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Showing content with the highest reputation on 10/25/25 in Posts

  1. Hallo, ihr Jagdflieger! We're returning to the DCS: Cold War Germany map. A small but action-packed update is in the works, adding new locations, important tactical objectives, and new services to the map: During the Cold War, Bonn became the temporary capital of West Germany. We've added the city, including the famous "Bonn Pentagon" —the complex of buildings housing the Federal Ministry of Defense, a key military objective in any conflict scenario. We've also added the 72-meter-tall Stadthaus (city administration) building and the Poppelsdorf Palace. The Federal Ministry of Defense ("Bonn Pentagon") Stadthaus Poppelsdorf Palace Valentin Submarine Facility We've recreated one of the most impressive and macabre sites of the Third Reich—a gigantic concrete bunker on the banks of the Weser. It was the largest fortified U-boat facility in Germany. Most of the roof is around 4.5 meters (15 ft) thick, but part of it is 7 meters (23 ft) thick. In the realities of the Cold War, this monumental complex could have served as a highly secure storage facility or a secret factory. A target of the highest priority. Rostock Port The largest port of the German Democratic Republic (GDR) on the Baltic Sea. During the Cold War, it was a key hub for Soviet and East German maritime transport, a logistics hub, and a potential base for Warsaw Pact warships and submarines. One of the key strategic targets in the update is the Ennepe Dam – a hydroelectric power station in North Rhine-Westphalia, built in the early 20th century. NATO and Warsaw Pact military doctrines considered hydraulic structures to be top-priority targets. Industrial area with waste heaps: we've added Terricones SA-2 Air Defense Zone: Consider deployment locations when planning missions. Cologne-Bonn Airport (Terminal): A major hub ready to receive your aircraft. Autobahn Runway: Using sections of highway as runways is a legendary practice. New opportunities for you. Flights to such runways require pilots with precision takeoff and landing skills. Stay tuned, we'll show you and tell you more about the upcoming update. Don't forget to get your new certification!
    16 points
  2. The lane width of the highway strip and the highways in general seem about 25% too narrow. German Autobahns have 3,5m - 3,75m lane width PER LANE, meaning four lanes plus emergency lane plus space in the middle where the barrier usually stands make it at least 20m wide. In this Video one can guesstimate the witdh of such a Notlandepiste. Even C-160s were able to land on them... Looking forward to the Update!
    8 points
  3. Hi, some good news to share: James has figured out how to add radar to USS Gray, so it shows up as a U on most RWR (not on the F-4E RWR for some reason). The Admiral helped with sharing his config as well, kudos! Testing on the EC-121 continues. We made some major progress on the flight model and especially take-off and landing behaviour, by the help of Loki and Citizen. This weekend will see the addition of a proper collision shell to the plane. In between Odyseus supplied us with a number of building assets, of which right now a new US Watch Tower has been added. More to come, should make some base builders happy And not to forget the massive amount of testing by Showtime 100!
    6 points
  4. Dear ED, I'm an avid fan of DCS, having purchased all modules, tech and maps that you offer, and I have contributed the odd mission and other titbit to the DCS community. I want DCS to thrive, and that is why I am taking time and effort to try and improve the "DCS experience". I believe that good content is what will make or break DCS in the future, especially good user-created content. In the past months I've been troubled by - what I think - ED's failure to put their best foot forward when it comes to presenting (or accessibility) of user-created content on their "User Files" repository. I like that ED provide a repository for users to share their work - that is excellent! While I believe that the process for users to share their work can benefit from your immediate attention (I recommend that ED build sharing, and updating, missions into Mission Editor), I believe that discovering content may be in even more urgent need of improvement. I believe that integrating mission discovery into DCS's main could also be a significant step into the right direction, yet that is not my focus here. Let's assume that a user has found their way to ED's User files (I maintain that today this is a hurdle far too few people are willing to overcome and should be addressed). From my experience, finding content, even for people who know where to look, is disquietingly unintuitive. Please allow me to give an example: In the past I created two "Tourist Map" missions and shared them at user files (here and here). The goal of these maps is for players to explore points of interest on their map. For "Sinai Tourist", the kind folk at OnReTech provided me with location info for those POI, for "Hamburg Tourist" I knew them from when I grew up there. Now, for both I created an easily re-usable script so people can re-create similar tourist maps for "their" cities, and people have asked me if they can use these scripts. Of course they can -- I want more great tourist missions, I'm looking forward to seeing these contributions. So, occasionally, I search ED user files for new "Tourist" maps, and I find that ED user file's search function to be less than intuitive to use. For example: I enter 'tourist' into the search box, and press return. I get the following: Please note the distinct absence of any relevant "tourist" missions, it seems the search term isn't applied at all. "Very well", I thought, so maybe I'm not sorting by the correct term. I open up the "sort by" dop-down - which posts more questions that it answers. "Relevance" didn't do anything - what does it mean? And "Ratings"? I believe is has been a couple of years since you (thankfully) removed that troll-attracting attribute. Are there still ratings being kept, and if so, how are they managed? If not, I recommend that this is removed from the 'sort by' drop-down. So, it seems, today I am too stupid to figure out how to get a list of all missions that contain the word "tourist". What am I doing wrong? How can I get a list of missions that contain a keyword in their title? And while I'm at it - there now seems to be a mysterious "vote" link at a mission. Whatever is this for? What am I voting for if I click on it? What are the consequences? Will this perhaps provide some algorithm with data so I am served similar missions in the future (that's what I'm hoping). Put differently: Why is there a vote link? What does it do? Why would I want to click it? I strongly recommend that ED improve the User Files interface to be more user-friendly, obvious, and self-explanatory so stupid people like I can better navigate its content. I believe User Content can drive DCS's popularity, and I believe ED's User Files can contribute more if the interface improves.
    5 points
  5. The Mirage F-1 MF2000 is the most advanced evolution of the Mirage F-1 family, developed BY Astrac, Thales and Sagem for the Royal Moroccan Air Force. This extensive modernization transformed the 1970s interceptor into a true 4th-generation multirole fighter, giving it a new lease on life. The mod is available in this server discord: https://discord.gg/nMW3yMkxqa by AWAW Virtual RAMF Spark SQN This MF2000 upgrade mod add: Core Upgrades (UPG): Moroccan MF2000 skin with upgraded exterior tail RWR. Minor radar upgrade, Corrected RCS (Radar Cross-Section), Expanded Countermeasures (60 Flares / 60 Chaff). New Equipment Pods: Damoclès Thales targeting pod, I cosmetic I Paj-FA ECM POD, I works like real life I ACIM POD. I works like real life I New Armament: Mica EM, I works like real life I FOX3!!!! MICA IR , I works like real life I AASM 1000, I works like Laser GBU-16 I AASM 500, I works like an unguided bomb I JDAM GBU 54. I works like an unguided bomb I EXOCET I works like an Air Air missile I This mod is based on EE version in DCS and can brake the other version It's a pleasure for me to be able to publish this mod. The Mirage F1 MF2000 is very close to my heart since it is a version very little known but devastating version Mirage F-1. For the Future Mirage F1 MF2000 with Mirage F1M >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> https://forum.dcs.world/topic/372845-mirage-f1-mf2000-project-soon/#comment-5639021 By Virtual RMAF Spark SQN: https://discord.gg/nMW3yMkxqa OVGME Very recommendable!!!!!!!!!!!!!!!!!!!! OR put in all the files in C:\Program Files\Eagle Dynamics\DCS World\ By Virtual RMAF Spark SQN: https://discord.gg/nMW3yMkxqa By AWAW
    5 points
  6. Meeting some problem with few airfield textures, test and test and test and ...... need to be patient
    4 points
  7. Known issue that was already fixed internally. Cheers
    4 points
  8. The underlying technology used in the F4. Its an umbrella term for things like the component system and all the benefits that this brings like automatic multicrew sync, more detailed simulation, compatibjlity and reusuability across several aircraft and sims, persistence compatibility and so on. That doesnt mean that the Tomcat now "uses" it though, the existing "old code" is still there and at the moment there is no plan to "rewrite the entire aircraft from scratch", but the RWR in the new Tomcat makes use of that system (as it shares its base with the F4 RWR). And it also was a prerequisite for us to be able to port some of the F4 goodies over to the Tomcat (and Viggen eventually as well).
    4 points
  9. Really should be standard equipment for everyone using vr. I use it for all sims i play in vr(that other modern combat sim has fancy voice attack thing, similar to vaicom in dcs) i also use it in several other vr games. Just being able to call up menu with your voice is a lot of help.
    3 points
  10. Yeah, in the real-life version of the -60 the mechanical mixing unit, MMU, does that for you. The MMU is designed to put in flight control inputs for you, for lack of better wording. It will automatically do collective-pitch, collective-roll, collective-yaw, yaw-pitch. Basically, when you pull collective, it will add pedal and cyclic to maintain a level attitude. All H-60 variants still use flight control rods and cables. Sikorsky has an experimental version that has a fly by wire system but that's it. It hasn't been pushed out to the fleet yet. I wish they had a fly by wire when I was crewing on them. Wouldn't have had to do full flight control rigs anymore! LOL
    3 points
  11. Fantastic looking update. The highway strips look as if you took the details about them from my dreams. Looking forward to seeing more @MAESTR0! (maybe we can see some refinements for Pferdsfeld too, pretty please? =3 ) Edit: I believe shown off is the Sprendlingen Highway strip btw
    3 points
  12. Then why can I toggle the pilot body? Realism isn't everything and not everybody wants the same experience. DCS is still a game and again IT HURTS NOBODY to add this options, it's a purely cosmetic change. Your experience doesn't get any less realistic if another player does not see the visor in "3d" if in VR. I can just play flatscreen and have the same less realistic experience. They might as well draw the blurry nosegap in flatscreen by that argumentation. Anyway enough discussion, I believe @BIGNEWY saw this and they will hopefully discuss it internally. I hope we get an option and communicating that to the devs is all I can do.
    3 points
  13. 24 October 2025 Dear Fighter Pilots, Partners and Friends, This week’s update brings a wide range of fixes, system refinements, and feature additions across multiple aircraft and core components. For more details, please read the details below and you can also check out the full changelog. With the major updates to Normandy 2.0, which were released with this week's patch, Reflected has worked hard to make sure all his WWII campaigns are compatible with these extensive changes. This update also brings a wave of campaign refinements across DCS, enhancing mission flow, stability, and realism for some of the most popular story-driven experiences. Watch the Normandy release trailer. This week we’re spotlighting the Syrian Incident! A thrilling, large-scale campaign from the veteran multiplayer organizers at the 51st Regiment. Known for their groundbreaking Georgian Incident and the legendary SATAC series, the team now returns with an ambitious squads-versus-squads battlefield that pushes the limits of coordination, planning and combat realism. Designed for competitive squadrons and tactical masterminds, Syrian Incident marks a new era of multiplayer warfare. Don’t miss out and sign-up now! Thank you for your passion and support. Yours sincerely, Eagle Dynamics Update Summary Development Progress DCS Core This update brings some valuable quality-of-life improvements to the multiplayer features and mission editor which mission designers and server admins should enjoy. Also, there are more AI behavior fixes for specific cases, weapons improvements and new assets. Core & AI Improved AI aircraft taxiing, refueling, and attack logic. AI AV-8B landing behavior tuned. Added new helicopter AI tasks for external cargo load/unload with improved sling-load flight control. Dedicated server crash and WebGUI restart issues fixed. Weapons & Effects R-27 received a new semiactive seeker and improved network sync. Adjusted GBU-31 penetration checks and BetAB bomb surface effects. Fixed explosion and smoke rendering artifacts on cockpit MFDs. Mission Editor & UI Expanded warehouse “Copy To” options. Added subtitle support to radio triggers. Added new coalition join block feature for multiplayer. Fixes for dynamic aircraft slots system. 3D models & Features Added USSR/RF civilian truck models with multiple variants and liveries. Fixed Currenthill asset pack liveries and payload lists for the Mi-28N and Tu-95MS. DCS: MiG-29A Fulcrum by Eagle Dynamics Significant improvements and fixes have been made with this update, including, but not limited to, the Automatic Flight Control System, FCR, IRST, Weapon Systems and the SPO-15. Work continues on Autopilot-induced oscillations. Training modes for all weapons which can be chosen with the DTC. Many fixes for avionics issues, including: HUD/HDD startup, proper functionality for damaged INS, addition of a missing maximum G-load on the AOA-G meter, as well as other sound, lighting, display, and control issues. DCS: F-16C Viper by Eagle Dynamics The long-requested sun visor effect has been added. The NCTR database received additional aircraft types. MIDS name table was updated. A fix for the significant lag and stutter when ATP XR was entered or exited. Also, several other smaller fixes reported by our dedicated customers were included. DCS: F/A-18C by Eagle Dynamics The F/A-18C also receives the new sun visor effect, along with fixes to JDAM/JSOW QTY reset selection issue, VR helmet rendering, and the RWR “NO ID” option on the SA page. DCS: AH-64D by Eagle Dynamics For those wanting to control the action from the CPG seat, we have made major improvements to the George Pilot AI controls and functionality, including smarter flight logic, better power management, new interface modes, and more verbal feedback. You now gain greater control over AI altitude, airspeed, and exterior lighting, plus new Multifunctional Input options and interface enhancements. Check out a detailed explanation of some of these new features in the AH-64D Mini Updates post. DCS: Data Transfer Cartridge (DTC) Added reprogramming RWR threat tables for the F-16C and F/A-18C, allowing pilots to customise radar threat tables and countermeasure settings. You can read more about the DTC changes in the F-16C Mini Updates post and the F/A-18C Mini Updates post. Several GUI and data-handling bugs have been addressed, and additions and fixes for the MiG-29A Fulcrum DTC. DCS: CH-47F by Eagle Dynamics Cockpit interaction and display bugs have been fixed, and improvements to the control indicator now display trim and throttle positions. Ambient cockpit audio for VOIP has also been added for enhanced immersion. DCS: NS430 by Eagle Dynamics Fixed an issue preventing the 3D model from being disabled in the MiG-29 cockpit and corrected a display persistence bug after power-off. DCS: OH-58D Kiowa Warrior by Polychop Simulations Several system corrections have been made, including proper Hellfire missile code display, radio frequency handling, and stability fixes addressing CTDs and MMS behavior. DCS: SA-342 Gazelle by Polychop Simulations A CTD issue when leaving the cockpit has been resolved. DCS: F-4E Phantom II by Heatblur Simulations This update adds an impressive list of innovations, starting with the inclusion of Chuck Owl’s comprehensive DCS F-4E Phantom II Guide, now conveniently accessible both in-game and in the documentation folder. Thanks to Chuck for providing great community resources and allowing the inclusion directly in the Phantom! A brand-new Electronic Flight Bag (EFB) has been introduced, providing pilots with digital access to critical system pages such as the Fuel, Electric, and Engine systems. Accessible via RCTRL+I or the in-cockpit document holder, the EFB represents the first step in a living cockpit reference tool that will evolve over time, giving you deeper insight into the simulation behind the curtain. Another major innovation is the Persistent Aircraft system, allowing you to save and load the same airframe across missions. Aircraft persistence can be enabled in both the Mission Editor and Special Options. Aircraft states are automatically saved upon successful landing. This feature is perfect for campaign designers and squadrons who want to simulate realistic fleet management and long-term aircraft degradation. Instruments now behave less predictably when worn; needles stick, friction increases, and performance gradually declines, all influenced by realistic MTBF values. System refinements include corrections to cockpit lighting logic, power distribution, and cabin pressure regulation, alongside the addition of the AN/APX-80A “Combat Tree” IFF system, complete with new mission editor options for spoofable behavior. On the weapons front, Heatblur has improved TV-guided weapon behavior, introducing gyro spin-up/spin-down logic and damage risks for premature activation. Zuni rockets make their debut, and several missile logic and seeker issues have been resolved. The Jester AI sees meaningful upgrades as well: improved countermeasure handling, IFF integration with the new Combat Tree system, new menu options, and smoother user interface responsiveness. Sound fixes, kneeboard enhancements, and numerous quality-of-life input corrections round out a highly polished update. DCS: F-14 Tomcat by Heatblur Simulations - Introducing the Early A! The lineup grows with the introduction of the Early F-14A-135-GR! A historically significant addition, equipped with the AN/ALR-45/50 RWR system. This earlier variant of the F-14A captures the raw, temperamental performance of the original Tomcat, and pairs it with a state-of-the-art simulation of the more analogue ALR-45 RWR system. Tomcat Pilots will have to learn the intricacies of tones, sounds and indications provided by the older, more user-unfriendly ALR-45, when flying against their adversaries in the contested skies. The RWR simulation is based on detailed, physics based models, propagating from the various sensors placed on the aircraft and through the onboard processing computers, ultimately producing sound and visuals to help the crew execute their mission. Overall, this update focuses on polish and stability across aircraft systems, AI logic, and avionics fidelity. Please make sure to update your DCS to the latest version. Campaigns Development Progress The latest update delivers a broad set of improvements for DCS’s most beloved narrative experiences, refining mission scripting, AI behavior, and map compatibility across multiple titles. Please read the important changes that are now live: A major update affects Reflected Simulations’ WWII campaign library, which now integrates Normandy 2.0 map improvements. Campaigns such as Blue Nose Bastards of Bodney, The Big Show, Debden Eagles, Jagdflieger, and Wolfpack II Overlord all receive compatibility and visual updates, ensuring smoother mission progression and historical accuracy on the newly expanded terrain. Additional fixes include AI pathfinding corrections and scripting adjustments to address mission errors. The Mosquito FB.VI V for Victory campaign also receives a pathfinding fix in its introductory mission. Stone Sky’s Outpost series sees stability and immersion improvements. In the DCS: A-10C II Outpost Campaign, excessive radio chatter from AI aircraft has been eliminated, and outdated promotional elements were removed for a cleaner in-mission experience. The DCS: AH-64D Outpost Campaign also receives a correction to player starting positions in Mission 1, ensuring accurate parking spot assignments and smoother mission starts. For Badger633’s DCS: F/A-18C Operation Green Line Campaign, a key issue causing AI wingmen to crash during Mission 4 has been resolved, improving reliability during formation flight and strike execution. Baltic Dragon’s DCS: F/A-18C The Rampagers Campaign continues to evolve with refinements to briefings, kneeboards, and voice dialogue for better mission clarity. Mission 15 has been updated to reduce the risk of fratricide during close air support engagements, while Mission 16 now features improved scoring logic. Multiple earlier missions (1, 3, 11, 12, and 14) have had GBU fuse settings updated for both the player and AI wingmen to enhance weapon consistency and realism. Sandman Simulations has refined DCS: F/A-18C Operation Mountain Breeze across the board. All missions now feature smoother AI flight lead behavior by limiting afterburner usage and automatically recognizing tuned radio frequencies. Mission 12 benefits from improved situational awareness through enhanced AWACS coverage. Ground Pounder Sims’ DCS: F/A-18C Operation Cerberus North has been tuned for improved mission logic, including weight adjustments for Tornado aircraft in Mission 9 and refined triggers in Mission 16 to account for updated splash damage mechanics introduced in recent patches. For SorelRo’s campaigns, DCS: F-16C Dragon’s Fury removes an internal SnapViews.lua file that previously interfered with users’ custom cockpit views in Missions 13–15. DCS: UH-1H The Huey Last Show Mission 11 has undergone a full trigger and AI logic overhaul to improve flow and reliability during key combat events. Syrian Incident Online Tournament The 51st MDT, pioneers of competitive DCS multiplayer and creators of SATAC and the iconic Georgian Incident, are back with a bold new challenge: Syrian Incident. This is a squad-versus-squad campaign that redefines the scope of organized air combat in DCS. Set over the complex and ever-changing Syrian theater, Syrian Incident is built around realism, coordination, and tactical execution. Every move counts: squadrons must plan flight paths, coordinate operations, and execute missions designed by their faction’s generals and commanders. Each engagement directly influences the outcome of the war, creating a living, evolving battlefield that responds to player actions. Unlike traditional PvP events, this campaign introduces persistent strategic layers; logistics, planning, and communication are just as crucial as dogfighting skills. Whether you’re a seasoned squadron, a GCI operator, or a mission commander, Syrian Incident offers an immersive, competitive experience that demands teamwork and precision at every level. The event has already attracted 24 registered squadrons, and sign-ups remain open for those looking to take part in one of the most ambitious multiplayer DCS projects to date. This is your opportunity to shape the next chapter of DCS warfare and test your squad’s mettle against some of the best in the community. Learn more and enlist your squad via the official ED Forums post, join the discussion on the 51st PVO Regiment Discord, or visit the 51st PVO/MDT website. Thank you again for your passion and support, Yours sincerely, Eagle Dynamics
    3 points
  14. they should create the dcs.exe that opens when clicked from shortcut that says "WRONG EXE STUPID; USE BIN FOLDER"
    3 points
  15. Dear Devs from Urga Media, we need the Doxford Airfield in the Normandy 2.0 Map. Hometown of the Fighters. Thankd for watching.
    2 points
  16. Truly. All modern stuff deserves it, as long as it is adequate. Drove today the F-14 just to be reminded that Heatblur, despite their awesomeness at immersion, doesn't have it. ED wise, only 3 modules have it so far. But it is a start.
    2 points
  17. Mod updated for 2.9.21. New Navy AIM-9s added.
    2 points
  18. I’ve been using an aluminium profile frame for a couple of years now and have just updated the seat. I’d previously been running a seat from an MX5. It was comfortable and dirt cheap. The new seat is from an F30 BMW sport. It needed to come from a 3 series, as I wanted manual controls, not electric. The reason for going with a sport was that they have adjustable thigh supports. It just so happens that these can be removed, which results in my Moza AB9 being able to be mounted much closer to me. The bad news was that it meant removing pretty much everything near the seat, then tinkering around to find the new most appropriate locations. 12 hours later and it’s basically done, bar some fine tuning. As can be seen, it’s not trying to simulate any specific aircraft, which is because I fly probably 80% of the aircraft in DCS. So whilst I think that the F18 and similar cockpits look amazing, that’s not my preferred route. For example, between the throttle and seat, is the helicopter collective. So, worth the effort? Definitely, but that’s partly as the BMW seat was pretty cheap and I already had the metalwork to hand for re-configuration.
    2 points
  19. Worldwide rule is to: 1. Turn on taxi light when aircraft is intended to move for taxi, turn it off during stops, while waiting without move. Turn it off also while taking parking stand in order to save marshallers eyes. 2. Turn on landing lights right after you hear the clearence for take off, it shows everyone else that you will take off. During approach, turning on landing lights usually depends on procedures of particular aircraft. For example on civil soviet aircrafts they turn on landing lights at about 120 m (I hope I still remember good value) height or right after getting landing clearence whichever first (Tu-154M, Yak-40).
    2 points
  20. I get it but, throwing a little logic out there, doing this on your own (finding the tanker) and setting unlimited fuel is basically the same thing. Why have someone put the work in to write and implement code for something that you can do for yourself in less than 5 minutes? These guys have a lot on their plate as is! That extra labor for little to no ROI.
    2 points
  21. in this articel (in German) the specs for a highway landing strip are described: https://www.bundeswehr.de/de/organisation/luftwaffe/aktuelles/autobahn-notlandeplaetze-waehrend-des-kalten-krieges-5615300
    2 points
  22. I agree, but once the toothpaste is outside of the tube, you can’t push it back in.
    2 points
  23. Płoty-Makowice reserve Airfield "The initial engineering plans for the airport were developed between 1936 and 1940. Undoubtedly, the airport, or rather what was to become an airport in the future, was built by the Germans for the purposes of aggression against the Republic of Poland. We say this because, apart from the runway, there was no infrastructure there (in 1939). It should be remembered that it was located nearly 150 km from the border with the Republic of Poland, so it could not have been a primary airport. There is also no information as to whether the airport was used by Red Army units during the Soviet offensive in 1945. The airport complex was built between 1962 and 1972. As far as transport is concerned, all goods were delivered by road, as the airport did not have a railway siding. The layout of the airport is similar to standard backup airport solutions, with a limited barracks area and social facilities. Most of the buildings are made of white limestone brick. The area is partially fenced. There is no fence on the side of the river, which is a natural obstacle. The entire airfield is surrounded by forests on almost all sides. Only on the side of the village of Markowice is there practically no tree cover. No combat air units were ever stationed at the airport. The airport was certainly intended to be used in the event of war. From the late 1960s until almost 1989, the airport was used by fighter and fighter-bomber units as a backup during numerous exercises. Built in the 1930s, it was intended from the outset to be a training and backup airport. After World War II, it was expanded to meet the existing needs of the Polish People's Army. In the 1960s, it served as a reserve airport for the 40th Fighter Regiment from Świdwin. In the 1970s, it served the same function for the 2nd Fighter Regiment stationed in Goleniów. The runway (takeoff/landing direction: 11/29) is 2,300 meters long." some informations from: https://www.mil-airfields.de/pl/list.htm#53109 Coordinates N534539 E0151725 (WGS84) Google Maps Elevation 155 ft Location Płoty is located ca. 60 km northeast of Szczecin. Location of airfield The airfield is located ca. 5 km south-southeast of Płoty. Usage until 1945 Luftwaffe airfield Mackfitz. Usage during the Cold War Reserve airfield. Runways 11/29: 2300 m x 29 m Concrete/Asphalt Airfields in the vicinity 047°/30km Dębica: Airfield (Lotnisko Debica, Аэродром Дембица) 295°/31km Śniatowo: Airfield (Sniatowo, Аэродром Снятово) 233°/32km Goleniów: Air Base (Goleniow, Szczecin) 084°/35km Świdwin: Airfield (Swidwin Smardzko, Baza lotnicza Świdwin)
    2 points
  24. Stutters, blurry bubbles on the DCS page. Pimax Quadviews, not working like MB Quadviews.
    2 points
  25. They said there's less CPU usage. If that's correct then that's positive. The Utility tool inside Pimax Play with FPS counter, CPU usage, GPU usage, VRam og Ram usage .. this is actually very nice! FOV - Small or Normal - some might find the Small FOV nice for getting some extra FPS. Nothing that I will use, but... others might like it. They say they have improved tracking for Crystal Light and Crystal Super. Personally I have not had that much trouble with tracking with my Super - but a lot of people say they have. How much improvement? We'll see.. Better combability with UEVR - that's nice for us who like to use the headset for other things than just DCS. New firmware, fixing USB connection issues.. hope it works for those who have problems. I thinks this is not that bad. These are all nice improvements I think. I have NOT tried this update and firmware update, so for me this just looks good on paper.
    2 points
  26. Then they did a nice job, because the 'moving camera' casts the shadow of a head on the aircraft as it climbs up & of a body & head once it's on the wing.
    2 points
  27. Buy a bigger SSD. Its the best investment for any PC.
    2 points
  28. Tried 1.43 last night and reverted.
    2 points
  29. folks a reminder 1.16 Posting of screenshots, images, file links, file sharing links, and copying and pasting information is prohibited if the source document has a limited distribution statement or it is classified. Limited distribution includes DoD Distribution Statement C, Distribution Statement D, Distribution Statement E, Arms Export Control Act, Export Administration Act, and International Traffic in Arms Regulations (ITAR) controlled sources. When posting aircraft, sensor, or weapon information more recent than 1980, you must also include the source of the document that demonstrates that it is 100% public and verified as not from a limited distribution source as listed.
    2 points
  30. The paper doesn't state the specific version but was based on the HEAT type and written circa 1976, so I'd imagine it related mainly to the 7VS. Wikipedia has a wide range of penetration figures, but, you know, it's Wikipedia so a good chance it's not particularly accurate. I would share it but rules on here are pretty clear, even for older documents.
    2 points
  31. Canada may be next for the Gripen. Definitely wont be the F-35 anymore.
    2 points
  32. @Northstar98 is correct; the B and the late-model A are both MMCAP-upgraded birds, representative of the mid-90s (circa '93~'94 at the earliest). The early-model A is more mid-80s (circa '83~'84 at the earliest).
    2 points
  33. And that's how you build a mod.... Heretic! You're missing out! Me? To name a few: Quaggles Injector combined with Munkwolf's keybind repository. Adds tons of missing keybinds. All the keybinds are in Saved Games. One single file that does not break IC. (Should be added natively to the Core by ED). Barthek/Lucshep Caucasus texture mods... Overall module/coremods texture resize script. (Saves VRAM). Taz1004's No Pause Briefing mod. When you press LAlt+B to read the briefing or when you press Escape to read the radio message log, the sim doesn't pause. Very handy combined with VoiceAttack. (Should exist in the game as a toggable option). Taz1004's trees, NVG.... Arttu's Night Sky. As a Norwegian im used to actually see stars by looking out the Window. Not sure where in Brasil you live, but sitting on a beach in your country , (I have too many superlatives to describe it, and I have no idea how many times I've been there ), I EXPECT to see stars! Arttu's light fixes. It's nice to be able to see other flights at night further away like in real life. Bandit648's weather mod. Why this guy's edits haven't been incorporated into the Core yet, is beyond me. These are a few examples, and I have many more. Some day ED will add an official mod manager to the Core, and have a common compatible repository, which will make it easier for everyone. Cheers!
    2 points
  34. Good explanation here. ANVIL is code Heatblur used to program the F-4 some of which may eventually be retrofitted into the F-14.
    2 points
  35. At the end of a day, we're sitting in front of different monitors (or in VR). NVG's should be adjustable to the players liking. The HMS in Ka-50 is adjustable in height and so should the NVG's. In real life, pilots can peek under the NVG's to see instruments. Problem in DCS is that goggles are in the center of the screen, to view instruments we have to look up (as supposed to down IRL). This can probably be solved by a keybind that quickly moves the NVG's up a bit. Or automatically if view moves downwards with X degrees within the cockpit then goggles moves up Y degrees. Simulating a "peek" to view instruments.
    2 points
  36. Awesome update. Just did a flight around Dover. Dover Castle is really looking great. Great detail on the old gun batteries, buildings, towers and so on. also like the details in the harbour.
    2 points
  37. I'm willing to guarantee the number of hours that ED support (and helpful people in the DCS forums and discord) will spend on this when it does get removed would blow your mind. And sadly @silverdevil's suggestion would likely only reduce those hours by 10% max
    2 points
  38. Black squares still there. Still need MBucchia for acceptable perfomance. Take em off for a second, and boom: Calibration/room setting out of whack. Coupla new (blinking in chatrooms?) functions I will not use. No new background. I wonder what they have been working on..
    2 points
  39. If you enjoy overexposure and washed-out colours, all the more power to you I don't. But you're right in that an ability to turn it off (using special options) is fine for those who'd want that. As long as it's enabled by default.
    2 points
  40. 2 points
  41. Problem with "realism" in this regard is, that a fixed device (edge, mask whatever) direktly in front of your face will be filtered by your brain (as is your nose e.g.) and not consciously perceived. Whereas put on screen, it can't be ignored. Blurry or not...... In favour to bind it to the pilots model, but strongly against forcing it!
    2 points
  42. Just went back through the last four changelogs on top of the twenty odd I'd already looked out. Still no Mosquito. Still no response from ED as to when we can expect completion or what work is in progress.
    2 points
  43. Heatblur goed above and beyond as usual. I wish ED would give us earlier variants of their planes too: F-16A Bl 15 and F/A-18A. Oh that would be something
    2 points
  44. Dont get me wrong, I still have a blast with the module. But I believe its fair to keep in mind all that we are still missing for the DCS F-16C. A great summary was posted back in 2024, then this topic was locked: TLDR Version: Major Missing/Incomplete Systems Damage Model – Basically nonexistent beyond wings/fuel leaks. No combat system damage., Pilot Fault List (PFL) / Maintenance Fault List (MFL) – No proper fault reporting or error messages., Steerpoints & Navigation – Missing SEAD steerpoints, threat points, proper CRUS TOS behavior., airspace navaids ect. Digital Terrain System (DTS) – Entirely absent. No PGCAS, TRN, or digital terrain awareness., ECM – Ineffective jamming. No control over bands, poor logic, no realistic jamming effects., Combat Capability Gaps SEAD – Broken ECM, no HARM DL/TI/GS modes, no emitter memory, bad HAD integration., RWR (AN/ALR-56M) – Incorrect symbology. No threat priority, no missile distance cues., A/A Radar – No COAST mode, over-sensitive to notching, STT is unreliable, broken HAFUs., ect A/G Radar & Weapons – Broken radar mapping. JDAM/JSOW/GBU-24 logic still incomplete or missing. CCIP bombing is off. Some weapons not implemented at all., Other Major Issues Lighting – Poor NVG compatibility. Flood lights weak or missing. Night ops are frustrating., Textures – Cockpit (behind ejection seat not modelled) and external textures are low quality. Custom liveries have had to pick up the slack... Missing panels, details, etc., Tankers/Refueling – No boom physics. Poor lighting. No feedback from boom ops. TACAN logic is wrong., Documentation – Manual is outdated, often incorrect. Leads to confusion and misinformation., "Jealousy" Issues (Things Other Modules Have) No ARC-210 radio, HSD Expanded Data, IFF, or HAVE QUICK — all of which are present in the F/A-18C, A-10C, F-15E, etc., No L16 Mission Assignment, which is present in M-2000C and applicable to this jet., Many of these are simple DED page updates and already exist in other modules.
    2 points
  45. Hi, this has been reported to the team thank you
    2 points
  46. In the next DCS update, George AI Pilot will be receiving some improvements to his existing logic and behavior in an effort to make him more realistic along with several new features to make him more capable. The most noticeable change is the addition of an AI Helper Interface wheel that functions in a similar manner as what is seen when controlling the AI CPG, which will help players understand which commands are available at any given time. The second change is the addition of a new command to the AH-64D CPG controls called "Multifunctional Input (Center)", which functions similarly to the Consent To Fire command for the AI CPG in that it corresponds with the actions displayed within the center of the AI Helper Interface wheel. Accordingly, the Consent To Fire command in the AH-64D Pilot controls has been renamed to "Multifunctional Input (Center)" to more accurately represent the evolution of this command following the changes to George AI CPG in the July 23rd update to DCS. In the graphic below, the new AI Helper Interface is shown for when the player is in the CPG seat, with some new commands identified when the interface is in Flight (FLT) mode. The player can now toggle the AI Pilot's speed reference between ground speed (GS) and true airspeed (TAS) with a short press (<0.5 seconds) of the Multifunctional Input command; or toggle the AI Pilot's altitude reference between radar altitude (R) and barometric altitude (B) with a long press (>0.5 seconds) of the Multifunctional Input command. One additional change that is worth noting is that the Right-Short commands have been swapped between Combat (CMBT) and Flight (FLT) modes to improve the workflow when using the AI. Now, when the AI Interface is set to FLT mode, Right-Short will command George to navigate the current route; and when the AI Interface is set to CMBT mode, Right-Short will command George to turn to where the player is looking. New Speed Settings & Altitude Conversions When set to FLT mode, the player will have additional speed options, which can be particularly useful when trying to creep along the terrain at NOE altitudes or when trying to synchronize a planned time-on-target. These speed options will now include 20, 40, 60, 75, 90, 100, 110, 120, and MAX, with the new speed options underlined. When toggling the altitude reference between radar and barometric, George will now perform a correct conversion between the AGL and MSL equivalent altitudes based on the elevation of the terrain below the helicopter. This will aid in a more natural switch between altitude references. Ground Operations George can now be commanded to perform start-up and shutdown procedures by accessing the new Ground (GND) mode of the AI Interface any time the helicopter is landed. FULL START - George will perform a full start-up procedure from turning on the battery to preparing the helicopter for takeoff. ENG FLY - George will initialize all systems, start the engines, and bring the Power levers to FLY, but will leave the APU on and wheel brakes applied until the player commands him to turn off the APU and release the brakes. Alternatively, this may also be used to command him to start the APU and apply the wheel brakes after landing. ENG IDLE - George will initialize all systems and start the engines, but will leave the Power levers at IDLE until the player commands him to bring the Power levers to FLY and/or prepare the helicopter for takeoff. Alternatively, this may also be used to command him to start the APU, apply the wheel brakes, and bring Power levers to IDLE after landing. APU ONLY - George will start the APU and initialize all systems and announce when he is ready to start engines. Alternatively, this may be used to command him to start the APU, apply the wheel brakes, and shut down the engines after landing but keep all systems initialized with the APU on. SHUTDOWN - George will perform a full shutdown procedure, to include shutting down the engines, powering down systems, turning off exterior lighting and the APU, and switching off the battery. CMWS ON/OFF - George will toggle the CMWS power on/off. When CMWS is on, he'll set the CMWS/NAV switch to CMWS for combat operations. When CMWS is off, he'll set the CMWS/NAV switch to NAV for non-tactical flights. Defense Settings In order to provide a more efficient workflow during missions, the CMWS mode has been removed from the typical AI Interface flow of FLT -> H-B -> CMBT and can only be accessed using a long press (>0.5 seconds) of the George AI - Show/Hide command. In addition, a new command for commanding George to configure the exterior lighting has been added, and the mode itself has been renamed to Defense (DEFN). The following exterior lighting configurations can be selected using the Right-Short AI Helper command. DAY - Day, non-combat operations. Anti-collision lights set to WHT. NT BRT - Night, non-combat operations. Anti-collision lights set to RED and navigation lights set to BRT. NT DIM - Night training missions. Anti-collision lights set to OFF, navigation lights set to DIM, and formation lights set to BRT. NT FORM - Night training/combat missions. All lights off except for formation lights. LTS OFF - Night training/combat missions. All lights off. Improved Flight Logic George's overall flight logic has been improved, most notably to avoid exceeding the engine or drive train limitations or ensuring the helicopter has sufficient power for what the player is asking George to do. George will use the PERF page calculations to properly assess the power margins and will now provide verbal feedback to the player if he is asked to adhere to airspeed or altitude parameters that exceed the acceptable power margins for the current gross weight, altitude, and temperature. In addition, he will automatically switch between "nose-to-tail trim" at low speeds and "aerodynamic trim" at high speeds. NOTE: Although George's flight logic has been improved, it is still possible to force him into a situation in which he may collide with terrain or obstacles, particularly when he is being ordered to adhere to extremely low altitudes, operate with a high gross weight and narrow power margins, or fly at MAX speed (or a combination of these factors), the player should use prudence when selecting the airspeed and altitude combinations, and occasionally cross-check his flight path just as a real crewmember will typically do. As an example, if the helicopter does not have sufficient power margin to clear a ridgeline, the player can order George to slow to 75 or 60 knots TAS to improve his climb rate or climb angle. But if that is not sufficient, the player should order George to alter heading to avoid the rising terrain. When the AI Interface is set to Combat (CMBT) mode and the player presses the Up-Short command, George will perform the following contextual behavior. ALIGN TO TADS - George will align the nose towards the azimuth of the TADS sensor. ALIGN TO NTS - George will align the nose towards the FCR Next-To-Shoot (NTS) target. However, if the player's selected sight in the CPG seat is set to TADS or FCR and has actioned rockets, George will turn towards and actively maintain horizontal alignment with the Rocket Steering Cursor for 30 seconds, permitting the player to engage moving targets with rockets or make subsequent aiming adjustments. An updated George AI chapter describing the improvements to George AI Pilot will be included in a future edition of the DCS AH-64D Early Access Guide, but will not be finished in time for the upcoming update. We hope that these new features to George AI Pilot will allow players to utilize the front gunner seat more effectively across more phases of each mission while improving the player's reliance on George's piloting abilities.
    2 points
  47. Need an urgent option to disable/enable it in the re-arm menu. There is currently no way to disable it quickly if you want to fly a 3rd party mission online and not planning on using it.
    2 points
  48. Well, as I wrote in my post which @Wing linked to (I really appreciate all the positive attention my post has gotten from the DCS community), there are so many systems which are either bugged or completely missing, which are not mentioned in the roadmap. 95% of all the things I mentioned in my post are not DCS core features, but rather specific to the F-16C. Just to pick the most glaring example in my post, which I put at the top for that exact reason: we do not have a damage model. Detaching wings and control surfaces, fuel leaks, and pilot death. That's pretty much the only damage which is simulated in the DCS F-16C. This is in stark contrast to other DCS products where almost every individual subsystem can actually fail due to combat damage, but for some reason, this was never implemented in the DCS F-16C, even though it was advertised as a feature on the product page. In fact, here are the 3 top listed "Key Features" on the DCS F-16C product page: Authentic fly-by-wire Flight Control System (FCS). The most realistic model of the F-16C imaginable, down to each bolt and flake of paint, animated controls surfaces, lights, damage model, and landing gear. Detailed simulation of the Viper’s engines, fuel, electrical, hydraulic, comms, lighting and emergency systems and many more. None of these bullet points have been fulfilled, and they are not mentioned in the roadmap. Does this mean that the items mentioned on the DCS product page are not what customers can actually expect at full release? Because that looks a lot like false advertising in my eyes. And if ED intends on rectifying many of the issues I listed in my post, plus many of the issues I didn't mention in my post, why are they not mentioned in the DCS F-16C roadmap? And why can't these issues be fixed without forcing the DCS F-16C out of early access prematurely? Having the DCS F-16C pushed out of early access kind of implies that all the "Key Features" on the product page are included in the product, does it not? It will be extremely misleading to potential customers who read the product page and believe that they will get all the listed "Key Features" as the DCS F-16C would, at least in name, be out of early access? Not to mention all the people who bought the DCS F-16C over the last 5 years in good faith, assuming that the "Key Features" listed on the product page would actually be featured in the final product. As I finished off my linked post by asking, is this the new baseline we can expect from ED products, if the DCS F-16C is released in its current state + Sniper ATP? I don't know if you actually fly the DCS F-16C anything in your spare time, but to be completely honest with you, it really is in a sorry state, and progress has been moving at a snails pace for years now. Out of all the issues which I mentioned in my over a year old post now, pretty much nothing has been rectified. I don't know why I'd believe any of that would change after early access is over for this product?
    2 points
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