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Unfortunately, after many hours of trying to fix some things in code, I decided that we will go back to normal Su-25A simplified weapon control panel. Mixing avSimpleWeaponSystem with FC3 causes some interfierence and bugs that I am unable to fix with code. So, for the sake of simplicity and better user experience, weapon controll panel will work- like in Su-25A Dont worry - still clickable I also added A/G / A/A selector, reworked ripple and interval selectors for su25a avionics and added jettison and main arming panel (master arm, LA override, cannon load) There might still be some bugs, but the main functionalites are working, and I'd like to finish the mod even with some impurities to fix for later.16 points
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Sorry, I'm all in for supporting the developers, but the subscription marketing model is awful .. the moment your income situation changes (retiring, losing our job for a while, a serious disease) you lose access to your software, media entertainment, cloud storage, etc, etc ... I much rather purchase rather than subscribing.8 points
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Don't worry about the difficulties, you're doing great. This is my most anticipated non-module at the moment. I'm more looking forward to your mod than to ED's MiG-29.8 points
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Yea, it will come with the MC model. I didn't put it on the store page because honestly, I don't have a target date, and would rather just market the parts of the package i'm 100% sure of. I think they stand on their own.8 points
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I always wonder how people who spent thousands of Euros or Dollars on the appropriate hardware for the game argue about the price of a single module or in this case of a cheap assets pack … sorry, can‘t understand.6 points
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I totally agree. Creating WWII missions with accurate and realistic AI units is a lot more fun than without. These 3D models don't create themselves and I'm more than happy to pay a little contribution!5 points
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4 points
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08 August 2025 Dear Fighter Pilots, Partners and Friends, It is with great pleasure that we share a more complete list of the modules coming to the Pacific Theatre of Operations (PTO) Assets Pack. In parallel with other modules like the DCS: F4U-1D Corsair, the free DCS: Marianas WWII Map, and the upcoming DCS: F6F-3 Hellcat, the PTO Assets Pack is designed to provide a rich and detailed array of United States and Imperial Japanese air, ground, and naval units in the summer of 1944 PTO. Many of these units are finished, and others are still in progress; we look forward to your feedback. We are steadily progressing on our earlier released Mission Save State function. Please read the report below to learn about how we are improving this very useful feature. Additionally, we have added several fantastic modules to our Free Trial Program. You can try these aircraft and maps at no cost or obligation. Take them for a spin today! Thank you for your passion and support. Yours sincerely, Eagle Dynamics Pacific Theatre of Operations 1944 Assets Pack Update Since the release of the free DCS: Marianas WWII map and the Magnitude 3 DCS: F4U-1D Corsair, we want to provide an update on the extensive effort being devoted to bringing this scenario to life with the PTO Assets Pack. Learning from some of the European Theatre of War scenarios, the PTO scenario is focused on providing an extensive order of battle for both US and Imperial Japanese forces in the summer of 1944 and to offer an accurate representation of the battle for the Mariana Islands and the Battle of the Philippine Sea. New player aircraft coming for this scenario will include both the F6F-3 Hellcat and the A6M5 Zero. Since our last update on this project, we can now share with you the specific air, land, and sea units being developed for the PTO Assets Pack, which owners of the existing World War II Assets Pack will be able to purchase with a 30% discount: PTO AI Assets: United States Aircraft F6F “Hellcat” SB2C “Helldiver” TBF “Avenger” SBD-5 “Dauntless” PBY “Catalina” P-38L “Lightning” United States Ships Enterprise aircraft carrier Casablanca-class light aircraft carrier Independence-class light aircraft carrier New Orleans-class heavy cruiser Baltimore-class heavy cruiser Cleveland-class light cruiser Fletcher-class destroyer Liberty-class transport Cimmaron-class oiler United States Ground Forces M4A2 Sherman M3A1 “Stuart” light tank LVT-4 tracked landing vehicle LVT(A)-4 tracked landing vehicle DUKW-353 amphibious truck US Marine Corp infantryman US Navy Carrier personnel US Navy seaman Imperial Japanese Aircraft A6M5 “Zero” D4Y “Judy” D3A “Val” B6N “Jill” Imperial Japan Ships Shokaku aircraft carrier Chitose light aircraft carrier Kongo battleship Mogami heavy cruiser Agano-class light cruiser Yugumo-class destroyer Kagero-class destroyer Kashino-class transport Imperial Japanese Ground Forces Type 94 Tankette Type 95 Ha-Go tank Kurogane Type 95 car Type 97 Te-Ke tank Type 97 Chi-Ha tank Type 97 ShinHoTo tank Type 2 Ka-M amphibious tank Type 1 47mm anti-tank gun Type 98 20mm anti-aircraft gun Type 91 10cm towed artillery Type 92 70mm towed artillery Type 10 120mm anti-aircraft gun Imperial Japanese Army Infantryman Japan Navy seaman Mission State Save Development Progress Following the initial release of the Mission Save state feature, we have gathered your feedback for further improvements. Based on this, we delivered an API feature request to our talented scripting community which was well received. Moving forward, a common request has been saving destroyed unit states on the battlefield. We have now tackled this issue, and destroyed static objects will be created in place of each destroyed ground vehicle, aircraft, infantry unit, or static building (not terrain/map buildings) in the Mission Save state. In this sense, the battlefield wreckage remains where the destruction took place. With the Mission Editor, these objects will be automatically given a "hidden" parameter to not clutter the map view. However, if you want to remove them from the mission because of your plot choice, you can find them in the Mission Editor units list and delete them. We will be releasing this improvement in an upcoming update once testing is fully complete. Based on your feedback, our next task for Mission Save state improvements will be to save a group’s waypoint parameters. This work is ongoing and includes the ability to save specific ground vehicles parameters such as ROE and more. New Free Trial Modules Explore new aircraft and terrains for free To help you explore new content, we are expanding our Free Trials Program. You can now try the additional following modules free of charge for 14 days every six months. New modules on Trial: South Atlantic Map Kola Map Sinai Map CH‑47F F‑5E Remaster NS 430 F‑5E Flaming Cliffs MiG‑15bis Flaming Cliffs F‑86F Flaming Cliffs Flaming Cliffs 2024 Simply navigate to the Try ‘n’ Buy page in the Launcher and look out for a TRY button! You can also activate free 14 day licenses from the Free Trials on the DCS website. Once you've made your selection, proceed to install the chosen module through our module manager. For more details read the How to install Modules guide. We hope you enjoy this opportunity to explore new modules and terrains completely free. Thank you again for your passion and support, Yours sincerely,4 points
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Here is looking at it from the other side, have the planes, maps, WWII assets. Creator makes Mosquito campaign saying no WII assets required, instant turn off, I don't buy the campaign, don't want to shoot at modern Russian armor. No one works for free, assets pack is high quality, and not too expensive , which can give you hundreds of hrs of enjoyment. This hobby might seem expensive but the cost divided by the amount of hrs we use it, its one of the best bang for the buck hobbies.4 points
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А тут каждому своё. У меня просто широкий круг интересов в плане авиации. Есть интерес к экшону? Берем Фантом или Хорнет и лезем на мясной сервак. В 99 процентов случаев меня сбивают (истребитель из меня очень не очень). Или на тех же Хорнете или Фантоме начинаем бомбить. В офф или онлайн. Тут все получше получается. А бывает настроение поспокойнее. И ты берешь Уха, Восьмерку или Чинука и топаешь себе возить людей и грузы в зоне БД. Наставишь себе разной агрессивной наземки вблизи маршрута с малой вероятностью появления и топаешь. Зевать некогда. Кстати говоря, уже весьма реалистично. Они этим, в основном, и занимаются. Да ещё и спутниковую навигацию отрубишь. С картой Ф10. По Сирийской пустыне только с классической навигацией на УХе.... Очень рекомендую попробовать. Вроде бы и летишь почти по прямой, но мозги загружены. Один ветровой снос может унести за пару часов полета весьма в сторону. До полной потери ориентировки. А бывает. Взял работу на дом. И рейсик откатал. Хургада-Шереметьево на А-321 в плэйне. По трассам, в ИВАО с контролем прцентов 50 времени. И реальной погодой. Минут 30 подготовки. Минут тридцать на согласоваться, заправится, вырулить, взлететь. Потом на эшелоне контроль фактического остатка, степ клаймб иногда грозы или трафик. И работать успеваешь и эфир трепется. И пакости случаются. Весьма медитативное занятие, кстати. Хотя экшон, когда крутишься как вошь на гребешке между засветками иногда вполне сопоставим с попыткой свалить от стодвадцатки. И все очень интересно получается, хоть и по разному, но очень кайфово. Чего мне не хватает? Плэйн не боевой сим. И организовать пакости боевой направленности при прилете или при вылете (в зоне БД) не получится. Так что к Геркулесу бы, с моей точки зрения, всю землю (пусть и с малой детализацией) плюс реальную погоду с реальным временем и датой. И вполне можно вылететь с база в ОАЭ с грузом и людьми, допилить до Кандагара по обычным гражданским трассам и очень плотно думать, как не загреметь под рандомную ЗУ с земли. Или ПЗРК. Этакая смесь плюсов Плэйна и ДКС. Мечты, мечты.... А пока я могу представить себе как пользовать Геркулеса в весьма редко применяемых сценариях в реальности в том же онлайн. Но максимально интересных мне вариантов ДКС не предоставляет. Были бы взял бы сразу. А тут в раздумьях. Брать или не брать.4 points
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UPDATE v2.72 Finally added working aerial refueling, works both for player (could not do it to test it all the way due to a lack of skill) and AI aircraft, added slats animation, which activates when above 8000m and below 0,8M - from documentation I found. Some SFM tweaks on subsonic regimes. Also huge thanks to Brzoza - @StalkerXDPL for many great new liveries and hopefully many more to come in the future.4 points
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Dear all, we have cleaned this thread. For now, this thread will remain locked as it has become more work than it needs to be. Currently, we have generally the same 10 or so people debating different things releated or unrelated to this topic. It ends up in angry people, warnings and misunderstandings. When there is something new, it will be added to the 1st post in this thread. If it's something that needs discussion, we will consider opening this thread. Any new threads opened on this topic will be removed. If you have questions about items in the 1st post here, you can send us a DM. Thanks. The ED Team.4 points
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Just a question about the asset packs - is it just models or also AI? Or is it somehow limited by some "core AI"? Because my sense of immersion is much more destroyed when I see a bunch of army guys tackling a very difficult problem called "a fence" or even "going around a building", acting like idiots, really. In that moment, I just don't care whether they are a modern or WWII unit. Sure, DCS planes also have bugs, often unattended for a decade, but at least they are the core experience. Too much stuff is deemed not important for years - even in planes - but when it comes to tech packs, it's another level. NS430 having no radio (although prominently mentioned on the shop page), CA is more of a gimmick with many quality issues, so maybe that's why my perception of anything beyond aircraft and maps (although... maps are also getting complicated) is a bit stained. Don't worry, I'll likely buy it, but pardon my Stockholm syndrome. There is a reason for it.3 points
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Don't let some of comments around here fool you. Your observations are correct, though your conclusions may not be. However, it's only so because you come from a different time and different world. I was there too. You can see from the list of sims I played over the years on my profile. Your only "sin" here, is that you expect the AI's to play by the same or similar rules that you do. They unfortunately, DO NOT. I have fought AI's that had both of their wings missing, and they still managed to climb at steady 45 degrees nose high, 75 knots, all the way to 60000ft. They could have gone higher as well, however I COULD NOT FOLLOW them. Me, in my completely untouched, pristine plane. The AI's in DCS are like the Agents in the Matrix. They cheat. The system is ALWAYS giving them all the energy they need to continue flying. An AI in DCS will NEVER STALL. EVER. Under any circumstance. If to planes entered a double Immelmann in DCS, one at 170 knots, the other at 320 knots, who do you thing has better chances of completing it? If your answer was the one at 320, you would be wrong. If your answer was the one at 170, you would also be wrong. The correct answer is the one flown by the AI. Also, the AI in DCS ALWAYS has power/thrust to ratio greater then 1. If you initiate a climb at say 150 knots more then the AI that's on your six, the AI will follow you into that climb without any problems. More then that, it will actually catch up with you. You see, as your planes loses power as you climb, and thus you start losing airspeed and eventually stall, the AI wont. It's follow you into low orbit if it needs to. So ignore all the comments that advise you to use energy tactics, unless they mean single strife/slashing dives and then bugging out. It won't work. Some planes are more guilty of this then others (when controlled by the AI), but as a general rule, they all follow this principles. Planes like the MiG-15, MiG-21 and F-5 are particularly notorious of this. They will, out climb and out turn ANY plane in the game if you play by their rules. Fortunately for jet plane users, these planes often have at least some form of advantage that compensate for the AI behavior, be it weapon system, or raw performance. Those who fly WW2 planes, aren't that lucky. Bottom line, IF you want to compare plane performance, do it by using either AI's as controllers for both planes, or humans for both planes. Unfortunately, I own neither the Dora not the Kurfürst, so I can't evaluate the relatives strengths and weaknesses of these relative to the Corsair in DCS. However, when I compared them in the hands of the AI at veteran skill level (avoiding using Ace levels, they are the worst when it comes to breaking the rules of physics), I got this: As you can see, the Corsair soundly beats the Dora, and while not quite as good as the 109, it still pulls a roughly 50% win ratio. The 190d isn't all that hard really. The AI controlled Dora is very close to your own Corsair in performance, and you can generally out turn it in horizontal if you are patient enough. However, you can make things a lot easier for yourself, if you do some out of plane maneuvering. The Kurfürst is whole other can of worms though. I have no idea how to fight that when AI controlled. I have seen it go less then 74 knots and out turning me, I have seen it out accelerate me, and catch up with me, even when I started at 350 knots, and he started at 170. The examples I mentioned above, are actually from me experimenting with a veteran AI in the 109. It also out turns you at EVERY speed. I think we may have a case of an F-5, Mig-15 or MiG-21 in the warbirds here. But if you need some help in taking down Doras, here's one way that I do it: Hope some of this helps. Don't give up. A day may come, when the AI finally plays by our rules as well. When that day comes, I'll start playing WW2 campaigns. Alas..... But it is not this day....3 points
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I wasn't, but at some time I became interested in the whole 104 affair and it soon showed that lots of strong opinins on the jet aren't based on proper understanding. That in large part is due to the smear campaigns by the press, wanting to hit back at FJ Strauss who had a news-magazine raided earlier. And because journos like to copy each other instead of actually going for a story. The story should not have been based on the "$h1tty jet", but on the fact that the whole organisation was incapable of technically and logistically supporting it, while other, smaller nations did a much better job. That was in part due to the 10-year post war hiatus of operting any kind of aeroplanes, but that's also a convenient excuse for organisational blunder. Parallels to current events are purely coincidental... For people that are actually interested in the 104G/ CF, get a copy of this book. It does a good job of explaining the strenghts and weaknesses of the 104 in it's recce and strike mission in the RCAF (mostly OPS'ing over Germany) and the general state of mind of 1960s and '70s Starfighter pilots. It helps understanding why so many jets crashed, flying an inherently dangerous mission - all weather low level strike and reconnaissance. I can't recommend this book highly enough - if you can only own one book on the 104, it should be this one. It's been out of print for a long time, but it should surface in the bay every once in a while: null3 points
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They decided to buy it for several reasons: - one-size-fits-all "multirole" aircraft, which on paper the 104 did rather well - best performance available at the point of contract-signing out of any aircraft "available" (the F-104G specs were just a paper plane at this time) - customization by Lockheed into the specs that the Euro Air Forces wanted; no hand-me-down USAF (SAC-heavy at this point) aircraft - liberal contracting of local construction of airframes and engines (tech transfer) - INS, NASARR (F-105 radar), IRST - high speed and good range at low level (about 1.5 times the range of an F-4 for a nuke profile) - when the contract was signed, it was assumed that conflicts were going to be nuclear; conventional capability was not considered to be overly important The following F-4 replacements came in: - RF-4E replacing the RF-104G (in GAF service a useless jet without radar) in AG 51 and AG 52 - F-4F replacing 104Gs in JG 71 and JG 74 - F-4F replacing 104Gs in JaboG 36 The F-4s that replaced the 104 in the GAF were F-4Fs without Sparrow capability. The GAF didn't have use for Sparrows due to their limited air defense mission. JaboG 36 was a conventional-only unit, which made sense due to the Phantom's better conventional attack capabilty (which was even limited in the F-4F vs the F-4E). The other conventional-only unit (JaboG 32) wasn't converted to F-4s and later converted to Tornados (like the nuke-Geschwader 104s and the Marineflieger), which came roundabout a decade later.3 points
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Pimax Crystal OG user here. I've been running Pimax XR with PM's own QuadViews implementation for a while. After the 1.41 update QuadViews have stopped working. Setting was enabled both in DCS and PimaxPlay. MBQV not installed. After struggling with it for a few hours I gave up and reverted to prior version. Properly disappointed.3 points
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Because the majority don't. The majority spend mabye 100-200 dollars on a stick/hotas they bought at the local store. The low priced TM and logitech stuff outsell the medium and high end stuff many many times. "We" are the odd ones, the freaks, the junkies. There are many enough of us to keep companies like winwing and virpil alive. But we are a tiny fraction of flight simmers. Your average flight simmer, has a T1600, or logitech x52. They never by panels, they don't have rudders. And for them. When they see one game give you a map and 10 flyable aircraft for less then 1 aircraft, 1 map and a required asset pack. It becomes a hard sell.3 points
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Legnica HQ and airfield of the soviet northern group of forces "When the Red Army front commands were dissolved in early June 1945, the military command posts were subordinated to the Northern Group of Forces command in Legnica (abbreviations used: PGW, PGWAR, PG W FR), commanded by Marshal Rokossowski. At that time, they lost their “war” character. In the following months, a significant part of the command posts (249 units) were liquidated, mainly those located in provincial and county towns. Another 244 units were liquidated between August and November 1945. Only 43 commandant's offices remained, which were liquidated in mid-1946. After surviving the most difficult months of 1945, when Poles did not have access to the city center, political parties and associations began their activities, the first Polish school year began, and health care and service points were organized. The difficulties faced by the Polish authorities affected almost all spheres of life. These included poor security, staff shortages, and most annoyingly, financial shortages. Regular salaries began to be paid to employees only in September. Until then, the most common means of payment was vodka, which is why distilleries were among the first enterprises to be launched. One of the greatest difficulties faced by the first Polish authorities in Legnica was the inability to fully launch the city's infrastructure due to the division of Legnica into Polish and Soviet parts. The city was divided in July 1947. As a result of a series of conferences between representatives of the City Council and the Group's command, a demarcation line was established between the districts inhabited by Polish citizens and the quarters under Soviet administration. The Russians reserved the newest, southern part of the city, known as the Square, for their exclusive use and created Soviet enclaves around many public buildings in the center (e.g., they occupied the Drama Theater, the Knights' Academy, the city park, and many others). After this division of Legnica, into the part of the city under Polish administration and closed military sectors, one of the most important and at the same time most feared complexes in the city became the buildings within Gwarna, Muzealna and Złotoryjska Streets. The Soviet Garrison Command, Military Prison, Military Court with jurisdiction over the entire PGWAR and the Garrison Hotel were located there. These buildings have not changed their function, for which they were built in the 1870s, with the difference that until 1945 they were an important element in the social and political structure of the city and served the local community, and after 1945 they became a completely separate part of the city. The decision on the location of the Group's headquarters was made relatively late, probably not until early July. On July 11, 1945, Rokossowski's deputy for political affairs informed Governor Piaskowski of this, as well as of the need for Polish institutions and Polish residents to leave the left bank of Legnica. Everything was supposed to have been agreed with Bolesław Bierut by that time. The choice of Legnica was not, as mentioned, a coincidence: a large modern barracks base, hospital and warehouse facilities, the city's convenient location on transport routes, a military airport, large districts, and well-equipped residential houses that could accommodate a large number of staff with their families — were excellent and probably sufficient justification. The composition of the Northern Group of Forces of the Soviet Army at the time of its creation was as follows: 65th Army, 43rd Army, 52nd Army, 3rd Guards Cavalry Corps, 3rd Guards Armored Corps, 5th Armored Corps, 10th Armored Corps Army, 20th Tank Corps, 4th Air Army consisting of 3 air corps. Bolesław Potyrała gives a slightly different composition of the Northern Group of Forces: 65th Army of General Paweł I. Batow, 49th Army of General Iwan T. Griszin, 70th Army of General Wasilij S. Popow and 4th Air Army of General Konstantin A. Wierszynina. Of the generals mentioned, P. Batow served the longest in Legnica (until 1948). While in the period 1945-1953, the military groups were headed by 14 marshals and generals with significant achievements during the war, in the following years, the positions of commanders-in-chief and commanders were held by lesser-known generals. There was significant rotation in the highest positions, and among the lesser-known figures who were sent to Legnica were Gen. K. Konstantinov, Gen. A.I. Radziewski, and Gen. K.P. Trubnikov. in 1945, the PG W consisted of a total of 4 armored corps, 30 rifle divisions, 12 air divisions, 10 artillery divisions, and 1 cavalry corps, and numbered at least 300,000 soldiers deployed in fifteen provinces (according to the administrative division prior to 1998) in 59 locations belonging to 35 garrisons." null View from the roof of the Soviet school number 30 "It is impossible to determine the exact number of PGW soldiers stationed in Poland until 1956. Representatives of the Polish administration were not allowed to enter the barracks, and the Polish authorities did not have any list or register of them. The best known are the locations of the PGW from the period after 1956, because most of the Soviet bases existing at that time functioned until the withdrawal of the Group's troops from Poland in 1993. It is also impossible to determine the exact number and location of garrisons, except for those that can be located on the basis of reports from administrative bodies and reports from the Delegation of the Government of the Republic of Poland/Polish People's Republic at the PGWAR, which operated from 1946. According to estimates, at the time of its creation (June 1945), the PGW had over half a million people. In addition to military facilities, the Group occupied thousands of hectares of agricultural estates and industrial facilities. In total, the PGW forces used 15 airports (nine for their own needs — eight where military units were stationed and one spare; six as spare airports, which the Russians used jointly with the Polish army), 11 port basins, 4,340 m of sea coast; 12 large fuel depots, three of which functioned as independent facilities; 6,517 buildings, of which 3,800 were owned by the State Treasury and 2,717 were built by the Russians for their own needs. Eighteen facilities were located outside the area of greatest concentration of PGW units: four airports, four communication stations, three tropospheric communication stations, and military postal units. For the period before 1956, three stages of PGW transformation can be distinguished: • The period of demobilization after the end of the war, which began on June 23, 1945, and lasted until 1948. The return of Red Army soldiers to the USSR was particularly intense from mid-1945 to mid-1946. • 1947, when General P. Batov's 65th Army was withdrawn from Poland. The withdrawal of the 65th Army was connected with the transfer of the facilities it had occupied to the Polish side. In total, in 1947, Soviet troops handed over 2,440 buildings to the Polish authorities, including three gymnasiums, a number of houses and shops in Legnica. • The years 1948-1956, when the structure of the Group became more stable and there were fewer changes, both in terms of numbers and deployment. During this time, the structure of Soviet bases in Poland also took shape." "The locations of PGW units are therefore only known from the period after 1956, when, under the signed agreements, the Polish authorities carried out inventory checks. The checks did not cover all of the facilities owned by PGWAR (it is estimated that approximately 85% of the facilities were inventoried; the Polish commission was not allowed access to the remaining 15%, the so-called special facilities, and the inventory was carried out unilaterally by a Soviet delegation). The list of PGW bases did not include all the locations where Soviet troops were stationed. Among the places not covered by the inventory, it is worth mentioning Malbork, Elbląg, Olsztyn, Gorzów, Bydgoszcz, Siedlce, and Poznań, where Soviet troops were stationed until the mid-1950s. In addition, in many cities, the Group had so-called seconded soldiers, e.g., for the purpose of supervising communications, cooperating with Polish military units, subunits for special tasks, etc. According to estimates, between 1946 and 1949, there were approximately 300,000 Soviet soldiers in Poland (in Legnica alone, there were approximately 50,000 in 1949). This number gradually decreased, but even after the signing of the agreements in 1956, it did not reach the agreed ceiling of 62,000-66,000. Probably the Group did not reach this number until the 1980s. Interestingly, the Russians achieved the highest rate of evacuation was achieved by the Russians in 1956-1958. During these two years, they left almost a hundred localities." officer's quarters "Soviet troops were often stationed at various locations within the same town or used facilities that were far apart from each other. For example, in Legnica, barracks complexes were scattered throughout the city. This forced the Russians to use the entire urban infrastructure, not just a designated area, and it was necessary to use public roads, which consequently contributed to both traffic accidents and damage to the road surface by heavy military vehicles. Soviet units stationed in Poland were under the command of the Group, while the commander-in-chief (later commanders) of the PGW reported directly to the Minister of Defense of the USSR. After the creation of the United Command of the Warsaw Pact in 1955 here were numerous disputes over jurisdiction between the heads of these forces. The disputes between the commander-in-chief of the United Armed Forces of the Warsaw Pact, Marshal Ivan Konev, and the then commander of the PGW, General Kuzma Galicki, were particularly fierce. Ultimately, this conflict led to Galicki's dismissal from his command position in February 1958and his transfer to the post of commander of the Transcaucasian Military District 10. The troops comprising the Group initially had an army structure, then a divisional structure. In addition to its role as guardian of Soviet interests in Poland, the Group also performed tasks resulting from the prevailing military doctrine. It was to develop an offensive after the enemy front on the Elbe was broken by the East German Army Group in the event of a war of aggression or, in the event of a breakthrough of the Soviet defenses, to launch a counterattack. It was also to create conditions for further operations by operational units that would arrive in such a case from border military districts. The operational tasks of the PGWAR were thus closely linked to the role that the Soviet high command assigned, in the event of an armed conflict, to the much larger, first-line Western Group of Forces, stationed in the GDR , and to the activities of border military districts, including the Belarusian Military District. The PGWAR was to serve as a base and secure the conditions for the formation of a second front, which was to be created only by large tactical units from the western districts of the USSR." "Next to the PGWAR headquarters, and since 1984 the Western Operational Direction (ZKO), there was also the headquarters of the 4th Air Army (AL) in Legnica on Chojnowska Street, subordinate to the Group, but with a certain degree of independence due to its strategic tasks. It was one of the independent air armies of the Soviet Air Force and was intended to improve the effectiveness of aviation. The composition of the 4th AL, with which it entered the PGWAR according to Directive No. 269 of the Stavka WK of May 29, 1945, was as follows: 5th Bomber Aviation Corps (132nd and 327th Bomber Aviation Divisions), 4th Assault Aviation Corps (196th and 199th Assault Aviation Divisions), Fighter Aviation Corps (215th and 323rd Fighter Aviation Regiments), 230th, 233rd, 260th and 332nd Assault Aviation Divisions, 229th, 269th, 309th and 329th Fighter Aviation Divisions, 325th Night Bomber Aviation Division, 47th and 164th Guard Reconnaissance Aviation Regiments, 209th Aviation Regiment for Reconnaissance and Artillery Fire Correction, 213th Medical Aviation Regiment, 184th Air Communications Regiment, 844th Transport Aviation Regiment, 69th Civil Aviation Fleet Aviation Regiment, 1550th, 1559th, 1584th, 1601st, 1606th, 1607th, and 1655th Anti-Aircraft Artillery Regiments. From the moment of its creation, the Northern Army Group maintained full combat strength: a complete complement of personnel, armaments, and equipment corresponding to the needs of warfare." "PGWAR units occupied an area of approximately 17 km² in the city of Legnica. This huge area contained over 1,200 facilities that were in constant use by the Russians. In addition to typically military facilities (barracks, military airport, storage bases), they also occupied hospitals, educational and cultural facilities (the occupation of the Drama Theater building was most painful for the residents), sports facilities, and residential buildings. The Russians also occupied the most beautiful, villa-filled part of the city, known as Kwadrat (the Square). The facilities belonging to the Russian army constituted about 1/3 of the old, Art Nouveau, central part of the city. In total, there were 482 residential buildings and 721 non-residential facilities." "The garrison character of the city was reminded to its residents by a wall separating the western districts. Guarded by Soviet military patrols, these quarters of the city constituted a “city within a city.” The following military formations were stationed in Legnica: the Command Headquarters of the Northern Group of Soviet Forces, 4th Air Army, 19th Communications Regiment, 137th Communications Battalion, 91st Support Battalion, 25th Helicopter Squadron, Armored Unit, Communications Equipment, Military Hospital, Post Office, and Telecommunications. Together, they occupied an area of 608.8 hectares." "Barracks complexes were scattered throughout the city. The Russians not only used existing facilities, but also built their own. Between 1946 and 1990, they built 211 facilities in Legnica alone (in the former Legnica Province, there were a total of 510 buildings). The most important barracks complexes were located as follows: • barracks on Złotoryjska Street — the complex covered an area of 29 hectares and housed an armored unit and workshops, • barracks on Słubicka Street — they were a vehicle base for the communications troops, • barracks on Poznańska and Bydgoska Streets (also a vehicle base, covering an area of 11.82 hectares), • sanitary and epidemiological station and laboratory at Rzeczypospolitej Avenue, • “Igla” communications station, located outside the city, occupied 5.4 hectares, • barracks at Chojnowska Street — it was an entire barracks and residential complex with an area of 12.91 hectares." Soviet checkpoints in Legnica Airfield in Legnica "From February 21, 1945, the regiment became part of the 4th AL II FB, continuing to supply the fighting units. On July 22, together with the entire 4th AL, it was transferred to the airport in Legnica. The regiment was awarded the Order of the Red Star for its contribution to combat operations. On January 1, 1946, its name was changed to 844th Independent Mixed Air Regiment, and in 1948 it was reorganized into the 245th Independent Mixed Air Squadron. The aircraft used earlier were Po-2, Yak-6, Li-2, and C-47. In the 1950s, the worn-out Li-2s were replaced with Il-12s and Il-14s. The unit was also equipped with Mi-1 and Mi-4 helicopters. In the following years, the aircraft and helicopters were replaced with more modern ones. The Russians mainly used helicopters (Mi-6, Mi-8), and from 1969 they also used An-12. The helicopters were used for transport and lifting by civil aviation and military aviation in the USSR and Warsaw Pact countries. The An-12 served as a transport aircraft for parachute jumpers, some of them were adapted for electronic warfare, and one was converted into a flying command post. The squadron served primarily as logistical support for the 4th Air Force and the PGWAR command. It consisted of a helicopter squadron (5 Mi-8) and two transport aircraft squadrons (6 An-26, 4 An-12). In addition, it had one Il-20 aircraft to secure passenger flights. It was the last PGWAR air unit to leave Poland. The airport had the following facilities: a 1,600 m long and 40 m wide runway, paved taxiways and a grassy area, aircraft hangars, missile warehouses, a railway siding, a radar station, guard buildings, and military barracks. The 4th Air Army had several military airports at its disposal, as well as an air training ground. Eight PGW airports in Poland were first strike facilities, while the rest were backup facilities. The army consisted of two divisions: bomber and fighter, both divided into regiments, as well as several independent air regiments for various purposes. These formations were directly subordinate to the headquarters of the 4th Air Army in Legnica. The 4th Air Army also included the 132nd Czerniachowsk Bomber Division, stationed outside Polish territory. The army's reserve airfields were located in the following towns: Oława-Stanowice, Wschowa-Łysiny, Namysłów, Stargard Szczeciński (Burzykowo and Słotnica), Dębica, Nadarzyce, and Brochocin." Some informations from mil-airfields.de Legnica: Airfield Fliegerhorst Liegnitz, Аэродром Легница Coordinates N511058 E0161044 (WGS84) Google Maps Elevation 407 ft Location indicator EPLE Location of airfield Southern edge of Legnica. Usage until 1945 Luftwaffe air base Liegnitz. Usage during the Cold War Soviet air base, transport aircrafts. Use today Transfered to Polish authorities on September 15th, 1993 (Source: www.bicc.de). General aviation. Runways 08/26: 1600 m x 40 m Concrete Radio beacons Data for the year 1990: LOM 26: 315 LMM 26: 650 RSDN, N511212 E0160637, Long range navigation system Radio communication Call sign: "JENNISSEJ" (1965), "OTKRITKA" (ОТКРЫТКА) (1980) Units 245 OSAE 4 An-12, An-24, 6 An-26, An-72, 5 Mi-8 (1990). The unit left Legnica on August 19th, 1993. Installations "Garrison and aiport of total surface of 608,8 hectares. 981 buildings (habitation, barracks, stores, garages, workshops) which form a separated part of the town, from which they are divided by a wall. Fuel station of 10,6 thousand meters3 capacity." Political transformation and preparations for the withdrawal of Soviet troops from Legnica "In the 1980s, there was a rapidly growing desire in the countries of the Soviet bloc to free themselves from the political and military tutelage of the USSR. As a result,the Soviet military leadership began to consider the possibility ofmoving its troops from neighboring countries deeper into the USSR. In Poland, the political changes that had been taking place since 1989 undoubtedly accelerated this process. At the beginning of the 1990s, the Russians began to consider the necessity of completely leaving Poland.The last show of force by the communist authorities, supported by the Kremlin, towards the Polish people was the introduction of martial law, which ultimately also marked the beginning of the end of the existing order. Changes began in Poland, the impact of which on neighboring countries led to the collapse of the socialist system during the so-called Autumn of Nations. These changes lasted 10 years in Poland, 10 months in Hungary, 10 weeks in East Germany, and 10 days in Czechoslovakia — this is how Timothy Garton Ash summed up the process of the collapse of the socialist bloc in November 1989. The avalanche of processes that contributed to the political transformation of the countries of Central and Eastern Europe began in the fall of 1989. In September, the Hungarian authorities opened the border with Austria to emigrants from East Germany . A month later, a spokesman for the Central Committee of the Communist Party of the Soviet Union said in an official statement that “the USSR is not afraid of changes in the structure of the Warsaw Pact” and “will respect the decisions of its members.” The countries' efforts focused on achieving complete sovereignty. One of the priorities of Polish foreign policy at that time was to build and participate in a European collective security system and regional cooperation. The Russians were very slow to get used to Poland's independence. This was reflected in the difficulties encountered by Polish foreign policy in its relations with the USSR, particularly the issue of the withdrawal of Soviet troops from Polish territory. Polish-Soviet talks on the withdrawal of Soviet troops from Poland, which began in December 1990, were concluded on May 22, 1992, after fifteen rounds of negotiations. The agreement on the withdrawal of Soviet troops was initialled in Moscow in November 1991, while the Soviet Union was still in power. The initialed agreement paved the way for the signing of a Polish-Soviet treaty comprehensively regulating mutual relations. The agreement was initialed by Deputy Foreign Ministers Jerzy Makarczyk on the Polish side and Yuri Dieriabin on the Soviet side. At the same time, documents concerning the transit of Russian troops from Germany were also initialled. They specified train routes, rules for crossing the border, and jurisdiction regarding liability for any damage caused during the transit through Polish territory. The most important achievement, however, was the agreement that no nuclear or chemical weapons would be transported through Poland. It was finally agreed that all combat units would leave Poland by November 15, 1992, and the remaining formations by the end of 1993, with their numbers, which at the beginning of 1993 were to amount to 6,000 soldiers, and at the beginning of the fourth quarter of 1993 — to 2,000." Exodus of the soviet forces Source: "PODWÓJNIE STRZEŻENI ARMIA RADZIECKA W LEGNICY" (1945- 1993)" - Joanna Lilla Swiącik Wrocław 2010 Soviet BTR driving through flooded Legnica in 19773 points
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Me too waiting impatiently a new tail rotor model, in fact I stopped Flying the Apache until they correct this awful behaviour!3 points
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If "the community" can be split by an assets pack that costs little in the first place and also comes with a 30% discount, then the community isn't worth very much. This endless song and dance about how this, that, and everything else, "splits the community" is getting very old and very tired.3 points
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I wonder how many, like me, are waiting for the release of the PTO assets before purchasing the Corsair? I would guess I'm not alone and when the pack releases there will be a bump in Corsair sales to go along with it.3 points
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3 points
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Hi Confirmed, the Player FF Zero is planned for the future. thank you bignewy3 points
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I like how much quicker the QAG loads now. It's not perfect, but its better. One of the things I'd like to see changed is how missions end. Please let us end it ourselves instead of 3 seconds after the last target dies. I sometimes want to fly home and land. Please make that an option. Thanks.2 points
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Thanks. Clicking on the historical filter button fixed my issue.2 points
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Pretty disappointing is not a priority for ED2 points
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2 points
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With the release of the F4U, the impending releases of the F6F, the Pacific Asset Pack, and the Zero, I think it's time to consider a playground for them to splash around in. So, I would like to respectfully submit the "Slot" for your consideration. Imagine a map stretching from the middle of Guadalcanal all the way to just beyond Kavieng, including Rabaul, full of airbases, naval action and Combined Arms On either side of the Slot you have large open bodies of water where the IJN and USN can fling airplanes at each other from fleet carriers. Whaddya think?! I can't remember if it's on the list, but you might want to throw in a G4M Betty, just to spice things up2 points
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I hope the ships will have more advanced damage models than before?2 points
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Странный он, этот обет молчания разработчиков в RU части форума. Похоже или на строгий запрет или на некое пари или обещание молчать до выхода како-го нибудь сильно значимого обновления.2 points
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2 points
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It’s hands written! A pilot could write as small as they want!!!! Warthunder???? lol, if I was a pilot drawing on my map o surely wouldn’t write instructions for different legs on top of each other making it impossible to read!!!!!!!!!2 points
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This review has convinced me to learn the OH-58 and its systems so I can experience this adventure for myself. I've explored the Yoyo's capabilities in the Mi-24 campaign, and I expect a lot of fun. Thanks for the review.2 points
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Hopefully ED considers making your mod an official feature so it can be integrated into the core game. Your weather effects are some of the best I’ve seen they really add to immersion and realism.2 points
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The name of this very forum section did :D. But indeed, WIP shot seen above clearly shows extra 13.2 mm guns which shouldn't be there on b variant.2 points
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2 points
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Hello friends, After a long time I returned back to my low-poly-MiG-project. So - some things I changed so far: - afterburner modeled - drag chute modeled and animated ( touches the ground when the AI is landing - ED) - pilot shape remodeled and textured - airbrakes animated - the eternal fight against vertex errors continued - bump map textures corrected - landing gear corrected - light settings corrected and some new skins created (Poland ans Syria) So far I would say, for a presentation of one of the most important fighter during the cold war, my work is good enough. Please ignore the download some messages above. After I some damages are modeled, I will upload the work to the community. Thats the news from the engine room. Thank you very much and always happy landings. Cheers TOM2 points
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The sooner the better on this module. I would be happy with just the AI Zeros. Did a small mission with the bat bombs the other day and got jumped by 12 190's and it was epic. Would be even better if it was A6m's.2 points
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Now the old WW2 asset pack should at least be renamed as WW2 ETO asset pack because it does non represent all assets of that period. Inviato dal mio Tapatalk2 points
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2 points
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No, research alone for the Zero has been going on for an incredibly long time. It was more about making sure we could do it to the expected level that people expect from a DCS Warbird. We were happy to have M3 doing a module that will fit in nicely with the Hellcat and Zero, but they were not held for the release of any other module. Thanks!2 points
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good to know, guess I will have to purchase it then I'm so glad to not be a fan of the MP scene, so I couldn't care less of this so-called "community splits", if they don't want to purchase it is their choice, just don't ask to use them even if they chose to not buy.2 points
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2 points
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There is literally no need to do that. And irl we wouldnt remove tanks to put on new ones because the new ones would still have to be filled. We dont ever load full fuel tanks. So that doesnt simulate anything. It also sounds like OP is trying not to jettison anything. And some servers have warehouse systems enabled so if you do that, and there is a limited number of fuel tanks, then you eat into the number of tanks available screwing other people over.2 points
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2 points
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yes, we got the corsair coming sowe need the slots. also with recent events I think there could be a modern version (especially the soloman islands)2 points
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Как по мне, фича на старте оказала не совсем работоспособной, хотя и очень нужной. Какие уж тут новые функции (?) . Элементарное сохранение на земле , после посадки - не работает (или работает через раз). Сохраняешься на земле, а при запуске - оказываешься в воздухе. Это не серьезно.1 point
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Absolutely mandatory a hugue update, plus some third party could build the West Expansion dont you think ?1 point
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