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  1. DCS: Iraq and DCS: Iraq North are now available for Early Access. The DCS: Iraq map will initially launch with a meticulously detailed model of the Northern region, delivering an unmatched combat flight simulation experience covering in excess of 320’000 km2. This diverse map spans from the vibrant cityscape of Baghdad to the vast desert areas, which were key battlegrounds during the War on Terror and the conflict with ISIS. To the east is the Zagros mountain range between Iraq and Iran. Following the Northern region's release, the Southern region will be introduced. Players will have the flexibility to purchase the entire map which spans a whopping 1’800’000 km2 or select and purchase specific regions of interest. You can purchase the full map of DCS: Iraq with a special 20% discount at $55.99 during early access. In addition to offering the whole map as one purchase, and given the immense size of the territory, we have also divided the map into two regions each available as individual purchases: DCS: Iraq North and DCS: Iraq South. Each regional map gives you access to the entire Iraq map but grants the highest level of detail for that region only. The Northern region, being the most complete at launch, will be released first. You can purchase DCS: Iraq North today for $39.99. DCS: Iraq South will also be available as a separate purchase upon release, though no pre-purchase option will be offered. To gain full access to both regions at launch and secure the best price, we recommend purchasing DCS: Iraq during the pre-purchase phase. A purchase of DCS: Iraq North makes the entire map flyable in single-player and multiplayer, but only this region will be at the highest level of detail once the map is complete. This FAQ should answer the most common questions you may have. Early Access Known Issues and Development As with all early access products Iraq gives you access to the map as it develops, as such some items are still being worked on and developed. The following items are work that is ongoing or will be delivered during Early Access: Hand-crafted terrain around airfields and POI (points of interest). More unique models specific to the region Tuning of draw distances and object LODs Addition POIs, including but not limited, Oil Processing Plants, Power Infrastructure, Hospitals, etc Improved Roads and Road Networks, including bridges and waterways Some Airfield parking and/or layouts may change or be adjusted I Want the Whole Map in Higher Detail Excellent! Nothing changes for you and this will be like every map you have bought in the past. You need to purchase DCS: Iraq. This will give you access to the whole map, but only the north-central region will be in high detail and the other will be in low detail. Once the Southern region is ready, you will see this in more detail. Why Is the Map Available As Individual Sections? Please understand that this is one map, and you can buy the whole map in exactly the same way as you can with any other map. If you buy DCS: Iraq, you will have the whole map in high detail once each region is complete. However, if you do not want the whole map and are only interested in a specific region, you have the option to buy only that region. If you do this, you will still have access to the whole map, but only the region you wanted will be in high detail, and the other regions will be in low detail. The reasons for offering the split regions are: It allows a lower entry price if users want to fly to only one region. Everyone is able to fly this immense map sooner. The regions of the map are being completed in stages with the north-central ready first, then the southern. If we waited until the whole map was ready in high detail the Early Access release date would be later. What Does DCS: Iraq Offer? (UPDATED) The Iraq map covers areas involved in some of the largest military events of the past 25+ years. It features highly detailed cities and locations such as Baghdad, Kirkuk, Basrah, Amarah, and the Shatt al-Arab waterways, among others. In these regions, you’ll find over 30 meticulously modelled airbases, including Al Asad, Balad, and Baghdad International to name a few. Significant efforts have been made to enable the recreation of major conflicts like Operation Desert Storm, Operation Iraqi Freedom, and the War on Terror. High-resolution satellite imagery has been used to create authentic terrain textures, while aerial imagery enhances the accuracy of specific areas. Special attention is given to detailing terrain features, including rivers, roads, vegetation, rocks, ground clutter, and geological formations. The map presents a modern representation of Iraq and has been developed to offer gameplay that spans the many eras of combat in the region. Based on customer feedback we have decided to add the following airfields to the current development plan: Kuwait Ali Al Salem Airfield Ahmad al-Jaber Airfield Bahrain Sakhir Airfield Riffa Airfield Qatar Al Udeid Airfield Dukhan/Tamim Airfield Planned Iraq North Features during Early Access: H2 and H3 airbases to support Operations Desert Storm and Iraqi Freedom Improved roads Haditha and Mosul dams Oil fields Continued refinement of 3D object placement to ground texture The map below shows each available option for purchase for DCS: Iraq. For the full version of DCS: Iraq you will receive the entire red area, with the higher detailed blue and green areas as well. (The red area outside the green and blue areas will be in lower detail.) For the DCS: Iraq North you will receive the entire red area with the higher detailed blue area. (the green area will be low detail with this option) For DCS: Iraq South you will receive the entire red area with the higher detailed green area. (the blue area will be low detail with this option) The regions have been divided to maximize gameplay and re-enactment potential. Each region offers an exceptional level of detail, featuring highly detailed terrain textures, elevation mesh, an intricate road network, enhanced cityscapes, and meticulously crafted airfields. You'll also find unique objects, cultural monuments, and improved textures for various buildings, vegetation, and static vehicles, all contributing to an immersive experience. DCS: Iraq (total) Area: 1820000 sq km* 31 Unique highly detailed airfields DCS: Iraq North Detail Area: 321750 sq km* 17 Unique highly detailed airfields ( 13 at early access start, airfields marked in orange to come during development ) DCS: Iraq South Detail Area: 491550 sq km* 14 Unique highly detailed airfields *Note the map size area can change during development. The highest level of detail for each region is available only with the purchase of the individual region products (North and South) or with the complete DCS: Iraq package. Any region that hasn’t been purchased will still be flyable, but it will display a lower level of detail. Please note that the difference between low and high-resolution areas will be similar to what we have in the DCS: Afghanistan. Remember, even if you purchase only one region, you'll still be able to play online across the entire map with your friends and on your favourite servers. However, non-purchased regions will display lower detail. How Much Will It Cost? The pre-purchase phase is over with Early Access release of DCS: Iraq and DCS: Northern Iraq starting now. Early Access -20% Release DCS: Iraq (Full Map) $55.99 (USD) $69.99 (USD) DCS: Iraq North (no EA Discount) $39.99 (USD) DCS: Iraq South* N/A N/A *DCS: Iraq South is not available for pre-purchase. Coming soon. How Do I Purchase DCS: Iraq? Purchase DCS: Iraq in the e-Shop Purchase DCS: Iraq North in the e-Shop Iraq South is not yet available. Both DCS Iraq and DCS Iraq North are available for purchase on Steam as well. Sometime after Early Access release we will include DCS: Iraq in the two-week Free Trial Program on the e-Shop. The product will then be available for download via the in-game module manager for you to try before you buy. The Free Trial programme extends to most DCS modules; look for the ‘Trial’ button in the e-Shop for participating modules. What Happens if I Buy the Map Regions Parts Individually? While purchasing the whole DCS: Iraq map in one go will grant you a significant discount, you may wish to purchase only an individual region if you have a particular interest in that region only. By purchasing individual regions, you are curating the areas of the map that you wish to see in high detail. This option makes the map more accessible for those only interested in specific areas or are on a budget. Purchasing any of the individual regions will still give you access to the whole map, including online, in low detail. Those who purchase one region will not receive discounted pricing if they subsequently wish to purchase other regions. To enhance the detail of the map, additional regions may be purchased separately, as and when you wish. Those of you who purchase DCS: Iraq as a whole will have the exact same access as another user who would purchase all of DCS: Iraq North and DCS: Iraq South individually. Can I Fly with Friends or on Servers if We Have Mismatching Regions of DCS: Iraq? Yes, everyone will be flying on the same map and able to fly together without any issues, but the level of detail each person sees may differ. By purchasing individual regions, you’re selecting the specific areas you want to experience in high detail. Those who purchase the entire map will have access to high-detail across all regions as they become available and will receive updates throughout the Early Access phase. Will I Have Multiple Maps if I Purchase Individual Regions? No. All purchases give access to one map and individually owned regions dictate what you see in high detail within that map. How Might Missions and Campaigns Be Affected by the Individual Map Regions? If you are flying in a region where you do not have access to the highest level of detail, it may be that the creator of that mission or campaign references a world object you are not able to see. Otherwise, there will be no effect. Will DCS: Iraq have Winter Textures? Winter textures are not planned at this time. If I only own one region, will I still see and be able to use airfields on parts I do not own? Yes! Once the entire map is complete and if you only own one region, you will see the entire map, and the airfields in those unpurchased sections will be there and usable in the sim, including the ME. You will still see trees and buildings in these areas as well but in low-detail LODs. What does Early Access, Features and such mean for Terrain and how does it compare to Aircraft modules? We've noticed some confusion about what Early Access means for a terrain, especially when the option to own one or two specific regions are available. Terrain features like airfields, cities, and points of interest (POIs), are considered "feature complete" in the northern portion, meaning those objects and areas are present. However, this does not mean the layout or textures of those areas are final; they can continue to change throughout Early Access. The same applies to textures. Even in the Northern region, much of the content will remain a work-in-progress (WIP) during Early Access. One of the main challenges when creating a large map like this is balancing high detail with manageable size and performance. Our approach is to focus on getting the high-detail areas right in both regions and then refine the medium-detail areas in between. If we were to fully complete the Northern area before moving on to others, we risk creating an oversized map with poor performance, which would force us to scale back detail later. This method of developing maps is relatively new (DCS: Afghanistan was the first), and with this being one of the largest and most detailed maps to date, there will be growing pains. Some areas may look rough at times, and we greatly appreciate the support of those willing to join us during this Early Access phase. Your feedback and reports are invaluable in helping us improve the map. Why are you developing a new map when there are other items to add and fix? The staff assigned to the Iraq map would not be applicable to other tasks like the DCS Core, aircraft, AI, and other aspects of DCS. Likewise, the team creating the Iraq map is not the same as the one developing the Afghanistan map. As such, creating the Iraq map does not impact the development of other aspects of DCS. We're thrilled to bring this historic map to DCS, giving you the chance to explore and experience a region that has played a pivotal role in the late 20th and early 21st centuries. Thank you all for your trust, passion and support. We look forward to your feedback and suggestions. Please ask any further questions you may have below as comments. Yours sincerely, Eagle Dynamics
  2. F-14A/B Tomcat - FAQ - FREQUENTLY ASKED QUESTIONS STATE OF FAQ: September 2021. Version 1.1 | Previous state of FAQ: March 2021. Version 1.0 Q: What is the current state of the F-14 Tomcat Module? A: Currently (as of September 2021) the Tomcat is still in Early Access and includes the F-14B, the F-14A (-135GR late version), full systems functionality for both, a RIO-AI "JESTER", "ICEMAN" rudimentary Pilot-AI, full Multicrew capability, one campaign, and approximately ~150 Singleplayer, Quickstart and Co-Op missions, several training missions and a manual. It is slated to leave Early Access as early through 2021 as is possible. Q: How do you define Early Access? Why not wait till it is ready? A: Early Access allows us to realize projects, which would else be too ambitious in scope and size for a small niche market like combat flight simulation. This is owed to the fact that we want to simulate as deep as possible and fill our products with content to the brim. However, we are aware of the huge responsibilities it brings with it. Too often Early Access gets abused as a free pass in the gaming industry to deliver unfinished products. This is not the case with us. With the F-14, we've taken great care and pride ourselves in delivering it as closely to feature complete on day one of its Early Access release as we're able. This means: all major systems and functions are working and working as intended (notwithstanding unforeseen bugs), and only smaller features might get added over time. For the -B for example this included TWS-A (which was simply too complex to make it in, in time), the addition of rather marginal functions such as NAVGRID or the AVIA Page (all of which have been implemented in the meantime), or the currently still missing EIG for the F110 engines, some ECM fairings, etc. But in general the experience of flying the Tomcat during Early Access will not differ much from flying it after release. The same counts for its look, performance optimization, etc. Early Access allows us also to address bugs which can only ever be found together with the help of the community, but most importantly, it allows us to expand the scope of content delivered for the Tomcat far beyond what is common. In General Early Access takes around two years for our products. This gives us enough time to implement all the extra content and features we want you to enjoy. We thank you all for your kind trust and support. Q: What will the release version of the F-14 Tomcat include? A: The release version of the Tomcat will include the F-14B, 2 + 1 versions of the F-14A (135GR late and -135GR Early + -95GR as an addon bonus), a RIO-AI "JESTER", "ICEMAN", full Multicrew capability, the free aircraft carrier USS Forrestal, 3 campaigns (for Caucasus, Persian Gulf and Syria), a free A-6 AI aircraft, ~150 Singleplayer, Quickstart and Co-op Missions, several training missions and a manual. Q: Is Heatblur considering making an F-14D or a Sparrowhawk HUD or PTID upgrade for the B? A: Not at this moment. We lack documentation to recreate it as faithfully as we would like to and hold it up to our own standards. If this would change, we may reconsider it. However should we ever develop it, please know that it will not be included in this module and will come at extra charge. In what form, if as an upgrade or DLC for owners and/or standalone for non-owners of the current A/B Tomcat Module, etc... we cannot say yet. Q: What version of the -B will be simulated? A: The -B that we simulate spans an entire era, from the late 80s/ early 90s to late 90s/ early 2000s. As most Tomcats were "patchwork aircraft", exhibiting features found throughout all its iterations, we decided to recreate the B to what was most commonly found across all of them in that time period. Q: What versions of the -A will be simulated? A: Similar as with the -B, each version of the -A spans a certain time period, but to discern them easier, we divide them into the 135GR late version (same time period as the -B), which has more or less feature parity with the -B, except for engines, engine instrument panels and some minor differences; the 135GR early version (late 70s to early/mid 90s), which also features an older version of the RWR (the ALR-45) and the ECM page on the HSD; and the bonus 95GR IRIAF version, which is similar to the 135GR early (late 70s/ early 80s), with the difference of having no TCS, no ICLS/ACLS, no datalink, no Lantirn pod, only older weapons (no aim-9m, no aim-7M(/H), no aim-7F, no aim54A mk.60 and aim54C) and only dumb air to ground munitions. Each version will include skins for their dedicated period/country. All -A versions feature the TF-30 Engines. Q: Where can I find the manual for the F-14 Tomcat? A: Please follow this link: http://www.heatblur.se/F-14Manual/ Q: Does the F-14 Tomcat Module support VR? A: Yes, absolutely! Due to the great work of our partners at Eagle Dynamics, DCS World runs in VR and the F-14 is no exception. This does not mean it looks any less nice on a normal screen of course. Q: Is the Tomcat compatible with the Super Carrier Module by Eagle Dynamics? A: Yes. Q: Is the USS Forrestal and A-6 AI free for all DCS users, or only for owners of the F-14 Tomcat Module? A: The USS Forrestal and A-6 AI will be free for all DCS users, regardless if they own the Tomcat or not. Q: Will there be a Super Carrier version of the USS Forrestal? A: This is something that needs to be discussed with Eagle Dynamics and does not depend solely on us. The free version of the USS Forrestal will have feature parity with the USS Stennis at minimum once complete. Q: Will there be additional assets included with the USS Forrestal, like other ships or versions of it? A: No. It will only include the Forrestal class aircraft carrier. We might eventually include all 4 versions of it, the USS Forrestal, USS Saratoga, USS Independence and USS Ranger - however, we will need to see what time will allow. For now it will be the USS Forrestal only. There will be no other ships or assets added in the future, at least not included with the F-14 Tomcat Module. Q: What is a RIO? Do I need a RIO to fly the Tomcat? A: The RIO is the Radar Intercept Officer, in other aircraft sometimes also referred to as WSO or Weapon Systems Officer (in the Strike Eagle for example) or NFO, Naval Flight Officer (which are all not pilots, contrary to Naval Aviators). He sits in the backseat in the Tomcat. He does all the radio communications and also manages flight lead, he manages the radar, the systems, he runs the intercepts and missions and is responsible for navigation and much much more. He is generally considered the "boss" in the aircraft. He takes a backrole in BFM however or during maneuvers, that require a lot of input by the pilot (landings, take offs, AAR, etc), but is else often in charge of the aircraft. You do not need a human RIO to fly our Tomcat, we created "JESTER", a RIO-AI for this very purpose (see next Q/A). But do not worry, Jester is still a young and inexperienced RIO and will follow and require your orders, 100% of the time. Of course, we do recommend to try Multicrew, as the shared experience in the Tomcat, between a human pilot and RIO, is something special indeed. Q: Who and what is "JESTER"? A: JESTER is our RIO-AI. He is not an AI in the classic sense, but provides functionality that a human RIO would provide to the pilot, such as spotting, radar management, systems management, startup and shutdown, checklists, situational awareness calls, etc... He can be interacted with through a command rose, but can also be used with 3rd party software such as voice attack, etc... Not only is Jester meant to provide functionality for the Singleplayer environment for an else 2-seater aircraft, but also immersion and fun - we recorded over eleven thousand (!) voice lines for him, to provide many variations in his calls. Jester has human limitations (he can only see, where he looks at, can only do 1 task at a time in general, he needs to look at the appropriate panel to service it, he pushes the correct buttons, etc.), makes mistakes and even comments on your flying, as well as being aware of what situation the player is in, be it BFM, BVR, WVR, Air to Ground, Landing, Take Off, etc... and will act and behave accordingly. Q: Who and what is "ICEMAN"? A: Iceman is a very - and we want to emphasize: very - rudimentary pilot-"AI". In fact, he is not an AI at all, but he takes over the aircraft, if you choose to select the RIO station in Singleplayer. He will fly straight, left or right, up and down, and is able to orbit and fly to a steerpoint. His sole purpose is so that one can fly as the RIO in Singleplayer between Take off and Landing, which ICEMAN is not capable to do (and will not be). Likewise, he is not capable to fight (dogfight, BVR, A2G) on the player's behalf (and will not be). Please note that ICEMAN was not a planned feature to begin with, which is why we consider him feature complete at any given time, but we may choose to expand his capabilities to improve the singleplayer RIO experience. Q: Is JESTER still missing features? Will he get more features in the future? A: Currently we are still working on implementing JESTER's LANTIRN capability. This will allow the player to use the LANTIRN pod together with JESTER. Beyond that only minor improvements are planned (for example adding more checklists, improving his behavior where possible), but we consider JESTER more or less feature complete. Quality of life features are another area that we will focus our attention to post early access completion. Q: Is the Tomcat difficult to fly? A: Yes and no. It is not a fly-by-wire aircraft and is considered a "pilot's plane", which means it is more hands on. This requires more effort by the pilot, but the upside of it is that the plane "speaks" more to the pilot. It is easier to feel what it wants and what it doesn't like, where the speed and AOA and G forces are at, and thus can make you a much more "aware stick" than a fly-by-wire aircraft (...and will teach you to use rudder!). For example: many claim it is easier to land on a carrier than a hornet, because of its Direct Lift Control (DLC), which the pilot can use to increase or decrease drag or lift, without changing power or pitch and AOA. On the other hand there is also a reason why it was called the "Turkey": roll reversal, flat spins, stalls, cross inputs are all things one has too look out for and train to avoid. But when flown as supposed to, it is very rewarding and it comes with plenty of "oomph". We've put in an unprecedented amount of hands-on work with some of the most experienced Tomcat pilots to make it feel as accurate as possible. This is why "reading off" all the rattling and buffeting and shaking in the cockpit is something that lets you fly it very precisely. Q: Can you fly the Tomcat as RIO in Singleplayer and Multiplayer? A: Yes and yes. However in Singleplayer the Player has to perform take off, landing and any offensive or defensive air combat or else complex maneuvering him- or herself. In Multiplayer the Tomcat is fully Multicrew capable and can be manned by two players, as pilot and RIO. Please note that in Multiplayer a Player cannot switch between seats like in Singleplayer. Q: If I fly alone in Multiplayer, can I switch to the RIO seat? A: Unfortunately no. This is only possible in Singleplayer due to limitations in DCS. In Multiplayer you can fly alone with Jester as your RIO, or as a human pilot with a human RIO or as a human RIO with a human pilot, but a RIO cannot fly without a pilot in Multiplayer. Whether or not this will change in the future, we cannot say and is not up to us. Q: What is Multicrew? A: Multicrew means you can fly the Tomcat online in Multiplayer or CoOp together with a friend (or stranger of course) as pilot and RIO. The Tomcat was a two-seat aircraft and is best experienced together with friends, where "two minds think as one and four eyes look out for two..." Q: My friend wants to be my RIO - does he or she need to own the F-14 Tomcat module, too? A: Yes. Creating the RIO part of the Tomcat was as complex, if not more complex as creating the pilot part of it. If you think of it, it is more or less like creating two modules, and a lot of sweat, passion and dedication went into getting it to this point. We hope you will find it equally fair as us, to ask for an appropriate price in return. We thank you for your kind understanding and continued support. Q: What is the Crew Pack on the Heatblur Store - and is it required to play Multicrew? A: If you and your friend want both to get the Tomcat module, we recommend you to get the Crew Pack on our store, which allows you to purchase 2 separate licenses (keys) for a slightly reduced price. Please note: The Crew Pack is only a bundle of 2 single licenses, and not required to enjoy Multicrew. Any 2 licenses purchased separately will work as well, and each owner of a license can join as either pilot or RIO at his or her own leisure. Q: Where can I find out more about the AIM-54 Phoenix missile and how you recreated it? A: Please check out the whitepaper we published about it. Currently Eagle Dynamics is implementing a new API for missiles, which will also benefit the phoenix missile. With this we were finally able to implement a more realistic guidance, which includes SARH guidance before going pitbull in a TWS shot and SARH only guidance during STT. We hope to further improve its mid-term guidance/ flight behavior once the new missile API evolves further. Please find the whitepaper here: http://media.heatblur.se/AIM-54.pdf Q: Will the F-14A have Glove Vanes modeled? A: Maybe to likely. If we will add them, it will only be visually. Their impact on the Flight Model was too small to warrant the amount of work needed to implement them fully. Q: Will you add more skins over the time? A: Yes. If you find we missed some skin after full release that should be included and you have good pictures of it from various angles, please contact us. Q: Will the Tomcat include a pilot body for normal and VR use? A: Yes. However due to the more complex animations we use, creating it takes longer and it will be added only towards the end of Early Access (both for pilot and RIO). Thank you for your kind patience. Q: Will you add customizable cockpits, or the option for a less worn cockpit? A: The short answer is no. We found that the current worn wear of the cockpit is most realistic, as confirmed by many SMEs. Recreating the entire cockpit with a less worn wear, would simply cost us too much time that we do not have. We would kindly like to point you towards community mods for this. We allow for customized cockpits, should you choose to use a mod. Thank you for your kind understanding. Q: Will you implement a dynamic cockpit system? A: Yes, we will. The extent of this system is still in flux, but you will begin seeing initial implementations of this system soon. More info to come. Q: Will you add a TARPS pod, and what will be its capabilities? A: We will add a TARPS pod, however its capabilities will be extremely limited, and it will more or less be primarily a visual implementation. The full integration into the HUD and systems would require simply too much work for the very limited role of reconnaissance in DCS. However, we will try to think of something that will provide at least basic gameplay with it. Q: Does the F-14 Tomcat support DCS Simple Radio in Multiplayer? A: It does. It has been integrated in the development from the get go (thank you, CiriBob!), and functions hand in hand with the radios in the Tomcat. You can even use the KY-28 encryption with it, as well as hot mic, etc. on the ICS between pilot and RIO. Q: Is there a Chuck's Guide for the F-14 Tomcat? A: Yes, there is, many thanks to Chuck Owl. Please find the guide here, it is excellent to get started: https://forums.eagle.ru/showthread.php?t=247236 Q: Where can I find more tutorials for the F-14 Tomcat? A: Please check out this thread containing links to several different tutorials. There are also training missions included with the module of course. Tomcat Tutorials click here. Many thanks to all content creators! Q: Is there a paint kit for skin creators? A: Yes, please check out the skinner's thread here. The paintkit is included in the first post. Q: Are there DLC campaigns available for the Tomcat? A: Yes, currently you can purchase "Zone 5" by Reflected Simulations. We highly recommend you check it out. We are sure more will follow in the future by the many talented Campaign Creators for DCS. Go check out Zone 5 here: https://forums.eagle.ru/forum/797-f-14a-zone-5-campaign/ Q: Are there community campaigns available for the Tomcat? A: Yes, many great ones indeed. Operation Cage the Bear by Kaba is included with the module (many thanks!), but you can download many more excellent ones here. Q: Does the F-14 Tomcat support simshaker/ buttkicker/ jetseat? A: It does. This, too, has been implemented from release of EA. Q: Where can I find changelogs for recent patches? A: You can find all recent changelogs by clicking here. Additionally we always offer a feedback thread for each patch, which you can find pinned in the same Forum Section (DCS: F-14A&B) as this FAQ. Q: What is the price for the F-14 Tomcat Module and are you offering sales? A: Currently the F-14 Tomcat is priced at 79.99 USD. We believe this to be a fair price - considering the level of simulation and the many extras this module includes. We do not expect to introduce price cuts or deep sales for the foreseeable future. Q: Is the F-14 Tomcat Module by Heatblur Simulations available on Steam? A: Yes. Q: If I own a steam version, and my friend owns a standalone version - can we still fly together? A: Yes. Both standalone and steam version are online compatible with each other and completely identical. Q: Do licenses purchased on the Heatblur Store or on the ED E-Shop work for Steam? A: Unfortunately no. Licenses (keys) purchased on the Heatblur Store or the ED E-shop only work for the standalone version, which can be downloaded here. Q: Where can I buy the Tomcat? A: You can buy the Tomcat either on the Heatblur store: https://store.heatblur.com/collections/all , in the DCS E-shop by Eagle Dynamics: https://www.digitalcombatsimulator.com/en/shop/ or on Steam: https://store.steampowered.com/app/411893/DCS_F14AB_Tomcat/ . Please note: keys purchased on steam can be transferred to the standalone version, but not vice versa. Q: I purchased the DCS F-14A/B Tomcat on the Heatblur Store - how can I redeem my license (key)? A: All instructions, the key and relevant links should be included in the email you get upon your purchase. For further information please take a look at the thread linked hereafter or feel free to contact our support any time. How to redeem your Heatblur Store purchase - click here. Please remember: licenses purchased on the Heatblur Store are not compatible with Steam. Thank you all for putting your trust in Heatblur Simulations. We sincerely hope you enjoy our products and would like to thank you for your kind and continued support! https://store.heatblur.com/ https://www.facebook.com/heatblur ------------------------------------------------------- Minimum system requirements (LOW graphics settings): OS 64-bit Windows 7/8/10; DirectX11; CPU: Intel Core i3 at 2.8 GHz or AMD FX; RAM: 8 GB (16 GB for heavy missions); Free hard disk space: 60 GB; Discrete video card NVIDIA GeForce GTX 760 / AMD R9 280X or better; requires internet activation. Recommended system requirements (HIGH graphics settings): OS 64-bit Windows 8/10; DirectX11; CPU: Core i5+ at 3+ GHz or AMD FX / Ryzen; RAM: 16 GB (32 GB for heavy missions); Free hard disk space: 120 GB on Solid State Drive (SSD); Discrete video card NVIDIA GeForce GTX 1070 / AMD Radeon RX VEGA 56 with 8GB VRAM or better; Joystick; requires internet activation. Recommended VR systems requirements (VR graphics settings): OS 64-bit Windows 8/10; DirectX11; CPU: Core i5+ at 3+ GHz or AMD FX / Ryzen; RAM: 16 GB (32 GB for heavy missions); Free hard disk space: 120 GB on Solid State Drive (SSD); Discrete video card NVIDIA GeForce GTX 1080 / AMD Radeon RX VEGA 64 or better; Joystick; requires internet activation. This product can be downloaded and installed through the DCS World Module Manager. If you do not have DCS World installed, you can download the DCS World web-installer by clicking this link. If the product description does not have information about which DCS World version you should install, you only need to have the "Stable" version DCS World 2.5 installed on your PC.
  3. I wish we had a wishlist FAQ or FAWI (Frequently Asked Wishlist Items). Let me help you with obvious ones, based on already given answers by devs: Q: Why don't we have Modern Redfor aircraft modeled fully? A: Short answer: not enough technical documentation available and no agreement from Redfor governments (no, it doesn't matter that some NATO country has them). The newest in current development is Mig-23MLA by Razbam. The most modern ED is considering for the moment is early Mig-29. Q: Can we have X aircraft modeled? A: It depends first and foremost on profitability and then on thorough technical documentation available. Only then devs can even think about it and try to get a manufacturer license. No plans currently to make any heavy or civilian. Q: Can DCS use other company's engine to get whole world map or high-res satellite imagery and terraing data to generate any map? A: No, it's not feasible. DCS is very different in that regard that it needs for every building, tree and vehicle possibility for collision and destruction. Q: Can we have more FC3 type aircraft? A: Not in DCS. There is MAC (Modern Air Combat) coming for that type of modeling. Q: Can we have any of the FC3 aircraft made Full fidelity modules? A: There are currently no plans for this. Q: What is currently in the development? A: Here is unofficial roadmap. Q: Can ED implement X renedering engine or new GPU supported effects? A: ED is currently implementing Vulkan API but it's still a very long way to go. It's generally a bad idea to implement any hardware supported effects that come from only one GPU vendor. Please add yours. Maybe we will get something eventually stickied. I can edit or add some links. Please don't add your wishes here or discuss the already given answers as it's not a place for that. Let the stuff rephrase it however they wish.
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