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Showing content with the highest reputation on 02/24/25 in all areas
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Hey, I'm on the F-111C mod team. The project is still alive. We're just not going to be using Discord as a platform for now. Development is continuing, and we've made quite a lot of progress in the past couple months. Going forward we don't plan on posting anything about it until the EFM, cockpit, and external model ready. As you can understand, the F-111 is a complex aircraft, and it'll take our small team time to get it over the line. We've got some real heavy hitters on our team with a lot of professional experience, from aerospace, to systems coding, to modelling and animation. Most importantly, we all love the F-111. Here's one more screenshot, as a treat. Next time you hear from us, it'll be good news!8 points
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Enjoy perfect S-24 CCIP. The new patch has changed the old bug that used to happen when the CCIP would change from S-24 to S-8 ballistics after 3rd shot. ED had previously said CCIP should be using S-8 ballistics for S-13 and S-24, and this seems correct from the all the manuals I have read that list these weapons not being compatible with Auto mode and requiring manual reticule depression. Now instead of changing S-24 CCIP to use S-8 ballistics for every shot it has S-24 ballistics for every shot. In addition as far as I can tell either S-13 has its own ballistics or S-8 ballistics are just a perfect match. So, enjoy perfect CCIP with Mi-24P for S-13 and S-24 I’m not exactly going to complain, it’s fun5 points
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Hi! Of course you're welcome to ask. First of all let me explain the no specific dates or timetables until things are clear policy: we think it's common in DCS to miss deadlines, which understandably leads to frustration on the customer side. This is not uncommon for software development, even more so for small teams working on complex systems like is the case in DCS. Unpredictable things like team member illnesses, difficulty with implementation of a specific system in DCS, difficult to solve bugs or performance issues can significantly delay a release when working in small, highly specialised teams. Regarding code development, we're currently working on 3 main aspects: F1 radar physics overhaul, F1M menu logic and base input and clickability code overhaul (which is almost complete now). This last part won't be visible to the user but will help a smoother and buggless implementation of the F1M and F-104 input logics. On the 'art' side of things, the F1M cockpit is receiving an overhaul and work. Hope this helps complete the information already provided by @Loukuins5 points
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Finished the campaign, really well done! It was a really great opportunity to dive deeper into the F-4. As usual the voice acting, immersion, mission design, materials, etc were all excellent. I'd say the campaign is a must-have for anyone who owns the F-4 module, and the value you get from the campaign goes up the more you're willing to embrace all the real life procedures. What you are able to get out of the AI is pretty miraculous, although it did have its fair share of mishaps and would have had the program shut down. During the 4vUnk one of the F-4s smacked into the ground. I sort of hoped that the mission could have recognized that and had voice lines reacting to it before restarting the event. That would've added to the immersion (and some amusement), although I could also see some people thinking it was intentional if the mission reacted that way. Speed and Angels is the obvious comparison for this campaign. I think both are excellent, but I did enjoy how Speed and Angels gave you the opportunity to put your skills to the test in a ""real world"" scenario. I suppose I'll just have to sub in the provided Paradise Lost missions for now. I do think the multi-part missions are really great for these training campaigns. The ability to load the exercise files separately adds a lot of value to the package. Unfortunately I'm beginning to run out of your campaigns to play for the jets I have, so I may need to bite the bullet and dip my toes into WWII. I've been eyeing Debden Eagles once all the required modules go on sale. For now I think I'll have to pick up Zone 5 and round out your Tomcat trilogy. Thanks for all the work that goes into these campaigns. While I'd had some fun in the F-4 before this, it's a completely different experience to immerse yourself in the real procedures used to operate these aircraft. Really looking forward to your upcoming Red Flag campaign.4 points
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4 points
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The F1M is my most anticipated plane in DCS, and all of flight simulation right now, just to put it out there.4 points
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A quick note on the ship names in the ME list and F10 map names. The current v1 release still has my unique ME/Map names. When using multiple ships of the same type in a mission I prefer to have each ship have it's own unique and short F10 map name. The current release has Ships "F-172" Ambuscade and "F-184" Ardent listed in the ME list. This can create a small issues if you want to use one of the different liveries Oban was kind enough to include. The F-10 map name will not match the in game hull number. I'll create a ship lua with a generic "Type 21" F10 map name and/or additional named ship luas to match all the included liveries and get that to Oban for the next release. Note you must manually load the livery for Ardent for the correct hull number. And once again many thanks to Oban for a great Mod Also I have applied these weapons updates to the ED/RAZBAN SA assets. It's a core game files MOD so it's not for all. I have it working but I've created some kinda of link/dependency with the Type 21 or Type 42 Mods that I need to sort out. Hopefully I can share that soon because the Twin barrel main gun on the SA Leander class are fun.4 points
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This is why ED is so reluctant to add things. They can't win. How many posts were there begging for addition of water so they could have carrier ops? And how many of those posts said "Just give us the land, it doesn't need any texture or anything"? And how many posts have there already been about how terrible the textures are and begging for them to be improved? I might actually fly from the carrier up occasionally, so it's not like I'm opposed to this addition, but adding any sort of texture (let alone satellite imagery) would bloat what is already a massive map size (and I like big area maps).4 points
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4 points
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3 points
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3 points
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Добавьте пожалуйста возможность выделять и копировать текст в окне истории сообщений. Очень не хватает.3 points
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Odd that after the Cold War the F-14's raison d'etre evaporated. I think I agree with Grumman's advert - since cruise missiles, backfires, foxbats and fencers stopped being the primary threat of the 90s.3 points
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It'd be helpfull if you gave us an idea what you're aiming for..... Because while some of it looks good, there are a LOT of bits that just look painted on. When these 2D blurry building and field textures are next to villages with 3d buildings it really shows up. I understand this map is still early access but i'm hoping these textures are on a todo list to build up, rather than the end goal. These might look OK at 18K ft but down low it'd be better if the texture was just plain compared to this. Like is say, hopefully this is a work in progess but the messaging has been confusing tbh and these patches were here before and after the rework.3 points
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Actually the person in question got the F-14 and maybe the F-18. They’re 14 years old and can figure it all out. It’s just not so difficult. Yeah this should be abundantly obvious yet to keep advocating for some baby steps approach to learning a game implies that there is. That’s why this discussion is so silly. Most people coming to a combat game I think would find realistic pilot training to just be dull. Personally my recommendation was the Hornet because it’s the most complete of the 4th gen modules and I know how to teach it to someone really. They didn’t need my help in any case. Telling them to get a trainer would just be laughable.3 points
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Hey Admiral, I just wanted to wish you all the best. I definitely know all about pain. I injured my back when I was in my twenties. I worked in Law Enforcement for many, many years. A stupid drunk I was dealing with pushed me backwards and down a flight of concrete stairs. I've never been the same after all that. So once again I hope your feeling better soon Admiral, the DCS World Community is behind you 100%! Take good care, Timex 33 points
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The kit to convert the Crosswind MFG pedals to the VPForce Rhino 86BLF03 motor is now available from me for 199 € (excluding shipping costs, motor kit and MFG). The 86BLF03 motor is more powerful than the 57BLF03 motor used in the "RhinoMFG by Hiob". I currently have two kits in stock, after that the delivery time depends on the delivery time of the required parts and this can vary greatly. Questions and/or orders are welcome via PN to me.2 points
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2 points
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записывать в баги нужно то, что когда-то было сделано, но работает не верно. Когда что-то даже не делалось, тогда лучше в пожелания. И лучше подробней.2 points
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2 points
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You can't have Iraq without the Tornado and the Jaguar.... just saying...2 points
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I can't find it on mobile, but I am fairly certain Heatblur has said this will be possible in the future. Not sure if it will be a mission editor thing or lua arguments in the skin description lua.2 points
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Possible. They could also come to this from just about anywhere or any game. It really doesn’t matter. A game doesn’t need to same approach to learning it as real life because there are no real life consequences to what you do. If a friend who was interested in DCS asked you want a good first module to get might be, would you seriously tell them to get a trainer so they’d be a “better pilot”? That would sure get a laugh2 points
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Yesterday I tried (trialled) the map for the second time and I was a bit underwhelmed and the result was mixed. I tried F-5 free flight, checked the area around me - and while I have just RTX 3060, it looked nothing like in the videos, neither it was close to something like Syria. Up there, good. Down there, blur. Another thing I'm afraid of is just the sheer size. It's 140 GB already. How big will it be when fully detailed and finished with the third area? I may buy another bigger SSD, sure. But it seems a bit over the top. The map is different from other maps - in a good way, perhaps just Iraq is similar - but the mountains were still edgy, the terrain was even more blurry than the Caucasus and with the potential size on my disk, I'm just not sure about this. DCS is currently giving us too many space-heavy maps to even consider having them all. It seems we're heading to an age where players may be even more fragmented over various maps. This may not necessarily be bad, but it doesn't make meeting other guys online easier. On the other hand, I appreciate the diversity and details on this map (where details are). I guess sometimes when you want something new and progressive it may not be better than old fine-tuned stuff at first, so I'll be watching this later again. But right now Syria is much more bang for the buck, less space on the drive (and also more established, obviously, but that's not the point). Perhaps ED will find a way to make AF better and smaller at the same time eventually? For now, I uninstalled it completely, because I had to wait hours after the latest update. Obviously, I'm not saying it's a bad product, but it's definitely not for me with so little texture detail even in finished areas (I know, EA) and taking so much storage. It is an ambitious project, the map is huge, and the price is not necessarily a problem, but I do not feel like an "early adopter". Perhaps a laggard.2 points
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2 points
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Yes, of course I use zero dead zones, since I switched to a very accurate VKB base. Unfortunately, this does not cancel the negative side effects of the "power" management principles using in the Phantom module. Just look at how the handle in the virtual cockpit moves, especially during take off run - the elevator exactly repeats all this. The Phantom is a very cool module of the historically famous aircraft. Almost everything is perfect in it, except for the controls. It's a little sad for me.2 points
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Hi @OLD CROW Just tested this now and had no issues start up or intercept. Take off Procedure I followed: Battery and APU on Salute for engine start up (deck crew raises arm) Finish my start up In this case of this mission, did the radio check when the pop up showed up. Wait for the on screen pop up that says I can start taxiing (As per the mission brief - Designer Notes at the end) Salute Again for taxi clearance Follow Taxi director orders For the intercept not working, are you running any mods? The No.1 Rule with DCS Campaigns... If you have ANY mod that is NOT purchased from the DCS Store, it will probably cause issues. SRS and OpenKneeboard(Mostly VR users) seem to be ok, as we test these missions using both. Make sure to remove any and all mods before flying campaigns. (Check out OVGME, I use it daily and it works well) If you have no mods, or if removing all mods still does not fix the issue, take the following steps(Test after each step): 1) Delete fxo and metashaders2 folders in your saved games. Can get gummed up with old files. 2) Rename you DCS Saved Games folder, run DCS and let it create a new one. Close DCS and then just copy the Config folder from the old to the new so you don't lose your bindings and also copy your logbook.lua from saved games mission editor folder, that way you don't lose campaign progress. (Some mods can write to places like your scripts folder in your saved games location as an example. Also seems to help sometimes even if you never run mods at all) 3) Do a full deep repair of DCS to clear up any unwanted stuff in your main game folder. Some settings to check: 1) If you have easy comms enabled, disable it. 2) Under Gameplay options, make sure the tick box on the bottom right for "No force from mission, use min" is NOT ticked. 3) Try disabling TacView under special options. It can cause issues, usually performance, that can lead to bugs if your cores are overloaded/too busy and it misses a trigger point due to that. null2 points
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2 points
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My "annoyance" is not that you can't use the Mossie with the gear horn not operating correctly. My annoyance is that you can't fly it the way the aircrews in WWII used to fly it. If you use typical cruise settings, as has been written by many sources, the warning horn is on. Of course you can push the throttle up and fly faster but you give up the range and endurance that real Mossie crews worked with. In the end, it is a sim versus game thing. If you don't care about flying an accurate model in an accurate matter - and honestly most DCS players don't and that's okay - then it is a very minor quibble.2 points
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2 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-4E2 points
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Well, what the tittle says, ED showed us this kind of clouds like 3 years ago, and since then not a word, and clouds are mostly the same since they came out in 2021. Are they still in the works, will they come anytime soon? They look very cool and thats something basic to simulate real weather conditions, weather right now is so limited and simple, beautiful to look at, but thats it.1 point
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What is it? This post is to serve as an introduction and primer for an upcoming set of mission packs I’m working on. There will be two mission packs released initially, one for the DCS Hornet and the other for the Heatblur F-14 Tomcat. Both mission packs are concurrent: they take place in the same air wing at the same time and place, in a fictional 1998 WWIII scenario. Some of the missions are technically the ‘same’ mission played from two different perspectives. Launch times may differ slightly, but in each you will hear some of the radio calls from the other. In some the mission objectives are the same, and different in others. Some of the numbered missions are unrelated, like an F-14 TARPS run on one cycle while the Hornet mission involves hunting enemy naval units in the Norwegian fjords. So on and so forth. There is one mission that ‘branches’ for the Hornets: depending on the outcome, you will play one of three missions as the next one. Of course, since these are mission packs and not campaigns, you can still play all the missions at any time, in any order you want. So the two ‘branching option’ missions that don’t apply can be considered bonus missions on any given playthrough. The two mission packs (one each for the Tomcat and Hornet) comprise ‘Phase I’ and are collectively named ‘The Battle of Vestfjord’. This is a Leyte Gulf style, large scale naval battle that takes place over about four days. It is heavy on air-to-air and anti-ship, blue-water naval combat operations. There is a LOT going on in the background of these missions, and the briefs are designed to immerse you in an even broader sense of a struggle for control over the GIUK gap and the north Atlantic. Weather is a factor in some missions, even the enemy itself in one of them. Phase I is almost complete and should be released sometime mid-to late February, or early March at the latest. The files will be in the user files section and I’ll have a mediafire link available as well when the time comes. All the missions are designed to be playable by the ‘casual’ player. I would characterize them as semi-realistic, not ‘ultra’ realistic. The units, liveries, etc do not necessarily conform to true historical norms, because this is an ‘alternate reality’ 1998 anyway, and in DCS ‘you use what you got.’ (More American and Soviet naval units, please!) Getting the highly prized ‘Mission Complete’ graphic and sound clip will require you to trap on the carrier. For missions at night and in bad weather, proficiency with the ICLS / ACLS systems and procedures is a must, but if you can’t do these things, you can still play the missions. Since it is not a campaign, you advance when you choose the next mission to play. All missions start hot either on the catapult, or in rare cases hot on the flight deck. You don’t have to start the engines each time, run those checklists, and wait for INS alignments, etc. It also eradicates 99% of the frustrating game-breakers that pop up every update with the deck crew on the supercarrier. If you are judicious with your fuel, AAR is not required, but is available for almost every mission for those who like to do it. My mission design philosophy revolves around finding the right mix between scripted events and player agency. I want the player in control of their destiny, not a participant in an interactive movie with a pre-determined outcome. As such, many of the missions are somewhat ‘open ended’ in terms of success and failure. As long as you make it back to the Boat (in most circumstances), it’s ‘Mission Complete’ and you can self-evaluate how you did. The missions all include custom briefing images, kneeboard cards, and AI-generated custom voice communications using a paid version of Naturalreaders TTS. I don’t like it as much as Speechify but it allows for a monthly rather than yearly subscription, and the product is workable at least. TTS files are then washed through Audacity to ‘radiofy’ them and convert them to .ogg files the game can use. The missions are set up so that even if you ignore the radios completely you will still hear most of what you need to hear to complete a mission. Again, it is all designed with the casual player in mind. There are still lots of opportunities to make calls using the F10 function (mostly for flavor and immersion) which prompt more custom communications, and in the Tomcat missions there is always some fun (and often humorous) banter back and forth between you and Jester. In addition, Jester is programmed to do some tasks for you when he should without needing to be prompted through the menu. At other times, you’ll need to ask for what you want. Right now, the list of missions for Phase I looks like this: For the Tomcat: BV 01 Opening Moves: Fleet defense scenario against a mass bomber raid backed by enemy fighter cover. BV 02 Sink the Moskva: Defeat land-based enemy air cover over a large-scale surface engagement. BV 03 Hide and Seek: Hunt the Bears that are hunting your battle group. BV 04 Action off Andoya: Air to air scrap during the mother of all surface battles. BV 05 Destroy the Mainstay: A high speed, high octane run at the well defended A-50 dogging your force. BV 06 Northern TARPS Run: Conduct a reconnaissance flight over two northern, enemy held airfields. For the Hornet: BVH 01 Opening Moves: Ready Launch to aid in fleet defense scenario against mass bomber raid. BVH 02 Sink the Moskva: Conduct a coordinated saturation missile attack on an enemy surface group BVH 03 Hide and Seek: Search for a second enemy force while the CVBG is under EMCON, and the Hawkeyes are down. BVH 04 Action off Andoya Participate in the largest naval battle since Leyte Gulf. Sink the Kirov if you can! BVH 05 Sinking Cripples Conduct mop-up ASUW strike against surviving enemy surface ships. BVH 05a (Branch 1) “Finish the Job” The Kirov is damaged but still afloat. Provide TARCAP while we remedy that. 05b (Branch 2) “Securing the Flank” Close Andoya air base ahead of schedule after a clean sweep at sea. BVH 06 Night Hunt Night hunt of smaller enemy surface units hiding in the fjords As of now all but the last two missions in each pack are completed, with only final polishing needed to prep them for release. Mission 6 for both platforms are still under construction. Modules required: DCS F-18 (for the Hornet missions) Heatblur F-14 (for the Tomcat missions) Supercarrier Kola Map User File Modules required: Military Aircraft Mod (for some of the missions) Phase II When I eventually get there, this will involve a USMC / NATO counter-invasion of Bodo and the retaking of northern Norway. That’s when the missions begin utilizing the Bombcat role for the Turkey, and the Hornet drivers will get their fill of close air support. In the background info (see next post), I’ve also hinted that this entire scenario could be a pre-cursor to a DCS recreation of the campaign in Janes F/A-18, although someone else is probably going to have to tackle that. There is also the potential here for other mission creators to take up the overarching theme of this story either in the Kola or other theaters. And now for the best part: It’s all Freeware, baby! None of this naval warfare goodness will cost you a dime, provided you already own the required modules. It’s all for the love of the hobby. If you fly both the Hornet and the Tomcat, you are in for a real treat. Flashpoint 1998 . . . In Russia, instability and economic distress have plagued the administration of Boris Yeltsin. Following the devaluation of the ruble and other economic downturns, residual communist hardliners have banded together with the military and carried out a military coup. Proclaiming the triumphant return of the Soviet State, the “New Soviet Union” almost immediately embarked on a campaign of aggression to restore former Soviet boundaries. Most notably, there were military incursions into the Baltic States, restoring them to New Soviet control almost without firing a shot. Emboldened by their success, they moved on to a swift invasion of Poland, attempting to seize the country before it could formally become a member of NATO. However, Poland had already signed the Accession Protocol for Poland to the North Atlantic Treaty, and given the suddenness of this aggression by the New Soviets, NATO decided to respond. Eager to seize early control of the North Atlantic and stem the flow of materiel from America to Europe, the New Soviets launched a devastating conventional missile strike on Keflavik, Iceland, rendering it temporarily inert. At the same time, NewSov forces mounted a rapid, Inchon-style amphibious and airborne invasion of Bodo, cutting off northern Norway from succor as additional NewSov forces invaded across the northern end of the Kola Peninsula. Under the blitz of the NewSov assault, Norwegian forces in the north of the country were overwhelmed and neutralized early, giving the New Soviets additional airbases from which to stage fighters, bombers, and maritime patrol aircraft. SOSUS nets were cut, and the North Atlantic thrown open to New Soviet submarine forces. The USS Kennedy carrier strike group in the Mediterranean fell under attack from mass Soviet bomber raids, and was destroyed. The USS John C. Stennis carrier strike group, transiting the Atlantic, almost suffered the same fate. Her group fared better, surviving the raids with major damage, and was forced to return to the east coast of the U.S. for extensive repairs, effectively knocked out of the war. Although defeated quickly, the Norwegians were able to get their licks in early. In concert with northern-deployed U.S. and British attack submarines, a large conventional cruise missile attack managed to catch and destroy most of the northern-deployed New Soviet bomber force on the ground, significantly reducing the threat to Atlantic-deployed naval forces. With one carrier sunk and another out of action, the USS Theodore Roosevelt carrier battle group with Carrier Air Wing EIGHT has ventured into Arctic waters. Their objective is to break the New Soviet hold on Vestfjord and institute a ‘reverse blockade’, to aid the beleaguered Norwegians in pushing the enemy back out of their territory and re-instituting maritime superiority in the GIUK gap. Politically, the resurgent New Soviets are not without their own opposition at home. Ukraine, Belarus, and Georgia have quickly banded together with native Russian elements who want democratic government restored. The news outlets have taken to calling them the ‘Blue Russians’, and the New Soviets the ‘Red Russians.’ However, for the time being, the New Soviets have firm control over the country and its military assets, and are waging a full scale military assault. NATO, in the meantime, has gone to DEFCON 3 and issued a statement that it will not be the first to use nuclear weapons in this conflict. The New Soviets have made the same assertion, but tensions are incredibly high as worldwide war is waged on the conventional front.1 point
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Some bad mesh spots for your viewing pleasure. Mountain range between Jalalabad and Khost around 33 58 03 N 70 19 50 E The entire river in grid YD07 north of Karburi starting around 35 00 52 N 71 15 25 E Whatever is going on here at 34 33 28 N 70 36 48 E Near Tarinkot at around 32 34 00 N 65 47 48 E Bit of a theme going on here with wacky water walls on many streams and rivers.1 point
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Thank you so much for sharing, it makes me very happy to read this Debden Eagles is, I think, my hardest ww2 campaign, maybe better to start with Blue Nose Bastards. Zone 5 works very well as a sequel to SnA. BTW I just submitted my Red Flag 81-2 campaign to ED, it will complement MiG killers nicely as it’s 80% air to ground. Thanks again!1 point
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Клавиша "/" это не радио, а что-то типа вербальной связи, работает, только когда у тебя батарея выключена. Сразу после включения батареи нужно использовать назначенные клавиши для первого и второго радио, они располагаются на РУДе, соответственно в настройках ищи там, куда назначено. По умолчанию что-то вроде Alt+\ и Shift+\.1 point
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Это древние модели времен царя Локона.. Их время от времени меняют на новые, соответсвующие свежим стандартам качества.1 point
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I would suggest they buy an FC plane as an inexpensive way to see if they enjoy the sim. Either the F-15C or the A-10A, depending if they prefer A2G or A2A. Get it on sale for $10 and you're going to have a lot of fun for not a lot of money. I would never suggest a trainer just because it's a trainer. You're right, that would be ridiculous.1 point
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One of the jobs of of the GIB kn the F4 was calling out speed and altitude during bombing (going so far as actually calling out when to drop the bombs. This would be very cool and helpful. It could be activated if you have have the F4 in dive toss mod and set up the dive toss altitude. So he would count down per 1000 feet. And say pickle/pull out when you hit the altitude set in the dive toss form. Ideally he should call out speed during level bombing. So you can concentrate on attitude and drop point. But that would be harde to implement as it's not related to dive toss form.1 point
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I wish the team the best and hope they improve the module in 3D modeling, textures and systems. I love the module and want to see it become big. Polychop Community, We wanted to give you some updates on a few things that we think you as the community will be happy to hear. New Developer: Polychop has hired a new developer who is already hard at work diving deep into the internal systems to get up to speed as fast as he can. He brings a lot of experience to the team and we are very lucky and excited to have him on board. New Testers: Polychop has brought some new internal testers on board who are already very familiar with the modules. The testers are getting to work starting with your bug reports here in the Discord to start addressing the current issues that are most important to you, The Community. New Community Manager: I wanted to formally introduce myself as the Community Manager for Polychop. I am very grateful for the opportunity to be a part of the Polychop Team. In addition to being the Community Manager I will also be part of the internal testing team, and I plan to start working on some of the most common bug reports that you all have already made to help get them taken care of. With that being said, I have spent a lot of time in this Discord both posting, and reading what you all have had to say over the last couple years. My goal is to help bring you as much insight as I can on things I am able talk about. I will be your eyes and ears as much as I can. Please feel free to reach out to me at any time. New Internal Systems: We have implemented a new internal system that is really going to help streamline the testing and bug fixing process. It is going to make communication and collaboration on bug fixing between the Devs and Testers much more fluid, as well as make it easier to align with each other on priorities of work. What we need from you all on this topic: To help us keep things sorted as best we can in here, we ask that you only post bugs in the bug report channel which can be found here oh58d-bugs. We really don't want to miss anything and would hate for something could get lost in conversation in one of the other channels. Additionally we ask that you do a quick search in the bug report channel for the bug you are experiencing before posting as to help us keep the number of duplicate reports to a minimum. Remember, the more detail you can provide the better. If it is possible to include a video, track file, or log along with your description of what happened that helps us testers a lot when it comes to reproducing the bugs on our side. POLYCHOP IS HIRING: We are looking to add to the team! Current open positions in order of priority are C++/Lua Coders, and 3D Artists. If you are interested or know someone who may be interested in joining the Polychop team, please reach out to Polychop Sven, or to CYPHER11 who will be handling all things Human Resources, or you can reach out to me and I will help get you headed in the right direction and in contact with one of them. Thank you for your continued support everyone!1 point
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& The main problem is not the horn - it is the fact Boost climbs FAR too quickly based on throttle position - i.e. you are only at 25% throttle position or slightly below (hence yes you get the annoying horn) but pulling +7 boost, which is completely ridiculous. Your RPM setting in the Mosquito is not determined by the silencing the gear warning horn - it is set by engine parameters/performance/longevity. My blue line graph above is even still a bit 'loose' on boost as further investigation revealed that you were even further into the throttle travel at +0 boost than the 28-ish % I show. So I re-iterate - it is NOT letting something as 'simple as the gear horn interfere with your enjoyment" - yes I know that is the OP, but that is just a nasty by-product of completely fantastical throttle/boost/engine mapping characteristics of the DCS Mosquito at the moment, that yes is hampering the enjoyment of this product I purchased somewhat. If I wanted arcade fantasy simulation I could play a different arcade flight sim. Could it be fixed - of course.....we shall see.1 point
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Локализация для нейросети уже возможна на лету без предварительной обработки. В ближайшем будущем языковые барьеры должны окончательно пасть.1 point
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Добавьте, пожалуйста, оси для крутилок на прицеле (хотя бы яркость обеих меток, но в идеале для всех) и для карт. индикатора. Энкодерами и кнопками возможна только грубая настройка, особенно на карте, а хвататься каждый раз за мышь такое себе.1 point
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DCS: Task Force WWII Pacific Theater of Operations (PTO) Support Module - much like a WWII Naval operations version of a combination of Supercarrier, Combined Arms and WWII Assets all rolled into one with complete VR support. Primarily focused on circa 1944 systems. These would include search radars, surface warfare and anti-aircraft gun mounts and their gunfire directors, as mounted on US Navy major warships of WWII in the Pacific: carriers, battleships, cruisers, and destroyers. I've been working on this request for a while. Seeing the announcement of the USS Enterprise CV-6 and the Hellcat, I figured it's time to post it as best I can. It's an extensive and complex request. I realize it wouldn't come to fruition for at least a couple years...at least! But I just couldn't stand seeing the DCS picture of the fast carrier Enterprise CV-6 being escorted by a slow Samuel Chase and LST. Enterprise and Intrepid (Essex-class) will need proper escorts with functioning sets of radars, gun directors and properly functioning guns. And why not let players man the radars, guns and directors in a far better way than currently implemented in DCS for the Samuel Chase? ...and with VR support. Features: - WWII straight-deck carrier operations (also applicable to Korean War era). - Detailed models of Yorktown, Essex, Independence and Midway classes of fleet carriers; and Sangamon, Casablanca and Commencement Bay classes of escort carriers of the US Navy. As well as several classes of Imperial Japanese Navy carriers. - Carrier operations phases - aircraft launch operations - aircraft spotted aft on the flight deck and launched from catapult(s) and when deck space permits, the forward half of the flight deck. - aircraft recovery operations - aircraft spotted forward on the flight deck and in the hangar deck to allow aircraft to land on the aft half of the flight deck with the arresting gear. - underway replenishment or at port - aircraft fill the flight deck to allow room for initial storage of supplies on the hangar deck. (if desired) - animated deck personnel to move aircraft back and forth on the flight deck, hangar deck and elevators. (if feasible) - animated launch and recovery personnel on the flight deck and in the ship's pri-fly (or equivalent) control stations on the island. (if feasible) - animated ordnance men and refueling men to service the aircraft. - WWII Fleet Operations - Detailed models of Battleships, Cruisers, Destroyers and submarines; as well as oilers, cargo and transport ships. - CIC (Combat Information Center) on carriers, battleships, cruisers and destroyers [intended for operation by 1 or 2 DCS Players] - a search radar scope, PPI display, with combined airborne and surface targets, and landmasses. - plot board (similar in function to F10 map view) to keep track of assets and targets. - As flagship: Player (or AI) can command speed and direction of ships in task force, as well as formations and other commands to ships. - Ship's Gun Fire-Control System (GFCS) - Gun Mount Director Control Stations - radar (A-scan display?) to determine range and bearing to surface targets for gunnery solutions, fed into ballistic computers to determine firing azimuth and elevation. - also for directing 5-inch AA guns against airborne targets. - Optical range finders as alternative to radar. - 40mm gunmount remote director, Mk-51. Used to aim one or more 40mm twin or quad mounts. Lead computing optical sight. - 20mm guns with gunsight on individual gunmounts. - DCS players can each operate one of the gun directors, 20mm gunmounts or CIC. Directors, guns and CIC not occupied will be run by AI. - Also applies to aircraft carrier CIC and GFCS. Although I would like all the classes of ships of the Pacific Theater in DCS, the main ones would be the fleet carriers mentioned above and the South Dakota and Iowa classes of fast battleships. As escorts for the carriers and battleships; the Baltimore class of heavy cruiser, the Cleveland and Oakland classes of light cruisers and Fletcher and Sumner classes of destroyers. This would be an essential starting point for US Navy ships. There would also need to be a like set of Imperial Japanese Navy ships, perhaps all run by AI, initially. But here's my compiled list of US Navy ships (not including carriers) that I believe operated in the Pacific Theater in the 1944-1945 timeframe as escorts to fleet carrier (fast carrier) battlegroups and Task Forces. I've included the "old slow" battleships, although they would be their own task forces or part of the escort and shore bombardment ships for amphibious task groups, including the slow escort carriers. I do not expect this whole list to be included; although, many of the ships in a class are nearly identical...only name and number, and sometimes camouflage being different. (Ships to be modeled in DCS as they appeared in 1944, or 45 as indicated) - USN Battleship classes: Old "Slow" battleships - 20-21 knots - Wyoming class (12") - Arkansas BB-33 1945 - New York class (14") - New York BB-34 - Texas BB-35 - Nevada class (14") - Nevada BB-36 - Pennsylvania class (14") - Pennsylvania BB-38 - New Mexico class (14") - New Mexico BB-40 - Mississippi BB-41 - Idaho BB-42 - Tennessee class (14") - Tennessee BB-43 - California BB-44 - Colorado class (16") - Colorado BB-45 - Maryland BB-46 - West Virginia BB-48 "Fast" battleships - 27-33 knots - North Carolina class (16" - 28kts) - North Carolina BB-55 - Washington BB-56 - South Dakota class (16" - 27.5 kts) - South Dakota BB-57 - Indian BB-58 - Massachusetts BB-59 - Alabama BB-60 - Iowa class (16" - 33 kts) - Iowa BB-61 - New Jersey BB-62 - Missouri BB-63 - Wisconsin BB-64 - USN Heavy Cruiser classes: (These were the only USN Heavy Cruisers in the Pacific in 1944-45) - Pensacola class - Pensacola CA-24 - Salt Lake City CA-25 - Northampton class - Chester CA-27 - Louisville CA-28 - Portland class - Portland CA-33 - Indianapolis CA-35 - New Orleans class - New Orleans CA-32 - Minneapolis CA-36 - Tuscaloosa CA-37 - San Francisco CA-38 - Wichita class - Wichita CA-45 - Baltimore class - Baltimore CA-68 - Boston CA-69 - Canberra CA-70 - Quincy CA-71 - Pittsburgh CA-72 - Saint Paul CA-73 1945 - USN Light Cruiser classes: - Brooklyn class - Nashville CL-43 - Phoenix CL-46 - Boise CL-47 1945 - Honolulu CL-48 1945 (4 twin 5"/38 turrets) - St. Louis CL-49 - Atlanta class - San Diego CL-53 - San Juan CL-54 - Cleveland class - Cleveland CL-55 - Columbia CL-56 - Montpelier CL-57 - Denver CL-58 - Santa Fe CL-60 - Birmingham CL-62 - Mobile CL-63 - Vincennes CL-64 - Pasadena CL-65 - Springfield CL-66 - Topeka CL-67 1945 - Biloxi CL-80 - Houston CL-81 - Vicksburg CL-86 - Duluth CL-87 - Miami CL-89 - Astoria CL-90 - Oklahoma City CL-91 1945 - Amsterdam CL-101 1945 - Wiles-Barre CL-103 - Atlanta CL-104 - Dayton CL-105 1945 - Oakland Class - Oakland CL-95 - Reno CL-96 - Flint CL-97 - Tucson CL-98 1945 - USN Destroyer classes: - Gleaves class - 66 ships - those in 1944 configuration - Fletcher class - 175 ships - those in 1944 config - Allen M Sumner class - about 47 ships - 1944 There were many more older classes of destroyers, in smaller numbers. Just too many to be modeled, I think. I believe the above were the most significant ones.1 point
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