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Showing results for 'part of group in zone'.
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Could we please have a trigger condition "rocket in zone"? There is a bomb in zone and missile in zone, however the mission I am trying to create would use white phosphorous rockets fired from a Huey to trigger AI actions, and I can see any way of setting that as a trigger condition. Thanks!
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I've noticed that WEP is not usable between 1000-9000Ft. When trying to engage it at an altitude between 1-9k. I can't find a combination of blower settings or throttle settings which don't cause knock that can engage the wep, as shown on the water pressure gauge. If you start with WEP on above those Altitudes, you can keep it on during a decent all the way to the deck. Once you start climbing again it will shut off and not come back on till 9000.ft. I found this repeatable. See track. LastMissionTrack.trk
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https://www.ebay.com/itm/197656568098
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hello been a long time since i fired up DCS , although am experienced with it and the f18c , i tried the mission more than 9 times, the JDAM never reachs the sa10 , last time it did but the sa10 wasnt harmed at all!! is the JDAM bugged in dcs for now ? or its something with the mission? i just watched the utube vid of mission 9 and i dont think i did anything wrong with setup or flying
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Corsairs on high CAP, Seafires or Firefly on medium CAP and Avenger on GA form the basis of attacks on Formosa and Sakishima airfields. 3rd part of this excellent analysis of the British involvement in 1945, by Drachinifel. ..
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Hi, first of, fantastic map. Likely the best in all of DCS. Really fantastic detail and a dream to fly low level in helicopters in VR. My question is, what is the performance optimization of the map right now and what is expected over EA? I am not trying to imply the map is poorly optimized, as the detail I am seeing here is best-in-class and the FPS I am getting (ie over Berlin) may be a natural consequence of such a fantastically detailed map. With that in mind, I am barely able to maintain 45fps on my RTX 5090 and Reverb G2 (90hz mode, locked reprojection to 45fps, ~17-21ms frame time over berlin with DLSS quality). Without detailing all my graphical settings, suffice to say that CW Germany is more demanding than any other map including Sinai, Marinasa, Iraq/Afghanistan, etc. That said... it also looks better and feels more uniquely detailed and dense. However, I also notice that the Syria map from Ugra gets notably better FPS. Of course, it has been out for years and seen many optimization passes. Is the CW Germany map expected to see further performance optimization with time (without a reduction in the brilliant visual quality), or has Ugra already implemented all performance optimizations that Syria has, and the lower performance is simply a result of more complex scenery? Thank you for any insight!
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In the description of the store page for part 1 it states part 2 would entail the combat employment of everything learned in part 1. Just wondering if this is still a consideration or in development? Loving the campaign so far, currently mission 3 on part 1. Thank for the already amazing training campaign. I wish there was these for all aircraft.
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I'm wondering if ED wants to build the Iraqi map the same way they're doing Afghanistan. It would actually make a lot of sense in case of Iraq. Someone primarily interested in war with Iran may not be interested in, say, airfields in Saudi Arabia, which were critical for Desert Storm. And a version which would satisfy everyone would have to be huge. Besides, the way the initial announcement was worded suggests we will be getting the map in chunks. Also, if objects could be separated from geometry, this would allow multiple historic versions of the map. Say, modern and 80s/90s? I'm expecting to hear "nothing to announce just yet", but... Maybe?
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Hello, I noticed a bug where I would land next to a river and I would fall through the map despite being on land. I believe the bug is the area in which the water is meant to cover is larger than the physical water shown on the map. I don't have a screenshot but I'll attach logs and track. Grayflag Germany WIP A-20250826-104026.trk dcs.log
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11 Tactical Strike Group WE ARE RECRUITING - Mainly looking for pilots flying F-16C and F/A-18C Preferably with an interest in mid/late Cold War era aircraft as well. (check recruitment link for more) Who are we? EU timezone centered group. We primarily fly Fridays 18:30Z, every 2 weeks. (19:30Z during wintertime) (That's 20:30 CET+CEST) Training is once a week (sometimes Fridays, if no mission is flown). Coop/PvE focused. Dedicated to flying in-house created DCS multiplayer campaigns and missions. We focus on realistic tactics and flying, without any unnecessary MilSim fluff. Who are we looking for? You should be capable of starting up, flying basic formation and performing basic combat tasks. We will teach you how we fly as a group, however you should be capable of flying on your own. You are dedicated to your DCS experience and you are here because you love aviation and this is the next best thing compared to IRL flying. You prefer to plan out your sorties instead of just "winging it". You can speak English. 11TSG is about our community. Everyone in the community is listened to in equal amounts. Ideas, plans and concepts on how to improve the community and our experience is considered no matter who suggests them. But that also requires that each and every individual member take responsibility for the group, members are not allowed to leech off of the community, and we try to foster an environment where each member tries their best to contributes to the community in a meaningful way. This way the enjoyment of the many is not provided by the few. The more members we have contributing, the less each of us need to actually contribute! For additional information; check the links below! Our Recruitment Discord where you can talk to us and ask questions RECRUITMENT INFO AND APPLICATION
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Hello everyone, Just noticed light illumination of part of right console not working (TACAN, UHF and IFF). It worked before as far as I remember and could not find any dedicated switch I could have missed... Cf picture Thank you, Arnaud
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Hi BIGNEWY as requested heres the Report for Destroy Group ( Train Deactivation Not Working ) Also the trigger Deactivate Group does the same thing if you try and Deactivate a train. Example - You cannot Deactivate a Train arrival at a London Terminus Station so you end up with a load of unwanted Trains on top of each other in a last waypoint hold. If you Deactivate them they dont dissapear they fly off over the city forever to an unknown destination. This needs fixing as cpu gpu and memory resources are being used up. ----------------------- Heres the details using the miz or trk files - Compare the ground vehicle and train group destroy after 10 seconds. Ground Vehicle destroyed by group destroy script at 10 seconds = Ground Vehicle Disapeared from Game view. O.K. Ground Vehicle Disapeared from F10 Map view. O.K. ----- Train destroyed by group destroy script at 10 seconds = Train does not Disapear from Game view and continues forwards forever off track route. FAULTY Train Disapeared from F10 Map view. O.K. Thanks for the help Waterman Group Destroy not working on Trains.miz Group Destroy not working on Trains.trk Group Destroy not working on Trains.rtf
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**Join Carrier Air Group 19 – USS Hancock – VF-219 “Mad Catters”** Fly from the deck of the USS Hancock (CV-19) as a member of Carrier Air Group 19 in the legendary F4U Corsair. Step into history and join VF-219 “Mad Catters”, a WWII military simulation squadron operating in the Pacific Theater. We’re recruiting combat-ready virtual pilots for one of the most immersive and disciplined WW2 air combat experiences available. __Requirements:__ • Complete training with the 77th “Black Cats” Training Squadron at NAS Alameda • HOTAS required • VR headset or head-tracker • Ownership of WWII aircraft modules (Pacific assets preferred) **Training is structured, historically accurate, and intense. Only graduates of the 77th Black Cats may apply to join VF-219 “Mad Catters”, the fighter squadron of Carrier Air Group 19.** Earn your wings. Launch from the Hancock. Fight with the Mad Catters. Train. Fly. Win. Enlist today. https://discord.gg/2Cu8Zc7jz7
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Carrier landing issue as Essex not as #1 in group This issue was initially noticed when we attempted to have more than one USS Essex carrier in a single ship group. Aircraft can spawn and launch fine from any of the carriers, but the issue arose with landing. The arresting cables didn't function upon return to any of the carriers besides the number one carrier in the ship group. This is confirmed in the provided track file. Track file test: - Takeoff from #2 Essex carrier. - short pattern and attempt to land on #2 Essex carrier. bolter. - Moved over to #1 Essex carrier, successful landing. Also to note, this issue does not occur with the Super Carrier. I had replicated the test and attempted the same process with the F/A-18 and F-14 with no similar issues I had with the Essex carrier and F4U Corsair. In all attempts, easy comms were used to test if established communications had any effect on carrier landing ops. No effect was observed. Only note is that Essex carrier comms do not function when carrier is not in the #1 slot of the ship group. As our group (vCTF-58) plans to have Task Groups (up to 22 ships in one group, 4 of which are carriers) this will become more of an issue when we would like to be able to launch and recover from any of the carriers in the same group with the same heading. A temporary solution would be to separate the carriers in the own group in the same formation, but this becomes an issue for out mission makers. Tests were made in single player but issues were similarly noticed in multiplayer. carrier issue.trk
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The "Follow Me" vehicle does not move after a successful landing at Senaki. I've tried 3 times, mission is just soft locked after this point.
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RECRUITING FOR A-10C CLASS 25-02 IS NOW OPEN! Recruitment is now open for interested Warthog drivers. Currently, we are seeking Pilots based in US timezones, we welcome international applicants but be advised we expect them to be able to participate in our formal flight nights that start at 1900 eastern on Thursday and Sunday evenings. ABOUT THE v303rd FIGHTER GROUP Recently celebrating our 3rd Anniversary the v303 FG is a US-based group focusing on USAF TTPs. We welcome the international community but to become a member you must be able to fly during evenings across US time-zones. The Virtual 303rd Fighter Group is a mil-sim lite group focused on building innovative DCS enthusiasts through tactics, training and high-end combat as we continue to grow our skills in flight simulation. We are a close-knit relaxed group of friends, who understands real world commitments and responsibilities and we do not take ourselves to seriously! The Group currently flies the DCS A-10C II and DCS F-16C. Both of which through the natural training progression start training separately but evolve to work together to execute Group operations. Our training server is available 24/7 with additional servers available when conducting combat operations. We use tools such as Tacview for sortie debriefings, LotATC for controllers, and DCS Olympus to make combat operations feel alive and unpredictable. A-10C TRAINING PROGRAM DCS A-10C Basic Qualification Training Course (B-Course) is designed to make the student pilot proficient as a wingman in all aspects of DCS A-10C employment within the v303 FG. Student Pilots in B-Course will fly exclusively as a wingman except when flying with other students. DCS A-10C Mission Qualification Training (MQT) is Squadron developed and upgrades B-Course (BAQ) pilots to accomplish the v303 Fighter Squadrons specific missions. The goal is to further refine the students abilities within the v303 FG at a tactical level. Each aircraft MQT program is refined to highlight the aircraft's specific capabilities and primary mission set. v303 Fighter Group Weapons School (WS) has two mandatory courses for A-10 pilots (Close Air Support & 2-Ship Flight Lead Upgrade), the rest of our offered courses such as Instructor Pilot Upgrade (IPUG), Forward Air Controller, Aircraft (FAC/A), and Combat Search and Rescue (CSAR) are an optional course for pilots that complete MQT. The goal of this course is to train pilots how to control and exploit the air environment and how to plan large force exercises (LFE)/combat missions. Weapons School graduates serve as advisors for the v303 FG, their respective squadron(s), and assist in drafting and validating tactical doctrine for the Group. v303 FG LINKS v303 FG Discord v303 FG Website v303 FG Recruiting/application page
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When I'm pushing towards the first target, shortly after Reaper 1-1 is cleared hot, I'm told to cease fire, then get a message that I've killed friendly units and have failed the mission. This persists even after removing all mods and running a full repair of DCS.
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I know it's probably covered somewhere in the forums, but I haven't found it yet. Is there a way I can use scripting to create trigger zones from draw tool polygons. If so, could someone point me to the forum topic covering some examples of it? ty
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Gulf Guardian Part I Download: https://www.digitalcombatsimulator.com/en/files/3345527/ Hello! I've finally released Gulf Guardian Part I into the User Files. Experience the full spectrum F-4E operations, from high-altitude Combat Air Patrols (CAP) to daring low-level bomb runs. You'll face intense challenges, including defending civilian tanker traffic whilst under restrictive rules of engagement to executing precise low-level navigation to hit your time over target. Do you have what it takes to master the mighty Phantom? Prepare for unparalleled immersion with hundreds of custom voice-overs, dozens of unique voice actors, and meticulously crafted scripts and scenarios that bring each of the 5 missions to life. ************** There is extensive documentation included in the .zip file, so make sure you read it carefully. Most frequently asked questions can be answered in the README pdf. Having said that, please feel free to "@" me here with any questions or comments, I'll be happy to answer them.
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I miss a repair function for units and groups in the editor. Currently, this can only be solved with scripts, for example by deactivating the damaged group and spawning it again. I would welcome such a function in the Mission Editor, where I can determine after what time and up to what degree of damage a group or unit is ‘repaired’.
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Hi @King39, Firstly, many thanks for updating this campaign, this was one of the first campaigns I played after learning the Hog and I really enjoyed it. As you had updated it I started another playthrough, however, I've found what seems to be a bug in the second part of the first mission (the first combat mission) after passing the first waypoint ("Turn") and when inbound to the "Fence" waypoint Lead starts giving "Pig-2 attack!" commands every 7 seconds, which gets a bit wearing! It interrupts all of the dialogue and kind of ruins the whole operating as a pair kind of thing! Any ideas as to what may be causing this? Thanks!
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check procedures GeorgeAI and AGM-114L Not Lasing Part Deux
GeoS72 posted a topic in Bugs and Problems
@BIGNEWY, et al: Here is an example of GeorgeAI lasing a target beyond 8km then not lasing afterwards. He designated the target approx 2 times from 9999+ meters. The range decreased down to ~8,400m then no more lasing. I flew up close until landing next to the target. All the while, he would not lase. I purposely did not change any settings because I wanted to see if he would lase the target. This is EXACTLY what I talked about in my previous thread here: George AI and AGM-114L Lasing and Fail to Fire Problems. See my track and MIZ file. 2025-07-31 GeorgeAI-No Lase.trk AH-64 GeorgeAI Test.miz -
"Hi, I'm Dave Baranek, callsign Bio. I have twenty-five hundred flight hours as an F-14 RIO and was an instructor in the fighter tactics and weapons school for two and a half years in the 1980s. I've teamed up with Reflected Simulations to bring this training experience to DCS. Welcome to...Zone 5." Ever since I was a kid and saw Top Gun for the first time I dreamed about being there and train with the best, flying the majestic F-14 Tomcat. Who didn't? I got closer to that fantasy than I ever dared to dream thanks to DCS World and Heatblur's amazing, high-fidelity F-14A module. Last year I had an idea how to get even closer. I'd already known Dave 'Bio' Baranek, read his amazing books about the times when he was an F-14 RIO and later a Topgun instructor, and we'd exchanged a few emails. I knew he's a great guy, very enthusiastic and helpful, so I popped the question: Would he like to team up with me, to share his fantastic experience in a bit more XXIst century way, through a DCS campaign? He said yes, and the most exciting project of my life begun. We worked together a lot to bring that 1980s air combat training experience into DCS and make it as realistic as DCS possibly allows. Over 8 months later, look and behold: the 'Zone 5' campaign. I'm beyond honored to have worked with Bio on this, and we're both very much looking forward to hearing your feedback. Tomcats forever!
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I played the Landing training mission and followed the final "taxi practice" to my parking spot. But the mission starts in the air and the exact spot is not totally clear. I parked nicely next to the MiG-21, I was aligned with it, but I was obviously not triggering a zone I was supposed to. So I went to the ME to see what was going on. I went from behind, somewhere between "04" and "05" in the picture and stopped just before triggering the zone. The zone could be just a bit bigger, the existing heading condition should cover any false positives. Perhaps the zone was OK on an older version of the map, I don't know. Also, this mission has that FARP that should be moved if it can't be removed. As a side note, I like the tone of these other missions (2-4) in comparison to the first training mission. I was afraid all the missions would be that sarcastic and I'm glad it's not so, which is much better.
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hey pilots, I have a small problem with setting up multiple tankers in the same group. I'm building a mission in which I need pilots to perform air refueling together and simultaneously, so I created a tanker group in the mission with 2 tankers; let's call them Arco 1-1 and Arco 1-2. Since they are in the same group, I can only have one radio frequency, i.e., 280.000. Then I realized that I can set a frequency for each unit in advanced waypoint actions (AWA); hence, I created 2 different frequencies for each unit, 280.250 and 280.750, but when I jump into the mission, I can only see and talk to Arco 1-1 in the comms menu at 280.000! It totally ignores the unit frequencies. Is there a trick to make this work? Am I doing something wrong, or is this a DCS limitation?