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Runway Attacks in DCS World: Is (Almost) Everyone Doing It Wrong ??? Note: this post might sound a little provocative, but that’s intentional. Its purpose is not to criticize but to provide an insight into what tactical thinking can look like for real fighter pilots. Runway attacks are more than just dropping bombs—they require careful planning, an understanding of weapon dynamics, and a mindset that balances risk and reward. By the end of these articles, you’ll see why so many virtual pilots get it wrong and how you can get it right. Runway attacks in DCS World are among the most thrilling and demanding missions a virtual pilot can undertake. The combination of flight precision and the high-stakes environment of overflying a heavily defended airfield makes a successful strike incredibly rewarding. However, despite their popularity, many pilots fall into the same traps when attempting to crater runways using unguided "dumb" bombs in 20th-century combat scenarios. If you've ever watched DCS runway attack videos on YouTube, you've probably noticed that the same tips are repeated over and over again. The most common mistake repeated by their authors is to attack parallel to the runway, a tactic that is not optimal in terms of overall efficiency. (Nearly) all Youtubers will show you parallel runway attacks... I will try here to discuss the most common errors and lay out the key principles for executing a successful runway attack. The Core Issue: Ignoring Aiming Errors One of the biggest oversights in runway attacks is the failure to account for aiming errors and the optimal attack direction. Bomb accuracy is influenced by several factors, many of which are often overlooked: Crosswind drift: wind can push bombs laterally, causing them to miss the target. Height vs. piper depression: higher release altitudes increase the potential for sighting errors. Parallax issues: differences between the pilot’s viewpoint, the HUD aimpoint, and the actual bomb impact point can lead to inaccuracies. Bomb ballistics: all bombs are very susceptible trajectory deviations, during the separation phase for example, or due to pilots movements during bomb release, and high drag bombs are very susceptible to wind, making them less predictable. Even in modern aircraft equipped with advanced systems like INS and radar ranging, these errors persist, even if it's to a lesser degree. Pilots must therefore plan for these inaccuracies rather than assuming a perfectly aimed bomb run will yield perfect results. Aiming errors are systematically studied for each weapon and each weapon system in order to compute CEP (Circular Error Probable) and refine bomb delivery methods. Example from "AGARD Flight Test Techniques Series - Volume 10 - Weapon Delivery Analysis and Ballistic Flight Testing". This lack of understanding manifests in two critical mistakes: 1. Attacking Parallel to the Runway The most widespread error is conducting bombing runs parallel to the runway. While this approach might seem intuitive, it significantly reduces the effectiveness of the attack. The main issue it that aiming errors combined with a parallel attack vector can result in all bombs landing entirely to one side of the runway. This leaves large sections intact and still usable. Or even worse, all bombs can land off runway... Example of attack perfectly parallel to the runway. However, attacking perpendicular to the runway isn’t a perfect solution either. As highlighted in historical accounts like Operation Desert Storm, a perpendicular attack with a string of bombs can still fail if the spacing between bombs coincides with the runway’s width. This means that even a well-aimed release can result in wasted ordnance if the bombs fall into the gaps between the runway’s critical sections. Excerpt from "Gulf War Air Power Survey - Volume IV - Weapons, Tactics, and Training". The key is to find a balance. Pilots should aim for an oblique angle—neither perfectly parallel nor perpendicular—to maximize the likelihood of hitting the runway while minimizing the risk of wasted bombs. 2. Poorly Calculated Bomb Intervals Another common mistake is failing to compute the correct interval between bombs. This leads to one of two problems: Bombs too close together: overlapping craters waste ordnance and fail to maximize the damaged area, or even worse, result in all bombs falling long or short of runway. Bombs too far apart: Large gaps between impacts allow aircraft to maneuver around the damage and continue operations, when we don't have a bomb before and the next one after the runway. The key is to strike a balance. Pilots must calculate bomb intervals based on expected aiming errors, runway width, and the number of bombs available. This ensures that at least two or three bombs reliably crater the intended section of the runway, creating an effective denial zone. 3. Not Targeting the Most Critical Runway Points Many pilots distribute their bombs too randomly, failing to prioritize the most critical areas of the runway. Identifying the best Desired Mean Points of Impact (DMPIs) on the runway is crucial for maximizing effects. Key DMPIs include: Runway intersections: disrupting these prevents aircraft from using several runways in a single strike. Runway access points: damaging these disrupts both runway use and ground operations. Thresholds and center sections: the idea is to make sure that no undamaged part of the runway is long enough for take-off or landing. That length will depend on the type of aircraft based on the airbase. Taxiways intersections: damaging these disrupts ground operations. Case study of runway cuts depending on the type of aircraft. Source here. Even with modern precision-guided munitions, targeting these high-impact areas ensures optimal disruption of airfield operations. 4. Poor Multi-Aircraft Coordination While a single aircraft can cause temporary damage, a coordinated strike is essential for full runway denial. Common errors in multi-aircraft attacks include: Dropping bombs in the same area: this wastes ordnance instead of maximizing coverage. Improper timing or geometry: following aircraft risk damage from bomb fragments of the first wave. Deconfliction failures: poor planning can result in aircraft interfering with each other’s attack runs, at a time when pilots must be entirely focused on their target. Effective coordination requires precise timing, well-planned spacing, and a clear target assignment strategy. Each aircraft should focus on a specific section of the runway to ensure comprehensive coverage. Conclusion: Rethinking Runway Attacks If virtual pilots want to truly deny an enemy’s runway, they must move beyond random bombing runs and adopt a more methodical approach. The mistakes outlined above highlight the need for careful planning and execution. In the next posts on my personal page, you’ll be invited to dive deeper into the specifics of runway denial, including: Case studies of real-world examples: learning from historical runway attacks, such as Operation Allied Force. Systematic study of proper techniques: breaking down optimal offset angles and spacing. Data-driven decision making: providing tables and figures to help you choose the best attack parameters. In the mean time, I invite you to engage a discussion here, and tell me if my analysis sounds meaningful, or how you would adapt it to modern PGMs (Precision Guided Munitions)! Runway under repair at Aleppo after an Israeli strike with a single PGM.5 points
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Я имел в виду, что более подходящее слово это "издевательство". В 2025, в хардкорном авиасиме не иметь оси тормозов, это именно издевательство.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.3 points
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Custom F-14 Throttle Build “Realistic” & Functional My old first diy throttle went fubar so I have built a new custom F-14 throttle for DCS that brings a high level of realism and functionality to my sim setup. It’s designed to replicate the feel of the real Tomcat throttle while integrating custom features for smoother operation. Key Features: Dual Independent Throttles Provides precise control over both engines, just like in the real jet. Motorized Wingsweep Automatically moves to match the in-game position or allows manual input when disengaged. This prevents unwanted feedback loops while keeping it in sync with the aircraft. DCS-BIOS Integration Allows full synchronization with in-game controls, preventing conflicts between hardware and software inputs. Replicates the F-14 real throttle behavior for startup and afterburner engagement. Designed for durability and a realistic tactile feel, with smooth but firm movement on all controls. This throttle setup significantly improves immersion and control in the F-14. If anyone is interested in the build process or has questions about DCS-BIOS integration, feel free to ask! And the tacan3 points
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I recommend this book: "The Pentagon Paradox: Development of the F-18 Hornet" James Perry Stevenson3 points
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Not to be that guy but I guess I am. I've never had this issue before. In fact, this is the first time I've heard that this is a problem. Being that the F-35 doesn't have a HUD, I'm not sure how this would be more of an issue.3 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! Dan2 points
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Hagen I used a bourns motorized potmeter and gear to move the handle, dcs gives me the position to dcs bios , wing handle in emergency position , the analog port will communicate with the usb lib with windows and is coupled as a axis in game . The analog input to the joystick lib Its not sending anydata when its closed . But dcsbios will give the position/value to the arduino code and it will move the motor according the analog read/position2 points
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It would be neat to see liveries broken out into their own ad-hoc distribution system. Have a liveries browser that contains a preview-quality version of them all for the mission editor/loadout page, but your local PC only stores ones you select as wanting permanently installed. Either that, or ED needs to enforce optimizaiton requirements on module designers for things like liveries, so that we don't end up in a scenario where we have a 5GB aircraft packaged with 15GB of skins.2 points
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@toubey I have not created a list yet. On the east side, most fixed wing a/c will come out of Bagram Airfield. The primary helicopter airfields were FOB Shank, FOB Salerno, and the main on in Jalalabad (FOB Fenty?). Those three had Apache, Chinooks, and Black Hawks. The rest of the bases were smaller combat outposts, some may have had UH60s there for Medevac, or short time stationing. Maintenance and supply were the main reasons you had consolidation at the larger bases. @Ala12Rv-Tundra You're not going to find good photos on google maps right now, it appears to be scrubbed. I do have google earth photos of the main bases back when I was over there. They were public facing so it shouldn't be any issues sharing. Right now I'm not going to openly post them.2 points
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The LLH Counter Insurgency Mod is really great, it contains many armed and unarmend vehicles - for Insurgents as well as Special Ops. I don't know where the original download page is, but here's a mirror: LLH_Counter_Insurgency.rar - Google Drive2 points
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Код Су-25 очень старый из 2003 года. Его невозможно модернизировать. Только выбросить и написать с нуля. Пока с нуля у нас нет времени.2 points
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Как это никто не будет? Если не сегодня-завтра для бесплатного упрощённого модуля выйдет новая внешка. И кто тогда потратил драгоценные ресурсы на эту модельку? Сама собой взялась из неоткуда? Я не играю в соулслайки. Не понимаю, зачем их кто-то покупает.2 points
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They make ones to suit the Rhino FFB, just reach out to them, I have a Rhino speced one. Sent from my CPH2333 using Tapatalk2 points
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Debden Eagles: 100% historical. Eveything that happens happened in real life. Nothing more nothing less. No changes for the sake of balance or fun. You mostly fly as a wingman. It can be fun if you get the hang of it, but you need to get the hang of the dcs ai. Bodney: it’s historical fiction. None of the events happened, the missions are realistic but also balanced, fun and versatile. You’ll be leading a squadron mostly. so DE is a documentary, BNBOB is a Hollywood movie directed by Tom Hanks with great attention to details I hope it helps2 points
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I don't like the idea of many default liveries, it takes a lot of space and you can't delete them. HB made 30GB of liveries for only 2 aircraft that are impossible to delete. It's a waste of space specially if you don't fly those aircraft. It should be official liveries to download as mods though, so anyone who wants can install those.2 points
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Возможно я ошибаюсь, но ситуация выглядит так что Nvidia приблизилась к потолку технически-коммерческих возможностей. И скоро их догонят AMD с Intel и начнется равная конкуренция с борьбой на понижение цены.2 points
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Perhaps more relevant would be the Cessna 170, aka. O-1 Birddog: What with Vietnam era aircraft starting to trickle in. The O-1 was actually modified from the 170 somewhat, particularly the cabin shape, but they were otherwise similar, and the Birddog was a key FAC aircraft back in the day.2 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 @Loukuins2 points
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Hi Red_Camarada, Hi AdrianL, I am too scared to ask the topdogs of this forum and molest them with a permission. And I am sure they got far better docs than i got. Below some pictures of "telephone pole"-strikes and some links, send me a message if u aint satisfied. The S-75 / SA2-missile had a huuge Frag-HE warhead of 195 kg (430 lbs). The 2-stage (solid fuel booster and a liquid fuel upper stage which burned toxic TG02-fuel) missile itself was called "flying telephone pole" by the US pilots in the Vietnam theater. It had an accuracy of 65m (210 ft), hence the huge warhead. One SA2 system could engage only one target, however the radio command guidance of the missile system had 3 channels, therefore it was possible to have 3 missiles in the air against one target. Here is a nice pic of a S-75: S-75 Dvina A Thud being hit by a V75 over Vietnam RF-4C being hit by V75 over VN Another pic (National Museum of the USAF) Here are some sources: Персональный сайт - Главная История техники ПВО,ЗРК С-25 БЕРКУТ,С-75 ДВИНА,ДЕСНА,ВОЛХОВ.С-125 НЕВА,ПЕЧОРА,С-200 АНГАРА,ВЕГА,их боевое применение.Только документы и еще чу 0710weasel.pdf Operation Spring High: Thuds vs. SAMs Jane's land-based air defence Pls let me know if my post is against the rules or if my post or parts of it are bull<profanity>. I am only a pylote, eh? Cheers2 points
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Hi, thanks for your response! I am aware that both airfields have unpaved runways. In DCS, however, it looks like a bug because the blurry satellite photo that goes as a "runway" doesn't match the rest of the aerodrome neither in pattern or in quality. And the taxiways are abruptly cut without any transition. Maybe try making runway more pronounced by adding a semi-transparent detail overlay? And/or make aprons and taxiways semi-transparent, so their underlying photo background could better blend with the runway.1 point
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the current CM802 AKG and AGM84E/H both have this problem. as long as the aircraft is far away from the attack point, the terrain will not be loaded.1 point
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People having numerous problems with the new Nvidia app in general. Based on feedback I'd avoid it at this stage. You need it for anything specifically?1 point
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Can we have a "bullet in moving zone" trigger? We have missiles and bombs triggers, I'd like bullets so I can have AI react to warning shots across the nose.1 point
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1) хатка это восьми позиционный министик на РУД или РУС обычно расположен под большим пальцем помимо прочего можно использовать для обзора. 2) верно. трэкир отслеживает положение головы и двигает виртуальную голову в кабине. видно все без проблем, там масштаб не 1:1 условный поворот реальной головы на 5 градусов поворачивает виртуальную например на 90 (это все настраивается) привыкаеш очень быстро, глаза синхронизируются с поворотом головы, дискомфорта никакого нет1 point
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Habe das Problem gefunden! Beim Dogfight muß man den KI Gegner auf FREIE JAGD einstellen, dann gibt er mehr Gas!1 point
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Try making a custom livery and add the following to the livery's Description.lua file: custom_args = { [190] = 1.0, [191] = 1.0, [192] = 1.0 } This may not work for all aircraft. Basically it is just setting the models draw argument for the 3 nav lights to draw them.1 point
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Also would like to add that when in VR, anything greater than 1.5nm away, they glow super bright and big like UFO lights or something.1 point
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About the F-14D and APG-71... I'd love an F-14D. I'd love to pay for it, I want to encourage HB to make money. My vote would be to make it as realistic as possible with the information that we have. Approximate things when it's appropriate, and fall back to modeling it as it is on the F-14B / AWG-9 where and when it's the best you can do. The important thing for me would be to admit when an approximation was made, and to explain how and why. Its one thing to sell me a simulator and say "all of this is as real as it gets!" when you know it's not, and it's another thing completely to sell it to me and say "This is as close as we can get, and here's why"... Most of what interests me about the 14D is front seat stuff anyway.1 point
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I never saw any cloud radar returns using the Mig-21 (around 2 years). The image you posted must be older... My understanding is that the radar modelling is very basic here. We probably need to wait for a 21 upgrade for such advancements.1 point
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Here's a walkthrough of the Departure and Recovery procedures at Nellis AFB in the early 80s, that you'll be expected to follow in the Red Flag 81-2 F-4 Campaign too.1 point
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Did Jester stop deploying chaff and flares? It has been a long while since I flew, but for some reason I seem to recall that Jester would deploy chaff and flares, sometimes even too eagerly. Now it seems like he isn't putting them out at all? Do I need to give him orders or something or set him up during the cruise to the fight? Would be GREAT if we could get a simple .cfg file somewhere to allow us to pre-program our settings for Jester. What we want our default chaff/flare policy to be, how aggressively we want him to chaff/flare, how we want our bomb ripple quantity and interval, etc.1 point
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A-10CII, F-16C, F-14B, AH-64D, OH-58,F/A-18C, anything with NS430. On A-10C, ADS-B information of other air traffic, would be displayed on TAD. Any MFD with map, WP, own aircraft could display ADS-B data. Traffic would be shown as aircraft icons in relation to own aircraft. Blue is above own, green is below, yelow is within 500' to 1000' altitude sep, red is at same alt and within 1nm sep. Flashing amber glow is critical separation. I imagine that ED would would work that into reworked ATC function in DCS. ATC, right now kind of well sorta, eh.......... OK it sucks. It is absurdly disfunctional.1 point
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Очень по простому. Горизонтальный полет. Для его удержания требуется ручку от себя держать. Удерживаем "триммер - нос вниз" и потихоньку отпускаем ручку в нейтраль пружинного джоя. Как только она пришла в нейтраль -кнопку отпускаем. Изменилась скорость полета и для ГП потребовалось ручку брать на себя. Удерживаем "триммер - нос вверх" и прям чувствуем как ручку для сохранения ГП удерживать на себя становится надо все меньше и меньше.... Точно так жа с триммерами по крену.1 point
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Если по-простому, то триммер - это фиксация управляющих плоскостей в заданном положении. 1. Ручку на себя 2. Триммер коротко нажал (затриммировал) 3. Ручку отпустил. - Плоскости остались в заданном положении. Чтоб ты не напрягался, и не держал постоянно ручку, плоскости зафиксировались, и ты взмываешь к звёздам, попивая кофе, разглядывая приближающийся космос и ковыряясь в носу :о) До Плутона долетел: ручкой выравниваешь самолёт: коротко жмешь триммер; плоскости фиксируются в этом, ровном положении: самолёт летит ровно и уверенно. Берёшь в прицел инопланетян и достаёшь сосиску в тесте...1 point
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The DCS EF is developed by us. TrueGrit helps us out with their expert knowledge and did provide the 3D model we used as base.1 point
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It seems that Virpil encountered some quality assurance problems, hence their delaying for the first batches of new series. Better delayed and fixed, than on time and flawed, I guess... Gotta aim for March.1 point
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Push over to the Norwegian coast, and we have a deal! [emoji1303] Sent from my SM-A536B using Tapatalk1 point
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yeah... I was just now trying to refuel at night, and all i could see was the 3 lights on the tips of the aircraft. They aren't even real lights, i think, just some sort of texture that isn't affected by the ambient light and always stays the same. The director lights, or everything else, was completely dark.1 point
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Air Boss room internal light controls. At least On/Off switch and maybe some colors like red or blue for night ops.1 point
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> They would never take out tanks or anything that I'm aware of. Please see my post from July 24 2023 at the top of page 2. There is a link to a public US Army document saying they piece the top armor of tanks circa 1990.1 point
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So, Yeah. you can change them positions by editing the PrestonAI_page_common.lua file in \DCS World\Mods\aircraft\AH-64D\Cockpit\Scripts\AI just go to line 8 and you will find --for VR only! local compass_pos = {0, -0.40} local weap_control_pos = {0, 0.32} --seems okay, may be a subject to change change the values in red and you will move George's compass and weapons' wheel around (I believe they are X and Y expressed in ratio to 1 ref. the screen size, IDK just experiment, I guess?1 point
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