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  1. Strategic DCS is a relatively new (under 1 year old, built from the ground up) server that has spent our time with little advertising as we continued to test theories, trying various mechanics (removing and tweaking many that didn't work out as envisioned!) and ultimately polishing the product to a place we were happy with to invite more users to experience it. Our focus has been to find that balance between fun and rewarding without resorting to having too many chore tasks impacting those with limited time to play and our focus on personal impact over coalition wide punishments. Find Us: Server Name: SDCS | strategic-dcs.com | Persistent Dynamic CA Campaign Server IP: dcs.strategic-dcs.com / 46.4.114.80 Unique Features, What makes us different: Real Time, dynamic FARP placement Obtain a base crate from an existing Airbase / FARP with shelter and load into your Plane, utility chopper, or even truck Place this in a suitable location (green filled triangle on F10 map) and unpack! Immediately be able select the location from the slot list, and spawn at the exact location! Exclusive Player JTAC Capabilities Help your buddies out; By flying a mi8, huey, or gazelle you can spot enemy units, and automatically update nearby helicopters for highly effective hunter-killer sorties Anti Tree Technology We know how frustrating finding player controlled units deep in the forests, especially on caucasus can be. We have developed a solution to prevent this by automatically notifying and de-spawning units that head too deep into forests - you won't need to spend hours trying to bomb impenetrable trees! Take a look at our Caucasus deep forest map: (red = deep, orange = shallow, purple = road, allowing us to place mobile units in the treeline along roads, but static objects like shelters not in the trees, and never too deep they're unstoppable and tedious to find!) Even more detailed option (still scaled down from 29,000x16,000px) : https://strategic-dcs.com/storage/caucasus_overlay.jpg AutoGCI Not every module has decent Data Link, not everyone is on comm (Discord / SRS Primarily). Our AutoGCI updates you every 30s (or as requested) known threats collected from E2, Radars, and even line of sight from ground units, with all calculations occurring outside of DCS so we can ensure we maintain optimal performance within the game environment Don't Panic! We care about our rotary pilots, and you have opportunity to remain hidden! (see our wiki) Chat Commands / Discord We love looking at ways to enhance collaboration, discord based Situation Reports channel to provide players with the current objectives when they spawn along with in game chat commands to create map markers, and push the targets to coalition-locked discord channels - no more searching for the target your TPod has on the F10 map, just use the coordinates! -target N 26 46.104 E 055 51.798 -- MBT This will place the marker on the map on the correct location and dispatch to discord! General Features Player controlled ground war! We grant full TacCom access to all players. The majority of units player ordered from factories using Map Markers and flown by AI flights, or loaded and flown by players themselves. Every unit life matters, and the ability of ground force commanders to control the sings of combat offer significant advantages - do you push from the ground? focus on clearing from the air with reduced ground force ? Your coalition has full control over your strategy. We have a global Resource Point cap, but the freedom to chose how to spend those resource points to focus on any particular asset type and the risks that come with should they die (A large battle may see your strength reduced for some time as resource points regenerate) Live Map and detailed stats We collect a lot of stats, every flight, how far you traveled, how many shots you took during each leg of a flight etc. are almost out your fingertips. Whilst the stats website is new, the front end, API, and even a database dump with real data is available to allow our community to update and submit pull requests to increase coverage and get access to anything you want (or request we add to the DB!) Splash Damage We make use of FrozenDroid/Grimm's fantastic Splash Damage script to ensure dumb bombs remain practical Tacview Whilst we do not run Tacview on the server, we do generate tacview compatible ACMI files from our engine outside of DCS. This allows us to have even more information in our tacview files without incurring the high lua CPU usage that an embedded tacview generator causes. This includes player markers, JTAC markers, if you were detected by AutoGCI or not and player chat and even which player was driving a specific vehicle at any time! Ultimately, this allows us to use tacview as an interactive log for both to help assist players. At the end of each campaign these are made available to download (Soon the stats kills/deaths page will have a link to the download the tacview associated with the kill/death without you having to navigate to it yourself) Checkout last campaigns data here: https://strategic-dcs.com/tacview/2024-03-25-1638-Syria2/ Map Rotation: Currently we operate: Caucasus -> PG -> Syria -> Caucasus Inverted -> PG Inverted -> Syria Inverted Our Inverted campaigns are where the starting locations are swapped, ensuring another source of variation every campaign. Module Layout We understand module layout is a contentious subject, and we have to try and find a compromise to avoid one side stacks that push us into a PvE server. Our community so far has been keen on each side having it's own identity and strengths and weaknesses. From the ground war, it's mostly west (Patriot, Hawk. etc) vs east (SA10, SA11) but on the air side this is not really possible. For more information please see: https://wiki.strategic-dcs.com/en/home Community Driven We are strong believers of taking a community driven approach; whilst we will never be the one and only for everyone, we do try our best to encourage discussion, take criticism (particularly when constructive!) about things that are working well, more so what doesn't work so well, and most of all feedback as to how we can improve, and develop in the direction the community wishes to go. Documentation An up to date wiki with all features and capabilities can be found: https://wiki.strategic-dcs.com Credits Like all projects, we build upon the knowledge and products of many others that should be acknowledged; In particular, we make extensive use of DCS gRPC for all communication between DCS and our "engine" that handles all our mission logic outside DCS. This, coupled with PyDCS ensures we save a huge amount of time in maintaining our mission files themselves that clients download to manage our aircraft spawn positions, skins, options, laser codes and more all from a config file. Contact Us Please, feel free to join our discord: https://wiki.strategic-dcs.com/discord or feel free to reach out via PM here or on discord (martin.co) for any specific questions you may have
  2. When I act as a JTAC and look through the binocular, I expect that smoke appears at the middle of the cross-hair (there is no wind in the mission) and that smoke does not stay forever. However, smoke appears to the left of the cross-hair center (see screenshot) and smoke seems to stay forever. At least for 2 hours. Is my expectation wrong, or is this a bug?
  3. Hello all, On New Year's day I quietly released a multiplayer sandbox mission for the Mi-24 and other period Soviet aircraft. One week later and with almost 50 downloads and no complaints I am now feeling confident enough to announce it officially. The mission is a sandbox set in a fictional province of Afghanistan in October 1986. Most of the helicopters are based out of FOB 979, a remote base housing a battalion of airborne infantry. The helicopter detachment has been tasked with supplying and supporting the battalion and surrounding outposts in their operations. Players can patrol the 60x120km AO for any of the thousand-plus Mujahideen units. The vast majority of enemy units are infantry and technicals, though MANPADS are an increasing threat. Each is hand-placed and on a randomized spawn tied to a spawning system optimized for best performance. They are mostly hidden in towns but some can be found patrolling the roads or cleverly positioned on hilltops. I made a deliberate attempt to balance the mission mostly on realism, so if you are used to soloing objectives or carelessly flying around you will probably have a bad time. I think it will still be a refreshing change for people used to playing on servers with advanced SAMs and enemy air activity. In addition to patrolling the AO you can take part in one of the dozen tasks available through the F10 menu. Most of these will require one or more friends in the Mi-8 and additional Mi-24s to accomplish successfully. This mission is in beta because I do not have enough wingmen to test all of them, though I have extensively and repetitively reviewed each of their triggers. In addition to the Mi-8 and Mi-24 slots the mission also includes slots for the MiG-21, Su-25, L-39 and Combined Arms. If this sounds interesting, check out the linked mission and read the briefing to learn more. Enjoy! If you have feedback on the mission and want to make suggestions for further development please use this form. If you don't have a wingman or someone to share the cabin with, comment here, check out Hoggit, the Wingman Finder subreddit or the Wingman Finder discord server. This is a MULTIPLAYER-ONLY mission. Attempting to run it in singleplayer will not work.
  4. To whom it may concern, this is reporting – not complaining. After last stable update (DCS 2.9.1.48335) I experienced a different behaviour of vehicles when driving curves. Till update vehicles made quite smooth turns – depending on speed and terrain. Now – according to my impression – vehicles are stuttering / shaking around the vertical axis when turning. From driver position or external view it looks like a stuttering like low FPS. But there is no FPS impact. It is like something hits the side of the vehicle in high frequency to force it into a turn. It is not seen through roof mounted scope. In my experience it not only occurs when gun stabilisation is enabled – it just makes it more obvious. Could there be a change in some kind of buffer in moment of inertia on z-axis behaviour? I sent a ticket to ED. After vanilla restart, changed HIDs, recalibrated axis settings, repair process – nothing changed. In the end the suggestion of Mike (ED) was to post it in the forums: We recommend that you write about the problem on our forum, our testers will check it and inform the programming team if necessary: Here we are. 4 tracks are attached. Thanks in advance to anyone with a good idea. NEW TEST SHIVER1.trk NEW TEST SHIVER2.trk NEW TEST SHIVER3.trk NEW TEST SHIVER4.trk
  5. First-off this touches on a variety of combined arms and core game elements, so i opted to stick it here if it would be better in the CA section or elsewhere please move it or let me know and ill re-post there. Ok now that's out of the way, I have been working on some scripting to try and improve the Combined Arms experience, in doing so I have been looking at gameplay and general immersion, I have written two core scripts that improve these aspects (in my opinion) and I would like to ask for one of them to serve as a 'proof of concept' for what I would love to see added to Combined Arms specifically However in the shorter term there are some much simpler asks that are a mix of new functionality and bug fixes that will allow for my demo scripts to be greatly enhanced, and by extensions similar scripting options that can add a lot to a mission. So the two features are: CREW COMMANDS: This is a mix of immersion and better situational awareness, lets the player benefit from magic AI vision and just generally get help finding their targets. Inspired by GHPC (and my own armoured experience) this generates calls to targets instructing the player of the target type and guiding them to the target with traverse calls. The version in the attached demo miz is still what I would call indev, has some edgecase issues and target prioritization is very basic at the moment and could use a few more features (radio items to adjust priority of targets and shut it up etc), but its stable and I think quite a bit better than the current vanilla experience. Note a few vehicles (mostly modern ones) will call "Target Cease Fire" when you kill a target but i don't remember hearing any other commands/callouts VEHICLE ACCURACY: This topic has been done to death in discord etc but the other big script feature in the demo miz is my stormtrooper function, basically it aims enemies manually using fire at point, in the demo miz this unfortunately manifests as them mostly ignoring the player entirely until the player is the only one they can see, once you get too close it (currently) makes the player visible so they will engage naturally. The primary issues here stem from a few bugs that severely limit how much it can be used, when it does fully work its a good way to have decent volume of fire without the players being instantly killed. ALL THE WISHES: So what would I love to see added beyond a full crew command system ... Each title is hyperlinked to a related thread Unit Description Enhancements: This will allow both crew commands and things like stormtrooper to function better, having quick programmatic access to the rough max range a unit can shoot will generally simplify a lot of potential scripts well beyond what I have mentioned here Fire at Point Options: This would enable much finer control over the AI in DCS, being able to specify to any increased degree the weapons units should use when given fire at point (or attack unit/group), and being able to shortcut the aim delay would enable simulating a lot more tactical scenarios easily AI LOS Respect Trees: I'm linking a bug report on this issue, but basically would love to see AI detection factor in foliage and forests for obvious reasons Ground Unit Follow Command: Pretty simple, for some scripting due to the nature of things like ROEs, Alert State, and invis/immortal etc being group-wide its often necessary to use individual units (1 unit groups) for certain effects to be feasible, but them moving them around together is a nightmare, a simple follow command would help immensely. This would also be great in normal mission making, allowing 2 groups to move together easily before splitting up at some point Dead Vehicle Fire/Smoke Randomization: Would love to see just some randomness here so they dont all always spawn the exact-same size fire and smoke effect Ok so these next ones I have heard rumours are tracked internally already but im not sure.... LUA LOS Access: Allow us to check LOS between 2 points using whatever the back end method of doing so is (expose it through lua), somethign that factors in buildings etc instead of the current land.isVisible() which only considers the ground. Get Detected Targets/Is Target Detected: Change to Return detected units that are of the same or neutral coalition instead of just "enemies", same for is detected, allow us to query if a specific unit has detected another regardless of coalition. BUGS: Ok Final thing before I talk demo mission, there are a variety of bugs that are really directly hindering the ability to accomplish some really interesting effects (can tell you without these both my above-mentioned scripts would be a lot better) or generally hurting CA gameplay a lot, Some of these are fully reported, some not yet acknowledged but id like to highlight them: Restrict Target breaks Fire at Point: Cant stop units from shooting at the air or the ground whichever if I plan to use any fire at points Fire at Point vs ROEs: This one is a major pain and why I need to have the players be invis or neutral or have the enemies neutral to use stormtrooper scripts, as it stands if you give a fire at point, regardless of their ROEs they will immediately ignore the fire at point to engage any valid target they have detected and is in range Aiming in CA has some issues: Makes aiming at close range a nightmare at times Tank Engagement Range: Pretty obvious why this would impact CA stuff I think Infantry Chickens: Running like their heads cut off, makes them hard to include if the players will be looking at them for any amount of time Sherman FF HE shells: They dont explode, less important than the issues above but worth mentioning (the standard sherman's shells do explode) DEMO TIME: Ok Thanks for reading, ive been enjoying using LUA to force DCS to do interesting things, and used it a lot to enable experiences that cant exist without it, sometimes its to make something that should someday hopefully end up in the base-game, other times not so much but either way it can suck when a weird bug renders something impossible or overly complicated. Please check out the demo miz ive attached: DesertFox_demo_nomods.miz(its on Sinai and will require the WW2 asset pack) This has just a single blue JTAC/Operator slot, grab that, let the miz run atleast 2 seconds and then there are a handful of shermans called driveme that are in singleton groups with the rest of the shermans and drive (or feel free to advance time until the shermans are making contact with the enemy) Regardless play until you've faced off against the enemy tanks and please remember this meant to be a proof of concept, this is not meant to be a completed mission, feel free to reach out if you want more info on the scripts I am always happy to share.
  6. When I don't have Track-IR booted up when I load in DCS, I am unable to move my camera at all when using Ground Forces with my mouse. Is there a fix for this or does anyone know why? I have no idea why this happens and I really want to fix this issue.
  7. What it currently looks like in a vehicle. No amount of tweaking can make this look like anything decent or even remotely resembling a modern-day MBT's thermal imaging package. And what's up with our binoculars now? There was a very brief period where we had decent thermals for vehicles but that time has long passed. We've been stuck with this for ages! It's awful and un-usable!
  8. I am Gabriel, I got to DCS because of Combined Arms, I lost my friends to fly with and have fun missions together with them in the air and me on the ground and sold my HOTAS as a consequence. I need a squadron that makes missions with Combined Arms and has the patience to teach me again how to fly the F-15C and the A-10A or maybe other planes in the FC3 bundle when I get a new HOTAS
  9. Why are the SA-10 search radars so underperforming compared to the Patriot search radar? According to the DCS encyclopedia, the SA-10 5N66M has a maximum detection range of 120/90 km... but in-game it's more like 60 km and the 64H6E Big Bird has a detection range of 300 km in the encyclopedia, again only 170 km like in-game Patriot AN/MPQ-53
  10. I would really like to be able to use the Reaper for spotting and lasing targets as a FAC-A. Currently in combined arms I can only use the ground vehicles. The Reaper already has all of that functionality as far as tasking usage, why not make it playable for FAC-A's? This could really add a lot of value to missions. Thanks.
  11. is this a bug or correct as it is ?
  12. Hey all and Devs. So my TOP desire for DCS would be a First person module/standard feature. (I love jets but a full theatre of war would be awesome) Before some people come here and say that its a flight sim and not another Call of Duty, let me explain why. 1. First person module is not 'difficult' to make in comparison to an entire flight physics model for a heli or jet. I have no idea what would be technically involved in getting the DCS world engine to work with first person, human physics and animation but for now I would assume that it is possible at least. 2. First person (shooter) is more popular than an extremely detailed flight sim. Its easy to get into without needing to study an entire manual. This alone would generate much more revenue for ED (very quickly) and allow them to make even more jets/maps/modules and expand the company. Heck, you could charge $10 (Super cheap) for a first person module and you'd see player numbers rise incredibly. That alone would get more people interested in the other jets and things. 3. Imagine how cool it would be to play on the ground, knowing about the crazy jets and helis above. Coolness factor would be unbelievable. 4. The big thing about first person is animation and modelling of weapons (Yes I know there is more to it but these are the major things). Now, I'd say that both the models and animations can be bought from other studios and touched up to DCS standard. The amount of time and money spent on developing in-house assets for this wouldnt be worth it in comparion to just buying it. There are hundreds of games and studios who have made these assets, no need to reinvent every wheel. So time investment wouldn't be a major concern and monetary investment could be recovered very quickly. 5. Combined arms already exists.... So, let me hit E on that tank and hop in. 6. It's called Digital combat simulator. Not Digital Flight Simulator. Its mean to simulate ALL combat, so why not add the easiest form of combat? I'm sure I can sit and think of more reasons but Im sure you get what Im saying. If a dev could give a comment on this, that would be great! Also, understand that Im not saying "DO IT NOW! GIMMIE FPS!!!" Things dont happen instantly... so please ED, do consider this idea. Let me know what you all think?
  13. In case you don't see it....I'm aiming DIRECTLY at a tank. A tank with absolutely ZERO thermal signature. Regardless of when it last ran its engine, a vehicle like this would absolutely have a thermal signature. From sitting in the sun, alone, it would gather heat. I really hope we can get proper thermal imagers one day. Thermal imaging and fire control systems are the cornerstone of modern MBTs.
  14. SA-17 Search Callout As the title says, the SNOW DRIFT appears to be listed under the SA-11 and SA-17 in the Apache RWR database. Seems to indicate we may be getting an SA-17 at some point, which would be a significant improvement over the SA-11. SA-17 Details
  15. Hey there ive been searching for awhile now and been scanning for a landing craft that can carry tanks or troops to shore, i see there are mods out there but i cannot seem to find them. i would love a LCAC mod but i cannot i find any that are available? thanks in advance!!!
  16. Все знают, что в ВР можно использовать модуль "Огневой Рубеж" (далее ОР) лишь частично. Насколько я понимаю по собственному опыту попыток использования модуля с ВР, проблема кроется исключительно в реализации прицелов. Что сейчас мешает всё-таки взяться за модуль и допилить? По сути, это уже реализовано в рамках модуля Ми-24П, неужели сложно портировать это в ОР? Сейчас модуль по сути является огромным недоделом в этом плане. Достаньте его, пожалуйста, с дальней полки, а то как-то не очень серьёзно выходит с системой вечных "бэт" и забиваний на модули. А он вроде ведь как родной "ЕДшный". Тем более, что наличие указания на неподдерживания ВР наверняка останавливает часть потенциальных покупателей модуля. По-моему, зря вы на него подзабили, у модуля огромнейший потенциал при достойной реализации.
  17. In real life the M1A2 has multiple zoom levels - in game we only have two (3x and 10x) Zoom Levels 3x 6x 13x 25x 50x
  18. Hi all Here is a simple dismount script for ground units in DCS. I really like the potential of Combined Arms and wanted to make APC's more useful and similar to how they work in the Wargame series by Eugen. I was 50% successful.. With this, Transports can be preloaded with infantry compositions in the mission editor and dismount their troops at any time during the battle via the f10 menu. Some use cases could be transporting infantry groups to clear out towns or forests, establish a defensive line, transport MANPADS to strategic locations and so on. It would even be possible to use it for transporting armor and logistics via aircraft. Setup consists of loading MIST and the script at mission start, and making a radio (f10) item calling the dismount function with a transport group name. Detailed explanation how to set up is given in the script, and there is also a demo mission for examples of use. It requires the Mission Scripting Tools (MIST), so you need to read up on how to load that in your mission. I would have liked to make infantry loading during mission possible as well, but that is a bit beyond my LUA skills unfortunately.. dismountScript01.lua zz_scriptTemplate_dismount.miz
  19. DISREGARD I was messing around randomly trying things and I noticed that the year was set to 2016. Then I remembered that SCUDS were a big deal during the Gulf War in 1991, so I switched the year and that gave me the option to add them. I can delete this post if the admins want. ### Hello everyone, I just installed Combined Arms into the latest version of DCS. I see existing available Combined Arms missions but I don't see any way to add units (a SCUD for instance) to my own missions. I watched a video and it seems there should be a "missiles" category in the ground units section, but I don't have that. I haven't tried any other kinds of units. Am I misunderstanding what Combined Arms is supposed to allow me to do? Is it just that I haven't found the right way to do it? Am I experiencing a bug? I did a search here in the forums and ended up with a thousand returns spread over 40 pages, so if the answer is in there and I didn't spot it I apologize. Can anyone help? Dave
  20. Would be nice to be able to link/unlink (group/break group) deployed ground units, into a single group after deployed, while in the mission. When transporting ground forces, every piece of equipment is a group. Setting route for each individual unit is aggravating when they're all going to the same point. And, they usually get separated really bad, you have to adjust all of their speeds to keep ammo and slower units close together, etc.
  21. Let's be honest. Combined Arms sucks right now. But I love it. JTAC-ing and acting as a FAC is my lifeblood when I'm not in the air myself. There's a certain level of creativity and natural discovery when you're on the ground where you're not normally at. Plus, there's so much more you can find on a map rather than 32k feet in the air. It's just so much fun to have something not too ground intensive as Arma or Squad while keeping the same basic functions of ground forces while utilizing the amazing flight engine in DCS to enhance the experience of the pilots in the air. However, that's where things start to go wrong. Vehicles drive weirdly, some of their vehicles are less than optimal, not as many things are drivable(notably for me, URALs and Rearm/Refueling trucks. Being able to deploy ground troops from a truck rather than only from a helo is something I think CA is really missing. For the R/R trucks it would be awesome to be able to setup mini-FARPs from the ground), and the F10 UI could use a massive revamp as it is not intuitive for your average user(aka yours truly). With those problems in mind, I think it may be time to take another look at re-doing CA. From what Steam is telling me, CA was released May 31, 2012. 10 Years! Off the top of my head, from the time CA was around the A-10, M2000(not sure if this existed around 2012), Ka-50, and a few others were around and all of those have been revamped(A-10CII, M2000 has been vastly changed and updated including the recent HUD vector graphics and TAF systems, and the Ka-50 went from BS1 to BS2 and they're already getting close to BS3 completion). Especially with the A-10 and Ka-50 the A-10C was updated until they did the CII which is somewhat revamped. The Ka-50 is about to be on its 3rd iteration! Is it too much to ask to finally update, revamp, redo, or just re-beautify Combined Arms to the next level? If I understand the non-CA community, one of the main things that is keeping them from the module is mainly the UI, limited availability in MP, and general disinterest. It is my belief a lot of these can be fixed if there was a revamped CA. A simpler UI, better vehicle movement physics, and generally make it more accessible for the end user. If this can be changed I think the general public(and notably MP server owners) will be more welcome to the module and will allow for a better experience for everyone. I went a bit ranty, and it's a lot of the same "just make it better" talk, but I seriously think it's worth it. If we can make a CA2 with a trailer as good as the OG CA, my life will be complete. That video was sick! (Combined Arms Video for Reference) TL;DR: CA has a lot of potential, and with so many other modules getting redone I feel CA deserves to be redone to make it the best module it can be. Smooth skies, Mordant
  22. SUBMARINE HUNT MISSION MARIANAS MAP Hunt down a soviet submarine spawned randomly in an area. Use S-3 Viking with COMBINED ARMS module commands. Audio detection sounds + ( buoys in water + help from other ships popping flares to help locate ennemy) Try to score 100 points maximum Avoid losing ships from ennemy sub attack. Use as less torpedoes as possible to score max points. INSTALL : ---------- ***************************** On my PC the files go here : ***************************** the Mission file *.miz = C:\Users\Pc\Saved Games\DCS.openbeta\Missions the FAKE SUBMARINE PEDRO folder = C:\Users\Pc\Saved Games\DCS.openbeta\Mods\tech Explain/Showcase Video : DOWNLOAD : -------------------------------------------------------------------------------------------------------------------------------------- IF YOU WANT THE FRIENDLY SUB AS USS LOS ANGELES : https://www.dropbox.com/s/a6rbxltnyristmp/USS%20Los%20Angeles%20SSN-688I.zip?dl=0 --------------------------------------------------------------------------------------------------------------------------------------- I suppose you dont need to OWN the super carrier module to have it used by IA but just in case, I made several versions of the mission; --------------------------------------------------------------------------------------------------------------------------------------- this version requires NO MODULES AT ALL, so JUST COMBINED ARMS no mod sub n super carrier https://www.dropbox.com/s/65h0681zyk36mhu/PEDRO%20TEST%20___%5E____%20%20SUB%20HUNT%201.0%20NO%20Mods%20SUB%20n%20SUPERCARRIER.rar?dl=0 ----------------------------------------------------------------------------------------------------------------------------------------- This version uses SUPER CARRIER and Stock game TYPE 93 Submarine to simulate USN friendly Submarine super carrier but no usn sub https://www.dropbox.com/s/6to8s0dmyetyxnt/PEDRO%20TEST%20___%5E____%20%20SUB%20HUNT%201.0%20SuperCarrier%20But%20No%20USNSUB.rar?dl=0 ------------------------------------------------------------------------------------------------------------------------------------------- This version uses SUPER CARRIER AND USS LOS ANGELES submarine super carrrier and uss los angeles https://www.dropbox.com/s/x5v1qtai1nrwn18/PEDRO TEST ___^____ SUB HUNT 1.0.rar?dl=0 Have fun....
  23. DCS OpenBeta 2.7.7 Server IP: 144.217.252.42:10308 SRS: 144.217.252.42:5002 LotAtc: Request Access Tacview: Request Access General Server Idea What we wanted to bring to the DCS community is a server that will be persistent, hardcore, and fun. While we are mainly Rotary wing focused, this does not mean we do not like the fixed-wing airframes. Helping other players in building FARP, units, and capturing airfields is a very important part of our server. Discord<<Click me Situation Israel and Syria have been in conflict for thousands of years. Since 2022, After the ceasefire ordered by the Council of nations, Syria Has spent the last 20 years gearing up for war. Syria and the Council of Nations are not willing to allow the dictatorship to have such a large arsenal. The border needs to be reinforced to protect Israel from a possible Syrian Invasion. Once the border is reinforced, we can start the push into Syria to remove the dictator from power. Damascus is heavily reinforced by his followers. Destroy factories and airfields. Frequencies can be found in your kneeboard. There are Easter Eggs in this server mission. Good luck finding them! Game Plan Reinforce the front line(indicated on map) Push the Syrian forces from the border Move into Syria and capture the Factories, Airfields, and strategic points Dwindle the Syrian forces until the supply is low enough for an attack on Damascus Assassinate the Dictator Persistence This server is persistent, constantly evolving campaign. What this means is, everything you do is kept on the server after a restart. Supply There is a finite amount of supply for both Syria and Israel. This means if you take off in a helicopter or a jet, and loose the aircraft that will no longer be in the supply However, there are factories across the map for resupply of Airframes, Fuel, Munitions, and troops. Don't forget that you will need to resupply the airfields and FARPS with the required munitions. Statistics We save stats on the server, that includes but not limited to; Flight hours Kills Deaths Weapons Specifics AI specifics Rules Be kind.... Work together No trolling No Teamkilling Combined Arms Yes! We love combined arms users! If you would like to have the ability to have a combined arms slot, do not hesitate to ask! We keep the slots limited to users who are on the discord and have some form of reputation with Gracey's Village. This keeps trolls, and griefing to a minimum Weather The weather is a slightly bumpy, and chilly light overcast. The time starts at 730 am(first run) and continues through the night into the next day. Weather can change overtime.
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