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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!
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Enigma's Dynamic Cold War Campaign PVP/PVE Server The purpose of this server is to provide a dynamic campaign server that is set in the cold war that is accessible and avoids frustrating mechanics. The focus is air to air and air to ground activities. Some highlights: -PVP/PVE with a dynamic frontline that moves in real time and does not require a server reset for it to move. -Overlord GCI Bot -LOTATC Is Supported -Curated Equipment set in Early-to-Mid Cold War -All WVR Fighting no FOX-3 missiles and a focus on iron bombs and unguided rockets with some air-to-surface missiles. -There will be an abundant of helicopter missions that do not focus around slinging but are more about having an impact on the frontline. -There will be strategic targets that impact the frontline movement. There are AI bomber flights too. Map Area: Trailer Guide Explaining how to Play How to Use Overlord This server community is mostly Discord based. I do not check the forums daily https://discord.gg/RFJXX9XhYe FAQ https://docs.google.com/presentation/d/1I-aD-s3zoEpV4gGu7QIrEdywkpklfT40te-mYlX3zk8/edit?usp=sharing We consider ourselves in open beta. We are not at v1.0 yet. This outlines the current priorities: -Adding more helicopter missions -Player Stats / Campaign Point Restrictions How can you support the server? Please check out our Patreon https://www.patreon.com/enigma89
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=Death From Above= GrayFlag Syria By Graywo1f and Grimes Welcome to Grayflag Syria, brought to you from the minds of Graywo1f (voice of JesterAI) and Grimes (core-engine-development-via-DCS-Scripting, god and curator of SLmod and MIST). Grayflag Syria is a hardcore persistent multiplayer Coop campaign set in 2005. Team up with other BLUEFOR players to liberate Lebanon from Militant and Syrian Army Occupation and conduct various airstrikes inside Syrian territory against strategic targets and a fully realistic SAM network with enemy CAP, sometimes player controlled. Experience a moving front line as BLUEFOR will have a total of 51 objectives to capture inside Lebanon. The enemy forces will attempt to resupply and reinforce their positions and even launch counter offensives, as players attempt to push the front line farther North from the coast to the Bekaa valley. As you and your teammates set up BLUEFOR ground units to invade/capture objectives or defend with CTLD troops/vehicles, you won't have to worry about them disappearing after a server restart or crash! Their position will be saved when the server restarts and you log back into this persistent battlefield. Grayflag is a player driven campaign in an open ended sandbox. You and your friends will fight how you want to fight to complete the objectives while utilizing your own tactics and mission planning to strike targets across the entire map. The enemy will do its best to react to the changing battlefield as you and your friends complete taskings/objectives. This mission features the Combined Arms module by allowing the player to bring whatever they want to the fight. Have a few player helicopters bring you a mortar squad next to an objective? Want a friendly SAM network set up to cover an area? Go for it, and it will all save in the mission state. For more info on how to play and DCS Server info Discord - discord.gg/deathfromabove How to play google doc - https://docs.google.com/document/d/14jNUFLPIWb41ctWJa_SiH6-FkWhgwuCBTrTVTlN_Xpo/edit?usp=sharing Grayflag is currently in Open Beta! Current features: Fully Persistent units that save - Moving front line - 51 Objectives with 2 to 6 capture points, CTLD - Forward FARP's/Bases that unlock as you progress - Realistic Syrian SAM network - Syrian CAP - Limited player REDFOR slots that are slot blocked for vetted roleplayers - Fully interactive F10 map showing the battle/status - Full CTLD integration - UH60L Blackhawk Mod - Dynamic 'Bubble' Spawning - SRS and More! WIP features include: More F10 map info on targets - Audio clips for events - Enemy strategic SAM repair - CSAR - More dev info on discord!
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Locked an enemy plane via boresight mode and assigned the IR missile to the radar target. The triangle appeared (= IR missile locked, flew a Mirage 2000). The plane was flying level from right to left. and turned into me. I launched the missile at 1.75 nm distance. The enemy plane didn't drop a flare. The missile immediately went after a friendly KC-135 which was passing from left to right behind the enemy plane (exactly the opposite direction, a little bit higher on the HUD). The distance of the KC-135 was 8 nm at this moment. The cockpit view shows the situation at the moment of the missile launch. The satellite view shows the missile flight path. Happened also with a PL-5EII in a pretty similar situation, the PL-5EII was also assigned and locked to an enemy radar target but switched to a friendly passing behind. Also here the enemy plane didn't drop a flare. How can a missile which is assigned and locked to a target via radar simply switch to another target at launch (friendlies in both cases) ?
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Entering multiplayer server gets stuck at "Net Sim Post Start"
-0303- posted a topic in General Bugs
For 40 minutes (yes, I timed it). Intermittent. Patch "2.7.2.7910.1". Clean install. Starting the game and offline, no problem. Have to kill it with Task Master.- 46 replies
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Howdy, I am able to use the ARC-15 in both the front and rear seats in the Hind in Single player for radio direction finding (compass dial moves and audio heard) When I get a friend to fly and I take the front seat in multiplayer I cannot get it to tune to a known beacon, the pilot can however tune to the beacon and hear it Is this a bug or am I doing something wrong ? the helicopter was HOT start on an airfield
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Hi All! My name is Dan and as part of a 3rd Party Map project for DCS, we want to hear your (the community's) opinion on a new map! So, before I confuse some of you, let me explain who "we" are. Astronomix is a team of 3 'developers' looking to create an official 3rd party map for DCS, but we cant do it without some input from the community! We want to know what maps you all would want in DCS, to help us better judge what we want to develop in the future! Our team is still very much in its infancy - but as time goes on, we will set our sights on making an official 3rd party map for DCS, but that cannot be done without your input and opinions! So, please leave any votes/ opinions in the comments below, and we will look at these as potential ideas for a future map! For any questions, or to contact us directly, our discord can be found here = https://discord.gg/4KnnJCZjkP Thanks all, - Dan
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This issue was first observed multiple times in a multiplayer mission on Syria, Lebanon locale, after which I replicated it in a single player situation, as similar to the multiplayer situation as viable. Version: Latest Open Beta at this time - 2.7.14.23966 The gist of it: HAWK site sees a target (in this case a Havoc) and, if a firing solution is available, fires. Target evades by means of terrain masking HAWK loses target, and goes back to idle search Target unmasks and is reacquired by the SR TR starts tracking target, but the Launchers don't react Target sees no need to further evade, and proceeds to do Havoc stuff, like murdering the HAWK site and everything nearby (Unsure what the conditions for this are, maybe a few cycles of lost targets) - HAWK fails to engage any target until packed and redeployed, or ROE are cycled. In my replication I set the Havocs to do a weapon hold course, to try and achieve point 7, though I suspect it may need multiple cycles over the course of a few hours to rear its ugly head in this situation. Reloading of launchers might be related, though I couldn't conclusively confirm or rule it out with this relatively brief testing. In the multiplayer server, the HAWK sites are built up with CTLD, but are otherwise completely vanilla units. In my single player test I tested it with both my normal mod complement, as well as without any mods active, and it occurred in both situations. Additionally, I highly doubt it was altitude related, as the AI Havocs in their unchallenged attack state want to be above the targets, which is in this case the HAWK site. This is an image taken from the 'SP - without mods' track file, where the launchers did not engage the Havoc (top left of image, 6.3nm, flying at 5k ASL), despite having fully loaded launchers. I confirmed in a different run with 8 or 9 launchers that the HAWK can engage for the entire stretch, up until it's masked by the ridge-line it's positioned on, off-screen to the left of this image, so this situation is well within its capabilities to engage and hit. And this was for the next Havoc that showed up. The previously inactive launchers engaged as normal. Launcher layout in the MP server: HAWK 1 HAWK 2 Area situation in the Multiplayer server, Syria map, Lebanon - HAWK 1 is Northern red circle, HAWK 2 is Southern red circle. The Havocs spawn at Beirut and head South/East, towards the combat area. Orange indicates another HAWK site which I've observed exhibited the same issue: it detected a Havoc entering the valley, opened fire, and lost track. When it next re-acquired the same Havoc, it failed to actually re-engage, and it took a while until the Havoc was shot down by other air defences. The HAWK itself never fired another missile after picking that Havoc up again, despite it being well in range the entire time. I've attached multiple tracks, two of which were shot with mods active, though none directly affect the units and they can be viewed with an unmodded client. The third one is shot without mods. Additionally, I've attached the basic mission I made to test the situation. It's not consistent with how quickly it happens, so I ran it a few times to confirm. It's also possible to increase the amount of havoc spawns (along with the scripting), in order to increase the odds of it occurring in one mission. It probably comes as no surprise that this bug is very annoying here: A SAM site that works for a while, and then casually watches as an attack helo butchers it, isn't much of a use in a dynamic persistent scenario, where the SAM engaging something isn't a 'one wave and it's done'-deal, but an hour upon hour upon hour upon hour endurance thing. SP - With mods - HAWK fail 2.trk SP - Without mods - HAWK fail 1.trk SP - With mods - HAWK fail 1.trk HAWK-Havoc test Beirut.miz
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My friends and I have a little virtual Squadron and we play at least several times a week. We would love to have the ability to search for, download, install and buy multiplayer campaigns. As DCS Missions don't allow a save state / continue from previous 'save' state option, it means that the 90-120mins we get to fly on an evening means we lose any progress we have made and have to start over, or we have to only find short missions. As I'm sure you appreciate that often leads to dissatisfaction, so until (if ever) you add the ability to save/reload state into your servers as standard, can you please provide the ability for multiplayer campaigns to be created, supported and searched for in User Files as it's own sub-group?
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Can you please investigate if it's possible (technically it obviously is) for you to implement as 'Save State' and 'Reload State' for any mission running on a DCS Server as part of the server options? USE CASE: A group of players play a long mission but don't quite finish it. So before they all have to log off, they land and the host gets the server to 'Save State', whereby it saves all positions, states of units, scores, infantry, downed pilots awaiting rescue etc. Then, when the group of players want to resume (even if one or more are not playing, or other players are joining in) the server host and 'Load Previous State' and the mission will resume from the point where it was stopped previously. This would be especially important on long campaigns or dynamic large-scale battles maps. Even more prescient now we have the huge (and awesome) South Atlantic map. This, and other significant upgrades to the Mission Editor / Server should be a high priority now we have so many playable units and large maps.
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Now Available for Public Download! ⟽ ★ FARP Hollywood Caucasus [Helicopter Sandbox] - All Helo Modules (Single or Multiplayer) by Element ★ ⟾ Tasked based helicopter sandbox mission for the Caucasus Map that will offer hours and hours of flying time with over 100+ LZs for all DCS Helo modules. This can be played in single or multiplayer. From troop transport to ground assault tasks this sandbox has a little of everything! Features: - 100+ LZs - CSAR Tasks - Troop Insertsions - Troop Extractions - Logistical Operations - Attack Chopper Target Area - View Player Stats via F10 Menu (If enabled), plus much more! FARP Hollywood Other FARPS Instructions: Select an assignment using F10 menu. All assignments will vary in difficulty and be within range 12-28nm distance away from home base, logical task can run even further. Runtime could be between 25-45+ minutes depending on distance. Logistical task can take even longer. You must be at FARP Hollywood on the ground to select a task unless its a logistical crate mission. Troops will auto load and unload if doing a troop transport operation such as insertions, extractions, CSARs provided you are landing in the correct LZ. Want to fly with a buddy/friends? No problem. Just have the lead select the mission using F10 menu while the budd(ies) wait for instructions by the flight lead. (Ex. Have an escort for your troop ins ert operation) ⟽ Ambush Attacks⟾ Hueys and Mi8s must always be vigilant while in enemy territory as you may run into enemy ground forces in route to your LZs. You must survive throughout your entire mission even on the return trip. Smaller allied FARPS are also located within the mission to assist you on your journey for repairing, rearming, and refueling. Possible SAM THREAT. Fast and low is the way to go. You have been warned! ⟽ Ground Assault Tasks ⟾ All helicopters can perform ground assault strikes. Selected via F10 Ground Assault menu. Then Select how many players using F10 menu again. A will be taking on the mission. You will be assigned a target area. Fly to this area, seek out and destroy your targets and return to FARP Hollywood. ⟽ Troop Transport Tasks ⟾ Missions for the Uh-1 Huey and Mi8 can be selected via F10 menu. If landing in the correct area/lz troops will auto load and unload. No menu diving. While other FARPs are available to assist you, FARP Hollywood will always be your finial destination UNLESS otherwise instructed. (This does not apply to logistical operations as your finial destination could be away fr om FARP Hollywood). ⟽ Logistical Tasks ⟾ This mission also provides logistical tasks transporting crates and other containers through the campaign.You may be assigned to transport objects to other FARPS and or warehouse/supply depots. Most locations will have an ADF freq to assist with navigation. See below for freqs. Simply Select task using F10 menu. ★ Radio Freqs ★ FARP Hollywood: 40 Mhz FM Homing FARP London & MASH (Rearm, Refueling, & Hospital) Freq: 41 Mhz FM Homing (Hospital for Medivac Use Only) FARP Dallas Camp (Rearm & Refueling) Freq: 42 Mhz FM Homing Pad 1 ATC: 126.3 Mhz AM ★ Warehouses/Supply Depots Freq ★ Muhuri Supply Depot - Freq 49.10 Mhz FM Homing Zugdidi Ammunitions Depot - Freq 49.50 FM Homing FARP Freq Above ★ SRS and Other Freqs Recommendations for Servers ★ General Comms: 32 Mhz FM (SRS) KA-50 & SA342s Presets: Ch 1 - FARP Hollywood 40.0 Mhz Ch 2 - FARP London 41.0 Mhz Ch 3 - FARP Dallas 42.0 Mhz To Enable LIVE STATS You will need to edit your MissionScripting.lua file. Edit your MissionScripting.lua ("C:\Program Files\Eagle Dynamics\DCS World\Scripts") so EasyStats may create and save data. Comment out sanitizeModule('os'), sanitizeModule('io'), sanitizeModule('lfs'), and require It should look something like this... do --sanitizeModule('os') --sanitizeModule('io') --sanitizeModule('lfs') require = nil loadlib = nil end Things to Know: ADF Homing Audio Signal - Please be aware the morse code audio may come in and out during your mission but signal should remain. Ambush Attacks: Uh1 Hueys and Mi8s will need to stay vigilant as its very possible you may be attacked randomly by insurgents while in Enemy Territory. SAM Threats: SAM Threats are very likely , fast and low is the way to go when performing troop transport ops Download Mission https://www.digitalcombatsimulator.com/en/files/3313795/ **************************** Change log / Updates 12-15-202 : Fixed issue with Ground Assault Tasks 6-16-2021 - Added the New Mi-24P Hind & Added the latest version of Easy Stats
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Like in the resource manager of the mission editor, can you add a checkbox to hide non flyable/controllable aircrafts in the multiplayer select role screen like in the screenshot ? Some servers have hundreds of roles and its a pain in *** to scroll down each time, with the list full of modules you don't have multiplied by the number of available airbases/carriers/gunner positions/farps ... A search filter can also help, especially if its persistent.
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As the title says, can we have persistence of the servers list filters between sessions ? I used to use favs to quickly find servers, but the list got big with time, and finding this servers list have retained the previous filters criteria between sessions can be really useful. you can also add reset button to make the persistence obvious like the screenshot attached
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I am writing a set of missions depicting a low intensity skirmish between two fictional small African nations. It will take place in the north of Cyprus, with multiplayer slots for two aircraft, and playable from Red and Blue sides (probably as 3 separate .miz files, red, blue and both). Blue have taken delivery of a small detachment of ex-Israeli AH-64Ds. Their orbat is a mix of new/old mostly western kit. They have no offensive fixed-wing assets Red are equipped with ex-soviet kit, with the playable units being the MiG-21 and the Mi-8 The scenario back story is as follows... Bluefor: Equatorial Mirumba, thanks to revenue generated by recent coastal oil reserve exploitation has begun replacing its older military hardware with small amounts of modern western equipment. The relationship with their Southern neighbour had always been frosty, but never hostile, however the recent coup and violent tendencies of Field Marshal Kijambiya are well known and a cause of real concern for President Mutello. The Mirumban Volunteer Army has increased border patrols and all forces have been brought to readiness. The newly delivered AH-64 gunships will prove critical to maintain the safety and prosperity of the people of Equatorial Mirumba. Redfor: Having secured power in a military coup, supported in large by the population of The People’s Democratic Republic of Kzama on promises of economic reform, Field Marshal Kijambiya casts an envious eye over their small but wealthy neighbour to the North. Feeling pressure to make good his promise and wanting to maintain momentum, Kzaman People's Army troops have been harassing Equatorial Mirumba's border patrols with sporadic skirmishes and intimidation. The Kzaman Peoples Air Force's small fleet of mostly outdated ex-soviet hardware is primed and ready for further operations into Equatorial Mirumba's sovereign territory. However, aware of Mirumba's recent spending Field Marshal Kijambiya is worried that any delays will only make the job harder, and possibly not achievable at all. It is now or never. Decisive action is required if the oil wealth of their rivals is to be seized. The first couple of missions will be ready as soon as the Apache drops, six total planned.
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Abstract: I am talking about the ability to place various marks on F10 map that are for the user only and are not sent over the internet. The need: We need the ability to plan a route in MP while in the mission - typically on the ground before takeoff, but also in the air, especially in planes like the Mosquito that actually have a navigator. This is critical especially in warbirds and cold-war era servers. Since there is no nav computer much of the navigation is map-compass-watch style and require planning: timing, landmarks to spot en-route, etc. Cold war may use VOR/DME/TACAN (or the Soviet equivalents) and that also requires a bit of planning. My focus is the Mosquito, and 0 altitude navigation in MP requires a certain amount of dead reckoning, and visual navigation that are very difficult with the current tools - i have to memorize my plan and visual check points and then move the F10 ruler to the next leg before I start it. Suggested implementation: The markers can be very basic: “leg” which is basically the current ruler, except we can keep a few of them on the map. “Point” which is a circle to indicate landmarks we need to observe or the target/ip point/etc. “tag” just a small box of text we can write a few numbers/words in them. The markers are local-only and are are not shared with other players. Keep it simple. Extra mile: Indicate the magnetic variation somewhere on F10 map.
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Would like to see squad-like queue, while trying to connect to full servers. It's much better than to spamming connect trying to join.
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I am writing a set of missions depicting a low intensity skirmish between two fictional small African nations. It will take place in the north of Cyprus, with multiplayer slots for two aircraft, and playable from Red and Blue sides (probably as 3 separate .miz files, red, blue and both). Blue have taken delivery of a small detachment of ex-Israeli AH-64Ds. Their orbat is a mix of new/old mostly western kit. They have no offensive fixed-wing assets Red are equipped with ex-soviet kit, with the playable units being the MiG-21 and the Mi-8 The scenario back story is as follows... Bluefor: Equatorial Mirumba, thanks to revenue generated by recent coastal oil reserve exploitation has begun replacing its older military hardware with small amounts of modern western equipment. The relationship with their Southern neighbour had always been frosty, but never hostile, however the recent coup and violent tendencies of Field Marshal Kijambiya are well known and a cause of real concern for President Mutello. The Mirumban Volunteer Army has increased border patrols and all forces have been brought to readiness. The newly delivered AH-64 gunships will prove critical to maintain the safety and prosperity of the people of Equatorial Mirumba. Redfor: Having secured power in a military coup, supported in large by the population of The People’s Democratic Republic of Kzama on promises of economic reform, Field Marshal Kijambiya casts an envious eye over their small but wealthy neighbour to the North. Feeling pressure to make good his promise and wanting to maintain momentum, Kzaman People's Army troops have been harassing Equatorial Mirumba's border patrols with sporadic skirmishes and intimidation. The Kzaman Peoples Air Force's small fleet of mostly outdated ex-soviet hardware is primed and ready for further operations into Equatorial Mirumba's sovereign territory. However, aware of Mirumba's recent spending Field Marshal Kijambiya is worried that any delays will only make the job harder, and possibly not achievable at all. It is now or never. Decisive action is required if the oil wealth of their rivals is to be seized. The first couple of missions will be ready as soon as the Apache drops, six total planned. I have also posted this in the Apache subforum but thought others might be interested from the redfor side.
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Following rapid expansion of DCAF’s F-14 component, we are looking to onboard more F-14 crewmembers seeking executive and organisational capabilities. If you’re interested in flight leading, planning, training, and leading a squadron, this could be an exceptional opportunity for you. About DCAF: DCAF (Digital Coalition Air Force), is an EU based DCS mil-sim organisation, with numerous squadrons. We take considerable pride in our comprehensive training structure, regular custom missions, human controllers/ABMs/JTACs/FACs, and community. About VF-154: As one of the largest squadrons, VF-154 specialises in the air-to-air realm, with side roles of SEAD and air-to-ground flying the F-14A. Currently, VF-154 has 16 crewmembers on roster with more aircrew cadets in the training pipeline. VF-154 consists of an even share of European and American based crewmembers that come together to support DCAF. Why do we want COs and XOs? The role of a CO and XO can be time consuming but remains critical in the health and running of a squadron. While internally recruiting for the role, we believe bringing in external expertise and skills will bolster the capabilities of VF-154. This also coincides with the intention of standing up a second squadron, necessitating more leaders. What is the fast stream? The CO/XO fast stream is a course led by former COs/XOs and wing staff officers within the F-14 community. Fast stream trainees will be given an intensified course in which trainees will have greater personalised training, taken from line pilot/RIO to flight lead, to flight commander, and eventually XO/CO. This will be over a duration of a few months to ensure prospective XO/COs have appropriately assimilated into DCAF, have good rapport with the squadron, and demonstrate effective leadership and administrative capabilities. What we want from you: - To be at least 18 years of age, - Able to attend weekly ops (Thursday 1830GMT) and additional operations (Saturdays 1830GMT) very regularly, - Have considerable time to put into training within the week, - Be competent with the F-14A, whether pilot or RIO, o Pilots: this consists of being able to capably use SRS and is familiar with radio telephony, can confidently perform CASE I recoveries, conduct formation flying, air to air refuelling day and night, has some experience flight leading, and is readily familiar with the F-14’s capabilities. o RIOs: this consists of being able to capably use SRS and is familiar with radio telephony, has some experience flight leading, is familiar with the vast majority of TID modes including NAVGRID, an awareness of piloting the F-14, and CNATRA P-825. - A willingness and interest in training F-14 cadets, - Be a capable English speaker, - Be willing to use Discord, - Possess a stable internet connection, - Possess good quality flight simulator hardware, including a HOTAS, rudder, and at least a headtracking/VR solution, - A great teamworking attitude. This consists of a willingness to learn and assimilate into DCAF’s modus operandi, a drive to practise in personal time for self-improvement, be willing to take constructive criticism, and a strong desire for personal improvement to contribute back to the squadron. These attitudes precede leadership, - Bring great energy and enthusiasm towards the group and towards individual training, - Some leadership experience in dynamic situations, with an ability to take responsibility, identify faults and rectify them. While some of these traits are definitive requirements, no applicant is the same, and individual circumstances will be considered. What will the fast stream look like? Note: Subject to Change Trainees will enter DCAF’s training syllabus, primarily consisting of V1, V2, and V3. - V1: is our course that all aircrew cadets go through in order to meet DCAF’s minimum standard in partaking as a line pilot. This consists of a familiarisation flight (start up, taxi, departure, straight and level flight, turns, climbs & descents, 60° AOB turns, slow speed flight in landing configuration, high AOA manoeuvring, stall and spin recovery, descent, and landing), visual circuits, departures and arrivals (from the military aerodrome traffic zone), formation flying, day and night AAR(Air-Air-Refuelling), night familiarisation flight, weaponeering and combat readiness assessment. RIOs are different in that they have bespoke components in lieu of formation and AAR. - V2: is our flight lead course. Once V2 qualified, trainees will be able to plan, and flight lead a division of their airframe. This consists of a domestic flying assessment, a decision-making exercise, and a combat flying readiness assessment. V2 will also give you the preliminary capability to instruct most components of V1. - V3: is designed to give crewmembers the necessary skills to become a squadron executive (CO/XO) and ability to teach V2. This goes into greater depth concerning air power theory, sortie management, flight commanding, and instructional technique. Additional syllabus, such as All-Weather Intercepts/Beyond Visual Range and for pilots CQ (Carrier Qualifications) will most likely be necessary. The fast stream will most likely be over three months with the following timeline in weeks: 0 – 2: Pass and qualify as a V1 crewmember before end of second week, 2 – 4: Continue personal training and attend weekly operations, 2 – 5: Undergo V2 training, with deadline before end of fifth week, 6 – 9: Consolidation of V2 training, conduct flight lead and training, attain AWI/BVR and CQ qualifications, 9 – 12: Begin and complete V3 training before end of 12th week. Throughout this time, you will be mentored by experienced F-14 crewmembers who will provide guidance and assess your performance. This is a great and rare opportunity to take your hobby to the next level and have the responsibility of a full-sized squadron. If you are interested, and believe you meet the specifications, join our Discord, and message me, either on ED or on Discord. We’ll have an informal chat to ensure expectations are met on both sides. Website: https://dcafoc.wixsite.com/home Discord: https://discord.gg/dcaf Message me on Discord: Panny#2973 I look forward to hearing from you, ‘Parker’
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Joint Task Force Heavy is looking for pilots of ALL skill levels to come have fun and fly on our 24/7 servers, and partake in large multi-squadron Operations! We are laid back, with a pseudo military structure and SOP! STEP 1 - Decide which aircraft is your "main". You will be placed in a squadron based on this choice. (Only during ops and Squad based training, is this ever enforced) STEP 2 - Read our requirements below and see if you fit the criteria. STEP 3 - Go to our Discord and start the process in #applications. Your request will be assessed. Our Squadrons**: (VMA-290) - AV-8B Harrier N/A (VMFA-390) - F/A-18C Hornet (Land Based) (VMGR-251) - C-130J Hercules (VFA-119) - F/A-18C Hornet (Ship-borne) (VF-172) F-14B Tomcat (VFA-179) - F/A-18C Hornet, A-10C II, F-16C (Command) (472nd Sq) - F-16C Viper (484th Sq) - A-10C Warthog (118th Assault Helicopter Co.) - UH-1H Huey, AH-64 Apache (N.A.T.O. Composite Squadron) - AJS37 Viggen, Mirage M-2000, SA342 Gazelle, Su-25T Frogfoot. **Please note: Airframe choice is for Squad Operations and Structuring ONLY. You are free to fly what you wish for everything else. Requirements: 1. Use of Simple Radio Standalone (SRS). 2. Members must display proper [HVY] designation while in-game, no exceptions made. 3. Members must download and use Squadron Liveries. 4. Members must download and use Kneeboard plates. 5. Bookmarking and use of this site. 6. Download the free A-4E Skyhawk and C-130J Hercules! (We use in training) 7. Use of Discord 8. Applicants must be over the age of 18. 9. Upon successful Basic Check-Flight - all members will sign up on the PERSCOM Soldier Management System with HVY. 10. English Proficiency is required.
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The Arrorian Imperial Navy [AIN] is a group of sim pilots who welcomes new players. We have & welcome people from all over, for multiplayer, flight instruction, or whatever. We have people in AIN who fly almost every airframe I can think of in DCS world. (To be honest we don't fly warbirds much, but most all of us have 2-4 of them.) Between our 4 Admins we have highly experienced sim pilots of. F-14 Tomcat, A-10CII, F-16, F/A-18, Sa342 Gazelle, AV8B Harrier, and a moderate level of experience, working towards getting better in the Mirage 2000 and one guy who flies the JF-17. We also have multiple MiG21 drivers, AJS-37 Viggen, F-86 Saber, F-5 Tiger II and of course most of us own and fly the FC3 jets. About 60% of us have a military background and I mention that because sometimes it's good to have someone to talk to as a veteran. One of our goals is to make sure our fellow vets know that they can come and talk to someone who has been there and done that whenever they need. Furthermore, we're also looking for more veterans to be available to talk to veterans who need it on our discord server. We can do more than just enjoy a great simulator in these communities we have. If you're a new pilot and you have question, stop by. If you're a veteran just looking for someone to hang with who's been there, stop by. And if you're just looking for a good group of people to fly with, stop by. I'm posting a link to our discord below. Welcome to AIN. https://discord.gg/NnPgJxfVuH
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- new pilot
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Hi guys, I propose some view restrictions in MP matches and new entry approach. The reason? Certain players do get too much attention on MP matches, with GCI coordinated attack probability increase, and sometimes are forced to change player name to avoid GCI focus. So here are proposal changes in coalition menu and F10 map. Starting from coalition selection in MP with 'Game master' instead of 'Spectator' as Game master would see current dual coalition view: Then role selection of only previously selected coalition. This could speedup module selection and sorting: Then F10 GCI map showing opponent player module without 'Player name' (bearing and altitude istead?): Then score-list with hidden module details: It should also protect teams from tactics leak and would contribute 'Fog of war' scenery. I hope many multiplayer gamers would agree on this . Thank you.
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What is the status of the bug with ME placeable NDBs (non directional beacons) not working on the Persian Gulf map? I can remember the issue being reported 2 years ago, yet to this day none of them seem to work for anyone (both ARC and TACAN, latest personal tests with ARC in multiplayer with correctly placed and "working" beacons which no module can pick up). And does this have to do with the general map bug of fixed location beacons (NDBs) being coded in Hz instead of Mhz (typo-bug, as also present on Syria for a while, seemingly coming from and Eagle keylog being used as a baseline by Ugra Media)? This bug is relevant as for any mission scenarios that are above the absolute lowest denominator being able to home in on a road base or FARP when other means are not available or in DRIFT can be quite relevant (especially when forced to use terrain masking). Moreso since the PG map is quite empty and repetitive in many areas making terrestrial navigation especially at deck and even at angels an issue. An earnest update - even if it reads "we had no time/no ressources for that" - would be appreciated to at least know what the status is.
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I would like to request a server option, similiar to the "no trial clients" option, that allows only clients who bought at least one module to join a server. I want that option because most public servers banned the Su-25T from their missions because it is/was used to use cheats/hacks and to avoid bans by creating a new account which is very sad considering it capabilities and the lack of a good and/or capable redfor strike aircraft. A "no free clients option" would stop the abuse the use of the Su-25T once and forever in MP
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Blades of Steel - Syria [Helicopter Sandbox] - by Element All Helo Modules (Single or Multiplayer) After the Syrian President was assassinated, that country fell into civil war as various groups fight for power. The city of Damascus is currently under siege by ruthless insurgents. Major airports and Syrian strongholds have been captured. As part of the Combined Joint Task Force (blue) we are to push the insurgents (red) out of Damascus and return peace to the city. Blades of Steel - is a PvE sandbox operation for all current DCS World helicopter modules and Syria Map. While I did develop this mission mainly for the huey and transport ops I do have missions and targets for more advanced helo modules such as sam sites, convoys, airfields, ect. You are able to play many different rolls from troop transport ops to recapturing airfields to completing ground strikes/attacks. Mission can also be play in singleplayer or multiplayer. This mission will provide hours and hours of flying fun with over 100+ different LZs for transport ops an even an option for Live Player Stats using my already included and installed EasyStats script. Features: - 100+ LZs for Troop Transport Ops - Troop Insertions - Troop Extractions - LZ's will smoke during the day and Flare at Night time.. - Combat Search and Rescue Operations (CSAR) - Ground Attack / Strike Missions - EasyStats for live player stats To Enable LIVE STATS You will need to edit your MissionScripting.lua file. Edit your MissionScripting.lua ("C:\Program Files\Eagle Dynamics\DCS World\Scripts") so EasyStats may create and save data. Comment out sanitizeModule('os'), sanitizeModule('io'), sanitizeModule('lfs'), and require It should look something like this... do --sanitizeModule('os') --sanitizeModule('io') --sanitizeModule('lfs') require = nil loadlib = nil end Strike / Ground Attack Missions Use menu to check for the latest targets for your unit. Also use F10 map to pinpoint its location. These will include convoys, SAM & EWR sites, as well as airfields and road outposts ect. Troop Transport Operations (DO NOT USE CTLD IF SELECTING ONE OF THESE MISSIONS) Inserts, Extractions, CSAR If you choose one of these roles and if troops are required they will be loaded and/or spawned automatically. No need to load troops via CTLD menu. Plan your route wisely! After you are assigned a mission and doing a transport operation be sure to check the F10 map so you may avoid problematic areas such as SAM sites, outposts, and strike/ground operation areas as they may provide a serious threat to your Huey or Mi8. You may wish to go around to avoid these areas during your mission. Manually Loading Infantry Troops - CTLD Menu Transport helos also have the options to transport troops into battle at any one of the current Strike / Ground Attack operations. Just be sure to drop troops within 3000 Meters of a target and troops will march and attack target. Check out the F10 Map for current ground/attack missions. Use the CTLD -> Transport menu to load troops. Most of these operations will be very tough for transport helios alone. Load troops at White Smoke at airfields or anywhere on a FARP. Things to Know: Ambush Attacks: Uh1 Hueys and Mi8s will need to stay vigilant as its very possible you may be attacked randomly by insurgents while in Enemy Territory. SAM Threats: SAM Threats are very likely , fast and low is the way to go when performing troop transport ops Download Blades of Steel Syria - By Element Support Developer - If you enjoy this mission or any other my other missions and/or scripts please consider supporting! Enjoy!! Element ********************* Updates / Change Logs 12-10-2020 - LZ's fill smoke during the day, and flare during night time ops 12-11-2020 - Fixed bug with CSAR tasks 12-15-2020 - Added 10 Addls CSAR LZs 6-16-2021 - Added the New Mi-24P Hind & Added the latest version of Easy Stats
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