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Showing content with the highest reputation on 06/11/25 in all areas

  1. 10 points
  2. Correct. It will be the biggest guide yet.
    8 points
  3. After being corrected / shown a better options with my VR optimization the other day by @actually_fred (Thanks again!) - I just wanted to put down a checklist/summary that I currently have for VR optimization for both critique, and also for potential help - as optimizing VR in DCS seems to have a lot of different nuances, and to say I have spent over 20 hours in the last 2 months trying to fix issues would not be an exaggeration. So, here's a summary I wrote up - current as at June 2025. Some of these may be wrong (as I've recently been corrected about the FPS limiting), so please feel free to comment / correct / etc, but hopefully they will be helpful to others who are having performance issues and/or doing diagnostics. Please note: Some of these may have the opposite effect depending on your system. It's best to get a baseline check - and then test. FPS Limiting / Turbo Mode If you find using FPS limiting (such as Rivatuner) creates better frames with fewer frame drops - this points to a bigger problem that may be betterr overcome by removing FPS limiting and using OpenXR Toolkit and setting Turbo Mode to ON. (Alternatively Quadviews FR also has turbomode and this could be used too). (Thanks Fred!) In short, you should not need to or be using FPS limiters in VR. (And if you are - try removing the limiter and use TurboMode instead.) As with everything in this list, test though, as YMMV. DCS Autoexec.CFG Add the following to DCS's Autoexec.cfg file in the saved games\config folder: disable_write_track = true -- Disables track saving - may help reduce performance issues options.graphics.stereo_mode_use_shared_parser = true -- Disables rendering of unseen parts in VR ?? Don't do if it causes artifacts bkg_load_signed_plugins = false -- Stops all modules loading at start by default. May reduce load and close times? DLSS_Preset = 'K' -- No performance improvement but worth having for visuals if using DLSS HUD_MFD_after_DLSS = true --Not so much for performance, but clarity of MDF's - only works if using DLSS no_device_hotplug = true -- Disables searching for new devices after starting - may reduce performance/stuttering (May no longer be needed - option is available as a setting in the game, and can be changed on the fly?) ... is there any others I'm missing? Disable CPU Parking CPU Parking can cause stuttering in DCS. Windows updates (and other functions) can re-enable this without the user being aware. Note: Always worth double-checking this when experiencing stutters as Windows has a habit of undoing your changes. Park Control is a very useful tool to monitor and keep this disabled. DCS Settings Turn off "Full Screen" for best results in VR Consider reduce Preload radius if having jitters when first playing DCS Start with Sharpening on 0. (Sharpening in DCS can be a performance hit - YMMV. Increase only after getting stable results) TACView Can have CPU performance impacts. Best to have this disabled while investigating Keyboard & Mouse Polling Rates Both gaming keyboards and more so gaming mice can have polling rates at 1000. This has been reported to create issues in DCS (especially when using the keyboard or mouse). Reduce the polling rates to 500 or below. Process Lasso Controversial. Some people report significant improvements limiting DCS to P-Cores only. Others (including ED's Log file AI Analyzer I believe) state to remove all affinity and let DCS do it's own thing. Yet others report denying access to core #8 after DCS starts fixing issues. YYMV. If using - for Pimax users - make sure that Pimax software has access to P-Cores as well for the VR processing. BIOS Enable Rebar Enable XMP BIOS Profiles (for RAM overclocking - note - some users have issues / crashes with this, so stress test!) Disable Speedshift, power management/saving & C-States (force CPU to run at max speed the whole time) On some BIOS's: Disable automatic software downloading. (Stops the BIOS from telling windows to download and install services). NVIDIA CPanel Settings Set performance mode to Prefer Maximum Performance. VR Pre-rendered frames. Some say to set to 1, others to 2 or 3. YMMV - each needs to test their own. Make sure Rebar is Enabled (NVIDIA Inspector). Set RBAR Size limit to 0x0000000400000000 (NVIDIA Inspector) Set RBAR Options to 0x00000001 LOD BIAS. Allow can help with some FPS, but CLAMP is better for better visuals. Only go ALLOW if GPU bound and need to squeeze a bit more. (Better to lower settings in other areas?) Low Latency Mode: Avoid ULTRA! (Use off or On as Ultra can cause jitters) Windows Checklist Set Power plan to Ultimate (and verify it stays there after windows updates) Disable XBOX Game Bar Disable Hardware-Accelerated GPU Scheduling (Only enable if fully GPU bound) Disable Game Mode Exclude DCS Directories (Saved games and install) from Antivirus Check. (At your discretion!) Set DCS.EXE to High performance. (Regedit - HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Image File Execution Options\DCS.exe Add or set DWORD 32bit option of "PerfOptions" to value 3 Stop timer from sleeping - Run "bcdedit /set disabledynamictick yes" in elevated prompt Disable Memory Compression (run "Disable-MMAgent -mc" in Elevated Powershell, or run "Enable-MMAgent -mc" to revert) Consider a fixed pagefile size of 32768 (or higher) Remove any 'Gaming RGB' services and applications from startup. Turn off Windows Indexing on Drives Disabled Superfetch (Sysmain Service) in Services. (Stops Windows from preloading frequently used apps into RAM / Reduces background disk/CPU usage) Search all USB Devices in Device Manager and disable power management (allow this device to turn off to save power). Miscellaneous Disable VR Hanger. (Reduces the amount of unnecessary VRAM used / can help with F10 map /. GPU RAM issues) Consider using Quadviews. (Uses more CPU resources, but free's up GPU significantly. YMMV!) Avoid USB HUBS where possible and plug in devices direct to motherboard. Experimental: Best to avoid unless needing to dig deep: Disabled Microsoft Device Association Root Enumerator (Research what this does and if needed first) Changed NVIDIA Shader cache from driver controlled to 10GB Computer\HKEY_CURRENT_USER\System\GameConfigStore Set 32bit DWord Value GameDVR_FSEBehavior to 2 (Disables fullscreen optimization) Consider disabling any unused Audio devices (Onboard Realtek, etc) as well as unused devices (wifi / bluetooth adapters, etc). Marginal gains, but can help with troubleshooting if they're causing IRQ/Interrupt issues. Consider reducing Soundcard rate down to 44000 (Marginal gains, but can help with troubleshooting) Turn off windows core isolation memory integrityy. Alter Message System Interrupt (Added September 2025 thanks to @Papamiraculi) Download MSI_util_v3.exe (GitHub) and enable MSI mode for everything. (Nothing to do with MSI manufacturer) Set priority of graphics adapter to high. If running a USB VR headset, also set the corresponding USB controller to high.
    7 points
  4. Could I please ask the ED team to reply to my RSBN question? It went under the radar.
    6 points
  5. My wallet is ready I can't wait for the release thank you so much to the developers.
    4 points
  6. Ich hab mir das jetzt noch mal ein paar Tage angeguckt und bleibe bei meinem Standpunkt. Wie die Frage jetzt mit dem Kneeboard. Warum macht man dafür keinen eigenen Thread auf? Wenn wieder wer eine Frage dazu hat, das findet doch im Leben keiner mehr. Ist aber vielleicht auch ein Generationenproblem, ich meide auch Discord normalerweise wie der Teufel das Weihwasser. Weil man da auch keine Antworten findet und so die gleiche Frage immer wieder gestellt wird. Und mal ehrlich, was ist so schlimm daran, sich einen treffenden Threadtitel auszudenken und einen eigenen zu eröffnen? Das ist doch das, was ein Forum alten Zuschnitts wie dieses hier strukturiert und lebendig macht? Und ihm seine Daseinsberechtigung gibt. Das andere finde ich wie gesagt in Discord.
    4 points
  7. Took 632 years to build Cologne Cathedral. Until you stand next to it it's hard to imagine how awesome it is, so I'm very glad someone stuck with it and got it finished. Some things aren't about instant gratification.
    4 points
  8. Can't wait. Aircraft is ready: ("Wolf Pack" Part 1, start of mission #10 after getting the fifth kill on mission #9 but had to leave the plane via parachute near the home base as it was too damaged to land it safely.)
    4 points
  9. I couldn't help myself...I ordered the Virpil FLKR Grip today. I'm totally in Mig-29 fever...Come on, ED, give us some news on the Mig-29A!
    4 points
  10. Hi We are currently actively working on Cold War Germany phase 2 and decided to find out your wishes in order to find original objects/locations that we can additionally include in the list and without which it is impossible to release phase 2. Your wishes for phase 1 were very valuable, hints from local residents, guys who served in the service were very informative. Based on them, we adjusted the list: airfields, hangar types and much more were added. The goal of this topic: to find objects that are most important for the map: they played a significant role in the Cold War, it can be a landmark for navigation (antennas, towers, etc.), quarries without which the territory does not look like itself, a warehouse or a base. Or maybe some landmark without which the city loses its appearance? The idea with the city of Mannheim and “Kalimandscharo” seemed interesting to us. If you previously wrote wishes, you can duplicate the link to the topic. Let me remind you that we are looking at the entire Wishlist section, and in this topic we want to collect what you think is necessary to release Phase 2, and based on the responses and likes we will determine what to do first.
    2 points
  11. Hey fellow Viggen pilots! I've been busy recording, listening to, then drawing sound codes that come from our beloved RWR in order to display them on a "map" the size of a kneeboard page. If you find any error, please send me a private message or ping me here. I'm aware a lot of equipment are not listed yet. I might start a second page someday. If you want to help me with that, go ahead! https://www.digitalcombatsimulator.com/en/files/3345141/ HOW TO READ THIS PAGE: Radar emissions are sorted by length, from shortest to longest. Each tone is represented by a colour. Scan tones are displayed in the top half of the page. Lock and Track tones are displayed in the bottom half. HOW TO IDENTIFY A RADAR EMISSION: Start by measuring the entire loop duration, which includes the silent part. If the loop duration is less than 5 seconds, look at the first "Scan" chart. If the loop is longer, look at the second "Scan" chart. Now, try to identify the sequence you're hearing, according to the estimated loop duration, the number of tones and their height. If there is no silent part, look at the "Lock" and "Track" charts and try to recognize the frequency you're hearing in order to determine what is interested in you... ... but you'd better close that kneeboard and use your afterburner third stage to get away from here already!!! EXAMPLES: If you're hearing "doo-DEE-doo-DEE ---------------------------------------" and the whole loop lasts about 2 seconds, it's an F-16 pilot scanning the area. If you're hearing "doo----------------------DEE----------------------" and the whole loop lasts 5 seconds, your are being scanned by a MiG-29 or a Su-27 variant. If the tone you're hearing is a continuous and very high-pitch "DEEEEEEEEEEEEEEEEEE", you're being tracked by a SA-3 or ZSU-23-4 unit.
    2 points
  12. FPV Quadcopter Mod for DCS This is a basic flyable FPV drone mod. See ReadMe file in download for info on controls. Note that this is a beta release and may be incomplete. Bugs include issues with ground collision. AI does not work. Install like any other flyable mod in: C:\Users\***\Saved Games\DCS.openbeta\Mods\aircraft Download: https://github.com/CrudeCoder1/DCS-FPV-Drone
    2 points
  13. Dear friends, here is a campaign for Ka-50 (new and old versions) “Red Sharks” on the Normandy map. The campaign is a fully coherent story of 16 missions on the subject of the likely escalation of the Cold War, which has moved into a hot phase. The campaign has full Russian and English localization. I will be glad for your feedback. If you like this campaign and gather positive feedback, I will also post later its adaptation for Mi-24P. https://boosty.to/chebursim
    2 points
  14. Well, technically, they didn't ask for startup, taxi and takeoff back then. The current radio options are for modern aircraft and not WWII era aircraft. So in that sense, there is nothing to fix as the radio was not commonly used for ground ops.
    2 points
  15. -------UPDATE 250611 Re-enabled stock missiles for testing purposes. The issues persist with stock missiles and Radar settings. The mod is not the cause. If you have another missile mod installed, you may see duplicate entries. You should be able to figure out what is what. Adjusted the system pages slightly to move gear and flaps status messages as I didn't want gear to be an "advisory" type message on that page.
    2 points
  16. I tested with stock RADAR and Radar range on the F22 with stock 120C. No modifications were made. The picture speaks for itself. RADAR guided missiles are broken right now. Sometimes they'll still hit. But, it's not the mod. It's the core missile code, at least for BLUEFOR missiles.
    2 points
  17. Just a quick post to let you all know I've posted my M2K MICA mod in the User Files area. I've been using it for quite some time in the 4YA servers and kept getting asked where I got it from so here it is: Mirage M-2000C MICA IR and MICA RF Missile Mod OVGME compatible with the current version (1.1). Stations: MICA IR weapon stations: 1,2,8 and 9 MICA RF 2,3,4,6,7 and 8. The cockpit panel codes are as follows: 'RFM' = MICA RF 'MAG' = MICA IR* *I have tried changing the MICA IR code in the panel and for the missile itself but when I do the IR seeker never works so sticking with the Magic II codes.
    2 points
  18. Nice helpful list! Some of the items work the other way around for me though. Recommend running baseline tests before and after each change and keep a log of all the changes with their impact on your performance. I have also spend months aiming to get the best out of my system. Did you take a look at my list of changes? There might be some items in there you might like to add.
    2 points
  19. If someone could please give me some feedback here or dm I'd appreciate it. Hi all, a number of new options are available in the upcoming 3.4, right now I'm working on cluster munitions again. I already put in a half baked cluster option before but this one is trying to mimic damage in a cluster area to a greater degree. The new code isn't fully in the github yet but these some details I have about it so far. - New Feature: CBU Bomblet Hit Spread - On a Hit event from a cluster bomb, it will scan the local area for nearby vehicles and trigger an additional explosion - This features aims to help wipe out areas, but it works by scanning 20 meters radius (adjustable) for any vehicles nearby the hit vehicle and then 20m (adjustable) from those vehicles - Max of 1 additional explosion will spawn on the vehicles. Not enabled for CBU_97/CBU_105 due to them already being effective. - The spread mechanic could miss vehicles in the area still if one doesnt get hit, or theyre at opposite sides of the visible area and not within 20m (adjustable) ["CBU_Bomblet_Hit_Explosion"] = true, --Enable/Disable - on a hit even by a bomblet it can do extra damage AND/OR scan around the unit to deal damage with additional explosions of the power set in the cluster table ["CBU_Bomblet_Hit_Explosion_Scaling"] = 1, --Multiplier for the bomblet damage in the explTable ["CBU_Bomblet_Hit_Mimic_Spread"] = true, --Enable/Disable - Mimic spread of clusterbomb warheads by scanning an area around the target that was hit and triggering an explosion against any unit or structure (unitIds can only be hit once by this weaponid) ["CBU_Bomblet_Hit_Spread"] = 20, --Scan radius m to look for units to hit ["CBU_Bomblet_Hit_Spread_SecondaryScan"] = 20, --Scan radius m to look for units to hit ["CBU_Bomblet_Hit_Spread_Duration"] = 2, --Schedule additional unit explosions over this many seconds ["CBU_Bomblet_Hit_OriginUnit_Twice"] = false, --Do you want to hit the unit that DCS already hit again with a boosted bomblet explosion? clusterSubMunTable = { ["Mk 118"] = { explosive = 2 }, --Rockeye/CBU99 ["BLU-97B"] = { explosive = 4.3 }, --CBU_87/CBU_103 ["BLU-97/B"] = { explosive = 4.3 }, --AGM 154s -- ["BLU-108"] = { explosive = 9.0 }, --CBU_97/CBU_105 **DISABLED DUE TO BEING AFFECTIVE ALREADY** ["AO-2-5"] = { explosive = 2.5 }, --RBK_500AO ["BLU-3"] = { explosive = 1 }, --Heatblur F4 BLU-3_GROUP ["BLU-3B"] = { explosive = 1 }, --Heatblur F4 ["BLU-4B"] = { explosive = 1 }, --Heatblur F4 ["HEAT"] = { explosive = 1.5 }, --BL_755 ["MJ2"] = { explosive = 1 }, --Mjolnir ["MJ1"] = { explosive = 1 }, --Gripen/DWS Mjolnir etc.. My question is, how much damage would you expect from a decent cluster hit? In real life, in DCS, in DCS w/ script ( which would ideally be what you'd want?) I tried using the JSOW-A which fires over a 100 mixed charges irl - meant to take down infantry and even armour. Placed: 15 x infantry, 5 x t72 and 8 x btr80 Survivors with base DCS - the CBU animation went allll over these units. T72 5/5 with some up to 25% damaged INF 3/15 BTR80 7/8 Survivors with the current CBU_Bomblet_Hit_Explosion implementation with a JSOW-A: 4/5 72s with about 50% health Base cluster - woeful. New cluster - OTT? By how much?
    2 points
  20. FYI, have you seen the binding guide section in the manual? https://f4.manuals.heatblur.se/dcs/controls.html#binding-guide
    2 points
  21. Stated on Facebook to be released July 4th.
    2 points
  22. I watched a youtube vid and found the wise cleaner he mentioned at the end to be extremly good, used to have the odd glitch and minor stuterring when looking sideways in VR. No longer!
    2 points
  23. That was not what I meant Doesn’t matter anyway, thanks for the info! Always great to be able to keep learning new things.
    2 points
  24. The US Navy did actually operate the Corsair off their carriers pretty soon after the start of its deployment in the Pacific. The Hellcat was indeed preferred by the Navy in the beginning because the Corsair did have a number of issues with its carrier landing performance. Once those issues were ironed out, the Navy was already using the Hellcat and they didn't want to use the Corsair on the carriers because of logistical issues - it made sense to stick with one kind of fighter only. US Navy squadron VF-17 was a land-based naval squadron, but on occasions they landed and refuelled/rearmed on Navy carriers during the Battle of the Solomons. VF-17 and VF-12 I believe were two fully carrier-qualified Corsair squadrons in early/mid 1943. I believe the USS Enterprise also had a squadron of F4U-2 nightfighters. I think only after the Navy really realized how much (more) potential the Corsair had compared to the Hellcat, they started stationing more Corsair squadrons on carriers, but the Corsair has always been a fully carrier-qualified aircraft for the US Navy, and contrary to popular belief it was not the British that proved so. The British also had Hellcats operating in their Fleet Air Arm after all.
    2 points
  25. Strawman argument. The pilot doesn't wave himself off. The landing officer does, and he's not going to wait until there is only 0.8 seconds before impact. He can see with enough time for the pilot to go around. Nobody said anything about 3 seconds to throttle up; another thing you made up. There is a wide range between slamming the throttle forward in 0.5 seconds and going from 30% to 100% throttle in 2 seconds. Also, just because you are not immediately at 100% does not mean that there is no affect. With every inch of throttle movement, thrust is increasing. Slower motion than "slamming" means that torque is spread over the same period of time of the 30% -> 100% throttle motion. On the one side you argue that the power of the engine is so immense that you need 3 seconds to go to 100% throttle, but on the other hand you act like going to 60% in 1 second means nothing. Also, I'm sure Corsair pilots trained to see what happens when you slam the throttle forward while flying at 8000 feet with plenty of time and altitude to recover from flipping the airframe over through sudden torque overload, the same as they trained stalls and spin recovery.
    2 points
  26. I would assume that, regardless of the visual overhaul, ED ensures that all modules will work with the new API. Just imagine the outcry, if they didn't.
    2 points
  27. Да, красотища. Вон лавочки и клумбы и дорожки галевые. Всё красиво. Но есть нюанс. Пока слышно об одной стороне. Уже есть Мустанг. На подходе Корсар и вероятно Хеллкет. Но кто будет на Марианах 44 от синей стороны и будет ли вообще? Очевидно что там главные "злодеи" японские ВВС. А про них не слуху, не духу.
    2 points
  28. That is what I love about Silent Thunder, we can get multiple Kiowa pilots in there, for example, searching for the jeep, locating bad guys. My group uses it for training and it is really awesome. Agree, multiplayer campaigns would be epic if they were available natively. What you guys are doing is great.
    2 points
  29. -------UPDATE 250610 Adjusted missile code for improved accuracy, experimenting with some of the code that used to help. Minor change to the check list page to indicate which list is being displayed. The odd behavior that I'm seeing and don't understand with missiles is when it's a rear aspect shot but you are well inside range. The DMZ shows in the no-escape range but the reticle will suddenly shrink down to a very small circle. The missile will generally miss, and it shouldn't. You can see that the target is in range, inside the DMZ but the maneuvering circle shrank to nothing. If anyone has any ideas....
    2 points
  30. please add Oranienburg airfield, which as one of the most important and strategic in early cold war.
    2 points
  31. Hi @MAESTR0, thank you for consulting your community for this feedback, it's greatly appreciated. The following would make the Phase 2 release a success in my opinion: In addition to what you are already planning on creating for Phase 2 I would like to see... Fixed NLP Adelsheim and more NLPs in general. All of which can be looked up on https://www.mil-airfields.de/index.html Fixed topography of airfields. Currently, all airfields and runways are flat as a board. Pferdsfeld being among the biggest offenders. A GAF fighter airbase More historical SAM site locations ideally with more accurate representation of the individual infrastructure differences (currently you are using two templates per side as far as I can tell) Looking forward to more updates to this great map!
    2 points
  32. A Flogger would be amazing! hope you aim for the MLD.
    2 points
  33. FB MK.VI is the fastest Mosquito variant - at sea level. The Merlin25 is heavily optimized for low altitudes and FB MK.VI rarely operated above 10 kft, so their absolute top speed of 380 mph at 23 kft was not slow - it was irrelevant. 400+ mph variants achieved those speeds at high altitudes at which they were meant to operate, but at sea level were slower than the MK.VI.
    2 points
  34. Not in the FC3 version. In the coming FF version? Perhaps.
    2 points
  35. Hawk missiles area Near Blomberg NRW was a Hawk missile position.
    2 points
  36. I was quite surprised not to find Bonn, the west german capital during the cold war phase already included in phase I of CW Germany. I hope it's included in phase II at least. Btw: I also do not see the "Hardthöhe" in Bonn, which was - and still is - the location of the german ministry of defense during CW time. It is the german equivalent of the pentagon which I guess was - and still is - a major target for Warshaw Pact forces.
    2 points
  37. Here's a teaser of my upcoming Wolfpack 2: Overlord DCS P-47 Campaign. This is the first intro cutscene, set on June 5 1944. The campaign consists of 12 historical missions as well as many other cutscenes.
    2 points
  38. I think everyone who already owns Mig-21, will be willing to pay extra money for an update, including me.
    2 points
  39. Why some people expect to always get things for free? I've flown the -21 for years, so I feel that by now I truly got my money's worth.
    2 points
  40. How long should they continue to support the module for free? Until the end of yours/their life? The amount of money everyone paid for it way back when is long gone. At some point you got to be realistic. If they are going to work on a Fishbed, it's not gonna be free.
    2 points
  41. How much money have you given them? Nothing…. So you have nothing to moan about!
    2 points
  42. Calm down, friend! DCS modules take years to be made because the teams are small and something well done takes a long time. Not to mention that the modules remain in early access forever. So you have to get used to it, because this is not going to change. There is also the issue of many third parties giving up halfway and the module never seeing the light of day.
    2 points
  43. There were a number of issues, the uneven stall was just one of them. That got fixed by adding a block to the leading edge of the left wing to change the stall speed on the that wing. Another issue was the undercarriage bounce - it was very extreme for an aircraft that, because of the fairly high landing speed, hit the deck fairly hard, and then because of the shock absorbers not working enough, caused the airframe to bounce back into the air. The Brits complained about this and IIRC modified the shock absorbers themselves to reduce bunce. Grumman later replace the shock absorbers with better working ones. Another major issue in carrier landings was that the Navy trained their pilots to make a long, straight approach, more or less the same as Army pilots landing at an airfield. But the Corsairs extremely long nose blocked the view of the carrier on a long, straight approach. With all three of these issues unsolved the Navy gave a no-go to carrier operations and kicked the Corsair to the Marines, who couldn't figure out why the Navy had given them such an excellent airplane.
    1 point
  44. My own usage is medium - I play almost exclusively SP and use missions that come with modules or play DLC campaigns but I also play free user made missions and campaigns - some of them are real gems, top notch quality productions. This is totally managable and still fun to use only built-in content or DLC for most beginners if you want to fly popular modules in SP. Might be a different story for less popular ones or MP. This goes a bit deeper under DCS skin though. Ex. some HB missions use CTLD and MIST scripts or some paid DLC campaigns use user made skins. Also some user made mods are getting into DCS core recently. This shows there is no hard line between pure DCS and community made content any more. Having said that I stay away from mods and 3rd party apps as much as possible.
    1 point
  45. sorry thats just not true, a lot will depend on your expectations.. but i fly in my Varjo Aero stutter free in campaign missions and complex single player, i have a beast of a PC to make it happen, and i dont run everything on max... but he visual clarity i get is awesome
    1 point
  46. And what kind of failure is it? Is there any warning light being lit up? How do you know it's a failure, how does the failure manifest itself? Perhaps you could create a seperate topic about this with all the necessary infos and tracks attached.
    1 point
  47. Just my humble opinion, but if it was used as an option on the real AC why not make it available as an option on the DCS version??
    1 point
  48. Sooooooooooooooooooooooooooooooooo great! Watching the air base we lived for over 40 years in the final approach area coming into live again for DCS.... a pleasure.
    1 point
  49. The liveries are ready. Lately, I’ve been working on testing and battle outcome calculations, trying to get the difficulty level balanced properly. The campaign documentation is also nearly complete—about 150 pages including instructions for playing the dynamic campaign, along with plenty of intelligence material for mission planning. Testing and fine-tuning will still take some time. In addition to that, both the campaign start and the various end scenarios are still missing.
    1 point
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