The CH-47 has been a cornerstone of U.S. and allied military aviation logistics since its introduction. Its ability to handle multiple mission profiles with speed and agility has made it a valuable asset in modern warfare. The CH-47F’s design reflects a perfect blend of technological advancements and practical battlefield experience, proving its worth time and time again under the most demanding conditions.
Airframe and Design The CH-47F features a fully integrated digital cockpit management system, which is a significant upgrade over its predecessors. This modern cockpit enhances operational efficiency by allowing pilots to manage onboard systems more effectively. It is equipped with the Common Avionics Architecture System (CAAS), which improves navigation and battlefield survivability too. The damage resistant structure itself is designed to withstand small arms fire and shell fragments.
Performance Powered by two Honeywell T55-GA-714A engines, the CH-47F can reach speeds of over 175 miles per hour (282 km/h), which makes it one of the fastest helicopters in the U.S. Army. The maximum payload capacity is around 21,000 pounds with an external load, meaning it can carry artillery and vehicles, underslung. The range and fuel efficiency allow the CH-47F to fly missions over 400 nautical miles (460 mi, 741 km) and operate with a fuel efficient cruise speed.
Missions Versatility The CH-47F is capable of multitasking roles including troop movement, artillery emplacement and battlefield resupply. The triple hook cargo system can also be used for evacuation missions. It also has an impressive set of advanced countermeasures and armour protection for operating in high threat environments.
Early Access features
3D models - Highly detailed external and internal modelling, including cockpit and cargo hold. - Fully interactive, VR-ready cockpit. - Highly detailed pilots and animations (3rd person view). - U.S. Army Paint Schemes. Avionics and other features - Unmatched helicopter flight dynamics that only DCS can provide. - Basic trim system and AI helper. - High-level Multi-Function Displays (MFD) - VSD page - HSD full/half pages with digital map support - Engine and Power Train full/half pages - Fuel full/half pages - Flight plan summary page - WCA - Radar Warning Receiver (RWR) and pilot-controlled Countermeasures Dispenser System with chaff and flares. - Common Missile Warning System (CMWS) - Integrated ARC-186 radio with Voice Chat. - Base Night Vision Goggles. Multi-crew - AI-side gunners equipped with M60D machine guns. - Base multi-crew for online games including pilot, co-pilot and two side gunners stations Cargo - Ability to load and unload cargo from the internal bay based on weight and volume. - Single-point sling loading. - Supporting the new DCS warehouse to warehouse cargo transfering feature Early Access Manual. Quick action missions Training missions Features to do during Early Access
3D models - Pilot and co-pilot models for first person view - More Paint Schemes. - Avionics and other features - DAFCS trim system and force trim. - Autopilot Hold Modes. - Completed MFD pages. - Full support of the Night Vision Goggles. - Heads Up Display System. - Engine fire extinguishers and EAPS system. Multi-crew - A second crew member can be another player or the AI. - Flight engineer functionality on different stations. - Gunner on the ramp. - Different machine gun models for side and ramp gunners. Cargo - Multi-point sling loading. - Extended range fuel system (ERFS II). Full manual. Extra training Missions. Additional Missions.
During the past few weeks, we have spent our time improving visuals and functionality for early access launch. We have also been able to provide training and instant actions aimed to help get you in the air in record time!
Introduced new helicopter module - DCS: CH-47F (Early Access features list is available below)
New campaign - DCS: UH-1H Peacekeeper Lebanon Campaign by Flying Cyking
Special Notes on CH-47F Early Access features
3D models
Highly detailed external and internal modelling, including cockpit and cargo hold.
Fully interactive, VR-ready cockpit.
Highly detailed pilots and animations (3rd person view).
U.S. Army Paint Schemes.
Avionics and other features
Unmatched helicopter flight dynamics that only DCS can provide.
Basic trim system and AI helper.
High-level Multi-Function Displays (MFD)
VSD page
HSD full/half pages with digital map support
Engine and Power Train full/half pages
Fuel full/half pages
Flight plan summary page
WCA
Radar Warning Receiver (RWR) and pilot-controlled Countermeasures Dispenser System with chaff and flares.
Common Missile Warning System (CMWS)
Integrated ARC-186 radio with Voice Chat.
Base Night Vision Goggles.
Multi-crew
AI-side gunners equipped with M60D machine guns.
Base multi-crew for online games including pilot, co-pilot and two side gunners stations
Cargo
Ability to load and unload cargo from the internal bay based on weight and volume.
Single-point sling loading.
Supporting the new DCS warehouse to warehouse cargo transfering feature
Early Access Manual.
Quick action missions
Training missions
Features to do during Early Access
3D models
Pilot and co-pilot models for first person view
More Paint Schemes.
Avionics and other features
DAFCS trim system and force trim.
Autopilot Hold Modes.
Completed MFD pages.
Full support of the Night Vision Goggles.
Heads Up Display System.
Engine fire extinguishers and EAPS system.
Multi-crew.
A second crew member can be another player or the AI.
Flight engineer functionality on different stations.
Gunner on the ramp.
Different machine gun models for side and ramp gunners.
Cargo
Multi-point sling loading.
Extended range fuel system (ERFS II).
Full manual.
Extra training Missions.
Additional Missions.
Known issues
If B/U Power is turned on before the APU Generator, Engines will NOT Start.
Not all MFD and CDU pages are fully functional now.
SFDs are not fully functional now.
Crash while entering ICAO code in DIR mode CDU.
Not all data on MFDs and CDUs are synchronised properly between crew members in multiplayer.
ARC-186 radio uses AM instead of FM to support chatting with ATC.This will be changed when AM radio is integrated.
DAFCS controlled flight regimes and Cyclic trim are not integrated yet
Pilot rear-view mirror can't be turned off to black state. It has a static picture instead
DCS World
New cargo and logistics system update adding internal cargo loading/unloading and dynamic cargo features currently available in DCS: CH-47F. More details here. WIP
New route tool added for “select role” and F10 map view screens that allows users to edit flight plan waypoints before spawning. Check the more detailed guide here.
AI aircraft. AI aircraft group behaviour when defending attack by radar guided weapons is tuned so reaction would be responding to radar illumination and not the fact of locking of specific aircraft. Aircraft within radar lock cones react to attack instead of only aircraft that were locked and tracked reacting alone. WIP we will watch the feedback.
AI aircraft. A-10C wingmen do not engage ground vehicles - fixed.
AI aircraft. C-130/KC-130 has difficulty climbing to altitude - fixed.
AI aircraft. Corrected helicopter behaviour with one gear touching the surface while hovering.
AI aircraft. F-4E aircraft not engaging with LGBs - fixed.
AI aircraft. If the cargo is destroyed during a task Cargo transportation, the helicopter remains in place and doesn't continue on route - fixed.
AI aircraft. Incorrect AI behaviour after receiving a task during refuelling - fixed.
AI aircraft. OH-58D external lights are always off when doors are removed - fixed.
AI aircraft. When F-14s are set to uncontrolled, they flash their wings open and can damage aircraft near them - fixed.
AI Ground. Roland can be hit with 0 damage inflicted - fixed.
AI Ground. When taking control of the vehicle, the column of vehicle stops - fixed.
AI ships. Exhaust of Kilo submarine smokes underwater - fixed.
CTD. A helicopter with the task of following stationary vehicles, when the plane approaches this group, a crash occurs - fixed.
CTD. Crash occurs when taking off the player's helicopter with the AI wingman from the ground - fixed.
CTD. Crash when a player's helicopter transporting cargo explodes - fixed.
CTD. Crash when a vehicle is destroyed during a (dis)embarking - fixed.
CTD. Crash when ship and group are destroyed during embarking - fixed.
CTD. Crash when unloading on a ship during Cargo transportation - fixed.
Dynamic Spawn. Way to circumvent weapons restrictions in certain scenario - fixed.
Graphics. Engine heat blur effect not showing on some aircraft if air start - fixed.
Graphics. High altitude clouds are hidden when the camera altitude is negative - fixed.
Graphics. Moon has a strange glow under specific conditions - fixed.
Graphics. Moon is oversized - fixed.
Graphics. Over-wing vapour with missing wings - fixed.
Graphics. Ship smoke has a missing texture - fixed.
ME. Afghanistan is available as a country in DCS World now.
Scripting. getCategoryEx on helicopters returns wrong value - fixed.
Scripting. Take-off and landing events are different for the host/client - fixed.
Su-25T. LLTV Mercury pad doesn't work - fixed.
Su-25T. Shkval TV screen image is too high contrast - fixed.
VR. ST. Oculus. OpenVR. Controllers. Fixed controllers position.
Weapons. AGM-88C autopilot tune.
Weapons. AIM-7 misses almost every time on the first shot - fixed.
Weapons. Incorrect bomb nose fuse after rearming - fixed.
Added multiplayer server list sorting to be saved between sessions.
Spotting Dots: Tuning and fix of blurring of spotting dots by TAA and DLAA. We are looking at the feedback and this change may improve some things. Current feedback is overall balanced and we will be looking further into this to make new adjustments.
Known issue: Performance drop in some populated multiplayer servers when the “Select Role” window is displayed. We’ve determined several optimization steps we are working on currently.
DCS: F/A-18C by Eagle Dynamics
Fixed: Bomb fuse settings do not work in old missions.
Fixed: AGM-84D crossed out.
Fixed: AGM-88 TOO does not hit SAM.
Fixed: TNDL unusable with dynamic spawns - cannot add member or donor.
Fixed: Bombs re-armed in air with unlimited ammo option DUD.
Fixed: Poor accuracy in Automatic Bombing Mode.
Fixed: Litening TGP tracking mode name text overlap.
Fixed: ATFLIR shows M WARN all the time on the DDI page.
Fixed: ASE in GUN mode (If you launch a weapon that brings up ASE on HUD, and then go into guns, you will still have ASE being displayed on the HUD until weapon impacts).
Fixed: FMU-143 setup is incorrect.
Fixed: Unable to enter uncaged WACQ mode.
Fixed: Fake DL contact on HUD centre if HMD blanking is disabled and have L&S.
Fixed: VS radar mode is not selectable in A2G by push button.
Fixed: Uncaged WACQ mode - slewing.
Fixed: Rockeye and CBU-99 should not have EFUZ in the SMS.
Fixed: AZ/EL Scan outline vertical limits.
Fixed: AG target diamond wrong location on HUD for Maverick
DCS: F-16C Viper by Eagle Dynamics
Fixed: Crash during rearming in some cases.
Fixed: Freeze/CTD when selecting STN field in TNDL page, from dynamic spawn only
Fixed: FCR is detecting targets ignoring scan volume.
Fixed: HYD OIL PRESS and TO/LDG CONFIG lamp housing.
Fixed: AG radar contacts are not shown on TEDAC and HMCS displays in C-Scope mode.
Fixed: Datalink does not work if Cold Start is performed.
Fixed: FCR Near bar, Far bar, and Elevation control corrections.
Fixed: Image Auto Track (IAT) errors.
Fixed: TADS optics mode indication is missing.
Fixed: NTS and ANTS targets are being designated before the first FCR scan is complete.
Fixed: Datalink acknowledgements not processed if DL protocols are not enabled on VHF radio.
Fixed: Gun not firing if CPG sight is HMD and range source is laser.
Fixed: RFHO selection menu not closing.
DCS: F-86F Sabre by Eagle Dynamics
Fixed: incorrect gun sound
DCS: Supercarrier by Eagle Dynamics
Fixed: Airboss and LSO roles unavailable.
Fixed: AirBoss option available for non-supercarrier ships.
Fixed: Airboss and LSO slots cannot be used when external views are disabled.
Fixed: An airboss player can use tactical commander tools in F10 view to control all friendly ships and ground units.
DCS: F-4E Phantom II by Heatblur Simulations
CTD: Fixed potential crash when loading the homebase TACAN.
CTD: Fixed possible crash when ejecting.
CTD: Fixed potential CTD on spawn.
CTD: Fixed CTD when reading compiled Jester LUA files.
JESTER-AI: Removed distance-limit for "nearby-airfields."
JESTER-AI: Taught JESTER to click the laser code faster.
JESTER-AI: Fixed bad locks when attempting a lock during a radar range change.
JESTER-AI: Added JESTER Boresight Mode and Aspect Controls for Flood Shots:
Jester now supports regular Boresight mode (not just CAGE/BORESIGHT), selectable from the Jester Wheel.
He now also supports Aspect Controls for Sparrow flood-shots in regular BORESIGHT and CAGE/BORESIGHT modes, accessible either via Jester Wheel or via Context Action SHORT.
HBUI: Increased the bombing table font weight for more contrast.
HBUI: Added support for unicode characters in install-path and savedgames-path
HBUI: Fixed a potential crash in the browser.
Crew Chief: NEW: Crew Chief will now reload the start cartridges if you request him to load new ones while still having the old ones.
Crew Chief: Added Crew Chief commands to the WSO seat.
Systems: Fixed Pave Spike BIT 3 not working (never fully reaching its test position).
Systems: Made engine response faster in the upper RPM range.
Systems: Corrected countermeasures weight and drag.
Systems: Added logic for TANK 7 warning lamp (tank7 valve stuck despite low fuel).
Systems: Fixed countermeasures "continuous" modes (now the countermeasures will dispense as long as the dispense button is held).
Systems: Added automatic speedbrake retraction on power loss.
Systems: Fixed a bug with the AAR door connection to the utility hydraulic line.
Systems: Adjusted autostart procedure to follow checklists correctly.
Systems: Fixed ECM pod not being warmed up during hot starts.
RWR: Fixed RWR handoff (diamond) audio being stuck sometimes.
Inputs: Made DSCG Night Filter (red) a 2-pos bind to match the clickable.
Inputs: Changed IFF mode switches initialization to the middle position.
Inputs: Fixed bugs with some clickables being accessible from the wrong cockpit.
Inputs: Added Slow/Fast variants for Target Latitude/Longitude knobs (WSO).
Inputs: Added UHF Repeater brightness control.
Inputs: Fixed Jester Scan Elevation (relative) binds being reversed.
Inputs: Fixed afterburner detent option text and tooltip.
Inputs: Fixed show pilot body keybind.
Inputs: Added some missing TOGGLE and AXIS binds:
Antenna Switch
Anti-Skid
Pilot & WSO Emergency Gear
Pilot Hook Handle
Pilot & WSO Emergency Flaps/Slats
Multicrew: Allow PILOT AUTOSTART command also from WSO seat.
Weapons: Added BDU-33 to inner wing pylons.
Weapons: Fixed bombing table not always updating when the aircraft weight changed.
Navigation: Fixed VOR showing true instead of magnetic bearings.
Navigation: Fixed INS Reset alignment problems.
Navigation: Fixed INS aligning to a wrong heading with the nav comp off- now only gyros are heat-up but the gyros erection does not happen until proper Nav Comp signal is provided
Navigation: Fixed wrong wind direction initialization in the Navigation Computer.
Over the last few weeks, we have made significant enhancements to the DCS: CH-47F module, focusing on visual and functional improvements as well as mission updates. Below is a concise summary of the recent progress.
Visual and Functional Enhancements
Overhead panels visual improvements and fixes
Improved rotor blade rendering and improvements to their damage model.
The internal views have been improved by hiding unnecessary panels, adding gunner radio panels, improved radio control heads, and enhanced animations for buttons, levers, and switches.
Lighting and Animation: Improved cockpit lighting, added 4th Level of Detail ( LOD), adjusted heater start button connector, and changed mainboard lighting from white to green. Enhanced back-lit text, throttle handle connectors, FLIR maps, Power Distribution Panel (PDP) lamps animation, Multi-Function Display (MFD) rockers animation, and transparency of the stick position indicator glass.
Night Vision Goggles have been added.
The Countermeasures and Warning System (CMWS) has been moved from post Early Access release to Early Access release.
The load and unload cargo system has also seen further refinements and additional functionality.
Mission Updates
Added numerous instant action missions across multiple maps.
Additional training missions that cover primary mission procedures.
Flight Model and Flight Control System
Refined Automatic Flight Control System scheduling for authentic take off behaviour.
Adjusted flight modelling in conjunction with flight control system for correct forward flight behaviour without Longitudinal Cyclic Trim (LCT) scheduling. Note: at early access release, manual pedal input will be required for coordinated turns. Further refinements to the LCT and Digital Advanced Flight Control System (DAFCS) will come during the early access period.
Multicrew
Pilot and Copilot Multi Crew have been further refined, particularly with synchronisation of controls and displays.
Please stay tuned as we diligently prepare the DCS: CH-47F for early access launch.
Sinai
Development Report
We're excited to update you on the status of the upcoming DCS: Sinai map update. This update is packed with new features and enhancements. You can look forward to 15 new, highly detailed airfields that include Quwaysina, Borg-el-Arab International, and Sharm El Sheikh. The update also introduces over 100 unique objects and architectural monuments, improved city textures, more realistic seabed textures, and enhanced scenes for helipads. You can also expect night illumination for unique objects, upgraded Giza Pyramids, military installations in Egypt and Israel, and new acacia bushes for southern Israel. Additionally, new oil platforms will be presented.
Route Tool
New feature
The new Route Tool will allow you to create your own flight routes for multiplayer. It allows you to edit and to create preset waypoints/steerpoints routes before spawning into the mission. This includes being able to set elevations, MSL or AGL election, and dynamic ETAs.
You will also be able to save route presets for each terrain. Once a route has been created, you can select it from the PRESET list prior to spawning. This is a general multiplayer route tool for all DCS aircraft, and it’s especially useful for the Flaming Cliffs 2024 aircraft. This tool is not related to upcoming Data Transfer Cartridge (DTC) functionality, which we will update you on at a later date. Stay tuned!
F-4 MiG Killers
Campaign by Reflected
By 1969, the US Navy faced a critical challenge in the skies over North Vietnam. Their kill to loss ratio had plummeted to a dismal 2 to 1. In response, a select group of Naval aviators crafted a groundbreaking graduate-level training program to reclaim aerial dominance.
You will join the inaugural class of the Top Gun course starting on March 3, 1969, and master the art of dogfighting in your DCS: F-4E Phantom. The F-4 MiG Killers Campaign will offer 12 meticulously crafted missions based on the real-life syllabus, totalling 45 missions. You'll encounter heavily randomised and re-playable scenarios, advanced AI tactical behaviour, and a study-level simulation of real-life procedures.
Get ready for a rich narrative with thousands of custom voice-overs, detailed briefings complete with chalkboard diagrams, and extensive documentation. Enjoy historically accurate custom skins, true-to-life kneeboard and briefing images, and custom DCS UI backgrounds. Look out for the campaign in the next update.
The DCS Dynamic Campaign (DCSDC) has been a massive undertaking, but we are making steady progress in both the strategic and tactical elements. Here is an outline of our development tasks.
Work continues to configure ground AI forces command and control. There are three main systems: The border and frontline system, navigation based on terrain and surface-type, and a multi-level formation system. These are combined into one code for the final fine-tuning of ground combat. The decision-making system for ground force objectives is being tested and refined as a function of force size, unit locations, and the general objectives of the coalitions.
To improve ground forces movement calculations, a mechanism was created for the DCSDC engine that optimally analyses routes between points, whilst taking into consideration roads, terrain, and potential travel speeds across different types of surfaces. A navigation mesh editor is also being developed to allow campaign creators to modify old terrains to suit their needs. We believe these components can be applied not only within Dynamic Campaigns, but also for non-dynamic DCS missions and campaigns.
Testing of the integrated air force ‘command and control’ of DCSDC into DCS continues This includes both the creation and functioning of the missions and optimization of different mission task flight profiles. Looking ahead, there will be tests made for all components of the strategic AI troop control and player participation.
Testing of Dynamic Campaigns has resulted in a new tracking system that allows a detailed accounting of actions and behaviours. This is critical to the debugging process of such a complex task. The current DCS track file system has also been expanded with the ability to store RTS layer information. The resulting systems will allow you to review campaign events and provide a DCSDC active save system. This active save system will allow you to resume saved games and rewind time to replay an unsuccessful episode of a campaign.
Screenshot Competition
Capture the action!
All winners will receive a feature to showcase their winning screenshots to the community. To reward your artistic and piloting prowess, we have some prizes lined up:
- 1st Place: $100 in ED Miles - 2nd Place: $50 in ED Miles - 3rd Place: $25 in ED Miles
Eligibility: Participants must use an official copy of DCS and any relevant modules for the screenshot they submit. The competition is open to all. Please register here.
How to participate: To register, simply reply to this forum post with your DCS username and include your screenshot.
Screenshot Requirements: - Resolution: Screenshot must be in high resolution (minimum 1920x1080). File format should be JPEG or PNG. Maximum file size is 9 (nine) Megabytes. - Content: Only in-sim content. No external software or post-processing enhancements. - Originality: Must be your own work and not previously published or submitted in other contests.
Uploading Instructions: - Reply to the DCS Screenshot Competition 2024 forum post and attach your screenshot. - Include your DCS username in the reply.
Deadline: - Your entry must be submitted by the 23rd of August, 2024 at 15:00 GMT.
Judging Criteria: - Visual Appeal: Clarity, composition, and impact. - Creativity: Originality and story. - Relevance: How well it represents DCS.
Terms and Conditions: - DCS may use your screenshots in promotional materials. - Selection will be done by hand in-house. - You require a DCS forum account to participate. - You will be contacted via the forum to claim prizes. - Stay tuned for the winners announcement.
Peacekeeper Lebanon
UH-1H Campaign by Flying Cyking
The UH-1H Peacekeeper Lebanon campaign immerses players in a series of challenging missions set against the backdrop of Lebanon. Developed by Flying Cyking, this campaign features a compelling narrative, detailed mission planning, and diverse objectives that will test your piloting skills and tactical acumen. From troop insertions and extractions to close air support and reconnaissance, each mission is designed to provide a realistic and engaging experience. This campaign is a must-have for all UH-1H enthusiasts, and is planned for the next DCS update!
MP. Issues with special characters in pilot name - fixed.
Disabling F11 Free camera in DCS options leads to black screen for tactical commander slot in Multiplayer - fixed.
Events. Landing and Takeoff events not registering - fixed.
Some textures on Afghanistan terrain are not displayed in the trial version - fixed.
AI Aircraft. WW2 aircraft AI will not engage in combat in some cases - fixed.
Voice Chat full radio not working in dynamic slots - fixed.
Input. Partial fix for lag based on high poll rate mouse movement.
MP. Server crash when player controlling ground vehicle disconnects - fixed.
Effects. Signal flares affect adjustments for FLIR.
Spotting Dots - In the previous update, we adjusted this behaviour that many of you noticed. This is still very much WIP and being adjusted. We welcome your feedback and will be monitoring it.
Flaming Cliffs 3. User account authorization issues have been resolved. Please contact support if you are still experiencing these issues.
Known Issues:
DCS crashes when using new VR Meta (beta) v68 drivers with OpenXR Toolkit.
Trial versions of products don't show in the Launcher.
Helicopter cargo operations in MP (rope bug) issues.
DCS: F-16C Viper by Eagle Dynamics
Fixed: Crash during rearming F-16C in some cases.
DCS: F/A-18C by Eagle Dynamics
Fixed: AG target diamond wrong location on HUD + jittering.
Fixed: Cannot exit AACQ (or Bump AACQ) in bumped mode.
Fixed: Possibility of crash when using TGP and laser.
Campaigns
DCS: A-10C Operation Agile Spear Campaign by Combat King Simulations
Operation Agile Spear was updated to version 2.3
All Missions. Top down review and many bugs squashed big and small. Many thanks to Pyrocumulous! His help was instrumental.
All missions. Radio frequencies better coordinated for all aircraft in the strike package
All missions. Updated Datalink connections for all like aircraft
All missions. Changed all displayed messages to Clearview
All missions. Updated to the new F10 menu system which adds new options for the player to manage their simulation's environment. Thanks Gareth Magnall
All missions. Wingmen (Pig-2, 3 & 4) changed over to a seperate group for more tasking flexibility. Thanks B.D.
All missions. Added the option of a Practice Sortie to each mission. This will allow the mission pilot to exit the primary mission, fly a practice sortie with the same loadout as the primary mission, and then reenter the primary mission. The mission pilot can fly and practice any technique/profile, rearm and refuel as desired, and then re-enter the primary mission when ready.
All missions now have the ability to accelerate time (fast forward between waypoints) without missing any mission critical inputs or messages. Thanks Sedlo.
All missions, datacards use different font/colors for easier reading
All missions. End of mission music added
DCS: F/A-18C Operation Cerberus North Campaign by Ground Pounder Sims
Updated all missions to fix fuses issues from update.
DCS: F-16C First in Weasels Over Syria Campaign by Ground Pounder Sims
Updated all missions to incorporate new AI SAM behaviour.
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.