward directional turns: And F9 more complex turns: “Turnabout” is a 180 in-place turn. “Rotate” is also a 180 turn but both aircraft turn inwards. “Shackle” is an inwards turn to swap sides. Widen and Close Up commands move the No 2 500m to a new datum - as leader Players will learn to adjust this depending on visibility and experience. AI Tac Turns.pdf2 points
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It has been stated that lethal radius of the SA-2 at higher altitudes is up to 250 m (~800ft). Big kill radius was a requitement due to lower accuracy.2 points
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да, более чем. оно и в 4090 было хорошо, а с 5090 и подавно. ну я вот если будут силы и время, запилю на выходных сравнительные тесты в dcs/msfs2024, и 4090/5090. чтобы сравнить.2 points
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It's not ironic at all. People buy it to enjoy flying it. We read a review, watch some videos, and decide that the plane looks cool and might be fun. That's why I bought the Yak-52. It looked interesting and fun to fly.2 points
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