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Sea Harrier FRS 1 vs Mirage III & Dagger
By MigBuster,
This is one of the latest and recently released books in Osprey Publishing’s “Duel” series focusing primarily on two of the major aircraft types in the South Atlantic conflict of 1982.
There is already quite a lot of very good information written by the people who were there on this subject, however what I really like about the Osprey series is they are short & very concise and this book brings a lot of previous information together in one place, as well as telling us a few new things.
The two main authors are:
Doug Dildy – A retired USAF colonel and former F-15 pilot who worked with SHARs operationally and in air-to-air training during his first NATO tour of duty. Dildy lives in Albuquerque, NM.
Pablo Calcaterra - A Canadian citizen from Argentina. He is an avid and award winning aircraft modeller, with direct access to the Argentine Air Force archives and contact with many veterans of the conflict. Calcaterra lives in London, Ontario.
Other notable contributions to the book include from the Argentine FAA:
Brigadier Mayor Guillermo Donadille, Brigadiers Gustavo Piuma Justo, Carlos Perona, and Comodoros Raúl Díaz, Jorge Senn and Luis Puga.
And from the British FAA SHAR Pilots:
Cdr Nigel ‘Sharkey’ Ward, Lt Cdrs Mike ‘Soapy’ Watson and David Smith.
The book covers in more detail:
· The design and development of the Sea Harrier, Mirage IIIEA and the Dagger (Mirage V);
· The exact weapons that were used by both in the conflict;
· Looks at pilot training and some tactics from both sides;
· A look at the overall Strategic situation of the conflict.
The main section “Combat” looks at the engagements from both points of view but also includes the other aircraft and ships involved giving a good overview of the conflict. Lastly statistics and analysis of the conflict are looked at with some of the major points highlighted.
We get a fairly balanced book from many view points, which is essential because looking at something from only a single point of view can never show us the big picture.
Overall one of my favourites so far and recommended to anyone who wants a good overview of the sometimes-ferocious air war in the South Atlantic, because make no mistake, despite the short period the loss of life was sometimes horrific and I hope this only sheds more light on their bravery and sacrifice.
Scramble for Atari VCS (2600)
By Caesar,
With Atari's Video Computer System (2600) having hit its 40th anniversary sometime between August and September this year, I thought it would be a little fun to do a review of a new "homebrew" game for the system. AtariAge.com released "Scramble" by Champ Games for Atari VCS this year, four decades after the system first hit the streets, and it's quite an incredible game.
Play with either the Atari Joystick or a Sega Genesis Gamepad - Scramble is programmed to discern between the two. Read on to learn more!
“Scramble” for Atari VCS is a port of the 1981 arcade game of the same name by Konami, designed and programmed by Champ Games, and published by AtariAge.com. It was released through AtariAge in July of 2017, one of seven new homebrew games which were released for the VCS this year – 40 years after the system first hit the streets (semi-officially on 11 September 1977; local stores nearby Sunnyvale, CA had the system advertised as early as 1 August of that year). It is a side-scrolling space shooter with 99 run-throughs and incremented difficulty.
Under the Hood:
Stars, bullets, and blasts, oh my!
Scramble is an incredibly well executed port, especially given the limitations of the VCS. It is a 32K game that uses the Display Processor Chip-Plus (DPC+) to assist the VCS’s 8-bit 6507 CPU. The practice of adding extra chips to game boards was popularized by Nintendo (think Star Fox and Yoshi’s Island), but was pioneered by Activision for the game Pitfall II: Lost Caverns (1984) for Atari VCS. Developed by David Patrick Crane (interesting how the chip was named, isn’t it?), the DPC helps return processing cycles to the 6507 CPU, while also enabling 3-voice, 4-bit digital sound. Effectively, the DPC increases the number and quality of sprites that can be drawn simultaneously, as well as improving the quality of sound that the VCS can produce. The modern “Harmony” and “Melody” chips used in many homebrews include DPC+ mode, which further improves upon Crane’s DPC. While not all homebrews utilize DPC+, Scramble takes full advantage of it, and the results are impressive.
Graphics, Music, and Gameplay:
In Atari's heyday, a title screen with selectable game settings was unheard of. It is actually fairly common in today's homebrew games. Akin to the arcade, Scramble shows a "splash" screen as well as the point values for each target, and high-scores screen. Note the game's code was completed in 2016; it was not available in cartridge format until this year.
At power up, Scramble features a starting screen akin to the arcade original, where the player may select difficulty (Novice, Standard, Advanced, or Expert), view the high score table, and is also shown the point value for each target destroyed (also displayed in the arcade game, and akin to Robotron 2084, Defender, etc.). When the player begins, the game opens with the original arcade stage music, albeit not quite as deep and booming as the coin-op version’s. The other arcade sounds are there as well. The bombs make the classic whistle as they fall, the multi-part explosions for fuel tanks, bases, and the player’s ship are intact, and the UFOs have their own wobbly noise in line with the original. As with the arcade game, there is a limit to how many sounds can be played at once, so if the screen gets particularly busy, some will cut out (e.g., bomb whistle) until things calm down. From a graphics perspective, Scramble is up there with the best of them. The colors are vivid, especially when playing on a CRT television (even the screen captures don’t do it justice, since they grab the signal before the TV displays it), and although the graphics are not quite as good as the arcade’s (more on this later), the game is simply gorgeous. The map is practically identical in layout to the arcade, the number of sprites on the screen is astounding for a VCS game, the stars sparkle in the background, and screen flicker when multi-color sprites overlap (think about the ghosts from Pac Man) doesn’t impact gameplay (indeed, when you're in the heat of battle, it's almost unnoticeable). At certain points on the map more than 6 sprites can be on the same scan-line, including the player’s multi-colored sprite, bullets, and bombs, and the screen flicker has no bearing on gameplay in any way. Such a display could even make an NES slow down and flicker (Technodrome in TMNT, anyone?). The game supports 2 bombs and 3 blaster shots simultaneously, allowing for up to 5 offensive shots on the screen at once. Bombs dropped from high altitude take a while to fall, however, so your bomb release rate typically drops the higher you are. Every time you complete a stage, making it through the “Base” section at the end of the run, you start at the beginning at higher speed and with tougher enemies (akin to the arcade). Another challenge is your fuel supply. At lower difficulties, fuel consumption is lower, but in Advanced and Expert, you have to take more risks to ensure you shoot the fuel tanks (labeled with an "F") to keep enough gas to get to the end of each stage. Sometimes, you'll have to swoop down and engage with blasters, even if it means putting yourself in line with a missile or meteor. The game supports 99 play-throughs. Admittedly, I’ve made it through only 3.
On "Expert" difficulty, the UFO's fire back, and some of the rockets seek the player. This shot also shows the variety of multi-colored sprites supported simultaneously, even on the same scan-line, and the number of player shots that can be displayed simultaneously. Note the fuel tank at the bottom left of the stage.
Controls:
The stage constantly scrolls to the right, while the player’s controls are unlimited mobility top-to-bottom, and up to half-screen left-to-right. That mobility is especially necessary in section 5, where the player navigates through the opening of the final base, and getting the ship to the right place at the right time is absolutely paramount to success. Scramble is also one of a handful of games for the VCS which supports more than a single button on the controller. Long-time fans of Atari may already know that the VCS is compatible with the Sega Genesis gamepad controller in place of the Joystick (it won’t work for the analog Paddle or Driving controllers). The VCS recognizes the d-pad for directional input and the “B” button in place of the standard joystick button. Scramble was programmed to check if a Genesis controller is connected to the Atari upon power-up. If detected, the game allows for the use of the “C” button to drop bombs, and the “B” button to fire the ship’s blasters, giving the player more control over their shots. If a standard Atari Joystick is plugged in, the button will fire both bombs and blasters simultaneously, which is still easily playable. Excepting at higher difficulties, the extra control from the Genesis gamepad is really a nicety, so don’t sweat it if you don’t have one. If you need to take a moment away, the game also has a pause feature, which is highly uncommon for Atari games. In the case of Scramble, flipping the Color/Black and White switch on the console will pause or un-pause the game.
Positioning can be paramount - immediately after this still-frame capture, I crashed into the fuel tanks.
Differences from the Arcade:
As one would expect when bringing an arcade game to Atari, there are a few differences from the original. The fine detail isn’t quite there on the Atari port – for example, the bombs are little squares instead of the arcade style sprites with fins and tubular body, the ship exhaust is monochrome, and the sprites themselves have less detail. As mentioned above, the sound isn’t quite as “boomy” as the arcade version, although it is highly faithful. The terrain isn’t in solid colors like the arcade, rather, it is constructed using colored lines. Even so, this is a damn-close port, more faithful than many of the best ports on Atari across the 1970s and 1980s, and although higher fidelity is now fairly commonplace for 21st Century homebrews (e.g., Juno First, Pac Man 4K, Chetiry), Scramble is a cut above. It captures the arcade original’s gameplay with what are, frankly, minimal sacrifices to complete the port.
Flaming meteors in stage 3. A bit tricky in higher difficulties to keep fuel levels up.
Purchasing Options:
Scramble comes in either NTSC (North/some of South America, Japan) or PAL60 (most of Europe, some of South America, Asia, and others) format, boxed with an instruction manual and poster to hang on your wall for $50. The big question is: is this game worth almost the same money as the latest triple-A first person shooter? For a serious collector, the answer is absolutely yes. It is one of the finest arcade ports ever to reach the Atari VCS and is quite a bit of fun. With 99 play-throughs, you’ll be playing for a while, too. That said, if you’re a casual classic console collector, capping most purchases below the $25-30 range, the $50 price tag is a little steep, and the programming marvel that is Scramble is probably not worth the asking price for three reasons. First, odds are you can find the arcade ROM and play it in its full glory through a Multiple Arcade Machine Emulator (MAME) for free…legalities of doing so aside. Second, the binary file is available at AtariAge by the programmer, and if you own a Harmony Cartridge, you can download it and play it on your console (or PC through the Stella emulator) for free. Third, Scramble is not yet available in “Cartridge Only” format, so the price is what it is, and probably won’t drop any time soon. If it does become available as Cartridge Only, the asking price will likely be closer to $20-$30, which is much more acceptable for a casual collector, and certainly worth the money.
If you have an AtariVox voice synthesis module/memory card, the game can keep track of more scores. On-board memory is enough for the top 10 until you reset or power-off the game. The AtariVox will keep the scores saved indefinitely.
Final Thoughts:
All in all, Scramble is a wonderful game for Atari VCS (2600), and an exceptional example of what the system is truly capable of producing graphically and audibly 40 years after its release in 1977. It is a must-have for the serious collector, and should be a first-look for casual collectors if and when it gets released in cartridge only format. Have you played Atari today?
-"Caesar"
Strike Fighters: Modern Combat
By MigBuster,
Strike Fighters: Modern Combat
Remember the Strike Fighters series, you know the good old days, when most people were using Windows XP and Thirdwire had the Cold War era combat sim market to themselves. The days when free updates would fall from the cloud(s) giving us new game features for no extra cost.
When we could marvel at flying iconic aircraft over historical battlefields such as Vietnam, Europe, the middle east, and some made up desert place……..all in the latest Direct X 9 Graphics.
We thought those days would last forever, but sadly after a while Thirdwire realised it could no longer afford anything greater than a Mcdonalds double Cheeseburger for its lunch.
It then released an ambitious new addition set over the North Atlantic, however sadly the games didn’t fly off the virtual shelves and they realised they couldn’t even afford an out of date cheeseburger from the Iceland budget supermarket chain.
Then just as all hope was lost, out of nowhere, lady luck smiled on the starving company and smart phones and tablets rained down from the heavens. Not only were these mini PCs locked down for any old idiot to use, they came with interesting new opportunities to make money.
And here we are in good old 2017 with the release of Strike Fighters: Modern Combat.
Anyone who has played any of the Strike Fighters mobile series (e.g. Strike Fighters: Attack) will instantly recognise the type of game this is, however there are some changes, and the development of this series has now advanced a bit further on compared to the original Strike Fighters or Strike Fighters: Israel on IOS or Android.
Windows 10
This is the first of the series you can buy for a Windows device from the Thirdwire store, so if you are one of the ten people that have a Windows mobile device (including myself yaah!) this might be good news. I however am not going to buy that version and instead am going to review the version on IOS ( iPhone ).
Features
The controls are pretty much the same as before, tilt the phone to bank, pitch and roll, there is a rudder option in the menu if you must.
Because of the large variety of weapons there is a handy mode select (MSL SEL) button to switch ordnance, you always have guns available though(if you have any). Once a weapon is selected it will auto lock onto a relevant target, for example a Radar if you have selected an Anti- Radiation missile, or an aircraft if you have selected an ASRAAM.
The veteran F-4 still makes an appearance
There is a handy 360 degree radar type screen you get in the top right corner. Advanced jets like the FA-18C will have a Data Link type picture showing all ground and air targets and if they are friend or foe. Less advanced jets like the Su-22M4 only show an older radar type picture with green blobs. (Note the blob with diamond is your primary target set)
An auto lock on a ground target brings up a nifty Infra Red (IR) view as you might see from a targeting pod, and you can press Mode to get the 360 degree radar view back at any time. (Not that I can make anything out on a tiny iPhone screen anyway!)
When out of view, red arrows will point to the enemy jets and blue arrows to friendlies (just like 1980s computer games!).
Green thing acquired sir
Missions & Mission Editor
The game auto chooses a mission for you (Escort/ Intercept / Fighter sweep / etc) which you then attempt to complete by blowing up as many relevant targets as you can in the given time period. If you destroy all the mission targets your mission ends even earlier.(you can even abort by pressing pause then hitting the cross)
On each mission you often have allied jets helping you by blasting those baddies out of the sky!
If you want to pay you can unlock the mission editor feature getting options to customise the missions a bit more.
Weapons Loadout
You can now select weapons (again a paid unlock), and just like in life the more money you have the more you make (perhaps). For example with the F-16 I can remove the tanks and add 4 x GBU-12s to go with 8 x SDBs and 4 x AIMs which is a potential 1600 points yippee!
The flying SAM site!
Points mean prizes
Literally the more points you get the more credit you get. On a typical mission you might get 500 to 1000 points with the right aircraft, choose an A-10C or F-5E for the A-A role though and you had better be good with the gun to rack up the points.
More points please – plus purists avert your eyes!
Flight models
Hmmm……….nothing to see here, I think it might have borrowed the one from the 1980s arcade game Afterburner.
The music
Yes, you can still switch that off by putting the phone to silent.
Payware
Well yes, the game is free and you can play it for free, however the aircraft you may want are very expensive and so getting enough credits may take a while.
Su-57 = lots of roubles
You can of course remove the adds by always playing off line, which is a good way to save battery and not constantly microwave your hands, however there is an incentive to play online because you get 500 free points per day for logging in every day. So for example 10 consecutive days will yield 10 x 500 points!
That’s not all folks, after one mission a birthday cake appeared on the left top corner to which I clicked on. Here I was given the option to watch a 30 second hotel advert for 10,000 extra free credits (which I took).
If you click on the trolley with a dollar sign you will find options to buy 375,000 credits per payment and other features to pay for including the mission editor and loadout screen as mentioned.
375000 credits doesn’t go far in Strike Fighters land!
Summary
Strike Fighters: Modern Combat brings together good features from the earlier mobile games and adds to them. If you want to pay to unlock the features you will likely get more from it, however it seems to be a fairly fun arcade game, especially when you need to baby sit your daughter or are at lunchtime at work, or instead of work maybe.
As for the future, perhaps utilisation of Virtual Reality could be one direction…who knows.
Off to kick some A-A butt!
Anyone not familiar with the original mobile games might be interested to read this previous review:
Combat Air Patrol 2 (CAP2) v810.4 COMING EARLY OCTOBER 2017
By MigBuster,
v810.4 COMING EARLY OCTOBER
22 September - f.scio
Here's where you can keep track of what to expect from the next CAP2 update.
In the run up to the update, we will edit this announcement, adding lots more info, eye candy and footage so stay tuned. Alternatively, submit your email address using the link below and we will send you a round-up and notification when we drop the patch:
http://combatairpatrol2.com/stay-updated Release Date We are as eager to release this update as you are to play it. We're literally working day and night to get it out and at the moment are on track to deliver in Early October. As soon as we have a more specific date we will let you know.
Richer environment To begin with, let us tell you that we are working hard to enrich your environment. As you can see from the screenshot below of the Harrier leaving Khasab, we have added thousands more buildings and lots of additional vegetation. You may be aware (and have contributed - thank you!), this is done by adding more OpenStreetMap data. It's been done as an aside and hasn't impacted general development. Abu Musa and Kaneohe Bay are also now more significantly built up. We've also added lighting to roads, runways, taxiways and buildings, improved vegetation, adding different trees and increasing their density. We've also added a host of custom objects including power lines, lighthouses, water tanks, ATC towers, rigs etc - more screens and footage on its way.
Fuel Tanks As you can also see from this screen, the Harrier now has external fuel tanks, including associated fuel flow logic and displays. http://steamcommunity.com/games/347170/announcements/detail/1474223766995336391
In the run up to the update, we will edit this announcement, adding lots more info, eye candy and footage so stay tuned. Alternatively, submit your email address using the link below and we will send you a round-up and notification when we drop the patch:
http://combatairpatrol2.com/stay-updated Release Date We are as eager to release this update as you are to play it. We're literally working day and night to get it out and at the moment are on track to deliver in Early October. As soon as we have a more specific date we will let you know.
Richer environment To begin with, let us tell you that we are working hard to enrich your environment. As you can see from the screenshot below of the Harrier leaving Khasab, we have added thousands more buildings and lots of additional vegetation. You may be aware (and have contributed - thank you!), this is done by adding more OpenStreetMap data. It's been done as an aside and hasn't impacted general development. Abu Musa and Kaneohe Bay are also now more significantly built up. We've also added lighting to roads, runways, taxiways and buildings, improved vegetation, adding different trees and increasing their density. We've also added a host of custom objects including power lines, lighthouses, water tanks, ATC towers, rigs etc - more screens and footage on its way.
Fuel Tanks As you can also see from this screen, the Harrier now has external fuel tanks, including associated fuel flow logic and displays. http://steamcommunity.com/games/347170/announcements/detail/1474223766995336391
DCS Weekend News 22 September 2017
By MigBuster,
Su-33 for DCS World Now Available
Owners of DCS: Flaming Cliffs 3 and those that pre-purchased the Su-33 can now update DCS World 1.5.7 open beta and receive the updated to the Su-33!
The Su-33 Early Access can also be purchased from our e-Shop.
Features of this upcoming Su-33 update include:
Professional Flight Model (PFM)
More detailed and accurate simulation of the wing control surfaces that include the leading and trailing edge flaps and the differential ailerons. In addition to the conventional differential stabilizers, canard behavior has also been improved for more realistic behavior. The Flight Control System (FCS) will automatically reconfigure itself depending on the flight mode.
The adaptations that make the Su-33 aircraft carrier-capable have been updated and improved to include the wing-fold mechanism, reinforced landing gear struts, and the inclusion of high-gain nose wheel steering for use on crowded carrier decks.
The physical mechanisms by which the arrestor hook engages the aircraft carrier arrestor wire has been greatly improved. Correct physics have been applied to the arrestor wire and its’ interaction with the aircraft.
The engines now have a "special mode" that adds up to 12,800 kg of thrust (instead of the normal 12,500 kg of thrust). This mode also includes realistic operating time restrictions.
A new FCS mode used when aerial refueling has also been implemented. When in this mode and the control stick is released, the aircraft will automatically maintain level flight. This FCS mode allows fine-control and thus making it easier to make contact with the tanker within a pitch range of plus or minus 5 degrees and of a roll angle of plus or minus 10 degrees.
The Auto-Thrust Control (ATC) is used for automatic speed holding and can be fine-tuned with a set speed switch. This can be useful with landing on the carrier.
The automatic collision avoidance system ("Uvod" mode) is now included and allows safe nap-of-the-earth flying.
DCS: Flaming Cliffs 3 with 70% Off Bonus Deals
Today we are announcing 70% Bonus Deal for DCS: Flaming Cliffs 3. With the release of the updated Su-33, now is an opportune time to add DCS: Flaming Cliffs 3 to your DCS World stable of aircraft.
Bonus Deal will last from today at 1500 GMT and last until 2 October at 0900 GMT.
Purchase DCS: Flaming Cliffs 3 from our e-Shop.
DCS: Spitfire LF Mk.IX Now Available on Steam
We are pleased to make our Spitfire LF Mk.IX available on Steam with a 10% launch savings!
Please visit our DCS World Steam store.
The British Spitfire is one of the most iconic fighter aircraft of World War II. Most famous for its role in the Battle of Britain, the Spitfire served as Britain's primary fighter during the entirety of the war. The Spitfire combines graceful lines, eye-watering dogfight performance, and heavy firepower in its later variants. For DCS World, we are happy to bring you the most accurate and realistic simulation of the Spitfire LF Mk IX ever created.
The Spitfire Mk IX was originally developed as a stopgap measure as a response to the appearance of the Focke-Wulf FW 190A.
The Spitfire IX is powered by the Merlin 66. This engine produces its best performance at slightly lower altitudes than the older Merlin 61. Spitfires equipped with this engine were designated LF Mk IX. This was the most numerous version of the Mk IX, with 4,010 produced. The majority of Mk IXs of all types used the standard "c" wing, which would often carry two 20mm cannon and four .303in machine guns.
The Mk IX was a significant improvement on the Mk V. It had a top speed of 409 mph at 28,000 feet, an increase of 40 miles per hour. Its service ceiling rose from 36,200 feet to 43,000 feet. It could climb at 4,000 feet per minute. In July 1942, an early Mk IX was flown against a captured Fw 190A, and the two aircraft were discovered to have very similar capabilities. The RAF had its answer to the Fw 190 problem.
The Mk IX replaced the Mk V from June 1942. It allowed the RAF to go back onto the offensive in occupied Europe, and resume the "circus", "ramrod" and "rodeo" raids. Its first combat success came on 30 July 1942, when a Spitfire Mk IX shot down a Fw 190. Amongst other notable achievements, the Mk IX took part in the highest altitude combat of the Second World War, when it intercepted a Ju 86R at 43,000 feet over Southampton on 12 September 1942. On 5 October 1944 Spitfire Mk IXs of 401 Squadron were the first allied aircraft to shoot down an Me 262 Jet. The Mk IX remained in service until the end of the war, even after the appearance of the Griffon powered Mk XIV.
Key Features of DCS: Spitfire LF Mk IX
Unmatched flight physics that allow you to truly feel what it's like to fly this legend
Highly detailed, six-degrees-of-freedom (6 DOF) cockpit
Interact with cockpit controls with your mouse
Accurate Spitfire LF Mk IX model, squadron markings, and weapons
Detailed modelling the Spitfire LF Mk IX instruments, weapons, engine, radios, fuel, and electrical systems
Fly along with fellow P-51D Mustangs as you battle Fw 190 D-9s and Bf 109 K4s in single and multiplayer games
Instant Action and Single Missions
Interactive training missions
Sincerely,
The Eagle Dynamics Team
The Eagle Dynamics Team
DCS Weekend News 15 September 2017
By MigBuster,
Weekend Sales and Bundles
This weekend we have some rather large sales on the fantastic work Belsimtek has done on their helicopters. Particularly with the new Normandy 1944 Map and the upcoming Caucuses map update and the new Strait of Hormuz map, flying helicopters has never been so good in DCS World.
Starting today at 1500 GMT and lasting until 18 September at 0900 GMT, we are offering the following sales:
60% off DCS: Mi-8MTV2 Magnificent Eight
60% off DCS: UH-1H Huey
65% off DCS: Combined Arms
We are also offering two great Belsimtek helicopter bundles with campaigns with 65% off savings:
DCS: Mi-8MTV2 Magnificent Eight + Mi-8MTV2: Oilfield Campaign
DCS: UH-1H Huey + UH-1H Argo Campaign
Find these bundles in the Special Offers page.
A-10C: Tactical Training Qualification Campaign for Steam
A-10C: Tactical Training Qualification Campaign is now available purchase on Steam.
DCS World Steam Store.
The A-10C Tactical Training Qualification campaign puts you in the cockpit of an A-10C Warthog, and tests your ability to interact with JTACs, Airborne FACs, AC-130 Gunships and manage Close Air Support (CAS) assets.
Based on real world qualification requirements you will fly 15 performance check rides to execute against pre-defined performance objectives. If successful you will rate a Qualified rating and proceed to the next performance objective.
The campaign covers a number of key areas including FAC & JTAC Coordination, Stationary and Moving Target Tasking, Danger Close Tasking, SEAD Tasking, Deep Interdiction Tasking Day & Night, and Deep Interdiction Special Forces Coordination.
In addition you will work with additional CAS assets and cover SADL Datalink Engagement, CAS Mission Management Day & Night, Battlefield Air Interdiction Mission Management Day & Night, and Combat Search and Rescue (CSAR) Mission Management Day & Night culminating in a final Simulated Combat Mission using everything you have learned in the previous missions.
Additionally 15 single player practice missions are provided so you can perfect your tactics, techniques and procedures.
There are over 1300 voiceovers and over 470 pages of briefing material including the A-10C Amplified Checklist, Blue Force In Flight Guide, Operation Agile Spirit SPINS, Maps, Target Diagrams, Mission Data Cards and Custom Kneeboards.
Please note that this campaign is for DCS World 1.5 and requires DCS: A-10C Warthog. This campaign also uses Steam keys.
DCS: AV-8B Night Attack by RAZBAM Update
This past week was an important milestone for RAZBAM's AV-8B NA as it entered internal testing. Over the next several weeks, the module will be de-bugged, tuned, and added to in order to bring it to being available for pre-purchase and then its Early Access release.
Here are some images of this beautiful machine that RAZBAM is bringing to DCS World.
More WIP screenshots
Sincerely,
The Eagle Dynamics Team
The Eagle Dynamics Team