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Showing most liked content on 04/16/2019 in all areas
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13 points
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12 pointsHigher Res F-8 Crusader Skins with more panel line/ rivet detail, white missile rails, white missile rail adaptors on some skins, updated late Squadron markings for VF-211 and single AIM-9/ LAU-33 pylon mod for F-8D/E/H/J Edit: I just caught the error with the wing code on the VF-211 F-8J, needs to be NP not NF!
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11 pointsQuote from Osprey Combat Series F-8 Crusader Units Of The Vietnam War: "The Crusader's last months in Vietnam are filled with amazing stories, but none more incredible than that involving Cdr John Nichol's VF-24 in the Hancock in 1973 (...) and arrived at the southern end of the Red Sea as the third Arab-Israeli war was winding down (...) the squadron commanding officers of Air Wing 21 listened in amazement as they were told to stand by to fly their A-4 and F-8s to Israel and turn them over to the hard-pressed Israeli Air Force (...) However the Israelis had gained the upper hand in the war, and the Hancock was sent on its way back to the United States."
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3 pointsView File MiG-29UB 9-51 Series MiG-29UB Submitter bazillius Submitted 04/16/2019 Category MiG-29
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2 pointsI find out how to avoid the Battle of Britain, during the Battle of Britain! I remember reading somewhere that you don’t remember pain. That’s maybe why I go back to playing Cliffs of Dover Blitz Edition, every so often. This mission report is from my most recent such foray…or should that be, ‘relapse’? Why do I find playing CloD painful? In short, because I’m single-player only. The longer version is that while the planes and sounds are very good indeed, the SP missions and campaigns mostly aren’t; the AI definitely isn’t; the radio traffic is overwhelmed with pointless drivel; the scale of operations is small; the command and comms menu is mostly broken; and other features like anti-aliasing and labels are badly implemented. What hurts most is how good CloD would have been, had less been broken or badly executed. If it’s like this now, after several Team Fusion upgrades, it must have been rather dire upon release. I can well understand why CloD may be dear to the hearts of the multi-player crowd. But that’s no consolation to lil’ old single-player me. Anyhow, be all that as it may… This sortie is from the RAF Redux campaign. The latter replaces the stock RAF campaign’s creative but unconvincing briefings with new backstory and briefings based on the Battle of Britain career of a real US pilot, CW ‘Red’ McColpin. The missions seem to be tweaked versions of the stock campaign’s – for example the first mission in both is an exciting take off while your airfield is being raided by a bunch of Dorniers, coming in low. The missions are scripted, not dynamic in any sense I can see, and I think play out the same each time. It’s 17th August and I’m maybe a third of the way through the campaign. This is the point the player is transferred from 607 Squadron flying Hurricanes and Tangmere - or should that be nearby Westhampnett? - to a Spitfire outfit, 602, based a lot further east, at Manston. The Redux briefing gives me a much more friendly send-off, with a feel for authentic period/RAF dialogue that’s entirely missing in the original. My old CO is flying as my number 2 on this transit flight, as he wants to speak to my new boss. In person. Bit weird, that, especially at the height of a major air battle. Like the stock mission, the briefing insists I take a longer, indirect route along the coast. This also is a bit weird, but from past plays, it seems certain triggers won’t work, if you pick a sensible cross-country route. Climbing to 20,000 feet as the briefing instructs seems designed to waste even more valuable petrol. Anyway off I go, the mission starting as usual lined up for take-off, engine running, but reflector sight needing turned on. My Hurricane has the correct codes for 607 Squadron - AF - not the ‘FC for Fat Cats’ of the stock version. Sadly, my last campaign flight in this type of aircraft uses one of the kites whose rigger has been busy with a sanding block, trying to remove the paint from all metal surfaces, sticking at it just long enough to make a mess. I think I'm Luton 1, and the boss, soon to be my ex-boss, is Luton 2, telling me he's ready to go. The radio voice procedure here seems quite authentic - it's when people start spouting guff like 'I've got your six!' - usually six or so at a time - that CloD's R/T chatter goes down the (toilet) pan. Despite being billed as Tangmere by CloD, the lack of paved runways and its location suggest this is the satellite airfield at Westhampnett. Except that this CloD version has proper hangars, which my main source ('Airfields of the Battle of Britain' by Philip Birtles) says were just 'blister' hangars in 1940, with tents being replaced by Nissen (corrugated iron) Huts for accommodation as the Battle progressed. Taking off to the south, I throttle back and orbit, for the boss is in no hurry to join me. In the pic below you can see the mission messages displayed in Redux campaign missions. How is it that we have a loss already, you may ask? Well, instead of the boss joining me, three Hurricanes approach from the coast and get in the way. The Redux mission messages display things like 'British down’, apparently triggered when the incoming Hurricanes crash one after another, for no apparent reason. The first prang presumably accounts for the read-out seen in the pic above. Later – though not seen on this play through – you may see several Wellington bombers floating past. Some or all of these too come a cropper. Again, not through enemy action I think, though it’s hard to tell. I have aircraft icons turned off in the 2d map, and it seems to ignore any effort I make to turn them back on, or display routes or anything else that you can supposedly toggle on or off. And you cannot readily turn aircraft labels on or off in the 3d world. My experience is that CloD’s general level of user-friendliness is at or around ‘cornered rat’. The next message, top centre of the pic below, seems to be the boss telling me he's had enough of this already. I'm not surprised, with kamikaze Hurricanes all around. Of maybe the Station Commander has stepped in and cancelled his 'jolly' to Manston; if so, very sensibly in my opinion. Squadron leaders should have better things to do in wartime. I get tired waiting for the boss and climb parallel to the coast but slightly inland, levelling off at about 5-6,000 feet. The more I look at this next pic, the more convinced I am that the airfield I've just left behind is Westhampnett (now Goodwood airfield and motor racing circuit) not Tangmere, the location in relation to the town which looks like Chichester being another clue. Or perhaps it IS Tangmere, minus paved runways, and Westhampnett is the grassy area visible above the roundel on my raised wing. Still climbing, I fly over what may or may not be the real Tangmere. Birtles' book says its paved runways were completed in 1939, although the location and number of hangars visible below doesn't match the book's description. After a while I see a pixelated aircraft ahead, slightly right and a bit higher. He’s flying level and away from me on a similar course. Catching up, I see it’s a Hurricane – the boss, it must be, although he’s supposed to be flying as my number 2. Besides which, didn't he tell me not ten minutes ago that he was going home? Seemingly, turning on autopilot is one way to keep things relatively sane in CloD, although while active it turns your flight sim into a movie. Before I can get close, the boss announces on the R/T that he’s spotted enemy fighters and whizzes off to the left, across my nose. Following him, I see nothing. Then looking the other way, I see two indistinct aircraft manoeuvring to my right, slightly higher and moving fast. These must be the 109s. I turn after the second one. In CloD, unlike BoB2, you have to turn on ‘complex engine management’ to get the negative-G cut-out with the British Merlins and although my Hurricane has a constant speed prop which needs less manual intervention, I’m sure I’m not making the best use of the available settings. The 109 seems to be able to run rings around me, even allowing for him being faster to begin with. The dogfight which follows sees me chasing and losing one aircraft after another, including a Hurricane at one point. It’s moderately exciting, especially when twice, a 109 on which I’m trying to get what these days would be called a firing solution turns into me and we go head on. Both times we seem sure to collide; both times I scrape by, the second time taking some hits, cannon shells to a wingtip as I later discover. In return, I manage to get hits on a 109, who trails light smoke but refuses to slow down. No matter if I cut across his corners, or his dips and climbs. And CloD’s Messerschmitts jink a lot, when chased; the rate at which they can reverse a roll seems rather high, and they don’t seem to lose much speed. Oh and don't ask why somebody is on the squadron radio net giving headings and heights, in the middle of a dogfight - I have no idea. I can’t close the range to the smoking, speeding 109, whatever he does. I try a few rather optimistic, longish-range deflection shots in an effort to slow him down, but lose him somewhere below when he turns underneath me and away. Still smoking. Still speeding. Suddenly, I get a shock. A dense stream of tracer flies over the top of my canopy. The next pic is from a different mission - when I was flying the Messerschmitt - but I've included it since it illustrates neatly what happened to me. I break hard, of course. Coming out of the turn, I can see the fight has been joined by two twin-engined Messerschmitt 110s. I turn in after the nearest one and off he goes, round and round, up and down, like a circular roller-coaster, except for the jinks. As he’s bigger and slower than a 109, I manage to stay with him, keeping an eye open for the other Messerschmitts, whom I don’t see again. I get some hits but it’s no surprise when I run out of ammo. By this time, we are a few miles inland, with low rolling hills below. I break off and dive to ground level, heading east towards Manston, dipping into valleys and over tree-covered hills, changing course every few seconds until I’m fairly sure I’m in the clear. I didn't get any pics of the 110s, but I'm sure you'll take my word for it. The next two pics are me after breaking off, legging it at low level for my new home at Manston. The 110 doesn’t come after me; I fact I don’t see him again, either. Every so often I see R/T messages displayed (which you can barely hear, even at the highest volume setting); these seem to be my boss calling out courses and heights, although he’s supposed to be flying on my wing. One of the Redux mission messages tells me I have been credited with a victory. It looks like that damaged 109 didn’t make it, although he was whizzing all over the place quite merrily, the last time I saw him. Feeling more confident, I climb to a few thousand feet and adjust my course the better to reach Manston. It’s about this time I notice the holes in my port wingtip. Everything seems to be working normally and I throttle back to cruising speed or thereabouts. From higher up I can see further and orient myself a bit better. Which is just as well as I can’t seem to turn on icons or courses on the mini-map, even before the mission. Manston is practically on the east coast, on a headland at the southern end of the Thames Estuary. So it’s a long and rather dull cross-country flight from here on in. I relieve the boredom using time acceleration, until I reach Canterbury, at which point I drop back into sight-seeing mode - note the town's cathedral. One sight I don’t see is the boss. Losing height, I come in south of Manston’s grass east-west landing strip and see an aircraft slipping in from the opposite direction, off to my nose to the left. Looks like the boss, joining the circuit. I request permission to land – one of the few comms menu options which actually works – and am denied. I decide to mis-hear this – the circuit is not exactly busy. At about this point, I get a sim text warning that I have a hydraulic failure. This seems a bit steep, as I have no visible damage other than in my left wingtip. I make a curved approach to land from east to west but it's now no surprise that I can’t lower either flaps or undercarriage. I think that there is a key to drop the gear manually, like in BoB2, but I can’t recall (a) what it is and (b) whether I set it in the options menu – you have to set just about everything here, for anything to work. More of that cornered rat user-friendliness. Consequently, my arrival at my new base is a bit undignified. Just to rub it in, the boss comes in from the opposite direction and makes a perfect landing, as I sit there, surveying the damage. Happily I have slid off to one side of the grass landing strip and he passes me by without adding to the wreckage. Just before he had done so, I had noticed the Ack Ack gun near the end of the runway, firing. That reminded me that I had, shortly before, heard a report of Dorniers. Scanning the skies now from my cockpit, I can see neither aircraft nor Ack Ack bursts, and the shooting from that gun up ahead seems to have stopped. False alarm? Meantime, a game message has told me that I have completed the mission – the sole objective was to reach Manston – so I let it go at that. The statistical debriefing - which seems to cover all casualties during the mission - records several Hurricanes and Wellingtons lost, few if any due to enemy action, as far as I could make out. It also confirms my Messerschmitt was shot down. So it wasn’t all bad. But it felt a bit incoherent and aimless on the one hand, and scripted - positively on rails - on the other, with those 109s and 110s serving no other purpose than to entertain me en route. Provided I too stayed on the appointed rails. In real life, at this point in the Battle, the Luftwaffe was using every opportunity to hammer RAF airbases, not sending pairs of fighters over the Channel at low-ish level. Any fighters who were on their way home would not have been flying in pairs if they could possibly have avoided it, and would not likely have stayed to mix it with an RAF fighter they weren't able to hit-and-run. The RAF Redux campaign conveys some sense of the real battle via debrief text panels which quote Churchill and/or sum up the day’s operations, though for all I have seen so far, I might as well be reading the newspapers from somewhere well away from the action. There’s a few mission sets available over at the ATAG forums which may do better in creating a better sense of scale; perhaps some RAF Redux missions do so too, we shall see. But not just yet. I knew before I bought it that CloD wasn’t rated highly as a sim for Single Player. Now I know why. As a collection of nice WW2 planes with a limited air combat experience and a suitable map thrown in, it was perhaps worth the bargain bin price I paid for it - despite the painful reminder of what it could have been, every time I dip back in. As another player observed, Team Fusion’s plans – adding a Mediterranean theatre and aircraft – seem primarily designed – reasonably enough - to enhance the likely already-very-good Multi-Player experience. It remains to be seen, though, if CloD’s SP will ever get much better. For my own part, I’m ready for some pain relief – it’s back to my RAF ‘commander’ campaign in Battle of Britain II - Wings of Victory - the pic below showing my most recent mission, which was also in a 607 Squadron Hurricane, but against a proper raid - and that's just the bombers which you can see...
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2 pointsView File SF2 Cold War Prop and Flogger FM Tweaks Hello SF2 Flyers, For the post-WW2 prop. high-performance aircraft, several tweaks have been applied to the data inis, ranging from lift values for wings and wing tips to the engine section, prop. rpms, flight control section, gears section, flaps, also empty weight, inertia values, ceilings, engine sounds, rudder reversal effect fix, aileron/elevator/rudder sensitivity and movement, etc., depending on the type tweaked. Tweaks are not as extensive as for my FE2 work - but I've tried to get them into the "90% realistic enough" category for SF2 since these high-performance types are difficult to precision peg to within a km or two of historical stats., in contrast to the slower-moving FE2 types. Also included with this package are my minor data ini tweaks for several Flogger types, such as the MiG-23 S, early M, ML, P, MLA, late variant "98," and export variants MF and MS. Many thanks to the original FM modders for the late prop. types, including Baffmeister, Wrench, Cocas, MontyCZ, Charles of A-Team, Coupi, Paolopanz, and others I may not have mentioned here. The data inis are for SF2 installs only, tested at hard FM settings (no guarantees that the AI can land them nicely, although they fly them just fine). The Me109 G5 and H0 are variants on the stock G10 package provided on CombatAce (to install simply copy the relevant aircraft folders, rename as per my included folders, and drop in the relevant files). P-47 Sprint upgrades are variants on the ETO P-47D Bubbletop model and PTO P-47D Razorback model. Also included with this package are three sounds for a Pratt-Whitney, Centaurus, and Me109 either Benz or Hisso powered (sound works good for both). Links to the relevant aircraft that correspond with these data ini tweaks are located in the included "Read Me" file with the package. Please go through the Read Me for more thorough info. regarding these FM tweaks. Version 1.2 of this package includes the P-47N and improves the data inis for the other Jug and Superbolt variants. Happy flying, Von S DISCLAIMER: All Von S mods, for FE2, SF2, also WOFFue, are subject to the CombatAce "freeware" terms of agreement. Mods may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods remain free to use. Von S mods shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor. Submitter VonS Submitted 04/15/2019 Category ini File Edits
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2 points
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2 pointsThe USN A-4F Skyhawks that actually arrived during the height of the war as part of Operation Nickle Grass were repainted literally over night and put into service the day after they arrived fully re painted. The USAF F-4E were not since the SEA camaflage was deemed suitable until after the war. The USN grey was not.
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2 pointsWell my lads...there's nothing to add here. Geezer's final words and my thoughts on this boring subject. I don't give a ... about the size. It all comes down to choose wisely on what to take and how to mix. Therefore stock objects can be mixed with 3rd party objects and placed near the gamers narrow 'point of view' , e.g. airfields and such...as long as the scale is the same. But otoh you can choose whatever you like and place it on the map, just mind the mix if the objects are near to each other. Now this thread leads to nowhere and instead of hairsplitting why don't you guys use your time and start making FE mods?
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2 pointsA suggestion, a skin for on delivery with rough Stars of David applied over the USN grey. As hurtin as the IDF was in Oct 73, they wouldnt have bothered with painting camo until after the war. The marking wouldve likely been big enough to cover the US insignia, and lettering ( NAVY, two letter codes) painted over(maybe with green or brown). USN Squadron colors, insignia on tail, and numbers probably wouldnt have been bothered with until a full repaint. Sorry for nitpickin, just some thoughts.
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2 pointsVery good decision. Using AI for nuke strikes with bombs over 10Kt isn't wise ;-) Well ... in fact they are so stupid that even without weapons they can ruin your mission ;-)
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2 points
Version 1.2.1
201 downloads
Hello SF2 Flyers, For the post-WW2 prop. high-performance aircraft, several tweaks have been applied to the data inis, ranging from lift values for wings and wing tips to the engine section, prop. rpms, flight control section, gears section, flaps, also empty weight, inertia values, ceilings, engine sounds, rudder reversal effect fix, aileron/elevator/rudder sensitivity and movement, etc., depending on the type tweaked. Tweaks are not as extensive as for my FE2 work - but I've tried to get them into the "90% realistic enough" category for SF2 since these high-performance types are difficult to precision peg to within a km or two of historical stats., in contrast to the slower-moving FE2 types. Also included with this package are my minor data ini tweaks for several Flogger types, such as the MiG-23 S, early M, ML, P, MLA, late variant "98," and export variants MF and MS. Many thanks to the original FM modders for the late prop. types, including Baffmeister, Wrench, Cocas, MontyCZ, Charles of A-Team, Coupi, Paolopanz, and others I may not have mentioned here. The data inis are for SF2 installs only, tested at hard FM settings (no guarantees that the AI can land them nicely, although they fly them just fine). The Me109 G5 and H0 are variants on the stock G10 package provided on CombatAce (to install simply copy the relevant aircraft folders, rename as per my included folders, and drop in the relevant files). P-47 Sprint upgrades are variants on the ETO P-47D Bubbletop model and PTO P-47D Razorback model. Also included with this package are three sounds for a Pratt-Whitney, Centaurus, and Me109 either Benz or Hisso powered (sound works good for both). Links to the relevant aircraft that correspond with these data ini tweaks are located in the included "Read Me" file with the package. Please go through the Read Me for more thorough info. regarding these FM tweaks. Version 1.2 of this package includes the P-47N and improves the data inis for the other Jug and Superbolt variants. Happy flying, Von S DISCLAIMER: All Von S mods, for FE2, SF2, also WOFFue, are subject to the CombatAce "freeware" terms of agreement. Mods may be shared with others, included on other media devices, also modded further, providing that original documentation and/or credit is included, and providing that the mods remain free to use. Von S mods shall not be sold, resold, etc., and Von S takes no responsibility for injuries or fixations that may result from flying heavily tweaked FMs or from attempts to enjoy real flying without aid or instruction from a qualified flight instructor. -
2 pointsPleased to report that, after a couple of weeks of further tinkering, I've managed to put a cap on the SL speeds for the post-WW2 types being tested while managing to exceed those SL speeds noticeably at higher alts. Further discovery - best is to cap the MachLimit speed at about 30 to 60 or so kph higher than historical max speeds at alt. - similar to the "120%" rule I've been using for mach limits in FE2. This gives more accurate results at alts. in SF2 than the more liberal mach cap of 100 kph higher than historical (which leaves too much room for inaccuracies in speeds). Also been tinkering with the climb rates on some of the types, as indicated in the pic below I found on one of the WW2 forums. More thorough info. regarding the tweaks will be included in the Read Me file for the package itself - now to double-check the files and upload everything under the SF2 downloads section in the near future. All in all an interesting experiment and I'm happy with the results - hope others enjoy flying the tweaked types too. If I ever decide to do a WW2 install in SF2, I might use some of the discoveries from these post-WW2 prop. tweaks and then "roll them back" into the WW2 types - but this is a project for a later date. Once I upload this package I want to return to modding some of the types not yet touched in FE2...the Snipe comes to mind, as do some of the two-seaters. Happy flying, Von S
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2 pointsReally like the idea of simulating the 1990s Balkans... Requisite screenshot:
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1 point
Version 1.0.0
564 downloads
The Convair B-58 Hustler was the first operational jet bomber capable of Mach 2 flight.[2] The aircraft was designed by Convair and developed for the United States Air Force (USAF) for service in the Strategic Air Command (SAC) during the 1960s.[3] It used a delta wing, which was also employed by Convair fighters such as the F-102, with four General Electric J79 engines in underwing pods. It carried five nuclear weapons; four on pylons under the wings, and one nuclear weapon and fuel in a combination bomb/fuel pod under the fuselage, rather than in an internal bomb bay. unpack and move folders to their respective places Model: Veltro2k Sounds, Snum tgas in unit folders.................................... Wrenchs Upgrade pack for Paskos Hustler all other tga, skin work, templates, special GP bombs for Hustler.... daddyairplanes B61.................................................................. Kjakker Not to be used whole or in part with any payware,,according to the CA modders agreement -
1 pointView File MiG-29UB Templates MiG-29UB Templates Submitter bazillius Submitted 04/16/2019 Category Skin Templates
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1 pointdid not know that about the Skyhawks, learn somethin new everyday on the repaint! although i recall reading somewhere the Phantoms in SEA were called toads until they got repainted after the war. fallenphoenix, if you ever read the book Warriors, it prologues at this timeframe. the main character John Bennett is in a F-8 squadron on the Hancock, and after getting this briefing he surmises that if the Isrealis need F-8s they are hurting real bad. yeah, a fiction book from 1990 was my introduction to this bit of history, found out about ten years later it was true
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1 pointGood. i am working at MiG-35 and MiG-29 KUB. The model is complete but cockpit is ready about 20% only. So you can start your new waiting from today.
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1 pointOMFG!! Congratulations bazillius, man, this is one of the best packages I've ever seen! I can see you've put lots of Love in both the external model and the cockpit... not to mention the textures.. work of Art!
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1 pointBeen pretty busy with RL but got some work done on some desert trucks. I'm working on some high poly models that are not suitable for TW's antique game engine - green trucks in foreground. Lower poly trucks, suitable for the TW game engine, have partially completed skins that resemble the finished product Final shot shows a selection of other high poly vehicles in development that will be placed in Tunisian scenes using the Unreal Engine.
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1 pointDCS: Persian Gulf Map – Final Release This week we are proud to release the content-complete version of the DCS: Persian Gulf Map. Since the original release of this map, the area has been greatly expanded to make it the largest DCS World map. It also includes an astonishing 29 airfields, the most airfield of any DCS World map. Download now from DCS e-shop In this most recent update, we have added: Liwa airfield and surrounding area in the UAE Ras Al Khaimah airfield in the UAE Jiroft airfield in Iran Levan Island airfield in Iran Persepolis, Rayen Citadel, and Bam World Heritage sites Added parking spaces to north end of Bandar Abbas airfield The DCS: Persian Gulf map provides an excellent playground for your DCS modules: Critical source of 40% of world-traded oil, making it a historic and current flash point of endless possibilities Sprawling cities of Abu Dhabi, Dubai, and Bandar Abbas Iranian island fortresses of Abu Musa, Sirri, and Tunb Varied terrain of towering mountains, desert plains, and marshlands Dozens of small and massive ports, power plants, refineries, and bases Thousands of kilometers of trafficked roads and rail lines Thousands of individual buildings Burj Khalifa, Burj Al Arab, the Sheikh Zayed Grand Mosque, and the Dubai Frame Although this map is now content-complete, we will of course to continue to support the map with fixes as required. We are now excited to focus on a new, free map for DCS World. Free Maps and World War II Assets Pack for Dedicated Servers In this week’s Open Beta, we have enabled dedicated servers using the no-render option to use all DCS World maps and the Assets Pack for free! Features of the Dedicated Server include: Run a server without the need of a render. This allows a server to need less RAM and only a very simple video card The CPU load is lower, so you can use a less-powerful CPUs or run more complicated missions instead You can run multiple copies of a Dedicated Server on one PC. Computer capabilities can be used more fully when you start servers in different CPU threads A Dedicated Server can be controlled remotely via WebGUI Although we have tested extensively internally and with several community servers, there may be non-official scripts that will not function well with a Dedicated Server. We ask that you report such issues and/or avoid using non-supported scripts DCS World Open Beta Update In addition to the finalization of the Persian Gulf Map and the ability for no-render dedicated servers to run all DCS World maps and the Asset Pack for free, there have been several other great additions to this weeks Open Beta update. You can read the complete change log here. Highlights include: The Hornet received initial JDAM capability, further tuning of LTWS mode, and corrected INS alignment issues AV-8B cockpit, MPCD, and LCD improvements by RAZBAM Numerous C-101 improvements by AvioDev like engine and fuel system improvements, better force feedback support, added and adjusted circuit breakers, and more The F-14 by Heatblur has many great changes that include a custom livery option, RWR improvements, tuned 6DOF view limits, and many more The UH-1 door gunner error after rearming has been corrected Mission updates for the F-5E and L-39 DCS: A-10C Warthog - The Enemy Within 3.0 Campaign Available on Steam The Enemy Within 3.0 is a complete remake of the critically-acclaimed The Enemy Within campaign for the A-10C Warthog. Purchase from Steam This story-driven campaign puts you in cockpit of the Warthog as part of a small, 6-ship US detachment sent to Georgia. Your mission is to help contain a growing threat from a terrorist organization calling itself the "Caucasus Liberation Army" (CLA). As the story unfolds, you will be faced with a variety of challenges, including close air support, precision strikes, combat search and rescue, anti-ship strikes, and even air to air combat. Striving to be as realistic as possible, the units featured in the campaign are based on their real-life counterparts. It also uses a sophisticated radio control system, meaning that you must tune your on-board radios to the correct frequency to hear the more than 2000 custom voice-overs available throughout 21 missions. Compared to the original campaign, version 3.0 offers following great additions and changes: 20 out of 21 missions have been rewritten from scratch. This includes the course of action, dialogues, briefings and background information More than 2/3 of the missions take place in different locations than the original ones, and most feature different challenges and enemies to provide a completely new experience, 3 entirely new missions that are designed to complement and extend the storyline The 8 pilot and 3 commander characters featured throughout the campaign have almost 4x more custom voice-overs (over 2100) Additional documents and custom kneeboard pages are available for each sortie Sincerely, The Eagle Dynamics Team
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1 pointHello, Very interesting this J-22 Orao ! I didn't know the mod... Screenshot
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1 point
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1 pointAwesome Recce Phantom..... Mandatory Pic...514th FS, SVAF, 1966
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1 pointAfter the F-35 deal had gone bad, Turkey needed to find another option... TuAF Yak-75 Fireball over the border between Iraq and Turkey, 2023
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