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Showing content with the highest reputation on 05/09/25 in all areas

  1. Всех с праздником Дня Победы в Великой Отечественной Войне!
    12 points
  2. …Победы Красной армии и советского народа над нацистской Германией в Великой Отечественной войне. С праздником!
    11 points
  3. С Днём Победы в Великой Отечественной войне !
    8 points
  4. 09 May 2025 Dear Fighter Pilots, Partners and Friends, Let us pause to honour the men and women who fought so valiantly for our freedoms on this important day. The 8th of May marks Victory in Europe 80 years ago, and the end of the Second World War on the continent. We remember this day not only for the incredible human sacrifice but also for their genius and technological ingenuity that helped create some of the most iconic machines ever to grace the air. The latest DCS update is only for campaigns, and it contains fixes and enhancements for various campaigns by Reflected Simulations and Baltic Dragon. Please read the details below. The Cold War sale is coming to a close, and we truly hope you have been able to take advantage of these huge savings. If you have not, please do visit our E-Shop for some last minute deals. Hurry! The sale ends on the 12th of May at 15:00 GMT. Thank you for your passion and support. Yours sincerely, Eagle Dynamics Victory Day VE Day Celebration in Europe This week we recount the epic sight of Mustangs escorting bombers across the Rhine and P-47s at treetop level supporting ground forces. Allied combat aviation played a decisive role in hastening the peace in Europe. DCS warbirds such as the P-51D, Spitfire LF Mk IX, Mosquito FB IV, P‑47D Thunderbolt, Bf 109 K‑4, and Fw 190A and D battled each other in those final months to support their own forces and engage in the last, great dogfights over Europe. It is with great pride and honour that we are able to preserve them in DCS and in some way to relive this pivotal chapter in history. In memory of the machines, and the men and women who designed, built, maintained, and flew them, please join us in remembrance. Take to the DCS skies, and reflect on the real crews who placed their lives on the line. Their legacy lives on in every virtual mission you fly. DCS Campaigns Hotfix rollup update 2.9.15 This week’s patch is dedicated to updating several single‑player campaigns. Four of Reflected Simulations’ most popular campaigns received updates: Fear the Bones and Speed & Angels now display Tomcatter87’s corrected tanker skins, and both F‑4E campaigns add an automatic “flaps‑down” safety trigger. Progressive wear‑and‑tear and typo clean‑ups in Red Flag 81‑2 was included, and the F-16C Arctic Thunder campaign has been tuned with blue‑side airfields throughout. Baltic Dragon delivers quality‑of‑life fixes; Raven One: Dominant Fury sees its Knight I‑R prompt restored; The Enemy Within 3.0 AI‑helicopter landing logic and debrief music is fixed. The  Rampagers campaign received a comprehensive review of deck winds, scoring, tanker cues, subtitle timing, and livery accuracy across nine missions. Badger633 has added a Data Transfer Cartridge notes to every Operation  Green  Line mission, and missions 1 to 7 and 9 to 13 in the Rise  of  the  Persian  Lion 2 campaign. Finally, SorelRo’s Hormuz  Freedom swaps in Heatblur’s new F‑4E for the IRIAF, refreshes voice‑overs, and improves AI trigger logic. Please download the update to enjoy all these important changes. For a list of all changes, read the full changelog. Cold War Sale Final Hours The DCS Cold War sale is ending on the 12th of May 2025 at 1500 GMT. Please take advantage of these fantastic deals whilst you still can. DCS: F/A-18C and the DCS: F-16C Viper are currently available with 40% discount. For those of you who fly helicopters, our DCS: AH-64D, DCS: Black Shark 3 and DCS: Mi-24P Hind are available with 50% savings. For more deals, please check out the shop now. Thank you again for your passion and support, Yours sincerely,
    6 points
  5. Hello! The draw tool needs refinement. Having used it quite extensively I have a few important changes/additions/fixes that, I argue, are essential to make the draw tool user friendly and thus faster and more efficient to use. There are several topics regarding different wishes and discussions regarding the draw tool, but none that quite list everything needed in my opinion. I do second every one of the suggestions I found with a quick search. Links to the respective threads at the end of this post. Absolute priority number one!: Add the ability to lock drawings As a set of drawings becomes increasingly comples and large drawings overlap, it is extremely easy to accidentally pick the wrong drawing, then move it only to realise a bit later that you just messed up a drawing, say, a circle, that you now have to eyeball to be positioned back to where it was! When a drawing is done, the user generally does not want to move it further. Having all the drawings be there waiting like traps to be selected accidentally has lost me hours of work trying to fiddle with the tool. Expansion of the draw item -list The draw item list occupies only a small set amount of screen space. With dozens of drawings having the list window as small as it currently is is a total waste of screen real-estate and makes the tool more cumbersome to use. Either have the tool resize it self according to available space, or at least give users the ability to resize the list window themselves Allow arranging/filtering of drawings by name Again, as the list grows longer different items are really hard to keep track of unless one constantly arranges the items manually. This again wastes serious amounts of time that could otherwise be spent actually using the tool! I understand that the items in the draw list are in drawing order, so probably give the items a visible draw order index (per layer obviously), and then give the user the ability to order the drawings by name. Layers/categories can stay separate - those are easy to handle. Fix the item movement in the list Re-ordering the items in the list currently jumps the user to the beginning of the list! With dozens of drawings that one may want or need to arrange this is a horrible UX bug. Please fix! Allow the user to change the anchor-point of text labels Often times a drawing needs to be anchored from other points than the top left corner. Plenty of texts would need to be anchored from either the middle of the text-box, or from the mid-point of either the top or the bottom edge of the text rectangle. I would recommend all the corners, edge-midpoints and the whole shape mid-point to be added as possible anchor points to allow for most flexibility An improper anchor point makes drawings really messy and hard to look at especially when zoomed a lot from the intended viewing zoom-level, making large draw sets appear really cluttered Add air navigation symbology Please add default symbology (Jeppesen or otherwise) for NAVFIXes, VORs, TACANs, DMEs, and such shapes as default triangles etc. At the current state the user has to create these by-hand which is cumbersome and unnecessary. Allow drawings to be set invisible by zoom-factor A lot of the time on congested drawings some details might want to be omitted when looking at a large scenario from smaller zoom-levels (e.g. from far away). An per-drawing adjustable invisibility range (both ends!) would really be useful for decluttering the drawing and allowing for additional details to be drawin, but only as the player zooms in enough (or out for that matter) Add dedicated arc-drawing tool (with and without lines to origin) Arcs and sectors are needed to draw more complex shapes without resorting to freehand drawings constantly. A simple circle does not cover all the cases. There are, for example, a lot of airspaces that are built with several arcs IRL. Building similar airspaces with drawings currently is a time consuming process of using circles to help draw freehand - these could be bypassed by simply allowing for an arc-draw. Add racetrack-shape (see "racetrack polygons in Draw function" below) I second this wish. Being able to draw racetracks would be really useful Add editing, adding and removing of shape points (see "Draw Tool - point mode" post below) I second this! So many "oh whoops, wrong button!" -mistakes costing me a lot of time after making a complex shape just because I cannot edit the shapes afterwards. Definately a feature that is needed! EDIT: In fact the existing points can be moved, but more points cannot be added or removed once the shape is completed Allow the user to change the amount of vertices on a circle On the same lines as point no.10. As the circles become larger the amount of vertices is really apparent and may not be sufficient in all cases. Please add a value to change the amount of vertices on a selected circle. EDIT: Suggestion number 12: Allow the user to set text size that is either tied to the screen size/zoom (the way it is now), but also set an absolute size, so that the text size stays the same compared to the background map and other drawings regardless of zoom. There are plenty of instances where you do not want the text to change along with zoom. EDIT: Added some screenshots to illustrate the points above EDIT: Added a commenter's suggestion to the list EDIT: Suggestion number 13: ability to snap route-tool waypoints to existing drawings. To make sure the route would not snap to anything-and-everything a toggle "route too snapping" for a given drawing might be wise to add, as well as to have the snapping be togglabe (much like how in vector-drawing software you can toggle snapping on and off). This way you could keep, say, waypoint symbols (see suggestion number 6) with option "route too snapping", and as you actually do your route, you could eithre allow snapping as a user, or toggle it off for completely free placement of route points. The possible points to snap to could be waypoints, text-field-anchor points (I would imagine these would most often just be left OFF by default) and any polygon/line vertex (i.e any corner point), on a per-drawing basis. This would help out a lot on larger missions where the mission maker wants to give players a lot of possible waypoint references to be used, but not all of them are needed for any one flight. It would also ensure that a single waypoint shared between two different flights would actually be the same, instead of being approximately the same. For additional functionality, the snapped route point could actually inherit its name from the waypoint. Here it would be best give the waypoint a third text field "route tool name", because I bet most ME users would like to name their points akin to "blue_wpts_ABCDE" instead of just ABCDE, that you would then want to show as the route name in the route tool. Previously suggested improvements: Regards, MikeMikeJuliet Image 1: text as intended by the author Image 2: text and image gets cluttered because text scales with zoom Image 3: a cluttered image when zoomed out - this could be alleviated either by being able to set some of the drawings invisible as you zoom out and/or by setting an absolute text size instead of zoom scaling text Image 3: Unused space around the drawings list. This particular list is probably some 150 drawings long and going through it to find a specific drawing (especially if it isn't in order) wastes time completely unnecessarily.
    4 points
  6. Dear ED Team, First of all, thank you for your continued work on providing new theaters. I’d like to raise a terrain-related issue that affects all maps in DCS and has a critical impact on mission planning and visual navigation: DCS currently displays Tactical Pilotage Charts (TPCs) as the base map layer in the Mission Editor and F10 view—but the actual in-game terrain does not reflect the contents of this chart. This is not a minor discrepancy. Entire features visible on the TPC—towns, roads, airfields, railways, dams, power lines, smokestacks, vertical obstructions—are completely missing from the terrain. This breaks both immersion and function for players who expect the TPC to be an authoritative reference, as it is in real-world aviation. This is the key point: DCS is explicitly showing the TPC as a reference map, which implies that what you see is what you get. But that is not true in practice. Pilots and mission creators plan based on that chart, only to find that key features simply do not exist in-game. We are not concerned if some features exist in-game and aren’t on the TPC chart. The concern is the opposite: if a feature is shown on the TPC, it must exist in-game. Examples of missing TPC features: Towns (even large ones) shown on the chart, but no buildings or textures in-game. Roads and railways that appear on the chart, but do not exist in the terrain mesh. Dams, bridges, smokestacks, or power lines visible on the TPC but entirely absent from the map. These are not minor decorative details—they are tactical elements for low-level visual navigation, mission timing and leg planning, target area identification and IP selection, and obstacle avoidance. What we’re asking: We understand this is not a trivial fix. But we ask for a long-term, map-by-map effort to bring terrain data up to par with the TPC reference layer already used in the Mission Editor and F10 view. Specifically: If a feature is shown on the TPC, include it in the terrain. Start with key navigational aids and obstacles: roads, towns, power lines, railways, airfields, vertical obstructions. This would greatly improve realism, usability, and trust in the mission planning tools provided within DCS. Why this matters: You chose to display the TPC chart as the reference map in both mission planning and live operations (F10). That choice is excellent—but only if the game world matches it. As it stands, the chart becomes misleading, which hurts gameplay and immersion. We’re not asking here for new assets or visual upgrades—we’re asking for basic terrain consistency with the chart DCS already uses. Thank you for your time and consideration! Examples: Eagle Dynamics - Old Map - NTTR No towers, antennas or water tower. Eagle Dynamics - New Map - Afghanistan No power plant. Category 2 city is missing. Ugra Media - Old Map - Syria The railway bridge is missing, as well as all the villages to the south. Ugra Media - New Map - CW Germany No large antenna.
    4 points
  7. Yep, thanks. I was made aware of this yesterday. The issue most likely because I was doing my testing of the mod packs in a different version of DCS.
    4 points
  8. South Atlantic was "Published" by RazBAM, but the Development was by a separate team from RB. With "Specifics" unknown, You can assume, the team didn't want to make a new name and LLC, so they chose RB to be their Publisher, since the map was to mainly utilize their AV-8B. Whether accurate or not, I dunno So that being said, RB right now is on pause as a developer. the Map like the numerous Campaigns that utilize the AV-8B, M-2000C, or South Atlantic etc, don't really have anything to do with RB's Development Contract, License, Mojo, PB and J etc etc etc.
    4 points
  9. Но разве не 22 июня день памяти и скорби? 9 мая это День Победы так-то.
    4 points
  10. And some screenshots from Whiplash:
    4 points
  11. Having just recently retired, LtCol Marks offers a very candid and detailed interview of his 30+ years and 7500 flight hours in the A-10C including his 16 deployments (I thought I had a lot at 11) from Desert Storm/Shield through Iraq and Afghanistan deployments. Being the highest time (most experienced) A-10 pilot in it's long history, LtCol Marks offers some VERY interesting insights into flying and employing that weapon system and I think anyone reading this forum will really enjoy this interview. At 5+ hours, this was really enjoyable and I didn't think it was long at all. It's available on You tube and also as a podcast through your preferred podcast app.
    3 points
  12. Hey, guys. Quick update on where the Ka-52 mod is at right now AligaTTore is working for IL2 right now and says that he plans to go back to work with the Ka-52 mod once he's done with working on IL2. At least this is what I've heard, and I don't want to come across as saying that no work is being done on the mod
    3 points
  13. И что? Зато другие праздновали и не ныли. По стране были торжественные мероприятия.
    3 points
  14. Also here's a cool picture. Just hanging out with the dude in the radio hooch listing to some Hendrix, watching the Loach get reloaded. Hats off to you Eightball, for all the detail you put into the radio hooch!
    3 points
  15. The One Actual DCS community has spent over a year engineering Troops In Contact. Troops In Contact transforms the DCS ground combat experience to be more immersive and fun. The AI units are no longer overly accurate terminator bots, are now more dynamic, and they can navigate complex terrain. Troops In Contact has been tested so far with 800 units in close proximity to each other and to human players, without overloading the server. All of this without any coding or specialized knowledge required. Join the Troops In Contact Discord https://discord.com/invite/pVGv8d6rDv Release Video
    2 points
  16. Mabye this is already a thing. But would be great if we could force radar and especially rwr off in AI aircraft. Say you want your MiG21 AI to be closer early models like that used in Vietnam. As far as i know. The MiG21 modeles used in Vietnam didn't have RWR even at the end in 73. As it is now if you want to sneak up on a MiG21 you have to turn off your radar. But in real life an F4 could fly towards a MIG21 fire off a Sparrow and the 21 would never know the F4 was even there until the missile hit. Unless it had GCI that could warn it. Having an option in ME to force rwr off would help make the AI less omniscient when they shouldn't. Same with say F4s, and F100 and F104 when they come. They shouldn't have RWR if you are simulation 1965
    2 points
  17. Hey everyone I've been working on a full-fidelity Piper Cub mod, specifically the WWII L-4A variant, for quite some time. Now that it's getting close to completion, I figured it was time to share it with you all. I started this project because I wanted to learn about aircraft physics and flight modeling, so I chose the simplest aircraft that came to mind, thinking I would just write the EFM and use a free 3D model as a stand-in. Eventually, I got tired of looking at ugly models and decided I wanted to take a stab at 3D art, so I ended up creating a 3D model, textures, and animations to go along with the EFM. Currently, the Cub mod features a fully custom EFM that uses a blade-element theory approach to model aerodynamics. This method divides the aircraft's wings, tail, fuselage, propellers, and other surfaces into multiple components and calculates the lift and drag forces acting on each aerodynamic component. These forces are then summed up to produce the total force acting on the aircraft every frame. This approach is really cool because of its simplicity and how it naturally captures complex flight dynamics that occur at high angles of attack, such as spins or snap rolls, without relying on large datasets stored in lookup tables. The EFM also includes a realistic simulation of the Continental A-65 engine and propeller, including effects like p-factor, gyroscopic precession, and propwash. While my primary focus has been on the flight model, I've also taken some time to make sure the model looks decent and is realistic to the L-4A. I chose this particular variant so it can be used in various WWII scenarios, whether early or late in the war, and it will have skins appropriate for the ETO, PTO, and MTO. Additionally, I've included some M1A1 Bazookas, so it has at least a bit of firepower, and we can recreate the exploits of Bazooka Charlie. Some parts of the 3D model are still WIP, but here are some pics of the current state of the Cub.
    2 points
  18. The football fields are way off scale [emoji23] Sent from my CPH2333 using Tapatalk
    2 points
  19. Yes and right - But at the end we just need a new model. Cheers TOM
    2 points
  20. Cold war map ... somebody said? Cheers TOM
    2 points
  21. Splash Damage 3.2 Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript Options Change: Please be advised that the non debug script has these two defaulted to false, so that users don't see that the script is in use nor can they access the test/config radio options. Set either to true as required. The notice that the Splash Damage 3.2 is running uses game_messsages. ["game_messages"] = false, --enable some messages on screen ["enable_radio_menu"] = false, --enables the in-game radio menu for modifying settings Feature Change: Giant Explosion The Giant Explosion triggering has been changed, and no longer requires a mission editor trigger. If a unit or an object is called GiantExplosionTarget[something] i.e GiantExplosionTarget1, GiantExplosionTargetBoomBox, it will be tracked and trigger a giant explosion. Also, I've added the option to trigger on unit damage as opposed to unit death. ["giantexplosion_ondamage"] = true, --Trigger explosion when unit is damaged ["giantexplosion_ondeath"] = true, --Trigger explosion when unit is destroyed New Feature: Ground Ordnance Disabled by default as it was a user request, this will allow the script to apply its effects to ground ordnance, i.e artillery shells fired by ground units --Ground Unit Ordnance ["track_groundunitordnance"] = false, --Enable tracking of ground unit ordnance (shells) ["groundunitordnance_damage_modifier"] = 1.0, --Multiplier for ground unit ordnance explosive power ["groundunitordnance_blastwave_modifier"] = 4.0, --Additional multiplier for blast wave intensity of ground unit ordnance I've also added the below shells in, so it's not fully complete. I'll need people to tell me what to add specifically if they want the specific shells tracking. I'm aware of tank shells not being in there - given it was a user request I'm not sure how many people actually want to make sure of this so have not spent additional time. --*** Shells *** ["weapons.shells.M_105mm_HE"] = { explosive = 12, shaped_charge = false, groundordnance = true }, --105mm HE shell, M119/M102 (~10-15 kg TNT equiv) ["weapons.shells.M_155mm_HE"] = { explosive = 60, shaped_charge = false, groundordnance = true }, --155mm HE shell, M777/M109 (~50-70 kg TNT equiv) ["weapons.shells.2A60_120"] = { explosive = 18, shaped_charge = false, groundordnance = true }, --120mm HE shell, 2B11 mortar (~15-20 kg TNT equiv) ["weapons.shells.2A18_122"] = { explosive = 22, shaped_charge = false, groundordnance = true }, --122mm HE shell, D-30 (~20-25 kg TNT equiv) ["weapons.shells.2A33_152"] = { explosive = 50, shaped_charge = false, groundordnance = true }, --152mm HE shell, SAU Akatsia (~40-60 kg TNT equiv) ["weapons.shells.PLZ_155_HE"] = { explosive = 60, shaped_charge = false, groundordnance = true }, --155mm HE shell, PLZ05 (~50-70 kg TNT equiv) ["weapons.shells.M185_155"] = { explosive = 60, shaped_charge = false, groundordnance = true }, --155mm HE shell, M109 (~50-70 kg TNT equiv) ["weapons.shells.2A64_152"] = { explosive = 50, shaped_charge = false, groundordnance = true }, --152mm HE shell, SAU Msta (~40-60 kg TNT equiv) New Feature: All Ground Unit Smoke and Cargo Cookoff Disabled by default as it was a user request. Enabling this will cause smoke and cookoff effects for all ground vehicles you destroy. --Smoke and Cookoff Effect For All Vehicles ["smokeandcookoffeffectallvehicles"] = false, --Enable effects for all ground vehicles not in cargoUnits vehicle table ["allunits_enable_smoke"] = false, ["allunits_enable_cookoff"] = false, ["allunits_explode_power"] = 50, --Initial power of vehicle exploding ["allunits_default_flame_size"] = 6, --Default smoke size (called flame here in the code, but it'll be smoke) 5 = small smoke, 6 = medium smoke, 7 = large smoke, 8 = huge smoke ["allunits_default_flame_duration"] = 60, --Default smoke (called flame here in the code, but it's smoke) duration in seconds for non-cargoUnits vehicles ["allunits_cookoff_count"] = 4, --number of cookoff explosions to schedule ["allunits_cookoff_duration"] = 30, --max time window of cookoffs (will be scheduled randomly between 0 seconds and this figure) ["allunits_cookoff_power"] = 10, --power of the cookoff explosions ["allunits_cookoff_powerrandom"] = 50, --percentage higher or lower of the cookoff power figure Release notes: 10 May 2025 (Stevey666) - 3.2 - New feature (user request): ground ordnance tracking, this tracks ground artillery etc if in the explosives table, set to false by default. - New feature (user request): option to create additional smoke and cargo cookoff effect for all ground vehicles initially destroyed by your ordnance or the script, set to false by default. - Adjusted blastwave explosion - Changes to debug output, ordering by vehicle distance - Thanks to tae. for the report, adjusted Ural-4320 in vehicle table, had incorrect name so wasn't triggering cook off. - Fixed error popup when using Mig 21's SPRD-99 - Added Cargo Cook off / fireball to some static objects i.e crates/barrels - Reworked Giant Explosion tracking - no mission editor trigger needed, just name static unit or unit "GiantExplosionTarget[X]" - Allow for Giant Explosion trigger on damage or on death Reminder on how to add the script: To use the script in your mission, add a Mission Start trigger with the action DO SCRIPT FILE (splash_damage_3.2.lua). PLEASE NOTE IF YOU'RE MAKING CHANGES TO THE SETTINGS IN THE LUA AFTER YOU'VE ADDED THE TRIGGER: When you select the file in the trigger, it uploads a copy to the miz file at that point, further changes will not be reflected. You need to remove and re-add the trigger or select a different file and then back to the script. Splash_Damage_3.2.lua Splash_Damage_3.2_debug.lua
    2 points
  22. Some incredible people in this thread: creating liveries for a module that didn’t even start development yet
    2 points
  23. Штош, в пятничной новости про День Победы написали, как и ожидалось. Даже про советские войска информацию дали. Но извиняться бухтящие о ED граждане, конечно же, по традициям деревенских бабок на лавке не будут.
    2 points
  24. On B275 near Ortenberg, on the way to Fulda
    2 points
  25. @currenthill I understand you can't really answer to my question, but : In your future addition for DCS core, are you going to add yours infantries's mod (Javelin, Kornet, snipers, etc...) ? I fly with the 06 Multirole Helicpter Regiment (Who doesn't use mods) and it will be gamechanger for our transports (CH-47, Mi-8, Huey, even Mi-24) to have the possibily to transport soldiers with ATGM to defend city against IFV or Tanks. RPG soldiers are not a real threat against convoys, but anti material snipers or ATGM are. Embarking mortars teams without any script is a must have too. I hope your future core addition are infantries, because DCS core is really really lack of differents soldiers.
    2 points
  26. I bought the L-39 on sale and I'm very happy with it.
    2 points
  27. 09 Мая 2025 года С Праздником, дорогие друзья! Сделаем паузу и почтим память павших и победивших, но уже ушедших из жизни героев, которые 80 лет назад остановили пожар Второй Мировой войны. Выразим признательность оставшимся в живых - их подвиг не забыт, их победы бесценны и сейчас остаются свидетельством мужества, трудового подвига и тесного сотрудничества стран, объединившихся в достижении главной цели - ВЕЛИКОЙ ПОБЕДЫ! С Праздником, друзья! Наше последнее обновление DCS предназначено только для кампаний и содержит исправления и улучшения для различных кампаний от Reflected Simulations и Baltic Dragon. Пожалуйста, ознакомьтесь с подробностями ниже. Распродажа Cold War Sale подходит к концу. И мы надеемся, что вы успели воспользоваться выгодными предложениями в рамках этой акции. Если ещё не сумели, пожалуйста пройдите по ссылке нашего магазина и не упустите последние дни уходящих возможностей! Распродажа заканчивается 12 мая 2025 года в 15:00 по Гринвичу! Спасибо за энтузиазм! Искренне с Вами, Команда Eagle Dynamics День Победы Никто не забыт, ничто не забыто! Воздушные сражения в небе Берлина продолжались с 21 апреля по 2 мая 1945 года. Советская авиация активно поддерживала наземные войска, продвигающиеся вглубь Берлина. В операции были задействованы 1-я, 2-я, 3-я и 4-я воздушные армии; 15-я воздушная армия и 5-й бомбардировочный корпус осуществляли стратегические бомбардировки, прикрываемые 129-й, 130-й и 303-й истребительными авиационными дивизиями, которые вступали в воздушные схватки с остатками Люфтваффе, которые хоть и были ослаблены, но все ещё пытались вести боевые действия. С советской стороны в операции участвовало более 7500 самолётов, против 2224 самолётов, остававшихся у Германии. Западные союзники общим счётом провели 36 успешных авиационных налётов на Берлин, составивших несколько тысяч самолёто-вылетов и их работа, в том числе рейды британских Mosquito на Берлин закончились в ночь с 20 на 21 апреля, чтобы исключить дружественный огонь (“friendly fire”) по входящим в город советским войскам. Последние крупные воздушные операции и сражения состоялись 8 мая в небе над Прагой и Брно в Чехословакии. Союзнические силы в них не участвовали. По соглашению между ставками верховного командования США и Советского Союза, американская авиация работала в это время в западной части Чехословакии, где активно использовались самолёты P-51, P-47 против немецких Fw 190 и Bf 109K. Все перечисленные, а также другие самолёты той эпохи, имеются в DCS World и мы испытываем огромную гордость за то, что можем сохранить их в DCS и позволить вам самостоятельно открыть для себя эту ключевую главу в истории последнего столетия. В память о машинах, а также о людях, которые проектировали, строили, обслуживали их и летали на них, пожалуйста, присоединяйтесь к нашей памяти. Поднимитесь в небо DCS и подумайте о реальных экипажах, которые рисковали своими жизнями! Их наследие продолжает жить в каждой виртуальной миссии, которую вы выполняете. Кампании DCS World Обновление 2.9.15 Обновление этой недели было посвящено улучшению нескольких одиночных кампаний. Четыре самые популярные кампании от Reflected Simulations получили обновления: в Fear the Bones и Speed & Angels исправлены скины для самолётов-заправщиков, в кампаниях для F‑4E добавлен автоматический триггер на выпуск закрылков. В Red Flag 81-2 реализован постепенный износ ливрей, устранены опечатки, а в кампании F‑16C Arctic Thunder устранены проблемы аэродромов синей коалиции. В Baltic Dragon устранён ряд общеигровых ошибок; сделаны уточнения в кампании Raven One: Dominant Fury. В Enemy Within 3.0 исправлена логика посадки ИИ вертолётов и музыкальное сопровождение брифингов. В кампании Rampagers переработаны погодные условия и направление ветра с учётом курса работы авианосца, скорректирован подсчёт очков, исправлена работа БАНО на заправщиках, уточнены тайминги субтитров, текстовки в девяти миссиях. Badger633 добавил замечания об использовании дата-картриджа в каждой из миссий Operation  Green  Line, а также в миссии с 1 по 7 и с 9 по 13 в кампании Rise  of  the  Persian  Lion 2. И наконец, в Hormuz Freedom от SorelRo F‑4E заменён на модель от Heatblur для ВВС Ирана, обновлён голос за кадром и улучшена работа триггеров для ИИ юнитов. Ознакомьтесь с полным списком изменений по ссылке. Cold War Sale Последние дни распродажи Распродажи по акции DCS Cold War Sale завершатся в ближайшее время. Спешите! Только до 15:00 часов по Гринвичу 12 мая у вас есть возможность воспользоваться уникальными предложениями, в том числе впервые – 40% скидкой на самые популярные модули: DCS: F/A-18C и DCS: F-16C Viper. Вертолётчики могут порадоваться 50% скидке на модуль DCS: AH-64D. Пройдите по ссылке нашего магазина и выберите то, что вам по душе – пока ещё со скидкой! Благодарим за поддержку!
    2 points
  28. UPDATE v2.52 Probably the smallest of the updates so far, but I couldn't find the solution to the issue before and it turned out to be pretty easy. Made the glass textures clearer - they should behave much more like a real glass and not a semi-transparent wall.
    2 points
  29. We had forum members report a much improved situation with regard to stuttering, after going to the 9800X3D.
    2 points
  30. It might not be a bug, but your values are not correct. This is a problem for most single seat aircraft. You vastly overestimate the likelihood of a pilot being killed when their plane is stuck by a missile. This thread is about the hornet, but lets use the Viper as an example. In Desert Storm Vipers were hit and shot down by an SA-6, SA-3, SA-8, SA-16, and even a mk 84 bomb that exploded under the airplane as soon as it was released. In all of these, the pilot safely ejected. The plane hit by the SA-3 flew for 150 miles before it's engine quite. Another Viper was hit by an SA-3 over Bosnia and also flew for a while before the pilot safely ejected. There's even evidence to believe Scott Speicher ejected from his hornet after being hit by a R-40 from the front. The pilots, across all aircraft, are much more likely to survive after being hit by a missile than you give them credit for. I'm sure the numbers match your targets currently, but it's your target pilot killed percentage that is wrong. The combat records are there to prove it.
    2 points
  31. Let's face it. Northern Germany is flat and boring
    2 points
  32. They're working on making the MFD right now, along with other stuff. The mod was initially released without the capabilities that the squadron had, like custom HUD symbology to help with lofting rockets, selecting airfields, etc., but they've since changed their mind and decided to work on it after receiving the amount of positive support they did.
    2 points
  33. Hey Urga, The map is awesome! Thank you so much Phase 3 will see Liège (EBLG) added.. Here are some pics taken late 80's. Notice concrete state on the runway and on short final, the remains of the old WW2 airport ramp and old tower. BR
    2 points
  34. A-10C с Акулой вошли в DCS World. Туда же под именем ГС3 пришли и ГС2. Там они и встретились все трое.
    2 points
  35. This is a known issue and the team is already working on it. Partial fixes had been pushed already as well. It happens on subsequent spawns and the exact conditions vary depending on DCS version and selected mission (for the coders: its so called "undefined behavior").
    2 points
  36. Hello, I will go for the MF variant. A basic pilot model is done - Same as missile rails and most of the wraping. So the work is going forward. I only plan to present a replacement of the current 3D model. No flyable mod or stuff like that - just saying. Cheers TOM
    2 points
  37. There's already a Drone Station platform trainer made by ED for the Pro market.
    2 points
  38. If gaming is the most important application: AMD Ryzen 7 9800x3d, 96GB DDR5 6000 with low (really low) latency and max. 2 (in words: two) memory modules and a really fast 4TB SSD (ideally PCIe5.0) for DCS and an additional fast 1TB SSD for the operating system
    2 points
  39. I did it by just burning to drop on the target as fast as possible, then turned into him and fox3 at around 20nm. He fired at the same time, I then notch and drop to the deck, then turn cold. I reviewed tacview, and he stayed hot and died to my missile. His missile wasn't even close, it dropped loads of speed at low alt. I think bringing it down is the key. If I had missed, I'd try to use terrain to turn back in. Hopefully the lead will sometimes get him if he stays hot on you. Mig31 has no fox3 afaik, so they are at a huge disadvantage 2v1. Just defend if he's on you, attack if you're clean. Bonus protip - you can bug a datalink contact on the HSD with TMS up, and it will show an octagon mark on it on the HMD, no radar lock required to see where he is. I pre-bugged him while on my way to the bridge.
    2 points
  40. 2 points
  41. With help from RamaMarines and NodUnit, we were hopefully able to overcome the texture/models problems of the MiG-21MF. It seems the normals were badly broken, we reset and recalculated normals for different parts of the plane. There were also some triangles which were sort of collapsed on a single edge. We dissolved and re-triangulated those areas and it looks better now. Right now we're waiting for tests to be undertaken. On the ships, a certain class of Destroyer Escorts will make it to the mod, thanks to James - once more. We're looking forward to publish all updates as Vietnam War Vessels 1.1.0 later this month (May 2025).
    2 points
  42. I can't quite put my finger on it, but somehow I felt this video to be apropos for this whole topic
    2 points
  43. No release date set yet. There will definitely be information available when it's released. Thank you! You are perfectly correct. I have a couple of Chinese assets not yet released. They aren't completely done yet, but it would be a waste not to release them if they are almost finished. I will probably go back to the Chinese pack after the release of the core assets and see which additions can be made to the mod packs with light work.
    2 points
  44. I don't quite understand how they are connected technically. And also why ED can not adjust the current AI flight parameters to more plausible levels as a workaround until the mighty DC, GFM is ready, which might be after another decade if at all. It's clearly possible considering that not all AI are ufo, but important ones like mig15 and 21 are. It's beyond me why ED ignores those obvious issues for years while they keep being discussed in forums for years. Doesn't seem ED cares for anything that won't bring immediate cash flow. Sent from my SM-G985F using Tapatalk
    2 points
  45. A little fun is always a must, amidst all the seriousness of squadron life, right? Have fun flying, dear DCS friends
    1 point
  46. Yeah, the loss of both Tobi and Eight Ball, and the loss of the MH-6 is nothing short of a tragedy for the entire DCS community. The MH-6 was so eagerly anticipated by so many. It really is devastating. Especially given the volume of work that was already done for this. I sincerely hope that after some time off and a bit of fresh air both of them return with high spirits and continue their amazing work. I really hope they manage to see just how many positive and thankful people there are for their work, as opposed to the few muppets that were involved in them burning out and loosing motivation through this all too frequent social media effect - 100 positive comments are forgotten easily but the 3 bad comments stick like glue. There's no way those who were involved in them losing motivation and getting frustrated even account for 0.5% of users. Personally I'm so devastated over this. This was one of my most anticipated DCS modules/ mods. It's totally heartbreaking. Feels like Razbam all over again. @tobi @Eight Ball Please let us know as a community what we can do to help get things back up and running again
    1 point
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