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Found 12 results

  1. Hi Devs. Can you please consider adding a FARP like static but a Runway to be able to place in Mission Editor. Three types would be great. -A dirt Strip with parking -A Marsden Mat Strip with parking (Similair to South Atlantic San Carlos FOB) -A single Bitumen strip capable of taking a fast jet such as M2000C and similar with a small apron. This will enable Mission creators to "hide" expeditionary bases in some of the maps with large open areas such as Syria, Persian Gulf etc.
  2. Please add Beynes Thiverval Airfield. Located about 15km west of Versailles, it has existed since 1930 as a gliding hub and has seen use during the occupation and immediately after the war, being involved in the design and manufacturing of the CAP series of aerobatic airplanes among other things. In terms of the strip itself, it's a 1000*80m grass strip so it would fit most of the warbirds without issue. null https://www.anciens-aerodromes.com/?p=127040 historicaarp.pdf
  3. So this may be an unreasonable ask or may be not too bad depending on how maps are stored/loaded/defined Basic idea is inspired by how the lighting at night changes based on the date, where during wartime the city lights will be off outside wartime they are on I would love to see this idea expanded on and applied to airfields, specifically the ALGs built by allied forces post Normandy landings. The basic(if it can be called that) ask would be to have ALGs either be present or not based on the date of the mission, with ALGs that are not present not just be missing on the F10 view but actually be patched out in the terrain (ideally different terrain mesh etc to simulate that area before construction, but even just removal of the statics and make it all grass would be awesome) The bigger ask would be to let us toggle these airfields in the ME independent of mission date, more control for content creators is always better anyway loving the map but this just seemed like such an awesome improvement if possible to really let us simulate the progression of the invasion.
  4. Spawns at El Arish, parking stall 1-10, will have the AI taxi up the primary runway, across the linkage between the two runways, up runway 34R, and then alllll the way back down the taxiway adjacent to 16L, to runway 16R again where it started, and THEN takes off on 16R. The entire time AI wingman/other AI will also not taxi while one ai is taxiing, resulting in horrible traffic jams VERY quickly. This whole process takes some ~25 minutes for one aircraft to finish a taxi process, to get to the runway end they spawned at.
  5. WEW Lads are looking for new members!!! Aircrafts we fly: F/A-18, F14 Pilot/RIO, F15c, F15e Pilot/WSO, F16, and Mirage 2000. Requirements: Mic, 18+ (we can work 16+, but we will interview you), Be able to purchase maps like Syria/Nevada/Persian Gulf, If you fly F18 or F14 you must have Super Carrier, Be able to show up to missions We Are a NA based Squadron and our op times are at 9pm EST on Wednesdays. We also host Arma ops that correlate to the DCS ops every Thursday at 9pm EST. We do like to have fun and also randomly hold game nights to have fun. If you do wish to join the group keep please the time zone in mind as well as the following rules. Take Missions seriously and don't purposely throw the mission. While we are not a full blown realism unit, we would still qualify us as MilSim. Our playstyle is set up for people who want to fly a realistic campaign in DCS without joining a full blown realism unit. You will be expected to talk on the radio relatively correctly and to take the scenarios seriously. We will not have a rank structure nor a chain of command. Mods are simply around to moderate, not to boss you around. Before joining the Campaign please pick an aircraft you are willing to fully commit to. This should be an aircraft that you are either willing to learn or are already proficient in. This aircraft should also be something that you are willing to fly for the main campaigns in the group. Due to the nature of DCS we would prefer people to stick to an aircraft. That being said, there will be opportunities in fun events/side missions for people to fly other aircraft, as well as different campaigns that may require different aircraft. You will not be allowed to fly in the campaign unless you picked an aircraft ahead of time. Before playing the campaign with us you must complete a check flight. This is not a daunting task and we don't want to fail you. We just want to know that you are confident enough in your airframe to fly in a mission. We require an attendance rate of 2 Ops per month. If you do not meet this rate you will be removed from the group. There are obvious exceptions to this such as family issues/a college class that got scheduled for that time. We are not expecting you to sacrifice your real life for this group, but you joined the group to play, so play. People who have just joined and have not passed their check flight have 1 week to at least attempt a check flight (if no one can do your check flight in that week for some reason an exception will be made) if you do not pass this check flight, the week resets. Once again, we are not expecting you to sacrifice your real life for this group, but you joined to play. Squadron Website: http://www.wew-lads.com/ Squadron Discord: https://discord.gg/gs8HqSRE8w
  6. Airport tall lights (lamps) don't affect in any way the aircraft, which remains obscured. While other light sources like the sun, the moon or even other aircraft landing lights have an effect over the aircraft and cockpit (reflections, shadows, etc.) the airport tall lamps are just illuminating the surrounding area while the aircraft and its cockpit remain dark. Don't know if this has been addressed yet or is being taken care of already. Thanks.
  7. So, one thing I've floated around all over the place, including in a few related topics here in the forums is proper ground handling for the planes in DCS. Now, since all of these topics are scattered, I figured I'd create a more comprehensive list of the various subjects I've seen, and my own personal vision of how I think it would look and feel in the game. 1. Ground Crews When you load in you'll first be greeted by the aircraft ground crew, who are busy with the aircraft making final checks, and then they clear out. When you are ready to start, the marshal will give you the appropriate hand signals to guide you in starting your jet (and letting you know that you are clear to start), he/she will also tell you when ground air/power is hooked up or detached, when the chocks have been removed, and a host of other commands. When you're cleared to taxi out, he'll guide you to the ramp (sometimes with wing-walkers helping), and then salute you as you pass by. These same guys will also greet you when you land and taxi to your designated parking space. The wing-walkers will meet you at the edge of the ramp, and hold up wands marking where the parking space is (or where you enter the parking area), and then walk with the plane until you're lined up with the marshal who will guide you to your stop point. Once you've stopped, he'll give you further instructions depending on the aircraft, such as telling you to shut down (by doing a 'cut' hand signal), and telling you to open the canopy. (this will be especially useful for those using FC3 planes, as you have to be shut down to rearm/refuel) 2. Ground Support Equipment (GSE) On top of the normal ground crews, you'd also see various vehicles running around the base doing their normal activities (including maybe some Easter eggs like the HotShots! baggage cart and some guy roasting a hot-dog), but also when your plane arrives, you will be greeted by several vehicles that will assist the ground crews with doing various tasks. Tugs: In instances where you're needing to be pushed back to leave, a tug will latch onto your plane and push you back to a point where you can taxi out. Repair Crane: When you request a repair, a repair crane (similar to the ones you see on the Carriers) will rush out to you and lift the plane up off the ground while repairs are made. As a bonus, instead of just placing you back down where you were (if on grass obviously), it'll put you back down on the concrete where you can actually taxi away. Fuel and ammo trucks: When you request rearm and refuel, a fuel truck (appropriate for your aircraft, so an F-16 will see a fuel HEMMT while a Mig29 will see a Russian truck), and either an ammo truck or a tug towing ordinance carts will come to your aircraft. When they arrive, they'll park just outside the aircraft "Safety Diamond", and then the refueling and rearming process will begin. If a tug towing the ordinance is what meets you, you'll actually see the weapons you requested being towed. This will include a drum for the gun (if you requested gun ammo), a 'hot box' for flares, and since it exists, a 'hard case' for the Mig21s nuke. These may be things that are optional though, and able to be adjusted in the game settings. For example if you only want to see your ordinance being loaded, just select it, if you want to see everyone's ordinance, you select that option, if you don't want to see any of it, you can select that. (or just select a simplified option, which is just the trucks). Once you're loaded up, the tug and fuel truck will depart back to where they came from and 'despawn' (which will usually be a shed not far from where you parked) Guide vehicles: As some of you know very well, some of the air fields are massive, and if you're not that familiar with them, you may need assistance getting to where you need to go. If this is the case, you can stop on a taxi way, and request a ground vehicle to a specific point (such as to the parking area). At which point, a truck of some sort will come out, lights flashing (or just 'on', this will be an option for those that have epilepsy to turn off), and guide you to where you need to go. Not everyone will need this obviously, and not every airfield will have it (just the bigger ones), but if you do need it, it's an option for you. 3. More options for static objects in the mission editor Aside from all of these things, we should get some more airfield related objects in the mission editor as well, such as jet blast deflectors, sheds, and other assorted items to place down when building our missions to make the airfields feel more alive. Some of the stuff made by the guys behind the VPC airfield objects mod should become something that is part of DCS naturally (if not the actual assets, something akin to them). 4. ATC While I know that a new ATC system is coming, the details haven't quite been fully fleshed out, so here's what I'd like to see. First off, tell us which runway we're cleared to use, and what the weather conditions are when we request clearance to land. Also, like a real world ATC, we should be hearing from multiple members of the ATC crew, one that handles things outside the airfield, one that handles approach/departure, and one that handles ground, unless it's a small airbase/airport in which we may only hear from one or two of such a thing. 5. Renaming the airfields Although a rare thing, it would be nice if we could rename the airfields in the mission editor to reflect certain events, or just to have a different name as needed. For example if during a multi-week campaign one faction captures an airfield, they may choose to rename it, and even if it's something silly, it should be something we should be allowed to do (within reason). So what do you guys think? Would you like to see any of these? Feel free to discuss below.
  8. RAF Sukhumi - Airbase MOD - puts you right in the heart of a modern day RAF fast jet training base right here in Caucasus Map of DCS World. Sitting on the coastline Sukhumi airfield has been extensively upgraded via VPC MOD to host RAF Hawk T1, RAF F-5E, RAF L-39 and RAF F/A-18C squadrons. Use this mission as a base for training or LAUNCH one of two Low Level Training Sorties with a pair of RAF F-5E’s or Hawk T1 via COMMS F10 MENU. Blast off from a foggy, atmospheric sunrise at RAF Sukhumi in this fast and exciting mission - similar to my earlier Low Level Sortie with RAF Tornado - DCS MISSION The F-5E has been used here in DCS as it is similar to the Bae Hawk T2 which is currently used by the RAF to qualify its fast jet pilots before they move onto frontline squadrons and operate aircraft like the EUROFIGHTER TYPHOON or F-35. Take in the amazing lakes, rivers, valleys and mountains of the Caucasus Map in DCS as you maintain formation in this thrilling and exciting low level flying training mission lead by RAF F-5E fast jet trainers. Point to point, tactical, low level aviation and navigation with real comms from your flight lead as he guides you around this awesome route. Visit the local low level flying area AKA The Kutaisi Loop, a series of tight, winding valleys similar to The Mach Loop training area in the UK. This mission gives you a full and enhanced DCS flying experience and includes ON SCREEN MESSAGES, COMMUNICATION MENU ITEMS and CUSTOM PILOT AUDIO WELCOME TO RAF SUKHUMI - Upgrades include... • Upgraded Tower • Squadron apron and hangars • Squadron aircraft and liveries. • Base support vehicles • Fire station • Visiting Aircraft • Cold War Aviation Museum • BUNDLED PDF with links to MODs/skins & install instructions Available Aircraft Slots (Players) • RAF F-5E - 29 Sqn (x4) • RAF L-29C - 208 Sqn (x2) • RAF F/A-18C - XIII Sqn (x3) Support: Single Player and Multiplayer Easy and fun for beginner and pro alike Mission Time: Around 40 mins FEATURES: - HOT START AIRCRAFT - CUSTOM AUDIO FROM LEAD PILOT (229 AM - Pre-tuned in aircraft) WARNING - AUDIO/ON SCREEN MESSAGES!!! Make sure HELMET AUDIO VOLUME is turned up ON-SCREEN MESSAGES and COMMUNICATIONS MENU (F10) USED THROUGHOUT MISSION!!! I will update this mission to iron out any bugs or to add more functionality Cheers and all the best for the holidays Stevie Thanks
  9. Hi ED, With ground crew being an area that's going to be worked on, would it be feasible to implement arm-disarm pads for airfields, FOB's and FARP's? Whether they are set locations on airfields, or users can place them in the mission editor? This would add another degree of realism and tie into the ground crew functionality you are currently working on. It could also be selected as a tick box in missions if Arm-Disarm Pads are required or not. It would mean players would need to taxi to the pads prior to departure to have their weapons armed, and safe any unused weapons on return to an aerodrome. It would be great if scripting and animations occurred where ground crew approach and arm the weapons, but I appreciate this would be a rather intensive task; it could just entail groundcrew taxing you onto the pad, instructing you to hold, your weapons are armed, and they simply shoo you on your merry way. EOR pads could be implemented as well, but I don't think there's much of an argument or game improving mechanic for them. Interested on your thoughts on this, and if there's any interest from the community to adding this. Appreciate this is niche, but thought it would make a cool little game mechanic considering DCS World's realism aims. Note: the attachment is from publicly available information https://buildingcriteria1.tpub.com/ufc_3_260_01/index.htm
  10. This was a commonly used aircraft shelter type used in dispersal areas of Luftwaffe airfields. I'd expect to see it in Normandy 2.0, or at least a place-able asset of it through the mission editor. This was used on about half of the airfields used by the Luftwaffe, it's a MUST-have for Normandy 2.0. This is from page 314 of the JG26 War Diaries (part 2)null
  11. Destroying the ammunition warehouses on airfields does not seem to affect bomb count or gun loading. Upon destroying all ammunition storage warehouses on an airfield, aircraft spawning in will still be fully loaded with ammunition, and be able to load bombs, weapons and other ordinance. On a positive note however, destroying the fuel storage will work correctly, and the aircraft will not be fueled or be able to be fueled. ammunition supply bug.trk ammunition supply bug2.trk
  12. I've been following the progression of the DCS Normandy 2.0 expansion and the obvious excitement that goes along with it. With regards to the aerodromes on the map I am aware that there are going to be many more airfields to come as the map gets closer to completion but as of yet there is no mention to be seen or heard of this airfield. The reasons are numerous, firstly its a personal connection as I and my parents have lived in and the vicinity, although that's not a solid reason. RAF Hornchurch (which prior to WWII was a RFC aerodrome known as Sutton's Farm), alongside Biggin Hill, played a hugely vital role in the defence of London as it was the front line for the Luftwaffe's bombing raids. The airfield lived its prime during WWII when it was home to many well known squadrons such as 64sqn, 54sqn, 603 sqn, 74sqn and 222sqn to name a few. The most famous Spitfire flying today is MH434, which lived at Hornhurch, the MKII, P7350 was also based at Hornchurch, the list goes on how much went through Hornchurch but come 1962, the Air Ministry rendered it surplus to requirements and sold the land. Following the years after, the former airfield went through its brutal death of flattening and then gravel extracting which has made the airfield near unrecognisable today aside from a few structures here and there with the largest of those being the single dispersal pen being used as a car park to Hornchurch Country Park. Recently a museum has emerged to help preserve the history of the once great airfield while more of the physical airfield slowly disappears from memory as well as the visitor center which also represents some of the history there. In the digital world, RAF Hornchurch has had a couple attempts at being represented, namely IL-2 1946 (as a mod) and FSX (as a mod), so I feel it is only right for DCS to fill that spot to accurately represent the airfield and the surroundings obviously in its latter appearance in 1944. I imagine it will be a difficult task with the limited reference available however I will add photos and site plans (plus links) to assist. Should this get considered, however long it may be, many hours of flying will be made and I will have a strong heart for this community, apologies for the begging. Currently on the Normandy 2.0 map, the location of Hornchurch has a loose resemblance and there are clearly some modern day road layouts visible but as it is beta this is subject to change I imagine. Here are some pictures for your viewing plus a link to a half hour silent film of the airfield in 1942 https://player.bfi.org.uk/free/film/watch-64-squadron-at-raf-station-hornchurch-1942-online I most gratefully hope to see this airfield added to the map at some stage to be the best representation of it to date as Im already most impressed with the current airfields as they appear currently. Thank you
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