*** Official DCS World Thread ***

I jsut got some half decent discounts :)

Bought a warthog hotas and got a 40% off any DCS game voucher so bought A10C.
Then opened my new trackir5 (cat mashed the old one) and a 40% off in there, so got Blackshark 2 \o/

**the SAMs are silly in DCS it seems, totally easy to avoid lol, after playing FalconBMS this is eaaasy.
 
Lurkio you are slaking, where's the latest updates?

Nate

Thought you were staying out of this thread ?

Good job Iam not Slacking , that would be bad

Meh , game patches are such a complete cluster **** and the game falls over more often than a one legged man in an arse kicking contest (in multi)

Anyone got any new tutorials I could add to post 1 ?

Ok will update first post




Change Log

DCS World

Improved network play stability.
Track file are now automatically created when a crash is detected. In order to help the team find and correct MP issues that we are not always in position to produce during testing, 1.2.7 introduces the writing of tracks even when the game crashes. These tracks can be provided to the testers and developers in order to reproduce the conditions that caused the crash and correct it. This feature is a big step towards solving possible future and current problems that are often difficult to hunt down. When playing on a server and you experience a crash, put up an MP crash post and include that track in your post. Same thing goes for server owners.
CBU-87/103. Decreased the count of graphic effects for improving FPS.
ECM effectiveness against air defense systems has been significantly increased.
Adjust Control window for in-game input adjustment were added. Adjust Control button can be find in the system panel by pressing ESC.
VHF AM radio frequencies now correctly increased by 10 Mhz.
The input modifiers are separated for each input layer (for each aircraft).
Corrected night detection ranges of ground units with IR sensors.
Reworked the Dynamic Launch Zone (DLZ) of SAMs. It will now take to account the target’s data instead of the earlier fixed zone.
Kh-25ML (AS-10) new flight dynamics implemented.
Increased explosive mass to all HE rounds. Explosive now mass equals the round mass. This was decided because HE rounds lack fragmentation and were very weak on regards to proximity damage.
R-27R/T, R-27ER/ET. Corrected drag and lift. Adjusted DLZ data.
Corrected a far LOD of projectile's green tracer.
Added engine smoke for most aircraft.
Added SAM launchers elevation above target LOS. To preventing the missile crashing to surface when target flying very low the SAMs will be launch missiles slightly above LOS of SAM to target.
Added AI MQ-9 Reaper.
Changed Tu-22M3 payloads. If you have custom payloads of Tu-22M3 please delete custom file C:\Users\<USER NAME>\Saved Games\DCS\MissionEditor\UnitPayloads\Tu-22M3.lua to prevent conflict.
Added new GBU-31(V)3 penetrating bomb.
AIM-9M/P, MIM-72G. Decreased lift and drag factors.
Spanish squadrons added to the log book.
AGM-84E changed warhead type from blast-fragmentation to penetration.
Added new Su-33 model.
Bombs are now visually loaded into the bomb-bays for the B-52, B-1B, and Tu-22.
B-52 and B-1B now have CAS tasks.
Support for Microsoft Sidewinder Force Feedback 2 stick is now working again for all modules. Tuning is ongoing.
Support for Logitech G940 FFB stick is now working again for all modules except Mi-8MTV2 rudder trim. Tuning is ongoing. You must set FFB shake in the FFB Tune Menu to 100%.
New and improved ship wakes. Must set water setting to High.
New, improved GUI for mission and track loading menu.
Legend for airfields with PRMG-type ILS has been added to ME map.
Added new sounds for missiles, cannon of all calibers, explosions.
Added sound of bombs and missiles in flight.
Altered the sound of the drogue chute and removed the sound from AI aircraft not equipped with a drogue chute.
Many other minor corrections.

Adjusted valid store options for A-10A:

Added: AGM-65H – Station 3 & 9 on LAU-117 and LAU-88 (2 and 3 each).
Added AGM-65G – Station 3 & 9 on LAU-117.
Added LAU-131 – Stations 2, 3, 4, 8, 9, 10.
Added LAU-68 - Stations 2, 3, 4, 8, 9, 10.
Added MK-82/MK-82AIR – Option to load on TER for stations 3, 4, 8, 9.
Added BDU-33 – TERs on stations 3, 4, 5, 6, 7, 8, 9.
Added BDU-50LD/HD on all stations.
Made ALQ-131 – available on both 1 & 11.
Made AIM-9M/P – available on both 1 & 11.
Added 600 US GAL drop tank – Station 4, 6, & 8
Added ALQ-184 - Stations 1 and 11.
Removed LAU-61 – all stations.
Removed Mk-20 Rockeye – all stations.
Removed AGM-65K – LAU-88 option for station 3 & 9.

Adjusted valid stores for A-10C:

Added STN 6 weapons as STN 5 & 7, minus JDAM/WCMD. TER authorised on STN 6 for BDU-33 only.
Added ALQ-131 – available on both 1 & 11.
Added ALQ-184 - Stations 1 and 11.

Adjuted valid stores for F-5E:

Added LAU-68 – Stations 3, 4, 5, & 6.

Adjusted valid stores for F-15E:

Added AGM-65G – Station 2 & 18.
GBU-31(V)3/B – Stations 2, 7, 9, 10, 11, 13, 18 only.
GBU-31(V)1/B - Stations 2, 7, 9, 10, 11, 13, 18 only.
MK-84 - Stations 2, 7, 9, 10, 11, 13, 18 only.
GBU-10 - Stations 2, 7, 9, 10, 11, 13, 18 only.
GBU-27 - Stations 2, 7, 9, 10, 11, 13, 18 only.
Removed AIM-120 from stations 7, 9, 11, 13 (can only be carried on MELs where CFTs are removed).
Removed AIM-7 from stations 7, 9, 11, 13 (can only be carried on MELs where CFTs are removed).

Adjusted valid stores for F-16A (USAF) – Assumed Block 15OCU:

Added AGM-65H –Station 3 & 8 on LAU-117 and LAU-88 (max of 2 per LAU-8, Station 4 & 7 LAU-117.
Added AGM-65D - Station 3 & 8 on LAU-117 and LAU-88 (max of 2 per LAU-8, Station 4 & 7 LAU-117.
Added AIM-7 – Station 3 & 8.
Added Mk-82AIR – Station 3, 4, 7, and 8 as singles and on TERs.
Added ALQ-184 - Stations 6.
AGM-119B – Station 3, 4, 7 & 8.
Removed AGM-88 – Not carried by the A model.
Removed AIM-120C - Not carried by the A model.
Removed AGM-154C - Not carried by the A model.
Removed GBU-12 - Not carried by the A model.
Removed GBU-10 - Not carried by the A model.
Removed LANTIRN - Not carried by the A model.
Removed AGM-65E - Not carried by the A model.
Removed AGM-65K - Not carried by the A model.

Adjusted valid stores for F-16A-MLU:

Added AGM-65H –Station 3 & 8 on LAU-117 and LAU-88 (max of 2 per LAU-8, Station 4 & 7 LAU-117.
Added AGM-65D - Station 3 & 8 on LAU-117 and LAU-88 (max of 2 per LAU-8, Station 4 & 7 LAU-117.
Added AGM-65G - Station 3 & 8 on LAU-117, Station 4 & 7 on LAU-117.
Added AGM-65K - Station 3 & 8 on LAU-117, Station 4 & 7 on LAU-117.
Added Mk-82AIR – Station 3, 4, 7, and 8 as singles and on TERs.
Added GBU-38 - Station 3, 4, 7, and 8.
Added GBU-31(V)1/B - Station 3, 4, 7, and 8.
Added GBU-12 – TER (2 only) on stations 3 & 8.
Added LITENING II – Station 5R.
Added AGM-119B – Station 3, 4, 7 & 8.
Added AGM-154C - Station 3 & 8.
Removed LANTIRN – MLUs upgraded for SNIPER/LITENING.
Removed MK-20 Rockeye.
Removed AGM-65E.
Removed AIM-9P.

Adjusted valid stores for F-16C Block 52:

Added AGM-65H –Station 3 & 8 on LAU-117 and LAU-88 (max of 2 per LAU-8, Station 4 & 7 LAU-117.
Added AGM-65D - Station 3 & 8 on LAU-117 and LAU-88 (max of 2 per LAU-8, Station 4 & 7 LAU-117.
Added AGM-65G - Station 3 & 8 on LAU-117, Station 4 & 7 on LAU-117.
Added AGM-65K - Station 3 & 8 on LAU-117, Station 4 & 7 on LAU-117.
Added Mk-82AIR – Station 3, 4, 7, and 8 as singles and on TERs.
Added GBU-38 - Station 3, 4, 7, and 8.
Added GBU-31(V)1/B - Station 3, 4, 7, and 8.
Added GBU-31(V)3/B - Station 3, 4, 7, and 8.
Added CBU-103 WCMD - Station 3, 4, 7, and 8.
Added CBU-105 WCMD - Station 3, 4, 7, and 8.
Added GBU-12 – TER (2 only) on stations 3 & 8.
Added GBU-27 - Station 3, 4, 7, and 8.
Added LITENING II – Station 5R.
Added ALQ-184 - Stations 6.
AGM-154C - Station 3 & 8 only.
AGM-88 - Station 3 & 8 only.
Added 600 US GAL drop tank. Station 4 & 7 (cleared for ferry flights only)
Removed LANTIRN – No longer in service, replaced by SNIPER/LITENING for current block aircraft.
Removed MK-20 Rockeye – No longer in service – replaced by CBU-87/97 on current blocks.
Removed AGM-65E.
Removed AGM-65K – LAU-88 option for station 3 & 8.

Adjusted valid stores for F/A-18C:

Added AGM-65G – LAU-117 on Station 2 & 8 (as stand-in for AGM-65F).
Added GBU-38 - Station 2, 3, 7, and 8.
Added GBU-31(V)1/B - Station 2, 3, 7, and 8. (as stand-in for GBU-31(V)2/B)
Added GBU-31(V)3/B - Station 2, 3, 7, and 8. (as stand-in for GBU-31(V)4/B)
Added MK-82 – Single on Station 2, 3, 7, and 8.
Added MK-82 – TERs on Station 2, 3, 7, and 8.
Added Mk-82AIR – Single on Station 2, 3, 7, and 8.
Added MK-82AIR – TERs on Station 2, 3, 7, and 8.
Added MK-82AIR – VERs on Station 2, 3, 7, and 8.
Added LAU-68 – Station 2, 3, 7, & 8.
Added LITENING II – On station 5 (used by USMC).
AGM-65D – Not used by USN/USMC.
AGM-65K – Not used by USN/USMC.

Adjusted valid stores for Tornado GR4:

Added GBU-27 – Station 9 & 4 (as stand-in for Enhanced Paveway III).
Added GBU-12 – 5, 6, 7, & 8 (as stand-in for Paveway IV).
Added LITENING – Station 5.
Removed BL-755 – No longer in service, not carried by GR4 (GR1 only).
ALARM – Remove from station 2 & 11 – not carried on these stations, ALARM launchers which mirror the SRAAM launchers on the wing root stations are not modeled.

Adjusted valid store options for the B-1B:

Added: Mk-84, CBU-87, CBU-97, GBU-31, GBU-31(V)3/B, GBU-38.


DCS: Black Shark 2

Reworked the 4th mission of Deployment campaign. Changed insurgents force, some vehicles, AFAC task, added some explosions, etc.
Corrected 8th mission of Deployment campaign. Closest airdromes assigned to red coalition.



Flaming Cliffs 3

Corrected EOS scan volume, removed gyro-stabilization, and added EOS manual elevation scan control for the Su-27 and Su-33. The EOS on the MiG-29 that does not include an elevation adjustment function. EOS detection ranges are being tuned.
For Russian aircraft TWS, a 3 seconds delay has been added before autolock to allow the pilot time to move the TDC off the target before autolock occurs. In such a case, the autolock feature is disabled until mode reset or break lock function (backspace) is activated.
F-15C Track While Scan (TWS) mode will now center elevation scan on the PDT.
Several A-10A switches have had their position set to on: PAC Switch, Inverter Switch, AC Gen Switches, Radar Altimeter Switch, Anti Skid Switch, Fuel Boost Pump Switch, and Engine Fuel Flow Switches.
A-10A. Maverick lock ranges have been corrected (including SA-9/Strela).
A-10A. CBU CCIP and CCRP impact point corrected.



DCS: A-10C Warthog

Added 2 new, fictions Canadian skins: RCAF 409 Squadron and RCAF 442 Snow Scheme.
Aircraft can once again receive a complete aerial refueling transfer.
TACAN dial controls have been corrected.
Command bars now working correctly during an ILS approach.
The liquid oxygen regulator is no longer dependent on electrical power.
The ADI pointers have been corrected as well as the pitch steering bar stow function.
Added mouse-clickable mirrors that allow them to be stowed or un-stowed.
Corrected data when entering altitudes in the CDU and altitude alerts; the numbers changed when entered in the system.



DCS: Mi-8MTV2 Magnificent Eight

Added Mi-8 Spring Tension campaign EN and RU. Beta
Adjusted main rotor droop (underspeed) dynamics in the flight model
Implemented tailboom strike modeling
Installation of IR suppression devices will now reduce the helicopter’s IR signature and performance characteristics (slightly lower engine power output)
Implemented RI-65 voice warning system failure reporting (WIP)
RI-65 and autopilot stabilization channels will now be on by default when starting “hot”
Implemented ESBR (electrical bomb release control panel) functionality with all associated weapon systems modeling
Corrected the number of preset channels for the R-863 radio
Circuit breaker “bump plates” are now clickable and animated
UV-26 countermeasures dispenser will now indicate selection of port/starboard/both release modes
Added visual canopy damage effects in the cockpit
Numerous updates and corrections to elements of cockpit geometry, textures, and lighting
New custom sounds for numerous cockpit switches/controls, pilot blisters, cabin door, and engine start audio
Restored wheel brake volume level in the cockpit
Updated Autostart and Autostop scripts
Implemented airframe configuration panel in the Mi-8MTV2 Helicopter Group menu of the ME to control setting of engine IR suppression devices, weapon hardpoints, addon armor plates, and engine lifespan condition (WIP)
Added numerous new skins
Added command to toggle mirrors ([M])*
Expanded list of assignable joystick commands*



DCS: P-51D Mustang

Added Israeli skin by Mario “Markindel”.
Added oil system leakage with subsequent damage effects for the engine as it runs out of oil. No visual effect yet, so watch oil pressure.



DCS: Combined Arms

Correct reload-time for Bushmaster cannon and 7.62 ammo load for Challenger 2 .
Correct weapon impact sound and other minor changes.
Add sound smoke grenades.
Corrected sound for F1 view.
Added sound for change in engine RPM.
Emulation loader and automatic loader for tanks and SPG.
Correct reload time for tanks and SPG.



DCS: UH-1H Huey

Corrected missions for UN Pilot campaign
Added M134 minigun as door gun option
Added new M134 and M60 payload icons in the ME payload editor menu
Implemented AI fire control logic for left pilot, left and right door gunners
Added hint indicator for status and ROE setting of AI gunners
Implemented countermeasures (flare dispenser) system
Implemented correct throttle model including ignition, STOP, IDLE, and IDLE RELEASE functionality
Implemented “hot start” dynamics as a result of throttle mismanagement during engine start (WIP)
Corrected main rotor mast assembly tilt angle
Corrected collective control animation of the main rotor assembly (WIP)
Visual cyclic and collective pitch angles of the rotor blades now derived from FM data rather than raw control settings
Fixed flight model bug causing erroneous “warping” in translational lift
Cockpit doors can now be opened/closed with mouse click over the door handles
Added seatbelts to pilot 3D models
Added new door gunner human 3D models
Added recoil visual effect when firing M60 and M134 door guns
Implemented airframe configuration panel in the UH-1H Helicopter Group menu of the ME to control setting of external hardpoints, IR suppression kit, engine lifespan (WIP)
Fixed and updated Elbrus Rescue mission
Changed the logic of door gunner commands so that the “3” and “4” keys affect left and right door gunners, respectively*
Reduced recoil when firing unguided rockets
 
DCS titles are on sale on steam at the moment

DCS: Flaming Cliffs 3: 40% off
DCS: UH-1H: 40% off
DCS: Mi-8MTV2: 40% off
A-10A: DCS Flaming Cliffs: 66% off
Su-25: DCS Flaming Cliffs: 66% off
DCS: P-51D: 66% off
DCS Combined Arms: 66% off
DCS: A-10C: 75% off
DCS: Black Shark 2: 75% off
 
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Fear my su-27! :P

The euro servers seem very empty, is what comes up on the list all there is?
I've been having to make do with US servers and 120ish ping for now :(

(although the Americans seem to have no concept of beaming and missile evasion in general) so it's very easy.
 
@breadturbo , would like to hear any thoughts you have on SU-27
I have only really started flying it and Iam easy prey for other A2A players

New Patch released 1.2.7.2803.355

The SU27 takes some getting used to, the main problem people have is they try to go head to head with an F15, thats not going to work the American radar is far more accurate.

Stay high and use AWACs vectors to come from the side/rear of the victim (you will find most pilots will only scan upto 10km altitude, so get above that 15km+ and rollercoaster it (the IRST sensor is on top of the nose so you have to keep dipping the nose every so often for it to scan down)
NEVER use radar (gives your position away) when it can be helped, use IRST instead, you will find that using the AWACs you can get to within 25km of an F15 fire off a pair of infrared alamo's (R27-T or R27ET) and poof he's history. (infrared means no radar lock which means no TWR warning for him) the first thing he knows about it, is the explosion.


The main thing the SU27 has going for it is manoeuvrability, If you get spiked and have a missile launched against you, spam chaff hit the deck, you also need to know where the missile is coming from (use your TWR) make a wide turn to beam the missile (show it your sides) then turn toward it and hard up.
In essence you bring the missile down then force it to try and chase you back up losing all it's energy.
Range plays a big part mind, if the F15 is 30km away just turn 180 from him and burn, it'll fall short.

This is all what works in my experience anyways, avoiding missiles in DCS is MUCH MUCH easier than in Falcon BMS which I normally play(especially SAMs).

If you want to get together and have some practice sessions im up for it sometime :)

ppuZ9Ax.jpg

Yes Borsh, thats exactly what it is, basically just reducing the silhouette of your aircraft for radar returns. Most players will turn hard and show a big flat belly which just makes it easier to hit :)

**edit
If you're just going on for A2A fun, when you rearm set your fuel at 50% the SU has a huge fuel tank and the extra weight doesn't help things :)
 
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The SU27 takes some getting used to, the main problem people have is they try to go head to head with an F15, thats not going to work the American radar is far more accurate.

Stay high and use AWACs vectors to come from the side/rear of the victim (you will find most pilots will only scan upto 10km altitude, so get above that 15km+ and rollercoaster it (the IRST sensor is on top of the nose so you have to keep dipping the nose every so often for it to scan down)
NEVER use radar (gives your position away) when it can be helped, use IRST instead, you will find that using the AWACs you can get to within 25km of an F15 fire off a pair of infrared alamo's (R27-T or R27ET) and poof he's history. (infrared means no radar lock which means no TWR warning for him) the first thing he knows about it, is the explosion.


The main thing the SU27 has going for it is manoeuvrability, If you get spiked and have a missile launched against you, spam chaff hit the deck, you also need to know where the missile is coming from (use your TWR) make a wide turn to beam the missile (show it your sides) then turn toward it and hard up.
In essence you bring the missile down then force it to try and chase you back up losing all it's energy.
Range plays a big part mind, if the F15 is 30km away just turn 180 from him and burn, it'll fall short.

This is all what works in my experience anyways, avoiding missiles in DCS is MUCH MUCH easier than in Falcon BMS which I normally play(especially SAMs).

If you want to get together and have some practice sessions im up for it sometime :)

ppuZ9Ax.jpg

Yes Borsh, thats exactly what it is, basically just reducing the silhouette of your aircraft for radar returns. Most players will turn hard and show a big flat belly which just makes it easier to hit :)

**edit
If you're just going on for A2A fun, when you rearm set your fuel at 50% the SU has a huge fuel tank and the extra weight doesn't help things :)

Beaming helps lose the attackers RADAR track on you as it's hard for RADAR dishes to track a target that is moving laterally in relation to you. In the time the radio pulse from has been sent and bounced back off the target back to the dish, the target has moved. In a target that is infront of you heading towards or away, the dish is always more or less pointing at it so it's able to track it much easier. In BMS you'll see a beaming target display "LOSE" on the MFD.
 
You might be confusing beaming and notching. Beaming keeps the missile on your 3-9, Notching keep your attacker on your 3-9 line.

Notching is used to prevent or break the attackers Radar Lock. Beaming is used to defeat incoming missiles.

Nate
 
You might be confusing beaming and notching. Beaming keeps the missile on your 3-9, Notching keep your attacker on your 3-9 line.

Notching is used to prevent or break the attackers Radar Lock. Beaming is used to defeat incoming missiles.

Nate

I think I am yes, but it's the same idea I guess. Beaming will perhaps have the same effect on the missiles RADAR (assuming it's an ARH) whilst at the same time using up the missile's energy by making it fly further and turn harder.
 
You might be confusing beaming and notching. Beaming keeps the missile on your 3-9, Notching keep your attacker on your 3-9 line.

Notching is used to prevent or break the attackers Radar Lock. Beaming is used to defeat incoming missiles.

Nate

You're both wrong.

"Beaming" a somewhat generic term which refers to placing any threat on or near your 3/9 line, it does not imply any specific altitude in relation to the threat nor does it require you to hold the threat at any particular position in relation to your aircraft. Beaming is a kinetic defensive manoeuvre that relies on the increase in line of sight rate to either prevent the threat employing a weapon, or move your aircraft outside of effective parameters for any weapon already in flight. Beaming works for both surface and air launched threats.

"Notching" is similar to, and often confused with beaming, but has some significant differences in both the mechanics and effect, rather than being a purely kinetic manoeuvre it is a counter RADAR manoeuvre that exploits the limitations of airborne RADAR systems.

Firstly, notching only works against air threats and it relies on you being at a lower altitude than the threat in order to force the threat RADAR in to a look-down situation. The look-down causes the RADAR to be tracking you against the terrain rather than clear blue sky, which means it has to deal with the ground clutter. In reality this also causes modern RADARs to change their clutter filtration algorithms to cope with all the clutter (this isn't modelled in DCS, but the overall effect is), which means that the "doppler notch" (that is the speed range within which the RADAR will filter out any contact as clutter) gets bigger. Now by flying with the threat right on your 3/9 line and holding it there your reduce your closure speed to zero (or at least to below the doppler notch threshold of the threat RADAR), which in turn causes the threat RADAR to filter out your return as clutter. Note: it does not make your RADAR return disappear it simply causes the RADAR tracking you to ignore it.

The doppler notch require you to fly a curved course, beaming does not. And both techniques can, and are, employed against either missiles or other aircraft.


Beaming helps lose the attackers RADAR track on you as it's hard for RADAR dishes to track a target that is moving laterally in relation to you. In the time the radio pulse from has been sent and bounced back off the target back to the dish, the target has moved. In a target that is infront of you heading towards or away, the dish is always more or less pointing at it so it's able to track it much easier.

None of the above is true I'm afraid, you need to read up a bit more on how RADAR works. Hint: given a RADAR pulse will travel out from the antenna 80NM and back to antenna again in 1/1000th of a second, RADAR really doesn't have an issue with targets having "moved". It's all about relative speed and the doppler effect as that is how modern RADARs filter out the clutter from the things that the pilot cares about. ;)
 
RADAR pulse will travel out from the antenna 80NM and back to antenna again in 1/1000th of a second, RADAR really doesn't have an issue with targets having "moved". It's all about relative speed and the doppler effect as that is how modern RADARs filter out the clutter from the things that the pilot cares about. ;)

DOes this mean that "notching" (keeping enemy radar at 3 - 9 o'clock) is only effective and makes you invisible when you are against the ground, but you still appear on screan when "notching" against clear sky? (in real life and in DCS)
 
Yep, point taken! I am getting acquainted with the F15 at the moment, preparing for its soon to be unveiled Advanced flight physics model . I'll jump in to Sukhoi when its AFM follows later this year :)
 
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