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https://www.digitalcombatsimulator.com/en/news/changelog/release/2.9.19.13478/ DCS Core Mission state save. Added functionality to save all destroyed units (air or ground or infantry) in their positions as destroyed statics when mission state save is used. By default these statics are hidden in the editor, you can find them in the unit list. (We plan to bring waypoints state and groups options save in next update) Cargo. Internal cargo support added for UH-1H, Mi-8 and Mi-24P AI Aircraft. F4U-1D. Incorrect behavior if fuel runs out in some cases - fixed. AI Aircraft. F4U-1D AI flight does not group attack with rockets - fixed. AI Aircraft. Heavy planes tend to over-AoA when landing - fixed. AI Aircraft. In some cases, when launching a semi-active missile, the aircraft would offset F-Pole maneuver beyond its radar’s gimbal limits and lose tracking - fixed. AI Aircraft. Jalalabad AB. Traffic jam on the runway during landing of a helicopter group - fixed. AI Aircraft. Refueling task doesn't react to stop flag - fixed. AI Aircraft. Refuelling probe is not retracted if the refuelling ends according to stop condition - fixed. AI Ground. SA-11, SA-2, and SA-3 launcher targeting algorithms improved. AI Ground. Fixed AI logic to address possible collision of ground units witр aircraft parked or moving on the ground in some cases AI Ground. Fixed cases when some of the dead units are not getting colder in the FLIR image. Adjusted the brightness of ground units in FLIR. AI Ground. Sam sites are failing to rearm when supplied by a vehicle or airbase warehouse in some cases - fixed. ME and Encyclopedia. Added a Search bar to unit lists with the ability to search by typing in any text. QAG. Fixed operation years data for units WW2 and SA-2, and SA-3 sites. QAG. Removed incorrect “Restrict Air-to-Ground Attack” option for helicopters in “Dogfight” mode.. QAG. Removed incorrect “Restrict Air-to-AIr Attack” option for helicopters SEAD SR mode. QAG. In some cases ENEMY LOCATION is placed on an unsuitable surface - fixed. QAG. Generator selects the helipad for the aircraft when the player chooses to start from the airfield on some terrains - fixed. Weapons. AGM-84 family. Added a speed limit of 0.9M. Weapons. AGM-84H. Updated drag params. Flight model tuned and dynamic launch zone corrected. Weapons. Fixed erroneous missile mass of AIM-7 family. Minor effect on missile flight performance due to mass adjustments. (Aim-7 inconsistencies with mass - Weapon Bugs - ED Forums) Weapons. Fixed incorrect high-drag bomb parameters that could cause an AI aircraft to crash while performing an attack run. Weapons. Implemented additional skins for bombs: Mk-81, Mk-82 BSU-33, Mk-82 BSU-86, Mk-82AIR, Mk-83AIR, Mk-84AIR, Mk-84, GBU-54, GBU-38, GBU-32, GBU-31, GBU-24, and GBU-10. Weapons. Missiles proximity fuze can be triggered with electric power supply expired - fixed. Weapons. SNEB HEAT rockets effectiveness was low against armored targets. The SNEB-68 cumulative factor values have been fixed. Weapons. Low Tunguska missile accuracy - fixed. Added: Currenthill Asset Pack FV101 Scorpion Light Tank FV107 Scimitar CRV T-90A Main Battle Tank (MBT) T-90M MBT T-84 Oplot-M MBT T-64 Bv 2017 MBT M1130 Stryker Infantry Combat Vehicle M-ATV MRAP BMPT Terminator MBT support vehicle 9K720 Iskander SRBM (with 9M723K1 Cluster/Unitary missiles) M142 GMLRS (with M30A1/M31 missiles) M142 ATACMS SRBM (with M39A1/M48 missiles) Pantsir S1 SPAAGM (with 57E6 missile) Tor M2 SHORAD (with 9M338 missile) TOS-1A MRL (with MO.1.01.04M missile) M1083 MTV Truck IRIS-T SLM LN SAM (with IRIS-T SLM missile) IRIS-T SLM STR SAM IRIS-T SLM CP SAM Tu-95MS Bomber (with Kh-101 and Kh-555 cruise missiles) Mi-28N Attack Helicopter (with Ataka and Igla missiles) Project 22160 Patrol Ship with SA-15 (Tor-M2) Project 22160 Patrol Ship Known issues - TU-95, Mi-28 and T-90A replace old assets, some issues with livery and loadout selection WIP. IRIS-T SLM -erroneous launch warning (WIP) DCS: F-16C Viper by Eaglе Dynamics Fixed: AN/AAQ-33 ATP A-A MT slew to selected target with no inertial extrapolation. Fixed: AN/AAQ-33 ATP doesn't handoff to AGM-65 Maverick missiles when in MT mode. Fixed: AN/AAQ-33 ATP in MT mode determines air target range too precisely. Fixed: AN/AAQ-33 ATP higher than allowed zoom. Fixed: SPI and weapon symbology decoupled from AN/AAQ-33 ATP when POINT track entered. Fixed: AGM-65 seeker oscillates and de-slaves from SPI with AN/AAQ-33 ATP. Fixed: GPS/INS guided weapons were missing the Azimuth Steering Line. Fixed: LGB doesn't seem to track moving targets correctly. Fixed: GBU-24 inherits and duplicates CCIP symbology. Fixed: GBU-24 will not auto-lase. Fixed: After the first AGM-65 fired, The Maverick seeker/symbology gets stuck. DCS: F/A-18C by Eagle Dynamics Added the ability to designate an AWACS surveillance (SURV) Multi-Sensor Integration (MSI) track file as the Launch and Steering (L&S) or Designated Target 2 (DT2). This is a work in progress with expected changes/improvements later. When finalized, an instructional video will be provided. Known issues: AIM-120 desync issues (not strictly an MSI issue, but rather more visible because of it) Half-sized HAFU for MSI track in TWS radar mode. Missing L&S, MSI-only tracks on SA page. Incorrect AIM-120 RWR warnings from MSI-only launches. Incorrect HMD indication of MSI-only targets as friendly. All MSI targets should be in the priority ranking matrix. Low priority tracks presentation missing. HAFU's missing proper MEM flashing logic based on contributing source. L&S Trackfile losing radar contribution causes the trackfile to be deleted and requires re-designating. Fixed: Terrain Avoidance (TA) radar mode could produce strange parabolic shapes of sea surface. Fixed: DTC countermeasure interval did not match aircraft's. DCS: AH-64D by Eagle Dynamic Added Total Controls keyboard unit profiles. Fixed: Crash when using rockets with open panel George AI in some cases. Fixed: Crash when trying to change weapons in George AI panel in some cases. Fixed: George AI CPG WPTHZ list not accessible if TGT/THRT points are present but no CTRLM points. Fixed: George AI switching to LOAL/LOBL audio switched. Fixed: George CPG FWD AREA and PHS AREA searches revert to OWN PFZ search. Fixed: George sometimes reports "Target lost" instead of "Target destroyed". Fixed: George reports out of range when well within range. DCS: CH-47F by Eagle Dynamic Added. Ground detent position for the Thrust Cont Lever. Fixed. MFD airspeed readout on map only displayed ground speed. Fixed. "Insert Before" command unable to cancel. Fixed. Incorrect total size for the Embarking task. DCS: Mi-24P Hind by Eagle Dynamic Added new controls binds for: Wipers Pedal damper Fuel cut-off Multicrew control assumed Hydraulic system switches DCS: JF-17 by Deka Ironwork Simulations Fixed. TDC axis behavior in AA TWS EXP mode Fixed. HPT information on radar page Fixed. HUD in AA gun mode should not show non-AA contact SPI indicator Updated. RWR database DCS: OH-58D Kiowa Warrior by Polychop Simulations Fixed: All digital data on dash detaching from dash on NAV SETUP page. Fixed: Perf Page CALC button requiring two button presses. Fixed: Hog menu CLASSIFICATION, PRECEDENCE, ACKNOWLEDGE lead to an endless loop. Fixed: No WPT carat displayed on VSD heading tape in DIR WPT mode when no route is loaded. Fixed: CTD when attempting to slot into the CPG seat of a dynamic slot in multiplayer. DCS: MiG-21bis by Magnitude 3 Reorganized kneeboard pages order. Added kneeboard RSBN and ARK data for Germany Cold War map. DCS: F4U-1D Corsair by Magnitude 3 Flight Model & Systems: Added Master On/Off Switch for WEP. Repurposed unused fuel pressure gauge into a water pressure gauge Art: Corsair External Model: Fixed back-face culling on HF Antenna mast. Fixed numerous smoothing errors. Fixed damage visibility for large flap gaps. Fixed right wing folding mech aileron rod poking through the wing. Fixed missing right wing fold mech on LoD 02. Fixed HVAR pylon UVs on LoDs 01, 02 & 03. Fixed missing small flap gaps on LoDs 01, 02 & 03. Corsair Cockpit Model: Fixed numerous ambient occlusion errors. Fixed pilot and inner canopy not showing in mirrors’ reflection. Adjusted instrument glass alpha texture. Adjusted click point for the HVAR distribution box’s on/off switch. Added missing control cables. Added Master On/Off Switch for WEP. Repurposed unused fuel pressure gauge into a water pressure gauge Updated 4K & 2K textures Essex Class Carrier: Added collision shell at Paddle’s platform. Miscellaneous: Added more engine sounds. Adjusted the engine and propeller sounds. (WIP) Flaming Cliffs by Eagle Dynamics Su-33. Added Iraq instant action missions Su-33 HS campaign, mission 20. Added conditions to Mission Goals. DCS Mirage F1 by Aerges General: Cockpit livery selection was added to the module options. It returns the ability to use custom cockpit liveries. In particular the "Mirage F1 English Cockpit CE and EE version" user mod. Note that the mod contents should be modified by renaming 'default' folders to 'english'. Module options tooltips are 'localizable' now - they will be displayed in the interface language, given their localization (translation) for this language was done. Systems: Fixed jettison buttons guards not reacting on mouse in F1BE. Fixed Optical Sight font looking blurred when its brightness is reduced. DCS: C-101 Aviojet by AvioDev Fixed conflicting dual seat airbrake control. Note that the rear seat always has the control priority DCS: Afghanistan Map by Eagle Dynamics Improved vegetation throughout the map. A new principle of vegetation distribution has been used to improve vegetation density. However, tree models are still under development. Dimensional models are used instead. Adjusted the combat area boundaries for the Mission Generator; this now covers the entire detailed map and the sea. Changed the lower and upper temperature limits by 10 degrees Celsius for all seasons. Improved textures of the ground surface of the entire map, color correction, and added many large and small details. The unnatural blue color near the banks of rivers and lakes has been removed in many places. Improved Normal Map textures for the entire terrain. Fixed artifacts and visual defects on the Normal Map textures of the ground surface. Improved texture of distribution of ground surface types: rocks, grass, sand, etc. Improved textures for ground surface types: rocks, grass, sand, etc. Fixed many places where roads displayed on the map (ME/F10) and were missing. The road network has been improved throughout the entire territory. Fixed many places where there were unnatural differences in the elevation of lakes, rivers and roads. Fixed many places where city blocks, villages, and fields were displayed incorrectly. Fixed visual and technical errors in 3D models: switching LODs, collision, and excess geometry. Improved river crossing textures. Improved textures of airfield markings. Fixed missing life parameters for some objects. Improved the ME/F10 map. Added borders and names of Afghanistan provinces. The map now displays the location of FOB, FB, and COP with a green triangle. The names appear near maximum zoom. Added TAD maps. Removed duplicates of some TAD map textures for better optimization. D I Khan radio beacon changed from VORTAC to NDB type. DCS: Southwest Afghanistan Map by Eagle Dynamics Added unique object Mausoleum of Ahmad Shah Durrani to the city of Kandahar. Improved surface color textures for airfields: Bost, Camp Bastion, Camp Bastion Heliport, Chaghcharan, Dwyer, Farah, Herat, Kandahar, Kandahar Heliport, Maymana Zahiraddin Faryabi, Nimroz, Qala i Naw, Shindand, Shindand Heliport, and Tarinkot. Kandahar Airfield - scenes have been improved: The scene is filled with a large number of objects, fences have been removed from the roads, and the road network in the vicinity of the airfield has been improved. Kandahar Airfield - improved taxiing of bots along taxiways; they now use a more optimal route. Kandahar Airfield - improved taxiway network from parking areas N05-N16 to the runway. Kandahar Airfield - fixed typo in the name of the Juliet ramp, previously it was Juliett. Kandahar Airfield - fixed typo in the name of the Oscar ramp, previously it was Oskar. Maymana Zahiraddin airfield - improved taxiing of bots along taxiways; they now use a more optimal route. Chaghcharan Airfield - improved scenes in the vicinity of the airfield, road network, cities, villages, and fields. Dwyer Airfield - Improved road network around the airfield and connected it to the main Afghan road network. Dwyer Airfield - the model of the lights at the ends of the runway has been replaced with a model of lights built into the surface of the runway. Dwyer Airfield added lights to runway 05/23. Camp Bastion airfield - fixed typo in the name of the Juliet ramp, previously it was Juliett. Bastion Heliport airfield - taxi routes along taxiways have been optimized; bots now use shorter routes from parking areas to the runway. Tarinkot airfield - parking lots 21, 22, 23, and 24 removed. Qala i Naw Airfield - scenes have been improved and issues with excessive scaling of some objects have been fixed. Qala i Naw Airfield - fixed some issues with the surface mesh, and mountain slopes and roads are now more realistic. Herat Airfield - removed objects obstructing PAPI view. DCS: East Afghanistan Map by Eagle Dynamics Added unique objects to the city of Kabul, such as: National Assembly, Square Fortress Kabul, Babur Garden, and the Kabul National Stadium. The area between the settlements of Gardez and Khost has been significantly improved. Improvements have affected all aspects: road network, rivers, lakes; settlements; fields; unique scenes; vegetation, and ground surface textures. Added Forward Operating Bases (FOB): FOB Clark, FOB Gardez, FOB Thunder, FOB Tellier, FOB Camp Dubs, and FOB Camp Julien. Added Patrol Bases (PB): PB Khost, PB QRF Base. Added Combat Outpost (COP) Deysie. Improved surface color textures for airfields: Bagram, Bamyan, FOB Salerno, Gardez, Ghazni Heliport, Jalalabad, Kabul, Khost, Sharana, and Urgoon Heliport. Improved resolution of ground textures in the vicinity of Kabul. Bagram Airfield - Delta ramp parking areas D04-D07 can now accommodate C-130s, and parking area D09 has been added. Bagram Airfield - added lights to runway 03L. Bagram Airfield - improved ground textures, added details, and fixed artifacts. Bagram Airfield - scenes have been improved that includes some objects in roads. Bagram Airfield - changes have been made to the unique scene on the Romeo ramp. Bagram Airfield - changes have been made to the unique scene on the Mike ramp. Bagram Airfield - airfield markings have been improved. Bagram Airfield - PAPI added to runway 03L. Bagram Airfield - Runway 03R approach lights corrected for course. Bagram Airfield - fixed the collision of the aircraft with the hangar building when leaving parking lot N11. Bagram Airfield - The Romeo ramp can now accommodate CH-47s. Khost Heliport airfield has been renamed FOB Salerno and assigned the ICAO code "OASL". FOB Salerno Airfield - runway surface improved. FOB Salerno Airfield - Unique scene improved. The scene is now more populated with objects. Kabul Airfield - improved road network and scenes in the northern part of the airfield area. Kabul Airfield - improved airfield markings. Kabul Airfield - duplicate names of parking lots at Kabul Airfield 6S-01, 6S-02 have been corrected, duplicate names have been replaced with 6U-01 and 6U-02. Jalalabad Airfield - fixed helicopters getting stuck on the taxiway after landing. Jalalabad Airfield - fixed a collision when landing aircraft during a paired landing. Jalalabad Airfield - added landing lights on runway 13/31. Jalalabad Airfield - the number 11 was added to the parking spaces in markings, which were previously omitted. Urgoon Airfield - fixed collision of aircraft on the runway with scene objects. Campaigns DCS: F-16C First in Weasels Over Syria Campaign by Ground Pounder Sims All missions - Updated to include the ATP DCS: F-16C Last Out: Weasels over Syria II Campaign by Ground Pounder Sims All missions - Updated to include the ATP A-10C / A-10C II Tactical Training Qualification Campaigns by Maple Flag Missions Updated all missions. Corrected radio transmission issues and removed annoying route altitude warning triggers. DCS: F/A-18C Inherent Resolve Campaign by Looking Glass Mission 2 - Task Force Zeus. Adjusted trigger - Task Force Zeus getting damaged after mission success will not force mission fail. Mission 4 - The Damned. Fixed error on Mission brief PDF and in game Kneeboard (waypoint 4 - codeword nexus). DCS: F/A-18C Raven One: Dominant Fury by Baltic Dragon M01: fixed rare issue with Cajun not disconnecting from the tanker M06: fixed issue with Cajun dropping into the sea after takeoff and mission not progressing correctly. DCS: F-18C The Rampagers by Baltic Dragon and Whipbird Productions All missions updated to accommodate security update to API function call Mission 9 updated to accommodate updated weapons effects Mission 10 scoring updated Mission 12 updated to accommodate updated weapons effects Mission 15 briefing and kneeboard updated DCS: F/A-18C The Arctic Thunder by Baltic Dragon Mission 1: reverted player's aircraft to cold start DCS: F-16C: The Gamblers Campaign by Baltic Dragon Mission 3: removed option for player to engage the convoy alone, as it sometimes led to confusion added note clarifying attack sequence for first target Mission 4: corrected wingman's name from Pyro to Flash; added missing TACAN for Flash Mission 5: fixed issues with some static soldiers pretending to be David Copperfield and hovering above ground Mission 6: fixed problem caused by new bomb splash damage, where attack on AAA would also destroy a technical, which is a later target; removed double "rifle" call during second maverick shot Mission 9: fixed missing comms during RTB and / or before AAR; prevented Syrian SA-11 from shooting at player enroute; fixed scoring in the mission - it will now be possible to get 100 points again DCS: F/A-18C Operation Green Line by Badger633 Mission9: New radio conflicts at start fixed, AI adjusted Mission 11: Additional AI safety trigger added DCS: F/A-18C Rise of the Persian Lion by Badger633 Mission 2 both variants: Improved landing trigger DCS: F/A-18C: Raven One by Baltic Dragon Mission 6: fixed problems with a script pop-up on the way to WP 2; fixed a bug where Clam would detach and climb endlessly until he runs out of fuel Mission 7: fixed rare issue with Psycho not dropping the smoke mark on deck Mission 11: fixed issue with Shadow 41 blocking deck during recovery Mission 13: fixed problems with a script pop-up after takeoff DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking All Missions: Adjusted Naqoura static unit placement. Changed Naqoura beacon to 280 kHz. Updated kneeboard with new naqoura beacon. Mission 09 - "Sheeba Farms". Adjusted trigger settings to mark target as destroyed. Resaved FOB Settings -> all weapons available. DCS: F-4E Northern Defenders 'Phantoms Rising' Campaign by Flying Cyking Mission 07 - "CAS Banak". Removed debug messages for Target 2 & 3. Added missing BRA for a Darkstar subtitle. Mission 10 - "Finland CAS". Adjusted AAA & manpad threats in AO. DCS: UH-1H The Huey Last Show Campaign by SorelRo Mission 3. FAC AI behaviour tweaked. Triggers revised. DCS: P-51D Debden Eagles Campaign by Reflected Simulations Mission 3: Further scripting error fixes46 points
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Su-22M4 Mod Information and Progress - August 2025, Su-22M4 is an FC3 based, free mod of a legendary export variant of Su-17 attack aircraft, It is in FC3 fidelity with a lot of the cockpit being clickable as well as some basic system implementation. These include: - Cold Start Procedure - Generators, Pumps, APU, Gyro spool up, - In cockpit lighting - dimmable flood lights as well as warning lights with master caution reset, - RWR turn on/off with volume and brigtness controll, - Weapon control panel - ripple quantity, interval, master arm, - Basic SAU Channels (autopilot), - Wing Sweep Controll (only cosmetic for now, no effect on flight characterisitcs), CWS like in Su-30 is planned, this will allow for CRT display being usable for TV munition seeker view (Su-22 didnt have TGP). No estimates on that, first version will be released with Su-25A avionics. I choose them because it uses identical targeting system and gunsight as Su-22. It will use modified Su-27 Flight Model. Su-22M4 will require Su-25A and Su-27 modules Mod progress (august 2025) What is done: - External 3d model with animations, minor details might be changed, - Remove Before Flight Covers, - Liveries (almost 90 from a lot of Su-22 users, around 50 Polish AF), - Pylons with assigned weapons that can be carried on them, - Cockpit 3d model with basic gauges animated, - In cockpit clickables: Engine Control, System Power, Main Power Panel, Weapon Control Panel,Avionics Power, NWS, Taxi/Takeoff lights, - Wing Sweep Control - 3 Positions: 30, 45 and 63 Degrees, - External Lighting and Cockpit warning lights., - In-cockpit sound system with custom sounds - battery, pumps, gyro, apu, launch tone, - Wallpapers, Icons and stuff - Simple damage model What needs to be done before release: - As much in cockpit clickability as possible with modelling systems even with fc3 limitations - Bounding keybind presses to in-cockpit switches and buttons (so they animate properly) - KKR-1 recon pod (cosmetic only) - Wyuga ELINT pod, and maybe a way to correclty target ARM with Su-25A avionics, or at least making it look legit. - Loadouts - Multiplayer Synchronisation Estimated Release Date: Fourth Quarter of 202544 points
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Dear all, we have cleaned this thread. For now, this thread will remain locked as it has become more work than it needs to be. Currently, we have generally the same 10 or so people debating different things releated or unrelated to this topic. It ends up in angry people, warnings and misunderstandings. When there is something new, it will be added to the 1st post in this thread. If it's something that needs discussion, we will consider opening this thread. Any new threads opened on this topic will be removed. If you have questions about items in the 1st post here, you can send us a DM. Thanks. The ED Team.41 points
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01 August 2025 Dear Fighter Pilots, Partners and Friends, Today we are thrilled to open pre-purchases for the newest, most advanced PC simulation ever made of the C-130J. Few aircraft have written themselves into aviation history as indelibly as the C-130. From daring low-level resupply runs in Vietnam to hurricane relief over the Caribbean, the “Herc” has hauled people, pallets, and hope for nearly 70 years. Watch the launch trailer now! This is your chance to take advantage of the 30% off discount available to all those of you who pre-purchase. Please note that once the module is launched to early access, this discount will no longer be available. Hurry and secure your DCS: C-130J today! Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS: C-130J Coming soon Get ready to step into the cockpit of the DCS: C-130J, the latest model of the most versatile military transport aircraft ever built. The C-130J puts you in command of the world’s celebrated tactical transporter, renowned for delivering troops, tanks, supplies, and lifesaving relief to hostile and war torn places. From engine start to wheels-up, every switch and system has been painstakingly recreated to let you haul and airdrop exactly as real C-130J crews do. The “Herc” is perfect for threading mountain valleys at 250 feet, skimming wave tops to deploy infantry, or heaving a 22-ton “MOAB” out the back ramp. The C-130J turns every sortie into a mission of muscle, precision, and pure aviator grit. Rally your crew, climb aboard and fly this iconic heavyweight. Key features at early access: Authentic Cargo Operations: Perform realistic cargo loading, management, and aerial delivery procedures. Conduct precision air-drops and logistical support missions showcasing the aircraft’s capabilities. MOAB: Yes. Make some noise ! Interactive, Voiced Checklist System: Fully-voiced, interactive checklists guide you through every stage of flight operations that enhance immersion and procedural accuracy. First-Person Loadmaster Experience: Explore your aircraft in a novel, first-person mode that allows you to walk freely inside the cargo bay and around the exterior whilst interacting with aircraft systems and cargo. A first for DCS. Fully Interactive Cockpit: The detailed cockpit is fully interactive and features modern digital avionics, HUD, and accurate instrumentation. Each switch and gauge operates exactly as it would in the real aircraft. Realistic Flight Dynamics: The aircraft is modeled to closely replicate real-world performance. Conduct low-level tactical missions, precision cargo drops, and strategic airlift operations with realistic handling. Detailed Systems Simulation: Essential C-130J systems including the AE 2100D3 turboprop engines, advanced avionics, cargo management and defensive countermeasures are accurately simulated with realistic damage modeling. Multi-Crew Multiplayer: Collaborate with fellow crew in real-time multiplayer sessions. Share cockpit responsibilities, navigation tasks, and systems management seamlessly as a team. Dynamic Missions: Fly diverse mission profiles such as tactical deployments, covert special operations, or humanitarian aid flights; all of which highlight the operational versatility of the Super Hercules. Outstanding Visual Detail: Experience detailed modeling of aircraft interiors and exteriors, realistic textures, dynamic lighting, and immersive cockpit design. Comprehensive Documentation and Training: Detailed manuals, interactive training missions, and checklists ensure a thorough understanding of the aircraft that is suitable for both newcomers and experienced aviators. Today, more than 20 nations rely on the Super Hercules for everything from special-operations infiltration to firefighting. Pre-order Program Available for a limited time at only $55.99 Pre-order Please note that you can also purchase the DCS: C-130J directly from the Airplane Simulation Company website. Development progress From the Airplane Simulation Company: What’s already done Over the past year(s), we’ve completed the core flight-model, engine, APU, electrical, hydraulic, fuel systems, and avionic systems. The cargo bay is fully walkable in VR and flatscreen, with rigged physics for CDS bundles, and the GBU-43/B MOAB. Network-synchronised multi-crew is fully implemented for two players. What we’re still doing As we approach release, key focus points for the team include finalization of audio effects in the cargo bay, damage modeling, Levels Of Detail (LODs), integration of a 3rd multicrew slot, and the completion of a vehicle airdrop system in partnership with Eagle Dynamics. We’re also tuning parachute deployment mechanics, including introducing extraction chutes for heavy equipment airdrops, and physically simulated static lines. Post Early Access Launch Once the C-130J-30 is released, our focus will turn to the MC-130J. This variant, operated by AFSOC, brings aerial refueling capabilities, including player-to-player AAR in multiplayer. The MC variant also includes the AN/AAS-52(V) EO-IR pod, and a third crew station for the CSO, or combat systems officer. We thank our community SMEs, test teams, Eagle Dynamics for their support, and every pilot eager to get those four fans of freedom turning. The Herc is rounding the corner, see you on the ramp soon! Pre-order now The DCS: C-130J will be available on Steam at a later date. Pre-order Program Available for a limited time at only $55.99 Pre-order Thank you again for your passion and support. We cannot wait to see what you will create with the DCS: C-130J. Stay tuned for development updates, tutorial videos, and your first chance to fly the Herc in DCS. Thank you again for your passion and support, Yours sincerely,40 points
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08 August 2025 Dear Fighter Pilots, Partners and Friends, It is with great pleasure that we share a more complete list of the modules coming to the Pacific Theatre of Operations (PTO) Assets Pack. In parallel with other modules like the DCS: F4U-1D Corsair, the free DCS: Marianas WWII Map, and the upcoming DCS: F6F-3 Hellcat, the PTO Assets Pack is designed to provide a rich and detailed array of United States and Imperial Japanese air, ground, and naval units in the summer of 1944 PTO. Many of these units are finished, and others are still in progress; we look forward to your feedback. We are steadily progressing on our earlier released Mission Save State function. Please read the report below to learn about how we are improving this very useful feature. Additionally, we have added several fantastic modules to our Free Trial Program. You can try these aircraft and maps at no cost or obligation. Take them for a spin today! Thank you for your passion and support. Yours sincerely, Eagle Dynamics Pacific Theatre of Operations 1944 Assets Pack Update Since the release of the free DCS: Marianas WWII map and the Magnitude 3 DCS: F4U-1D Corsair, we want to provide an update on the extensive effort being devoted to bringing this scenario to life with the PTO Assets Pack. Learning from some of the European Theatre of War scenarios, the PTO scenario is focused on providing an extensive order of battle for both US and Imperial Japanese forces in the summer of 1944 and to offer an accurate representation of the battle for the Mariana Islands and the Battle of the Philippine Sea. New player aircraft coming for this scenario will include both the F6F-3 Hellcat and the A6M5 Zero. Since our last update on this project, we can now share with you the specific air, land, and sea units being developed for the PTO Assets Pack, which owners of the existing World War II Assets Pack will be able to purchase with a 30% discount: PTO AI Assets: United States Aircraft F6F “Hellcat” SB2C “Helldiver” TBF “Avenger” SBD-5 “Dauntless” PBY “Catalina” P-38L “Lightning” United States Ships Enterprise aircraft carrier Casablanca-class light aircraft carrier Independence-class light aircraft carrier New Orleans-class heavy cruiser Baltimore-class heavy cruiser Cleveland-class light cruiser Fletcher-class destroyer Liberty-class transport Cimmaron-class oiler United States Ground Forces M4A2 Sherman M3A1 “Stuart” light tank LVT-4 tracked landing vehicle LVT(A)-4 tracked landing vehicle DUKW-353 amphibious truck US Marine Corp infantryman US Navy Carrier personnel US Navy seaman Imperial Japanese Aircraft A6M5 “Zero” D4Y “Judy” D3A “Val” B6N “Jill” Imperial Japan Ships Shokaku aircraft carrier Chitose light aircraft carrier Kongo battleship Mogami heavy cruiser Agano-class light cruiser Yugumo-class destroyer Kagero-class destroyer Kashino-class transport Imperial Japanese Ground Forces Type 94 Tankette Type 95 Ha-Go tank Kurogane Type 95 car Type 97 Te-Ke tank Type 97 Chi-Ha tank Type 97 ShinHoTo tank Type 2 Ka-M amphibious tank Type 1 47mm anti-tank gun Type 98 20mm anti-aircraft gun Type 91 10cm towed artillery Type 92 70mm towed artillery Type 10 120mm anti-aircraft gun Imperial Japanese Army Infantryman Japan Navy seaman Mission State Save Development Progress Following the initial release of the Mission Save state feature, we have gathered your feedback for further improvements. Based on this, we delivered an API feature request to our talented scripting community which was well received. Moving forward, a common request has been saving destroyed unit states on the battlefield. We have now tackled this issue, and destroyed static objects will be created in place of each destroyed ground vehicle, aircraft, infantry unit, or static building (not terrain/map buildings) in the Mission Save state. In this sense, the battlefield wreckage remains where the destruction took place. With the Mission Editor, these objects will be automatically given a "hidden" parameter to not clutter the map view. However, if you want to remove them from the mission because of your plot choice, you can find them in the Mission Editor units list and delete them. We will be releasing this improvement in an upcoming update once testing is fully complete. Based on your feedback, our next task for Mission Save state improvements will be to save a group’s waypoint parameters. This work is ongoing and includes the ability to save specific ground vehicles parameters such as ROE and more. New Free Trial Modules Explore new aircraft and terrains for free To help you explore new content, we are expanding our Free Trials Program. You can now try the additional following modules free of charge for 14 days every six months. New modules on Trial: South Atlantic Map Kola Map Sinai Map CH‑47F F‑5E Remaster NS 430 F‑5E Flaming Cliffs MiG‑15bis Flaming Cliffs F‑86F Flaming Cliffs Flaming Cliffs 2024 Simply navigate to the Try ‘n’ Buy page in the Launcher and look out for a TRY button! You can also activate free 14 day licenses from the Free Trials on the DCS website. Once you've made your selection, proceed to install the chosen module through our module manager. For more details read the How to install Modules guide. We hope you enjoy this opportunity to explore new modules and terrains completely free. Thank you again for your passion and support, Yours sincerely,36 points
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Hope you enjoy another Su-22 mod showcase, despite replay for external views being buggy and me missing some missile shots. This time, most of the cockpit is clickable, it has proper cold start, custom sounds for engine or launch authorised and more! Everything is still work in progress, estimated release Q4 2025.34 points
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Hi Confirmed, the Player FF Zero is planned for the future. thank you bignewy31 points
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DCS: MiG-29A Fulcrum Introduction We are happy to release our first instruction video for our MiG-29A Fulcrum, or project 9-12A. This introduction video is based on a pre-release version, so some elements may change at or after release. The MiG-29A is a single-seat, dual engine, Soviet fighter that was designed in the 1970s as a light-fighter in parallel with development of the larger Su-27 Flanker. The Fulcrum entered service in 1983 with its primary role being point air defense for Soviet and several Warsaw Pact member countries. It’s a relatively small, twin-tail, blended-wing fighter with leading edge extensions, that is powered by two widely spaced, RD-33 engines, each capable of 18,300 pounds of force in afterburner. Air is fed into the engines from variable intake ramps below the fuselage. For unprepared field operations, the MiG-29 has the unique feature of being able to close the main intake ramps, and instead open intakes above the leading-edge extensions to avoid the intake of foreign objects. For enhanced maneuverability, the Fulcrum includes automatic leading-edge slats and an all-moving tail plane. Although it does not use a fly-by-wire flight control system, it does come equipped with hydraulic controls and a three-axis autopilot system. Between its impressive thrust-to-weight ratio and excellent high-alpha capability, the 9G-capable Fulcrum can be a very challenging opponent in a dogfight. Although the MiG-29A has G and angle of attack limiters, these can be overridden. Its impressive dogfight capabilities are further enhanced by the ability of Fulcrum pilots to cue AA-11 “Archer”, R-73, infrared-guided missiles with a Helmet Mounted Sight for deadly high off boresight attacks. Designed as a point defense fighter, the MiG-29A does not come equipped with aerial refueling capability and has a maximum ferry range of 930 miles clean, and 1,300 miles with an external fuel tank. In the nose of the aircraft is a NO19 Sapfir 29 look-down/shoot-down radar and digital computer. Mounted forward of the windscreen is the S-31E2 Infrared Search and Track sensor that can detect and track aerial targets solely based on their infrared signature. The MiG-29A was primarily designed as an air-to-air fighter armed with short- and medium-range air-to-air missiles and a GSh-30-1 30 mm cannon with 150 rounds. Although the AA-10 Alamo A (R-27R) and AA-10 Alamo B (R-27T) are the typical medium-range air-missiles arming the MiG-29A, it can also be technically armed with the extended range AA-10 Alamo C (R-27ER) and AA-10 Alamo D (R-27ET) versions. These medium-range missile options are in addition to the shorter-range, infrared-guided AA-11 Archer (R-73) and AA-6 Aphid (R-60 and R-60M) dogfight missiles. In addition to these air-to-air armaments, the MiG-29A also has limited air-to-ground attack options including unguided bombs, rockets, and strafe.30 points
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29 points
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Sorry, I'm all in for supporting the developers, but the subscription marketing model is awful .. the moment your income situation changes (retiring, losing our job for a while, a serious disease) you lose access to your software, media entertainment, cloud storage, etc, etc ... I much rather purchase rather than subscribing.26 points
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Hello everyone, Red Star Simulations is excited to share our progress on a range of liveries for the MiG-17F. Below is a list of possible liveries currently planned (subject to change), and we’d love to hear your input. Which paint schemes would you most like to see included? Are there particular historical operators, squadrons, or iconic designs that you feel are essential? We’ve also included a preview of several work-in-progress liveries that are already in development. Your feedback will help us decide what to prioritize moving forward. – Aqil Huseynov – The Red Star Simulations Team Soviet BM (two red lines on fuselage) Soviet Camo Chinese PLAAF (Standard) BM Chinese Aerobatics Team East German BM - Early (old roundel) East German BM (new roundel) East German Camo - Fighter Bomber Livery (fictional on MiG-17F Lim5) Polish (Standard) BM Polish Camo - Fighter Bomber (fictional on MiG-17F Lim5) Czech MiG-17 (Standard) BM Czech MiG-17 "Red" Bulgarian (Standard) BM Bulgarian Camo Albanian (Standard) BM Vietnam BM 2047 Vietnam BM 2019 Vietnam Camo/BM 2011 Vietnam Camo 2072 Vietnam Camo 3020 "Col Tomb" Indonesian (Standard) BM Indonesian Aerobatic Team Black Indonesian Aerobatic Team Red Cambodian "Red Lightning Bolt" BM Egyptian (Royal Standard) BM Egyptian Nile Valley Camo Algeria (Standard) BM Algeria 257D Camo/Sand Iraq (Standard) BM Syrian Camo Syrian BM Yemeni Republic (Standard) BM Yemeni Republic Camo (based on Syrian Camo) United Arab Republic (Standard) BM Israeli Camo (based on Syrian Camo) Angola Camo Nigeria (Standard) BM Nigeria Green Cuban (Standard AS) BM (fictional on MiG-17F Lim5) Cuban (AS) Camo (fictional on MiG-17F Lim5) US "Have Drill" Camo (based on Syrian camo) Randy Ball 1613 or 1611 Will Ward "Psycho Ward" (BM = Bare Metal)25 points
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Welcome to Corsair School, a full training course designed to get you mission-ready in the F4U-1D Corsair. Corsair School is a full training campaign for the DCS F4U-1D Corsair, set in the WWII Pacific theater. Across 20 missions, you'll progress from cold starts and takeoffs to advanced gunnery, bombing, carrier ops, and division leadership. Learn to fly and fight using historically grounded procedures adapted for DCS—covering rockets, dive and level bombing, navigation, and dogfighting. Master formation tactics, wingman commands, and carrier qualification aboard USS Intrepid. By the end, you won’t just fly the Corsair—you’ll fly it like a fleet pilot. Training syllabus: Cold Start Taxi, take off, landing Short field operations Radios Carrier landing Navigation Formation flying YE-ZB (Hayrake) navigation* Carrier qualification Air to ground gunnery Rockets Dive bombing Low level bombing Tiny Tim Bat bomb Aerial gunnery Dogfight Section leader Exam 1 (2nd section lead in a division) Final exam (division leader)* *) the sectors of the YE-ZB navigation will change in an upcoming Corsair update. I have everything prepared for the campaign, so please subscribe to be notified about any updates. Key features: Based on real operating manual Around 400 voice overs Custom lua scripts Custom kneeboards PDF manual Requires WW2 assets pack. (Once the PTO assets pack is out, the campaign will be adapted accordingly) https://www.digitalcombatsimulator.com/en/files/3346001/ Enjoy! +++ changelog +++ 14.08.2025 deconflicted triggers in M01 "cold start" that could cause the mission to stall under certain circumstances. Added note that player does not need to wait for temperatures to be reached. exchanged YE-ZB sector charts (kneeboard and overlay pictures) in M08, M19 and M20 adapted M08 texts and Hayrake LUA script according to new shifted sectors. 18.08.2025 M08, M10 and M11 had wrong mission success parameters - fixed25 points
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Hi guys, as you know we’re still working on our upcoming Alphajet mod, and we don’t necessarily have the time to work on the Bronco. One of the recurring issues with it was the jittering wheels. A guy named Moran found a way to fix the problem while waiting for a future patch. I’m sharing here a screenshot of what needs to be done. Thanks to him ! Enjoy it24 points
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Unfortunately, after many hours of trying to fix some things in code, I decided that we will go back to normal Su-25A simplified weapon control panel. Mixing avSimpleWeaponSystem with FC3 causes some interfierence and bugs that I am unable to fix with code. So, for the sake of simplicity and better user experience, weapon controll panel will work- like in Su-25A Dont worry - still clickable I also added A/G / A/A selector, reworked ripple and interval selectors for su25a avionics and added jettison and main arming panel (master arm, LA override, cannon load) There might still be some bugs, but the main functionalites are working, and I'd like to finish the mod even with some impurities to fix for later.24 points
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Thanks! For the moment nothing has changed, they’ll just be making guest appearances in screenshots and videos. Think of it as free helicopter wallpapers Oh and regarding your comment on YT about the pilots, no work has been done it's just that the previous video was using old footage. I'm wrapping up the CopterLife assets pack, though. It's not going to be as polished as I'd like but it's been sitting on my HDD for too long. It contains ground vehicles, ships, driveable ships, sinking ships and static objects. More pics in the imgur album: https://imgur.com/a/hrjpEid23 points
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Hey! Thanks for the positive feedback on the new DCS core asset pack. I'm going to update all of the mod asset packs, to feature LODs and reduced texture sizes, to make the packages smaller and the assets less demanding in missions. I will also remove the duplicated assets that are now featured in core DCS. I'm also going to update all weapons to the latest standard. I started with this one as a template, since it only have one asset. Military Asset Pack Turkey 2.0.0 released! Changelog Version 2.0.0 Added LODs Changed textures to reduce size Added encyclopedia entry Changed folder structure Distribution model This Military Asset Pack is available in the following versions: The standard full download. Remove old asset pack version and unzip this in your Saved Games mods\tech folder. The incremental download which updates your full download and contains only the changed files. You apply it by overwriting your current installation.23 points
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8/12/2025 - Updated to version 1.8 ** Continued work the improve the cirrus cloud texture and shader - New and improved cirrus cloud textures - Cirrus clouds now change float direction over time - New beautiful seamless transitions between different sets of cirrus clouds - Cirrus looks better at all distances - Boosted star light for better night sky https://www.digitalcombatsimulator.com/en/files/3335023/23 points
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23 points
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21 points
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Some more system modelling - today are Warning Lights with Master Caution Reset. New failures make the warning lights blink until Master Caution Reset is pressed.21 points
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It takes a lot of time to develop, support and maintain a dcs mod. Having neverending toxic discussions like it is done in this community does not motivate and is no fun at all. And the time I spent on this will not come back nor would be payed somehow (except few donations thx) So it makes the most sense to focus on more grateful topics in life.19 points
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19 points
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Hi all! I have been playing DCS for 5 years on a 2D-monitor. Today I bought the Quest 3S, jumped into DCS and was completely blown away! DCS is a completely DIFFERENT game in VR, not only that you are suddenly sitting inside the cockpit, all the proportions is completely different! I have never liked or enjoyed the A-10C, but now I am IN LOVE with the A-10! This bird is HUGE in VR and the cockpit is sooo beautiful! I also jumped into the P-47 and ohh man, let me tell you, if you enjoy warbirds, you are teleported back 50 years inside the real P-47 and it looks NOTHING like on a 2D monitor! The thing is I am running a pretty crappy home computer, RTX 3080, 32 GB Ram, I5 and the most simple VR-headset a Quest 3S for 300 dollars, I am getting a solid 40-60 FPS in singleplayer even on Normandy map. This is the best spent 300 dollars in my entire life, I am NEVER going to play DCS without a VR-headset again, just doing some simple flying is 10x more fun then before18 points
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18 points
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Your comments here are insulting many people and with relatively low knowledge of the subject. If you don't care, the developer doesn't care either. The best you can do is politely ask, that's all. You even marked your reply as resolved. That's really lol.18 points
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If you consider unnecessary non constrictive criticism and false accusations "a freedom of speech" then good luck to you too18 points
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(Ignore the rear main wheel that all of the sudden started rotating weirdly lol, already fixed that) front land gear 22.mp417 points
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Further adjustment of wheel heights and compression: Also, added the missing part and positioned it in proper place: @YoYo I know its probably still not 100% correct, but is this good enough?17 points
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I always wonder how people who spent thousands of Euros or Dollars on the appropriate hardware for the game argue about the price of a single module or in this case of a cheap assets pack … sorry, can‘t understand.17 points
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If "the community" can be split by an assets pack that costs little in the first place and also comes with a 30% discount, then the community isn't worth very much. This endless song and dance about how this, that, and everything else, "splits the community" is getting very old and very tired.17 points
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22 August 2025 Dear Fighter Pilots, Partners and Friends, We’re excited to share our first instruction video for the upcoming DCS: MiG-29A Fulcrum. In this MiG-29A Introduction initial episode, we discuss the key features of the Fulcrum such as its mission, engines, sensors, weapons, handling, and a walkthrough of its cockpit layout as reference for future instruction videos. This presentation sets the stage for upcoming tutorials on cold start, navigation, sensors, weapons, and more. The MiG-29A will also include a Guide and interactive training missions for all our new and existing Fulcrum pilots. The DCS: MiG-29A Fulcrum is currently available as a pre-purchase at 30% off. Once released into early access, the discount will be reduced to 20% while in the early access phase. Strap in and light the afterburners because it's time for the High Alpha Hooligans Dogfight Tournament! This is not an airshow, but rather full-throttle aerial chaos where only the boldest virtual pilots survive. The sky is your battleground. Join up now on the High Alpha discord. Thank you for your passion and support. Yours sincerely, Eagle Dynamics MiG-29A Fulcrum Intro video now live We just released the MiG-29A Introduction video for our upcoming DCS: MiG-29A Fulcrum. Also known as project 9-12A, this Soviet light fighter was designed in the 1970s, and entered service in 1983. This episode reviews the Fulcrum’s design and mission and its key features such as twin RD-33 engines, automatic slats, an all-moving tailplane, and 9G capability combined with high angle-of-attack flight. Paired with the Helmet-Mounted Sight and R-73 high off-boresight air-to-air missile, the Fulcrum is a deadly opponent in a dogfight. This video also reviews the planned weapons for our MiG-29A which includes the R-60, R-60M, R-73, R-27R/T, and R-27ER/ET air-to-air missiles and GSh-30-1 cannon. Our Fulcrum can also employ unguided air-to-ground weapons such as bombs and rockets. Although considered a 4th generation fighter, the P-12A does not include multifunction displays, but rather a HUD repeater screen, ‘steam’ gauges, and limited Hand-On Throttle and Stick (HOTAS) functions. Despite this, the MiG-29A is a deadly opponent in Beyond Visual Range (BVR) combat when armed with long-range R-27ER and ET missiles, and when operated by skilled pilots. Keep an eye out for the next chapters where we learn the steps to bring a cold and dark Fulcrum to life, taxi to the runway, and take off. Development Progress Development progress on the DCS: MiG-29A Fulcrum continues with much of the work focused on completing aircraft systems, the damage model, data transfer cartridge (DTC), skins, content, and bug fixing and tuning. We are also working on a large set of default controller input assignments to support several popular sticks and throttles. A 1st person pilot will also be available at launch; an often requested feature from VR pilots. It will also include ground equipment such as engine, intake, pitot, and louvre covers. We’ve been taking good note of the many MiG-29A skin requests you have made. At launch, we will provide the Soviet Union and Russia, East Germany, Poland, Kazakhstan, North Korea, and Syria. Many more are in the works and will be coming soon. Additional external modelling tasks being worked on, including highly detailed missile and bomb pylons and external fuel tanks. A version of the NS430 navigation system is also being developed for the DCS: MiG-29A as a separate download, and both English and Cyrilic cockpit and HUD options will be available at launch. Dogfight Tournament High Alpha Hooligans No AMRAAM spam here, just raw skill, nerves of steel, and some serious G-forces. Guns only. One life. No mercy. Only one pilot will emerge as the King of the Merge, but all will earn their wings in the most adrenaline-soaked showdown in DCS. When: It all goes down on this Saturday, the 23rd of August 2025. What to Expect: 1v1 bracket-style dogfights with aircraft pushing their flight envelopes and their pilots' sanity. Look out for legendary merges, insane scissors, and maybe a few flaming lawn darts. Spectator mode thrills and live commentary that’ll have you on the edge of your ejection seat. How to Participate: If you fancy a shot at the crown, then head over and register for one of the 32 spots available. All participants must check in with High Alpha Hooligans discord. Prizes: The winner will receive a module or terrain from both Eagle Dynamics and from DCS for Disabilities. That’s TWO prizes for a single winner! In addition, the runner-up will also receive a module or terrain from High Alpha Hooligans. How to Watch: You can head over to the High Alpha Hooligans YouTube channel or head on over to the Discord for updates. Thank you again for your passion and support, Yours sincerely,16 points
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Please let me tell you about my upcoming DCS "docu-campaign "Anytime, Baby!" for the Heatblur F-14 Tomcat.16 points
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Alright guys, v1.9 is out! Give it a try and let me know what you think. 8/26/2025 - Updated to version 1.9 - ALL NEW cirrus cloud textures - 20 unique highly detailed cirrus, cirrostratus and cirrocumulus variations - New shader code insures a different cirrus texture loaded with each mission reload for better variety. - Shader "patch mask" helps break up repeativness, adding gaps of clear sky between areas of cirrus - Moon size increased - Star size decreased back to default - New LOW RES version available for people using VR or lower end PC. (see link below for download) https://drive.google.com/drive/folders/1jEVEdgFXQAVfvUsUMLnOiC4RaUGxEaA5?usp=sharing16 points
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16 points
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15 August 2025 Dear Fighter Pilots, Partners and Friends, We are pleased to bring you our latest update that includes a wide range of improvements and fixes across the DCS Core, aircraft and map modules. From refined AI behavior and weapon adjustments, to very substantial improvements to the Afghanistan map, this update represents another step toward delivering the most authentic and immersive combat flight simulation possible. You can find the full changelog information here. Enjoy! We are also thrilled to deliver the free Currenthill Assets pack. Each unit features high-resolution textures, Levels of Detail (LOD), animations, FLIR textures, seasonal liveries and encyclopedia entries. Thank you for your passion and support. Yours sincerely, Eagle Dynamics DCS Update Development Progress DCS Core Updates Core AI logic has been improved for both air and ground units. Fixed aircraft AI issues include the F4U-1D’s zero fuel behavior, improved group rocket attacks, tuned heavy aircraft landing angle of attack errors, and aerial refueling improvements. AI fighters using semi-active homing missiles will now respect radar gimbal limits, and helicopter traffic jams when landing at Jalalabad AB have been resolved. Ground AI targeting algorithms for SA-11, SA-2, and SA-3 launchers have also been refined, SAM sites now rearm correctly, and collisions between ground units and parked aircraft have been addressed. Tunguska missile accuracy has also been improved. The Mission Editor (ME) gained a search bar for unit lists to assist when creating missions, and range rings for ground units now respect the ‘Hide Units’ setting. Weapon updates include speed limitations, aerodynamic tuning for AGM-84 variants, seeker logic improvements for AGM-88C, and corrected mass and drag parameters for various ordnance. Additional bomb skins expand visual variety, and proximity fuze logic based on battery power has been corrected, and SNEB rocket effectiveness has been increased. Module-Specific Improvements F-16C Viper Numerous AN/AAQ-33 Advanced Targeting Pod improvements and weapon integration fixes ensure more reliable AGM-65, GBU-24, and LGB employment. F/A-18C Multi-Sensor Integration (MSI) enhancements bring additional datalink and AWACS track functionality. AH-64D Stability improvements for George AI, enhanced target reporting, and new Total Controls keyboard profiles. JF-17 Thunder Radar and HUD refinements and an updated RWR database. OH-58D Kiowa Warrior Cockpit and menu fixes and crash prevention in multiplayer slot switching. MiG-21bis Improved kneeboard data organization for Cold War operations. F4U-1D Corsair Multiple art corrections, sound adjustments, and the addition of a WEP Master On/Off switch. Flaming Cliffs 2024 Su-33 gains new Iraq instant action missions and HS campaign refinements. Afghanistan Development progress The Afghanistan map received extensive terrain mesh, normal maps, vegetation, ground texture, and other terrain improvements. In addition to Points of Interest (POI) areas around airfields and urban areas, the entire map has received a significant improvement in accuracy and realism, including from lower altitudes. An important addition has been the inclusion of Forward Operating Bases Clark, Gardez, Thunder, Tellier, Camp Dubs, and Camp Julien. Additionally, the Patrol bases of Khost and Deysie combat outposts have also been added. These are now highlighted on the Mission Editor and F10 Map View with green triangles. Other notable additions include the Mausoleum of Ahmad Shah Durrani, Kabul’s National Assembly, the Babur Garden, and the Kabul National Stadium. Many of the airbases also saw substantial improvement with more small and large object details, improved texture and lighting, and corrections to ramp and taxiway positions and AI logic. For a more detailed video report, please watch Matt “Wags” Wagner’s August 2025 Update video that discusses the update to the Afghanistan map and a dynamic campaign status report. Currenthill Assets Pack The free Currenthill assets bring a rich lineup of modern and Cold War ground units and aircraft including: The first iteration of the Currenthill Assets Pack will contain: FV101 Scorpion Light Tank FV107 Scimitar CRV T-90A Main Battle Tank (MBT) T-90M MBT T-84 Oplot-M MBT T-64 Bv 2017 MBT M1130 Stryker Infantry Combat Vehicle M-ATV MRAP BMPT Terminator MBT support vehicle 9K720 Iskander SRBM (with 9M723K1) M142 GMLRS MRL (with M30A1/M31 GMLRS) M142 ATACMS MRL (with M39A1 ATACMS) Pantsir S1 SPAAGM (with 57E6) Tor M2 SHORAD (with 9M338) TOS-1A MRL (with MO.1.01.04M) M1083 MTV Truck IRIS-T SLM LN SAM (with IRIS-T SLM) IRIS-T SLM STR SAM IRIS-T SLM CP SAM Tu-95MS Bomber (with Kh-101 and Kh-555) Mi-28N Attack Helicopter (with Ataka and Igla) Project 22160 Patrol Ship with SA-15 (Tor-M2) Project 22160 Patrol Ship Each Asset comes with: High resolution textures LODs for both model and destroyed model Custom sounds Animations Summer, desert and winter liveries FLIR textures Encyclopedia entries Combined Arms support except Tor M2 and Pantsir sensor and weapon control These new units are part of our ongoing mission to improve the DCS battlefield to facilitate the creation of engaging and realistic missions and campaigns. As always, your feedback plays a critical role in guiding our work. Thank you again for your passion and support, Yours sincerely,16 points
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16 points
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Is it possible to publish the manual earlier, before the EA version is released? So I can read it then before ?16 points
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UPDATE – BO-105 DEVELOPMENT STATUS It’s time for a proper update. Since 2013, I’ve been working to bring the BO-105 into DCS – and the path has been anything but smooth. I’ve gone through technical hell, complete rewrites, system redesigns, hardware issues – and just as many challenges caused by people, not technology. To be clear: some individuals actively made it difficult to realize this module. Instead of support, I encountered deliberate resistance, withheld knowledge, and ego games from so-called “experts” who could’ve helped but chose not to. But I didn’t give up. I pushed forward. A true game-changer came with access to the original technical documentation from Lager Lechfeld. These documents didn’t just clarify the system architecture – they provided every single value needed to accurately simulate the engine: flow rates, pressures, temperature limits, control curves, response timings – all of it. That level of data brought the entire project to the next level of fidelity. Right now, we’re fully focused on improving and finalizing the fuel control system, which is directly dependent on the GPFC (Gas Producer Fuel Control) – the brain of the BO-105’s turbine management. The current implementation includes: – Fuel flow logic and pressure dynamics – Ohmic resistance, voltage, amperage, and current load behavior – Hydraulic system response and complete onboard electrical logic – All connected in one integrated simulation environment The engine is being simulated 1:1, using real-world parameters – no assumptions, no placeholders. Just raw, system-level fidelity. And that’s not all – the entire rotor system is fully modeled, including the hingeless, rigid rotor head and its unique 78° phase lag. This key difference to conventional rotor systems has a significant impact on control behavior and is being replicated exactly in the flight model. So why all this? Because the BO-105 is the love of my life. This isn’t just about “getting it to fly” – it’s about honoring a machine that deserves to exist in DCS in all its technical brilliance. To those who’ve supported this project over the years – thank you. To those who made it harder – congratulations. You made it take longer. But you didn’t stop it. This isn’t just a helicopter mod. It’s a mission that started in 2013 – sharpened by adversity, fueled by obsession, and built with absolute love and respect for this aircraft. And yes – I know the flight model commentary is coming. I’ll be reading it… popcorn in hand16 points
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15 points
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Given the fact there is a FAQ on their Discord, but not in this forum I've decided to copy it in here so people can find it better. From the FAQ on Airplane Simulation Company Discord as by August the 2. : Q. Which variants are planned? A. Stage 1- C-130J Block 6.5 Hercules, Tactical airlifter C-130J-30, Lockheed Martin designation for its 15 ft (4.6 m) extended fuselage variant; designated CC-130J by USAF for a short time after 2002., Release timeline to be confirmed for the following at a later date: MC-130J, Designed for Air Force Special Operations Command. Originally named Combat Shadow II., Q. Are the C130H or legacy models planned? A. No. Q. What is the expected release date? A. By the end of 2025. Q. Will the C-130J be able to transport weapons? A. We intend for the C-130 to be able to carry any warehouse items between bases. Q. CNI/FMS? A. Yes, a fully simulated FMS is included. We have also modeled airways/SIDS/stars, etc. Q. MOAB? A. Yes! Q. Will there be an AC variant? A. Depending on sales, we will consider an AC / Harvest Hawk in the future. Q. Airdrops? A. Yes for cargo and vehicles. Paratroops will be added when ED puts them in game. Q. Multicrew? A. Yes, at least 3. Q. Cargo Loading/Unloading without needing scripts? A. Yes. Any cargo dropped or landed will be added to the DCS warehouse system. Q. What defensive systems will the plane have? A. The plane will have an RWR, MWS, and IIRCM systems. The fidelity levels of these are limited by both the availability of unclassified information on those systems, as well as DCS itself. Q. What skins will be available? A. The list is unconfirmed at the time as there are so many national operators, but the artist will produce a paintkit in the future, after release, for livery makers. Q. Will we add the fuel probe? A. Possibly in future after initial release Hope this one will prevent some confusion and give answers to people who aren't using Discord. As soon as a more official FAQ arrives, this one can be closed and put into archives.15 points
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I wouldn't say there's much of a gamble involved here. Although as the person who wrote most of the code, I am slightly biased.15 points
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14 points
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made a full overview of all cockpit changes that come with the B(U) a while ago: Also the HUD is called the VDIGR not anything else. These are the Main B(U) upgrades: PTID: Programmable Tactical Display CDNU: Control Display Navigation Unit DFCS: Digital Flight Control System VDIG-R: Vertical Display Indicator Group Replacement (HUD) Only VF-143, VF-11, VF-103 and VF-32 got that towards the end. - Overall we will get: Multiple flight plans with upto 50 waypoints like in the hornet, though with much better functionality like showing airspaces and routes (plot lines) etc. All controled via CDNU and CAP. - Most Navigation functions are now handeled via CDNU with CAP serving as a quick command panel and still has all BITs and other miscellaneous items. - The tomcat now has an EGI (Blended INS / GPS) that means IFA (In flight Alignment) is possible - and no more annoying INS breaking. - Upto 20 waypoints can be designated as LANTIRN waypoints. Depressing the LANTRIN designate button for 2 seconds creates new LANTIRN waypoint. - Native Bullseye function. Any Waypoint can easily be designated as bullseye, with readouts on PTID, HSD in TID repeat and HUD. - Waypoints can be designated as GGW (GPS guided weapon) Target. JDAM can both be pre planned with LAR or TOO trough making a new waypoint with LANTIRN. - Weapons: B(U) carries all weapons that the B carried, with one noteable addition: The GBU-31. The GBU-31 is a 2000 pound weapon, essentally a Mk-84 body with the GPS guidance kit. The B(U) never carried ANY other GPS guided weapons - do not get your hopes up. Beyond this there is a lot more stuff that is found both with the VDIGR and the PTID. Lots of pages and functionality that will require skill to learn and also make the tomcat much easier to fly and fight. A lot of additions come with the VDIGR that make tomcat AA tactics easier to execute and that will make it much more clearer how the tomcat was meant to be fought. Overall a lot that I did not mention and a lot to look forward to!14 points
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No, research alone for the Zero has been going on for an incredibly long time. It was more about making sure we could do it to the expected level that people expect from a DCS Warbird. We were happy to have M3 doing a module that will fit in nicely with the Hellcat and Zero, but they were not held for the release of any other module. Thanks!14 points
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I will quote Wags here from our discord to give some more insight https://discord.com/channels/542985647502393346/543014378643914752/1403419297602338876 Thank you14 points
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You can bind the 1 axis to all 4, split them across 2, or have 4 individual binds. The world is your oyster.14 points
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Random claims that this project "won't work" because "I don't listen to the community suggestions" that he yet didn't prove (it's been almost a week). Doesn't look like a friendly constrictive criticism to me. (I took suggestions about landing gear, textures and roughmets, weapon placements and many more) I did not attack anyone. I just asked him to explain his point of view, which he actively refuses to do and also started getting political before having his posts removed by a moderator. If someone isn't supporting this project, just don't check the thread and don't pollute it with unnecessary comments. I added him into ingnored users, and everyone doing similar thing will be added too. Criticism and opinions is a good thing, but only if they bring something to the table instead just being hateful.14 points
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To answer directly though: yes, there will be some folks posting videos over the next days/weeks.14 points
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