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Showing content with the highest reputation on 06/14/25 in all areas
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Wow, the current flight model of the Apache feels like part of the tail rotor has been shot off in terms of yaw stability at slow airspeeds. Transitioning from forward flight to a hover, especially in a high threat tactical situation, is a nightmare. This is simply not right. The flight model is not a little bit off; rather, it's in the realm of science fiction. Has anyone else noticed this? How can a three year old module have fallen into this kind of neglect?6 points
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Hello, I’m re-making them for the upcoming T-45 v1.2, they will be included within the updated version so it won’t be neccesary to download them from user files. The older missions are not available anymore as they didn’t work properly on the current DCS version. best regards, Eduardo5 points
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13 June 2025 Dear Fighter Pilots, Partners and Friends, The Kola map is progressing steadily with six new airfields, improved ground textures and reduced loading times slated for the next DCS update! Please read the details below and keep your eyes peeled for the incoming update. Development Screenshots. In collaboration with Magnitude 3 and to support the release of the F4U-1D Corsair, we are developing the United States Navy’s revolutionary weapon in the Pacific Theatre: the ASM-N-2 Bat, the world’s first fully automated, radar-guided glide bomb. Deployed in April 1945, the Bat’s active radar system made it a pioneer of modern missile technology capable of autonomously homing in on targets with deadly accuracy. Please read the details below. The Corsair is undergoing thorough tests, and we plan to deliver this module in the next update. We look forward to your feedback. Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS: Kola – One Year of Development A Year of Crafting the Battlefield One year on, the DCS: Kola map continues to expand as a dynamic and strategically significant theatre within DCS. Developed by Orbx, a leading scenery developer, this map spans over 1.35 million square kilometers of Arctic and sub-Arctic terrain covering northern Norway, Sweden, Finland, and Russia’s Murmansk and Karelia regions. Since release, the map has received substantial improvements; adding new airfields, infrastructure, visual improvements, and performance enhancements that have shaped it into the detailed and responsive environment it is today. Built for large-scale operations, the map blends complex infrastructure with fjords, tundra, forests, and mountainous zones layered with historical and modern-day military relevance. With more than 20 functional airfields, detailed ports, and key industrial zones already in place, Kola supports a wide variety of tactical scenarios. End of Early Access – 22 July 2025 The Kola map will exit Early Access on 22 July 2025. This marks the formal end of the initial launch phase, but not the end of development. Orbx remains committed to ongoing improvements, with new content and technical updates already planned. “The development of the Kola map is not ending with Early Access. We are committed to adding content and updating the map in line with the platform technical innovations. Orbx started to work on the map over three years ago and this has been a great project for us. We have learned much about DCS and will use that knowledge together with our passion for creating terrain and sceneries to enhance this map even further.” — Anna Cicognani, CEO, Orbx What’s Been Delivered 1.35 million km² of land and sea coverage 20+ airfields with surrounding infrastructure and navigation Custom ports, radar sites, urban centres, and military facilities Free and payware missions available via Orbx and ED stores Significant VRAM and performance optimisations Scheduled New Content for June 2025 Release: Kilpyavr (XLMW) Luostari (XLML) Koshka Yavr (XLMY) Kalevala (ULPK) Poduzhemye (XLPU) Afrikanda (XLMF) Coming Over the Next 3-6 Months: Airfields & surrounding infrastructure ESPG, ESNG, ENKA, ENVR, and EFRU Enhanced ground textures for low-level flight Continued VRAM and rendering performance updates Why Kola Matters The Kola region has long served as a critical military frontier — home to Russia’s Northern Fleet and dense Cold War-era infrastructure, now bordering NATO-aligned airspace. Its geographic and strategic role continues to evolve, making it a compelling setting for both historical and modern scenarios. Drive what’s next Tell Orbx what you think they should work on next by leaving your comments and voting on others’ here: Suggestions for DCS: Kola Map by Orbx. DCS: Kola remains in active development, with more content and improvements on the way throughout 2025. ASM-N-2 Bat America's First Radar-Guided Bomb The release of the ASM-N-2 Bat in DCS marks a significant advancement in World War II combat simulation by introducing the first operational radar-guided glide bomb to the battlefield. This weapon enhances the strategic depth and historical authenticity of late-war scenarios, allowing players to engage enemy ships from stand-off distances with unprecedented precision for the era. Its inclusion showcases evolving aerial strike capabilities and provides a unique tactical option for pilots flying U.S. Navy aircraft, emphasizing the technological innovation that began to reshape air warfare in the closing stages of WWII. Development and Design The Bat’s origins trace back to 1941, when RCA proposed a television-guided anti-shipping weapon called Dragon, where an operator would steer the bomb using a live TV feed from its nose. The National Bureau of Standards (NBS), later part of the Army Research Laboratory, was tasked with designing the airframe, building on the same guidable ordnance frame used in the earlier, abandoned Project Pigeon. By 1942, the concept evolved into the Pelican, a semi-active radar-guided bomb for anti-submarine warfare. In mid-1943, the design shifted again to incorporate an active radar homing system from Western Electric, paired with a 1,000-pound (454 kg) AN-M65 general-purpose bomb, the same ordnance used in the USAAF’s Azon guided munition. The final Bat design, officially designated SWOD (Special Weapons Ordnance Device) Mark 9, was a technological marvel for its time: The Bat featured a plywood frame, constructed by the Rudolph Wurlitzer Organ Co., known for its expertise in bending plywood for organs and jukeboxes. Its 12-foot-long, 10-foot-wide structure was gyrostabilized with a Bendix Aviation autopilot, using elevons (combined ailerons and elevators) for steering. Small wind-driven generators powered the controllable tail elevator, linked to an S-band radar homing device in the nose. The Bat carried a 1,000-pound general-purpose bomb, optimized for anti-shipping strikes but adaptable for land targets like bridges. Corsairs over the Marianas in 1944 June 1944. Dawn slides across the Pacific and glints off the blue-black wings of the brand-new F4U-1D Corsair as she taxis onto the deck of USS Essex. Below, a seething amphibious armada is already closing in on Saipan’s coral beaches. Flight-lead Lieutenant “Duke” Klein pulls his canopy shut, opens the cowl flaps, and spools the mighty R-2800 to life. The gull-winged fighter shudders like a thoroughbred straining against the blocks. One last magneto check, a green flag from the deck officer, and the Bent-Wing Bird is hurled into the humid morning sky. That take-off sequence is exactly what you’ll feel in DCS with the DCS: F4U-1D Corsair by Magnitude 3 LLC. The module is confidently approaching finals with our recent tests showing promising results for an early access launch. Stay tuned! Thank you again for your passion and support, Yours sincerely,4 points
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So Kola is going out of Early Access with the major Norwegian cities of Tromso, Narvik or Hammerfest missing completely and most of Norway being bare of any villages and infrastructure? Wow. Meanwhile Ugra with their Cold War Germany map...4 points
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Currently even if you have the date before JHMCS or HMD's were a thing ED modules still lets you equip them. Fix it. It's really awesome when you have a cold war or even a Pre JHMCS/HMD era that users can just say "LOL I don't care."3 points
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Here is Spangdahlem, sorry for the wait. Will sit down to scan the rest of the Germany airbases later this weekend. Hope this helps, have fun! Hi-TCN Terminal SPANGDAHLEM AB (EDAD) DoD FLIP 1987 .pdf3 points
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3 points
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That particular style of air racing was developed not before 2003 => Wikipedia. So, it doesn't fit at all to a Cold War scenario. And furthermore, air racing at all was never, and still isn't, popular in Germany. So, removing all of those racing circuits before 2003 should be the correct setting. And after 2003, it shouldn't pop up in such many places. Actually just one, because it is completely related to Red Bull Air Racing. Another point, that does not fit to Germany, are the motorways which are lighted at night. There was only one country in western europe were this would be realistic for all motoways. And that is Belgium. In Germany, as far as I can remember, it was applied just around Cologne until the early 2000's. Also, there are many roads visible that were build after 1990, in particular in the former GDR , but also in the western part. That is bit of an immersion break for me personally. However, thats just incorrect for those who know about it. And, I guess, its hard to avoid, when using available digital geographical data. It would be great if that could be corrected, but I fully understand that this wish is actually unrealistic.3 points
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100% agree! Revised airbase textures and ground clutter are whats most important for me. If I had one more wish, no more air racing fields and cones for phase 2 and 3 please. Ideally it would be best to have them hidden before 1991 in the same way the night lighting works on the Normandy map.3 points
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After spending more time with QAG, I have some ideas and proposals to submit to the kind people at ED. I think that the proposed goals for QAG to serve as an easy, quick method to attract and keep engrossed new players is very difficult to accomplish with the current incarnation of QAG. Since I do want to be as constructive as possible, below please find an illustrated proposal how QAG can easier bridge the gap between a new player and having fun with DCS. Please be advised that the proposal is squarely aimed at new, or low-sophisticated users, and it's scope is limited to low-complexity missions. My goal was to pare down the UX/UI to a level that allows a quick mission creation, focused on a fun interaction. So, with that in mind... GOAL The aim of this GUI and underlying App is to provide a quick, simple interface and forgiving interface that results in simple, engaging non-repetitive missions for neophyte users of DCS. As such, it should guide the player through the process, always be tolerant of mistakes, and create missions that make sense from the perspective of the player (for example, if the players chooses to start an "Ground Attack" mission, and forgets to equip Air to ground weapons, there should at least be a warning, and the ability to go back to setting up th emission). This means that a lot of smart defaulting for values is required, and should a user change a setting that would require new defaulting of values that already were changed by the player, a warning will appear (for example, if the player has chosen a load-out for his aircraft, and changes the aircraft, a warning that this will void his previous load-out will appear. If they did not change the load-out, changing the aircraft will not bring up the warning) NOTE: the aim of this generator is ease of use, not generating a broad range of mission complexity. Complex missions are the realm of Mission Editor. This generator is aimed at QUICKLY generating FUN missions for new/inexperienced players, so the scope of the generated missions must be tightly controlled. It is NOT designed to generate any kind of mission imaginable, nor advanced, high-complexity missions (e.g. any mission requiring air-to-air refueling is well outside the generator's scope). The GUI is set up as a panel with several Tabs. Each tab is dedicated to an aspect of the mission. Values in each tab are defaulted intelligently to help guide the player, and they never overwrite values that have been changed by the player without prior warning and acceptance from the player. Currently two tabs (IMHO) suffice to set up this QAG, the images below propose a third (as to yet undefined) tab "Other" that is not required. It's just how I work, please bear with me. NOTE Any edit on any tab should support AT LEAST ONE LEVEL OF UNDO NOTE All generated missions should be saved to a folder and be instantly recallable by players so they can be shared and modified. THE MISSION TAB MAP Pop-Up Allows selection of map. Only maps owned by the player are enabled, while all maps are shown (a map that isn't owned by the player is greyed out, and still visible so the player knows what maps are available should they purchase them. A later iteration of the map should allow the player to go to the store to purchase the map now). A low-res rendition of the map is show (perhaps taken from the relevant map folder). Notes: No Country selection, player is always Combined joint blue, enemy is always red. Defaults to Caucasus or whatever last used Note: No map is actually loaded, as the entire QAG UX does not support locality. This level of complexity is not necessary for new players. Implementation-dependent, a map may have to be loaded during the actual mission generation MISSION TYPE A Clear-Text selection of SIMPLE TO UNDERSTAND mission types that define the parameters of the mission. For example "Attack Ground Vehicles" defines a mission where the player is expected to attack ground vehicles with their aircraft. Note that the type of mission does NOT prejudice the aircraft in any way, so any mission type can be chosen for any aircraft, even if that does not make sense from an expert's mind. It's the challenge for the app to make this engaging, not a task for the player to know enough about their plane and it's capabilities. If, for example, the player has chosen 'Carrier Operations' as mission type, and an A-10A as aircraft, there should be a warning that the A-10 isn't carrier capable, and if th emission starts, the A-10 is put into the air above the carrier, with the same goals as a carrier capable aircraft would have. The player will then have to decide how to proceed. But the generator will let the player do what they want. The generator is also smart to utilize the resources owned by the player: if the player chooses a warbird for a 'search and destroy' mission and owns the WWII asset pack, the gen automatically also includes objects/enemies from that pack; if the player chooses 'carrier ops' as mission type and owns SC, SC resources are prioritized over standard DCS carriers etc. Defaults to Ferry or whatever last used Examples Ferry / Transport - fly an aircraft from A to B. Distance and other obstacles are determined by difficulty. Escort / Formation - An escort type mission where the player is to fly close/accompany another aircraft(s). Difficulty determines dissimilarity and number of changes that the flight path of the other planes have. Attack Ground Vehicles - Attack a number of ground vehicles at a location. Which and number of vehicles are determined by difficulty Attack Installation - Attack and destroy a building, installation or bridge at some map coordinates. Difficulty controls how well it is defended Air Combat - engage enemy aircraft. Which aircraft and number of enemies is determined by difficulty Attack Ships - attack ships. Which ships and number determined by difficulty Carrier Operations - launch from the carrier and (depending on difficulty), some other goals. If player owns the SC module, the generator automatically uses SC units, standard DCS (Stennis) units else. The generator should be smart in these things, Attack Air Defenses -Attack Air defenses. Difficulty determines type and number. Air Patrol - Defend an airspace from enemy aircraft ("CAP") Search And Destroy - Look for, and destroy, ground vehicles in an area. The gen's "secret sauce" can shine here - if ac type is a helo, the area can be smaller and more rugged, if it's an attack plane there can be heavy armor, if it's a fast mover some lightly armed vehicles etc. And of course, the gen guarantees that all targets are era-compliant (or older) with player's aircraft, so we don't need to set that. Be smart about the data we have. (SAR - later) DIFFICULTY The magic dust in this mission generator, a catch-all to hide complexity. In general it is used to determine the number, skill level and lethality of the enemy in relation to the player's aircraft. On lower levels, this should be conservative: For example, if the player's aircraft is an A-10 and mission type is "Air combat", the gen only uses planes that match the A-10's capabilities or less, for example another A-10, or perhaps some less capable helicopters. Making this work well, balancing the mission well though this diffuse parameter will be the make-or-break feature of this generator, so place utmost attention to the design and balancing of this attribute. Defaults to Easy or whatever last used. Choices could be "Easy - Fun - Normal - Challenging - Hard - Deadly" Difficulty is never explained. It just is. It's the magic of the game. SEASON Time of year, usually only affects the map (and perhaps air temperature). Defaults to Any owlu Choices are "Any (random) - Spring - Summer - Autumn - Winter" TIME OF DAY Choices "Any (random" - Dawn (shortly after sunup" - Mid-Day - Dusk (shortly before sundown) - Night" Defaults to Dawn owlu WEATHER Only a few choices here to simplify settings Choices "Good - Cloudy - Bad" -- with wind picking up progressively, as does precipitation and fog. "Good" translates to little wind, Clear to scattered, "Cloudy" to mid wind and Overcast etc. Note: "Difficulty does not affect Season nor weather" Defaults to "Good" owlu START Where the aircraft starts from. For some missions (e.g. Air Combat) 'In Air' is preferrable, and a warning should be shown if something else is chosen, but it should not be prevented. Choices: Runway (from the runway of an airfield that the gen chooses sufficiently close to the action) Tarmac/Hangar COLD & DARK (airfield that the gen chooses sufficiently close to the action) Tarmac/Hangar Started up (airfield that the gen chooses sufficiently close to the action) In Air close to Action DESCRIPTION A brief narration of ALL current settings (including those from other tabs), what the player should expect should they press GO now GO Start the mission with current settings now. Before the mission is started, a number of consistency checks are run. All checks that fail are collected and presented as a list to the player (e.g. "The A-10A is not suitable for carrier operations", with the player being able to choose between "Proceed anyway" or "Go Back" to change some offending settings. Note: player has no control over locality of neither their plane nor the enemy, this is al decided by the generator to keep complexity for the player down. MY PLANE TAB This controls the player's loadout and number of aircraft in wing. Note that the loadout should be intelligently defaulted when the player changes mission type UNLESS THE PLAYER HAS CHANGED THE LOADOUT, in which case the player has the ability to decline defaulting via a dialog. If the player changes the aircraft type, and they already have changed the loadout, allow the player to not change the aircraft. Note that since the App should support at least one level of UNDO, this is merely interface chrome. When a new aircraft type is chosen, the best possible loadout is chosen for the particular mission type. AIRCRAFT A pop-up menu of player-controllable aircraft types. It should list all aircraft modules that are potentially purchasable, with those that aren't currently owned by the player disabled (note that in future versions there could be the option of players linking directly to the store to purchase the module). If a type is well suited for the currently chosen mission type, the type name is preceded by a diamond (and/or in boldface letters, and the background may be dark green although if used exclusively, color-coding fails for some color-blind people), to indicate mission suitability. If a type is unfit for the current mission type (e.g. A-10A for carrier missions), the type name is preceded by a skull (or similarly discouraging) symbol, and the background may be red (exclusively color-coding is a bad UX decision because of potentially color-blind players). NUMBER OF AIRCRAFT IN WING: A pop-up menu for the number of aircraft (all same type) in wing. Choices are 1 (player only) to 4 (player, plus three AI). AI skill level is defined by difficulty (panel I), and should always be Veteran or above. Loadout of all aircraft is identical to player. UNDER-WING Boxes 1..N LEFT-Clicking into this box brings up the loadout selection. The DCS drop-down menu isn't all that bad, it's just not neophyte friendly. A better, more elaborate, neophyte-friendly per-item description would be helpful (e.g. instead of "LAU 105 with 1xAIM 9L Sidewinder IR AAM" we would use "AIM 9L Sidewinder ("Heat Seeker") Missile" A click and drag interface window that open as and allows players to drag the possible armament from a selection (with good description, to allow players to differentiate a short-range Heat-Seeker Sidewinder from a radar-controlled mid-range "Slammer") to that station would be MUCH better and should be implemented in a later release NOTE: There is no interface for Fuel, Gun ammo, chaffs, flares, formation etc. It always defaults to the best (most logical) values for the chosen mission. GET BEST LOADOUT (Button) Button to load the best loadout for all station for the particular mission that is currently selected. LIVERY (OPTIONAL, CLUTTERS INTERFACE, LITTLE BENEFIT) Pop-up for all available liveries for this type. DESCRIPTION A brief narration of ALL current settings (including those from other tabs), what the player should expect should they press GO now GO Start the mission with current settings now. Before the mission is started, a number of consistency checks are run. All checks that fail are collected and presented as a list to the player (e.g. "The A-10A is not suitable for carrier operations", with the player being able to choose between "Proceed anyway" or "Go Back" to change some offending settings. "OTHER" TAB Not required, we already have enough info to auto-generate a fun and engaging mission.2 points
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I started off with the idea, of just doing a helmet for the 355th skin. Well, it snowballed into doing all of the helmets, for the the A-10CII skins. I still have to finish, and the revise the helmet skins, but here's what I have so far. Once I'm done, they will be available in the User Files section. Some will have warthog teeth sides: Some will have shark teeth sides: 104th FS Maryland ANG: 172nd FS Battle Creek ANG: 23rd TFW England: 25th FS Osan 1: 25th FS Osan 2: 355th FS Eielson:2 points
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From the Corsair update a few weeks ago2 points
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2 points
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Marianas is having an issue at ED level at the moment. They're working on it, so I wouldn't worry about that one too much. This is a server/authentication type issue so not something that's going to need to wait for a patch or anything.2 points
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It's not QAG, but if you want to fly your F4 in Caucasus, Germany or Syria, these missions should be able to scratch that itch (should it still be there) https://www.digitalcombatsimulator.com/en/files/3345044/ https://www.digitalcombatsimulator.com/en/files/3345094/ https://www.digitalcombatsimulator.com/en/files/3345115/2 points
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Been learning to make missions, I did this one, sink the Tirpitz in the Kola map, the fiords in Norway don't have any modern buildings so proper missions with the Corsair and Hellcat are doable. https://www.digitalcombatsimulator.com/en/files/3343249/ Operation Goodwood British carrier air raids conducted against the German battleship Tirpitz at her anchorage in Kaafjord in occupied Norway during late August 1944. On 22 August the weather was still indifferent, but the attacking aircraft were launched at 11.00. The 'Goodwood I' force comprised 31 Fairey Barracuda attack aircraft and 53 fighters and fighter-bombers (24 Vought Corsair, 10 Grumman Hellcat, 11 Fairey Firefly and eight Supermarine Seafire machines, the last for diversionary attacks) from all five carriers.2 points
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Great news! I love flying the Kola map.2 points
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2 points
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2 points
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LtCol Marks also mentions this specifically in the interview I posted in this forum. He stated (paraphrasing) "You can't take your hands off the stick".2 points
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I haven’t tested it yet, but it should notify you if the file gets updated in the future, so that you can update your old downloads.2 points
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really wish it were the 4 bladed version, but any corsairs better than the mustang2 points
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I don't see that at all. I think it's a very enjoyable map and ORBX isn't "retreating" from it at all.2 points
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Yes, and you wont be seeing the biggest airport in northern Norway Tromso for atleast 3-6 months after either if ever. Unbelivable. If only Ugra had made the Kola map instead. What a wasted potential. I think Orbx are basicly retreating from the project.2 points
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Hello, I’ve edited some training missions for the T-45, but i’m no sure if you are using my mission or one from another author. Mine works like this:2 points
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There's a recent internal request for a completely cloud-free preset, yes.2 points
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2 points
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Landing will be even more interesting...2 points
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2 points
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Wow.. warbird carrier launch will be interesting experience!2 points
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I know in operations during WWII they avoided using radios during start up, taxi , and take offs, they used flares. But on the DCS WWII maps if you start to taxi after you start engines without permission the tower says, "Hey, what are you doing"... so the radios are needed. Ergo,you can't tell the tower you're inbound, or ask permission to land either. It's the small things they overlook that tend to be annoying for me.2 points
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Dear Robo The Op is not ED team. I get you are not happy and you may think development times are to long, or you may not like a the way something works, and you are welcome to give your opinion and share your thoughts. We don't ban people for sharing their thoughts or expressing discontent ( you will see plenty of it if you search ), we have rules which you can find at the top of the forum and they apply the same to everyone, please take a look at our 1.10 rule, you will get the idea, its very simple. We ask that you keep it respectful that is all. If you do have a problem with moderation than you should PM me or Nineline to discuss it, discussing it in a forum thread will get you warning points. Petrovich will continue to get tweaks, the work being done helps with George and Bob AI also, and when we are ready for more updates they will be in change logs. Myself and Nineline ( we are both associate producers and community managers ) interact here on the forum, social media, and discord, we chat with many people from all over the world, we are fans of DCS like you are, so all we ask is you keep it civil and try to understand that what we do at Eagle Dynamics is complex, it takes a lot of time for development which is why we have long early access periods, without them we wouldn't be able to bring these modules to you all and develop the core of DCS. You can see the work we do in our change logs and already this year the work being done is huge. We do try to get to as many posts as we can but it is not always possible, fortunately we have a lot of help from community members and also our volunteer testers who also report issues to the team directly. We have been making DCS for well over 16 years now and we continue to develop and continue to grow as a business, this can only be done with the support of the community. thank you2 points
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I made a reservation for the Pimax Crystal Super in august and pre ordered it in november. Now this week I received the adress confirmation. I hope it will be here soon.2 points
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New Release online Link: Release V0.2 · MenkeVincent/DCS-Mod-Nike-Hercules- What is new is in the Github to read2 points
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@MAESTR0 It's noticeable and highly appreciated that you listen to the community, thank you very much, also for creating this thread and asking! Things I think shouldn't be left missing in the scope/area of Phase 2: City of Oldenburg (home to the 11th Mechanized Infantry Division in the 1980s) south of the Jade Bay https://www.relikte.com/nds_heer/div11.htm Oldenburg airbase EDNO, home to JaboG 43 (flew Fiat G.91, Alpha Jet in the 1980s) https://www.mil-airfields.de/germany/oldenburg-airbase.html https://www.relikte.com/oldb_flgh/index.htm City of Wilhelmshaven and the very important German Navy base there, home to the German Navy fleet of destroyers and frigates (would make a nice base to fly to from Nordholz Navy airbase that you also planned for Phase 2) CRC Visselhövede (radar site to guide fighters) https://www.relikte.com/nds_radar/index.htm Itzehoe "Hungriger Wolf" Army airbase (home to German Army Aviation Regiment 6, flew the Huey and the Bo-105) https://www.mil-airfields.de/de/itzehoe-hungriger-wolf.htm Schleswig-Jagel Navy airbase EDCS, home to German Navy Wing 1 (flew F-104G Starfighter and Tornado) https://www.mil-airfields.de/de/schleswig-jagel.htm Eggebek Navy airbase EDCG, home to German Navy Wing 2 (flew F-104G Starfighter and Tornado) City of Kiel (important port and navy base) Kiel Navy airbase (home to German Navy Wing 5 (flew Westland Sea King) https://www.mil-airfields.de/germany/kiel-holtenau-airfield.html Basepohl GDR army airbase, home of KHG-5 equipped with Mi-24P and Mi-8TB https://www.mil-airfields.de/de/basepohl.htm ---EDIT--- I forgot Marxwalde/Neuhardenberg airbase, home of JG-8 (was equipped with MiG-21bis, so OUR MiG-21 in DCS) https://www.mil-airfields.de/de/neuhardenberg-marxwalde.htm Things I'd really like to see, but are not of such a high importance: Wilhelmshaven-Mariensiel airfield EDWI (in the area of German Navy base Wilhelmshaven, GAF Transalls often used it for practicing STOL and it's close to the approach sector of Wittmund and Jever airbases - we definitely need to talk about those when Phase 3 is due!!!) https://en.wikipedia.org/wiki/JadeWeser_Airport Rotenburg-Wümme Army airbase EDCR (small army airbase with a flight of Alouette II) https://www.mil-airfields.de/germany/rotenburg-wuemme-airfield.html https://www.relikte.com/rotenburg/index.htm The West-German airbases also deserve a slight overhaul. The perimeter walls should be substituted for fences. I think you could also go a little bit easy on the objects standing around and slightly reduce the clutter. The way I remember a GAF airbase, it was always quite tidy. Also, you can remove all of the big, black light masts on the GAF and GAM bases. and then there is the thing with the ground textures. No sand on GAF and GAM bases please. Also no bushes or trees in the flightline areas!2 points
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Ill laugh so hard whenever someone comes around with a ripped model of the new F-5 and other EDCE models, aswell as the MiG-29 when its out. Simply because then you'll have to explain what the point of this measure is. Whoever made the decision to implement this, does not understand that the moment the model is on a users screen, it WILL be ripped by someone. ED is unnecessarily starting a fight with its content creators. We have seen this with the modding community: First when 2.5.6 came out, a lot of the scripts got encrypted. Making modding a lot harder and limited. That wasn't this bad until FC2024 came around. FC2024 has killed a lot of mods, and only raised the entry bar, so only those that where actually doing their own stuff without mostly relying on FC3 would be able to make stuff. Some mods literally only work because people reverse engineered FC3. You've seen it with the F-5 livery comp. Nobody will actually make stuff anymore. Especially not high quality skins. The RCAF camo was the best entry, and even that was still far from being good. The creator himself said that he cant work like this. But hey Me and a few friends have an idea: We will make Liveries like this if ED will code the game in notepad from now on. Because that is essentially what you're telling us to do. There is a reason nobody believes you when you say that ED is trying to come up with a solution. The same thing was said back with 2.5.6 about the files for all the weapons and planes. And look where those are. Possibly its just me being pessimistic. But i dont see ED doing anything in this situation, because they simply dont care. Maybe thats why they keep thanking us for our "Passion and support", because the passion is slowly dying on their end. I wonder if Tishin (Rest his soul) would have allowed any of this.2 points
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You're going to get this reaction til the problem is fixed, Just telling us to stop whining isn't gonna work. As it stands, It would appear ED Leadership didn't see an issue with what happened with the F-5 Competition if thats the response we're going with.2 points
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Can I ask a legitimate question here? I'm not trying to bait anyone, or be a jerk. I'm obviously extremely disappointed with this decision as it's opening an entire host of issues which were clearly not previously thought through. Question: Who exactly is pushing for this encryption of models and textures? Surely it's NOT the devs, right? They should be fully aware that it does not protect your IP. This seems like a knee-jerk reaction by someone else who is completely unaware of how the sim software interacts with the PC hardware. This is literally only causing a problem for legitimate customers and good faith community members. You all know that right? Those tech savvy enough who could do it before are still tech savvy enough to still do it. Please take this as a frustrated but good faith inquiry from a long time supporter, customer, tester, content creator and texture artist. It's become so astonishing to me that it's gone down this road. You will literally KILL livery making for your sim. This is taking a generational step backward. That's not hyperbole. Again, I earnestly plead with ED to reconsider this ineffective IP theft measure, and just walk it back. The livery/texture community will be greatly affected by this over arching policy decision. Why? Because you're making it impractical and extremely painful to down right impossible to continue in this hobby with your future products. And frankly if this is how it's going to be in the future, then I've come to the end of my contributing rope. It's not reasonable and it's down right disrespectful to those who put it so much time FOR FREE to make your community vibrant and diverse with content - to ask them to spend 5x more time on something that will ultimately be much worse in quality. I bought the F-5E and the remastered version. I've purchased most product until now. I have been more than happy to support DCS. This makes me want to completely reconsider my future purchases and support. Respectfully, A long time customer.2 points
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Dear E.D or other Developers. I as well as many in the community think it would be nice to see a Southern California map. Ideally taking place when Miramar was a Navy owned installation DISCLAMER: This is a proposal for a new map, not an announcement of one in development!! Approximately a 400 x 200 mile map (Could expand to include NAS China Lake and NAS Lemoore) Key features: NAS Miramar- Home of Top-Gun and the Navy's Pacific fleet fighters and E-2's NAS North Island- Home of S-3's, Helos and other aircraft. Edwards AFB- Home of USAF Test and Evaluation George AFB- Home of F-4E and the 'Wild Weasel' Mission Yuma Tact's Range- Range used for A2A and A2G training by Navy and Marine aircraft. MCAS/NAS El Centro- Base that USN/USMC Pilots trained at Pt. Mugu- Home of the USN Test and Evaluation Pacific Ocean expanding 200+ miles outside of San-Deigo for ship and carrier operations many other features.. Cool things you could do with this map: Make a Top Gun campaign based out of Miramar Make a Wild Weasel F-4E campaign out of George Practice F-14/F-4(B/S/N), F-8 carrier ops out in the Pacific Ocean (F-4 and F-8 are on the way) Make a campaign based out of Pt. Mugu where you go from flying USN F-4's with VF-103, to flying F-4's and being one of the first VX-4 pilots to fly the F-14 Tomcat. Then Transition to being CVW-14 LSO abord Enterprise for the first deployment with VF-1 and 2. (Rodger Ball- John Monroe "Hawk" Smith) Endless opportunity's!! null Would love to see this in the future!! Some inspirational Photos of the MSFS Miramar addon:2 points
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Very true! Just to piggyback IRL, the escorts are miles away. Sometimes you won't see them for days. And you never saw an LHA/LHD in close formation doing simultaneous Flight Operations. The DCS formations Photo Ops close!2 points
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While true, other ships in a carrier group are typically miles away doing their own thing independent of the carrier.2 points
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Compared to regular joystick bases it's a night and day and I don't think I can go back to non-ffb experience anymore. Hardware seems solid, firmware and software though need a lot of work to fully unlock the base's potential.1 point
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1 point
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I actively recommend against buying either, just because they're without peers and have so many longstanding and unaddressed issues. They are not worth a purchase.1 point
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I worded my question poorly. First, I find the carrier to be a blast. I spend 99% of my time flying around the boat reliving my glory days. It's great. In the past, the devs have made announcements with regard to the things that are being worked on. I haven't seen any such announcements so I was just wondering if they are considering the carrier "done". I was hoping a few things would be modified, such as being able to interact with the Air Boss station in VR, and controllable lighting.1 point
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That should be incorporated already. It's a travesty. The fact that LV at night is a veritable black hole, is nuts. You can't see the lights of anything unless you're at huge zoom levels.1 point
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What about lighting update? At least airbase lights at Nellis and long range visibility for night city lights which PG and other maps already got?1 point
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