The DCS Summer Sale 2024 is your chance to save big across nearly our entire range of aircraft, terrains campaigns and important add-ons. Hurry! The sale lasts until the 14th of July, 2024 at 15:00 GMT on our E-Shop where you will find huge savings across all our most popular products. Also, the DCS World Steam Edition sale is now open until the 11th of July, 2024 at 17:00 GMT.
Ground Units
Improved AI Behaviour
One of the most commonly requested improvements to DCS has been the behavior of ground Artificial Intelligence (AI) units. In this newsletter, we’d like to bring you up-to-date on these ongoing efforts.
We are currently reworking the target detection of ground units. Here is how it works now: The AI detects a target as soon as it enters the “kill zone” and the target is immediately designated for attack, if the target is within range. In the new version, the range and time after which the target is detected will depend on the crew's level of training, the unit's state (GREEN or RED STATE) and the sights with which the unit is equipped (magnification and field of view).
Let's consider an example:
An aircraft approaches a BMP-2. The BMP is in a GREEN state and the crew are visually searching the surroundings). An "average" crew will detect the aircraft at a distance of 2.0-3.5 km, while an "excellent" crew will detect the aircraft at 4-5 km. As you can see, the values "float" because the AI has a probability of detection depending on the range.
In another situation, the BMP-2 crew is in RED state with hatches closed and observation only conducted through the commander and gunner sights. Consequently, it will be more challenging for the crew to see the enemy. Additionally, the target may not be in the sights' field of view (for example, the aircraft approaches from a high altitude).
Let's consider another case where we are dive bombing a target convoy from 4000m. Within the convoy are 10 units that include a tank, infantry fighting vehicles, and a SAM. As seen in the screenshot, five units (SAM and 4 IFVs) managed to react to our attack, but only the SAM managed to attack.
Thus, the upcoming change should address this issue of non-air defense ground units being too capable of engaging aircraft. However, as mentioned earlier, this is just our first step and we will continue to refine the ground AI especially pertaining to line of sight such as trees and obstacles, meteorological conditions, target parameters such as airspeed and maneuvering, and manual aiming compared to sensor-aided aiming. We will also add more varied firing methods such as barrage fire versus directed fire, which is particularly relevant for manually aimed guns. Please stay tuned as we keep you updated on our progress of Ground AI.
UH-1H Worlds Apart Stormfront
Campaign by Low-Level-Heaven Mission Development
Introducing the STORMFRONT campaign for the DCS: UH-1H, the latest story-driven campaign set in the SPRING of 2025. As a continuation of the WORLDS APART series, you step into the boots of a German UH-1H helicopter pilot of the renowned German Army "WOLF PACK" Squadron (Heeresflieger). This campaign offers a rich narrative experience with 12 missions, three of which are split into A and B segments, totaling 16 missions. Each mission builds upon the previous, delivering a seamless and evolving storyline with multiple tasks per mission.
STORMFRONT is designed to challenge even the most seasoned pilots, yet it provides extensive support for beginners, ensuring a rewarding journey for all. With countless language outputs and a comprehensive 77-page manual detailing every mission, STORMFRONT immerses you deeply into its demanding yet exhilarating world. Prepare to experience the intensity and intricacy of modern helicopter operations in this meticulously crafted campaign coming in the next DCS Update.
We truly hope you are taking advantage of the important savings in the Summer Sale and that the development progress on the Ground Units AI is to your satisfaction. Please hang in there as we are working on one of the largest updates in the history of DCS, coming to you with impressive new features such as Supercarrier Air Boss station, Flaming Cliffs 2024, DCS: Afghanistan, DCS: CH-47F and so much more! Don’t forget this is also your last chance to benefit from the 30% pre-order discount for both DCS: Afghanistan and DCS: CH-47F.
Don’t miss the DCS Summer Sale that started yesterday June 20, 2024 and will run until July 14, 2024 on our e-shop, and from June 27, 2024, to July 11, 2024 on Steam. This is your chance to expand your DCS collection with significant discounts on aircraft, helicopters, terrains, and campaigns.
Whether you're looking to master a new module or add a fresh landscape to your missions, our Summer Sale offers the perfect opportunity to do so at unbeatable prices. Don’t miss out on these incredible deals! Shop now!
CH-47F
Development Progress
We are preparing to launch the DCS: CH-47F into Early Access, along with the new DCS: Afghanistan map. Much of the remaining work focuses on the cargo carrying functions, damage model, flight control systems, and avionics. We are also working on the countermeasure systems and door gunners. Furthermore, we are pleased to introduce new pilot models that will enhance the visual authenticity of the cockpit experience.
Based on the results from recent internal and external testing, we have decided to move the launch date to the 3rd of July, 2024. This is your last opportunity to take advantage of the DCS: CH-47F -30% pre order discount that stays valid until launch! Consequently, we have decided to move the whole of our upcoming major update to the same date. So hurry and get your hands on DCS: Afghanistan also with the -30% pre order discount before time runs out.
Early Access Launch Features
Highly detailed external and internal modelling, including cockpit and cargo hold.
Ability to load and unload cargo from the internal bay based on weight and volume.
Single-point sling loading.
Unmatched helicopter flight dynamics that only DCS can provide.
Basic trim system and AI helper.
Fully interactive, VR-ready cockpit.
Highly detailed pilots and animations.
Two 6DOF highly detailed cockpits and external model.
Fully clickable cockpits with mouse interactive control.
AI-side gunners equipped with M60D machine guns.
High-level Multi-Function Displays (MFD) and sub-pages with ability to build flight plans in flight.
Radar Warning Receiver (RWR) and pilot controlled Countermeasures Dispenser System with chaff and flares.
Integrated ARC-186 radio with Voice Chat.
U.S. Army Paint Schemes.
Early Access Manual.
After Early Access Launch Features
DAFCS trim system and force trim.
Multi-crew. A second crew member can be another player or the AI.
Flight engineer functionality on different stations.
Gunner on the ramp.
Different machinegun models for side and ramp gunners.
Night Vision Goggles.
Heads Up Display System.
Missile Warning System (MWS).
Completed MFD pages.
Multi-point sling loading.
Engine fire extinguishers and EAPS system.
Extended range fuel system (ERFS II).
Autopilot Hold Modes.
More Paint Schemes.
Training Missions.
Additional Missions.
Full manual.
AH-64D The Four Horsemen
Campaign by Fight's On Simulations
Introducing The Four Horsemen Campaign that chronicles the daring adventures of UGLY Flight, a part of 664 Squadron AAC during Operation SHADER. This campaign set on the Syria map features 12 thrilling and immersive missions, each offering a variety of tasks and timelines. Missions are based on real events, reflecting the actual operations conducted by the task force and include both hot and cold starts depending on the task.
The Four Horsemen Campaign offers a meticulously detailed scenario with extensive briefing documents and kneeboards that are available both in-game and as PDFs. The campaign is fully voice-acted by a diverse cast that features over 2,500 lines of dialogue and more than 1,500 triggers to ensure realistic operations and events. Dive into this intense and immersive experience that has been crafted to reflect the true challenges faced by an attack helicopter crew in combat.
Please do take advantage of the fantastic Summer Sale opportunities to add something special to your hangar. We are thrilled to share the progress of the upcoming DCS: CH-47F. Stay tuned for the next update!
Flaming Cliffs (FC) 2024 will expand the series with the inclusion of three new aircraft: the FC: F-5E, FC: F-86F, and FC: MiG-15bis. These aircraft are designed to be less complex and easier-to-learn, making them ideal for players who prefer a more straightforward flight simulation experience. The new models come with DCS Professional Flight Models that ensure a high level of realism.
The F-5E is equally capable of air combat and unguided-ground strikes. Its arsenal includes infrared-guided ‘Sidewinder’ missiles and two cannons for close-in air combat. It is also equipped with a radar that can detect targets beyond visual range. For ground attack, the F-5E carries a large array of unguided bombs and rockets.
The F-86F is a legendary fighter of the Korean War era. It is a very capable dogfighter armed with 50 calibre machine guns and early infrared-guided air-to-air missiles. In skillful hands, it was more than a match against other aircraft of the era and a fierce rival to the MiG-15. The F-86F can also be armed with unguided bombs and rockets for ground attack.
The MiG-15bis was a revolutionary fighter when introduced during the Korean War and outmatched anything in the skies until the arrival of the F-86. It was a small and light fighter but very rugged and tough. Loved by all its pilots it is an outstanding dogfighter when flown to its strengths. It’s armed with both two 23mm guns and a single 37mm cannon that can inflict severe damage.
Existing Flaming Cliffs 3 owners with F-15C, A-10A, Su-27, J-11, Su-33, Su-25, MiG-29, and MiG-29S, can upgrade to the new version for a early mover $9.99 USD fee, offering an affordable way to enjoy these great additions. This special offer will only be available until the end of July, thereafter the upgrade price will increase to $14.99. You can also purchase the FC: F-5E, FC: F-86F, and FC: MiG-15bis individually for the price of $14.99 USD each.
Supercarrier Air Boss
Development Progress
One of the new features coming soon to DCS: Supercarrier is the Air Boss (Primary Flight) deck. This offers fun new features that will allow you to steer your Supercarrier, monitor the flight deck, adjust ship lights, monitor the airspace around you, view Landing Signal Officer information, and have a command view of “the roof”. Air Boss control can be assigned roles in both single player and multiplayer missions. This will add a new dimension for online carrier operations.
Coming soon are the new plane ‘directors’ that will help direct aircraft from their parking spaces to a catapult and from the landing box to a parking space. This functionality is now complete for single player and we continue to work on the much more complex task of implementing for multiplayer. Stay tuned!
Launcher
New Feature
Our new DCS Launcher will provide a more intuitive interface to set your options before starting DCS. The DCS Launcher will allow you to efficiently organise modules, check for updates, and access various settings from a single location. This update is part of our ongoing efforts to improve the accessibility and functionality of DCS. We aim for the DCS Launcher to be the focus for all DCS information relevant to modules including documentation, training videos, data related to liveries, joystick profiles and much more!
Features Coming Soon
The DCS Launcher will continue to evolve with the addition of several exciting features:
Documentation
Training Videos
Liveries (texture templates)
Hardware Profiles
We are very excited about Flaming Cliffs 2024 dropping soon and the amazing new features coming to DCS: Supercarrier. Please let us know your thoughts on the new Launcher and see you next week!
Experience the ultimate in rotary-wing aviation with the OH-58D Kiowa Warrior for DCS. This meticulously crafted simulation brings the legendary reconnaissance and light attack helicopter to life with unparalleled accuracy and detail. Fly low through challenging terrains, utilizing the Kiowa Warrior’s advanced sensor suites, and weaponry to dominate the battlefield. With its authentic flight dynamics, interactive cockpits and realistic missions scenarios, the OH-58D Kiowa Warrior offers a deeply immersive experience for both seasoned pilots and newcomers alike. Whether you’re conducting reconnaissance missions or providing aerial support to ground units, the Kiowa Warrior delivers a truly thrilling tactical combat experience.
Step into the cockpit of the OH-58D Kiowa Warrior alone or in Multi Crew with a friend to share the adventure. The module features a highly detailed 3D model, complete with fully configured avionics, MFDs, and a working Mast-Mounted Sight. Utilise the Level 2 Manned-Unmanned System to view aerial drone footage, or scan the battlefield using the sensors of other Kiowa Warriors. Share targets with the Improved Data Modem or call in Remote Hellfire Missions with other Kiowa pilots to coordinate attacks. With a wide range of weaponry available including AGM-114K Hellfires, FIM-92 air-to-air Stinger missiles and laser-guided rockets, the Kiowa Warrior is prepared for any engagement.
The OH-58D first flew in 1983 and was the result of the Army Helicopter Improvement Program as a single engine, four-bladed light weight helicopter. The Kiowa Warrior introduced the distinctive Mast-Mounted Sight (MMS) above the main rotor, and a mixed glass cockpit with traditional instruments and as such was the first helicopter equipped with MFDs.
While the OH-58D Kiowa Warrior thrives in its reconnaissance role, making full use of its MMS and the Level 2 Manned-Unmanned System (L2MUM), in more recent conflicts it played a pivotal role not only in gathering critical intelligence but also in actively supporting ground troops through precision strikes on enemy positions, illustrating its adaptability and effectiveness in both reconnaissance and offensive missions.
Armed with a vast array of weapons including the AGM-114 Hellfire missiles, a .50 caliber FN M3P machine gun, FIN-92 air-to-air Stinger missiles and a large selection of rocket types including laser guided Advanced Precision Kill Weapon System (APKWS), the OH-58D Kiowa Warrior is capable of fulfilling a meaningful role by itself or by supporting other assets in DCS.
Kiowa Warriors serving in the US Army took part in a number of operations including:
Operation Prime Chance 1988
Operation Just Cause 1989
Desert Storm 1991
RAID 1989 - 1994
Peace Implementation Forces (IFOR) 1995 - 1996
Operation Enduring Freedom
Operation Iraqi Freedom
The US Army retired the OH-58D Kiowa Warrior in 2017 having accumulated over 800,000 combat hours. It continues to serve with the armed forces of Croatia, Greece, Taiwan and Tunisia to this day.
Key Features of the DCS: OH58D Kiowa Warrior
Realistic hand crafted flight model with high precision characteristics of this light helicopter in all ranges of altitude, temperatures and speeds for different weights, flight configurations and conditions.
Highly detailed fully clickable glass cockpit with full VR support
Can be flown single-player or in multi-crew with a friend
Voiced pilot AI assistant
Fully modeled armament and weapons systems, including the M3P machine gun, 2,75” rockets, AGM-114K Hellfire anti tank guided missile with four firing modes, APKWS laser-guided rockets, FIM-92 Air-To-Air Stinger system and the handheld M4 rifle with 6DOF functionality when used with VR hand controllers
Detailed modeling of the entire electrical, fuel, hydraulic, pneumatic, SCAS and radio systems
Full range of sensors and aircraft survivability systems including the Mast Mounted Sight with TV and FLIR cameras, Laser Rangefinder/Designator system, AN/APR-39 Radar Detector, AN/ALQ-144 IR Jammer, AN/AVR-2 Laser Detector, AN/AAR-57 Common Missile Warning System and Flare & Chaff Dispenser
Rotorcraft Map System with moving map, digital elevation map, real-time display of navigation and target data
Improved Data Modem that allows for Kiowa-to-Kiowa text messaging, target sharing and Remote Hellfire Missions
Level 2 Manned-Unmanned System with its capability to display the video feed from a drone sensor or the camera feed of another player OH-58D Kiowa Warrior aircraft
Full Night-Vision support with the helmet mounted Optical Display Assembly and gun-mounted IZLID laser pointer
Data Cartridge for storing and loading mission data in a web-compatible format
Advanced damage modeling and failures for aircraft systems and components
Optional Pilot Display Unit heads up display
Over 60 liveries including various US Army, Croatian, Greek, Taiwanese and Tunisian units as well as a number of fictional liveries from around the world
Aircraft AI. F-4E has terrible aim with Rockeye - fixed
Aircraft AI. B-52H waggles during bomb run - fixed
Weapons. AA missiles. If the lock was lost, in some conditions the missiles went vertically into the sky - fixed
VR. Some UI elements are cut off and not shown properly - fixed
Fixed crash in weapons MP hot join system
FARP warehouse stock movement is not implemented - fixed
Weapons. R-24R/T missiles. Corrected motor plume position
Weapons. Fixed crash occurred with rail launcher in some cases
DCS: F-4E Phantom II by Heatblur Simulations
Performance: Major improvements to Radar raycasting performance, especially on busy MP servers
Performance: Radar thread affinity changed - may increase performance where the main thread was saturated on busy servers or missions
Performance: Fixed Object Cache being over-saturated causing severe performance loss on busy missions with thousands of objects
Performance: NEW: Added special option to reduce radar performance impact - can improve CPU performance on lower end CPUs at the cost of some additional visual noise and clutter on the radar screen
Performance: Changed amounts of radar threads across different core setups
Performance: NEW: Added Lower Refresh HBUI special option. This option will reduce the UI refresh rate to 30 fps, matching the F-14 Jester UI. This will reduce CPU performance impact on CPU limited machines, especially in heavy missions
Performance: Fixed INS, ADI and other various system bugs with the “Reduced Tickrate” option enabled
Performance: Refactored some JESTER code paths that may have caused lowered performance when an enemy was nearby
CTD: Fixed a crash if Saved Games path had non-standard characters (e.g. Cyrillic)
CTD: Fixed crash if DCS install path had Chinese characters in it
CTD: Fixed crash on empty coords text entry
CTD: Fixed some instances of a CTD after damage and ejection
Multicrew: Fixed a major multicrew desync error when someone leaves and rejoins (can be another WSO) the aircraft
Multicrew: Reduced network load due to an errant buffeting sensor being propagated across the network every frame
JESTER: Fixed being able to spot bandits very far away on the radar scope during some modes
JESTER: Fixed JESTER breaking some inputs or being unable to correctly set some switches while using HBUI elements (e.g. the Manual)
JESTER: Will no longer call aircraft on the ground as BFM threats or targets
JESTER: Fixed doubled calls for some calls, and fixed him saying “Gear Up” and “Flaps Up” randomly at times far after takeoff
JESTER: Fixed Jester not asking for alignment when starting cold on a runway
JESTER: Fixed missile reports having wrong order of words sometimes
JESTER AAR: Added JESTER automatically saying "Ready Pre-Contact" to the tanker (if AAR door is opened within 100m of the thanker)
JESTER: Fixed a bug when cycling the AAR door very fast caused Jester to get stuck in radar-on mode
JESTER: Fixed Jester being in wrong DSCG mode when switching TGT-FIND/DT fast
HBUI: Fixed the Map Markers menu causing the Jester UI to freeze and become unusable
HBUI: Fixed a crash when entering empty coordinates in the Nav section of the Jester Menu
HBUI: NEW: Added Virtual Browser, and added “Online Mode” levels to HBUI. UI and Browser access is now controlled using a Special Option dropdown which allows selecting between:
Full - Free browsing
Offline - only offline UI features will work
Whitelist (Default & Recommended) - sites defined by a special whitelist file are allowed, anything else is blocked
Users can customise the whitelist file: hbui_whitelist.txt found in the Saved Games folder.
By default it has regex rules, currently covering:
Google
Youtube
Kneeboard.live
HBUI: The Virtual Browser now also has a new landing page, allowing users to add their own bookmarks
HBUI: Ensured that the Auto Startup clicks use the enforced version bypassing browsers
HBUI: JESTER Radial Menu - Small resizing adjustments to the Jester Wheel (thank you amadeus!)
HBUI: Renamed in JESTER Radial Menu "Unknown" to "Bogey" and "Hostile" to "Bandit"
HBUI: JESTER Radial Menu - Added "Navigate To Main Menu" bind for Voice Attack users - will also open the wheel if it's closed, so that it can serve as starting point for any VA macro sequences
HBUI: JESTER Radial Menu - Rename "Jester Presence > Enable" to "Force" for more clarity
HBUI: Added Special Option to select UI Theme (auto, light, dark)
HBUI: Added Special Option to shift head-tracking origin vertically
HBUI: Updated in game manual to latest version
HBUI: Removed browser forward nav button in manual
HBUI: JESTER Radial Menu - Improved keyboard controls (W opens, "Back" closes wheel):
additionally to their regular function of navigating forward and backwards in the wheel, W ("Center/Click") and "Back" can now also open and close the wheel
Radar: Fixed possibly triggering other RWRs through terrain
Radar: Fixed WSO maverick slew speed wrong
Radar: Improved CAA lock reliability
Radar: Fixed aspect switch setting wrong closure
Radar: Fixed radar gimbal not boresighting in elevation in cage mode with half action held
Radar: Fixed radar starting in standby mode despite being off
Radar: Fixed caged mode allowing the antenna to be moved in acquisition
Radar: Fixed bug allowing a short half second period of time without raycasting
Weapons: Fixed TV weapon gimbal limits
Weapons: Fixed gimbal limits not being respected
Weapons: Fixed sidewinder gimbal limit
Weapons: Fixed sidewinder half-aperture size
Weapons: Fixed AGM-12C not arming
Weapons: Direct mode now shows the correct solution for the sight depression value in the bombing calculator
Weapons: Added time of flight and bomb range to the bombing calculator output
Weapons: Fixed various issues with the Shrike WRCS mode
Weapons: Fixed Shrikes not updating after settings changed in rearm menu
Weapons: Corrected missiles (AGM-45 and AGM-12) ejecting incorrectly
Weapons: Made default Shrike volume quieter
Weapons: Updated Shrike range calculations and added Shrike range and altitude bias
Weapons: Corrected the WRCS AGM-45 Behaviour to give shrike range indications before target insert.
Weapons: Changed pylons to rail instead of ejection as this provides a much more realistic profile for AGM-12 and AGM-45A
Weapons: Fixed air to ground missiles being fired unarmed if the fuse switch was in the wrong position
Weapons: Fixed Normal Jettison consent on ground
Weapons: Fixed Mavericks/TV Bombs being jettison despite not being selected
RWR: Fixed the “New Guy” audio frequency not changing sometimes or playing the incorrect sound.
RWR: Fixed diamond not going to new guy contact for a short period of time
RWR: Made aircraft radars that used HPRF for track use MPRF instead (WIP: not yet audible, new sounds will be added)
RWR: Fixes to E-2C carrier frequency and beamwidth
RWR: Fixed Track Only Radars broadcasting with no target
RWR: Added fixed radar for units such as the F-86 Sabre (WIP)
RWR: Fixed range being displayed incorrectly sometimes
Avionics: Fixed JESTER BATH alignment not finishing in conjunction with HDG MEM available
Avionics: Adjusted NWS heading hold toggle function: now the AFCS has to be ON to toggle it
Avionics: Small fix to alignment completion
Avionics: Fixed a bug where the pitch steering needle was jumping on ILS approach
Avionics: Fixed AJB-7 heading oscillations when electric power was being applied
Avionics: Added a kneeboard page with diagrams for INS alignment options
Engines: Fixed nozzles having insufficient oil pressure at idle
Engines: Fixed controls dying too soon with the engines off or windmilling
Systems: Added ejection and canopy jettison inhibit when canopy is open (and not jettisoned)
Systems: Fixed pod and ECM jettison
Systems: Fixed neutral horizontal stab position
Systems: Minor improvements to hit damage
Inputs: Added 2 missing Crew Chief binds (ARI Disengage check and Stab Aug check)
Inputs: Added Slow/Fast binds for HSI course/heading and Reticle Depression
Inputs: Changed SYNC knob to sync with right click instead of left click
Inputs: Updated Chinese keybinds
Inputs: Added bind for "Tanker: Intent to Refuel"
Inputs: Ensured that all backend-called commands are executed properly.
Inputs: Added (fictional) Tape Player Volume Knob (Recorder-On Lamp rotate-to-dim)
Inputs: Fixed following inputs that require rebinding:
Crew Chief: Fixed GPU spool up sound not playing sometimes
Missions: Fixed various issues with training missions (- fixes almost all community reports)
Missions: NEW: Added IA missions by Kaba (thank you!)
Missions: NEW: Added IA mission Paradise Lost Free Flight by Reflected (thank you!)
Missions: Updated missions by Sedlo, Reflected and Activity (thank you!)
Missions: Added more slots to Through The Inferno COOP versions
Missions: Updated Syria Landing mission to LOC RWY 08, added base
Missions: Added base to Caucasus Cold start mission
Missions: Updated training missions 1-4 CN localization
Visual: Made Cockpit much brighter with Global Illumination Off
Visual: Fixed AI afterburner visuals
Visual: Fixed nozzle and horizontal stab LoDs
Visual: Fixed minor LoD bugs
Sound: Possible fix to random sound playing on spawn in multicrew
Sound: Fixed gear sound bug on spawn in multicrew.
Sound: Fixed Tapeplayer clipping audio
Liveries: JASDF Jets now all have olive drab ALQ-131s
Liveries: Improved JV Jets nose gear door art
Liveries: Fixed JV Jets accidental overpaint on landing light
Liveries: Updated IRIAF and IIAF liveries by ISAAC (thank you!)
Liveries: Updated helmets on IIAF/USAF Jet by ISAAC (thank you!)
DCS: AH-64D by Eagle Dynamics
Fixed: MP. SP. CTD at attempt to enter hot AH-64D slot
Fixed: CPG WPN page desync in multicrew
Fixed: TADS desync in multicrew
Fixed: TSD desync in multicrew
Fixed: FMC desync for CPG in multicrew
Fixed: Synchronization ACQs, Txx and TRN points
Fixed: Missiles Shot-At Data Synchronization
Fixed: Automatic route point sequencing corrections
Corrected route sequencing errors when selecting a different route on the Route Menu (RTM) sub-page or when reversing the current route.
WPT APPROACHING and WAYPOINT PASSED advisories corrected. Will only be displayed if neither crewstation is displaying an un-frozen TSD.
Distance and direction requirements for automatic route sequencing corrected.
When travelling along a route in the same direction as the route sequence, the next point in the route will automatically be selected when within 5 kilometers and passing abeam the currently selected point in the route.
When travelling along a route in the opposite direction as the route sequence, the next point in the route will automatically be selected when within 1 kilometer of the currently selected point in the route.
When arriving at a point that is not part of the current route but has been selected using the Direct route (DIR) function, the Navigation Fly-To will remain set to that point and will not sequence back to the route selected from the RTM sub-page.
DCS: F/A-18C by Eagle Dynamics
Fixed: Selecting different nose fuses will produce dud bombs
Fixed: Controls lock after 2nd takeoff with SC disabled- MP Only
Fixed: GBU-24s and AGM-154Cs do not release if you drop fuel tank first
DCS: F-16C Viper by Eagle Dynamics
Fixed: Сrash when switching weapons when using unlimited weapons
Fixed: Reverse left arm patch orientation
Fixed: Bomb mode selection not updating dynamically
DCS: MiG-15bis by Belsimtek
Added Kola Instant Action Missions
Campaigns
DCS: F-14B Operation Sandworm Campaign by Sandman Simulations
Mission 10: Chatter about killed enemy AWACS may at wrong time - fixed
DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations
Mission 0: Wingman not rejoining. Fixed.
Mission 1: Not receiving full points when all targets destroyed and RTB - Fixed. Pig-2 not starting when triggered (sometimes) - Fixed. Added several new Pig-2 voiceovers.
Mission 2: Added several new Pig-2 voiceovers. Adjusted scoring objectives. Added several Time Accel zones.
Mission 3: Pig-2 not starting when triggered - Fixed. Added several Time Accel zones.
Mission 2: introduced a fix to a new AAR bug introduced with last patch: Smoke should refuel normally without breaking the mission
Mission 3 (and shorter version): introduced a fix to a new AAR bug introduced with last patch: Smoke should refuel normally without breaking the mission
DCS: Mi-24P The Border - Prequel Campaign by Armen Murazyan
Mission 4: Fixed a script error when destroying infantry
DCS: F/A-18C Operation Green Line Campaign by Badger633
The navigation system on the DCS: F-16C Viper is a complicated mixture of technical solutions that supplies the navigation avionics with coordinates, velocities, and angles that are characterized by precision, availability, integrity, and autonomy. This is achieved by the cooperative work of the Inertial Navigation System (INS) and Global Positioning System (GPS) whose navigation inputs are processed through a Kalman filter in the Modular Mission Computer (MMC). Let’s discuss each of the components in detail in the F-16C Viper GPS + INS Whitepaper.
In the fall of 2015, the Syrian Civil War rages between the rebels and Syrian government forces. The involvement of several foreign powers, ISIS, and Hezbollah in the conflicts further escalates tensions. The USS Theodore Roosevelt’s Air Wing has been tasked to establish a no-fly zone over the western parts of Syria to prevent attacks on civilians.
This story-driven campaign places you in the boots of a junior, US Navy pilot of the VFA-131 Wildcats squadron. Your skills as an F/A-18C pilot will be tested across 15 challenging missions. You'll receive detailed mission briefings with charts and kneeboards that can be accessed both in-game and PDF briefing documents. Detailed briefings are provided by the squadron skipper and flight lead using “in-game” mission briefings. Performance-based feedback will be provided after each mission. Voice-overs narratives between missions enhance immersion and create a compelling and varied experience.
Prepare for intense dogfights, close air support, SEAD, and strike missions. The Skipper has high expectations for you! Hopefully, you can meet them.
We trust you enjoyed the DCS: F-16C GPS + INS Whitepaper. Please stay tuned for next week’s DCS Update!
The F-4E, first flew on the 30th of June, 1967, and entered service in 1968. It became the most numerous version built with 1,397 examples manufactured. The “E” is distinguishable from other variants by its internal centerline 20mm M61A1 Vulcan cannon, with 640 rounds.
In addition to the internal cannon, the F-4E includes an impressive variety of air-to-air and air-to-ground weaponry. In air-to-air combat, the F-4E can employ both radar-guided AIM-7 Sparrow and infrared-guided AIM-9 Sidewinder missiles. The F-4E is a very powerful fighter that, in the right hands, can be a potent dogfight adversary. In the air-to-ground role, the F-4E offers a wide array of unguided bombs, rockets, and guided munitions like the AGM-65 Maverick, AGM-62 Walleye, and radar-seeker AGM-45 Shrike.
Heatblur created a deep-simulation of the F-4E radar and Pave Spike targeting pod that accurately mimics the operation, strengths, and weaknesses of these systems.
Leveraging the “Jester” AI system, Heatblur has expanded and improved upon this system to provide unique and intuitive means to work with your AI Weapon System Officer in the back seat. Whether you're engaging in historical missions, testing your skills in dogfights, or simply enjoying the power of the beast, the F-4E delivers an amazing level of detail.
The latest update for DCS included several enhancements and bug fixes. Notably, improvements have been made to the environment visual effects like updated propeller and jet wash effects. Other additions include new pilot models and animations for the F-16C and F/A-18C, new Fire Control Radar functions for the AH-64D, new weapon fuse configuration options for many western aircraft, integration of the Massun Asset Pack, and more. Additionally, communication bugs post-takeoff in the ATC system and in multiplayer data link scenarios causing FPS drops have been addressed. For the detailed list of all changes, please read the full changelog.
Thank you for your continued support. We are excited to receive your feedback on the F-4E Phantom II and look forward to your reviews!
New bomb fuze options for several modern aircraft. Added the ability to adjust various settings to a range of US air-to-ground armament - GP LD and HD bombs, Paveway II and III, JDAM and CBUs. Adjustable settings include, where applicable, fuze types, arming and functioning delays, airburst altitude, laser seeker PRF code, bomblet release RPM and various external weapon features. Please see: DCS: Bomb Fuze Update
DCS World
Added: Massun Asset Pack - numerous buildings, vehicles and fortifications.
Voice chat. Added warning message when the master volume is set to zero.
Improved propeller and jet wash effect on nearby vegetation.
Effects. Jet wash effect does not show for own aircraft - fixed.
Weapons. Corrected Mk-80 series of bombs models fuse animation.
Cargo transportation. The cargo is teleported from any point on map task - fixed.
ATC. After take off comms stuck at abort take off - fixed.
AI Aircraft. AWACS. Option SILENCE does not work - fixed.
ME. Country field is empty when the user selects a ship in some cases - fixed.
MP. Eliminated bug that caused FPS drop on the server with many data link clients.
VR. Leap Motion Gemini 5.17.1 drivers updated.
Added "G Warm Up" option in Gameplay Settings. If enabled, this will set the aircraft to having already performed a G warm up IF the missions start in the air. If the mission starts on the ground (ramp, hot, or runway), the player will still have to perform a G warm up.
Weapons. S-25L doesn't guided on laser spot - fixed
3D models. Fixed Land Rovers lods.
3D models. Fixed KS-19 geometry.
Ships AI. Fixed CIWS on Molniya-corvettes.
DCS: F-16C Viper by Eagle Dynamics
Added new model pilot - work in progress.
Added improved movements of the pilot head and torso - work in progress.
Added Maverick and HMCS Auto-Boresight, automatic for hot starts. Cold starts require manual boresight.
Fixed: Increased G-warmup effect time.
Added Bomb Fuze Options and Settings from ME - work in progress - missions where laser code is set to anything but default (1688) will need the code edited in Mission Editor using the new method.
Fixed: Tuning the IFA alignment and further FIXes.
Fixed: Missing scale on the standby attitude indicator.
Fixed: GPS time starts at 00:00 when entering a mission.
Fixed: FCR Air to Air Header fix.
Fixed: Wheel friction imbalance.
Fixed: FCR target Min/Max altitudes inverted in negative antenna elevation.
Fixed: Handoff from TGP to TV-guided AGM-65's is partially functional using TMS Right.
Fixed: RWR displays radars in "Track" mode in the inner "Missile Launch" ring.
Fixed: CCRP lateral drop limit too small.
Fixed: Scan volume twitching around when bugged target near or beyond gimbal limit.
Fixed: RWR SYS Test no longer functions.
Fixed: True heading on ICP stuck at 00.
Fixed: Boresighting Mavericks is aligning with point mid air.
Fixed: HSD zoom glitch.
Fixed: Spotlight scan volume and EXP reference box snap from centre of display instead of appearing directly at cursor location.
Fixed: Entering OVRD while in spotlight search can cause radar to stop working.
Fixed: TGP does not take INS drift into account well (coordinates and height of the point changes).
Fixed: Rolls left under positive G.
Fixed: Search target hotlines don't work.
Fixed: RWS SAM cannot change radar range scale is designated inside an auto-range zone.
Fixed: Maverick seeker LOS Slave to FPM at TMS Down ignores SPI.
Fixed; Right MFD rocker switch labels incorrectly refer to Left MFD.
Fixed: JDAM with nose plugs fitted show 0 second AD in SMS by default.
NOTE: The Sniper Advanced Targeting Pod is in active development for release later this year.
DCS: F/A-18C by Eagle Dynamics
Added improved movements of the pilot head and torso - work in progress.
Added Button to disable the pilot moving/looking in the direction of the camera.
Added Bomb Fuze Options and Settings from ME - work in progress - missions where laser code is set to anything but default (1688) will need the code edited in Mission Editor using the new method. Also please note that changing the laser code of GBU via the aircraft avionics no longer functions. Code must be set in mission editor, or refuel/rearm.
Fixed: AGM-84E/SLAM-ER does not guide to target in TOO.
Fixed: No info showing for track files from MIDS if you don't have trackfiles with radar contribution.
Fixed: IFF Sensor Depress no longer working and very long delay to IFF.
Fixed: AIM-7 Sparrow not guiding when target is at bottom or low half of 12° FLOOD circle.
Fixed: SA page MIDS symbols misaligned.
Fixed: Unable to enter STT mini-raster on brick in TWS, with sensor control towards the radar.
Fixed: SA page TDC acts differently from RDR ATTK and AZ/EL TDC, should work the same way.
Fixed: Not designated track files disappear in RWS, if brick trail fades out.
Fixed: RSET in TWS should not deselect the HITS option.
Fixed: Cannot enter Waypoint Offset minutes and Seconds - getting ERROR message.
Fixed: Over bank in PA mode.
Fixed: ACQ Point Cue not showing if more than 1 radar track files present.
Fixed: ACQ Point Cue stuck on display after its trace file is deleted.
Fixed: Gun firing rate is always Low in (and after) A-G mode.
Fixed: Gun Overheat seems overdone, and recovery too long
Fixed: AIM-9B should not have the uncage function
DCS: F-5E Tiger II by Eagle Dynamics
Fixed: Radar clutter issues - increased the randomness of the range distribution, increased clutter max range - Note: if the track antenna is declined almost maximum, it reduces scan traces on the surface. If you move antenna up, you'll see a lot more ground clutter
Fixed: RWR not showing locked radars in Search mode
Added: AIM-9J
Fixed: TACAN stops working after takeoff
Fixed: should not be able to uncage AIM-9B pre-launch
Fixed: FFB X axis trim is inverted
Fixed: Oxygen Diluter controls incorrect behaviour when assigned to key or button
Updated: Laser code setting is removed from aircraft options and kneeboard
DCS: MiG-15bis by Eagle Dynamics
Fixed: If strong wind is present in the mission, the controls movement becomes incorrect
Fixed: Marker beacon light and sound is active when it should not be
Fixed: Target Wingspan action error
Increase/Decrease actions are swapped on the non-axis commands
Fixed: Gunsight ranging is incorrect
Fixed: Human plane wheels are not touching the ground
Fixed: Repaired gear won't retract (after damaged at high speed)
DCS: Supercarrier by Eagle Dynamics
Fixed: Platcam showing a Tomcat as Hornet
Flaming Cliffs by Eagle Dynamics
F-15C. Nose wheel steering held wheel castor is very unstable - fixed
DCS: SA-342 Gazelle by Polychop Simulations
Added: New rotor blur system
Fixed: NADIR needle deviation on SA-342L
Fixed: Landing light not visible on SA-342L
Updated: Completely new multi crew system with join in progress (Work in progress)
Updated: Refined external textures
Updated: IR deflector model and textures
Added liveries:
UK Royal Air Force NO.2 FTS
UK Royal Navy Air 705 Squadron
LEB Air Force Grey / Green
GER Army Green / Black
SE Air Force FOA
Generic Navy Grey
Generic Black Low Visibility
DCS: JF-17 by Deka Ironwork Simulations
New: Navigation Flight Plan B (FP-B)
FP-A and FP-B share DST channels 1-29
FP-B waypoints must be after FP-A waypoints
In ME, a waypoint with the name ‘FPB’ will be marked as the first waypoint of FP-B and all following waypoints will be assigned to FP-B.
In MFCD->DST page, FP-A/FP-B channels are exclusive for selection/edit.
You can switch FP-A and FP-B navigation plans in UFCP.
Fixed: C701TV image too bright issue
DCS Mirage F1 by Aerges
General:
Hands are correctly positioned now on the stick and throttle in VR.
Landing gear is now lowered during repair.
At repair, the throttle is always moved to the cut position.
Repair now deselects engine emergency regulation mode.
Fixed engine fire not repaired in certain cases.
Changes to make our interface compatible with the new implementation of ED’s GBU laser code setting.
Corrected external lights logic (pending a fix to the formation light of the BE).
Exchanged navigation and formation lights labels, to correctly reflect the logic of the aircraft.
Fixed minor typo in clickability and input (MRK-->MKR).
Systems:
Made the Sight Repeater in F1BE a true collimating display.
Adjusted visual look of Sight Repeater image border, plus other minor improvements.
Removed fuel transfer sequence selector (“LISSE, BIDONS”) switch in Mirage F1 BE.
Fixed AI police light logic: The light will not be set on anymore at taxi/takeoff.
Fixed AI landing/taxi light logic: it will be switched between ‘landing’ and ‘taxi’ modes correctly now. There are still minor issues, which will be addressed in the next update.
Implemented engine destruction due to engine overspeed.
Engine overspeed warning removed.
Adjusted engine oil consumption.
Armament system:
Fixed bug that precluded jettison of certain stores in certain situations and configurations.
Fixed Sidewinder missile growl not coming on until a heat source is detected.
Fixed weapons not firing after reload in unlimited weapons mode.
Fixed erroneous launch order for mixed IR and radar guided R530 missiles loadout - with both selected and locked, the IR one will always have launch priority.
Flight Model:
Adjusted fuselage pylon strength.
Miscellaneous:
Updated flight manual: added engine emergency regulation system content.
DCS: C-101 Aviojet by AvioDev
IR missile audio will stop now once electric power becomes unavailable.
"Throttle Idle Detent - Idle" and "Throttle Idle Detent - Stop" input commands are not toggle commands anymore. Each command now performs the action according to its description.
Fixed startup training mission - it was not advancing when moving the throttle from idle to stop.
Fixed autostart/autostop sequence macro: throttle will move to idle or stop as needed independently of the current throttle position (idle or stop). In other words, it won't work as a toggle.
DCS: South Atlantic map by RAZBAM Simulations
Updated - revamped tree maps across the map using 40% less trees.
Updated - Tree mix adjusted to include additional variations.
Updated - Falklands Island Bluff Cove area created dredged channel to allow ship movement
Removed - Removed the automated shipping for the oil tankers (just didn't work)
DCS: Kola map by Orbx
updated - Tree maps (should give more performance in densely tree populated areas)
fixed - removed grass from inside Hangers at Bodo
new - various small villages added in various locations
Updated: Changed the following airfield names
Lakselv to Banak
Olengorsk to Olenya
Severomorsk1 to Severomorsk-1
Severomorsk3 to Severomorsk-3
fixed - Laselv approach Lighting RW 16
fixed - Kemi ILS RW18 not aligned correctly
fixed - some train route height adjustment
fixed - Bodo some AI collisions resolved
updated - Bodo Parking slot names
fixed - Bodo AI taxi jams
fixed - Bodo all Military hanger height placement
fixed - Monchegorsk AI traffic corrections
fixed - Monchegorsk Incorrect parking boxes
fixed - Murmansk fix taxiway obstructions
fixed - Murmansk - various model placement issues
fixed - multiple breaks in roads
Campaigns
P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations
BBC is available on channel C
DCS: F-14A Zone 5 Campaign by Reflected Simulations
New interactive checklists
DCS: F-14A Fear the Bones Campaign by Reflected Simulations
New interactive checklists
Comms issue possible workaround (C-17 voice transmitter shouldn't rtb)
DCS: F-14 Speed & Angels Campaign by Reflected Simulations
New interactive checklists
Skippable briefings
DCS: Mi-24P Outpost Campaign by Stone Sky
More information about setting up ICS in the campaign description
DCS: MAD AH-64D Campaign by Stone Sky
All missions. The relay station has been changed
Mission 8. Fixed a bug with the moving zone
Mission 1. Minor changes
DCS: F-14B Operation Sandworm Campaign by Sandman Simulations
All missions: Charts and briefing materials and kneeboards updated
All missions: Hornet side numbers fixed to realistic
Mission 5: Ai behaviour changed to make sure Enfield 1 gets launched
Mission 6: Hornets attacking against ground targets - fixed. Mission sometimes fail even if goals are met - fixed.
DCS: P-51D Debden Eagles Campaign by Reflected Simulations
Fixed game breaking bug
DCS: F/A-18C Rise of the Persian Lion by Badger633
Missions 6 & 7: EZ refuel version reducing fuel fixed.
Missions 8 & 9: EZ refuel versions Fords fuel mass fixed.
DCS: F/A-18C Rise of the Persian Lion 2 by Badger633
Missions 1,2,3,5,7,10,11& 13: Speed stop added so if time accelerated sim will automatically stop next communication.
Mission 4,6,8,9a,9b and 12: Ford fuel mass fixed. Speed stop added so if time accelerated sim will automatically stop next communication.
DCS: F/A-18C Serpent’s Head 2 by Badger633
All missions except 2: As requested, enforced turbulence removed, add in your settings if required.
DCS: F/A-18C Rise of the Persian Lion by Badger633
Missions 6 & 7: EZ refuel version reducing fuel fixed.
Missions 8 & 9: EZ refuel versions Fords fuel mass fixed.
All Missions: As requested, enforced turbulence removed, add in your settings if required.
DCS: F/A-18C Rise of the Persian Lion 2 by Badger633
Missions 1,2,3,5,7,10,11 & 13: Speed stop added so if time accelerated sim will automatically stop next communication.
Mission 4,6,8,9a,9b and 12: Ford fuel mass fixed. Speed stop added so if time accelerated sim will automatically stop next communication.
All Missions: As requested, enforced turbulence removed, add in your settings if required.
EZ Refuel Version: This was not using the ‘EZ Refuel’ version of Mission 12. This is now fixed. On start you will get a notification that the campaign has been rebuilt and your position lost. Just skip to your current mission and proceed.
DCS: F/A-18C Raven One Campaign by Baltic Dragon
Mission 02: Fixed issue happening to some players with Smoke not breaking away from player's wing. Fixed issues with RTB tanker not giving fuel / erratic behaviour. Fixed issue happening to some players with Smoke not following Flip after launch.
Mission 03: Added safeguard for MANPAD, reducing mission difficulty and thus diminishing possible frustration. Fixed problems with tanker on RTB. Fixed problems with no comms after leaving AO.
For the next DCS update, the AH-64D will see the addition of three important features: the Fire Control Radar (FCR) Zoom and C-Scope functions and the LINK function for the FCR and TADS. Both are incredibly useful when engaging targets.
The Zoom function allows you to zoom-in on the FCR Next to Shoot (NTS) target at a 6:1 ratio, or you can use the display cursor on the FCR page to select an area to zoom in on. This is very useful when engaging closely grouped targets.
The C-Scope function, also selected from the FCR page, allows you to place FCR target identification symbols on both your Helmet Mounted Sight and the CP/G TEDAC display. This is an invaluable tool for building situational awareness, and AH-64D players without an FCR installed can still see these symbols using the datalink. Both items are previewed in this DCS: AH-64D FCR ZOOM & C-SCOPE video: https://www.youtube.com/watch?v=3lGwH_eDlYQ The next update will also introduce the sight select LINK function to the AH-64D. This allows both the CP/G and Pilot to slave the TADS video to the FCR NTS. This will allow you to visually identify FCR targets through the TADS prior to engagement and allow you to perform battle damage assessments after an engagement. LINK also allows you to slave the FCR to the TADS.
We would like to thank Patricio Massun for creating his asset pack and his work to assist with integration of the 3D models as part of the DCS Core. Massun’s Asset Pack for DCS includes over 100 terrain objects including fortifications and ground models that can be placed across all DCS terrains. These models are very well designed and aid to create more realistic and immersive missions.
For more information, please check out the Massun Asset Pack for DCS forum. We are currently testing all the models and planning to include them in the next DCS update.
F-5E Tiger II
Development Progress
A favourite of Cold War pilots, the DCS: F-5E Tiger II is a very capable, twin engined, light-weight fighter with excellent close combat and ground attack characteristics. This beautiful aircraft was easy to deploy, maintain and operate and much loved by its pilots. For the next DCS update, we’ve made several improvements based on your feedback.
These include:
The Radar Warning Receiver (RWR) now displays radars in search mode.
Ground clutter on the radar is now more accurately represented based on altitude and scanning elevation.
We’ve added the AIM-9J version of the Sidewinder air-to-air missile.
TACAN operation with no weight-on-wheels has been corrected.
It is no longer possible to uncage the AIM-9B Sidewinder in pre-launch mode using the Missile Uncage Switch.
The much anticipated launch of the Phantom II is just around the corner. Renowned for its capabilities as a highly effective and versatile fighter-bomber, this iconic jet excels in both air-to-air combat and ground attack missions using a wide array of munitions. With Heatblur’s dedication to ultra-realistic simulation, you can expect meticulous attention to detail from cockpit graphics to the flight model. More details will be unveiled soon.
3D Pilot Models
Development Report
The upcoming pilot models for the DCS: F-16C Viper and DCS: F/A-18C are set to significantly enhance the realism and immersion of these aircraft. We are excited to bring these updates to you, and we look forward to your feedback.
The primary objectives for the new pilot models are to:
Enhance visual fidelity and realism in line with new graphical technologies.
Improve animation fluidity for more lifelike pilot movements.
Incorporate detailed flight suits and equipment specific to the aircraft, reflecting actual gear worn by F-16C and F/A-18C pilots in the mid-2000s
Suit Modelling The flight suits are crafted with high-resolution textures to accurately replicate the fabric and material properties. Special attention has been paid to the reflectivity and roughness maps to ensure that the suits react realistically under various lighting conditions. Harness systems and life support equipment have been carefully modelled. For the F-16C pilot, the harness connects to the ejection seat precisely as it would in the real aircraft. The F/A-18C pilot features a survival vest equipped with pockets and gear appropriate for carrier operations. The helmets are modelled with operational visors that can move up and down, helmet mounted displays, and night vision goggles.
Animations Subtle in-cockpit movements such as head-turning to check instruments, hand movements for throttle and stick operation, torso movements, and even eye movements are being refined to mimic real-life. We continue to work on making the pilot’s body respond to G-forces more realistically. We hope to include inflation of the G suit during high-G manoeuvres and subtle shifts in weight.
Next Steps Once these new pilot models are integrated for the first and third person views for the DCS: F-16C Viper and the DCS: F/A-18C, we will implement a similar 3D pilot model to the DCS: A-10C II Tank Killer.
Operation Green Line
Campaign by Badger633
This immersive campaign features 12 unique missions that are interconnected through a continuous narrative across multiple Middle Eastern locations. Both carrier and land-based operations are included. Developed with virtual reality in mind, the campaign eliminates the need for jotting down transient coordinates, thereby maintaining immersion. Optional tanker refuelling is available, though careful fuel management can negate its necessity.
The campaign includes over 1,700 voice-overs, a 'Speed Stop' feature to prevent missing content during time acceleration, and adjustable AI settings for the final four missions to suit different skill levels. Each mission comes with detailed briefings that are accessible in-game and as downloadable PDFs. Customised aircraft skins are included to enhance the personalisation of the gameplay experience.
We hope you took advantage of the F-4E Phantom pre-purchase discount and that the preview of the upcoming F-16C Viper and F/A-18C pilots are to your satisfaction. Also, keep a lookout for Badger633's Operation Green Line campaign, coming in the next DCS update!