The comprehensive DCS 2.9.6.57650 update introduced significant new content and changes across the platform. Based on the feedback and bug reports, we have been able to identify some key issues that we are working diligently to resolve in a hot fix and before launching the DCS: CH-47F. This includes, but is not limited to issues that some of you may have encountered with the new Launcher, multiplayer dynamic spawn, VR quad view support, controllers, and the module manager. Stay tuned for more news coming soon.
AGM-12 Bullpup The Bullpup was one of the first mass-produced, guided air-to-surface missiles and entered service before the Vietnam war. It was a Manual Command Line of Sight, or MCLOS missile, which meant that the guidance was provided by the pilot through manual steering inputs.
DCS currently features three variants of the Bullpup, the AGM-12A, the original 1958 variant for the Navy with a 250 lbs warhead and an Aerojet Mk 8 solid motor (initially designated ASM-N-7), AGM-12B, the 1960 improvement with a Thiokol LR58 liquid rocket motor (USN ASM-N-7a and USAF GAM-83A designations), and a 1964 derivative with a much larger warhead and an LR62 liquid rocket motor: the AGM-12C. 3D models were provided by Heatblur Simulations.
All variants of the AGM-12 featured a canard, cruciform aerodynamic configuration and a bang-bang steering system stabilised through a 500°/s roll rate. In addition to the engine nozzle, the rear of the missile included a pair of tracking flares that burned with an increasing intensity over time. To improve the controllability of the missile, the bang-bang canard steering was modulated. Effectively the canards deflected in short pulses, whose length and frequency depended on both the angle of deflection and the rate and duration the stick was moved. A basic form of auto-trim was also used.
One major limitation of the system was a tendency for the control axis to roll left because the roll rate increased during the deceleration to the transonic region. This was caused by delays in the control system. This was compensated for by adding a fixed offset to the roll gyro reading that did not depend on the actual roll rate. All these effects on the control system are fully modelled in DCS.
Rockwell Homing Bomb System After the AGM-62 Walleye was introduced by the US Navy in 1967, the USAF awarded a contract for their own TV-guided bomb system to Rockwell. This resulted in a series of conversion kits for dumb bombs, dubbed HOBOS, or the Homing Bomb System. These kits consisted of an electro-optical nose seeker section, an aft control section, and a set of strakes running along the body of the bomb. The seeker and guidance used were similar to those on the AGM-62 and AGM-65, and it required the pilot and WSO to align the aircraft with the target using the seeker video feed and lock onto target contrast before release, proving to be difficult in practice.
Different daytime electro-optical and infrared seeker kits were developed for different types of bombs, of which only the KMU-353A/B kit for the Mk-84 low drag bomb saw extensive combat use. This configuration, designated GBU-8/B by the USAF, was used from 1969 onward, and is featured in DCS. The 3D model is provided by Heatblur Simulations.
GBU-15(V)/B Despite the low effectiveness of the HOBOS, Rockwell was again contracted to continue their guided-bomb development in 1974. The result was a modular system that Rockwell referred to as Modular Guided Weapon System or MGWS. This resulted in the GBU-15(V)/B family of guided-bombs, also known as the Electro-optically Guided Glide Bombs, or EOGB.
Initially, two variants were developed: The GBU-15(V)1/B with a daylight seeker and the GBU-15(V)2/B with the same IR seeker as the one used for the AGM-65D. The configuration was similar to its predecessor, the GBU-8/B, with the Mk-84 also serving as a basis of this weapon. However it had a significantly larger set of “wings”, a more sophisticated guidance system, and an ability to communicate with the supporting launch aircraft through the AN/AXQ-14 datalink.
These new features significantly expanded the envelope of the weapon at low altitudes compared to the GBU-8/B, and it allowed for employment without a line of sight to a target at the time of release. The weapon followed a 3-stage guidance logic: After a separation manoeuvre, the weapon entered midcourse mode where it would follow a lofted trajectory along the release course. After the WSO spotted and identified the target, they would point the seeker at it and switch the weapon to transition mode. It would then turn to target heading and manoeuvre to keep the seeker at a constant look-down angle, allowing the WSO to adjust the impact angle. Finally, the WSO would select terminal guidance mode in which the bomb would either be automatically guided into impact if locked on, or flown into the target manually.
The GBU-15 is in development.
Summer Sale
Last chance to save
As you may already know, we extended the DCS Summer Sale 2024 on our E-Shop in order to apologise for the delay of DCS 2.9.6. Please enjoy the 50% savings across almost our entire range of modules. Shop now!
The latest version of DCS contains an impressive range of new products and features, enhancements, and fixes. A notable addition is the DCS: Afghanistan map! Also included are the new Launcher, the Air Boss deck for DCS: Supercarrier, Flaming Cliffs 2024, and three new campaigns.
Flaming Cliffs 2024 Flaming Cliffs 2024 is designed for new virtual and veteran players looking to expand their collection. In addition to the existing Flaming Cliffs 3 aircraft. F-15C, A-10A, Su-27, J-11, Su-33, Su-25, MiG-29, and MiG-29S, FC2024 now includes three new aircraft: F-5E, F-86F, and the MiG-15bis. It can be purchased as a full product for $59,99 or as an upgrade for Flaming Cliffs 3 owners for only $9,99. This special launch price will be available for the upcoming month, thereafter the upgrade price will increase to $14,99. If you haven’t already seen it, check out the launch trailer!
The DCS Launcher allows players to configure and manage DCS before DCS start up as well as during the DCS runtime.
In addition, we have completed a new multiplayer interface which greatly improves respawn functionality by providing dynamic spawn points along with the ability to select spawn locations directly from the mission map. These dynamic respawn slots have been added to allow more flexible mission join management.
SAM units are smarter now, and based on their skill level, can turn off their radars and reposition if they detect an incoming anti-radiation missile.
Several new ground units have been added such as the MRAP, M1A2 SEP3 and MaxPro.
AI and System Enhancements AI systems now include more realistic target detection based on alert status and ability to scan area. Combat landing options for helicopters have been added. Various bug fixes and enhancements across the DCS Core and many modules. The T72B3 tank and others are now available for you to control. The update includes better AI ground unit pathfinding and engagement behaviours.
Graphics and Mission Editor Graphics have been improved with detailed terrain rendering and new material for fields and towns. Various fixes and enhancements have been made to the mission editor, map interactions, and static object handling.
Weapons Updates Several weapons, including the AIM-7E/E2 and AIM-9X, have received performance tweaks and bug fixes. Improvements have also been made to other missiles, rockets, and bombs. The WWII Assets Pack has also seen updates to the Wurzburg radar.
2.9.6 is a huge update that includes a long list of fixes and enhancements to DCS: F/A-18C, DCS: F-16C Viper, DCS: F-14 Tomcat, DCS: F-4E, DCS: AJS-37 Viggen, DCS: AH-64D, DCS: Mi-24P Hind and DCS: UH-1H Huey. For a full list of all the latest updates, please read the changelog.
Southwest Afghanistan
Available in the latest DCS version
Afghanistan, often called the “crossroads of Asia” is a landlocked country located at the intersections of Central and South Asia. It shares borders with Pakistan, Iran, Turkmenistan, Uzbekistan, Tajikistan and China.
Historical Significance In the 19th century, Afghanistan became a buffer state in “The Great Game” between the British Empire and Tsarist Russia, both of whom sought control over Central Asia.
Later, the Soviet-Afghan War (1979-1989) highlighted the strategic importance of Afghanistan in the Cold War geopolitics. The rugged terrain also played a pivotal role in the resistance mounted by Mujahideen fighters against the Soviet forces.
Post September 2001, Afghanistan became a central theatre in the Global War on Terrorism, leading to a prolonged conflict involving the United States and NATO forces, who aimed at dismantling terrorist groups whilst stabilising the region.
Operational Challenges Operating in DCS: Afghanistan presents unique challenges due to geography, climate and socio-political dynamics. The combination of high altitude environments and limited infrastructure requires adaptive strategies from foreign military forces and highlights the importance of local knowledge and alliances.
Key features
14 airfields including: Bost, Camp Bastion, Chaghcharan, Dwyer, Farah, Herat, Kandahar, Maymana, Zahiraddin, Faryabi, Qala i Naw, Shindand, Tirinkot, Zaranj
Improved clipmap technology
Improved Field and town materials
The Afghanistan map is highly detailed with fields, cities, towns and thousands of smaller settlements. We implemented a new method of collecting, processing, importing and exporting data are being OSM type data, as well as determining surface types from satellite images, which are processed, optimised and vectored for subsequent implementation into the terrain module.
You can purchase only the DCS: Southwest Afghanistan region offering you a 471’381 km2 area and 12 highly detailed airfields or the full region 1’449’216 km2 terrain which will be offering 28 highly detailed airfields, check out DCS: Afghanistan.
The Gamblers campaign was developed by Baltic Dragon and John ‘Rain’ Waters, a former Viper Demo Team pilot, member of the 77th Fighter Squadron, and host of the Afterburn Podcast. In 13 varied missions, you will relive some of the sorties that Rain and his squadron flew during their deployment to Syria, as well as some of the other most iconic moments of the allied involvement within the theatre, including the Battle of Raqqa in 2017, the US TLAM strike against the Shayrat Airbase, and the standoff between US forces and the notorious Wagner group, which is now known as the Battle of Khasham. This campaign also introduces a new, more immersive way of interacting with the environment using the HOTAS. DCS: F-16C The Gamblers Campaign by Batic Dragon.
We hope that this vast DCS 2.9.6 update is to your satisfaction. Please rest assured knowing that we are carefully monitoring the initial feedback of the DCS: Afghanistan, as well as the brand new Flaming Cliffs 2024. We look forward to your comments.
New Launcher that allows you to configure and manage DCS prior to starting the program.
New Multiplayer “Select Role” interface added to enhance respawn functionality with additional information and the ability to see exact respawn locations on the map and interact with them. Note that spawn locations icons are aggregated based on the map zoom level. A “Server” tab has been added in the briefing images panel in the Mission Editor. This allows you to add an image as a header to the first screen that the connected player sees before joining a coalition. We will monitor feedback for future adjustments and additional features.
New Dynamic Respawn slots system has been added that allows mission designers to set up airfields serving any aircraft respawn its associated warehouse without the need of specific placement in the editor. Airfields with active dynamic spawns are specifically marked on the map with a hexagon icon. Parking spots are assigned automatically on a respawn request. We are coordinating with MOOSE, MIST and CTLD developers for supporting these new spawn methods in their scripts (Thank you Pikey, funkyfranky, Grimes, and Ciribob). Additionally, a specific dynamic spawns template system was added to customise dynamic slots properties and restrictions. Detailed description here
AI Ground. Added the ability for SAM to evade ARM (enabled by default, but can be disabled in Set Options - Evasion of ARM). Units that detect the missile will turn off their radar(s) and displace. Units that cannot move quickly will simply turn off their radar(s). The higher the skill level, the higher the likelihood that the air defence unit will react to the incoming ARM
AI. Performance-demanding logic of target detection and line of sight checks have been moved to a parallel thread. This gives more headroom for the performance, especially on AI-populated dedicated servers with large scale battles. This applies to ground, sea and airborne AI units.
AI Ground. Added a new air targets detection system for ground AI.
Updated 3D model of M1A2 Abrams.
Added M1A2C SEP v3 Abrams unit model.
Added MRAP MaxxPro unit model.
MBT T72B3 is available for the player control
AI Aircraft. Added a new “Combat Landing” option for AI helicopters. This allows for much faster approaches and landing in combat conditions. It also controls the heading to take when taking off again.
AI Aircraft. Helicopter terrain collision checks needed for low-altitude flight have been moved to parallel thread.
AI Aircraft. AI aircraft set to RTB on bingo with no airbase in their flight plan would endlessly orbit at their last waypoint. The AI is able to find a divert airbase and land.
AI Aircraft. AI helicopters will now correctly fly their route after an embarking task.
AI Aircraft. AI would sometimes orbit the aircraft carrier after takeoff, endlessly, in some circumstances - fixed.
AI Aircraft. Changed old ED's F-4E AI 3D model to new one by HB.
AI Aircraft. Crash AI Helicopter during ATGM attack - fixed.
AI Aircraft. Fixed some issues with helicopter cargo transportation.
AI Aircraft. Possible helicopter collisions during disembarking task - fixed.
AI Aircraft. Helicopter wingman can't land during the task Land in some cases - fixed.
AI Aircraft. Plane stops gaining speed during takeoff after refuelling - fixed.
AI Ground. Crash during infantry disembarking from helicopter - fixed.
AI Ground. CTD when a unit reaches a point with a script in a task - fixed.
AI Ground. Infantry with RPG units perform only one shot at helicopters - fixed.
AI Ground. JTAC not working with some callsigns - fixed.
AI Ground. Artillery “Shoot and Scoot” option added. Currently, it is linked to the “Fire at Point” task in ME. After completing the fire task, the artillery group will immediately relocate within a given radius to avoid enemy counter-battery fire.
AI Ground. S-60 AAA engaging missiles - fixed.
AI Ground. Incorrect “Ural-375” name changed to “Ural-4320”.
AI Ground. Added a feature that allows units requiring longer deployment times (e.g., (SA-11) “Buk”) to be positioned in a combat-ready state if placed in the editor without route points.
AI Ships. Possible ATC crash during takeoff from ship - fixed.
AI Ships. Submarines do not follow the assigned route - fixed.
F10 map. Threat and detection rings of ground units are always visible on the F10 map and cannot be toggled off - fixed.
Input. Modifier prevents execution of “Command Menu Next/Preivous/Select/Return” inputs - fixed.
Graphic. Shadows on the surface have artefacts when SSS is enabled - fixed.
Graphic Effects. Ship wakes moving in reverse have been adjusted.
Graphic Effects. Dynamic weather causes water to “follow” client aircraft in multiplayer - fixed.
GUI. Options. Graphic Presets. Fixed GUI Error when selecting preset in some cases.
IR Render. Added IR signature of ship wake effects.
ME. Fixed error when click button Clear in resource payload window.
ME. Fixed GUI Error when click button Fill Col in resource payload window.
ME. Fixed GUI Error when clicking on a supplier group in some cases.
ME. GUI Error if you double-click on the trigger zone window - fixed.
ME. Incorrect placement of panels after moving units in some cases - fixed.
ME. Map twitches when a unit is selected - fixed.
ME. Open/Save mission panel size increased.
ME. Switching waypoints through prev and next buttons changes the altitude - fixed.
ME. Added a warning, when appropriate, about placing a unit on a sloped surface. A notification will appear on a red background indicating the current value and affordable limit (in parentheses).
Mission Planner shows threat and detection rings of hidden units - fixed.
MP. Clients can see only their own routes and can't see routes assigned by another client - fixed.
MP. DS. Command line options no longer conflict with dcs_start_options.lua settings.
MP. Copilot of a multi crew helicopter sees a sling load jumping around - fixed.
Rearm Panel. Fixed weapon settings not being applied after rearming using a loadout preset.
Static objects. Added handling hit and kill events for static objects
Terrain Engine:
Improved clipmap technology: more detailed rendering of terrain ground textures.
NEW: field and town material for a more realistic experience.
Weapons. Added S-5KP and S-5M rockets with corresponding loadout options.
Weapons. AGM-45 after launch falls into the water - fixed.
Weapons. AIM-7E/E2 mass decreased.
Weapons. AIM-9X lift/drag ratio tweak.
Weapons. Corrected delay-fuzed bombs’ deceleration in buildings and ships.
Weapons. Corrected thrust and drag values for S-8 rocket family.
Weapons. Delay-fuzed weapons wedged within ships will now move with them.
Weapons. Fixed appearance mismatch between owner and network observers
Weapons. Fixed erratic behaviour of parachute illumination flares.
Weapons. Fixed mass inconsistencies for several rocket launchers and racks: LAU-68D/A, LAU-131, B-8M1, LAU-3, LAU-10, TER-9A, UB-32A.
Weapons. Fixed MIM-104 oscillations just after launch. Missiles switched to PN guidance.
Weapons. LS-6 autopilot settings fixed new range tables.
Weapons. Mk 20/CBU-99 inaccuracy and premature airburst when equipped with FMU-140 - fixed.
Weapons. R-24 missiles. Corrected motor plume position.
Weapons. R-24 missiles. Ejector launcher changed to a rail.
Weapons. Rocket motors' smokiness now depends on ambient air temperature. Introduced three basic types of contrail (smoky, reduced smoke, minimum smoke) with different temperature-related properties.
Weapons. RPG-16 rockets speed is too high - fixed.
Weapons. S-75 (SA-2). Added delay of control after launch. Controlled flight begins 2.5 seconds after the booster is separated.
Weapons. SM missiles. Adjusted SM family lift/drag ratio.
Weapon settings panel. Added descriptions for fuzes.
The next DCS update, version 2.9.6, has been delayed and is currently in heavy testing and bug fixing. We sincerely apologise for any inconvenience this may have caused. It is very important for us to release updates with as few issues as possible and this extra time is genuinely required to deliver a quality product.
Our initial aim was to release this massive update on 26 June 2024 and the announcement was made in our 29 March 2024 Newsletter and 19 April 2024 Newsletter.
Despite the short timeframe for such a large release, we were confident we could do it based on past development experience. Indeed, we reached our internal goal and completed the roadmap that we set for ourselves and even added additional functionality to both the DCS: CH-47F and the DCS: Afghanistan map. However, some unforeseen events prevented us from meeting the schedule and we would like to share with you what caused the current delay.
As you may know, we generally release one new aircraft module or map per DCS update, rarely more. In general, it takes about a month between releases to prepare for the next one. Starting in May, we released products twice a month: DCS: Kola, DCS: F-4E Phantom II, and the DCS: OH-58D Kiowa Warrior. These were planned to be topped with DCS: Afghanistan, DCS: CH-47F, and Flaming Cliffs 2024 with each product having their own specific features requiring careful integration into DCS. This is on top of the new Air Boss station for DCS: Supercarrier, many new module features and bug fixes, as well as substantial improvements to the DCS core. We overestimated our capacity to meet the challenge we had set upon ourselves but we are hopeful that you will understand our decision.
Here is the event timeline for the delayed DCS 2.9.6 update:
We announced the delay in the 21 June 2024 Newsletter. The decision to postpone the release was made based on 19 critical issues (stoppers) related to the DCS Core, Supercarrier, CH-47F, F-16C, F/A-18C, and F-4E. Normally, we have 5-8 stoppers a week prior to a release.
By 26 June 2024 the list of stoppers had increased to 25 related to the above products, in addition to DCS: AJS-37 Viggen, DCS: F-5E Tiger II, Flaming Cliffs 2024, and the new Launcher. By Tuesday, 2 July, a tremendous job had been accomplished by the team and most of the issues were resolved. Nevertheless, the decision was made that the DCS: CH-47F should have additional time for content preparation and more detailed testing.
Everything was moving smoothly when a new set of issues reared their heads. These were subsequently resolved on 3 July 2024 and we were poised to deliver the update together with the full list of fixes, improvements, and new products. However, by the morning of 4 July 2024 our QA team reported new stoppers related to AI aircraft in addition to a broken campaign and so the decision to further delay had to be made.
We know that this is a very eagerly awaited update and that it will provide a lot of new and great stuff for you, including a fix to the DCS: F-15E Strike Eagle radar. However, in good conscience we simply could not let it go out as is.
A new date will soon be announced on our Discord and other social media channels once we have very high confidence in it. We would like to thank you and the Community, our third party developers and especially Heatblur for their cooperation, rapid feedback, and updates on their aircraft.
The whole team at Eagle Dynamics apologise for the inconvenience and undertake to do their very best.
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!