Search the Community
Showing results for tags 'refueling'.
-
https://www.digitalcombatsimulator.com/en/files/3328191/ All missions take place in various regions of the Caucasus map. A series of quick missions (Most take 3-10 minutes though 'Advanced' and 'Expert' missions may take longer), designed to help Viper pilots practice their systems workflow, refine their key binds and HOTAS controls, axis curves, and employment proficiency with a variety of both air-to-air and air-to-ground weapon systems, Air-to-Air refueling, as well as some more advanced scenario based training, that will test your flying abilities while expanding your Viper skills. These are designed to be quick and hassle-free ways to practice selecting the weapon systems, picking your modes, options, ripple patterns, etc. in order to ingrain good muscle memory and habits so it becomes second nature when flying real missions. If a mission has a live threat present, it will always be noted in the mission briefing. Missions are broken down into 5 categories for easy navigation: - 'Fun' - Just that. Fun scenarios, doing silly things, to just enjoy flying the Viper. No stress. No threats. - '.Basic': Essential skills for new pilots. Landing, formation flying, spotting, etc. - 'Weapons' - Threat free environments to practice weapons employment. The bedrock that this mission pack is built on. - 'Advanced' - Scenario-based training. Live threats may be present. Read all mission briefs in full. - 'Expert': - High level scenario-based missions. May contain multiple types of live threats and/or difficult flying conditions. Limited use of F10 and labels. Read mission briefs thoroughly. These are not tutorials. I include some helpful tips here and there, but there are no step by step directions telling you how to select and employ the systems required. These are practice missions. A basic understanding of the jet is required. (Though they could be useful if you're following along with Tutorial videos or checklists.) There is a briefing accompanying each mission letting you know your airspeed, altitude, situation and overall objective. The F10 map, Labels and Active Pause are available in all missions, except for Expert level scenarios. NOTE: If you have any version older than v.3.2 it is strongly recommended that you delete all old missions and download the latest version. Numerous missions will not function properly due to patch updates. ** MOST RECENT UPDATE **: v3.5 - May 11th, 2025 *Changelog:* - Reworked target locations in the 'GMT SEA Radar Mode' mission. Targets before were way too far apart and the mission took far too long. Targets are now much closer together to make rapid practice easier and less time consuming. - Moved starting locations for most Wild Weasel missions closer to the SAM batteries. The ingress was too much of a time sink and now allows you to get more in more practice runs in far less time. - Moved 'ILS Landing' from the 'Advanced' category to 'Expert'. This is an extremely challenging mission and will absolutely test your ILS landing skills. Includes the following Categories & Missions: Fun: - Airshow Demonstration - Marianas Tanker Shoot - Carrier Landings Weapon systems: - AIM-9M Sidewinder - AIM-9X Sidewinder High Off Bore shots - AIM-120C RWS Mode - AIM-120C TWS Mode - CBU-87 - CBU-97 - CBU-103 - CBU-105 - GBU 10 & 12 (Single mission for both.) - GBU 24 - HARM - HARM with Datalink - IR Mavericks - TV Mavericks - JDAM - JSOW - Mk 82 & Mk 84 unguided bombs (single mission for both) - Mk 82 Snakeyes - Air to ground guns & Unguided rockets (single mission for both) - Air to Air Guns - Maverick Boresight Practice Basic Skills: - Air to Air Refueling - Cold Start & Takeoff - Cold Start & Takeoff at Night - Air to Air Refueling (Easy comms, no external tanks) - Visual landing: low light & fog - Visual landing: clear night - Visual landing: clear day - Visual landing: rain and light wind - Instrument Landing System (ILS) Practice - Ground Moving Target radar - SEA Mode - Beginner Formation Flying - Spotting Practice: Air to Air - Mark Points/GMT Radar Employment - TNDL Datalink Advanced Skills: (All BFM Scenarios have a randomly selected enemy jet with a random skill level.)- Air to Air Refueling (No easy comms/Tacan required, external tanks) - Air to Air Refueling - Night (Easy comms, labels on) - BFM - Neutral - Fox 2s. - BFM - Neutral - Guns Only. - BFM - Defensive - Fox 2s. - BFM - Defensive - Guns Only. - BFM - Defensive - 2v1 Guns Only. - BFM - Defensive - 2v1 Fox 2s. - BFM - Offensive - 2v1 Guns Only. - BFM - Offensive - 2v1 Fox 2s. - BVR with AWACS - BVR without AWACS - DTOS Mode w/ CBUs (No Threats) - DTOS Mode w/ CBUs (AAA & Manpads present) - CCRP Low level toss bombing attack - Bad weather low altitude Maverick employment - Low level CCRP Strike w/ high-drag bombs (Mk. 84 or Snakeyes; your choice) - Wild Weasel: SA-2 - Wild Weasel: SA-10 - Wild Weasel: SA-3 - Wild Weasel: SA-6 - Wild Weasel: SA-11 - Wild Weasel: SA-8 - Wild Weasel: SA-15 - Wild Weasel: SA-5 - Wild Weasel: AAA & MANPADS - Sustained Formation Flight - Sustained Night Formation Flight - Flameout Landing Approach - Fight the Phoenix Expert Level Scenarios: - 'Two Dogs' Refuel - 500lbs of fuel remain. Hit the tanker before your engine flames out. - 360 Degree BFM - All points on the compass. Get your head on a swivel. - (2 Player Possible)Go for the Head - Take out critical communication bunkers before enemy CAP arrives. - (2 Player Possible)Gecko Hunt - This mission has received a massive overhaul (as of 7/9/23) in order to increase replayability and now has five possible scenarios that go off a random trigger at mission start, all still involving hunting moving SA8s. Some scenarios involve MANPADS and enemy helicopter threats. Now has three available client aircraft armed with either IR Mavs, TV Mavs, or GBU-12s. - (2 Player Possible)On The Run - Search and Destroy on enemy HVT fleeing via speedboat. (Tanking required) - Fox 3 & Fox 1 Unknown Adversary - Fox 2 Unknown Adversary - Air to Air Refueling - Blackout - Dusk & Night Wild Weasel - ILS Landing Approach - Dense Fog (Huge thank you to Mulder76 for creating this one!) To install: Unzip folder and extract the Folder titled 'Viper Proficiency v2.X. Copy and paste to: Users -> *Your username folder* -> Saved Games -> DCS.openbeta (Or DCS if you're running stable version)-> Missions Then go to the 'Missions' tab on the main menu of DCS and at the top should be the folder containing all missions. Viper_Proficiency_v3.5.zip
- 83 replies
-
- 29
-
-
-
- air to ground
- viper
- (and 19 more)
-
Добрый вечер всем. Примерно в марте этого года появился баг - в некоторых миссиях (особенно, в новых или обновленных) перестал дозаправляться ведомый бот (вне зависимости от очередности дозаправки, пробовал и первым подходить, и бота первым посылать). Подходит к конусу, зависает штангой чуть ниже и летит в строю дозаправки. Топливо при этом у него не поступает (проверял триггерами, выводом сообщений о количестве топлива). Причем, в миссиях, созданных ранее (в прошлом году), ведомый нормально дозаправляется. Прилагаю скрин и несколько треков. Летаю в офлайне. Описание треков: 28032025-1 Новая миссия. Игрок подходит первым к шлангу 1, бот вторым к шлангу 2. Контакта у бота нет. 28032025-3 Старая миссия. Игрок подходит первым к шлангу 1, бот вторым к шлангу 2. Контакт у бота есть. 28032025-4 Новая миссия. Бот подходит первым к шлангу 1, игрок вторым к шлангу 2. Контакта у бота нет. Буду признателен за помощь с решением проблемы. 28032025-1.trk 28032025-3.trk 28032025-4.trk
-
Hello, this has already been requested and discussed to death in various threads. This post only exists as a wishlist item for you to upvote in the hope to sway ED's decision makers to make the remaster the upgrade we deserve. Here we go then: Please consider adding AAR capability (Probe-and-drogue) F-5E should have been factory prepared to be easily modified with a refueling probe Requires minimal changes to cockpit and fuel system logic Thanks!
-
Hi everyone, In the changelog, the following is mentioned: However, post update the lights appear unchanged to how they appeared when the issue with them was first reported, in this now locked post: S-3B_ARS_lights2.trk
-
The S-3B Tankers seem to not extend the refueling basket unless there's a HOLD task defined after the Tanker task. I've tried it with the ME and also by scripting and the result is the same: as soon as you add a HOLD task after the tanker task it works properly. If it is left alone however, although you can contact the tanker and it'll turn on the lights it will not extend the basket - no matter what you do, no matter how close you are. This makes enroute refueling impossible, please fix this ASAP. Thank you! Mission and track file included. nobasket.miz no_basket_extended.trk
-
So, as it's been batted around the forums since DCS was LOMAC, I've decided that the best course of action is to "Screw it", and design the UI element that I've been harping on about every time the topic comes up. This is just a concept image of the visual aid in action, and others can be made as well if people can supply me with some decent screenshots for drogue equipped planes, but I do have some ideas with some of my own screenshots. Anyway, to explain the concept, it goes like this: (Not Pictured, yet), when you first call to the Tanker your intent to refuel, a small, dot will appear on the tankers port side, indicating where you need to be to form up with the tanker. At the same time, the throttle bar (pictured) will appear, and give you an idea of the proper throttle settings your plane will need to be at to catch up to, and form up with the tanker. When it becomes your turn to get in position for pre-contact, the 'dot' moves to the pre-contact point, and all you need to do is get there, and call pre-contact. Post Pre-contact: Once you're ready, and the drogue is out, or boom is down, a diamond will appear. Where it appears depends on the type of plane you're in, if you're in a boom-refueling jet (like the F-16 pictured) it will appear at the form-up lights, if you're a probe and drogue refueling jet, it'll appear on the 'reel' of the Drogue system. A second diamond with cross hairs will be present inside the larger one. This smaller diamond represents your plane, and a perfect alignment and positioning should result in the diamonds becoming a single diamond. In the picture here, the plane is slightly offcenter and slightly back, but still connected (as indicated by the lit up CTCT under the throttle bar). The Throttle Bar: throughout the entire refueling process, from form up to peel off, a throttle bar will be on screen guiding you on the proper throttle settings for your aircraft to stay with the tanker. The yellow field will move up or down depending on the tankers speed in relation to your plane, and the red bar represents your throttle. The 'CTCT' at the bottom will inform you that you're connected to the tanker and taking fuel. The 'BRK' above the throttle bar is there to tell you if you need to use your air brake. In this image, it's greyed out, as the brakes aren't needed. However, they will change color depending on how much braking is needed. If it starts flashing, it is a warning to brake away from the tanker. This last bit made flash when you're fully fueled up as well, so don't worry. Some things to note though. First: This is just a concept made using a screen cap, and a few minutes of Paint Tool Sai. It is not programmed in any way, as that is not my cup of tea. Second, the idea behind this item is that it is a localized training aid. Meaning, that even if you're connected to a server and flying a multi-crew aircraft, if someone is using the system, and you aren't, you will not see it. Third: it is designed to be 100% optional. elements of it can be turned on or off as needed. Fourth: This is a feature designed to increase accessibility to DCS. Right now, DCS has a bit of a learning cliff in some areas, something that Nick himself has expressed as a potential issue. This is designed to mitigate some of the issues people have with this very difficult task. Finally: Hating on people who may have to rely on such a system should be strongly discouraged at every turn. Those people who come down on those for needing a little help, or who are just too busy with their real lives to learn the systems should not be given flak. We should be looking for solutions to support them, and make the transition from arcady sim to real sim as easy as possible. If they're scared off, they simply will not come back, and if they don't come back, they don't spend money on the game, and improve its development. Now, let's keep things civil. Tank out.
- 33 replies
-
- 5
-
-
- concept
- visual aid
-
(and 3 more)
Tagged with:
-
Hey, Anyone know what is the loiter time or how long can you fly around before needing to refuel, if you start up fully loaded (without external tank)..? And how long time does a refueling take? Thanks.
- 23 replies
-
- fully loaded
- apache
-
(and 2 more)
Tagged with:
-
so I've been looking at videos of the f/a-18 hornet when I came across a video of the super hornet model aerial refueling another hornet. hornet equipped with air to air refueling pod. can we get support for this to be implemented ingame? :) feels like since its a pod it would be possible to implement and mount on a regular f/a-18c hornet. anyone else feels like me? let me know, and let eagle dynamics know. thank you p.s. I know about the user name and no, I am not THE Matt Wagner :( just had that user name for ever and way before I ever knew about Matt and dcs.
-
The current AI recovery pattern holding procedures do not match those described in the CV-NATOPS (NAVAIR 00-80T-105). The AI when tasked with the action "Recovery Tanker" will commence a racetrack orbit with an upwind leg 10 NM in length and a downwind leg terminating when abeam at approximately 6 NM. When a player requests permission to rejoin the AI will shallow their turn and begin to hold what appears to be a circular holding orbit. This circular orbit appears to match the description of the Rendezvous Orbit described in the CV-NATOPS, Figure 6-13. Per 00-80T-105 section 6.10.1 the tanker should maintain this rendezvous circle until directed by departure to offload fuel. In the case of DCS this would be the equivalent of a player requesting rejoin to the tanker. Once the receiving aircraft is engaged the tanker should then establish a racetrack pattern with an upwind leg no greater than 10 NM, and a downwind leg 3 to 5 miles abeam, extending no more than 6 miles astern the ship (section 6.10.3).
-
Is there a way to limit how much fuel the AI takes on during recovery operations? Currently they fill up completely which is not realistic and makes the recovery tanker useless after only 1 or 4 planes depending on how much fuel the plane can hold. I've been looking in the scripts for a way to interrupt the process, once the fuel level is about 20%, but have not found anything I can use at the unit level. Ideally when setting up the tanking task on the tanker there should be some kind of option to limit the maximum amount of fuel it will give each aircraft.
-
Some time ago, Su-24M "Fencer" tactical bomber became capable of mid-air fuel receiving from Il-78 "Midas" air tanker. But he also can be used as a refueler by itself, it was proven by Ukraine Air Force pilots from 7th TABr in 2021, when they resumed refueling practice in their Su-24M/MRs. These aircraft are using UPAZ-A or UPAZ-M (Унифицированный Подвесной Агрегат Заправочный - Unified Hanging Refueling Unit) refueling pods under it's belly. For my opinion, this feature will increase Fencer's capabilities, especially SU-24MR version, which cannot carry any serious weapons, but can be used as a support aircraft for local missions, where Il-78 usage is kinda overstated. As it is shown on the first picture, refueling pod in placed on the forward middle hardpoint under aircraft fuselage. Some pictures to show it's application Cockpit footage from Su-24M navigator / WSO
-
Hi, There might be a problem regarding Multi AI Group's approach to single tanker. 1- There is a single tanker 2- 2 AI Groups with 2 planes per each (total of 4 planes) 3- During a refuel process of AI Group#1, other planes in AI Group#2 which is approaching the same tanker ; a)Converge and hit each other disregarding flight formation, b) Although they converge, they are not destroyed. c) Result is the same if a formation option is given to the AI Group#2 or both 4- When AI Group#1's refueling process finishes, AI Group#2 return to the necessary formation and continue for the tanker for refueling Track file and the miz file is attached. Best regards. Multi Group AI_Single Tanker Refuel Approach Problem Track.trk Multi Group AI_Single Tanker AAR_Approach_Problem.miz
-
With introducing more and more A/C with basket/hose A/A refueling capability, I suggest to rework refuel planes and its system to high level of DCS accuracy. For example hose system, refuel lights inside refuel door on every DCS A/C refueled by boom and much more. ALL ACCORDING TO DOCUMENTS available on this NATO web page: https://www.japcc.org/aar/ Drogue Lighting. Most drogues are illuminated to assist night AAR. Some drogues are lit internally by lights at the coupling; alternatively, the drogue periphery may be highlighted by a series of luminescent tritium light sources. On some tankers, reflective paint is applied to the inside of the drogue. Tanker Reference Markings. Most tankers have some form of reference markings, providing enhanced cues for formation and/or AAR station keeping. These markings may be painted lines, fluorescent stripes, or electroluminescent panels. Boom tankers have a fluorescent yellow stripe on the bottom centerline of the fuselage to provide an azimuth reference. Some probe and drogue tankers have reference markings providing alignment cues for the approach to contact. Tanker Lighting. Most tankers have floodlighting which make them readily visible to receivers. The lighting is designed to highlight parts of the tanker which may be used as formation visual references, to illuminate the AAR equipment and to light any reference markings provided for AAR. This lighting is usually dimmable. Some small combat aircraft with an alternate tanker role do not have floodlighting for AAR. Please Improve or add these features on every single refuel A/C in sim. It would much more easier to refuel, especially at night. Please rebuild KC-135 boom tanker with following feature (Mirage2000C and similar A/C can than refuel from same tanker): Wingtip Mounted MRPS AAR Pods. Some KC-135 aircraft are fitted with two FRL Mk32B-753 wing tip mounted MPRS AAR pods. The pods trail a 22.5 m (74 ft) retractable hose with MA-4 coupling and collapsible paradrogue. The black hose is marked with a series of 0.3 m (1 ft) long white markings and two 0.6 m (2 ft) wide orange bands. The range between the orange bands corresponds with the green pod status lights indicating the fuel transfer position (see Lighting paragraph for description of the pod status lights). To start fuel flowing, the hose must be pushed in at least 1.5 m (5 ft), indicated by the first orange band, and green pod status lights coming on. Receiver pilots should remain within the ideal refueling position between the two orange bands; inner limit 16.4 m (54 ft), and outer limit 21 m (69 ft), thus providing a fore and aft range of movement of 4.6 m (15 ft). If the hose is pushed in too far, the amber pod status lights flash, fuel ceases after the hose is pushed in to less than 15.2 m (50 ft). Fuel flow will start again as the hose is pulled back out past 15.8 m (52 ft). Thus the receiver has a fore and aft range of movement of 5.8 m (19 ft) during which fuel will flow. Added 29.2.2016 ----------------------------------------------------------------------- Also we would like to have new tanker communitaction options, such as: Tanker will inform pilot in precontact or contact position about the TURNS of the tanker. Option to confirm, how much fuel I requrie to recieve would be nice to have. And at last, information from tanker, how much fuel is left in the tanker. (what a waste of time and enegry when finaly connected to almost dry tanker).
- 44 replies
-
- 10
-