The A-1H Skyraider is a single engine, low wing, attack aircraft that served most of its time during the Korean and Vietnam wars. Known for its ability to carry heavy ordnance loads, the Skyraider is powered by a Wright R-3350 Duplex-Cyclone supercharged radial engine; the same engine that powered the B-29 Superfortress heavy bomber.
DCS: A-1H Skyraider will aim to be the most accurate representation of this aircraft for any flight simulator. Crosstail Studios has a partnership with the Cavanaugh Flight Museum, from which they have been given access to all aircraft, which includes two airworthy Skyraiders.
The Crosstail Studios team has spent an enormous amount of time recreating the A-1H Skyraider based on 3D scans from the aircraft located at the Cavanaugh Flight Museum. Subject matter experts have guided the flight model characteristics and other key details. Crosstail also has the support of the A-1 Skyraider Association veteran’s community to aid in the development of this magnificent aircraft.
The Skyraider was primarily used to support combat search and rescue, and it helped save countless lives during the Korean and Vietnam wars. In a world quickly evolving into jet- turbine powered aircraft, the Skyraider still managed to have a long and successful service. In fact, the A-10 Warthog was designed with some of the characteristics of the Skyraider, including heavy ordnance load capabilities and long endurance.
Crosstail Studios is also proud to announce their partnership with Echo One Niner Audio Production who will produce the A-1H Skyraider audio! The Echo 19 team has extensive resources and a passion for recreating true-to-life audio experiences. With their help, the A-1H will come out of the box sounding fantastic.
The Crosstail Studios team has put together a brief teaser video, demonstrating the potential behind their new incoming full fidelity module for DCS. Check it out!
We continue work on the PRIFLY deck and Briefing Room of DCS: Supercarrier. The Briefing Room functionality that will allow mission planning information to be shared across tablets. The briefing officer will also be able to display details, like the F10 map, on the projector prior to mission time. Later, we will expand the Briefing Room art to include multiple squadrons.
AI BFM
Development Progress
Basic Flight Maneuvers noteworthy features Based on performance characteristics, each aircraft type will favor either one-circle (nose to nose), two-circle (nose to tail) fights or a combination of the two. This will result in dramatically different tactics based on the type. Flying against a Viper will be very different from fighting a Hornet, for instance.
When performing a merge, the AI will aim to dictate turning room based on the opposing aircraft’s type, aspect angle, and energy state. Meaning, a one-circle fighter will try to minimize turning room whereas a two-circle fighter will try to create an offset to allow a lead turn across the tail.
Particularly in a two-circle fight, the AI is much better at maintaining optimal sustained turn rate and will adjust nose position below and above the horizon to maximize turn rate or convert energy into altitude with excess energy. The AI Skill Level setting will determine how much G the AI will generate. At Ace level, the AI is excellent at managing airspeed for optimal performance.
Based on how the fight develops, the AI may switch between one-circle and two-circle according to merge angle and relative airspeed. This provides a much more dynamic opponent.
Please note that World War II aircraft often use a different BFM toolbox, and we will develop a unique set of BFM improvements for these aircraft, in addition to multi-ship Air Combat Maneuvering (ACM) behavior for all aircraft later.
Although the C-130 first entered service nearly 70 years ago, the airframe has been continually updated, culminating with the delivery of the J model in 1999. Watch the teaser https://www.youtube.com/watch?v=uYllbjF2xaM
The ‘J’ is a modernized variant that features a glass cockpit, air-to-ground radar, FMS, and computerized airdrop capabilities designed to reduce crew workload.
Exciting additional variants are planned in the near future, including the KC versions. This will offer player to player aerial refueling, another first in DCS.
FLIR
Development Progress
Since the introduction of the new FLIR system, we continue to texture ground units and ships to match real life FLIR signatures. We also aim to adjust aircraft FLIR signatures at different times of day and in varying thermal conditions. FLIR rendering of terrain elements such as building windows and civilian traffic are also being improved. There are many more improvements taking place, and we will keep you updated. Meanwhile, we really look forward to your feedback.
Open Beta
Patch
We are pleased to inform you that the latest Open Beta patch will resolve the Viper avionics crash. Furthermore, Aegres has brought Flight Model and system improvements, as well as communication enhancements and texture updates to the 3D Model for DCS: Mirage F1.
The Top End Australia map covers 1,400 × 800km's of Australia's mainland including the Western and the Northern Territories. With a mixture of civilian and military airfields, aviators will experience a map that includes a rich red outback landscape complemented by the lakes and rivers, floodplains, coastline, and city centre of Darwin.
Infrastructure for major landmarks have been carefully detailed to provide the highest fidelity and includes Mindil Beach, Darwin, Broome, Tindal, Curtin, and the Delamere Weapons Range. The Top End Australia Map will give DCS players a unique experience to hone their skills across air, land, and sea domains allowing simulations of real-world exercises such as Pitch Black. Check out the Development Screenshots and stay tuned for future news as we look towards a report on their progress soon.
Open Beta
2.7.17.29140 Update
The recent Open Beta update for DCS is now available, and we are pleased to inform you that many fixes and improvements are included like several fixes to DCS: F/A-18C Hornet. DCS: F-16C Viper has received improved HOTAS logic, bombing enhancements, and autolase. DCS: Mirage F1 has a wealth of new features and fixes. Also included are new voice-overs for DCS: Mi-24P Hind and many DCS Core enhancements. Read the full changelog.
For World War II aircraft, all cooling component systems have been reviewed and updated. We’ve added a new boiling physics system that is based on temperature and pressure. This results in "natural" boiling of these pressurised, closed-loop systems. Battle damage boiling can now be caused by drastic pressure drops from punctures. You can see this as steam effects coming from airframe bullet holes. All warbirds except the Spitfire and Bf 109K-4 have this update. We kindly await your feedback and plan to update all the other warbirds soon.
Enigma
Multiplayer Server
The Enigma Cold War server offers you a friendly community of avid DCS virtual pilots that share the passion of creating realistic battlefields. Included is a fully working campaign system that has a moving frontline. You may take part in ground attacks to push the frontline, or provide Combat Air Patrols. Helicopter pilots are also able to conduct infantry insertions. The server boasts unique mechanics for conducting recon flights. Campaigns generally last 1-3 weeks that rotate between DCS: Syria and DCS: Caucasus. Learn how to play and join Enigma discord to get involved!
The F-100D is an advanced version of the Super Sabre that features improved avionics, landing flaps, and larger wings and tail fin. The upgraded avionics include the AN/AJB-1B low-altitude bombing system and an AN/APR-25 radar homing and warning system.
The F-100D has four 20 mm Pontiac M39A1 cannons, and it has six hardpoints capable of carrying AIM-9 Sidewinders, LAU-3/A unguided rocket pods, and conventional bombs.
The Super Sabre fighter bomber flew extensively over Vietnam as the United States Air Force's primary close air support jet. The F-100 was in service for 17 years and flew over 360,000 combat sorties before it was retired in 1971.
DCS: F-100D Super Sabre aspires to be the most faithful re-creation of the Hun ever produced for flight simulation. Working with veteran Hun pilots, the Grinnelli team is dedicated to simulating the avionics systems, weapons, performance, and unique flight model in high fidelity.
Mi-24P Hind
Development Progress
The first set of Petrovich AI voice-overs are planned to be included in the next Open Beta. To find the sweet spot, we have made recordings starring two former military pilots with slavic accents to provide authentic and informative voice-overs. This will bring the number of spoken phrases to a similar level as in DCS: AH-64D.
We intend to add new voice-overs for both helicopter crew AIs in future updates, and we will be monitoring your feedback to see how you enjoy them. We also plan to support switching between voice-over languages in the Special Tab settings. When that is done, we plan to add Russian language voice-overs to DCS: Mi-24P Hind.
We are enhancing the ATGM sight after receiving new data. The first change to the ATGM sight and guidance unit is its control axis properties. Control voltage is used to move the gyro-stabilised aiming axis of the 9K113 system. There is a limit to how low it can be and the minimum speed that the motors driving this unit can move. The minimal speed of this system is 0.07 degrees per second. We've implemented this limitation for the Mi-24P Hind, and it will be available in the next Open Beta. Operators will mostly feel the difference in scenarios where the ATGM system is used at maximum range and when the target is small or moving at a speed that matches, or is below, the minimum aiming axis speed.
The Second change is to the sight grid, which is based on new data and references we have received from our subject matter expert and the Monino Central Aviation Museum. With special thanks to them, we have been working on adjusting the missing symbology in x3.3 mode (aiming grid and stadiametric rangefinding cues). Various overall grid size adjustments, along with FOV enhancements for both modes (x3.3 and x10), make it closer to its real counterpart. The diagram above reflects the distance to a target at 2 km.
B-52H Stratofortress
Development Report
We are pleased to update you with progress on the AI B-52H 3D model. Aircraft textures are nearly complete. The above screenshot illustrates the attention to detail of the landing gear that is now painted and animated. The aircraft's lighting equipment has been set up, and we are now texturing the bomb bay. We hope you enjoyed this update and look forward to your thoughts.
The total size of the DCS: Sinai map is 1500 x 1000 km, of which, 700x700 km will be in high-detail. The map includes the entire Sinai Peninsula, eastern Egypt and the Nile Delta, southern Israel including Gaza, western Jordan, and western Saudi Arabia. This area features a wide variety of landscapes like mountains, rivers, desert, agricultural areas, sea and bays that provide a variety of mission and campaign settings.
The map is being designed to represent the 2000s and up to the present. It is planned to recreate about 40 airfields, both military and civilian: Wadi al Jandali, Abu Suwayr, Faid Air Base, Nevatim Air Base, Ramon Airbase, and many more.
The map also contains many military bases and strategic seaports that allow for interesting strike missions. A large number of military facilities and bases will help realize various historical scenarios based on the Arab-Israeli wars, as well as fictional missions and campaigns.
Major cities include Cairo (including Cairo International Airport), Ismailia, Alexandria, Suez, Port Said, and others. About 100 unique objects and architectural monuments will be included. All objects and assets are divided into territories to present greater unique, regional characteristics. The coastline of the Suez Canal, the Gulf of Suez, and the Gulf of Aqaba will be created in detail.
The project will consist of three phases, and each phase will include airfields, unique objects, and unique scenes. The first phase will include the entire territory with major cities and 14 air bases in Israel and Egypt. The second phase will add 11 more airfields. The third phase and final phase will add 12-14 more Egyptian military airfields. The OnReTech team is making every effort to ensure that customers will receive the first two phases in early access, which will help to fully reflect the theater of operations of the Arab-Israeli conflicts.
DCS: WWII Marianas
Development Progress
In order to accurately depict the Mariana Islands in the summer of 1944, the coastline textures and fields are being completely redone based on actual pre-invasion maps courtesy of the United States Navy and Military. On the island of Saipan, all three Haruji Matsue plantations: As Lito, Chacha, and Marpi Point are being recreated. They provided tons of cane that was processed in the nearby sugar mills and taken to the Sugar Dock to be shipped to Japan.
The entire island of Tinian is also being recreated in high detail, and it comprises the original Japanese airfields. This large and mostly flat area is also where the first napalm bombs were used against Japanese soldiers hiding in the surrounding jungle and outlying small islands. We are also making improvements to the coastline, settlements, and palm plantations. For more, please check out the Development Screenshots.
Shortly before the retaking of Guam by US forces in June 1944, the island was still under control of the Japanese, it consisted of very small villages occupied by the native Chamorro people. In the modern Marianas map, a lot of this area is covered by cities, but in the Second World War, the land was made up mostly of palm plantations.
We hope you enjoyed this preview of the new maps coming to DCS and we kindly await your feedback.
The Kfir is a single engine, single seat multirole, all-weather combat aircraft based on the Nesher Mirage 5 aircraft. but it is powered by the GE-J79E engine. To accommodate the engine, extensive changes to the fuselage, cooling, wing, and canards were required to retain its excellent performance. It was given the designation KFIR (Lion Cub in Hebrew). The Kfir received various upgrades and special modifications throughout its service.
The Kfir entered Israeli Air Force service in the mid 70’s, and it was used until the late 90’s. It took part in the 1982 Peace for Galilee Lebanon where it carried out unescorted strike missions and received credit for shooting down a MiG-21 in a mixed-dogfight with F-15As.
An early version of the Kfir without the modified wing and canards (Kfir-C1) was leased to the US Navy and Marine Corps with the designation F-21A. It was used as an aggressor in various locations. The Kfir was also exported to Ecuador, Colombia, and Sri Lanka, and it is actively in use by the private US Aggressor company, ATAC.
Aviron aims to bring the Kfir to DCS in the most realistic fashion possible. The DCS Kfir will simulate the external and internal systems and state-of-the-art flight dynamics based on aerodynamic research, CFD modeling, and wind tunnel data.
Infantry Animations
Development Progress
We are pleased to inform you that work is progressing on a range of infantry animations. In the above animation, you can see a work-in-progress animation of a soldier climbing to a higher surface. The new control system will allow units to behave in a more complex and realistic manner.
It also requires the solution of applied problems, such as overcoming obstacles and improved path finding. In some cases, the unit can overcome a situation just by stepping over an obstacle. There are different types of such surfaces that can be up to 1 meter in difference. The second animation option is for higher obstacles of 1.5 to 2 meters. In this case, the unit will have to climb up the obstacle and then jump off the other side.
B-1B Lancer
Development Progress
As part of our larger effort to improve older AI units, work is underway on texturing the new AI B-1B model. Most of the rivets, screws, and aircraft skin sheets are already drawn. The aircraft is painted in standard USAF colors. Material surfaces have also been created. Next, the chassis, chassis niches, bomb bay, and cockpit will be painted. We will also apply dirt, dust, traces of aircraft wear and identification marks / technical inscriptions.
In collaboration with Orbx Simulation Systems, we are excited to announce the development of a new terrain module: the Kola Peninsula. Orbx has over 15 years of experience creating highly detailed scenery and airports for flight simulation platforms.
For Russia, the mostly ice-free ports of the Murmansk area, home of the Northern Fleet, are of immense strategic importance. Thus, the narrow land corridor from the Kola Peninsula to central Russia has evolved into dense clusters of military airfields and bases.
Similarly, the northern areas of Norway, Sweden, and Finland mirror the military and economic importance of this peninsula, with significant bases for all branches of the respective armed forces and extensive training ranges hosting key exercises for western alliances.
The Kola map will cover more than 550,000 square kilometers of land across northern Scandinavia and northwestern Russia, plus large sections of the Norwegian Sea and Barents Sea for naval operations.
Detailed airbases, included with the initial release of the Kola Map, will be Bodø, Bardufoss, Evenes, Rovaniemi, Luleå, Vidsel, Monchegorsk, Olenya, Severomorsk-1 and -3, and others. They will be modeled in their contemporary configuration. Beyond airfields, many of the important army and naval bases, test ranges, radar and storage sites will be added, as well as the entire road and railroad network.
Civilian POIs will also be represented, including key buildings, bridges, hydro dams, power plants, port facilities, and vertical obstructions.
Dramatic fjords and glaciers, with the many islands, creates an interesting coastline. The lake-studded taiga forests and arctic tundra complete the natural beauty of this region. Both Summer and Winter versions of the Kola map are planned.
The Orbx team is collaborating with experienced DCS campaign creators Baltic Dragon and Reflected Simulations to create engaging F/A-18C and F-16C campaigns at launch.
AH-64D Animations
Development Progress
We are improving the Pilot and Co-Pilot/Gunner animations for DCS: AH-64D. Above you can see a preview of the CP/G unboarding. These animations are work-in-progress and we look forward to sharing more soon.
The Channel
WWII Assets Pack
From the 29th of July to the 5th of August, you can grab the DCS: WWII Assets Pack for free with the purchase of DCS: The Channel map from our Eshop. Take advantage of this fabulous opportunity to improve Second World War immersion levels with an ever growing list of air, land and sea assets.
After more than three years of active development, the DCS: Mirage F1 is now available in Early Access. Aerges Engineering is very excited to bring you this new module and we are sure that it will provide you endless entertainment.
https://www.youtube.com/watch?v=AsDu6EmCW3k The Mirage F1 is an iconic French fighter from the Cold War era. The module offers the unique experience of flying this powerful 1970s Western aircraft in DCS. Although this aircraft is equipped with piloting aids it requires a skilful hand to fly accurately and maximise its capabilities.
As an all-weather interceptor, the Mirage F1 is equipped with the Cyrano IV-M radar, multiple air and ground modes, and a variety of heat-seeking and radar-guided air-to-air missiles including the AIM-9J, MATRA R550, and MATRA R530. The Mirage F1 is also a capable air-to-ground platform that can be equipped with a large variety of unguided bombs and rockets.
Open Beta Features
In the release into Open Beta, the Mirage F1 CE will be available in an almost complete state. As development continues, the other Mirage F1 planned models (EE, BE and M) will be added. Some of the most relevant features available at the release date are:
Professional Flight Model (PFM) Based on performance and engineering data of the real aircraft. Situations of high angle of attack and outside the flight envelope like stalls and spins are also accurately represented.
Extensive and detailed simulation of all flight systems:
Flight control system, both in its normal electro-hydraulic mode and in degraded modes.
SNECMA Atar 9K-50 engine including working envelope, damage, compressor stalls, flameouts and emergency modes.
Cyrano IV-M radar, a unique Cold War era radar in DCS.
Electric system.
Hydraulic system.
Fuel system.
Navigation suite: Navigation Indicator (IDN), TACAN, VOR.
Radios: TRAP 136 and TRAP 137B.
Electromechanical 1970s era Thomson optical sight (a predecessor of present-day HUDs).
Integrated ALE-40 countermeasure suite.
Internal and external lighting.
Armament system.
RWR.
Extremely high-quality 3D Model Based on blueprints and laser scanning of a real Mirage F1. Includes animations, lights and a damage model.
Accurate 6-DOF (Degrees of Freedom) Cockpit Realistic and detailed instruments and controls.
Variety of air-to-air and air-to-ground weapons, some of them not seen before in DCS:
Short range IR missiles: MATRA R550 Magic I, AIM-9 J, AIM-9 JULI, AIM-9 B.
Medium range missiles: MATRA R530 IR and EM.
Rocket launchers: MATRA F1 and F4.
Antirunway Durandal and cluster Belouga bombs.
SAMP family of bombs (both free fall and parachute equipped)
Laser guided GBU-10, GBU-12 and GBU-16.
Other American and Spanish made bombs.
Sound Modelling Based on recordings from the real aircraft.
Extremely Realistic Flyable Simulation The Mirage F1 CE, EE, BE and M models. The EE, BE and M will be released after the initial release of the CE.
AI Models Most other variants of the Mirage F1: C, CT, CR, EQ, EDA…
Vast variety of Liveries For the different countries that operated the aircraft.
Interactive Training and Practice Missions Help you gain proficiency in the F1.
PDF User Manual Pilot level understanding of all the systems in the aircraft.
https://store.steampowered.com/app/2071330/DCS_Mirage_F1/ The Mirage F1 is now available in Early Access. Do not forget to take advantage of the 20% Early Access discount. Purchase now and experience this 1970s aircraft! We await your feedback.
Coming soon to the DCS: F16 Viper is the MK-84 AIR. This 2,000 lbs general purpose bomb is fitted with a BSU/50U tail assembly ballute that provides high speed, low altitude delivery. The high drag of the bomb allows the aircraft to avoid the blast pattern. This can be an excellent choice to destroy runways, enemy unit concentrations, and high-value targets that require a low-altitude attack. You may select to deliver the bomb in either low-drag or high-drag mode based on mission requirements. The inert, training version will also be available.
Weather System
Development Progress
We are currently working on a variety of weather system enhancements. In the above screenshot you may see the progress on the ice halo effect. Also in progress is the addition of cirrus clouds and moving clouds that are affected by wind direction and speed. The next task will be a preset selection window that will allow for rapid weather tuning using the Mission Editor.
KS-19 100mm
Ground Unit
Originally deployed aboard ships in the Second World War, the towed version was named the KS-19 heavy calibre anti-aircraft cannon, which also had some surprisingly good utility in the ground attack role against heavily armoured targets. Look out for the Soviet 100mm cannon coming in the next Open Beta.
Compared to the 23 and 57mm anti-aircraft artillery guns, the KS-19 allows engagement of targets at even higher altitudes. When combined, the three types of AAA provide a layered air defence umbrella.
After the Early Access release of the Mirage F1, the immediate focus of the Aerges Engineering team will be on completing the remaining Mirage F1 CE work-in-progress systems. In particular, several radar scan modes, the radio navigation modes of the autopilot, and the implementation of the S530F ‘Supermatra’ missile.
Thereafter, work will continue on the other variants of the Mirage F1, starting with the Mirage F1 EE. Once air-to-air refueling is completed, the inertial navigation system (INS), and the new RWR will be delivered and the EE will be ready for release. The rear cockpit and multiplayer interaction of the F1 BE will be the following task. The final step will be the Mirage F1 M radar, screens, armament, and radios.
AI B-52 Stratofortress
Development Report
In the screenshots above, you can see the characteristic stressed-skin body of the aircraft. Initial work has begun on external texturing. Next, the chassis, chassis niches, bomb bay, and cockpit will be painted. Dirt, dust, signs of wear, and identification marks and technical inscriptions will also be applied.