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  1. When i have the sight select as HMD and put the NVS switch to either norm or fixed as the CPG SOMETIMES the game will just CTD, i have attached my log file when it happens dcs.log
  2. FONTE https://youtu.be/OA49DDZ13LA Bye Phant
  3. Hello everyone, A little while ago when the apache got announced i got the idea of making a cockpit for it. I started designing some panels to see how well i would do. I only started using fusion a month prior. My goal is to get a fully functioning pilot station with all switches and buttons that are in the real thing. Everything will be 3d printed and modeled by myself. I do fly in VR so there will be no screens in my cockpit for now . I am posting this here because i thought some of you may like the idea and would be interested in how things would look. So i will be posting picture here of my progress. I have been working on it for a little while now. but the Cyclic grip and collective grip are giving me a headache. not to mention the Tedac grips. If there are more experienced people here who do 3d modeling and have some tips for me PLEASE do share them below! Any tips in general are also very welcome! Thank you,
  4. https://discord.gg/sySYqKEw2M Combined Joint Task Force Theta is a US-based DCS tactical realism group with an emphasis on joint air/land/sea multi-national operations. As a tactical realism group, our focus is on the employment of realistic military tactics and doctrine. The group’s main activity are handcrafted campaigns. Campaign missions are run on a weekly to bi-weekly basis. Most often the campaigns depict realistic military operations, but we are not above more fantastical plots on rare occasions. CJTF-Theta does not have mandatory attendance policies. We understand the fact that life sometimes gets in the way of pastimes. The group also does not stipulate that we be the only DCS community that you participate with. If you are interested in joining, want to learn more, or just want to pop in now and then for a flight connect with us via our Discord linked beneath. Any other DCS communities interested in participating in our campaigns, events, or connecting for any other reason are welcome to reach out to us as well. null CLICK ME! https://discord.gg/sySYqKEw2M
  5. I know it's a lot to ask. But the amount of information you can feed into the system is a lot more than currently used by fw assets. There needs to be a way to feed all that info to the aircraft besides fat fingering for the better part of 30min with the amount of entry errors to boot. data Comms VHF/UHF/FMx2/HF for every unit Waypoints/TGT/coordinating measures/Route's/Maps Laser codes Default modes for systems
  6. until
    Successful attacks on Soviet logistics including the port of Latakia and the train depot at Raqqa have hampered their advance. At long last they have organized their forces to launch an attack against Palmyra and its oil fields, the main target of their forces. Soviet troops are attacking over the mountains north of Palmyra, but the main thrust of their attack is a large tank force from the East from Deir ez-Zur. They have heavily shelled from the mountains to the North of Palmyra damaging much of the city including the ancient Roman monuments. Unlike in Deir-ez Zur, Syrian troops have been mobilized in large numbers and are prepared to defend against the attack. However, the Soviets have learned from their mistakes and this time have brought SA-6's along with the SA-8/13/15s and Shilkas. They have also timed their attack to coincide with remnant cloud layer from the storm several days prior that will force allied aircraft into the threat rings of those SAM systems. USAF crews have been flown into nearby Tiyas AFB and are capable of rearming and refueling aircraft. 555 Objectives CAS of advancing Soviet armor from the East. You will need to use LGBs or Mavs to stop them. 224 Objectives Primary: SEAD of SA-6 and to remain on station looking for mobile SA-8/13/15s Secondary: CAS of troops advancing from north. 492 Objectives Primary: Established air supremacy over Palmyra (CAP) Secondary. Find and Bomb artillery positions. Note: It would be useful to have a JTAC or someone coordinating ground strikes in this mission. A10s or Apaches could also do this.
  7. Currently we have to use the mouse to switch from field to field when we setup Unit IDs and Call Signs in the tab "DATALINKS". Adding the functionality to switch to the next/previous textfield using [TAB] respectively [Shift]+[Tab] (as usual in similar tabs of the ME, like in the tab "RADIO SETTINGS") would be a great improvement. EDIT: This topic may better fit into the forum https://forum.dcs.world/forum/815-mission-editor-bugs/
  8. Il nuovo capolavoro della DCS World by Eagle Dynamics è ormai in arrivo, l'𝗔𝗛𝟲𝟰𝗗 𝘀𝗮𝗿à 𝗮 𝗯𝗿𝗲𝘃𝗲 𝗶𝗻 𝗹𝗶𝗻𝗲𝗮 𝘃𝗼𝗹𝗼 𝗔𝗠𝗩𝗜 pronto per la conversione dell'attuale 𝗚𝗿𝘂𝗽𝗽𝗼 𝗢𝗽𝗲𝗿𝗮𝘁𝗶𝘃𝗼 𝗘𝗹𝗶𝗰𝗼𝘁𝘁𝗲𝗿𝗶 𝗱'𝗔𝘁𝘁𝗮𝗰𝗰𝗼 e per accogliere i nuovi aspiranti Piloti Virtuali. L'iter addestrativo è già pronto ed in pieno stile AMVI, toccherà come al solito ogni dettaglio e, soprattutto, proviene in tutto e per tutto dal reale iter addestrativo impiegando solo documentazione originale e reale di altissimo livello. Nei mesi passati 𝘼𝙈𝙑𝙄 𝙝𝙖 𝙜𝙞à 𝙖𝙫𝙪𝙩𝙤 𝙢𝙤𝙙𝙤 𝙙𝙞 𝙩𝙚𝙨𝙩𝙖𝙧𝙚 𝙞𝙣 𝙥𝙞𝙚𝙣𝙤 𝙞𝙡 𝙫𝙚𝙡𝙞𝙫𝙤𝙡𝙤 𝙞𝙣 𝙫𝙞𝙖 𝙙𝙞 𝙨𝙫𝙞𝙡𝙪𝙥𝙥𝙤 𝙛𝙖𝙘𝙚𝙣𝙙𝙤 𝙥𝙖𝙧𝙩𝙚 𝙙𝙚𝙡 𝙩𝙚𝙖𝙢 𝙙𝙞 𝙩𝙚𝙨𝙩 𝙙𝙚𝙡𝙡𝙖 𝙀𝙖𝙜𝙡𝙚 𝘿𝙮𝙣𝙖𝙢𝙞𝙘𝙨 e vi possiamo garantire che 𝘀𝗮𝗿à 𝘂𝗻𝗼 𝘀𝗽𝗲𝘁𝘁𝗮𝗰𝗼𝗹𝗼. Le iscrizioni sono aperte, 𝘀𝗰𝗼𝗽𝗿𝗶 𝗱𝗶 𝗽𝗶ù ed iscriviti subito, 𝗽𝗼𝘀𝘁𝗶 𝗹𝗶𝗺𝗶𝘁𝗮𝘁𝗶 https://www.amvi.it/fs34-formazione-dcs ... pache.html 𝗖𝗼𝗻𝘁𝗮𝘁𝘁𝗮𝗰𝗶 𝘀𝘂 𝗗𝗶𝘀𝗰𝗼𝗿𝗱 per domande ed info: https://discord.gg/9zfwnwmGEr AMVI www.amvi.it
  9. Since 2.9 the custom liveries in the saved game folder seems not to work anymore. In my Saved Game folder I have multiple liveries that were visible from the loadout menu before 2.9. Now these liveries are still there but not available from the loadout menu. Did something changed in 2.9 ? I checked the folder names and folder structure and I everything looks fine. Anyone else has the same problem ? ...any solution ?
  10. Hi, I am wondering that has the Apache-64D BLKII radar implemented in DCS yet? Thanks.
  11. Welcome to Joint Task Force 191 - Task Force Jupiter! JTF-191 was formed in June of 2020 and is composed of 13 squadrons with 60+ active members. We operate as a milsim group with an emphasis on realism and joint operations with all branches of military aviation. We have a detailed training program for all new pilots that focuses on teaching a working knowledge of the airframe and relevant tactics. Our training is built to both teach new pilots about their chosen airframes or to provide refreshers to experienced pilots. With detailed courses on everything from take-off and landings to air-to-air tactics, the training program is designed to ensure you are comfortable in your role and up to the task of joining our ranks. Upon finishing your training, you are placed into an operational squadron with a custom livery made just for you. Each squadron handles their own training, keeping their pilots skills up to par with the unit standards. We have several dedicated servers that are up 24/7 and a unit-wide mission night every Saturday. Saturday missions range from fun PvP missions to organized pre-planned sorties built in an ongoing deployment campaign. We are always actively looking for pilots to fly with us! We are looking for: Pilots for the F/A-18, F-16, F14B (RIO’s too!), A-10, and the AV8B Mission planners of any experience C2 Personnel (AWACS, GCI, Marshall/ATC) Instructor pilots to strengthen our training program Developers Our basic requirements to join: Be at least 18 years of age Have a cockpit visualization set-up (Pit build, TrackIR, VR, etc.) Hands on Throttle and Stick (HOTAS) Be able to make required time commitments, approx. 2-3 nights a week for 2 hours at 2000EST, including mission nights on Saturday (we are flexible). Have a good attitude and willingness to learn! Click HERE to apply on our website! We will respond to you promptly.
  12. Hey, I tried looking trough a Google search, but couldn't find any good ones.. I would like som pics of the pilots cockpit, so i can start plan my home cockpit changes, so would appreciate it, if any have some Thanks in advance.
  13. I'm all but certain that this has already been thought of and is on the radar, but I'll bring it up anyways: will we get the option to remove the FCR from the aircraft? I'm assuming it will be a check option like the F-14A/B's LAU-138 rails, so mission creators can remove the FCR from a particular aircraft/slot. In addition, some aircraft retain the de-rotation collar while others remove it entirely, so I would also request an additional option to add/remove that little part as well. D-NR/WO, no de-rotation collar: D-NR/WO, with de-rotation collar:
  14. Hello, I am posting here to let you know about an AH-64D campaign I recently finished creating. Feel free to comment with any feedback or problems you have, or a neat experience you had during one of the missions. Link: https://www.digitalcombatsimulator.com/en/files/3323051/ "In this fictional campaign, Syrian forces have invaded and occupied the city of Palmyra and set up their main base of operations at the nearby airfield. Since then, they have rapidly pushed west and have taken control of several towns and oil refineries. You will play as an AH-64D pilot with a pivotal roll to play in stopping the Syrian invasion and, if you succeed, taking back Palmyra. Strap in for a variety of mission scenarios and objectives, from supporting friendly vehicles as they assault enemy positions to evading SAM launches while making a precision strike deep in enemy territory. If you pass a mission, friendly forces will attack during the next mission and attempt to push forward toward Palmyra. Your aircraft will start cold and you will have as much time as you want to prepare. If you fail a mission, enemy forces will attack and push toward your airfield at Tiyas during the mission that follows. Your aircraft will start hot and you will need to takeoff quickly to intercept the enemy. Each mission has four different preset variations of time and weather, along with some randomness in the amount, positioning, and skill of many units. If you have to replay a mission during the campaign, you may find it a bit of a different experience! The campaign includes 16 total unique missions, although if you only ever win missions and never go back a stage you will only see 7 of them. No radio manipulation skills are needed for this campaign, as you will only ever need to communicate with your wingman, and the radio will already be set up for that. However, expect challenging combat. Good luck pilot. Many lives are counting on you. REQUIRED MODULES: AH-64D, Syria Map"
  15. So, I've been meaning to sit down and do this for a few weeks and have just now found the time. I'll try to keep it short, but it won't be, so I'll try to keep it dense. I was an Aeroscout from 1988-1993 flying the old OH-58 A/C. Back then, the scouts were unarmed for the most part, save a M-16 jammed across the glare shield and my .38 revolver in my survival vest. For this reason, we typically operated in a scout/weapons team with an AH-1S following as our armament. The Apaches and 58D were just coming online when I left the Army. I'm loving the DCS Apache and am chomping at the bit, but not holding my breath, for the Kiowa Warrior. I've been observing how the Apache is being employed on several servers and very much so on the Rotorheads server. I have some observations to offer tactics-wise that some may find helpful. This will apply to the U.S. attack and utility helicopters specifically as the Russian helicopters are designed differently and for different doctrine and they are employed more like very low level, very maneuverable, fixed wing aircraft that happen to be able to take off and land vertically. Keep in mind, I was in a very different aircraft with very different equipment and very different times, but I think this advice should still hold true. If there are any Apache or Kiowa Warrior vets here that have anything to add or critique or correct, I welcome the input! 1) Here's the biggest thing: I see a lot of folks just hovering at 800, 1000, 1500 feet AGL for many minutes, lobbing hellfires at bad guys. If you are doing this, you are really missing the advantage of a helicopter which is to utilize cover and concealment to survive. You should unmask just high enough to spot and shoot the threats that are in range. In some threat situations this may be fine but for the most part, the longer you are way up there, the more likely you are to be tracked and shot down. It also leaves you with less evasion options especially when trying to evade from a state of zero or low airspeed (-60kts). 2) Too much hovering. You present a more difficult target to track when moving even if it is at just 30-40kts and you have a quicker response for the aircraft to deploy to cover if you are engaged. Also, you will increase the flight endurance by keeping hovering to a minimum. This is also a great way to avoid settling with power. Also, if you are hit, it is easier to autorotate with some forward momentum and it gives you a better chance of getting to a safe landing location. 3) Unmasking in the same spot twice in a row. This is a cardinal sin! I learned this in my first trip to Hohenfels maneuver area where we war gamed with m.i.l.e.s. equipment. On a night scout mission, we unmasked from cover and saw a OPFOR tank nestled in a tree line. We immediately masked but didn't get a good fix on the type and exact position soooo, popped right back up in the same spot and this time, Mr. tank had his turret pointed right in our direction and shot us down (simulated)! 4) More of a courtesy: Calling "rifle" on comms and coordinating laser codes with others to avoid targeting conflicts and other pilots frantically dumping precious flares and diving for cover every time a friendly Apache fires a missile. Along the same lines, I typically set my countermeasures on bypass, so I'm not wasting flares on friendly fire, and I don't carry chaff. If you have your helicopter close to or down in the weeds, radar guided AA should be a non-factor and then you can carry more flares. Also, if you limit your altitude, and a radar guided weapon is fired at you, you can easily defeat it with cover or concealment. If you are still with me here, my typical planning and profile looks something like this; Before departure-I set a start point in the TSD, and alternate, and then note a point that is about 10K from the FEBA with good terrain relief or concealment, trees or buildings, and set a release point there, in the TSD. Load 50-60% fuel and 90 flares plus weapons of choice. If there are preprogramed CM's or TGT's on the TSD, I make note of them and plan for my ingress from the RP to avoid contact. Countermeasures on bypass, Acq to TADS, left MFD to Vid/TADS so I can see what the CPG or George is looking at. During the day, I will jump in the front seat for a sec to set TV instead of FLIR if I have no CPG. If someone knows how to do that from the back seat, let me know. After takeoff-Climb to about 800ft AGL so I can safely get my head in the cockpit for a minute without driving into the ground. If no CPG, I get George set up and WASed on hellfires and have him look ahead at the next waypoint. Make sure all exterior lights are off, countermeasures on, weapons armed, gun WASed. Set direct to RP and note the flight time. I usually use flight time plus 30 to 45 minutes, depending how far away I get from the RP, for my bingo time. When I'm all fenced in, I head down to treetop height for ingress, around 100kts, using terrain features to mask my aircraft. Approaching RP-A click or two out from RP I will pop up, keeping my speed up, high enough to get a good view over the terrain. I have the CPG or George do a quick look at 10, 12 and 2 o'clock. If nothing, back down to the weeds and because I'm expecting enemy contact but don't know where or when, I proceed a little more methodically. 40kts, quick pop up every couple of clicks, quick scan, if we make contact, back down in the weeds and head that way at 60kts, quick pop up now and then while under way until I'm in hellfire range. Targets in range- At this point, come to a hover behind cover or concealment noting the terrain around us as we prepare to engage. Identify ahead of time the next firing position and where it is safe to break to cover and always know the safest egress. Unmask, just high enough to see the target and either fire if it has already been acquired or, spot, lase and store, then immediately deploy back to cover. Don't get fixated on multiple targets and drift higher and higher in a hover and remain exposed. Fixating is easy to do and I'm guilty of it myself. Hard to resist easy pickings but when that Strela shows up that I didn't see before or it spawns in near me and I'm 1500ft in the air with nowhere to hide...bad news. Kill one, back to cover, I reposition laterally (not actually flying sideways but actually moving to positions to the left and right of me) instead of moving forward, below the tree line or terrain feature then pop up and repeat. A lot of times it pays off to bob up to just do a scan from 9 to 3 o'clock and, from close to far, to identify any threats you missed, just spawned in, or are a greater threat than your target group, without engaging. When all targets in range are cleared, I go back down, 40kts, bounce cover to cover and repeat the above until new targets present themselves. In the thick of it- I stay low, like weed top level, and moving 30-40kts, unless I am actively popping up to search or engage then quickly back to cover. Avoid flying over groups of trees and if I have to, always make notes of clearings to duck into or autorotate into if I get hit. I don't want to have to crash land into trees. Pop up only high enough to see and engage targets and don't unmask in the same spot twice in a row. If that manpad, Zeus monster or Strela, sees me and doesn't have time to fire, he surely will get me the next time I expose my helicopter in the same location. Great thing about helicopters is if one gets disoriented or loses SA, one can just scoot to cover, land and get regrouped. Egress-No matter what phase of the fight I'm in, I ALWAYS know how I'm getting the heck outta there! At Bingo (ingress+30 to 40 minutes fuel time) or Winchester, whichever comes first, I get down and fast, staying in low ground. 10ft AGL is a lot of work but it's a blast! 120kts, 10 feet off the ground feels pretty fast. In fact, all this is a lot of work and a few hours of it is pretty tiring. Often my rear end hurts from clenching, working rudder pedals. I probably actually have a higher "fatality" rate from pilot error than I do from being shot down. But the more I fly, the better I get. Night and other considerations-The dark offers a level of concealment that allows to fly a little higher up, 200 to 500ft AGL. Keep in mind though that the dark only protects you from visual acquisition. The Apache is fully capable of operating down and dirty in complete darkness and I usually don't change my strategy. It does require significantly more focus and SA to do safely. I will usually ingress, egress and land using NVGs and then transition to IHADDs when I'm close to the RP. In situations where the AA threat is non-existent, flying and attacking from altitude is fine but it is a good idea to stay moving. I'll usually do orbits, engaging as I approach and then breaking when I'm close to small arms range. This makes it easier to maneuver if a threat does appear, make it easier to autorotate if the need arises and uses significantly less fuel than hovering. Like I said, there may be some new considerations that I'm not aware of due to the ancient nature of the helicopter I flew in. I would love to hear some thoughts, positive or critical, on this from Casmo or other guys that flew Apaches or Kiowa Warriors. And one last thing, if anyone sees me, Aeroscout'88-'93, on a server somewhere, feel free to hop in the CPG seat and we'll go put some warheads on foreheads!
  16. Blindsided : 5th revision (v6.0.5.0) Original release in 2012, a decade of getting 'Blindsided'! Updated for modern DCS, now fully voice acted and re-scripted with a new twist or two! Mission download here! Co-operative mission supporting up to: 46 player slots (2-6 players recommended default, 3-12 on difficult). Flyable aircraft: CAS (Air to ground) - 2x A-10C (Old), 3x A-10C II, 3x AH-64D, 2x AV-8B, 3x F-16, 3x F/A-18, 2x JF-17, 3x KA-50, 3x Mi-24P, 3x Su-25T CAP (Air to air) - 2x F-14B, 2x F-15C, 3x F-16, 3x F-18, 3x MiG-29, 2x M2000C CSAR (Search and rescue) - 2x Mi-8MTV, 2x UH-1H [Briefing room] We have not received any word back from the eastern patrol, since they reported hearing heavy vehicles in the pass. We can only assume the worst. Twenty minutes ago we received confirmation that insurgent forces are attempting a surprise attack on the Batumi aerodrome. Be advised we have received reports that the insurgents are able to mount a credible anti-air threat, furthermore there are indications they may have the support of unknown airforces. US Specops are right now sending ahead a two man TACP unit, designation 'Ferret', to provide coordination for a counter attack on an insurgent outpost located due east. Before we can rid ourselves of the outpost though, we must succesfully defend Batumi from the insurgent forces closing in. Be aware that we are facing at least two groups heading in from the outpost. Local defense forces are engaged with light enemy units as I speak. Your aircraft have been fueled and armed, there is no time to waste, scramble! Aimed at: Pilots reasonably comfortable with combat tasks and start up, moderate difficulty level. Pilots up for more challenge can enable higher difficulty at the beginning of the mission (Radio options, F10 Other). Featuring: * Co-op and single player support. Note: Difficulty higher for single player. * Plenty of scripted events with radio traffic and detailing. Fully voice acted! * Combined operations of air to ground and air to air aircraft, all playing important but not interdependent roles (Set higher difficulty for best effect). * Adapting mission design: Air to ground, air to air and combat search and rescue operations are each an optional component of the mission. All you need to do is fly the right aircraft and the mission commences. * Dynamically generated randomized air to air threats for the entire duration of the mission. You can't be sure where the enemy air assets will strike from. * Dynamically generated CSAR rescue operations for both stranded aircrews and vehicle crews. * Up-to-date tasking can be requested even if a player enters the mission in the middle of it. No more guessing what state the mission is in. * Choice of two difficulty levels. * Some more aggressive, scripted AI behaviour. * Some munitions restricted through the warehouse functionality for a proper challenge. * On the move troop deployments. * Airlifted JTAC available (but not necessary) for operations against the insurgent outpost. * Optional AFAC available for the defense phase of the mission. * Adapt to rapidly developing situations as you fight an enemy that fights back rather than passively waiting for you to attack. * Be a part of a team where your actions truly matter to the outcome of the mission. License: Freeware, distribution allowed as is with all files and attributions intact. All rights otherwise reserved, unless specifically agreed upon. (It's ok to ask.) Mission download here!
  17. So I am a Gunner and I am flying with my pilot. He needs to go to the bathroom so I request the controls of the aircraft pressing the key C. He comes back and I give the controls back. This is a gamey way of doing right?. Would the controls be passed IRL using the BUCS Select? How does BUCS Select work? Is it an option for emergencies where your pilot is wounded or death and you press it and take the controls of the aircraft? Also, does it work in DCS? If my pilot dies, can I use the BUCS Select as Copilot/Gunner to recover the aircraft?
  18. Add an option to the helicopters AI pilot George(or what they are called in other helicopters) to orbit a point. In the AH-64D it could be a 5th "page" using left arrow that is called ORB where you like on the FLT page can set three parameters ENGAGE/DISENGAGE, DIR, DIST, where DIST is the distance to the point you want George to orbit and DIR is either Left or Right (turn the pilot should start the orbit with. Engage/disengage is if George should start or stop orbiting. The FLT page can then be used to control speed and altitude while the orbit is engaged.
  19. DCS/2.7.18.30348 (x86_64; Windows NT 10.0.22000) Apache AH64 Using the new change seats option in multiplayer. When in CP/G seat storing targets does not work. The lased target is not being stored even though there is confirmation on TADS screen. I have attached a couple of screenshots to illustrate this. In first screenshot you will see the target that I want to lase & store. In second screenshot you will see the confirmation that the target should be stored as T07. After this operation going to TSD screen & COORD I find no reference to T07 in the TARGETS AND THREATS screen. When in single player this works fine and there are no issues with lasing & storing targets. Support ticket has been submitted: #131028 - Change seats to CP/G on multiplayer server Kind regards,
  20. Have been noticing a weird pattern with the apache? Been flying it lately and i decided to test something, as soon as i apply torque and take off the helo has a lot of right roll, it keeps turning to the right for whatever reason. I turned the control indicator on and decided to only apply torque without any HOTAS movement and the apache started turning to the right and doing very weird maneuvers, I'm very sure this isn't realistic and it wasn't like this before the new OB update, is it actually like real life? because i dont see apaches doing right turns this violently during take off. Would love an explanation
  21. Hello! id like to know if we could somehow get anyone to model the AMASE pods onto the wingtips and try removing the ASPI or making a 3D model where the ASPIs are removed, a lot of people would love such a feature/option to use but ED is sticking to an American apache, the AMASE Pod is only being used by the Dutch air force AH-64D and the ASPI is the upwards exhaust which again is only in use by America. Would love an answer to this question.
  22. Like the title says to have the ability to turn the rudder trim off in the special menu like the ka-50 and huey. Helps for people that don't have rudder pedals to easier control the rudder.
  23. Let me get it straight, not everyone owns a warthog and Orion hotas, making small adjustments for AH-64D trim is sometimes hard. With a trim hat just like Mi-24P, we would easily be able to trim very small movements with “not so expensive” sticks, DCS modules are expensive on itself and expecting that we all have nice sticks is kind of a bummer. If you agree with my suggestion it would be nice to make ED add a trim hat (and maybe give an option to enable or disable it in a special setting for realistic users with fancy sticks). Thanks
  24. Hi, I have adapted the random daily mission of the A.R.E.A 18 campaign to be used with the Apache too. In fact now you can select the exact mission you want to play, not only the general type of mission. And this time no installation is required! Although it is not a AH-64D mission "per se", it is very enjoyable with all kind of helos, and particulary with the Apache (attacking enemy comboys, protecting ally comboys...). If you have no clue on how to use the Apache weapons yet, you can play the "Radio menu --> F10 Other --> Attack Helo (A2G) --> JTAC" mission to act as a JTAC with your apache as a good practice on your "hide and seek" techniques ^_^ Campaign intro video: https://www.youtube.com/watch?v=isDh6sr_h7A Campaign link: https://www.digitalcombatsimulator.com/en/files/3321123/ - No instalation required, but some mods are required for better inmersion. - In-mission audio messages and music for better inmersion. - You can choose the type of mission you want to play (A2A, A2G, cargo, etc.). Now you can also choose the particular mission, once you have choosen the mission type - Each time you play the mission, the events during the flight, possition of targets, enemy forces location, etc will be different for a great replayability. - Instructions to play the mission: 1. Once the mission is loaded, choose the VNAO READY ROOM slot. 2. After entering the Ready Room, open the radio menu and select "F10 other" option 3. Select the type of mission and the particular mission, or just choose "Random mission type" to let the game choose for you If you want to fly an Apache Mission, select the type F10 Other --> "Attack Helo (A2G)" --> whatever mission you want (like comboy escort, or comboy attack, etc) 4. Read the mission briefing 5. Click on ESC --> CHOOSE SLOT and select the aircraft you want to play during the mission (AH-64D Apache have cold and hot slots) 6. Play the mission and don't forget to use radio menu "F10 others" for better inmersion and get information. Enjoy!
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