Jump to content

How do I use the high level features of ModMan?

Recommended Posts

I think I've figured out the basics of skinning the F-15, including the TGA files vs. BMP to create "decals" similar to those in SF2. This opens the possibility of creating custom nose art and canopy names for myself and other friends. However, doing so on skins other than default skins (already zipped and in path) will require a huge amount of storage (liveries) or manual entries into graphics.cfg (common files to a zip).


The most elegant solution is the zipfile for the skin (the tga dds files go into the livery), but I can't figure out how to get modman to make dynamic entries into cfg files. I know there are cfg and misc options in the mod maker, but there are no instructions or tutorials that I could find. The closest thing, the CDDS tutorial, seems to be obsolete with DCSW which now does the same thing with conventional zip files and native use of DDS.


Does anybody know how to use the cfg/misc features of modman, or if not is it still a feasible solution to bundle files in a CDDS?


Thanks in advance.

Share this post

Link to post
Share on other sites

Sorry Skate. Not to come off as a complete knucklehead, but I'm not sure of what that means, unless you're talking about assignment of the 3 digits of the serial number on the tail.


What I'm trying to figure out is how to use these functions in the Modman Mod Maker:



CFG (I think this is the one I want):






The whole idea is to have a common set of textures for a virtual squadron with specific decol files and pilot files for each member, in order to avoid having to repeat each file in each livery folder. I'm also trying to do it in a way that dosen't require manual tweaking of graphics.cfg.

Edited by HomeFries

Share this post

Link to post
Share on other sites

Liveries in a ZIP w/ DESC LUA shouldn't need to mod the CFG file. as long as the "TRUE/FALSE" part of each line is set correctly, the engine will scan that ZIP and the designated VFS_textures_Mount folders (/Bazar/Liveries/ etc) for the textures.

Edited by SkateZilla

Share this post

Link to post
Share on other sites

I was trying to get fancy. I saw that the CAW Su-25T package uses common zips and requires tweaking the graphics.cfg, and I was looking for a way to automate it. I also thought that doing this with a virtual squadron skin and using the decol/patch files in the individual liveries for the members would save on HD space and require fewer changes overall in the event that the skin was updated.


I wish ED would just add a single folder in the path, and every file in that folder would be read as part of graphics.cfg. This would make things much simpler for custom skins, though no question the livery system is a huge step in the right direction.

Share this post

Link to post
Share on other sites

Base Paint in one Folder.


Make a ZIP for each member, and only put DECALs or Changed Textures in it.


Make the Lines for the Common Textures in the description file read "true" (so game knows to scan outside local folder/zip, it will scan all vfs_texture mounts.).

So for common textures (ie base paint):

{"MaterialName", 0, "texturename", true]


then Custom name/patch/decals

{"materialname", 0/3, "texturename", false]


So You'd have a Folder (folder names are just examples.)

/Liveries/F-15C/HomeFriesMain.zip (with all common files that are in all squad skins). (This might have to be in a /HomeFriesMain/ folder too or in Bazar/Textures folder.)



/Liveries/F-15C/HomeFriesSqd1/member1.zip (with files specific only to his plane, and description lua with values set correctly)

/Liveries/F-15C/HomeFriesSqd2/member2.zip (with files specific only to his plane, and description lua with values set correctly)

/Liveries/F-15C/HomeFriesSqd3/member3.zip (with files specific only to his plane, and description lua with values set correctly)



So you'd have 4 zips. 1 with all the main textures for everthing. and 3 with just decals/changed textures. So common textures aren't copied 4 times. (decreases loading time, packages size, and VRAM usage).


Im in office so i cant say for sure the folders everything goes in, but this weekend I'll be doing something similar with one of my modules (Main skin and decals for individual skins in ZIP.

Edited by SkateZilla

Share this post

Link to post
Share on other sites

That's exactly what I would like to do, Skate. The VRAM hit is something else I thought of as well since I'm running with a 512Mb graphics card.


Question is whether it is possible to do this without adding a line to graphics.cfg. I've already tested this by adding a couple of ZIPs with common files to Bazar\World\Textures and adding them to graphics.cfg, then putting the personalized files in the livery folders and setting the appropriate lines to True/False.


The big hang up is whether there is a way to automate this for people who don't want to tweak their config files. I would rather spend the time trying to simplify the system than spend the same amount or more time helping people who are afraid to tweak their file, or have done so incorrectly.

Share this post

Link to post
Share on other sites

Bazar/World/Textures should already be mounted.


if not add the vfs texture call to the F-15C.LUA in the /Scripts/database/planes/



That would be the only difference in what im gonna be doing and what you're doing.


our Module uses /Mods/Aircraft/F-100D/Textures/ to store textures with a VFS Mount for each skin folder, plus a folder with a folder for main self_illuminated, a folder for main diffuse/spec/bump maps.



So, Items that dont change on any of the Liveries are in the /F-100D/Textures/MainDiffuse/ folder, and String in Livery desc. lua is set to true.

those items are bump maps, canopy glass, etc etc.


/self_illuminated is the folder where I store the TGAs for Lights, Afterburner etc.

Edited by SkateZilla

Share this post

Link to post
Share on other sites

Bazar/World/Textures should already be mounted.


if not add the vfs texture call to the F-15C.LUA in the /Scripts/database/planes/

Now that's an interesting idea: adding ta tweaked F-15C.lua to the modman package. Solves the graphics.cfg problem.


In the existing graphics.cfg, a number of files have path lines, many of which are in Bazar\World\Textures. I was under the impression that the files themselves had to be in the path line, as opposed to a folder being in the path and having all of its contents in the path as well.


Like you, I'm at work, so I can't take a look right now, but this is definitely something to build on.

Share this post

Link to post
Share on other sites

Skate, you're a genius!


I thought that the path commands in graphics.cfg pointed to zip files. In fact, they point to folders, and DCS recognizes a zip file as a folder.


Here's what I did to test:

  1. Extracted bazar\textures\f-15.zip to the folder bazar\textures\f-15. Removed f-15.zip. Ran mission with default skins and tested SAT.
  2. Removed files from F-15 folder and reinserted f-15.zip. Added custom skins to F-15 folder. Ran mission with combination of default skins and custom skins. Tested SAT.
  3. Renamed files in F-15 folder from *.bmp.dds and *.tga.dds to *.dds. Ran same mission with combination of default and custom skins. Tested SAT.


What this means is that we can have our cake and eat it too!


Even with the existence of a F-15.zip file, DCSW will continue to read files from both the zipfile and the folder named in the path. There is no need to extract the existing zipfiles, nor add files to them. This is great for maintaining compatibility with the autoupdater.

Likewise, we can create the F-15 folder in ModMan and add common files without having to add a path to graphics.cfg.

Finally, since ModMan can't handle the multiple-extension DDS files that are required for the zipfile, being able to have "regular" named DDS files in the folders allows for the use of ModMan to keep track of our common files.


Bottom line: packaging aircraft fleets like this will save a lot of space, loading time, VRAM, et al, yet we can still maintain a compact delivery using the RAR/Zip feature in ModMan.

Share this post

Link to post
Share on other sites

these lines/scanning methods are kinda new from what i was told, older lomac/fc2, and dcs KA-50, you had to mod the Graphics.CFG,


ED Added the ability to declare/use folder mounts scanning to allow user to have custom skins without being booted from servers for failing integrity checks (modded .CFG) (or something along those lines.)


I think the Engine scans over 100 folders during startup for Declare LUAs and stuff.


at one point i had BMPs all over the place, and they kept being picked up by game, when i didnt want them too, lol.


Now when i run 3 screens, my left is completely filled with Debug Data..




As for Decal Layer on A-10C not working, Dunno why, as I didnt see a Decal Layer option in materials list in Max,


I know I'm gonna need both Decals and Damage/Bulletholes Layers soon.

Edited by SkateZilla

Share this post

Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By MigBuster

        2019 Autumn Sale starts today!
      We are happy to announce that the DCS World Autumn 2019 Sale is here with incredible savings on most DCS World products!
      Lasting until November 4th, save 50% on most DCS World modules! This applies to aircraft, maps, and campaigns. The only exceptions include:
      DCS: F/A-18 Hornet by ED - 25% off DCS: Persian Gulf Map - 25% off DCS: Christen Eagle II by Magnitude 3 LLC – 25% off DCS: F-14 Tomcat by Heatblur Simulations – not on sale at this time DCS: F-16C Viper by ED – not on sale at this time Get these deals starting today in the DCS E-shop.
      We will also be participating in the Steam Halloween Sale.
      Open Beta update
      We released a new Open Beta update this week. Much of the focus has been on the Viper and includes initial Basic IFF and fuel tank jettison. On the Hornet front, we are introducing the AGM-62 Walleye ER/DL with support from the AWW-13 Data Link Pod. Along with these highlights, many more fixes have been included and you check out the complete changelog here.
      Development Report #1
      In order to provide greater transparency in our endeavours, we are happy to introduce a new series of Development Reports. These will shed light on some of the most requested features and their progress.
      New AI FM (GFM) - currently in progress
      Last week we introduced some new skills for our AI pilots, and we want to thank you for the feedback. We are happy to hear that it’s making a big difference! We are also working on what we term the GFM (General Flight Model), and this is the new FM for the AI that you may have heard us hint at earlier. This FM will support asymmetric payloads, and naturally crosswind landings. We think this will make the AI pilots fly in a more realistic and human fashion. The GFM will not only simulate kinematic movement, but also true stability and controllability characteristics of the plane and their natural behavior at takeoff and landing. The current effort is on building variations of mass and moments of mass in flight. In the future, we will develop the principal functionality to support supermaneuverability.
      UH-1H Multi-Crew Functionality - currently in internal testing

      This hugely anticipated feature is close to seeing the light of day. We have begun internal testing of multi-crew functionality for the Huey. The initial testing is progressing well, and it will allow two pilots to fly the Huey as a team. Pilots will be able to interact with each other’s panels, and it should be a beet fun addition to an already excellent module.
      Next week we will share some new information about Modern Air Combat (MAC) and the Supercarrier module.
      Thanks for your support.
      Yours sincerely,
      The Eagle Dynamics Team
    • By MigBuster

        Why the F-16C
      The Viper was the next logical extension to the F/A-18C Hornet. They both have a similar multi-role mission and share many of the same underlying technologies and systems. As such, we can be much more efficient by leveraging core technologies and features for both aircraft. The Viper is also cool aircraft that has been produced in massive numbers, with an equal number of fans around the world. It was a no-brainer.
      Development Start

      Every aircraft starts from the engine and flight model and follows by 3D modelling and development of all the systems. We started to develop the heart of the Viper in October 2018 creating the needed design documents and collecting as much information available to us. The main production phase started in April 2019 with many placeholder objects up to what you see now this will continue until the module is considered feature completed and can be moved from Early Access to release.
      Development Speed

      We have never developed a product so fast. Not only is this a testament to our amazing development team, but it also showed the value of creating core technologies that can be applied to multiple aircraft. The development of projects that are similar in tech will always help the speed of creating new tech. You can even see this in our WWII aircraft with similar engine types, and new tech for those.
      Current Early Access Features

      As development starts, a plan is put into place on what the key features will be required to make an enjoyable product in an Early Access environment. Much thought is always put into what will allow the most gameplay with features still to come. Even development of the Hornet, and what was most popular as it developed, as an example, the targeting pod. Of course, this is all based on how the systems tie together in development, and sometimes that can push much-requested features further out, you can see this with IFF as an example.
      F-110-GE-129 turbofan engine AN/APG-68(V)5 multi-mode radar AN/ALR-56M Radar Warning Receiver CCIP (Common Configuration Implementation Program) update ALE-47 countermeasure system Color Multifunction Display (CMFD) symbology, Horizontal Situation Display (HSD) format, and Head-up Display (HUD) symbology Digitally TACAN and Electronic Horizontal Situation Indicator (EHSI) RWS, SAM, and ACM A/A radar modes RWS, SAM, and STT air-to-air radar modes BDU-33, GBU-10, GBU-12, Mk-82LDGP, Mk-82AIR, Mk-82SE, Mk-84LDGP, CBU-87 CEM, and CBU-97 SFW unguided bombs 2.75” rockets Helmet Mounted Cueing System (HMCS) AIM-9L/M/P/X Sidewinder AIM-120B/C AMRAAM M61A1 20mm cannon Litening targeting pod New developments for the Viper

      TWS and other A/A radar modes Multifunctional Information Distribution System (MIDS) Link 16 Data Link Identify Friend or Foe (IFF) A/G radar modes AGM-65D/G/H/K Maverick AGM-88C HARM AN/ASQ-213 HARM Targeting System (HTS) GBU-24A/B laser-guided bombs BRU-57/A Smart Rack CBU-103 CEM and CBU-105 SFW Inertially Aided Munitions (IAM) GBU-31/A and GBU-38/B JDAM AGM-154A and AGM-154B JSOW Integration of the JHMCS with the HARM Targeting System (HTS), Link 16, and AIFF Night Vision Goggles (NVG) ALE-50 towed decoy What to wait for next?

      IFF TWS Programs for CMDS Autopilot (HDG SEL and STRG SEL modes) INS setup and DED page FM/FLCS/engine tuning AA and AG mode missing indication Current Known issues

      With this Early Access release, we have already identified and are tracking the number of issues that were not fixed for this build. If you see the issue listed here, there is no need for it to be reported in the 'Verified Bug' section for the Viper on the forums.
      All things Damage Model are currently WIP Pilot body WIP Wing Flex WIP DED symbols not affected by reflection Seat Shadows in the cockpit not complete LAU-3 firing issues after reload LERX vortexes only on-air start Some stores alignment issues remain Tanker can send 'transfer complete' in error OBOGS BIT Switch isn't clickable MPO check shows nothing Depressible Reticle Switch doesn't affect on HUD Some MP sync issues remain AoA bracket is bouncing around while taxiing under 60kts. No animation on the engine inlet fans Pilot shows still in the cockpit after ejection EQUIP HOT caution light doesn't illuminate after for AIR SOURCE selected OFF AWACS Declare not available ENG CONT switch doesn't affect nozzle position Trying to eject with seat unarmed causes ejection soon as the seat is armed HUD IAS delta is too big comparing with info bar In certain cases, Afterburner flame overlaps engine nozzle HUD velocity switch doesn't display Ground Speed AR floodlight and other lights on fuselage doesn't work ALT GEAR Handle isn't clickable HUD Brightness Control Switch not functioning EMER Jettison and GRND jettison not functioning Seat adjustment moves POV but not model PNEU label is not displayed Hook doesn't extend Infobar shows wrong flaps value Stores Drag WIP Active and Time to Intercept calculations for DLZ Q&A from community

      Q: The number of available skins?
      A: Default skin only.

      Q: Can I use bonuses to purchase?
      A: Yes.

      Q: Why is the DED not listed at all? Are there no plans to fully simulate the DED?
      A: DED is an important part of different systems. As functionality for these systems is added, corresponding pages on DED will be added.

      Q: Are there any plans to include a virtual pilot for the Viper?
      A: Of course.

      Q: How is the FBW-based PFM developed from publicly available data to something that is actually so close to reality that a Pilot/SME is able to validate it and sign off on?
      Q: The FLCS for the F-16 had to be constructed from the ground-up. How was that process?
      A: Building FLCS from scratch was a difficult task, requiring a lot of research and a lot of effort, due to complexity and a lack of information. F-15C and F/A-18C development experience came in handy.

      Q: When implementing something like the RWS radar mode into the F-16, how much of that code is able to be transferred straight from the F/A-18C into the F-16C, and how much has to be modified/rewritten completely?
      Q: How much common codebase do the Viper and Hornet have? Will developing systems and weapons for both be seamless and much easier as EA development continues? Can this common base also be applied to future fixed-wing products like the F-4E?
      A: Significant amount of code has been reused, which greatly simplified and accelerated development. In the future, this will help in the development of other modules. However, there are still many things we created from scratch.

      Q: In the future will there be other variants?
      Q: is there ever going to be DLC's for F-16 that simulate different F-16's? ( i.e Block 40 Night Falcon, Block 30 )
      A: Perhaps, we will consider this option.

      Q: Is the Sniper pod still being considered further down the road?
      Q: Will the sniper pod make a return?
      A: Yes.

      Q: Will Hornet and Viper be feature-tied when it comes to development and update? So if one got AGM-65 (just an example), will the other be getting it at the same time? (or around the same time?)
      A: We will try to. It is in our interests too.

      Q: Was wondering if there are plans to implement the Viper's AGCAS to save pilots from GLOC death.
      A: Too modern for the modelled variant.

      Q: How will LGB's work starting online from a cold/dark empty plane on day1? I.e. where do you set the LGB code? Will this be a server setting that bombs will default to?
      A: Laser code is set in a mission in EA. Later we will add the ability to set the code on a runway, similar to F-5E-3.

      Q: Is there anything more you can share at this point regarding Ground Radar?
      Q: How far is the development regarding ground radar?
      A: Work in progress.

      Q: For us who don't have cool detents on our throttles, is there any plans to add a similar feature the hornet has (the finger lift to after burner) that'll prevent me from accidently hitting the burner when I'm trying to only go to full mil?
      A: It's already in EA.

      Q: Can HARM targeting system and Litening targeting pod be mixed in the future?
      A: Carried together - yes.

      Q: The F/A-18 already has HARM. Will we be seeing that available for the Viper in POS/HAS modes before the HTS pod is released, or will you be waiting to release them as a bundled upgrade?
      A: We will start from common modes and then proceed to HTS.

      Q: When can we expect TWS for the f-16?
      A: This is one of our priorities for the near future.

      Q: What are the deliverables expected of the F16 Viper before the developers move back onto completing the Hornet?
      A: Engineers will return to Hornet development in the near future.

      Q: Will there be a "Viper mission of the week (month? can't remember)" like you initially did with the Hornet?
      A: About once a month.

      Q: How do I turn on TACAN?
      A: Switch MIDS LVT knob to the ON position.
      Yours sincerely,
      The Eagle Dynamics Team
    • By MigBuster

        DCS: Bf 109 K-4 Jagdflieger Campaign Available!
      The Jagdflieger campaign for the Bf 109 K-4 by Reflected Simulations is now available for purchase from the DCS e-Shop.
      It's March 1944, the beginning of the end. The Reich has become a fortress without a roof. The large formations of Allied four motors have become daily visitors. Come, join the German Luftwaffe in these dire times. Jump into one of JG26's Messerschmitt Bf-109-s and find out what it’s like to attack the "fat cats" head on, or to take off in a hail of bullets from the attacking Mustangs. Watch the Allied forces land on the beaches of Normandy and support the retreating Wehrmacht. Let all the details immerse you in this semi-historical campaign and make you feel like a young Jagdflieger fighting a lost battle, where, like 1944, survival is the most you can hope for.

      Key Features:
      12 semi-historical missions focusing on JG26 from March to July 1944 A detailed background story, mission contexts and checklists Detailed briefings and briefing images, including separate PDF mission files Unique kneeboard graphics for each mission Over 250 specially recorded voice-over messages and radio broadcasts Historically accurate custom skins A wide array of missions including free hunt, intercept, bomber escort and ground attack Launch of the ED Miles!
      On 1st August 2019 at 0900, we launched the new ED Miles rewards system!
      ED Miles are similar in many ways to airline miles and can be earned/awarded and used as follows:
      Regardless if a product has just been released, is already on sale or in pre-purchase, you will always earn ED Miles on the price you paid for the purchase. For each purchase, you will earn 10% of the Purchase Price in ED Miles. As an example: if you purchase something for USD 29.99 you will be awarded 2990 ED Miles worth USD 2.99 on the DCS World e-Shop. You can use ED Miles to purchase any product participating in the program, regardless if they are just released, already on sale, or as a pre-purchase! There is no limit on the number of ED Miles you can use for a purchase. If you have enough ED Miles, you can even pay for an entire product just using ED Miles. ED Miles earned are valid for three calendar years from the time of your last DCS World e-Shop purchase. Note that ED Miles cannot be redeemed for cash or any other conversion, and a list of 3rd parties participating in the program will be provided at launch.
      DCS World Open Beta Update
      This week we launched a big update that included some great improvements to the Hornet in particular:
      The initial release of the AA/ANQ-28 Litening Targeting Pod (WIP). Other modes like air-to-air mode, INR tracking, additional HUD symbology, and slave to target point, and other functions will be added later in early access. Marking a target on the SA page with PLID is now shown correctly on the radar page. Sharing PLID info in Multiplayer is displayed correctly to and from donors. STEP data now matches radar data for a selected target. Fixed SA page STEP marker does not pass through all displayed contacts. SA page EXPAND option added. Fixed JDAM TOO mode not setting correctly for WPTs loaded as TOO MSN 1 or TOO MSN 2. Fixed radar showing target as hostile even if DL and NTCR are turned off. MSI donor HAFU not displayed on RADAR page is fixed. Fixed a crash that could happen when trying to restart AUTO at the end of a WP route. Fixed disabling AUTO in mid-route could break AUTO sequence. TDC movement now shuts off STEP. Radar altimeter is now set correctly at zero before Hornet start-up. Huge updated the Hornet Guide. Fixed CTD when setting bomb interval. After this Open Beta, the next big system to add will be the AGM-84D Harpoon anti-ship missile.
      You can read the complete change log here.
      Some of these include:
      AGM-88 now tracking slow moving ground radar emitters. Multiplayer improvements. Improved AI pathing over bridges. Improved AI carrier deck taxi behavior. Great improvements to the AV-8 Night Attack, M-2000C, and the C-101. Sincerely,
      The Eagle Dynamics Team
    • By Caesar
      Well, Heatblur finally released the F-14B into Early Access.  If you aren't familiar with DCS, you may like to know that you need to run the module in the DCS World OpenBeta, rather than the full-up version.  I hadn't touched OpenBeta and only played DCS every now and again in the past, so I was glad to find that out.  I'm quite impressed with the module to say the least.  The Jester AI is easy as pie to interact with, making long-range engagements very straightforward.  I did three sorties tonight, after a control shakeout (DCS likes to assign axes to everything!) and basic familiarization flight.  The first mission I forgot to set the time to 1200 and left it on "Random".  So, a pitch-black fight against a MiG-21 it was!  I have the tags on, still, in part because the monitor can slip out of my glasses field of view with TrackIR, and I can at least see a little red blob against the terrain, so that helped, but it does feel like cheating and I'll be shutting it off at some point.  I was able to down the Fishbed and get back to base. 

      This is fine!  No problem at all...
      Second fight was in Nevada doing long-range stuff to check out Phoenix.  The final fight was the included "MiG-28" fight, which was a 4v2 which sees you take a catapult shot and bring the plane back to land.  Because we had an E-2 in the area, we got a vector for the bandits, ROE was splash anything that went feet-wet.  I still haven't figured out how to direct the wingman, so he was effectively along for the ride.  At about 25NM, TWS-A selected, I loosed both AIM-54Cs at a MiG-28 a piece, both missiles tracked and splashed their targets.  Next bandit I got with my second Sparrow missile.  The final guy got a shot off at my wingman, but his missile took dash-2's flares.  Both AIM-9 shots I took were trashed and I had to finish him off with the gun.  Plenty of gas left, but now I know I've gotta put it down on the boat, and man am I glad I went straight home, because I think it took me about 10 tries to get back on deck, and that last try, let me tell you - one of those famous "we land NOW, GOD-DAMMIT!" one-wires where I just barely missed a ramp strike.  Wasn't pretty and I know I damaged the plane because little holes appeared on the port-side of the nose of the model to signify that the section had taken a beating.  Funny enough, in combat, I only put 6.8g on the plane!

      Cat on the 'Cat

      "Hi, there!"

      No kill like a GUNS kill!
      I think it would come as the understatement of the century to say I was anticipating this module, but I will also say that until Heatblur did their official announcement video, I had zero confidence it would ever get done.  The DCS community has been burned plenty of times in the past, and HB had run into problems and setbacks of their own while in development.  My mindset became: once it's on my hard drive, then I'll believe it.  As videos began to roll in, however, it became more like a kid on Christmas "oh man, I can't wait."  Well, now I have it, and I can share some first impressions.
      The model is friggin' fantastic.  The level of detail on it is stunning both externally and in the cockpit.  The rivet-counters will have a tough time on this one; the models are based on laser-scanned F-14s sitting in museums, and years worth of research.  The sounds are also amazing, to include a lot of clickyness to the various buttons and switches in the cockpit.  The view out of the cockpit is very good, as one would expect out of a bubble canopy, but not as good in the forward quarter as an airplane without the "jail bars" splitting the windscreen.  That said, with TrackIR or VR, you can simply move your head a little, or lean forward or back to keep tally.

      You can see clear through the tails from the front seat.  In this case, I just started flying through a cloud, so it's a little blurry.
      The Jester AI, like I mentioned earlier, is very intuitive and easy to interact with.  Even without reading the manual on how to interact, I figured it out in the first combat flight I took.  The single biggest thing that will take time to learn is the flight model and handling characteristics.  The F-14 is truly a stick and rudder plane, and the F-14s in Strike Fighters 2 don't even come close to simulating the adverse elements of the F-14's handling, especially wing rock and control reversal.  I wouldn't consider myself a contender online at the moment, and the fact that I was able to take out the AI aircraft in a gunfight at this stage is simply because they are AI.  If you hop in expecting the plane to hold your hand like the F/A-18C module, you're in for a ride.  It has no g-limiter, no alpha limiter, beta (yaw) limiter, etc.  It's you talking directly to the control surfaces and them doing whatever the hell you tell them to, be it to your advantage or detriment.  "Need to get out of the way of that missile and put the stick in your lap?  Fine!  10g ain't the worst I've been through!  Boot full of rudder?  I'm not stopping you!  Canopy jettison followed by...oh, you son of a..." 
      In terms of overall maneuverability (sustained/instantaneous "g", roll rate, etc.) the airplane feels good.  If I didn't jack it up and start rocking the wings, I was able to turn perfectly fine and loaded as much as 9.8g on the plane in one of my fights without complaint.  A major saving grace against the F-5s when I got the plane out of shape is the fact that the B adds energy quick, and I was able to stabilize the plane and quickly curl inside their turns to go from defensive, to neutral, to offensive reliably and repeatedly.  I actually had to get one of them off of my dead six o'clock (he shot a missile while there, but it took my flares) and was able to reverse the situation in a manner of seconds.  The F110's power also gives the plane a lot of options, such as pushing the fight vertical, or un-f*cking your carrier approach when you jack it up and almost put yourself into the back of the boat for the fourth time. AoA and airspeed are very important to pay attention to, and the rudders will make or break you in a dogfight or at slow speeds.  I still haven't felt out the slow speed regime intentionally yet.  I have run the plane out of airspeed during some hamfisted dogfighting moments, but honestly, it recovers itself pretty quickly, and it maintains a degree of controllability even below 100KIAS, such that I was able to point the nose where I wanted with the rudders as the plane flopped over and began regaining speed.  It also allows you to go to full flaps for slow-speed flight/fighting without needing to pull the aux flap circuit breaker (of the few things not [yet] modeled, one is the circuit breakers).  As I build confidence, I'll start looking to test my skills against MiG-29s, Su-27s, etc., and eventually get into multiplayer, but right now, I'm still learning the thing.
      Overall, it's a really amazing module.  Every video I've seen talking about this module says that Heatblur set a new bar for aircraft in DCS.  I agree.  The plane is spectacular.  You'll need to put in the time to learn it, but man, is it rewarding to fly.  At some point in the future, the F-14A will be released, and the package already comes with a carrier and A-6, so its steeper asking price of $79.99 gets you more than just a single jet.  In my opinion, it's well worth the asking price.

      I'm sure that'll buff out...
    • By MigBuster

        Eagle Dynamics Loyalty Program
      Following a lengthy client satisfaction review of our existing Bonus Program, we are delighted to announce the new DCS World Loyalty Program. This will replace the Bonus Program and will provide a simpler way to earn rewards and more freedom to use them!
      ED Miles are similar in many ways to airline miles and can be earned/awarded and used as follows:
      Regardless if a product has just been released, is already on sale or in pre-purchase, you will always earn ED Miles on the price you paid for the purchase. For each purchase, you will earn 10% of the Purchase Price in ED Miles. As an example: if you purchase something for USD 29.99 you will be awarded 2990 ED Miles worth USD 2.99 on the DCS World e-Shop. You can use ED Miles to purchase any product participating in the program, regardless if they are just released, already on sale, or as a pre-purchase! There is no limit on the number of ED Miles you can use for a purchase. If you have enough ED Miles, you can even pay for an entire product just using ED Miles. ED Miles earned are valid for three calendar years from the time of your last DCS World e-Shop purchase. Existing Bonus points will expire in 2019 on a date to be confirmed. Note that ED Miles cannot be redeemed for cash or any other conversion, and a list of 3rd parties participating in the program will be provided at launch.
      DCS: F-14 Tomcat Coming Next Week
      The F-14 Tomcat developed by Heatblur Simulations will be available next week on 13 March 2019 for both the DCS World e-Shop and Steam. Purchase now and take advantage of the pre-order discount; only a few days are left!
      Purchase from DCS e-shop
      The Grumman F-14 Tomcat is a two-crew, variable geometry, maritime air superiority fighter that served with the US Navy for 32 years and continues to serve with the IRIAF in Iran. The F-14 was the US Navy's frontline fighter from the 1970s until the mid-2000s. Over the course of its long service life it also became the US Navy’s premier precision ground-attack platform and lone airborne reconnaissance asset.

      Outstanding features of the aircraft are the swing-wing configuration, crew of two, and the powerful AN/AWG-9 Weapons Control System (WCS) and radar. The AWG-9 allows employment of the powerful AIM-54 Phoenix air to air missile while the LANTIRN pod allows the ability to carry out precision ground strikes using laser guided bombs. The F-14 Tomcat was present during many pivotal historic moments such as the two Gulf of Sidra incidents, Operation Desert storm in Iraq, the conflict in Yugoslavia, Operation Enduring Freedom in Afghanistan and Operation Iraqi Freedom. It was also immortalized in the iconic motion picture, Top Gun, and starred in several other feature films including The Final Countdown, Executive Decision, and others.
      DCS: Christen Eagle II Available on Steam
      The Christen Eagle II by Magnitude 3 LLC is now available on Steam.
      The Christen Eagle II, which later became the Aviat Eagle II in the mid-1990s, is an aerobatic biplane aircraft that has been produced in the United States since February 1977.

      Designed by Frank Christensen, a veteran WW2 P-51D pilot and aerobatic competitor, it was originally built to compete with the Pitts Special. You’ll find that the Eagle is hard to beat in terms of flying excitement and adventure, and yet the ease of control allows even average pilots to feel like masters of aerobatics.
      Dare to fly like a true eagle, whether you are learning to fly, or you are an experienced pilot. Inside this powerful aerobatic beauty, you can enjoy solo aerobatics, do tight formation flying, graze the landscape sightseeing, or speed race down the track. You can even teach other people to fly. The smoke system allows you to visualize your stunts for yourself and other viewers. To extend the Eagle’s prowess in DCS, we implemented an internal and external light system which will keep you safe day and night, and a simple autopilot which will allow you to grab your favorite drink while your aircraft safely levels and awaits your return.
      The Eagle Dynamics Team

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..