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  1. Made a little video overview of the T-45:
    9 points
  2. Hi, fighters! We have been steadily developing the Normandy 2 map for two years, and now it is time to announce a new major update - with a lot of new additions and improvements! We are proud to present a major update for DCS: Normandy 2, which will immerse you not only in the epicentre of great battles, but also in the rich historical heritage of Europe. Get ready for new tactical possibilities and incredible depth of visual embodiment! NEW SEASON: WINTER For the first time for the Normandy map! War knows no breaks, and now you will have to fight in harsh winter conditions. Snow-covered fields and airfields will create a completely new experience of piloting and navigation. Now you will be in conditions where you need to watch out for the enemy and for icing. Greenery is now hidden under a blanket of snow. A new atmosphere, new conditions for missions, it will be available soon. The Big Smoke and the "City of Light" under the snow Winter France Winter England
    7 points
  3. In this update, you will find carefully designed historical objects that will make every flight even more alive and immersive. Each object from majestic cathedrals to fortifications was modeled with reference to its real historical appearance to make your flights over France truly unique. This is history coming to life under the wing of your aircraft. Explore, plan operations and enjoy incredible detail! Architectural gems of Normandy and beyond: Abbaye de Jumieges - majestic ruins towering above the trees. Amiens Cathedral - A masterpiece of Gothic architecture, visible for many kilometers. Bayeux Cathedral - An architectural monument of the 11th-15th centuries, combining features of the Romanesque style and Norman Gothic. Bertangles Chateau - An exquisite French castle. A good place for a walk. Calais and Rouen landmarks: Calais Lighthouse — a 53-metre (178 ft) lighthouse on the coast. Calais Town Hall — a 72-metre (236 ft) bell tower Grand Theater de Calais — a magnificent Italian-style theater. At the time of its opening, it was the third largest in France and one of the few theaters with iron stage mechanics. Notre Dame Catholic Church at Calais — The church is large and has a fortress-like appearance. Arguably, it is the only church built in the English perpendicular style in all of France. Tour du Guet — is a 13th-century watchtower in Calais NotreDame de Rouen — A recognizable silhouette immortalized by Claude Monet. Rouen Prison - Historical prison of Rouen Evreux Cathedral - The cathedral is one of the most outstanding buildings in Evreux. The cathedral is a national monument
    7 points
  4. Ugra Media Normandy 2.0 New Major update: New videos
    5 points
  5. Cant wait to fly her and wanna thank ED for making this beautiful airplane. Has always been my favorite Fighter since childhood when it comes to form-factor. Just look at the amount of detail that has gone in! Kudos ED absolutely amazing.
    4 points
  6. I dont think that the walking pilot animation would have been good enough. Also, the pilot feature here involves other actions, like opening doors, jumping/crouching, or shooting an M4. You will notice that, in multiplayer, you cannot see the "walking ejected pilot" of other players. That is purely a client side thing. Re VR/missing pilot body being noticeable: that's because your legs are straight out in front of you, directly in the field of view. The same isnt true when walking around with your arms at your side. In any event: I'd like to implement a better walking animation and drive it through this feature, and I might even do it. But I want to be fully transparent about what the feature does today, and what you should expect on release.
    4 points
  7. 12 September 2025 Dear Fighter Pilots, Partners and Friends, In preparation for the launch of the upcoming DCS: MiG-29A Fulcrum, we are pleased to bring you the next chapter in Matt “Wags” Wagner’s tutorial series: the MiG-29A Navigation and Landing. Enjoy! A new DCS: A-10C II Tank Killer campaign by Stone Sky is coming! You’ll be transported back to 2017’s most volatile airspace with the DCS: A-10C II OUTPOST Part III campaign that has you flying as part of the 74th and 163rd Fighter Squadrons. Set against the broader US/Russia great-power standoff in Syria, this chapter blends historical context with engaging gameplay and depth based on the Syria map. Execute demanding sorties with scalable difficulty and guidance. Another campaign planned for the next update is Operation Iron Tide by Sandman Simulations, which takes place following a devastating attack on the USS John C. Stennis in the year 2000. This campaign also takes place on the Syria map. With strict rules of engagement and a United Nations mandate, you will plan and lead the air component of a multinational response. Fly the DCS: F-14B Tomcat or DCS: F/A-18C, make the hard calls, and shape the battles. Stay tuned for the update to get your hands on these new campaigns! Thank you for your passion and support. Yours sincerely, Eagle Dynamics MiG-29A Fulcrum Navigation and Landing Our newest DCS: MiG-29A Fulcrum tutorial video focuses on navigation and landing. After a review of the navigation panel and setting up a Data Transfer Cartridge (DTC) navigation program, you’ll learn how to create navigation points that can be assigned as waypoints or aerodromes , in addition to setting up radio navigation (RSBN) beacons. The video also shows off the addition of new Mission Editor landing aid units like the RSBN unit and the PRMG localizer and glideslope units that can be placed on any map and any airfield for navigation and instrument landings. In addition to setting up navigation programs and how to fly an instrument approach, the video also discusses how to create an inertial navigation, in-flight, alignment fix, and how to perform a visual flight rules overhead break landing. Watch the MiG-29A Navigation and Landing video. A-10C II Outpost Campaign by Stone Sky Stone Sky’s DCS: A-10C II OUTPOST Part III campaign chronicles the Syrian War at a pivotal moment: June 2017. The SDF, backed by CJTF-OIR airpower, advanced on the outskirts of Raqqa while Syria became a strategic outpost for both the United States and Russia. You’ll fly as a USAF pilot of the 74th and 163rd Fighter Squadrons, tasked to fight in a complex, shifting battlespace where intelligence gaps, weather, and a rapidly evolving ground situation force you to rethink the OODA cycle in real time. Missions span CAS, CSAR, and PPS, plus special assignments that test everything from fundamentals to multi-ship coordination. The campaign comprises eight large-scale missions, each broken into 60–70 minute segments for tight pacing and steady progression. Expect sudden weather shifts, ground and in-flight emergencies, and richly-voiced radio traffic (more than 1,700 lines) that bring the theater to life. You’ll launch from Incirlik, Gaziantep, Şanlıurfa in Turkey, King Hussein Air Base in Jordan, and H-4 in Iraq with detailed briefings, mission histories, and background context to ground every sortie. Pilots of DCS: A-10C II Tank Killer will find unique 163rd FS liveries, among others, and the entire experience remains VR-friendly with simple control prompts via spacebar or a mapped button. With 200+ pages of documentation and kneeboard material, OUTPOST Part III is built for seasoned Hawg pilots seeking authenticity and mission variety, while still welcoming newer pilots through adjustable difficulty and clear mission guidance. F/A-18C & F-14B Iron Tide Campaign by Sandman Simulations In Operation Iron Tide, you are not just another pilot; you are the architect of the air war. Following an attack in Haifa, and a wider surge in regional terrorism, the United Nations Security Council authorizes a coalition to dismantle Hezbollah’s operational capability. Collateral damage is unacceptable. Every target you pick and your weaponeering must honor strict rules of engagement while achieving decisive effects on target. You will plan and command a large air component that includes four squadrons of DCS: F-14B Tomcats and six squadrons of DCS: F/A-18Cs. Two carrier strike groups provide sea-based power, while two Marine Corps F/A-18C squadrons operate from airbases. At your discretion, you may step into any cockpit and lead from the cockpit of a Tomcat or F/A-18C. Mission planning is the heart of the experience. Choose from a wide set of taskings that include air superiority, escort, fleet defense, suppression of enemy air defenses, close air support, and strike. Build packages that balance risk and effect. Your tactical choices and strategic sequencing will directly shape the number of missions you fly and the arc of the campaign. Each mission is bookended by detailed briefings and debriefings. You will have 150 pages of tutorials, charts, and briefing material at your disposal for mission planning. The campaign spans roughly ten to forty missions, based on your performance and choices. It features quality voice-overs that bring radio traffic to life. If you want a campaign that includes command-level choices that carry campaign consequences, Iron Tide is for you. Please stay tuned for these new campaigns in the next update! Thank you again for your passion and support, Yours sincerely,
    4 points
  8. На мой взгляд, как человек, который раз в неделю точно глядит в настоящий ИЛС 29го мига, размер индикации меньше чем в реальном. В реальном самолёте он почти в края рамки упирается, если сидеть как положено. Но в реале, мы глядим в илс двумя глазами, в игре у нас один глаз. И подобрать вид из одного глаза так, что бы он был похож на вид из двух глаз сложно. И в целом это не сильно критично. Но по ощущениям в реале больше.
    4 points
  9. A short update on progress would be nice
    4 points
  10. In the latest video, Wags showed in the DTC that we will be able to adjust the countermeasure system, which is great because there is a lot to adjust! You will have to be careful with it becuase you can just spam single flares like FC3, you have to choose a programming that uses them quickly or slow for the whole flight with some breathing room! It works on the basis of doing two salvos. Then a pause then two salvos again. We can adjust how many flares in each salvo, from 1-4. then in the middle are two delay knobs, they decide the time between the salvos, and the time between the salvo pairs. If you set them to their lowest value to facilitate spamming, it’s a 0.5 s gap between salvos and a whopping 5 seconds between salvo pairs. Then we have two dials on the end that determine how much the salvo pair is repeated. The thing is, there is one for air to air and another for air to ground here why On the front dash, in front of the stick, right above the flare counter, is a 3 position switch titled “ Ground/front hemisphere/rear hemisphere.” This changes between 3 flare programs. If you keep it in front hemisphere, it is exactly what you program into these dials. If you set it to rear hemisphere, it doubles it. So 2 flares in a double salvo become 4. AND, both these programs double themselves if your altitude is above 6,000m. Which will mean you won’t be able to spam flares at low altitude as much as you up high. So, basically if you set switch to rear hemisphere below 6,000m, and front hemisphere above, your flare program won’t change becuase you the front hemisphere setting will halve the flares as you go above 6,000m which doubled them. But will take some mindful work. Then we have the ground setting. It is not altitude dependent as far as I can tell, and will be triggered when you also press the weapon fire button. Know earlier how I mentioned the dials on the right end are for determining how much the double salvos repeat themselves? The air to air one goes from 1-8. So setting it to one you get your double salvo, wait 5 seconds, and you can flare again or not. However, the dial for air to ground mode goes from 6-32. Even setting it to 6, gives you over 30 seconds of constant flares. With only 60 flares, that will burn a lot! However, I think it will be useful when at say 20 km to an enemy plane, to ward off any long range sidewinder shots and allow you to not have to hit the flare button over and over again. Then once in WVR switch to rear hemisphere for max flares. I expect many people to hate it. If you set it to the lowest value for all you get Ground- 12 flares over 33 seconds Front hemisphere below 6k meters; 2 flares (separated by 0.5 s) then 5 second pause. Rear hemisphere below 6k meters: 4 flares (2 at once, 0.5s, then two more), then 5 pause Frint hemisphere above 6k; 4 flares then 5 s pause Rear hemisphere above 6 k: 8 flares (4 at once, then 0.5 s, then 4 more,) then 5 s pause. You will have a light by right elbow that tells you when the 5 s is over. As I have thought about it I really think this “lowest setting” I describe above is the best as it is more flexible. But as things happen I might have to increase the amount of flares in each salvo (maximum 4, 16 if in rear hemisphere mode and above 6k meters, a quarter of your flares!) Also enclosed pictures of the switch above the flare counter and flare status panel
    3 points
  11. Yes, please extend the map to the south.
    3 points
  12. Tanuki44 was kind enough to let me integrate this into Armed Blackhawk several versions ago, no longer needed and I believe no longer available on user files? Current version of Armed Blackhawk available here
    3 points
  13. UPDATE v1.1.3 Quick patch for earlier update fixing (but not completely, can't find a reason at this moment) direction of canopy rain drops. Also added better quality elements and textures inside the cockpit.
    3 points
  14. Something in todays newsletter. I can't wait to see how they will set it in the E-shop as there are two playable aircraft types. https://www.digitalcombatsimulator.com/en/news/newsletters/7c83202a710359cb8d82ea01a656e864/
    3 points
  15. From ED Discord Development Highlights.... A6M5 Zero cockpit.
    3 points
  16. Ugra please think about extending Germany south of river Danube. We need the Bavarian airfields like Lager Lechfeld, Memminger Berg, Neuburg Donau etc. in the Germany Map.
    2 points
  17. Well I am certainly happy to make an update video on the new version when it comes. I asked above regarding a timeframe for v1.2 release and heard no response so didn't see any point in putting off making a video about the current version since I don't know if we need to wait 2 weeks or 2 years.
    2 points
  18. After using the PSVR2 most of today I am not convinced enough to replace my QP. In my opinion the QP is at least equal or superior in all elements except for the display port link. In testing though I cannot see any obvious compression artifacts with VD or Meta Link and the PSVR2 showed the black borders at lower FPS which I don't see with Meta link. I think my initial thoughts regarding better "softness" and "less jaggy edges" are related to Steam VR rather than the PSVR2. I tried Steam link a while ago and was not impressed. Playing around today I managed to get some impressive results.
    2 points
  19. Not going to stop me from using as much as I can. With 12-40 km range, radar range finding, gain knob, I think it will have good use in right situation A lot can happen at 12-40 km, and I imagine it will be very useful when you use up your R-27Rs and have only R-73 left. It’s quoted for 12 km reason track against MiG-21 head on, hotter planes will be detected farther and side and rear aspect should be detected up to 60% further at the least. And this is in Mil power, go in AB and you get a track from much further away. Your search scan zone is pretty big also, 30 degrees by 60. And with gain adjust to fight clutter and radar ranging, I’m going to have a lot of fun
    2 points
  20. Wow both of the video's that ASC have released on the Herky are awesome! I can't wait to use that checklist. On the landing video, it shows the workload in a muliti-crew environment, which I would love to get my skill set to be a useful crew member as demonstrated in the video, is there any single player video planned? Really looking forward to haul anything in it.
    2 points
  21. That's surprising. ED didn't want to share their ejected walking pilot? It's good enough for the task imho. I'm one of those that do notice lack of body in VR. It's just flying camera without one. Also surprising how the fast aicraft are synched in MP but the walking guy can't? At least the pilots are there
    2 points
  22. 2 points
  23. Even ignoring the obvious other issues (starting with file size), a map that large would run into serious distortion problems with the existing 'flat Earth' modelling DCS uses. You'll have to wait until spherical mapping is implemented...
    2 points
  24. Congratulations @Sandman Simulations for the release! I find it funny how the news avoided to call it dynamic campaign, which it is, by all means, and it imho should be its main selling point.
    2 points
  25. MiG-29 doesn’t have chaff, only flares.
    2 points
  26. Good catch, thanks for sharing! Will see what I can do...
    2 points
  27. I'm excited for both of these. I know the Early-A model is promised from the start, but in order to keep development going on the B(U) I would crack my wallet open if that's what it took. The 14D even without the IRST would be great but I think, sadly, HB have made it clear that they won't even try, because this is DCS and we don't just make stuff up. (Unless we're building an F/A-18C Frankenhornet, ignoring features and capabilities in order to leave them off of our F-5E, F-15C, or F-16C, or just plain making stuff up so we can F-35.) This brings me to a request for the future F-14 updates... I would love to see some stub features added in that could be accessed through the use of mods that were intentionally made to break the IC checks to keep them off of the servers. For example, for us to have the ability to enable AIM-120s, AGM-88, AGM-84, and AGM-65s, in a manner that gives us a little functional control over them but keeps them out of IC servers. The Tomcat was tested with AIM-120s on the outboard hardpoints, IIRC with and without the twin launch rails, and it worked although it was not adopted. The AGM-88 was tested on the F-14D prototype, and from what I understand, also worked although not adopted. Given the new found strike role for the Tomcat later in it's life, adding AGM-84 or AGM-65 under the outboard hardpoints seems possible, if there was unlimited money, although obviously those weren't even tested. Could still be a fun option to have especially for building interesting and unique missions.
    2 points
  28. fixing now, if this is correct
    2 points
  29. Ну да. Снимающая камера почти упирается в конструкцию ИЛС. Но никто ведь не не летает так, да и камера не глаз. Я имел ввиду с точки зрения восприятия для человека. Тут иногда заходит реальный лётчик 29-го, может он чего-то скажет?
    2 points
  30. Fixed decal updated https://www.digitalcombatsimulator.com/en/files/3346848/ WIP "AJ" w/ dynamic bort 2017ver
    2 points
  31. Не очень объективно. Если камеру поднести ещё ближе к ИЛСу, то индикация будет казаться ещё меньше относительно рамки ИЛСа. В реале индикация чуть больше.
    2 points
  32. The video was great. Thanks for the details. Will the new RSBN / PRMG station ground units also work with the L-39 in the future?
    2 points
  33. Any updates on the development of this much-anticipated module?
    2 points
  34. See this happen often. AI logic is just FUBAR. Ground AI are just as stupid. Likely hasn't been updated since the late 90's!
    2 points
  35. See https://github.com/ciribob/DCS-SimpleRadioStandalone/issues/875
    1 point
  36. The HB of maps! Fantastic! I would like Amiens prison to be included in Normandy 2.0 in the future. Thank you!
    1 point
  37. Я попробовал отключить все моды, отключил Tacview, менял настройки графики от высоких до низких, это ни как не повлияло на результат. Что бы я ни делал, всегда одно и тоже. ФПС 20-25 кадров, загрузка процессора и видеокарты не поднимается выше 30%. Подлетаешь к побережью- ФПС (у земли) падает до 9 кадров, загрузка процессора и видеокарты 10-20 %. Ставишь на паузу ФПС вырастает до 100 кадров, нагрузка до 60-80%. НЕ знаю с чем это связано, это карта Сирии или файл миссии такой тяжёлый. Главный вопрос, почему не загружена видеокарта и процессор? Если кто знает, подскажите! Спасибо! I tried disabling all mods, disabled Tacview, changed graphics settings from high to low, it didn't affect the result in any way. Whatever I did, it was always the same. FPS 20-25 frames, CPU and GPU load doesn't rise above 30%. You fly to the coast - FPS (near the ground) drops to 9 frames, CPU and GPU load is 10-20%. You pause - FPS rises to 100 frames, load up to 60-80%. I don't know what it's connected with, is it the Syria map or the mission file is so heavy. The main question is, why aren't the GPU and CPU loaded? It seems I have solved the problem, my DCS was launched from the old EXE file, now I have replaced the shortcut of the game launch file, and the first minutes of the mission everything was fine, FPS 60+, and CPU and video card load 50+%, tomorrow I will try to fly the entire mission. Кажется, я решил проблему, у меня DCS запускался со старого файла ЕХЕ, сейчас я заменил ярлык файла запуска игры, и первые минуты мисси всё было хорошо, ФПС 60+, и загрузка процессора и видеокарты 50+%, завтра попробую отлетать полностью миссию.
    1 point
  38. usually it's a strong wind that will move the FPP and in NAV you can toggle cage/uncage to verify in NAV you may choose caged or uncaged mode. Give it a try. have you checked if there was any INS advisory/warning?
    1 point
  39. There is a thread over in the Bugs section about ground handling with the use of differential braking that has really spilled over into some other areas that I believe could be addressed with this suggestion and that is taxiing in strong winds aboard the carrier after landing. The reality of it is that, up to the mid 50's when the angled flight deck began showing up, planes came aboard and trapped, then taxied forward to where the deck crew wanted them and they were either chocked and tied down or struck below via the elevator. There was no taxiing around on the flight deck to get back to the stern for another takeoff. My suggestion is that there be an F10 menu item for the pilot to request a "push back" to get him back to the aft end of the flight deck. We see a sample of what I'm talking about on the Super Carrier, where after being directed to taxi out of the landing area and into a parking spot, you are shown a small menu of choices to continue on or just shut down. Now, for a WWII straight deck carrier, I can see where this could be problematic, especially in a MP mission but I have no doubt that between M3 and ED, they could come up with something usable.
    1 point
  40. They're still there - the issue is what Zabuzard describes. The list simply has too many entries for them to all be included (at least on my end). Personally I get around this by using weapons restrictions and removing weapons not in USAF inventory (such as the SAMP Type 25 bombs and the BL775). Unfortunately as these aren't persistent (even optionally so - something I requested here), this has to be done every single time I want to use bombs cut off by the length of the list, which further isn't helped by the fact that the list sometimes has duplicate entries for the same thing on a different station. The other thing is that historical mode doesn't filter payloads by operator, only by date - that would also alleviate this issue in lieu of a scrollbar (which I also separately requested here).
    1 point
  41. I have limited experience on the A10C, however MADL used on the F35 does basically everything you can do in the F16, plus more. Friendly aircraft will have their own PPLI symbology. Cyan for aircraft in your flight, Green for friendly aircraft outside of your flight. Ownship symbol is the cyan hollow F35 icon. Friendly F35s (likely other aircraft as well) will show a dashed line between them and their next-to-shoot target. Once a missile is launched, a missile symbol will appear and travel towards the target. The missile flight path is shown by another dashed line, and TTI is shown under the missile symbology. F35s can send images and assignments for ground targets from its own A2G sensors (like the FCR) to specific F35s in its flights. Target assignments will appear as inverted cyan triangles in all of their portals (TSD, TFLIR etc). White triangles represent ground tracks, moving ground targets will have a white vector on the top showing its direction of movement. Half filled triangles indicate ground tracks which have been correlated between both on-board and off-board sensors to my understanding. Information from both MADL and Link16 combined with onboard sensors can also affect the Fusion ID and confidence on the expanded data window. F35s over MADL can collaborate with each other by sharing all sorts of information from all their sensors individually (FCR/DAS/EOTS/ESM etc). This allows for some additional ways of acquiring and tracking targets including TDOA and passive target triangulation. There are obviously a lot of other MADL features on the F35 which i haven't covered. or understand yet. Such as this Imagery request system above. All images above sourced from various youtube videos and several slideshows from LM with unlimited distribution statements.
    1 point
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