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Found 19 results

  1. The Flight Model of the BGM-109 Tomahawk is broken. While I was operating my mission on the current version(DCS 2.9.3.51704) of the DCS world, I found that the BGM-109 Tomahawk missile was flying at a weird altitude (launched > start level flight at around 3000ft > climbing > hit 8000ft then dive with a shaky maneuver to hit the target) and trajectory compares how it used to. It used to fly at an altitude of ASL 164ft and then pop up 7NM before hitting the target. (please check the 4.9 Mb attached Tacview file / Game version : DCS 2.7.15.26783 ) I attached the test mission on the latest version of DCS World to this post. (1.5Mb Tacview file, 117Kb track file, 9Kb mission file) Please check this problem and I hope this bug is being fixed soon. Tacview-20220709-212501-DCS-Operation Be the Maverick v.06 by 8KIDD8.zip.acmi bgm109 fm test 001 .trk Tacview-20240409-064053-DCS-BGM109 test 001.zip.acmi BGM109 test 001.miz
  2. A weapons mod that allows for AIM-7Es, AIM-9Js, AIM-9Ps, AIM-23 (MIM-23) Hawks, and R-27R missiles to be mounted onto the Heatblur F-14 Tomcat. AIM-7Es can be mounted on all pylons except 1A and 8A, AIM-9Js and AIM-9Ps can be mounted on 1A, 8A, 1B, and 8B, and the R-27R on 1B and 8B. Mod Link: https://www.digitalcombatsimulator.com/en/files/3325290/ Big thanks to @bennyboy9800 for the AIM-23 Hawk missile texture. Bugs: Currently the R-27R is mounted on an APU-68 pylon that's mounted on an AIM-54 shoulder pylon since there are no independent R-27 pylon models. The AIM-7E currently uses the AIM-7M/MH/P model (ED issue). Changelog: V1.0 - Initial Release V1.1 - Updated for OB 2.7.17.29493. V1.2.0 - Zipped with OvGME so you can just drag and drop the zipped mod into your DCS mod repo (zipped folder no longer has the version number in filename). V1.2.1 - Updated for OB 2.8.3.37556. V1.2.2 - AIM-23 Hawk missile drag increased, HB weapon loadout limitations added. V1.2.3 - Hotfix: Fixing the AIM-7E so it can actually be loaded and isn't duplicated. V1.2.4 - Updated for TARPS and other OB additions. V1.2.5 - Hotfix to actually make the TARPS usable. V1.2.6 - Hotfix to allow AIM-7Es to be loaded on the tunnel pylons. V1.2.7 - Updated for latest DCS patch (as of 2024-03-05)
  3. Hi everyone, Now that the new S-3B model has been released (albeit in a potentially bugged state), would it be possible for the S-3B's weapons to be corrected, as well as to add some others that are accurate for it (ignoring ASW specific stores such as torpedoes, sonobuoys and mines, as those require additional core functionality in order to work). The model we currently have depicts the S-3B as it was pre-1998 (i.e with AN/ASQ-81 MAD boom and all sonobuoy ports still present, from 1998 onwards the boom was deleted and at least most of the sonobuoy ports were blanked over as its role switched away from ASW). Currently the S-3B has the following stores available: 300 USG drop tank Mk 82 500-lb LDGP Mk 84 2000-lb LDGP Mk 20 Rockeye II AGM-65D AGM-65K AGM-84A Harpoon IP AGM-84E SLAM If the S-3B is to receive Maverick (which was post 2002 according to this, the same goes for SLAM), it should have the AGM-65F, not AGM-65D or K, neither of which is used by the USN. The SLAM should also use the AN/AWW-13 data link pod. It should also have ADM-141A TALD available, which was utilised in the 1991 Gulf War. These are mounted on TERs on the wing stations, but I'm not sure if it can equip a total of 2, 4 or the full 6. The Harpoon variant it should have is AGM-84D Harpoon Block 1C (as with the Hornet), it's probably still compatible with the AGM-84A, but the D is more appropriate (and has a far higher-quality model).
  4. was wondering if we'll get to see the BME-330s, the retarded versions of the BR.250s and the BR series of bombs itself on the centerline CLB-4 rack in our DCS mirage F1, as they were used in this plane by the spanish airforce and i dont believe they've been mentioned in any upcoming weapons list some examples of them in this aircraft below BME-330 BRP/BRPS.250 BR series in CLB-4 rack (BRP.250s specifically in these pictures)
  5. The radar and weapons of the F1 are something that has been keeping me busy for the past six months. This post isn’t necessarily to prove any capabilities of the plane, I mostly want to get some other people's opinion and maybe a response from the devs themselves on this. I will post links to the sources where I got my information from and add translations to English if needed at the end of the post. Part 1 - The Radar I love the Mirage F1 and I think that Aerges has done an amazing job so far. I very much enjoy the way the Mirage planes have been designed internally; thus, I also enjoy flying the Mirage 2000. Both Mirages we have in DCS have been concepted as interceptors/fighters and both excel when used accordingly. Still, they are not limited to only carrying air to air weaponry. For Example: Low drag bombs, high drag bombs, rockets, runway bombs and laser guided bombs with no self lasing capabilities. Whilst it is more of an art dropping bombs in the F1, the Mirage 2000 is quite a modern plane with the ability of dropping bombs via the radar in CCIP and CCRP modes. From what I could gather the F1M with the upgraded HUD and radar should also be able to drop bombs in CCIP and CCRP mode as well. Now, this pretty much brings me to my first point of discussion. I have been reading into all the different versions of the Cyrano IV radar to get an idea about what to expect from the F1M once we get our hands on it and tried to compile it into an infographic describing the different versions. The functions we currently have with the F1EE are pretty much equal to the Cyrano IV-3 with limited look down ability and ground mapping. It probably comes down to the radar not being finished yet. The manual by Aerges shows all the settings on the function indicator (Page 104) with an inoperable blind penetration mode and air-ground telemetry mode. This makes it seems more like the Cyrano IVM. The description on the Steam page says the module comes with the Cyrano IVM as well. On a Spanish forum I found this description of the different versions of the Cyrano IV and it says this about the Cyrano IVM (translated): This would correlate to the description of the manual except for the air to sea mode. Air to ground telemetry seems to be a different name for air to ground ranging, which should be what is used for CCIP and CCRP (Taken from Chucks guide for the Mirage 2000, chapter 4.1 explaining “Télémétrie Air-Sol” translated as “Air-to-Ground Ranging Mode”). I don’t know weather an air to ground ranging mode automatically enables CCIP/CCRP capabilities though or if some sort of designation ability is needed. Also the F1CE seems to have the same radar in-game. Maybe someone can clear this up for me, also which version exactly we have or are getting. I sadly couldn’t find any information specifically on the Spanish versions of the F1. I could imagine that the F1M would either include all the abilities of all previous versions since it pretty much was the last time the Cyrano IV was used in an upgrade, or a combination of the Cyrano IVM and IVMR which also was used by France in the Mirage F1CT upgrades. Part 2 - The Weapons Now before I get into all the information I’ve gathered about armament the Mirage F1 could carry, I want to say the following: I know that some of the weapons I will talk about have not been used by the versions of the F1 we are getting for DCS. Now, except Aerges decides to do more playable versions of the F1 in the future, this definitely will be the only time we get a thoroughly simulated Mirage F1 in an environment that also simulates usable weaponry in the next years, maybe even for the next decade. There simply will not be a second developer developing a Mirage F1 for DCS. This probably is a whole other discussion about how far you can go into adding weapons not carried by the real plane. Whilst I fully agree that one should not add a targeting pod if there wasn’t one in real life, because you would have to make up a whole page for the MFD, I think that if the capability of a weapon is based on hardpoint wiring (not talking about being a smart hardpoint or not) it simply is so far under the hood that it should not matter for DCS. Obviously, one should not argue about adding weapons that weren’t used by any version of the airplane. But if it isn’t too farfetched technically, I don’t see why one should not add a weapon. I personally would be somewhat disappointed in not being able to enjoy some of the weapons that were used by other F1 versions because of absolute “realism”. For the people interested in absolute realism the DCS mission editor allows to disable certain weapons from use. At the end of the day this is also about me being interested in having a capable, non-American, true multirole aircraft (besides the JF-17) in DCS. I already love the F1 though, this is not about having it as capable as possible. Now I would like to state some information I’ve found online about a few weapons. Again, I don’t necessarily try to prove certain capability for those weapons. I know Wikipedia is not the most reliable source for these kind of things, but I used it anyway to underline a claim if there is another source claiming similar/the same facts. Martel / ARMAT I want to start off with the MARTEL and ARMAT anti-radiation missiles. It is somewhat complicated to find something about which air forces used these weapons on which plane. The Iraqis have definitely used them on their F1EQs. A small Danish website about plane facts claims that the Kuwaiti have used the ARMAT on their F1CKs. A stat page about the Mirage F1CK-2 on CMANO-DB also lists the ARMAT as a used weapon. Wikipedia also suggests that the ARMAT was in use with the Kuwaiti air force. The German Wikipedia article of the MARTEL claims that 25 ARMAT were delivered to Kuwait. The Kuwaiti F1CK-1 are equal to the general F1C model, and the later F1CK-2 are equal to the F1E. This would suggest that the version the F1 we already have in game probably are capable to launch the MARTEL/ARMAT ARM. If I find more information on this, I will add it here later. AS-30 Next, I want to talk about the AS-30 and AS-30L missile. F1EQs of the Iraqi air force used AS-30L during the Iran-Iraq war. The Wikipedia page of the AS-30 links to an external image of a French F1 firing an AS-30L. The F1 in the picture is one of the later F1CR or F1CT as it has a laser spot tracker below the cockpit. I would think that the AS-30L does not have any special launch constraints and will simply track a laser after launch with a pre-set code as most laser guided weapons. From what I could gather, only the South African F1AZ/CZ used the regular AS-30 with MCLOS guidance. I don’t know how farfetched (probably a lot) this one would be, as especially the F1AZ were specifically made for ground attack with heavy modifications to the ground attack suite compared to all other F1 versions. The laser guided version seems to be technically possible though. AM39 Exocet This last one has been discussed a lot. The AM39 Exocet. I found this to be a rather complex one. Only the Iraqi F1EQ have fired Exocets and these have a version of the Cyrano IV with a special designation, namely the Cyrano IVM3. On a Spanish forum there was a post made by someone about the Cyrano radar in the Venezuelan Mirage 5 and he said the following about the Iraqi F1EQs and the Cyrano IVM3 (translated): Interestingly the late upgrade of the Mirage 5 of Venezuela, the Mirage 50EV, was upgraded with the Cyrano IVM3 radar as well and was fully capable of launching Exocets as stated on Wikipedia. Though, not only did the radar get replaced, but the inertial navigation system (INS) as well. It was replaced by one made by SAGEM. Coincidentally SAGEM is the company producing the Uliss INS. This makes it likely that in the case of the Mirage 50EV there also was a link between the INS and radar. Coming to the F1M upgrade made for Spain. The Wikipedia page mentions that part of the upgrade was “…added anti shipping capability with a modernised Cyrano IVM radar…” suggesting again that this last version of the Cyrano IV does incorporate all functions of previous versions (Cyrano IVM, IVMR, IVM3). Besides, right afterwards Exocet compatibility gets mentioned. Here the full paragraph: To double down on this, I found an article from 2011 in the “Archivo Mirage” about the Cyrano IV radars history and it states the radar of the F1M being “…digitised, as its readings can be displayed on a colour multifunction display … replacing the old monochrome display”. Further the following is said: This should basically be it. The “digitised” Cyrano IVM can communicate with other systems and thus probably also with the INS. This possibly brings it down to being a wiring issue first and foremost. Because of all this I don’t think it would be that farfetched to add the Exocet to the F1M. Again, this could be disabled in the mission editor by the people that don’t like it. Also, this probably is out of the scope for the DCS Mirage F1, but another article on “Archivo Mirage” about the Mirage F1 MF2000 by ASTRAC mentions Exocet capability. Yes, it has a different radar and a "GPS-upgraded SIGMA 95 laser gyro intertial navigator" but also uses the 1553 data bus for the systems. This also somewhat reinforces the claim that Exocet capability is dependent on a link between radar and INS. Again, I am first and foremost interested in opinions on all this and maybe a response from the devs. I may or may not have missed something as I am finishing this with a headache. Source as links and translations as PDF files: Archivo Mirage Cyrano Article: https://archivomirage.blogspot.com/2011/01/radar-thomson-csf-cyrano-iv.html Archivo Mirage on MF2000: https://archivomirage.blogspot.com/2009/07/le-bourget-2009-astrac-presenta-el.html Zona Militare about Cyrano IV: https://www.zona-militar.com/foros/threads/caracteristicas-tecnicas-del-cyrano-iv.3313/ ARMAT Wikipedia page: https://en.wikipedia.org/wiki/ARMAT MARTEL German Wikipedia page: https://de.wikipedia.org/wiki/AS.37_Martel Mirage F1 Wikipedia page: https://en.wikipedia.org/wiki/Dassault_Mirage_F1 Mirage 5 Wikipedia page: https://en.wikipedia.org/wiki/Dassault_Mirage_5 Kampfly.dk on Kuwait F1: http://www.kampfly.dk/Flysiden/Fly/Dassault/MirageF1KW.htm GermanMARTELWikipage.pdf ArchivoMirageCyranoArticle.pdf ArchivoMirageMirageF1ASTRACArticle.pdf ZonaMilitareCyranoPost.pdf Kampflydk.pdf
  6. When using the payload restriction feature(btw great feature guys) I noticed it takes a lot of time to find specific weapon. What if there was a search bar to make finding specific weapons easier.
  7. Hi, after some time playing on the weapon operator seat, I am not able to fire ATGM from pylons 5-8, usually when you select any pylon from station 1-4 you hear the ready to launch tone, but nothing happens when stations 5-8 are selected. UPDATE: when carrying only the ATGM there is no problem, things go wrong when carrying MG pods combined with ATGM, maybe it is bugged
  8. Hello everyone, I want to create triggers that will activate when any kind of weapon is in the zone - any missile, any bomb. What I want to do is activate the trigger whenever a runway is hit with a bomb or missile, but I don't want to create triggers with a gazillion lines. I'm hoping there's an easier way to do this than I know of. I don't fully understand all the trigger options, although I've been reading through the documentation. I considered LUA scripting but if you knew me you'd know I should stay away from that - I could very well start a real war. So does anyone have a direction they can point me? I'm happy to do the work as long as I can get a general idea of what options to use. Thanks, Dave
  9. There is no general wishlist thread si I will add it in Mi-24 section. Currently our HE S-8 is OFP2, a 2007 prototype that never entered service. It would appear that it’s integration into Black Shark/FC3 was from a time when ED was less rigorous in their standard of realism and more open to such things. For example, while the S-8OFP2 in DCS does have the warhead size of the OFP2, and the graphics, it’s motor is identical to S-8KOM/OM/Tsm, whereas OFP2 was suppossed to have much more powerful motor to make up for its around 50% increase in weight. The result is the OFP2 we have is not only a weapon that never entered service, it is arguably the only air launched rocket in DCS with incorrect ballistics. These ballistics being so poor is especially noticeable in Mi-24P, where it’s auto ranging CCIO system measures based off where boresight points. With the poor ballistics of OFP2, pipper is so far below boresight the range is overestimated, and your rockets got long at modest to maximum ranges. This led me to research, and find that not only there was S-8D/S-8DM, an S-8 with thermobaric warhead Worth 5-6 kg equivalent TNT, and around same weight and ballistics as S-8KOM, but it was used in Afghanistan, even if it appears that KOM was and has been the most common and most widely used S-8 variant. Adding it would give Mi-24P, Ka-50, Su-25, Mi-8, MiG-29, Su-27/33/J-11A, and now the HL B8M1 technical an actual accurate HE S-8 rocket that was in service and actually used, as well as it’s large explosive potential making up for the lack of fragmentation modeling that the KOM suffers from (being capable of 400 3 gram fragments). I have a feeling ED is happy with their OFP2, the prototype with incorrect rocket motor that it is. But adding S-8D/DM would go along way to simulating period accurate conflicts and loadouts, and providing fictional scenarios with an actual weapon that was used in service. i know that ED also plans to add flechette version of Hydra rocker, the modeling of witch would be a great opportunity to apply to the S-8 flechette variant. Thank you for reading, my only hope is to see increase the breadth of our simulation EDIT: I guess it has been asked before, more broadly wishing for more S-5/8/13 warhead types. However I think adding D/DM would add the most of any new rocket warhead
  10. Hi everyone, I've got a few requests for the controls: Firstly, it would be good to see a "toggle sight selection" bind added, which when pressed switches between available sights, where applicable (so it starts on say, a day sight, press the bind and it switches to thermal, press it again and you're back to day). At the moment we only have discrete bindings for toggling night sights on/off and toggling thermal sights on/off. Secondly, I'd like to rework how weapon and ammunition is selected: At the moment there are a few keybinds: there's "turret select", "turret weapon select" and "select ammunition feed 1/2". While "turret select" is typically consistent, sometimes "turret weapon select" will cycle between ammunition types and sometimes "select ammunition feed 1/2" will select different ammunition types. Personally, I'd replace these with the following: "Select next/previous weapon" - this should select between wholly different weapons (i.e cannon/coaxial MG/commanders MG/bow MG/missile launchers etc, regardless if they're on the same turret or not). This should not reach and end point, and should cycle back to beginning with subsequent key presses. "Select ammunition type 1/2/3/4/5" - this should select ammunition types for the same weapon (i.e for tank cannons AP/HE etc). Thirdly, would it be possible to assign mousewheel up/down to zoom in and zoom out for sights? Even better is if it would work as it does currently for numerous cameras, and when using fixed sights it adjusts zoom in/zoom out as described.
  11. I've been playing for a few days now. I've done all the training for the SU-25 and have pretty good understanding of how the plane and weapon systems work. I loaded into my first mission which is a escort/search and destroy mission. first time I couldn't get the LA for anti radar missiles no matter what range I was at and then lost my lock and couldn't get it back. figured I had done something wrong. I have replayed the anti radar training multiple times and know I'm doing everything right. everything works well in the training but when it comes mission time I still cant get the LA to fire. I figured out the lock issue but I still cant get weapons the fire. step by step I fly for 20 minutes on auto pilot. get enemy radar contact. turn off auto pilot. switch to air to ground mode. turn on targeting pod. make sure Anti radar missiles are selected. lock on radar signature. make sure range carrot is within parameters. squeeze trigger and nothing. idk what's going on. I'm sure its user error but idk what I'm doing wrong I'm following the training to a T and its not working. thanks in advance.
  12. Yes please in the next beta update, slide in the AGM-88 HARM as it's now an official Ukrainian MiG-29 Fulcrum weapon. Be so awesome even if I could only fire in "Self Protect" and/or "Pre-Briefed" mode.
  13. Hi everyone, The 2 Condell-class ships we have have a couple of errors in their weaponry: On either side of the hangar, there are 2 launchers for MM40 Exocet Block 1. Currently, these fire the RGM-84D Harpoon Block IC. The MM40 Block 1 has roughly half the range of the Harpoon (powered by a solid rocket motor as opposed to a turbojet) and a smaller warhead (165 kg HE as opposed to 221 kg penetrating blast-frag). On top of the hangar there's currently a Mk 15 Phalanx Block 1B (PSuM) CIWS. On real images this is actually a Mk 15 Phalanx Block 0, which looks like this (I believe this is an image taken from Invincible post Falklands): Note the shorter, unclamped barrels, lack of Phalanx Thermal Imager and the smaller magazine. Compared with the Block 1B, the Block 0: Has a lower rate of fire (3000 rpm as opposed to 4500 rpm) Has a smaller magazine (989 rounds as opposed to 1550 rounds) Takes far longer to reload (~30 minutes as opposed to <5 minutes) Lacks Phalanx Thermal Imager and so lacks surface-engagement capability (aerial targets only) Has a far smaller elevation range for the acquisition radar (0-5°) as opposed to 0-75° for Block 1 onwards. Has a smaller elevation range (-10°/+80° as opposed to -20°/+85°) Has a slower traverse rate (100°/s as opposed to 115°/s) Has a slower elevation rate (86°/s as opposed to 115°/s) Has shorter (1520 mm as opposed to 2000 mm), unclamped barrels (likely slower muzzle velocity and higher dispersion - though all Phalanx systems have the wrong dispersion in DCS), note that the current muzzle is inaccurate, even for the Block 1B. Fires Mk 149 APDS as opposed to the newer Mk 244 APDS (though, once again, all Phalanx systems fire the wrong rounds in DCS). [source]
  14. Hi ED, With ground crew being an area that's going to be worked on, would it be feasible to implement arm-disarm pads for airfields, FOB's and FARP's? Whether they are set locations on airfields, or users can place them in the mission editor? This would add another degree of realism and tie into the ground crew functionality you are currently working on. It could also be selected as a tick box in missions if Arm-Disarm Pads are required or not. It would mean players would need to taxi to the pads prior to departure to have their weapons armed, and safe any unused weapons on return to an aerodrome. It would be great if scripting and animations occurred where ground crew approach and arm the weapons, but I appreciate this would be a rather intensive task; it could just entail groundcrew taxing you onto the pad, instructing you to hold, your weapons are armed, and they simply shoo you on your merry way. EOR pads could be implemented as well, but I don't think there's much of an argument or game improving mechanic for them. Interested on your thoughts on this, and if there's any interest from the community to adding this. Appreciate this is niche, but thought it would make a cool little game mechanic considering DCS World's realism aims. Note: the attachment is from publicly available information https://buildingcriteria1.tpub.com/ufc_3_260_01/index.htm
  15. Hi, We are getting first the 2005 version, then a 2010 and lastly 2015 version of the Strike Eagle... Will the 3 versions, therefor also have different weaponry available, and anyone know which or what will be available with each version... or will the versions only effect the UFC and which TGP to choose from? Thanks.
  16. Hi all, just a quick post highlighting some missing ordinance that the Sabre historically was equipped with as per manuals for the F-86-E series and F-86-F35 (the Sabre we have in game). As per the manual for the F-86-F-35 and F-86-E-1 shown above, the Sabre should have access to the M65A1 bomb with the T142 fin assembly on pylons 4 and 7, currently in-game the Sabre has access to the M-64A1 general purpose bomb and M177 "Demolition" bomb on these pylons. F-86-F-35 documentation F-86-E-1 documentation Currently in game the only M65A1 that is in game I believe is part of the WW2 assets or is a droppable ordinance from the AI B-52/B-17 You can see what I'm assuming to be the 1000lb bomb above, used in this video by the Grim Reapers showcasing the AI B-17 below https://www.youtube.com/watch?v=PKKNpg2olFM The M-65A1 W/T142 fin can be seen here in this manual of ordinance (OP-1280 Aircraft bombs) Thanks in advance for adding this ordinance option as I was surprised to learn it wasn't already in the sim. References/source bibliography F-86-F manual http://aviationarchives.blogspot.com/2017/07/f-86f-flight-manual.html F-86-E manual (No PDF available at time of report, listing point of purchase) https://www.amazon.com.au/Sabre-Pilots-Flight-Operating-Manual/dp/1430312335 OP-1280 https://bulletpicker.com/pdf/OP 1280, Aircraft Bombs.pdf
  17. Current behavior in-game: the AN-M64 bombs used by the F-86F in-game are apparently different from the AN-M64s used on the P-51 and P-47, and cannot accept custom fuzes the way the same bombs carried by those aircraft can. It also features the older weapon image on the loadout panel, further suggesting it is coded as a different weapon. Expected Behavior: the in-game bomb should be the same as that used on the P-51 and P-47.
  18. Hi, I've created a couple videos going into some detail about conducting CAS or close air support. I am testing the waters to see if there is a number of people that would like to see something like this continue. Its my first attempt at making a Youtube video and my two videos do have a watermark until I see if others can use this info or even care to take their DCS experience to another level. Thanks for your time! Rifle.
  19. ***17MAY21 Update*** F/A-18C Hornet - Weapons QRH Quick Reference Handbook / Checklist / Kneeboard by Pokeraccio V.2.0 17.05.21 ***NEW VERSION 2.0 is here to celebrate the DCS 2.7*** Just a simple DCS F/A-18C Hornet Weapons QRH made up by 10 pages (+10 pages night friendly). Since update 1.7b added as a test 1 more page LIM (Limitations) also give it a sort of ipad look both clean/dirt version (removed since V1.8), to print or use as kneeboard with some useful info about F/A-18C Hornet Armaments/Weapons/Flight Deck procedure, very basic but handy especially during the first missions. Tested in Open Beta, used also in Stable just some feature may not be present, yet. If you need for any reason an older version drop me a line here on forum page. To have it in Kneeboard, just unzip and copy png files accordingly (if folders are not there, create new ones): \Saved Games\DCS\Kneeboard\FA-18C_hornet or \Saved Games\DCS.openbeta\Kneeboard\FA-18C_hornet The basic idea has been developed by others in various way, I just made my own version for personal use. As per request,(https://forums.eagle.ru/showthread.php?t=247119) I'd like to share it. I've uploaded the file in the user file section: https://www.digitalcombatsimulator.com/en/files/3305957/ ZIP file: 10 Png (+10 pages NV vers). this is a DAY/NIGHT PDF version: https://www.digitalcombatsimulator.com/en/files/3316602/ If you find some errors, update, DCS armament logic changes, anything please just share it here and when I'll get the chance I'll update them. Since release V1.3nv I added some Night friendly version for all the "Night lone wolf mission lover" out there... Cheers Pokeraccio My references and original ideas developers are: https://forums.eagle.ru/showthread.php?t=212282 by Chuck From page 140 Weapons and Armament section, on Page 143 there is a useful spreadsheet called F/A18C-Hornet Armament Matrix by Twisted-Biscuit https://www.digitalcombatsimulator.com/en/files/3305134/?sphrase_id=18908065 by Bailey https://www.digitalcombatsimulator.com/en/files/3304428/?sphrase_id=18908171 by Arinc429 https://www.digitalcombatsimulator.com/en/files/3300643/ and https://www.digitalcombatsimulator.com/en/files/3302559/ by Sydy https://forums.eagle.ru/showthread.php?t=189564&highlight=armament and also several You Tube Channels tuts by the well known gurus of DCS. I suggest also the very useful Windows APP Kneeboard Builder by AlaskanGrizzly https://forums.eagle.ru/showthread.php?t=129341 especially if you want to resize the Kneeboard Disclaimer: This is a personal, self made, QRH that I am pleased to share with the entire community of DCS-WORLD F/A-18C enthusiasts, also to thank all the users that share their files with us all, and contents creators which I referred to when I made this document. I hope you’ll find it useful. Please, DO not use for real world OPS or training - Use this guide only for DCS - F/A-18C Enjoy. Cheers by Pokeraccio Changelog: V2.0 -NEW VERSION is here to celebrate the DCS 2.7; -New document, layout, colors, graphics, overall adjustments; -Clearer Resolution, quite ok also in VR; -AGM-88C HARM PreBriefed Mode/Code List added; Self Prot. - PullBack Sub Mode; -BDU 45/ 45B Training Bombs added; -AGM-84H SLAM-ER added (so we'll be ready); -added one page and revisited page numbers; -Correction of inaccuracies in general on the whole document; -updated system logic up to Open Beta 2.7.0.5659. V1.9 -GBU-24 Paveway III added; -added one page and revisited page numbers -Some layout adjustments -correction of inaccuracies in general on the whole document V1.8 -AGM-84E SLAM added; -some small system update (TGP), -ZIP Content: PDF Frame vers, PNG Frame and No Frame vers, glass and dust version removed as not so useful (If you liked I can provide it). V1.7b -Small Update, correction of inaccuracies in general on the whole document, added as a test a new page on DAY version (Limitations), graphics enhancements with ipad look, dust and finger prints, both version clean/dirt available in zip. V1.7 -General Update, corrected SMS settings for Unguided Bombs, pages/color, added 2 page (total of 7 pages) on LEP-List of Effective Pages= changed/new pages List since last update V1.6 -General Update, pages/color/order/dimensions, added 1 page (total of 5 pages), added AGM-62 Walleye II Pages updated record: P1/5 v1.3 P2/5 v1.5 P3/5 v1.0 P4/5 v1.3 P5/5 v1.2 The same for Night Vers. V1.5nv -Update pages 2/4 and 2/4 NV with MAVF/TGP Checklist V1.4nv -Update pages 1/4 and 1/4 NV with a TGP Checklist V1.3nvBis -Update Store Settings for CBUs Page 3/4 V1.3nv -added Night friendly version V.1.3 - Page Order - switched pages 2 and 3 - Harpoon Added on Page 2/4
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