Through The Inferno (TTI) by deadlyfishes is a dynamic, open-world PvE experience designed for DCS, offering endless aerial combat missions that cover all DCS aircraft.
Players can choose from different eras of aerial combat, such as World War II, the Korean War, the Cold War, and Modern times. Each mission is tailored to the chosen era, with appropriate enemy units and logistical support. The missions can be adjusted for difficulty, mission type, and time of day, providing a highly personalized experience.
TTI offers extensive in-mission tools, such as the "Zeus" real-time spawning system, AIRBOSS Carrier Ops, and AI traffic customization. The F10 menu provides access to these tools, enabling you to shape their missions as you see fit. Additionally, it’s possible to configure random events, such as enemy reinforcements and air traffic, which adds unpredictability and challenge.
Designed primarily for single-player, TTI supports private co-op play but is not intended for public multiplayer servers. The mission is continually updated, with detailed guides and tutorials available to help players optimize their experience.
For more information, support, or to join the TTI community, visit their official website and join their Discord. TTI is compatible with all DCS modules, offering a versatile and engaging combat experience. Enjoy!
Dynamic Cargo
New Functionality
The launch of the DCS: CH-47F introduced our new cargo and logistics functionality. This Dynamic Cargo feature is still work in progress and is therefore not enabled by default but can be activated on the ‘full info page’ in the warehouse interface. If you are having issues with the system please check out the Cargo System Guide.
We are working towards enabling the feature for other transport capable helicopters, including DCS: UH-1H Huey, DCS: Mi-8MTV2 Magnificent Eight and DCS: Mi-24P Hind. We are in the process of creating many additional cargo loads, so don’t hesitate to inform us if you have good ideas to enhance the logistics game play!
Troop movements and animations in and around your helicopter are some of the biggest requests we have received. This is in progress but does require some major re-work to infantry models and animations.
‘Fat Cow’ and dynamic FARP operations will certainly make the DCS: CH-47F a more capable asset on the battlefield. We are currently working to ensure this feature is available soon and will update you as things progress.
Finally, dynamic cargo mass accounting, weight/balance and operational restrictions are being worked on too.
On the 14th of August 1974, in Manching, Germany, the airfield roared to life with the sound of the Tornado taking to the skies for the first time. This marked the culmination of years of rigorous design and engineering efforts by three European nations: The United Kingdom, Germany, and Italy. The Panavia Tornado was destined to redefine modern warfare and aviation for decades.
The 50th anniversary of the Tornado's first flight was not just a celebration of a remarkable aircraft, but a commemoration of spirit, innovation, and resilience. It was a reminder that when nations come together with a shared vision, they can achieve extraordinary things.
Development Report
The last 18 months of work on the flight model has seen the inaccuracies of the transonic aerodynamics resolved. Aviastorm has worked on fully simulating the unique flight characteristics of all wingsweep positions. The module’s aerodynamic model is matched with a detailed recreation of the mighty RB-199 engines which also power the electrical and hydraulic systems. The team have also simulated the generator electrical loads and the hydraulic pressures required to move the flight control surfaces and other mechanical systems.
The modelling of the complex flight controls and Control And Stability Augmentation Systems (CSAS) is now the biggest task still remaining to ensure correct aircraft handling, ready for comprehensive flight testing. Accuracy is important to mimic the unique flight performance and characteristics of this complex variable geometry aircraft. The 3D model is also nearing completion and we are delighted to share these work in progress screenshots of the “First flight” Livery. For more updates visit the Aviastorm discord.
Screenshot Competition
Last chance
This is your last chance to enter our DCS Screenshot Competition 2024. Don't miss out on the opportunity to showcase your skill and creativity with the DCS community and win fantastic prizes. Good luck! We look forward to seeing your incredible work.
GUI. Lag and Performance issues in certain cases at “Select Role” screen - optimisations are added we expect it to mitigate the issue and we are working on more fixes for it
Cargo. If a player despawns while carrying cargo, cargo then do not drop on the ground - fixed
Cargo. Dynamic cargo can be created when in flight - fixed
SP. Loading Debriefing Error “Can not open debriefing file” if player name has single quote in it - fixed
Aircraft qty is not returned to warehouse if taken through dynamic slot and user closed DCS without releasing slot - fixed
Player score in SP Missions not being registered - fixed
EVENT_KILL and onGameEvent('kill') are doubling - fixed
Controls input being active while user work with text field in Select Role screen or Route Tool resulting in controls input bindings being registered - fixed
MP. Regular slot not being released on server side if user switched from it straight to dynamic slot - fixed
MP network protocol changed
Known issues: DCS window can blink in simulation when GUI scale 1.25 is used (also for example ESC menu or Input assignment window)
Known issues:
DCS window can blinks in simulation when used GUI scale 1.25 and more and screen overlay called (for example ESC menu or Input assignment window)
DCS: F-16C Viper by Eagle Dynamics
Fixed: RWS target symbols no longer show altitude when cursor is hovering over it
DCS: UH-1H Huey by Belsimtek
Corrected rockets placement in XM158 launcher
DCS: CH-47F by Eagle Dynamics
CH-47 Crash while entering ICAO code in DIR mode CDU - fixed
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
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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!