Dcs world air command

Dcs world air command

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The Lucky Devils P-47D Campaign

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Морской Бой_Турецкий конфликт_DCS_2.5.6

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OCB AH6 Little Bird Campaign

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12 mission campaign, with mission requiring munition selection, along with pre-planned weapons. Knowledge of LGB delivery, Mavericks and TGP usage.

Involves custom voice overs and triggered actions. MDCs and Overview documents provided.

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Schnellkampfgeschwader 10 I. Gruppe.

For more missions join our Sub https://www.reddit.com/r/CombatSimulator/
This is Part 1- NO ASSET PACK NEEDED

You are NCO Bruno-Richard Schulz in the Schnellkampfgeschwader 10 dive bomber wing I. Gruppe.

Stationed at Abbeville, You and your Wingman Otto Bertram are the first call when ever re-inforcements are radio’d for..
As each mission takes your skills to a new level, your missions become tougher and tougher, needing a new set of tactics to overcome the rising odds to defend the Third Reich, in the Air Battles over Europe.

As you fight the advancing forces, delivering air strikes at home, and upon British soils. You hope each mission will be your last, as your only dream is that your family at home will find peace with the world soon.
You are the first group of the Schnellkampfgeschwader 10, and this may be the very last time you experience the cockpit.

You didnt choose to start the war, but youll do your best to defend your family back home, and keep honour among air brothe

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HMS Hermes 1971 and 1981

HMS version 2.2.1.15.26783

The Deck template has been slightly modified..

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THICC Explosions Mod version 2.0 (IC pass-Multiplayer)

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AGM-88 HARM Mod for F-14 (V1.1)

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F/A-18C Reallistic HUD for VR

This mod provides a reallistic depiction of how the F/A-18C HUD works in real-life. This mod is best experienced in VR.

In real-life, the F/A-18C HUD can only display symbology on the area of the combiner glass that reflects the combiner lens. The pilot sees only a portion of the symbology with each eye and his brain fuses the images of both eyes into a single image of the entire symbology. The real HUD also displays a green glow on low light conditions when the brightness of the HUD is too high. This makes the real HUD a bit harder to see and use than what is depicted by default in DCS.

This mod intends to simulate the limitations of the real HUD to bring the F/A-18C simulation a step closer to realism. It does this by clipping the symbology to the two circular areas that represent the reflection of the collimation lens on the combiner glasses and by adding several green glow effects to the HUD rendering.

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Use this mission to practice formation flying.
You can control your leader plane (AI plane) using your TMS switch in four directions.
DOWN to execute a random maneuver
UP to return to level flight
RIGHT / LEFT for turns.

Also, wheel brake (normally W key) acts as TMS up (return to level flight)
rudder (Z,X keys) make small turns.
Paddle switch for inverted flight!

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Wind Riders Aggressor Club F-5 skin pack 1

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Su-47 Type Livery for MiG-29S

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F-15C: Operation Little Bear (Three-Difficulty Pack)

We’ve been supporting Georgia for almost three months now, and after some efforts we managed to get ahold of a couple smaller Russian bases.

Mozdok was attacked recently with good effects, however the base is still operational and considered a threat. In response to this, we have prepared a strike package to destroy enemy warehouses, depots and bunkers where priority targets are hidden. Due to a lack of resources, the mission will be carried out only by two F-15E and two F-15C escort fighters, you will be one of them.

Your mission will be to escort the strike package to Mozdok and ensure they can complete the attack and come back safely. Wizard 1 will offer information about enemy positions.

Additionally, an enemy AWACS with escort fighters has been located between Vody and Mozdok. This is not the main target. Stay away from the AWACS to avoid getting in trouble with the escort.

Havoc’s Quick Autostart for Mi-24P

Havoc’s Quick Autostart for UH-1H

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F/A-18C Operation Black Knight [Singleplayer][No SuperCarrier Version]

Georgias Ultranationalist have started a civil war in the recent weeks and have taken importants cities, their forces are financed and supplied by Russian oligarchs and their government, it is suspected that their intention is to change the democratically elected government of Georgia for a pro-Russian one that allow the construction of a new gas pipeline that will reach Turkey, Syria, and the Middle East.

The insurgents advance has taken the Georgian forces by surprise and they have managed to capture key cities. The Georgian government has requested urgent help from NATO and the US. In response to Georgia’s request, the US has sent TASK FORCE 60 led by CVN-73 USS George Washington carrying VFA-192 of which you are a squadron leader.

Operation Black Knight begins and its objective is to help the Georgian forces to recover their country and eliminate the insurgent forces, we must act with caution, we must not provoke Russia and lead the country into a large-scale war

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Digital Combat Simulator World

Digital Combat Simulator World (DCS World) 2.7 is a free-to-play digital battlefield game.

Our dream is to offer the most authentic and realistic simulation of military aircraft, tanks, ground vehicles and ships possible. This free download includes a vast mission area of the Caucasus region and Black Sea that encompasses much of Georgia. It also includes a flyable Russian Sukhoi Su-25T ground attack aircraft and the famous WWII North American TF-51D fighter. An additional more than two dozen aircraft are available for purchase.

The download comes with one of the most powerful mission planners ever designed, full network play and more than 156 AI weapons systems, 105 ground vehicles and trains, 50 air defense systems, 19 ships and 84 AI aircraft permitting you to plan and play highly sophisticated missions. DCS World is massively extensible through additional DCS modules as well as user-made add-ons and mods which you can purchase and download from our site.

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DCS is a true «sandbox» simulation that is also designed to cover multiple time periods of interest such as WWII, Korean War, Vietnam, Gulf War and others. Current regions to battle include the Caucasus, Nevada Test and Training Range, and Normandy 1944. New maps in development include the Persian gulf, Syria and others.

DCS World is fundamentally a deep, authentic and realistic simulation designed also to offer a more relaxed gameplay to suit the user and his particular level of experience and training. The ambition is to hand hold users from novice pilot all the way to the most advanced and sophisticated operator of such complex weapons systems as the A-10C Warthog or the F/A-18C Hornet. The only next step is the real thing!

Key features of DCS World 2.7:

Eagle Dynamics Modules:

3 rd Party Modules:

We also have a large and ever growing set of campaigns to choose from here.

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User Files

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Use this mission to practice formation flying.
You can control your leader plane (AI plane) using your TMS switch in four directions.
DOWN to execute a random maneuver
UP to return to level flight
RIGHT / LEFT for turns.

Also, wheel brake (normally W key) acts as TMS up (return to level flight)
rudder (Z,X keys) make small turns.
Paddle switch for inverted flight!

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Theme & icons 1920×1080 for «SUPER ETENDARDS PACK 2021 2.7.2 by the Cuesta brothers»

SEM PACK : https://forum.dcs.world/topic/259421-clemenceau-class-version-004-and-super-etendards-pack-2021-272-by-the-cuesta-brothers/

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Wind Riders Aggressor Club F-5 skin pack 1

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ZTZ-96B (601) : I’m come back to the desert from fire-station (nope
我从消防局回来了 (不是

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Su-47 Type Livery for MiG-29S

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Canyon Run Air Defense Gauntlet Draft

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F-15C: Operation Little Bear (Three-Difficulty Pack)

We’ve been supporting Georgia for almost three months now, and after some efforts we managed to get ahold of a couple smaller Russian bases.

Mozdok was attacked recently with good effects, however the base is still operational and considered a threat. In response to this, we have prepared a strike package to destroy enemy warehouses, depots and bunkers where priority targets are hidden. Due to a lack of resources, the mission will be carried out only by two F-15E and two F-15C escort fighters, you will be one of them.

Your mission will be to escort the strike package to Mozdok and ensure they can complete the attack and come back safely. Wizard 1 will offer information about enemy positions.

Additionally, an enemy AWACS with escort fighters has been located between Vody and Mozdok. This is not the main target. Stay away from the AWACS to avoid getting in trouble with the escort.

Источник

DCS World 2.7

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Минимальные системные требования (низкие настройки графики): ОС 64-bit Windows 10; DirectX11; CPU: Intel Core i3 2.8 ГГц или AMD FX; RAM: 8 Гб (16 Гб для тяжелых миссий); свободное пространство на жестком диске: 120 Гб; дискретная видеокарта NVIDIA GeForce GTX 760 / AMD R9 280X или лучше; требуется интернет активация.

Рекомендованные системные требования (высокие настройки графики): ОС 64-bit Windows 10; DirectX11; CPU: Core i5+ на 3+ ГГц или AMD FX / Ryzen; RAM: 16 Гб (32 Гб для тяжелых миссий); свободное пространство на жестком диске: 120 Гб на SSD + дополнительное место для платного контента; дискретная видеокарта NVIDIA GeForce GTX 1070 / AMD Radeon RX VEGA 56 с 8 Гб VRAM или лучше; джойстик; требуется интернет активация.

Рекомендованные системные требования для систем виртуальной реальности (высокие настройки графики): ОС 64-bit Windows 10; DirectX11; CPU: Core i5+ на 3+ ГГц или AMD FX / Ryzen; RAM: 16 Гб (32 Гб для тяжелых миссий); свободное пространство на жестком диске: 350 Гб на SSD; дискретная видеокарта NVIDIA GeForce GTX 1080 / AMD Radeon RX VEGA 64 или лучше; джойстик; требуется интернет активация.

С картой Кавказа, включая все базовые файлы требуется свободное пространства на диске: 120 ГБ

Имя файла: DCS_World_web.exe
Размер файла: 11.03 Мб
MD5: 0feb2a836f8fc35490433d665686ec19

DCS World сочетает в себе как аутентичную, честную симуляцию игровых объектов, так и игровой режим, позволяющий пользователям разного уровня и увлеченности найти свою игру. Мы преследуем цель провести начинающих вирпилов от простой игры до серьезных, полнофункциональных летательных аппаратов, в освоении которых им помогут курсы обучающих миссий, многочисленные тренировочные видео от сообщества и наш большой форум, на котором есть ответы на тысячи вопросов.

После этого останется только сесть в кабину реального прототипа!

Основные особенности DCS World 2.7:

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Su-27 for DCS World

The Su-27, NATO codename Flanker, is one of the pillars of modern-day Russian combat aviation. Built to counter the American F-15 Eagle, the Flanker is a twin-engine, supersonic, highly manoeuvrable air superiority fighter. The Flanker is equally capable of engaging targets well beyond visual range as it is in a dogfight given its amazing slow speed and high angle attack manoeuvrability. Using its radar and stealthy infrared search and track system, the Flanker can employ a wide array of radar and infrared guided missiles. The Flanker also includes a helmet-mounted sight that allows you to simply look at a target to lock it up! In addition to its powerful air-to-air capabilities, the Flanker can also be armed with bombs and unguided rockets to fulfil a secondary ground attack role.

Su-27 for DCS World focuses on ease of use without complicated cockpit interaction, significantly reducing the learning curve. As such, Su-27 for DCS World features keyboard and joystick cockpit commands with a focus on the most mission critical of cockpit systems.

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Introduction

The Su-27, NATO codename Flanker, is one of the pillars of modern-day Russian combat aviation. Built to counter the American F-15 Eagle, the Flanker is a twin-engine, supersonic, highly manoeuvrable air superiority fighter. The Flanker is equally capable of engaging targets well beyond visual range as it is in a dogfight given its amazing slow speed and high angle attack manoeuvrability. Using its radar and stealthy infrared search and track system, the Flanker can employ a wide array of radar and infrared guided missiles. The Flanker also includes a helmet-mounted sight that allows you to simply look at a target to lock it up! In addition to its powerful air-to-air capabilities, the Flanker can also be armed with bombs and unguided rockets to fulfil a secondary ground attack role.

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Su-27 for DCS World focuses on ease of use without complicated cockpit interaction, significantly reducing the learning curve. As such, Su-27 for DCS World features keyboard and joystick cockpit commands with a focus on the most mission critical of cockpit systems.

Design

The main feature for the success of the Su-27 design is its aerodynamic configuration, known as «integrated aerodynamic concept» by its designers. This configuration is one with extremely blended wing and fuselage. The low-aspect ratio trapezoidal midwing is fitted with large leading-edge root extensions (LERX) and blending into the fuselage creating a single lifting body.

The aircraft has a near-zero static stability and thus require a fly-by-wire system. The SDU-10 pitch-only fly-by-wire system controls the pitch of the aircraft to ensure stability and controllability for the pilot, increase aerodynamic performance, limit overload and angle of attack when needed and decrease the airframe aerodynamic load.

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Two AL-31F afterburning turbofans are placed in seperate, widely spaced engine nacelles that are mounted under the lifting body. The air intakes are fitted with variable ramps.

The Su-27 has twin vertical fins fitted on the outer sides of the fuselage and twin central fins underneath. The airbrake is placed in the center of the mid-section of the aircraft behind the cockpit. The tricycle landing gear of Su-27 and Su-27UB has a single wheel on each strut. The nose wheel is fitted with a mudguard to protect against foreign object damage (FOD).

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Systems and Avionics

The basic Su-27 is fitted with the SUV-27 fire control system, which incorporates the RLPK-27 radar sighting system, OEPS-27 electro-optical sighting system, SEI-31 integrated indication system, IFF interrogator and built-in test system. The fire control system in integrated with the PNK-10 flight navigation system, radio command link, IFF system, data transmission equipment and EW self-defence system.

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The RLPK-27 system and is controlled by the Ts-100 digital computer and includes the N001 pulse-Doppler lookdown-capable radar with a range of 80-100 km in the front hemisphere and 30-40 km in the rear hemispehere for a fighter-sized target. It can simultaneously track up to ten aerial targets in track-while-scan mode and provide interception of the top priority target.

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The OEPS-27 electro-optical sighting system consist of the OLS-27 infrared/laser search-and-track system (IRST) and the Shchel-3UM helmet-mounted target designator and is controlled by the Ts-100 digital computer. The OLS-27 sensor is placed forward of the cockpit canopy in the centre. The system acquires and tracks aerial targets by their thermal signatures. The helmet-mounted sight and the laser range finder of the IRST can also be used to visually acquire and determine coordinates of air and surface targets.

The SEI-31 integrated indication system provides flight, navigation and sighting data on the ILS-31 head-up display (HUD) and head down display. The EW self-defence systems provides warning to the crew when illuminated by enemy radar and employs both passive and active countermeasures. The aircraft is equipped with the SPO-15 Beryoza RWR and APP-50 chaff and flare dispenser that is placed in the tail section between the engine nozels. In addition, the aircraft can carry the Sorbtsiya active ECM pods on its wingtips.

Источник

DCS World

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DCS World 2.7

DCS World 2.7 Выделенный Сервер

Инсталлятор «DCS World Выделенный Сервер» устанавливает специализированную версию DCS World, не содержащую текстуры и звуки и предназначенную для работы в качестве выделенного сервера. Установленный сервер занимает примерно 52 ГБ на диске и работает как полнофункциональный сервер, управляемый через веб (т.е. он не имеет графического интерфейса). Версия включает в себя все доступные на данный момент террейны, а также модуль объектов Второй Мировой войны. Сервер распространяется как единый модуль, исключить из него террейны нельзя.

Террейны и модуль объектов ВМВ не требуют активации, если запущены в серверном режиме без 3D рендеринга, хозяину сервера не требуется их покупать.

Примечание. Эти модули не требуют активации ТОЛЬКО для режима без рендеринга, вы не сможете их использовать на клиенте.

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DCS World 2.7 Открытая Бета

DCS World 2.7 Открытая Бета Выделенный Сервер

Инсталлятор «DCS World Открытая Бета Выделенный Сервер» устанавливает специализированную версию DCS World, не содержащую текстуры и звуки и предназначенную для работы в качестве выделенного сервера. Установленный сервер занимает примерно 52 ГБ на диске и работает как полнофункциональный сервер, управляемый через веб (т.е. он не имеет графического интерфейса). Версия включает в себя все доступные на данный момент террейны, а также модуль объектов Второй Мировой войны. Сервер распространяется как единый модуль, исключить из него террейны нельзя.

Террейны и модуль объектов ВМВ не требуют активации, если запущены в серверном режиме без 3D рендеринга, хозяину сервера не требуется их покупать.

Примечание. Эти модули не требуют активации ТОЛЬКО для режима без рендеринга, вы не сможете их использовать на клиенте.

Источник

DCS World 2.7

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Minimum system requirements (LOW graphics settings): OS 64-bit Windows 10; DirectX11; CPU: Intel Core i3 at 2.8 GHz or AMD FX; RAM: 8 GB (16 GB for heavy missions); Free hard disk space: 120 GB; Discrete video card NVIDIA GeForce GTX 760 / AMD R9 280X or better; requires internet activation.

Recommended system requirements (HIGH graphics settings): OS 64-bit Windows 10; DirectX11; CPU: Core i5+ at 3+ GHz or AMD FX / Ryzen; RAM: 16 GB (32 GB for heavy missions); Free hard disk space: 120 GB on Solid State Drive (SSD) + extra space for paid content ; Discrete video card NVIDIA GeForce GTX 1070 / AMD Radeon RX VEGA 56 with 8GB VRAM or better; Joystick; requires internet activation.

Recommended VR systems requirements (VR graphics settings): OS 64-bit Windows 10; DirectX11; CPU: Core i5+ at 3+ GHz or AMD FX / Ryzen; RAM: 16 GB (32 GB for heavy missions); Free hard disk space: 350 GB on Solid State Drive (SSD); Discrete video card NVIDIA GeForce GTX 1080 / AMD Radeon RX VEGA 64 or better; Joystick; requires internet activation.

File name: DCS_World_web.exe
File size: 11.03 Mb
MD5: 0feb2a836f8fc35490433d665686ec19

Digital Combat Simulator World (DCS World) 2.7 is a free-to-play digital battlefield game.

Our dream is to offer the most authentic and realistic simulation of military aircraft, tanks, ground vehicles and ships possible. This free download includes a vast mission area of the Caucasus region and Black Sea that encompasses much of Georgia. It also includes a flyable Russian Sukhoi Su-25T ground attack aircraft and the famous WWII North American TF-51D fighter. An additional more than two dozen aircraft are available for purchase.

The download comes with one of the most powerful mission planners ever designed, full network play and more than 156 AI weapons systems, 105 ground vehicles and trains, 50 air defense systems, 19 ships and 84 AI aircraft permitting you to plan and play highly sophisticated missions. DCS World is massively extensible through additional DCS modules as well as user-made add-ons and mods which you can purchase and download from our site.

DCS is a true «sandbox» simulation that is also designed to cover multiple time periods of interest such as WWII, Korean War, Vietnam, Gulf War and others. Current regions to battle include the Caucasus, Nevada Test and Training Range, and Normandy 1944. New maps in development include the Persian gulf, Syria and others.

DCS World is fundamentally a deep, authentic and realistic simulation designed also to offer a more relaxed gameplay to suit the user and his particular level of experience and training. The ambition is to hand hold users from novice pilot all the way to the most advanced and sophisticated operator of such complex weapons systems as the A-10C Warthog or the F/A-18C Hornet. The only next step is the real thing!

Key features of DCS World 2.7:

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Файлы пользователей

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Kill some bandits rocking the greatest thrash album in history.

Put the zipped files in C:\Program Files (x86)\DCS World OpenBeta\Mods\aircraft\F14\Sounds\Walkman, replace the original files

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F18 640 knot Pier Crane Challenge

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i-16 turns circles around other WWII Planes

I like tracks because You can watch and learn. After You pass one another, even a ACE always turns to the left and dives down and up. every time

You can change and add or delete stuff and make it your own.

Clear Skies and have fun and stay safe

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DCS World

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DCS World 2.7

Digital Combat Simulator World (DCS World) 2.7 is a free-to-play digital battlefield game.

Our dream is to offer the most authentic and realistic simulation of military aircraft, tanks, ground vehicles and ships possible. This free download includes a vast mission area of the Caucasus region and Black Sea that encompasses much of Georgia. It also includes a flyable Russian Sukhoi Su-25T ground attack aircraft and the famous WWII North American TF-51D fighter. An additional more than two dozen aircraft are available for purchase.

The download comes with one of the most powerful mission planners ever designed, full network play and more than 156 AI weapons systems, 105 ground vehicles and trains, 50 air defense systems, 19 ships and 84 AI aircraft permitting you to plan and play highly sophisticated missions. DCS World is massively extensible through additional DCS modules as well as user-made add-ons and mods which you can purchase and download from our site.

DCS World 2.7 Dedicated Server

«DCS World Dedicated Server» installer installs a special DCS World version which intended to work as a dedicated server and doesn’t contains textures and sounds. Installed server takes approx. 120 GB on HDD and works as a full-functional server controlled only by WEB (i.e. without any GUI features). This version already includes ALL available terrains and WWII units module, works without 3D graphics and sounds.

Terrain and WWII units doesn’t asked activations when launched in server mode without rendering, server owner shouldn’t buy them.

NOTE: these «free» terrains can work ONLY on dedicated server without rendering. You can’t use them on the client.

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DCS World 2.7 Open Beta

The Open Beta version of Digital Combat Simulator World (DCS World) 2.7 is a free-to-play digital battlefield game and simulation environment. The «release» version will be available shortly after Open Beta testing is complete. The Open Beta is an optional version of DCS World that we use to first test new content and technologies before moving them to our release version.

Our dream is to offer the most authentic and realistic simulation of military aircraft, tanks, ground vehicles and ships possible. This free download includes a vast mission area of the Caucasus region and Black Sea that encompasses much of Georgia. It also includes a flyable Russian Sukhoi Su-25T ground attack aircraft and the famous WWII North American TF-51D fighter. An additional more than two dozen aircraft are available for purchase.

The download comes with one of the most powerful mission planners ever designed, full network play and more than 156 AI weapons systems, 105 ground vehicles and trains, 50 air defense systems, 19 ships and 84 AI aircraft permitting you to plan and play highly sophisticated missions. DCS World is massively extensible through additional DCS modules as well as user-made add-ons and mods which you can purchase and download from our site.

DCS World 2.7 Open Beta Dedicated Server

«DCS World Open Beta Dedicated Server» installer installs a special DCS World version which intended to work as a dedicated server and doesn’t contains textures and sounds. Installed server takes approx. 120 GB on HDD and works as a full-functional server controlled only by WEB (i.e. without any GUI features). This version already includes ALL available terrains and WWII units module, works without 3D graphics and sounds.

Terrain and WWII units doesn’t asked activations when launched in server mode without rendering, server owner shouldn’t buy them.

NOTE: these «free» terrains can work ONLY on dedicated server without rendering. You can’t use them on client.

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Авиасимулятор DCS World: настройка VR игры и некоторые фишки

DCS World представляет собой хардкорный авиасимулятор, целью которого является максимальная достоверность во всем и подробное моделирования как конкретного образца воздушной техники, так и ТВД(театра военных действий) в целом. Поэтому практически все модули представляют собой всего один самолет или вертолет, за исключением модуля Горячие Cкалы 3 (Flaming Cliffs 3), самолеты из которого являются улучшенными и доработанными из серии «Горячих Скал»(Lock On).

Также существуют отдельные модули управляемой наземной техники, отдельных карт и кампании. В следствии высокой степени проработки и больших трудозатрат, а также нишевости рынка авиасимуляторов, цены на модули довольно высоки, поэтому покупать я их рекомендую на распродаже.

Полноценный продвинутый редактор идет в комплекте вместе с энциклопедией и обучающими миссиями и инструкциями в папке с игрой. Все это позволяет создавать свои собственные миссии с любой доступной техникой(но не управлять ей непосредственно) и симулировать современный военный конфликт, наблюдая его в том числе в VR.

Выбор ПК

Для успешных полетов в VR рекомендуется иметь довольно мощный компьютер и джойстик с отдельной осью для управления двигателями. Для шлемов первого поколения(Oculus Rift CV1/S и HTC Vive) с относительно невысоким разрешением дисплеев рекомендуется иметь видеокарту не ниже GTX 1070, при этом, по своему опыту, даже имея 1080Ti с CV1 я не могу позволить себе выкрутить все настройки графики на максимум с суперсемлингом.

Для компьютеров со старыми видеокартами доступна для загрузки версия 1.5, которая больше не обновляется, но позволяет летать в одиночных миссиях на видеокартах начиная с уровня 780-980Ti и 1060.

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Кроме того, как и во многих симуляторах, в DCS вся симуляция выполняется в одном главном потоке процесса и поэтому выгода от использования современных многоядерных процессоров минимальна. Вряд ли что-то изменится в ближайшее время, поэтому рекомендуется иметь процессор с максимальной производительностью на ядро — процессоры Intel Coffee lake и, возможно, третье поколение Ryzen от AMD, где обещали увеличить IPC(кол-во выполняемых инструкций за такт) и частоты.

Однако, проблема последних высокие задержки в памяти, что критично для таких программ, как игры и особенно симуляторы. Поэтому стоит подождать тестов производительности, прежде чем делать апгрейд. Частоты памяти желательны от 3000 МГц, объем — от 16 Гб(8 будет достаточно для небольших миссий) и сама игра, установленная на SSD. Процессор рекомендуется разогнать, если это возможно.

Выбор джойстика

К выбору джойстика стоит подойти ответственно, так как он будет непосредственно влиять на удобство управления. Однако не стоит сразу брать очень дорогой и навороченный, если Вы новичок в авиасимуляторах и не уверены, что будете продолжать летать. У меня сперва был Thrustmaster Hotas X, который я впоследствии из-за малого свободного хода и низкой точности поменял на Thrustmaster Hotas Warthog и в, принципе, им доволен.

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Выбор VR шлема

Выбор VR шлема для DCS до недавнего времени был очень ограничен и зависел от того, хочет ли пользователь играть еще во что-то помимо авиасимуляторов. В 2019 году на рынке появилось много новых шлемов и выбор теперь стал еще сложнее. Для авиасимулятора в первую очередь важна хорошая видимость в шлеме — ведь возможность увидеть противника издалека очень важна. На данный момент самым большим разрешением обладает шлем HP Reverb и Pimax 5K(также есть и 8K c OLED панелями). Но у первого очень ограниченный угол обзора и плохой трекинг(отслеживание движений) и контроллеры, а второй имеет множество других мелких недостатков.

Оба потребуют очень мощную видеокарту и даже 1080Ti будет недостаточно для стабильно высокого fps.
Кроме того, для ПК с неплохим разрешением существуют шлемы Vive Pro, Oculus Rift S и скоро осенью начет продаваться шлем Valve Index. Однако оно ниже, чем у вышеперечисленных шлемов, как и угол обзора. Зато хороший трекинг и удобные контроллеры позволяют с успехом играть и в другие игры(к Vive Pro придется докупить кастеты Valve Knuckles).

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После установки симулятора я рекомендую настроить графику и управление. Настройка управления может показаться не очень легкой на первый взгляд, но позволяет настроить практически любое устройство, которое Windows воспринимает как игровое и доступна прямо во время самой игры из меню. Нигде в других играх я не встречал такой простоты и глубины одновременно.

На сайте в разделе «Скачать» доступны Файлы пользователей, где с помощью фильтра можно найти моды, миссии и компании, сделанные пользователями, а также документы и инструкции к различным летательным аппаратам.

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iControl DCS 17+

bit-shift.com

Designed for iPad

iPad Screenshots

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Description

Extend your cockpit to the iPad!

iControl DCS allows you to connect your iPad with Digital Combat Simulator’s A-10C Warthog flight simulation. Allowing you to control the simulator by touching your screen.

Never fumble for your mouse in the heat of the moment again!

Here are some of the functions it provides

• Crisp and clean 100% original graphics with retina iPad support
• Quick and easy navigation between instruments via swipe gestures or buttons
• Live MFCD displays (left and right) with working buttons
• Live CDU display with working buttons
• UFC panel with working buttons
• Caution and warning light panel
• Various commonly used cockpit functions
• Supports multiple devices. Connect two iPads at once and display Different MFDs on each!
• Radio stack
• Combined view with UFC and dual MFCDs on one screen
• Autopilot controls
• All controls and switches necessary to performa a cold ramp startup
• Portrait CDU mode

System Requirements:
• DCS: World with A-10C Addon
• Microsoft Windows
• iControl DCS Server available at http://www.bit-shift.com/
• Due to limitations in the simulator, live MFCDs must be repeated on your monitor.
• Due to limitations in the simulator, the sim will be forced to run in full screen windowed mode

***** We suggest you give A-10 VC Free a try before purchasing iControl DCS to make sure it suits your play style. *****

This application will not work with macOS PCs!

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Хакеры едва не разорили российских игровых разработчиков

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Существует такая игра как «DCS World», которая правдоподобно и достоверно симулирует настоящую авиацию и другую военную технику. Сама игра бесплатна, но за «полноценное тело» игроки должны выложить свыше ста тысяч рублей.

Кто-то из хакерского сообщества счел это несправедливостью и сыграл в Робина Гуда, выкрав ценные данные и распространив их по сети бесплатно.

Ситуация действительно напоминает старинную легенду о воре, который «украл у богатых и раздал бедным». Только вот в данном случае речь идет о кропотливой работе российской компании Eagle Dynamics, которая 30 лет работает над самым реалистичным симулятором военной техники в мире.

«DCS World» позволяет геймеру протестировать самостоятельно боевые самолёты, бронемашины и прочую технику — и всё это на столпе великолепной графики и детализации происходящего. У симулятора много поклонников по всему миру, но удовольствие дорогое: бесплатными являются лишь базовые карты и техника, а за полный «автопарк» нужно платить большие деньги.

Поклонники посчитали, что для полного наслаждения игрой нужно отдать 134 000 рублей. Это даже больше, чем за все дополнения широкоизвестной серии «The Sims», у которой тот же подход: небольшие деньги требуются за скучную базовую игру, но за все дополнения нужно отдать пару десятков тысяч рублей.

Пожалуй, проект можно назвать самой дорогой компьютерной игрой в мире. Это, судя по всему, взбесило борцов за справедливость, которые выкрали ценные данные у разработчиков, включая все дополнительные материалы, и распространили по сети бесплатно через торрент-сети.

Как только правообладатели зафиксировали это преступление, они решили сразу же обратиться в полицию. К сожалению, так как штаб компании зарегистрирован в Швейцарии, разработчикам пришлось использовать посредников в лице ООО «Экономика», чтобы дело дошло до полиции.

Был выявлен факт хакерского взлома компьютерной игры, с указанием торрентов, на которых можно скачать бесплатно полный комплект данной игры. По факту заявления проводится проверка, — приводит издание Комсомольская Правда слова своего источника.

Дело о совершении киберпреступления было передано в ОМВД по району Ховрино.

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Однако неизвестно, будет ли в итоге восстановлена справедливость, поскольку кибердела очень сложны в расследованиях и далеко не всегда из-за обилия прокси-сервисов и теневого сектора интернета (TOR’a) удается установить личность преступников. О том, чтобы перекрыть возможность распространения ценных файлов, уже даже речи не идет: к сожалению, преступники создают миллионы «зеркал» закрытых Роскомнадзором сайтов.

Такие ситуации случаются далеко не впервые: геймерским сообществам известны многочисленные пиратские сервера того же «World of Warcraft», которые фактически копируют серверную структуру игры со всеми её дополнениями.

Если рассуждать о том, как игровые компании борются с фактом пиратства, особенно такого масштабного — то способов много. Так как перекрыть распространение пиратских файлов и их скачивание в современной реальности пока не представляется возможным чисто физически, обычно компании постоянно обновляют свои игры, чтобы пираты просто не успевали «за трендами».

Еще один популярный способ, особенно касающийся онлайн-игр — это предоставление своим подписчикам эксклюзивных «плюшек» и бонусов, которых лишены пираты. В первую очередь, это — стабильные сервера с круглосуточной поддержкой, а также еженедельные апдейты, которые корректируют игру и вносят в неё много нового. Многие пиратские сервера таким образом копируют устаревшие данные с ошибками, и нередко игрок делает выбор в сторону платного официального варианта «ради стабильности и отсутствия ошибок».

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Ну и наиболее очевидное — это социальная составляющая. Если на официальных серверах играет большое количество людей, это привлекает новичков намного больше, чем сервер с парой сотен пиратов, которые, имея администраторские полномочия, еще и могут взламывать код, «рисовать» себе шмот и играть не по правилам, убивая окружающих ради своего веселья.

Также помогает периодически делать определенный контент бесплатным, как это принято у Blizzard — тогда становится просто бессмысленным использование пиратских версий, разве что ради ностальгии.

Таким образом, ситуация компании Eagle Dynamics безусловно вызывает сочувствие, ведь люди на протяжении десятелетий вкладывали много труда в свое детище. Но если воспользоваться опытом других компаний, у которых постоянно происходят такие утечки, ситуацию можно повернуть вспять.

В конце концов, последняя, но немаловажная составляющая того, что люди выбирают официальный продукт, а не пиратский — это любовь и преданность компании. Если компания ценит своих фанатов и прислушивается к ним, геймерское сообщество ответит взаимностью.

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Getting started with GCI/AWACS

Disclaimer
This guide is compiled using information available to the public and information based on personal experience in DCS World. This guide does not in any way, shape or form represent real life GCI/AWACS operations or techniques nor is it based on real life experience.

Contents

What is GCI/AWACS

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GCI stands for Ground-Controlled Interception, an air defence tactic which developed during World War I. One or more radar stations or other observational stations are linked to a command communications centre which guides interceptor aircraft to airborne targets.

Today, GCI has mostly been replaced by Airborne Early Warning and Control (AEW&C) aircraft or more commonly referred to as AWACS (Airborne Warning And Control System). While AEW&C is expensive and vulnerable in comparison to GCI systems, it has a mobility advantage. In reality a combination of both systems is often used.

AWACS aircraft are generally speaking big, modified planes with a long-range radar mounted on top. The main radar antenna is mounted on a turntable housed in a circular rotodome, which is 9m (30 feet) in diameter, elliptical in cross-section and 1.8m deep at its centre. The radar system can detect, track and identify low-flying aircraft at approximately 370 km (200 nautical miles) and high-level aircraft at much greater distances.

AI AWACS in DCS World

In DCS World the NATO AWACS comes in the form of the Boeing E-3 Sentry and the Russian equivalent is the Beriev A-50. The player can contact the allied AWACS via the ingame comms menu on the specified frequency in the mission briefing.

Comms menu

Understanding BRAA calls

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BRAA stands for Bearing Range Altitude Aspect from your current location.

would mean the target is located at 183 degrees, 10 nautical miles away, and at 2000 feet coming directly towards you. North is 360. For aspect see figure 1.

Pronunciation

it is recommended to omit the «for» and «at», and to use short pauses (here indicated with «. «):

Understanding bullseye

Bullseye is a fixed point on the map determined pre-mission. All allied aircraft can relate to this point. When receiving a bullseye call, simply use the BRA format with bullseye as starting point. Bullseye in DCS is represented with the following symbols

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Human GCI/AWACS

In DCS World, players can take the role of GCI/AWACS on multiplayer servers to assist your fellow pilots and friends. In the following sections we’ll go over the basics of airspace management, threat assessment, callsigns, brevity and some useful tools.

Before you begin as a GCI/AWACS controller on a server go over this short checklist:

Airspace management

As a controller your goal is to manage both friendly and hostile airspace. You’ll want to direct your allied flights to intercept enemy threats while at the same time making sure your friendly airspace stays protected.

Divide the airspace you’ll be controlling into two sectors.

Divide sector 1, your friendly sector, into subsectors based on strategic locations like airfields or a FARPs.

Next, you can assign your available CAP flights to the subsectors you created, and have them patrol or set up orbit. This way you can ensure that

Threat assessment

With your airspace divided into sectors and your CAP flights on station you can start intercepting enemy threats. There are 2 major things you want to pay close attention to at all times.

Before making a decision to direct your allied flights to intercept, you want to assess the threat

When you have gathered this info you can make a decision to either:

In case you are unsure and need extra information before making a decision, contact your allied flights and ask for a fuel and/or weapons state.

When directing your allied flights to intercept, try to keep them in proximity of other allied flights, so you have enough time to send in support if needed. Do not direct your allied flights into enemy airspace and SAM range without support.

Callsigns and radio communication

When acting as GCI/AWACS controller you want to make sure you have a callsign which

Commonly used callsigns for GCI/AWACS are

As GCI/AWACS controller you’ll have to relay a lot of information in a clear, concise and easy to understand manner, usually in a short amount of time. It is important to have a good microphone set up, to speak loud and clear, articulate, not to speak too quickly and use the NATO phonetic alphabet to avoid confusion. We’ll discuss some examples below.

Responding to flights checking in

When allied flights switch to general comms or designated AWACS comms after take off, they’ll most likely check in on the frequency and let you know who they are and what their intentions are.

In the above example a player lets you know who they are, where they are and what their intentions are. You can respond to acknowledge (and task them if desired).

Directing allied aircraft to intercept

When directing aircraft to intercept you want to be clear and concise. Start with who you are talking to, who you are and provide a BRA(A) call (and optional additional information). It is important to pronounce heading as single digits. For example ‘100’ would be ‘one, zero, zero.’

Responding to a Bogey Dope request

When a player asks for a Bogey Dope, they are asking for the nearest hostile. Locate the aircraft who made the request, and provide them a BRA to the nearest hostile.

When there are no hostile aircraft on scope

Responding to a DECLARE request

When you receive a DECLARE request, you are asked to identify friend or foe of a locked target.

Miscellaneous

Sometimes you will need to ask for additional information, or provide additional information.

Return to base (RTB)

Ask for fuel state

Ask for weapons state:

Note: Number of ARH, SARH, and IR-seeking missiles, and plus for Guns.

Inform aircraft to wait for instructions

Ignore last transmitted message/instructions

Identify unknown transmitting aircraft

Inform aircraft about incoming missiles or missile launches

Tools

SRS AWACS mode (eam)

The standard SRS radio overlay only displays up to 3 radios and 1 intercom. The AWACS overlay provides up to 10 radios, which you can manually tune and 1 intercom.

You can use SRS without running DCS World, by using the external AWACS mode (EAM). provide your EAM username and the EAM coalition password. The coalition password is provided by the server admin, or in the server briefing. This is not always available.

F10 map, icons and the ruler tool

The ingame F10 map is where you’ll spend most of your time doing GCI/AWACS. It provides several functions which you can toggle on or off by personal preference

The most important function you’ll use is the ruler tool. It allows you to create a line from point A to point B and provides you with the length in nautical miles and the heading. When intercepting enemy aircraft you can use the ruler tool to draw a line from your allied aircraft A to the hostile aircraft B and read the distance in nautical miles and the heading indicated on the top bar. When you click on the enemy aircraft icon, you can read its altitude, speed in knots, heading and type on the bottom left.

LotATC

LotATC is an optional program one can use to facilitate GCI simulation. The program is fairly easy to use is highly customizable. LotATC provides many features to aid a GCI.

For more information on LotATC and how to use the software see LotATC

Coordinating with human GCI/AWACS

A couple guidelines from the players point of view

Inform AWACS when you tune in or tune out of the AWACS frequency.

Do not clutter the AWACS frequency with off-topic chatter, use the correct frequencies as stated in mission briefing.

Do not read back a BRA call. Simply acknowledge you received and understood the message by saying your callsign. If you did not understand the transmission, ask AWACS to repeat.

Источник

DCS Scripting orig Part 1

Contents

Intro

The scripting engine is a new feature of DCS since DCS: A-10C. The engine provides mission designer with access to game world and game objects using scripts. It’s possible to change object properties, control object behavior and read object properties. The scripting engine was developed primary to be used for A.I. control. This is the way to create more sophisticated behavior of A.I. units than it possible using ME GUI because you can take in account more factors.

Note: The engine was initially developed for debug purposes. It was not tested properly, not tweaked, not reworked or extended due the requests of the community, so now it may contain bugs and disadvantages.

The document is actual for DCS: World 1.2.6.

Lua environment

1. «Script» command of A.I. Tasking System (available in a group’s advanced waypoint actions and in triggered actions). If «Script» command is a waypoint action, then the command will run when the group reaches the waypoint the command is associated with. If «Script» command is a triggered action, then the command will run when the triggered action is called via the «AI TASK» trigger action.

2. «Script File» command of A.I. Tasking System (available in a group’s advanced waypoint actions and in triggered actions). If «Script File» command is a waypoint action, then the command file will run when the group reaches the waypoint the script is associated with. If «Script File» command is a triggered action, then the command file will run when the triggered action is called via the «AI TASK» trigger action.

3. «CONDITION (LUA EXPRESSION)» for condition / stop condition for any type of action of the A.I. Tasking System. Such code should return boolean value or nil.

1. «DO SCRIPT» trigger action.

2. «DO SCRIPT FILE» trigger action.

3. «EXPRESSTION» trigger condition. Such code must return boolean value of nil.

1. Initialization script.

2. Initialization script file.

This script runs before spawn of first unit and before run of first trigger action. Script of script file can be selected, no both ways at the same time.

Game objects

There are several types of objects which the mission designer has access to. Some of these objects consist of a single instance (singleton), while several types may have multiple instances.

env. The simulator environment. Singleton. Provides access to program environment.

timer. The model timer of the simulator. Singleton. Provides current model time and current mission time.

land. The terrain. Singleton. Contains several functions for terrain analyzing.

atmosphere. The atmosphere. Singleton. Wind an other parameters.

world. The game world. Singleton.

coalition. The game coalitions: red, blue and neutral. Provides access to properties of coalitions such as bullseye, reference points and services.

country. The game countries. Provides only country list.

trigger. The trigger system. Singleton. Provides access to some trigger actions, trigger zones and user flags.

coord. Provides access to functions that convert between LO, MGRS, and latitude/longitude coordinate systems.

radio. Provides access to game radio system.

missionCommands. Provides access to mission commands in «F10. Other» menu.

AI. Provides constants used in Controller functions.

Object. The base category for static objects and units. Object is a static rigid body that has position (coordinate and orientation), category, type and descriptor.

CoalitionObject. Objects that belongs to a coalition and country. Intermediate class. This is the base class for static objects, airbases and unit and weapon.

Airbase. Airdrome, helipad or ship that acts as a base for aircraft.

StaticObject. It’s possible to create new static objects during the mission and destroy them.

Weapon. Weapon utilities.

Unit. Active game object: aircraft, vehicle or ship. A Unit has several properties: name, coalition, state, type, number (in group), health, velocity, etc.

Units are always stored in a group.

A Unit may or may not have its own «Controller» object. If the unit does not have its own controller, then the unit is always under control of its group’s controller, and thus, it is not possible to control the unit independently from its group.

For example, each aircraft has its own controller. An airborne group has its own controller too. This makes it possible to assign a task to any unit in the group, or to the whole group at once.

Naval and ground units do not have a controller for each unit, and only have a group controller, so you can only set a task to a whole naval or ground group.

Group. A group of units (ground, airborne and naval). Provides access to a group’s properties, and to the units that a group consists of.

Controller. An instance of A.I. for a single unit or of a whole group. The mission designer may set a task to a controller, order a controller to perform a command, or change AI behavior options.

Symbol structure

Simulator exports some functions and constants to the Mission Scripting Environment. All symbols are grouped in tables.

Class emulation

Simulator has many entities which behave like an objects and classes in terms of object-oriented languages. To make manipulation with such objects easer «class-object» relations were emulated in the Lua environement with metatables. This framework is located in ./Scripts/Common/LuaClass.Lua.

Lua-«class» is a table that has following structure:

Lua-«object» is a table that has following structure:

The framework allows single inheritance, but doesn’t allow multiple inheritance. Table of base class must be value of parentClass_ field table of derivative class.

LuaClass table must be assigned as a metatable to all Lua-«classes». LuaClass does all the job when user uses Lua-«classes» and Lua-«objects». LuaClass.__index metamethod is a function that looks for function that user want to call in Lua-«class» that the Lua-«object» belongs to or in base «classes» and calls the function.

LuaClass has also useful several functions those may be called any Lua-«class».

creates and returns Lua-«object» that belongs to class Lua-«class» and has identifier id_. No new entity created. The function just creates and initializies Lua-«object» table for existing entity.

uses class.static.create function to create new entity and then uses LuaClass.createFor to create Lua-«object» class for just created entity.

casts object to object of another class. Downcast must be unsafe if user will cast the object to class that object not realy belongs to.

declares table tbl as a Lua-«class» and as a derrivative class of a parent if parent is not nil

How does it works

Simulator exported some tables with functions and constants to the Mission Scripting Environment and then runs ./Scripts/MissionScripting.lua script do declare these tables a Lua-«classes».

However you may declare your own classes. To do it you must:

Basic terms and types

Enumeration types are given as

EnumType = enum EnumTable

This means the EnumType is enum type. Constants are stored in EnumTable table. It doesn’t matter what is the real type of the EnumType. Mission developer must NEVER operate constant values! Only constant names must be used!

ArrayType = array of ElementType

This means ArrayType is table that contains ElementType

MapType = map KeyType, ElementType

This means MapType is table that contains ElementType each with key of type KeyType.

Time is given in seconds.

Model time is the time that drives the simulation. Model time may be stopped, accelerated and decelerated relative real time.

Mission time is a model time plus time of the mission start.

Distance is given in meters.

Angle is given in radians.

Azimuth is an angle of rotation around world axis y counter-clockwise.

Mass is given in kilograms.

DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain.

Vec3 type is a 3D-vector. It is a table that has following format:

Vec2 is a 2D-vector for the ground plane as a reference plane.

Another coordinate systems

Geographic coordinates are represented by latitude/longitude pair given in degrees.

Latitude positive direction is North. Longitude positive direction is East.

MGRS coordinates are represented by table:

MGRS.UTMZone identifies MGRS zone.

Object orientation is represented by 3×3 orthogonal row-major matrix. Matrix rows are orthogonal normalized vectors (also called unit vectors):

A «normalized vector», also known as a «unit vector», is a vector that has a length equal to 1.

As an example, an object that was oriented pointing due east, with its top pointed straight up, would have the following set of orientation vectors:

Position is a composite structure. It consists of both coordinate vector and orientation matrix.

Position3 (also known as «Pos3» for short) is a table that has following format:

An illustration of the Pos3 structure and how it relates to simulation objects is shown below.Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

Each object belongs to a type. Object type is a named couple of properties those independent of mission and common for all units of the same type. Name of unit type is a string. Samples of unit type: «Su-27», «KAMAZ» and «M2 Bradley».

Each object type may have attributes.

To know what attributes the object type has, look for the unit type script in sub-directories planes/, helicopter/s, vehicles, navy/ of ./Scripts/Database/ directory.

Each object type has its own descriptor. Descriptor is a table that contains common information about all objects of this type, including common and specific (depending on object category and type) parameters. All descriptors inherit Desc.

Singletons

Singletons represent the types of object those have only single instance. Here are the usual Lua tables.

add message to simulator log with caption «INFO», «WARNING» or «ERROR». Message box is optional.

enables/disables appearance of message box each time lua error occurs.

timer

returns model time in seconds.

returns mission time in seconds.

returns mission start time

Must return model time of next call or nil. Note that the DCS scheduler calls the function in protected mode and any Lua errors in the called function will be trapped and not reported. If the function triggers a Lua error then it will be terminated and not scheduled to run again.

is a numeric identifier of scheduled FunctionToCall.

schedules function to call at desired model time.

re-schedules function to call at another model time.

removes the function from schedule.

enum contains identifiers of surface types.

returns true if there is LOS between point from and point to. Function verifies only obstruction due the terrain and don’t takes in account objects (units, static and terrain objects).

returns altitude MSL of the point.

returns point where the ray intersects the terrain. If no intersection found the function will return nil.

returns table of vectors those are form profile of the terrain between point from and point to.

Only x and z components of both vectors matters. The first Vec3 in the result table is equal to vector from, the last vector in the result table is equal to vector to.

returns surface type at the given point.

atmosphere

returns wind velocity at the given point. No turbulence.

returns wind velocity at the given point. With turbulence.

world

enum contains identifiers of simulator events.

enum contains identifiers of birth place.

table represents a simulator event. Not all the parameters are valid for any event.

is a handler of simulator event.

adds event handler.

removes event handler.

returns Unit player’s aircraft.

returns list of airbases

enum contains types of volume to search.

Table that contains information about the given volume.

Represents camera FOV or oriented pyramid.

Function to be called for each found object. Returns true to continue search and false to stop it.

searches objects of the given categories in the given volume and calls handler function for each found object with data as 2nd argument.

coalition

enum contains side identifiers.

enum stores identifiers of coalition services.

returns coalition of the given country.

returns main reference point (bullseye).

table is a reference point (used by JTAC AI for example).

returns coalition reference points.

adds reference point to the coalition’s list.

returns list of units which are the coalition service providers

returns list of units controlled by players (local and remote)

returns list of airbases owned by the coalition

returns list of groups belong to the coalition. It returns all groups or groups of specified type.

returns list of static objects belong to the coalition.

country

enum contains country identifiers.

trigger

enum contains identifiers of smoke color.

enum contains identifiers of signal flare color.

returns value of the user flag.

returns trigger zone.

sets new value of the user flag

plays sound file to all players.

plays sound file to all players on a specific coalition.

plays sound file to all players on a specific country.

plays sound file to players in a specific group.

output text to screen to all players.

output text to screen to all players on a specific coalition.

output text to screen to all players on a specific country.

output text to screen to all players in a specific unit group.

creates an explosion.

creates a smoke marker.

creates illumination bomb at the point.

launches signal flare from the point.

adds command to «F10. Other» menu of the Radio Command Panel. The command will set the flag userFlagName to userFlagValue.

adds command to «F10. Other» menu of the Radio Command Panel for the coalition. The command will set the flag userFlagName to userFlagValue.

removes the item for the coalition.

adds command to «F10. Other» menu of the Radio Command Panel for the group. The command will set the flag userFlagName to userFlagValue.

removes the item for the group.

transmits audio file to broadcast.

sets triggered task for the group.

pushes triggered task for the group.

activates the group. Calls group:activate().

deactivates the group. Calls group:destroy().

sets the controller of the group on. Calls group:getController():setOnOff(true).

sets the controller of the group off. Calls group:getController():setOnOff(false).

orders the group to stop moving. Sets StopRoute command with value = true to the group controller.

orders the group to continue moving. Sets StopRoute command with value = false to the group controller.

coord

returns point converted from latitude/longitude to Vec3.

returns point converted to latitude/longitude/altitude from Vec3. Altitude is equals to point.y.

converts latitude/longitude to MGRS.

converts point from MGRS to latitude/longitude

radio

enum contains identifiers of modulation types.

missionCommands

Provides access to the mission commands available for players in «F10. Other» menu in the communication menu.

contains menu item path.

Note: Path is the inner type. Do not construct variables of this type, use values returned from addCommand. and addSubMenu instead!

adds the command for all

adds the submenu for all

removes the item for all

adds the command for the coalition

adds the submenu the coalition

removes the item for the coalition

adds the command for the group. Any type of groups available: airborne, ground, naval.

adds submenu to menu for the coalition

removes the item for the coalition

Contains constants used in Controller functions.

enum contains unit skill values.

Task subtable contains constants used in tasks, Option subtable contains behavior option constants and their values.

enum contains identifiers of weapon expend modes.

enum contains identifiers of orbit patterns.

enum contains identifiers of target designation modes.

enum contains identifiers of waypoint types.

enum contains identifiers of turn methods

enum contains identifiers of altitude types

enum contains identifiers of vehicle formations

table contains identifiers of behavior options (id) and their values (val) as enums for airborne, ground and naval units / groups.

Источник

Файлы пользователей

Havoc’s Quick Autostart for UH-1H

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RAF Tornado GR4 Camo and Desert Storm generic skins

Tornado Skins created by me after heavily modifying the template created by pallmall (Great work thanks)

RAF Camo made from scratch
RAF Desert Storm

Generic no names good for statics

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Mirage F1CR, Airborne Tactical Advantage Company (ATAC), 2022 V1.0

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Dead Head Fictional Su-33 «Deep Ocean» Skin

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F/A-18C Operation Black Knight [Singleplayer][No SuperCarrier Version]

Georgias Ultranationalist have started a civil war in the recent weeks and have taken importants cities, their forces are financed and supplied by Russian oligarchs and their government, it is suspected that their intention is to change the democratically elected government of Georgia for a pro-Russian one that allow the construction of a new gas pipeline that will reach Turkey, Syria, and the Middle East.

The insurgents advance has taken the Georgian forces by surprise and they have managed to capture key cities. The Georgian government has requested urgent help from NATO and the US. In response to Georgia’s request, the US has sent TASK FORCE 60 led by CVN-73 USS George Washington carrying VFA-192 of which you are a squadron leader.

Operation Black Knight begins and its objective is to help the Georgian forces to recover their country and eliminate the insurgent forces, we must act with caution, we must not provoke Russia and lead the country into a large-scale war

Источник

X-Plane Flight Simulator 9+

Laminar Research

Снимки экрана

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Описание

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√ Massive multiplayer with thousands of other pilots and controllers in a single shared world (Professional subscribers only; non-subscribers can get free trial flights for a limited time)
√ Fully interactive cockpits on many aircraft, wired to real systems models, with working gauges, displays, buttons, & switches
√ Full startup procedures supported on many aircraft (optionally start any aircraft from cold & dark)
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• Boeing B747-400 Jumbo Jet w/ 3 liveries
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• Douglas DC-3 Airliner w/ 3 liveries
• McDonnell Douglas MD-80 w/ 3 liveries
• A-10 Thunderbolt II (“Warthog”) Fighter
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Come join tens of thousands of other pilots and controllers in a single, shared world!

Try the Fly-In of the Day to meet up with hundreds of other pilots, or explore the MMO world for more chance encounters.

Massive multiplayer is in early access—we wanted to get it in your hands as soon as possible—so we’re going to continue adding new features & improvements over the coming months.

Terms of Service available at: https://www.x-plane.com/x-plane-mobile-terms-of-service/

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Источник

Внутриигровые вопросы

Внутриигровые вопросы

Как сохранить настройки управления?

Скопируйте эту папку:

c:\Users\ \Saved Games\DCS\Config\Input\

Учтите, что на новой системе у вас могут смениться ID устройств, поэтому старые конфиги могут не подходить к новой системе.

Где хранятся пользовательские настройки (джойстики, скриншоты, треки, графика и т.д.)?

ПО умолчанию все пользовательские файлы хранятся в c:\Users\ \Saved Games\DCS

Как использовать обзор мышкой?

Переключение режима делается с помощью комбинаций клавиш Ctrl+C или ДаблКлик колесиком

Ответ: Кнопки мыши зарезервированы для управления кликабельными элементами кабины. Назначить для них другие команды штатными средствами не получится. Если софт вашей модели позволяет эмулировать нажатия клавиш, можно попробовать через него, но тогда не получится нормально работать с арматурой кабины.

На МиГ-29 на МФД вместо радара/маршрута дубль ИЛС как изменить?

Изменить это не получится.
На представленных в нашем симуляторе моделях МиГ-29 (А, С и G) ИПВ работает только в режиме дубль.

Именно так он и должен работать.

Как в процессе радиодиалога с ведомым (или FAC) вызвать аэродром (или наоборот), можно ли вести одновременно несколько диалогов?

Можно. Радиодиалоги переключаются комбинацией , при этом упрощенный режим переговоров должен быть отключен. Активный в данное время диалог обрамляется рамкой на экране.

Не работает меню радиопереговоров в воздухе.

Как работают настройки сложности игры в одиночной игре и в мультиплеере?

В обычной ситуации действуют те настройки, которые заданы у игрока в игровых настройках.
Если автор миссии хочет, чтобы его миссия всегда игралась с какой-то определенной опцией, то он в редакторе ставит галочку «ПРИНУДИТ.» и указывает значение опции.

Игроки, которым не нравится, что их заставляют использовать какие-то опции, могут включить режим игнорирования настроек миссии при помощи галочки «ИСПОЛЬЗОВАТЬ ЭТИ ОПЦИИ ДЛЯ ВСЕХ МИССИЙ» в окне игровых настроек.

При запуске сетевой игры нет доступа к редактору, поэтому всегда используются те настройки, которые сохранились в миссию при ее крайнем сохранении в редакторе. То есть, на сервере будут те же самые опции, какие были бы, если бы после крайнего сохранения миссии ее автор нажал на кнопку «ВЫЛЕТ».

Можно ли автоматически запустить миссию, не нажимая кнопку PAUSE?

В синглплеере нельзя. А вот в мультиплеере (для сервера, конечно) можно, для этого нужно отредактировать в файле Saved Games\DCS Warthog\Config\Network.cfg одну строку: pause_on_load = true, меняется на pause_on_load = false,

Как ограничить максимальный FPS в игре? Как изменить настройки графики и скриншотов?

Как отключить текстовые информационные сообщения в мультиплеере?

В файле Saved Games\DCS\Config\network.cfg надо прописать
disable_events = true

Как мне установить новую текстуру окраски?

Пример использования новых окрасок можно найти на нашем форуме, пройдя по этой ссылке:
http://forums.eagle.ru/showpost.php?p=1764448&postcount=9

Расположение аэродромов и магнитные курсы их ВПП не совпадают с реальными аналогами.

Не все наши аэродромы полностью идентичны их реальным аналогам. Информацию по курсам можно найти в планшете либо на карте Редактора Миссий.

Меня не устраивают дефолтные быстрые виды (snap-view), как пользоваться своими?

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Как сбросить пользовательские настройки быстрых видов (snap-view)

Почему не работает секундная стрелка на часах?

Для включения секундомера нужно назначить комбинацию на команду «Часы, секундомер, пуск/стоп/сброс»
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Язык, установка, переустановка, временное отключение модуля

Как включить кликабельную кабину в Горячих Скалах?

Никак. Самолёты из ГС3 не имеют кликабельных кабин.

Передняя стойка Су-27 на рулении не реагирует на педали.

В обновлении 1.5.6 от 10.02.2017 добавлены осевые команды управления тормозами основных стоек, а также команда включения/выключения механизма разворота носовой стойки.
Используйте сочетание клавиш ЛевыйALT+Q для включения механизма разворота

Источник

Su-27 for DCS World

The Su-27, NATO codename Flanker, is one of the pillars of modern-day Russian combat aviation. Built to counter the American F-15 Eagle, the Flanker is a twin-engine, supersonic, highly manoeuvrable air superiority fighter. The Flanker is equally capable of engaging targets well beyond visual range as it is in a dogfight given its amazing slow speed and high angle attack manoeuvrability. Using its radar and stealthy infrared search and track system, the Flanker can employ a wide array of radar and infrared guided missiles. The Flanker also includes a helmet-mounted sight that allows you to simply look at a target to lock it up! In addition to its powerful air-to-air capabilities, the Flanker can also be armed with bombs and unguided rockets to fulfil a secondary ground attack role.

Su-27 for DCS World focuses on ease of use without complicated cockpit interaction, significantly reducing the learning curve. As such, Su-27 for DCS World features keyboard and joystick cockpit commands with a focus on the most mission critical of cockpit systems.

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Introduction

The Su-27, NATO codename Flanker, is one of the pillars of modern-day Russian combat aviation. Built to counter the American F-15 Eagle, the Flanker is a twin-engine, supersonic, highly manoeuvrable air superiority fighter. The Flanker is equally capable of engaging targets well beyond visual range as it is in a dogfight given its amazing slow speed and high angle attack manoeuvrability. Using its radar and stealthy infrared search and track system, the Flanker can employ a wide array of radar and infrared guided missiles. The Flanker also includes a helmet-mounted sight that allows you to simply look at a target to lock it up! In addition to its powerful air-to-air capabilities, the Flanker can also be armed with bombs and unguided rockets to fulfil a secondary ground attack role.

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Su-27 for DCS World focuses on ease of use without complicated cockpit interaction, significantly reducing the learning curve. As such, Su-27 for DCS World features keyboard and joystick cockpit commands with a focus on the most mission critical of cockpit systems.

Design

The main feature for the success of the Su-27 design is its aerodynamic configuration, known as «integrated aerodynamic concept» by its designers. This configuration is one with extremely blended wing and fuselage. The low-aspect ratio trapezoidal midwing is fitted with large leading-edge root extensions (LERX) and blending into the fuselage creating a single lifting body.

The aircraft has a near-zero static stability and thus require a fly-by-wire system. The SDU-10 pitch-only fly-by-wire system controls the pitch of the aircraft to ensure stability and controllability for the pilot, increase aerodynamic performance, limit overload and angle of attack when needed and decrease the airframe aerodynamic load.

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Two AL-31F afterburning turbofans are placed in seperate, widely spaced engine nacelles that are mounted under the lifting body. The air intakes are fitted with variable ramps.

The Su-27 has twin vertical fins fitted on the outer sides of the fuselage and twin central fins underneath. The airbrake is placed in the center of the mid-section of the aircraft behind the cockpit. The tricycle landing gear of Su-27 and Su-27UB has a single wheel on each strut. The nose wheel is fitted with a mudguard to protect against foreign object damage (FOD).

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Systems and Avionics

The basic Su-27 is fitted with the SUV-27 fire control system, which incorporates the RLPK-27 radar sighting system, OEPS-27 electro-optical sighting system, SEI-31 integrated indication system, IFF interrogator and built-in test system. The fire control system in integrated with the PNK-10 flight navigation system, radio command link, IFF system, data transmission equipment and EW self-defence system.

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The RLPK-27 system and is controlled by the Ts-100 digital computer and includes the N001 pulse-Doppler lookdown-capable radar with a range of 80-100 km in the front hemisphere and 30-40 km in the rear hemispehere for a fighter-sized target. It can simultaneously track up to ten aerial targets in track-while-scan mode and provide interception of the top priority target.

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The OEPS-27 electro-optical sighting system consist of the OLS-27 infrared/laser search-and-track system (IRST) and the Shchel-3UM helmet-mounted target designator and is controlled by the Ts-100 digital computer. The OLS-27 sensor is placed forward of the cockpit canopy in the centre. The system acquires and tracks aerial targets by their thermal signatures. The helmet-mounted sight and the laser range finder of the IRST can also be used to visually acquire and determine coordinates of air and surface targets.

The SEI-31 integrated indication system provides flight, navigation and sighting data on the ILS-31 head-up display (HUD) and head down display. The EW self-defence systems provides warning to the crew when illuminated by enemy radar and employs both passive and active countermeasures. The aircraft is equipped with the SPO-15 Beryoza RWR and APP-50 chaff and flare dispenser that is placed in the tail section between the engine nozels. In addition, the aircraft can carry the Sorbtsiya active ECM pods on its wingtips.

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Cockpit

The basic Su-27 cockpit layout consist of analogue instruments, HUD and head down display to display data from radar and electro-optical sight (IRST). On both sides of the HUD control panel, there are sensors for the helmet-mounted target designator system. On the right side below the Head Down Display the RWR indicator is placed.

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Performance

Takeoff weight:
— normal (including 2xR-27R + 2xR-73, 5270 kg fuel), kg
— maximum, kg
23,430
30,450
Maximum landing weight, kg21,000
Max landing weight, kg23,000
Maximum internal fuel, kg9,400
Maximum ordnance, kg4,430
Service ceiling (without external ordnance and stores), km18.5
Maximum flight speed at sea level (without external ordnance and stores), km/h1,400
Max Mach (without external ordnance and stores)2.35
G-limit (operational)9
Maximum flight range (with missiles 2xR-27R, 2xR-73 launched at half distance):
— at sea level, km
— at height, km
1,340
3,530
Maximum airborne time, hours4.5
Take-off run at normal takeoff weight, m450
Landing run at normal landing weight (with braking parachute), m620
Aircraft dimensions:
— length, m
— wingspan, m
— height, m
21.9
14.7
5.9
Crew1
Number and type of engines2xAL-31F
Thrust:
— in afterburner, kgf
— at full power, kgf
12,500
7,670

Armament

Guns: 1 x 30 mm GSh-301 cannon, 150 rounds

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Air-To-Air missiles

Up to 6 x R-27R SARH air-to-air missiles

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Up to 6 x R-27ER SARH air-to-air missiles extended range

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2 x R-27T IR air-to-air missiles

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2 x R-27ET IR air-to-air missiles extended range

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Up to 6 x R-73 IR air-to-air missiles

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Air-To-Ground Weapons

Su-27 can carry a solid list of non guided bombs and rockets.

High explosive general purpose bombs FAB-100, FAB-250, FAB-500.

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Concrete piercing bombs BetAB-500.

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Cluster munitions RBK-250, RBK-500, KMGU.

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Rockets S-8, S-13, S-25.

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Illumination bomb SAB-100.

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Flight Control System (FCS)

The Su-27 is controlled by a combination of mechanical and fly-by-wire sub-systems. The longitudinal control is maintained by the synchronous deflection of stabilizers and lateral control is maintained by the differential deflection of flaperons, stabilizers, and rudders. Directional control is maintained by the deflection of rudders.

The mechanical control system is intended for differential deflection of flaperons as part of the lateral control system; synchronous deflection of flaperons during takeoff and landing; rudder deflection during pedal movement; and artificial flight control loading and trimming.

The fly-by-wire system is intended for manual control of the aircraft via longitudinal and lateral channels to provide desired stability and control qualities; to limit angle-of-attack and g load; to control wing leading edges; and for synchronous control of flaperons during maneuvering.

Longitudinal Channel

In order to improve maneuvering performance, the Su-27 has a low degree of pitch stability, which resulted in the necessity of using the fly-by-wire system for augmenting control stability of the aircraft.

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Longitudinal channel stabilizer control schematic block diagram

The longitudinal channel of the fly-by-wire system has three operational modes:

The TAKEOFF-LANDING and FLIGHT modes of the fly-by-wire system are switched automatically in accordance with landing gear position.

The DIRECT CONTROL mode is switched on if the fly-by-wire system fails. Piloting in this mode requires special care; the flight is characterized by:

When in this mode, compensate for the aircraft’s tendency to change pitch by using short, preemptive stick inputs. Refrain from abrupt, large stick inputs. Angle of attack in this mode should not exceed 10 degrees (the flight envelope limiter does not restrict the angle in this mode); perform turns with a bank no more than 45 degrees.

It is in this mode that the «Pougachev’s Cobra» aerobatic maneuver is performed.

The fly-by-wire system is a trajectory control system. In other words, if the control stick remains in the same position, the system will hold the set flight path. This is why the reduction of airspeed (for example) and resulting decreased lift and increasing angle of attack, will lead to the aircraft attempting to hold the initial flight path and prevent the aircraft from descending. This will result in the airspeed stability degradation up to neutral stability.

The longitudinal control system includes an airspeed trimming law that generates a signal proportional to the ram air. When the indicated airspeed is increased, the FCS causes the stabilizers deflection (up to 5 degrees) nose down. When decelerating, it causes the nose to come up. This imitates the airspeed stability of the aircraft, which is neutral in the presence of a g loading feedback signal. The airspeed stability imitation allows the pilot to use the control stick like he or she would with a stable aircraft.

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Stabilizer trimming (ST) – ram-air flow (CAS) diagram

This is a logic law of the FBW and is based on tick longitudinal deflection vs ram air pressure. This control law makes the pilot «feeling» of flying at an airspeed-stable aircraft. The law is also intended to increase the flight safety when decelerating. As the aircraft is neutrally stable by airspeed, it should increase the angle of attack in decelerated flight. The aforementioned control law prevents from this by deflecting stabilizers to decrease the AoA.

When accelerating, to keep the aircraft level, it should be trimmed «nose down» as the airspeed increases.

Lateral Channel

Roll control is performed by flaperons working as ailerons (flaperons are also deflected down as flaps when in the takeoff-landing mode) and by differential stabilization. With increased angle of attack, the rudders are used to control roll (see Directional channel).

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Lateral channel stabilizer control schematic block diagram

The flaperons and rudders belong to the mechanical part of the control system. The lateral channel of the fly-by-wire system, which includes differential control mechanism and roll damper, controls the differential stabilizer deflection.

The differential control mechanism is actuated by side stick inputs and provides differential stabilizer deflection. The degree of this deflection depends on the indicated airspeed and angle of attack.

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AoA and CAS correction of the differential stabilizer

Reduction of differential stabilizer deflection as V increases excludes large loads on the fuselage tail section at high indicated airspeeds and their reduction with the angle of attack increase excludes manifestation of roll yaw reversal.

The roll damper provides differential stabilizer deflection by roll rate, and it is intended to counteract short-period, roll oscillations.

As indicated airspeed increases at low-to-medium altitude, the maximum roll rate ωх max is increased, reaching the highest value within an indicated airspeed of 600. 800 km/h. Here, the maximum ease of the lateral aircraft control is observed.

With a further increase of the indicated airspeed, the lateral handling gradually deteriorates, which becomes noticeable at airspeeds greater than 1200 km/h.

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Roll rate – CAS diagram

Such dependence of the lateral handling based on indicated airspeed is accounted for by the following factors:

Directional Channel

Directional yaw control is performed by symmetrical deflection of the rudders. Transmission of inputs from pedals to the rudders is conducted by means of a mechanical linkage. Additionally, yaw sub-channel servo units of the fly-by-wire system are mechanically connected to the rudders with half-travel authority.

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Directional channel rudder control schematic block diagram

The yaw sub-channel of the fly-by-wire system includes the following automatic devices:

Roll-Yaw crossfeed system operates in accordance with side stick inputs. It deflects the rudders to the same side as the control stick. This eliminates adverse sideslip caused by the difference in drag by half-wings. It also improves a lateral controllability, especially at high angles of attack.

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Rudder – AoA diagram

Due to this, lateral control is preserved up to an angle of attack of 28 degrees and there is no roll reversal due to control stick movement.

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Roll rate – AoA diagram

Yaw stability system operates in accordance with lateral acceleration inputs and it provides required characteristics for aircraft yaw stability due to the aircraft having relaxed statistic yaw stability. This is due to the peculiar properties of the Su-27’s aerodynamic configuration aft of the center of gravity, elongated lateral wing area of the fuselage, and forward fin displacement. The operating principle of the Su-27’s yaw stability system is similar to that of the pitch stability augmentation system.

Yaw damper provides the required characteristics needed for lateral dynamic stability.

In order to decrease loads on the fins and the aft fuselage as a whole at the speeds of over 600 km/h, and when the landing gear is up, a spring mechanism is connected to the directional control system providing for the locking stop in the mid-travel of the pedals to each side. It is forbidden to override the locking stop of the pedals at the airspeeds over 600 km/h. This is why pedal travel at these speeds is reduced by half in this simulation.

Engines

The powerplant of the Su-27 includes two АЛ-31Ф (AL-31F) engines, each of which has its own turbine starter ГТДЭ-117 (GTDE-117). Because both engine have a separate starter, both individual and simultaneous starting of both engines is possible.

Engine Ground Start

In order to start the engines on the ground, one should:

After this, the engine starter doors will open, the door limit switch actuates and puts the starter circuit into operation. Based on the starter circuit command, fuel is provided to the turbine starter and the annunciator «ЗАПУСК» (START) is lit in the cockpit.

The starter circuit turns on the electrical starter motor, ignites the turbine starter, and supplies oxygen to the turbine starter. After ten seconds, the turbine starter will turn off these accessories and simultaneously turns on ignition of the main chamber. The turbine starter spins up the engine rotor and the fuel control unit controls fuel flow to the main chamber. After ignition in the main chamber, the turbine comes into operation and accelerates the engine rotor together with the turbine starter. At 35% of the engine RPM, the ignition exciter in the main chamber switches off. At 53% of the engine RPM, or after 50 seconds, the turbine starter and starter circuit are switched off, which is indicated by the annunciator «ЗАПУСК» (START) turning off. The engine then reaches IDLE mode automatically.

Nozzle Control System

The nozzle control system is intended to change the diameter of the exhaust nozzle in accordance with the desired law.

Before engine start, during the ignition and when in IDLE mode, the nozzles are completely open to provide the most favorable conditions for engine start: the greatest torque of the turbine, minimum overheating, and the minimum thrust during IDLE mode. When the throttle is moved forward to 77-81% of the engine RPM, the nozzles close partially in order to produce improved thrust characteristics. When the afterburner is switched on, the nozzles opens in order to maintain the turbine exhaust temperature. As the thrust augmentation ratio increases, the nozzles open.

When the landing gear is extended, the nozzles partially closed in order to preserve the power margin and to avoid nozzle contact with the runway during the touchdown. Due to this, the thrust is increased when on the glide path. In order to decelerate, the speedbrake should be used.

Источник

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Theme & icons 1920×1080 for «SUPER ETENDARDS PACK 2021 2.7.2 by the Cuesta brothers»

SEM PACK : https://forum.dcs.world/topic/259421-clemenceau-class-version-004-and-super-etendards-pack-2021-272-by-the-cuesta-brothers/

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Canyon Run Air Defense Gauntlet Draft

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RAF Tornado GR4 Camo and Desert Storm generic skins

Tornado Skins created by me after heavily modifying the template created by pallmall (Great work thanks)

RAF Camo made from scratch
RAF Desert Storm

Generic no names good for statics

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Mirage F1CR, Airborne Tactical Advantage Company (ATAC), 2022 V1.0

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FBO-Fixed Base of Operations Map Bundle v1.17 ( Mirage added )

What’s new: South Atlantic map and Mirage F1 added ( listed under NATO Aircraft Menu )

This is a zip file with all the maps included. Unzip the download to extract the missions.

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FBO-Fixed Base of Operations South Atlantic Map v1.17 ( Mirage F1 added )

What’s new: This map and Mirage F1 ( listed under NATO Aircraft Menu )

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Авиасимулятор DCS World делают бесплатным на месяц

Российская компания Eagle Dynamics и британское издательство The Fighter Collection в марте 2018 года выпустили в Steam реалистичный и сложный авиасимулятор DCS World. А теперь объявили месяц свободного доступа к нему для всех.

Стоит отметить, что игра DCS World и ранее была бесплатной, но при этом игроки получали доступ лишь к штурмовику Су-25 (Frogfoot) и истребителю TF-51D Mustang. Теперь же все желающие смогут испытать весь дополнительный контент, кроме кампаний.

Вдобавок целый ряд DLC к симулятору DCS World в настоящее время продаётся за полцены. Так что тем, кто задастся целью собрать все платные дополнения, придётся потратить меньше 150 тысяч рублей. А часть выручки создатели обещают отправить на борьбу с коронавирусом. Акция бесплатного доступа стартует 19 апреля и продлится до 19 мая. Желающим испытать своё лётное мастерство рекомендуют начать с обучающих роликов на YouTube.

Про то, что купить можно дешевле ста пятидесяти тысяч, кстати, не шутка

Есть еще те кто не шарят за цену dlc к симуляторам? Это норма.

До трейн симулятора от микрософта еще далеко))

Зачем это если есть ВАРТАНДЕР!

ВарТандеру до реализма DCS как раком до Китая.

Более n тысяч единиц военной техники

Уровень проработке самолетов в DCS на уровне тренажера. Warthunder аркада.

зачем вартандер, если есть танчики на денди?

Крутая штука. Тот случай, когда гораздо более, чем просто игра, а самый настоящий симулятор, дающий реальные навыки, теоретически (остается вопрос доступа к штурвалу настоящей авиатехники) применимые в реальной жизни. Осталось понять где бы на месяцок надыбать джойстик ибо без него несерьезно в такое заходить.

научился летать на Граче в dcs с джойстиком и педалями, вполне уверен, что смогу взлететь на реальном самолете (вот сесть не факт, но возможно)

всегда можешь трижды нажать ctrl+e

взлететь вряд ли сможешь, а до посадки дело даже не дойдет. ну по крайней мере на земле точно окажешься)))

тут желательно рус, руд и педали

Нет. Кстати, однажды разговаривал с одним лётчиком (командиром полка) которому никак не получалось посадить самолёт в каком-то авиасиме)))

Ну старый грач в dcs вроде как с упрощенной авионикой и не кликабельной кабиной (т.е. запуск 2-3 кнопками). Так что ой как не факт. Вот на миг21бис запустись 🙂

Это не так, даже если воспринимать DCS как песочницу толком выучив только азы, угара просто огромное количество. Главное (как и в любой другой песочнице) уметь себя развлечь.

насчёт стоимости модулей и проработки разных характеристик. Там ведь до сих пор есть пара моделек взятых с какого нибудь лок она. Для примера пару картинок для сравнения

И возьмём пару управляемых аппаратов. Разница в качестве так сказать на лицо

40 часов налетал, лол. Еще в Шторм хочу поиграть, но никак не могу РУД включить.

У меня такой же валяется. Батарейки бы еще))

Отлично, наконец-то можно будет устроить highway to the danger zone.

Стима это не касается, к сожалению.

Не согласен, есть режим аркады как раз для пиу-пиу. Я с такого начинал, но когда дорос до режима симулятора, тут я прозрел и уверовал.

Всегда можно начать осваивать один модуль и досконально по видеоурокам.

Как раз к концу месяца поймёте, как взлётать)

Оказалось, что для стима бесплатно дают только пару неупершихся мне самолётиков, так что я удалил стим версию и решил поставить стэндэлон. Бляяяяяя. Какая же мразь создала этот квест.

Казалось бы зачем эти танцы с бубном с юТоррентом и ХТТП? А очень просто: если остановишь загрузку, то потом он не станет продолжать её, пока у тебя не будет на диске снова свободно 70 Гб.

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Файлы пользователей

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SH-3D Seaking (AI only) «Il grande assente»

DSMC 1.2.5 for DCS World 2.7

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BOOM’s mirage 2000 custom RWR

EDIT: DEPRICATED IN DCS 2.7 ONWARD

a mod that changes the mirage 2000 rwr to something that in my opinion is better

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Hercules Air Express Material Handling Equipment (MHE) 40K Loader Mod V1.2

Hercules Air Express Material Handling Equipment (MHE) 40K Loader Mod V1.2

Six liveries of the iconic MHE used to load military transport aircraft worldwide. Low (C-130), Mid (KC-135), and Up (KC-10) preset lift heights.

Tested in DCS 2.7 to serve as an airfield static object, AI vehicle or player driven (if you own Combined Arms.) Place in your Saved Games\Mods\Tech folder.

Hercules Air Express Motto: «We put the Air Freight in Airlift!»

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Certain Russian AA missiles got buffed to give Redfor AI a fighting chance in BVR.

This mod breaks integrity check, so fair warning.

Feedback and suggestions are always welcome 🙂

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It’s not a Moon

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Коррекция дисплеев / Displays corrections

Произведена коррекция изображения на дисплеях по вертикали символов. Если по горизонтали всё ровно было, то вот по вертикали символы были смещены снизу вверх. Это мне показалось странным и нелогичным и неправильным. Я решил это исправить.

Correction of the image on the displays along the vertical characters. If everything was even horizontally, then vertically the symbols were shifted from bottom to top. It seemed to me strange and illogical and wrong. I decided to fix it.

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HMAS Melbourne II (R21) (Part 2 of 2) Release 1.1

The Royal Australian Navy’s last fixed wing aircraft carrier. Commisioned in 1955, and decommissioned 1982, the HMAS Melbourne was one of the many carriers based on the 1942 Light Fleet Carrier specification comprising the Colossus and Majestic class carriers, which equiped the navies of Argentina, Australia, Brazil, Canada, France, India, and the Netherlands, the last being decomissioned in 2001.
She operated Sea Vixen, Gannet, A-4G Skyhawk & S-2G Tracker fixed wing aircraft, and Sycamore, Wessex, and Sea King helicopters in her 27 year service with the RAN.
**This is part 2 of 2** Both files are required.

Verified functional on DCS 2.5 and 2.7

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HMAS Melbourne II (R21) (Part 1 of 2) Release 1.1

The Royal Australian Navy’s last fixed wing aircraft carrier. Commisioned in 1955, and decommissioned 1982, the HMAS Melbourne was one of the many carriers based on the 1942 Light Fleet Carrier specification comprising the Colossus and Majestic class carriers, which equiped the navies of Argentina, Australia, Brazil, Canada, France, India, and the Netherlands, the last being decomissioned in 2001.
She operated Sea Vixen, Gannet, A-4G Skyhawk & S-2G Tracker fixed wing aircraft, and Sycamore, Wessex, and Sea King helicopters in her 27 year service with the RAN.
**This is part 1 of 2** Both files are required.

Verified functional on DCS 2.5 and 2.7

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DCS: Flaming Cliffs 3

DCS: Flaming Cliffs 3 (FC3) is the next evolution of the Flaming Cliffs series. FC3 features the F-15C, A-10A, Su-27, Su-33, MiG-29A, MiG-29S, Su-25T, and Su-25. FC3 aircraft provide an easy learning curve for new players and focuses on a broad range of aircraft rather than a detailed single aircraft. FC3 adds a number of new features and improvements to previous versions of the Flaming Cliffs series. FC3 is a module of DCS: World, which makes it compatible with all other DCS: World titles like A-10C, Black Shark 2, P-51D, and Combined Arms.

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Introduction

DCS: Flaming Cliffs 3 (FC3) is the next evolution of the Flaming Cliffs series. FC3 features the F-15C, A-10A, Su-27, Su-33, MiG-29A, MiG-29S and Su-25. FC3 aircraft provide an easy learning curve for new players and focuses on a broad range of aircraft rather than a detailed single aircraft. FC3 adds a number of new features and improvements to previous versions of the Flaming Cliffs series. FC3 is a module of DCS World, which makes it compatible with all other DCS: World titles like A-10C, Black Shark 2, P-51D, and Combined Arms.

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New Key Features for the Flaming Cliffs Series

The Flaming Cliffs 3 Aircraft

MiG-29A and MiG-29S Fulcrum

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Western observers often conclude, inaccurately, that the Su-27 and MiG-29 were born of a single design program, which copied the U.S. Navy’s F/A-18, no less. Indeed, the Su-27 and MiG-29 look quite similar and some observers cannot readily tell the two aircraft apart, despite the MiG-29 being substantially smaller than the Su-27. Both the Su-27 and MiG-29 design teams reportedly worked with common research data and drew common design conclusions. The MiG-29 has been much more widely exported than the Su-27, serving in many former Warsaw Pact air forces, several of which have since joined NATO (bringing their Soviet-made MiG-29s with them).

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The MiG-29 originally shared most of its avionics suite with the Su-27 (including the radar, the Electro-Optical System (EOS), and the helmet-mounted sight), but was designed as a short-ranged fighter, not as an interceptor. The EOS lets the Fulcrum search for, track, and engage targets without emitting telltale radar signals. Being smaller, it doesn’t carry as many missiles as the Su-27, but its high-AoA maneuverability coupled with the R-73 (AA-11) Archer high off-boresight, heat-seeking missile and helmet mounted sight makes the MiG-29 a deadly dogfighter. The slow-speed turning fight is the MiG-29’s preferred arena where it can use its high-AoA capability to point its weapons at a floundering target. The newer MiG-29S includes onboard electronic countermeasures, a greater fuel load, and the ability to carry the medium-ranged R-77 (AA-12) Adder missile.

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As with the Su-27, critics cite weak avionics and poor cockpit design as weaknesses of the MiG-29. The later MiG-29S (Fulcrum C), though, incorporated numerous improvements including better defensive countermeasures and increased fuel capacity. The MiG-29 reportedly requires a significant amount of maintenance, especially the engines. German MiG-29s (inherited from the East when Germany was re-unified) have had their engine performance «tuned down» to somewhat lengthen engine lifespan. Obtaining spare parts continues to be a concern for former Warsaw Pact nations.

Russian forces in DCS World employ the MiG-29A and MiG-29S, while German forces operate only the MiG-29A.

Su-27 and Su-33 Flanker

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The Su-27 Flanker B and its variants are some of the most impressive and capable fighter aircraft in the world, designed to beat the vaunted F-15C. Born in the waning years of the Cold War, the Flanker did not have an easy life. The initial design suffered serious problems. Then, the breakup of the Soviet Union hindered its deployment, denying it the opportunity to prove itself as one of the world’s greatest aircraft.

The Su-27 is tailored for air-to-air combat, not air-to-ground. Armed with the R-27 (AA-10) Alamo series of missiles, the Flanker has an impressive beyond visual range (BVR) capability. Meanwhile, the helmet mounted sight and high off-boresight R-73 (AA-11) Archer heat-seeking missile, coupled with the Su-27’s high thrust and sustained turn capability, gives the aircraft a powerful edge in a knife fight. High-AoA maneuvering helps the pilot point his weapons at the enemy. Finally, its very large internal fuel capacity keeps it in the fight well after other fighters are running on fumes. It carries as many as ten air-to-air missiles, giving it an impressive «punch».

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Detractors criticize the Su-27’s avionics and cockpit layout, citing limited ability to track/engage multiple targets, high reliance on Ground Control Intercept (GCI) control, and high pilot workload. However, its passive Electro-Optical System (EOS) lets it find and engage targets without any radar emissions (which can warn the target). Debate continues whether high-AOA maneuvers (such as tail slides and the famed «Cobra») are useful as combat tactics or merely impressive air show stunts.

Su-27 pilots should keep in mind that although the Flanker has a very large internal fuel capacity, hence the lack of external fuel tanks, a fully fueled Flanker can be a very poor performer in a dogfight.

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Originally named the Su-27K, this cousin of the Su-27 was specifically designed to operate from Soviet aircraft carriers. Equipped with canards for improved take off and landing performance, the first Su-27K made its maiden flight in 1985. The tail cone was shortened to reduce the risk of tail strike during high-AoA carrier landings, but this also reduced the space available for defensive countermeasures (including chaff and flare dispensers). The Su-33 uses the same radar as the Su-27 and, to a large extent, the same cockpit as well. Neither the Su-33 nor Su-27 has air-to-surface radar modes.

F-15C Eagle

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The F-15C has often been labeled as the greatest fighter aircraft in the world. Designed to counter the exaggerated capabilities of the Soviet MiG-25 «Foxbat», the F-15C has been the backbone of U.S. air defense for three decades. The F-15C, equipped with improved avionics and weapons over the original F-15A, has scored over 100 air-to-air victories in the service of Israel, Saudi Arabia, and the U.S. without suffering any losses.

The F-15C rules the Beyond Visual Range arena (BVR). No slouch in a dogfight, the F-15C excels at finding targets, positively identifying them as hostile, and engaging them with AIM-120C AMRAAM missiles before the enemy can respond.

The F-15’s versatile pulse-Doppler radar system can look up at high-flying targets and down at low-flying targets without being confused by ground clutter. It can detect and track aircraft and small high-speed targets at distances beyond visual range down to close range, and at altitudes down to tree-top level. The radar feeds target information into the central computer for effective weapons delivery. For close-in dogfights, the radar automatically acquires enemy aircraft, and this information is projected on the head-up display.

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The Eagle is somewhat restricted in the close-in dogfight. The AIM-9M Sidewinder, a reliable weapon that has soldiered on since the 1960’s, does not have the high off-boresight capability of recent Russian heat-seeking missiles. F-15C drivers should generally favor the higher-speed «energy fight» in favor of the low-speed turning duel, especially against nimble adversaries.

A-10A Thunderbolt II

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Designed as a Close Air Support (CAS) platform to counter the massive quantities of Soviet armor during the Cold War, the «Hog» is heavily armored and carries an impressive weapons load including the deadly GAU-8A 30mm anti-armor cannon. Efforts to retire the A-10 from active duty began gaining momentum in the late 1980s, but fell by the wayside after the aircraft’s stellar performance during the 1991 Gulf War.

The A-10 was intended to fly low, using the terrain to mask its presence from enemy SAMs. Low flying, however, places the aircraft in the heart of the AAA engagement zone. Therefore, the aircraft is heavily armored, including a «titanium bathtub» that surrounds the pilot. When the threat of SAMs has been reduced, the A-10 generally flies missions at medium altitudes, placing it safely out of the reach of AAA guns.

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The sub-sonic A-10 can carry AIM-9 Sidewinders for self defense, but should avoid dogfighting. It carries an impressive air-to-ground weapons load, but lacks the power for a sustained fight against a dedicated air-to-air platform. When confronted by an enemy fighter, the Hog pilot should use the A-10’s impressive turn rate capability to point the nose (and the dreaded 30mm cannon) at the attacker. When the attacker overshoots, unload and extend until the attacker makes another pass, then use another maximum-rate turn to point the nose back at the adversary.

Su-25 Frogfoot

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The Su-25 Frogfoot bears little resemblance to the U.S. A-10A, but it was designed for a very similar Close Air Support (CAS) ground-attack mission. The Su-25 was built to operate near the forward edge of battle area (FEBA) from rough, «unimproved» airstrips, and can carry a loadout with tools, spare parts, auxiliary power supply, a pump for manual refueling and other «self deployment» supplies. It carries a wide variety of weapons for missions including anti-personnel, runway denial, and tank killing.

The fortified cockpit and armored canopy help protect the pilot from anti-aircraft artillery (AAA) and small arms fire while engaging targets at low altitude. Ingressing at low level, the Su-25 hunts down targets, pops up, delivers its weapons, and dives back behind terrain. The Su-25 may arguably be the most power ground-attack aircraft in Eastern inventories.

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The Su-25 is not intended for dogfighting though. Its primary defense against patrolling fighters is simple avoidance. When engaged, the Su-25 should operate at extremely low altitude, which hampers enemy fighters’ ability to engage it. Using terrain as available, the pilot should turn to face oncoming threats or extend away from the fight if given the opportunity.

DCS World Integration

DCS: Flaming Cliffs 3 operates as part of DCS World. As such, DCS World must be installed prior to installing DCS: Flaming Cliffs 3. DCS World is a new, free, combat simulation. DCS World provides a free-to-play Su-25T ground attack aircraft with no online restrictions. Online DCS: World includes friendly and enemy forces that can be controlled by other players or AI air and ground units. The purchase of additional DCS modules allows the player to have careers as pilots of the A-10C Warthog, KA-50 Black Shark attack helicopter, P-51D Mustang, or armor vehicle commander. You may read more about DCS: World and its modules at: http://www.digitalcombatsimulator.com/

Common F-15C and A-10A Changes

New F-15C Cockpit and Updated Cockpit Systems

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Perhaps the most noticeable new features with Lock On: Flaming Cliffs 3 is the new, beautiful cockpit. This cockpit is fully rendered in every detail and provides 6 degrees of freedom of movement within the cockpit. This new cockpit includes both day and night lighting, an improved HUD that is focused to infinity, re-worked HUD symbols and many improvements and new functions for the radar and radar warning receiver:

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Changes to the A-10A

Changes to the MiG-29 and Su-27/33

Common Changes to All Aircraft

Improved Air-to-Air Missile Flight Dynamics

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With a return to a heavy focus on air-to-air combat in DCS: Flaming Cliffs 3, the flight dynamics physics of air-to-air missiles has been improved in multiple ways:

Resource Manager

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In any war, logistics plays one of the most critical roles. If an army air force cannot be resupplied, it will be useless in battle. The new Resource Manger allows mission designers to add the element of resource management into missions.

Mission builders can now place warehouses on the battle map and allow them to resupply airbases and other facilities with set amounts of weapons and fuel. This can be done for both single player and multiplayer missions.

Источник

DCS 2.7.9.18080

Доступны новые кампании:

DCS: F-16C Viper от Eagle Dynamics

DCS: F/A-18C Hornet by Eagle Dynamics

DCS: C-101 Aviojet от AvioDev

DCS AV-8B N/A от RAZBAM Simulations

DCS M-2000C от RAZBAM Simulations

Исправлены команды ввода:

DCS F-14 Tomcat от Heatblur Simulations

DCS AJS-37 Viggen от Heatblur Simulations

3. Настройки дата-картриджа/и наземное обслуживание;

4. Список аэродромов;

5. Список референсных точек (ориентиров);

DCS JF-17 by Deka Ironwork Simulations

DCS SA-342 Gazelle от Polychop Simulations

DCS: Черная Акула 2 от Eagle Dynamics

DCS: Spitfire IX от Eagle Dynamics

DCS: P-47D Thunderbolt от Eagle Dynamics

DCS: P-51D Mustang от Eagle Dynamics

DCS: Mosquito FB VI от Eagle Dynamics

DCS: Fw 190 A-8 Anton от Eagle Dynamics

DCS: Fw 190 D-9 Dora от Eagle Dynamics

DCS: Bf 109 K-4 Kurfurst by Eagle Dynamics

DCS: L-39 Albatros by Eagle Dynamics

DCS: NS 430 by Eagle Dynamics

DCS Персидский Залив

DCS: Огневой рубеж от Eagle Dynamics

DCS: A-10C Operation Persian Freedom Campaign by Ground Pounder Sims:

A-10C Basic Flight Training Campaign by Maple Flag Missions:

Spitfire IX The Big Show Campaign by Reflected Simulations:

P-51D: The Blue Nosed Bastards of Bodney Campaign by Reflected Simulations:

Bf 109 K-4 Jagdflieger Campaign by Reflected Simulations:

DCS: Fw 190 A-8 Horrido! Campaign by Reflected Simulations:

DCS: P-47D Wolfpack Campaign by Reflected Simulations:

F-86F Hunters over the Yalu Campaign by Reflected Simulations:

DCS: F/A-18C Raven One Сampaign by Baltic Dragon:

F-15C The Georgian War Сampaign by Baltic Dragon:

M-2000C Red Flag Campaign by Baltic Dragon:

UH-1H Argo Campaign by 373vFS Greg

F/A-18C Rising Squall Campaign by INVERTED

L-39 Albatros: Кампания Курсант от Eagle Dynamics:

Источник

DCS Scripting orig Part 2

Contents

Classes

Classes represent the types of object those may have multiple instances.

Object

Represents an object with body, unique name, category and type. Non-final class.

Object.Category enum that stores object categories.

object descriptor. Each object belongs to a type and each such type has its own descriptor. Descriptor format depends on object category, but always extends Object.Desc.

return if the object exist.

destroys the object without making damage to it and generation any event. The object just disappear. For now it is impossible to destroy remote objects.

returns category of the object.

returns type name of the object.

returns object descriptor.

returns true if the object belongs to the category.

returns name of the object. This is the name that is assigned to the object in the Mission Editor.

returns object coordinates for current time.

returns object position for current time.

returns the unit’s velocity vector.

returns true if the unit is in air.

CoalitionObject

Represents all Objects those may belong to a coalition: units, airbases, static objects, weapon. Extends Object. Non-final class.

returns coalition of the object.

returns object country.

Weapon

Represents a weapon unit: shell, rocket, missile and bomb. Extends CoalitionObject. Final class.

Weapon.flag enum stores weapon flags. Some of them are combination of another flags.

Weapon.Category enum that stores weapon categories.

Weapon.GuidanceType enum that stores guidance methods. Available only for guided weapon (Weapon.Category.MISSILE and some Weapon.Category.BOMB).

Weapon.MissileCategory enum that stores missile category. Available only for missiles (Weapon.Category.MISSILE).

Weapon.WarheadType enum that stores warhead types.

weapon descriptor. This is common part of descriptor for any weapon. Some fields are actual only for HE and AP+HE warheads, some fields are actual only for shaped explosive warheads. Descriptor format depended on weapon category.

returns the unit that launched the weapon

returns target of the guided weapon. Unguided weapons and guided weapon that is targeted at the point on the ground will return nil.

returns weapon descriptor. Descriptor type depends on weapon category.

Represents units: airplanes, helicopters, vehicles, ships and armed ground structures. Extends CoalitionObject. Final class. Units exist in groups.

Identifier of an unit. It assigned to an unit by the Mission Editor automatically.

enum that stores unit categories

enum that stores aircraft refueling system types.

enum that stores sensor types.

enum that stores types of optic sensors.

enum that stores radar types.

an unit descriptor. This is common part of unit descriptor. Its format depends on unit category.

an aircraft descriptor.

an airplane descriptor.

a helicopter descriptor.

a vehicle descriptor.

ammunition item: «type-count» pair.

an unit ammunition.

table that stores all unit sensors.

returns unit object by the name assigned to the unit in Mission Editor. If there is unit with such name or the unit is destroyed the function will return nil. The function provides access to non-activated units too.

returns if the unit is activated.

returns name of the player that control the unit or nil if the unit is controlled by A.I.

returns the unit’s unique identifier.

returns the unit’s number in the group. The number is the same number the unit has in ME. It may not be changed during the mission. If any unit in the group is destroyed, the numbers of another units will not be changed.

returns controller of the unit if it exist and nil otherwise

returns the unit’s group if it exist and nil otherwise

returns the unit’s health. Dead units has health Airbase

Represents airbases: airdromes, helipads and ships with flying decks or landing pads.

Identifier of an airbase. It assigned to an airbase by the Mission Editor automatically.

This identifier is used in AI tasks to refer an airbase that exists (spawned and not dead) or not.

enum contains identifiers of airbase categories.

airbase descriptor. Airdromes are unique and their types are unique, but helipads and ships are not always unique and may have the same type.

returns airbase by its name. If no airbase found the function will return nil.

returns airbase descriptor by type name. If no descriptor is found the function will return nil.

returns Unit that is corresponded to the airbase. Works only for ships.

returns identifier of the airbase.

returns descriptor of the airbase.

StaticObject

Represents static object added in the Mission Editor. Extends CoalitionObject. Final class.

Identifier of a static object. It is assigned to a static object by the Mission Editor automatically.

Descriptor of StaticObject and Unit are equal. StaticObject is just a passive variant of Unit.

returns static object by its name. If no static object found nil will be returned.

returns identifier of the static object.

return descriptor of the static object.

SceneryObject

Extends Object. Final class. Has nothing that Object hasn’t.

Descriptor of SceneryObject and Unit are equal. SceneryObject may have the same body StaticObject or Unit have.

Group

Represents group of Units.

enum contains identifiers of group types.

Identifier of a group. It is assigned to a group by Mission Editor automatically.

returns group by the name assigned to the group in Mission Editor.

returns true if the group exist or false otherwise.

destroys the group and all of its units.

returns category of the group.

returns coalition of the group.

returns the group’s name. This is the same name assigned to the group in Mission Editor.

returns the group identifier.

returns the unit with number unitNumber. If the unit is not exists the function will return nil.

returns current size of the group. If some of the units will be destroyed, As units are destroyed the size of the group will be changed.

returns initial size of the group. If some of the units will be destroyed, initial size of the group will not be changed. Initial size limits the unitNumber parameter for Group.getUnit() function.

returns array of the units present in the group now. Destroyed units will not be enlisted at all.

returns controller of the group.

Controller

Controller is an object that performs A.I.-routines. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands.

Please, read DCS A-10C GUI Manual EN.pdf chapter «Task Planning for Unit Groups», page 91 to understand A.I. system of DCS:A-10C.

enables and disables the controller.

Note: Now it works only for ground / naval groups!

Tasks

resets current task and then sets the task to the controller. Task is a table that contains task identifier and task parameters.

resets current task of the controller

Common task format is:

String task identifier.

pushes the task to the front of the queue and makes the task active. Further call of function Controller.setTask() function will stop current task, clear the queue and set the new task active. If the task queue is empty the function will work like function Controller.setTask() function.

pops current (front) task from the queue and makes active next task in the queue (if exists). If no more tasks in the queue the function works like function Controller.resetTask() function. Does nothing if the queue is empty.

returns true if the controller has a task.

Main Tasks

Tasks for airborne units/groups

An empty task. It finished just being started.

Attacking the target group (airborne, ground or naval).

Weapon flags are enlisted in Weapon.flag table.

Determines how much weapon will be released at each attack. If parameter is not defined the unit / group will choose expend on its own discretion.

This parameter limits maximal quantity of attack. The aicraft/group will not make more attack than allowed even if the target group not destroyed and the aicraft/group still have ammo. If not defined the aircraft/group will attack target until it will be destroyed or until the aircraft/group will run out of ammo.

The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for «AttackGroup» and «AttackUnit» tasks. If the flag is false then attackQty is a desired attack quantity for «Bombing» and «BombingRunway» tasks.

Note: this looks like not a good solution. It would be better to have two number parameters: required parameter attackQty for «Bombing» and «BombingRunway» tasks and attackQtyLimit for «AttackGroup» and «AttackUnit» tasks.

Indicates ingress direction is defined.

Desired ingress direction from the target to the attacking aircraft. Group/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain group/aircraft will choose another direction.

Indicates attack start altitude is defined.

Desired attack start altitude. Group/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/group will choose closest altitude to the desired attack start altitude. If the desired altitude is defined group/aircraft will not attack from safe altitude.

Attacking the target (airborne, ground or naval).

The task has the same parameters of AttackGroup, but has unitId parameter instead of groupId and additional parameter groupAttack.

Inner unique identifier of the unit to attack.

Flag indicates that the target must be engaged by all aircrafts of the group. Has effect only if the task is assigned to a group, not to a single aircraft.

Delivering weapon at the point on the ground.

The task has the same parameters of AttackUnit task, but has parameters point instead of unitId, plus attackQty and minus attackQtyLimit parameters.

Attacking the map object (building, structure, e.t.c).

The task has the same parameters AttackUnit task has, but has parameters point instead of unitId.

Object id is not used here because Mission Editor doesn’t support map object identificators.

Delivering weapon on the runway.

The task has the same parameters Bombing task has, but has parameter runwayId instead of point.

speed and altitude are an optional parameters. If not defined aircraft will fly orbit at altitude of first waypoint and with speed equal 1.5 of stall airspeed.

Refueling from the nearest tanker. No parameters.

Landing at the ground. For helicopters only.

Following another airborne group. The unit / group will follow lead unit of another group, wingmens of both groups will continue following their leaders. If another group is on land the unit / group will orbit around.

Escort another airborne group. The unit / group will follow lead unit of another group, wingmens of both groups will continue following their leaders. The unit / group will also protect that group from threats of specified types.

The parameters are the same Follow task has, but plus 2 additional:

Mission is a complex task. Performing the Mission means flying the route and performing tasks at each waypoint of the route.

Tasks for ground units

Firing at point until there is ammo.

Not moving. No parameters.

Mission is a complex task. Performing the Mission means following the route and performing tasks at each waypoint of the route.

Tasks for airborne and ground units/groups

The task makes the group/unit a FAC and orders the FAC to control the target (enemy ground group) destruction. The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.

If the task is assigned to the group lead unit will be a FAC.

Weapon flags are enlisted in Weapon.flag table.

Enroute tasks

En-route tasks for airborne units/groups

Engaging a targets of defined types.

Engaging a targets of defined types at circle-shaped zone.

Engaging a group. The task does not assign the target group to the unit/group to attack now; it just allows the unit/group to engage the target group as well as other assigned targets.

The task has same parameters of AttackGroup task, plus priority.

Engaging an unit. By this task you do not assign the target to the unit/group to attack now, you just allow the unit/group to engage the target as well as other assigned targets.

The task has same parameters of AttackUnit task, plus priority.

Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters.

Aircraft will act as a tanker for friendly units. No parameters.

En-route tasks for ground units/groups

Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts). No parameters.

En-route tasks for airborne and ground units/groups

The task makes the group/unit a FAC and lets the FAC to choose the target (enemy ground group) as well as other assigned targets. The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.

If the task is assigned to the group lead unit will be a FAC.

The parameters are the same FAC_AttackGroup task has plus priority.

The task makes the group/unit a FAC andlets the FAC to choose a targets (enemy ground group) around as well as other assigned targets. The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.

If the task is assigned to the group lead unit will be a FAC.

Special Tasks

This is a wrapper for a task that makes possible to assign special conditions to stop a task.

StopCondition consists of several sub-conditions. Each sub-condition is optional. If at least one of the conditions has met, the task will be stopped. All the sub-conditions will being checked periodically.

User Flag (optional).

The condition will be met only is the userFlag has value that equals to userFlagValue.

The condition will be met when the function will return true.

Combo Task is a list of actions to run them in the order they are enlisted.

The task may be useful if it is necessary to assign list of actions to the group/unit. For example, actions list created for the waypoint in Mission Editor is a Combo Task. It is only possible to fill Combo Task with tasks. To fill the Combo Task with Commands and Behavior Options you should use Wrapped Action task.

A command wrapped into task. This construction may be useful in ComboTask.

Commands

Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.

sets the command to perform by controller.

Commands have following format

id is a string identifier of the command

Empty action. No parameters.

Sets callsign to the group. It is only valid for western groups those have hierarchic callsigns: [group callname][flight number][aircraft number]. You can change [group callname][flight number] part of callsign for all aircraft in the group of for single aircraft.

CallnameIdentifier
Enfield1
Springfield2
Uzi3
Colt4
Dodge5
Ford6
Chevy7
Pontiac8
Hawg9
Boar10
Pig11
Tusk12
CallnameIdentifier
Overlord1
Magic2
Wizard3
Focus4
Darkstar5
CallnameIdentifier
Texaco1
Arco2
Shell3
CallnameIdentifier
Axeman1
Darknight2
Warrior3
Pointer4
Eyeball5
Moonbeam6
Whiplash7
Finger8
Pinpoint9
Ferret10
Shaba11
Playboy12
Hammer13
Jaguar14
Deathstar15
Anvil16
Firefly17
Mantis18
Badger19

Sets frequency and modulation to the unit’s radio or to the radio of each unit in the group.

Switches current leg of the route. Has effect only if the «Mission» task is active.

New leg is defined by a two parameters:

Stops / resumes following the route. Has effect only if the «Mission» task is active.

Switches to an another action of the actions list of the waypoint. Has effect only if the «Mission» task is active.

Makes the unit/group invisible for enemy A.I.

Makes the unit/group immortal.

10. Activate beacon

Activates the beacon onboard the aircraft or onboard first aircraft of the group. Note that the only one beacon can be activate at the same time. If you activated new beacon having another beacon active that old beacon will be deactivated.

11. Deactivate beacon

Deactivates beacon onboard the unit. If it is a group the beacon will be activated onboard a first unit of the group. No parameters.

Sets parameters of EPLRS datalink of the unit/group. If EPLRS command called for the airborne group then all aircrafts of the group will be affected. If EPLRS command called for vehicle group then only the first unit of the group will be affected. You can switch EPLRS on/off and change track number of the first unit of the vehicle group.

Behavior options

Option is a pair of identifier and value. Behavior options are global parameters those affect controller behavior in all tasks it performs.

Option identifiers and values are stored in table AI.Option in subtables Air, Ground and Naval.

sets the option to the controller.

OptionValues
AI.Option.Air.id.NO_OPTION
AI.Option.Air.id.ROEAI.Option.Air.val.ROE.WEAPON_FREE

AI.Option.Air.id.REACTION_ON_THREATAI.Option.Air.val.REACTION_ON_THREAT.NO_REACTION

AI.Option.Air.id.RADAR_USINGAI.Option.Air.val.RADAR_USING.NEVER

AI.Option.Air.id.FLARE_USINGAI.Option.Air.val.FLARE_USING.NEVER

AI.Option.Air.id.FORMATIONcomplex option. See the description below.
AI.Option.Air.id.RTB_ON_BINGOtrue

AI.Option.Air.id.SILENCEtrue

OptionValues
AI.Option.Ground.id.NO_OPTION
AI.Option.Ground.id.ROEAI.Option.Ground.val.ROE.OPEN_FIRE

AI.Option.Ground.id.DISPERSE_ON_ATTACKtrue

AI.Option.Ground.id.ALARM_STATEAI.Option.Ground.val.ALARM_STATE.AUTO,

OptionValues
AI.Option.Naval.id.NO_OPTION
AI.Option.Naval.id.ROEAI.Option.Naval.val.ROE.OPEN_FIRE

Formation

Formations are enlisted in ./Scripts/Database/db_formations.Lua.

Formation type identifiers

Default orientation of each formation type determines by a formation geometry given in the script. All existed formation types have right orientation. To inverse orientation (to the left) the value of formation orientation sub-parameter must be 1.

Some formation types have several variants usually different by a density. Variants are enumerated from 1 to N. If the variant is 0 then default variant will be used.

Airplane formations «Trail», «Wedge», «Echelon Right», «Echelon Left», «Finger Four», «Spred Four» have two variants: «Open» and «Close» (default) and have no variable orientation. Helicopter formation «Echelon» has three variants «50×70», «50×300» (default), «50×600» and has variable orientation. Helicopter formation «Front» has three variants: «interval 300» (default), «interval 600» and has variable orientation. All other formations have no variants and no variable orientation.

Detection

enum contains identifiers of surface types.

checks if the target is detected or not. If one or more detection method is specified the function will return true if the target is detected by at least one of these methods. If no detection methods are specified the function will return true if the target is detected by any method.

list of detected targets.

returns list of detected targets. If one or more detection method is specified the function will return targets which were detected by at least one of these methods. If no detection methods are specified the function will return targets which were detected by any method.

Represents a spot from laser or IR-pointer. Final class.

Spot.Category enum that stores spot categories.

creates laser ray from the object to the given point.

creates laser ray from the object to the given point.

Returns category of the spot.

Returns position of the spot, end of the beam.

Источник

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A-4E Enhanced Checklist v1.0

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A4-E Haiphong Harbour Episode 2

Check Out the Trailer here: https://youtu.be/4nBq-rHbb78

Single player mission to destroy two critical road bridges.
Find the targets. Plan your attack. Flow low, fly fast and put the snakeyes on the bridges.
Simple.
Right?

This is a short mission that is meant to be flown several times to get good at low level attacks. There is an in-mission scoring system so you can see how you did and compare to other players.
Finding the right bridges can be a challenge. Remember to use the planning photos using Alt-B while in-mission.

With assistance from Rudel_chw and scripting by Hardcard

Источник

Файлы пользователей

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Use this mission to practice formation flying.
You can control your leader plane (AI plane) using your TMS switch in four directions.
DOWN to execute a random maneuver
UP to return to level flight
RIGHT / LEFT for turns.

Also, wheel brake (normally W key) acts as TMS up (return to level flight)
rudder (Z,X keys) make small turns.
Paddle switch for inverted flight!

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F-15C: Operation Little Bear (Three-Difficulty Pack)

We’ve been supporting Georgia for almost three months now, and after some efforts we managed to get ahold of a couple smaller Russian bases.

Mozdok was attacked recently with good effects, however the base is still operational and considered a threat. In response to this, we have prepared a strike package to destroy enemy warehouses, depots and bunkers where priority targets are hidden. Due to a lack of resources, the mission will be carried out only by two F-15E and two F-15C escort fighters, you will be one of them.

Your mission will be to escort the strike package to Mozdok and ensure they can complete the attack and come back safely. Wizard 1 will offer information about enemy positions.

Additionally, an enemy AWACS with escort fighters has been located between Vody and Mozdok. This is not the main target. Stay away from the AWACS to avoid getting in trouble with the escort.

Источник

Файлы пользователей

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F/A-18C Operation Black Knight [Singleplayer][No SuperCarrier Version]

Georgias Ultranationalist have started a civil war in the recent weeks and have taken importants cities, their forces are financed and supplied by Russian oligarchs and their government, it is suspected that their intention is to change the democratically elected government of Georgia for a pro-Russian one that allow the construction of a new gas pipeline that will reach Turkey, Syria, and the Middle East.

The insurgents advance has taken the Georgian forces by surprise and they have managed to capture key cities. The Georgian government has requested urgent help from NATO and the US. In response to Georgia’s request, the US has sent TASK FORCE 60 led by CVN-73 USS George Washington carrying VFA-192 of which you are a squadron leader.

Operation Black Knight begins and its objective is to help the Georgian forces to recover their country and eliminate the insurgent forces, we must act with caution, we must not provoke Russia and lead the country into a large-scale war

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Welcome to the Fighter Weapons School training campaign for the Aerges Mirage F1

In this 16 mission training campaign you will learn/practise every aspect of weapons delivery in the Mirage F1.
Tasks range from simple navigation using TACAN offsets to low level bombing to more advanced techniques like toss bombing or pop up attacks.
Overall there are 10 air to ground missions, 5 air to air missions and 1 naviagation exercise.

Each mission is described in the accompanying manual, providing the player with all necessary attack parameters, gunsight depressions, sight pictures and if needed cockpit switches.

Moreover the manual covers basics like cold start, radio handling and creating own waypoints using TACAN offsets.

Required are the Syria map and the Aerges Mirage F1.

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Mirage F1 Desert Bad Guys Campaign

5 missions Mirage F1 Campaign on Syria Map.

IMPORTANT: THIS IS NOT MY WORK. I just converted it to the Mirage F1 and added some new features like Portable TACANs on the main airbases.

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Desert Miracle

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New update Iriaf Tanker War 2.0 using Mbot Dynamic Campaign Engine

Historical campaign in the Persian Gulf 1980-1988 with Iriaf Tomcat F-14A.

Источник

ciribob/DCS-CTLD

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README.md

Complete Troops and Logistics Deployment for DCS World

This script is a rewrite of some of the functionality of the original Complete Combat Troop Transport Script (CTTS) by Geloxo (http://forums.eagle.ru/showthread.php?t=108523), as well as adding new features.

The script supports:

A complete test mission is included.

You can also edit the CTLD.lua file to change some configuration options. Make sure you re-add the lua file to the mission after editing by deleting the trigger that loads the file, then readding the trigger and the DO SCRIPT FILE action.

Setup in Mission Editor

This script requires MIST version 4.0.57 or above: https://github.com/mrSkortch/MissionScriptingTools

First make sure MIST is loaded, either as an Initialization Script for the mission or the first DO SCRIPT with a «TIME MORE» of 1. «TIME MORE» means run the actions after X seconds into the mission.

Load the CTLD a few seconds after MIST using a second trigger with a «TIME MORE» and a DO SCRIPT of CTLD.lua.

You will also need to load in both the beacon.ogg sound file and the beaconsilent.ogg for Radio beacon homing. This can be done by adding a two Sound To Country actions. Pick an unused country, like Australia so no one actually hears the audio when joining at the start of the mission. If you don’t add the two Audio files, radio beacons will not work. Make sure not to rename the file as well.

An error will be shown if MIST isn’t loaded first.

An example is shown below:

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The script has lots of configuration options that can be used to further customise the behaviour.

To change what units can be dropped from crates modify the spawnable crates section. An extra parameter, cratesRequired = NUMBER can be added so you need more than one crate to build a unit. This parameter cannot be used for the HAWK, BUK or KUB system as that is already broken into 3 crates. You can also specify the coalition side so RED and BLUE have different crates to drop. If the parameter is missing the crate will appear for both sides.

— in lua means ignore this line 🙂

Example showing what happens if you dont have enough crates:

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

**Make sure that after making any changes to the script you remove and re-add the script to the mission. **

Pickup and Dropoff Zones Setup

Pickup zones are used by transport aircraft and helicopters to load troops and vehicles. A transport unit must be inside of the radius of the trigger and the right side (RED or BLUE or BOTH) in order to load troops and vehicles. The pickup zone needs to be named the same as one of the pickup zones in the ctld.pickupZones list or the list can be edited to match the name in the mission editor.

Pickup Zones can be configured to limit the number of vehicle or troop groups that can be loaded. To add a limit, edit the 3rd parameter to be any number greater than 0 as shown below.

You can also list the UNIT NAME of ship instead of a trigger zone to allow the loading/unloading of troops from a ship. You will not be able to fast rope troops onto the deck so you must land to drop the troops off.

If your pickup zone isn’t working, make sure you’ve set the 5th parameter, the coalition side, correctly and that the zone is active.

AI transport units will automatically load troops and vehicles when entering a pickup zone as long as they stay in the zone for a few seconds. They do not need to stop to load troops but Aircraft will need to be on the ground in order to load troops.

If ctld.numberOfTroops is 6 or more than the soldier group will consist of:

Dropoff zones are used by AI units to automatically unload any loaded troops or vehicles. This will occur as long as the AI unit has some units onboard and stays in the radius of the zone for a few seconds and the zone is named in the ctld.dropoffZones list. Again units do not need to stop but aircraft need to be on the ground in order to unload the troops.

If your dropoff zone isn’t working, make sure the 3rd parameter, the coalition side, is set correctly.

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

Smoke can be enabled or disabled individually for pickup or dropoff zones by editing the second column in the list.

Available colours are:

Smoke can be disabled for all zones regardless of the settings above using the option ctld.disableAllSmoke = true in the User Configuration part of the script.

Waypoint Zones Setup

Waypoint zones can be used to make dropped or spawned troops automatically head to the center of a zone. The troops will head to the center of the zone if the coalition matches (or the coalition is set to 0) and if the zone is currently active.

If your Waypoint zone isn’t working, make sure the 3rd parameter, the coalition side, is set correctly and the zone is set to active.

Smoke can be enabled or disabled individually for waypoiny zones exactly the same as Pickup and Dropoff zones by editing the second column in the list.

The available colours are:

Smoke can be disabled for all zones regardless of the settings above using the option ctld.disableAllSmoke = true in the User Configuration part of the script.

Transport Unit Setup

Any unit that you want to be able to transport troops needs to have the «Pilot Name» in the ctld.transportPilotNames list. Player controlled transport units should be in a group of their own and be the only unit in the group, otherwise other players may have radio commands they shouldn’t. The group name isn’t important and can be set to whatever you like. A snippet of the list is shown below.

If the unit is player controlled, troops have to be manually loaded when in a pickup zone, AI units will auto load troops in a pickup zone.

Example for AI APC: Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

Mission Editor Script Functions

Preload Troops into Transport

You can also preload troops into AI transports once the CTLD script has been loaded, instead of having the AI enter a pickup zone, using the code below where the parameters are:

Create Extractable Groups without Pickup Zone

You can also make existing mission editor groups extractable by adding their group name to the ctld.extractableGroups list

Spawn Extractable Groups without Pickup Zone at a Trigger Zone

You can also spawn extractable infantry groups at a specified trigger zone using the code below.

The parameters are:

Spawn Extractable Groups without Pickup Zone at a Point

You spawn extractable infantry groups at a specified Vec3 point using the code below.

The parameters are:

Activate / Deactivate Pickup Zone

You can activate and deactivate a pickup zone as shown below. When a zone is active, troops can be loaded from it as long as there are troops remaining and you are the same side as the pickup zone.

Change Remaining Groups For a Pickup Zone

In the configuration of a pickup zone / pickup ship you can limit the number of groups that can be loaded.

Call the function below to add or remove groups from the remaining groups at a zone.

Activate / Deactivate Waypoint Zone

You can activate and deactivate a waypoint zone as shown below. When a waypoint zone is active, and the right coalition of troops is dropped inside, the troops will attempt to head to the center of the zone.

You can force a unit to unload its units (as long as its on the ground) by calling this function.

You can force a unit to load its units (as long as its on the ground) by calling this function.

Auto Unload Transport in Proximity to Enemies

If you add the below as a DO SCRIPT for a CONTINOUS TRIGGER, an AI unit will automatically drop its troops if its landed and there are enemies within the specificed distance (in meters)

Create Radio Beacon at Zone

A radio beacon can be spawned at any zone by adding a Trigger Once with a Time More set to any time after the CTLD script has been loaded and a DO SCRIPT action of ctld.createRadioBeaconAtZone(«beaconZone»,»red», 1440,»Waypoint 1″)

Where «beaconZone» is the name of a Trigger Zone added using the mission editor, «red» is the side to add the beacon for and 1440 the time in minutes for the beacon to broadcast for. An optional parameter can be added at the end which can be used to name the beacon and the name will appear in the beacon list.

ctld.createRadioBeaconAtZone(«beaconZoneBlue»,»blue», 20) will create a beacon at trigger zone named «beaconZoneBlue» for the Blue coalition that will last 20 minutes and have an auto generated name.

Spawned beacons will broadcast on HF/FM, UHF and VHF until their battery runs out and can be used by most aircraft for ADF. The frequencies used on each frequency will be random.

Again, beacons will not work if beacon.ogg and beaconsilent.ogg are not in the mission!

Create / Remove Extract Zone

An extact zone is a zone where troops (not vehicles) can be dropped by transports and used to trigger another action based on the number of troops dropped. The radius of the zone sets how big the extract zone will be.

When troops are dropped, the troops disappear and the number of troops dropped added to the flag number configured by the function. This means you can make a trigger such that 10 troops have to be rescued and dropped at the extract zone, and when this happens you can trigger another action.

The smoke for the extract zone will take up to 5 minutes to disappate.

Count Extractable UNITS in zone

You can count the number of extractable UNITS in a zone using: ctld.countDroppedUnitsInZone(_zone, _blueFlag, _redFlag) as a DO SCRIPT of a CONTINUOUS TRIGGER.

Where _zone is the zone name, _blueFlag is the flag to store the count of Blue units in and _redFlag is the flag to store the count of red units in

Count Extractable GROUPS in zone

You can count the number of extractable GROUPS in a zone using: ctld.countDroppedGroupsInZone(_zone, _blueFlag, _redFlag) as a DO SCRIPT of a CONTINUOUS TRIGGER.

Where _zone is the zone name, _blueFlag is the flag to store the count of Blue groups in and _redFlag is the flag to store the count of red groups in

Create Crate Drop Zone

A crate drop zone is a zone where the number of crates in a zone in counted every 5 seconds and the current amount stored in a flag specified by the script.

The flag number can be used to trigger other actions added using the mission editor, i.e only activate vehicles once a certain number of crates have been dropped in a zone. The radius of the zone in the mission editor sets how big the crate drop zone will be.

**The script doesnt differentiate between crates, any crate spawned by the CTLD script can be dropped there and it will count as 1 but if a crate is unpacked in a zone it will no longer count! **

Crates added by the Mission Editor can now be used as well!

A crate drop zone can be added to any zone by adding a Trigger Once with a Time More set to any time after the CTLD script has been loaded and a DO SCRIPT action of ctld.cratesInZone(«crateZone»,1)

Where «crateZone» is the name of a Trigger Zone added using the mission editor, and 1 is the number of the flag where the current number of crates in the zone will be stored.

Spawn Sling loadable crate at a Zone

You can spawn a sling loadable crate at a specified trigger zone using the code below:

The parameters are:

Spawn Sling loadable crate at a Point

You can spawn a sling loadable crate at a specified point using the code below:

The parameters are:

The point of a unit can be obtained by Unit.getByName(«PilotName»):getPoint().

JTAC Automatic Targeting and Laser

The JTAC Script configuration is shown below and can easily be disabled using the ctld.JTAC_dropEnabled option.

To make a unit deployed from a crate into a JTAC unit, add the type to the ctld.jtacUnitTypes list.

The script allows a JTAC to mark and hold an IR and Laser point on a target allowing TGP’s to lock onto the lase and ease of target location using NV Goggles.

The JTAC will automatically switch targets when a target is destroyed or goes out of Line of Sight.

The JTACs can be configured globally to target only vehicles or troops or all ground targets.

*** NOTE: LOS doesn’t include buildings or tree’s. Sorry! ***

The script can also be useful in daylight by enabling the JTAC to mark enemy positions with Smoke. The JTAC will only move the smoke to the target every 5 minutes (to stop a huge trail of smoke markers) unless the target is destroyed, in which case the new target will be marked straight away with smoke. There is also an F10 menu option for units allowing the JTAC(s) to report their current status but if a JTAC is down it won’t report in.

To add JTACS to the mission using the editor place a JTAC unit on the map putting each JTAC in it’s own group containing only itself and no other units. Name the group something easy to remember e.g. JTAC1 and make sure the JTAC units have a unique name which must not be the same as the group name. The editor should do this for you but be careful if you copy and paste.

Run the code below as a DO SCRIPT at the start of the mission, or after a delay if you prefer to activate a mission JTAC.

JTAC units deployed by unpacking a crate will automatically activate and begin searching for targets immediately.

Where JTAC1 is the Group name of the JTAC Group with one and only one JTAC unit and the 1688 is the Laser code.

You can also override global settings set in the script like so:

This means no smoke marks for this JTAC and it will target all ground troops

This smoke marks for this JTAC and it will target ONLY ground vehicles

This means smoke marks are enabled for this JTAC and it will target ONLY ground troops

This means smoke marks are enabled for this JTAC and it will target ONLY ground troops AND smoke colour will be Red

This means smoke marks are enabled for this JTAC and it will target ONLY ground troops AND smoke colour will be Green

This means no smoke marks for this JTAC and it will target all ground troops AND mark with Blue smoke

The script doesn’t care if the unit isn’t activated when run, as it’ll automatically activate when the JTAC is activated in the mission but there can be a delay of up to 30 seconds after activation for the JTAC to start searching for targets.

You can also change the name of a unit* (unit, not group) to include «hpriority» to make it high priority for the JTAC, or «priority» to set it to be medium priority. JTAC’s will prioritize targets within view by first marking hpriority targets, then priority targets, and finally all others. This works seemlessly with the all/vehicle/troop functionality as well. In this way you can have them lase SAMS, then AAA, then armor, or any other order you decide is preferable.

To do this, you can specify the _radio parameter when calling ctld.JTACAutoLase like in this example :

If you don’t use the _radio parameter, CTLD will compute a FM frequency based on the laser designator code : 30Mhz + [second figure of the code] + [last two figures of the code] * 0.05. For example, if the laser code is 1688, the frequency will be 40.40Mhz.

JTAC frequency is available through the «JTAC Status» radio menu

Troop Loading and Unloading

Troops can be loaded and unloaded using the F10 Menu. Troops can only be loaded in a pickup zone or from a FOB (if enabled) but can be dropped anywhere you like. Troops dropped by transports can also be extracted by any transport unit using the radio menu, as long as you are close enough.

AI transports will display a message when they Auto load and deploy troops in the field. AI units won’t pickup already deployed troops so as not to interfere with players.

The C130 / IL-76 gets an extra radio option for loading and deploying vehicles. By default the C-130 can pickup and deploy a HMMWV TOW and HMMWV MG. This can be changed by editing ctld.vehiclesForTransportBLUE for BLUE coalition forces or ctld.vehiclesForTransportRED for RED coalition forces.

The C-130 / IL-76 can also load and unload FOB crates from a Logistics area, see FOB Construction for more details.

Different Troop Groups can be loaded from a pickup zone. The ctld.loadableGroups list can be modified if you want to change the loadable groups.

The infantry groups have a weight, too. It is calculated based on the soldiers’ roles, and the weight of their kit

Cargo Spawning and Sling Loading

Cargo can be spawned by transport helicopters if they are close enough to a friendly logistics unit using the F10 menu. Crates are always spawned off the nose of the unit that requested them.

Simulated Sling Loading

If ctld.slingLoad = false then Simulated Sling Loading will be used. This option is now the default due to DCS crashes caused by Sling Loading on multiplayer. Simulated sling loads will not add and weight to your helicopter when loaded.

To pickup a Sling Load, spawn the cargo you want and hover above the crate for 10 seconds. There is no need to select which crate you want to pickup. Status messages will tell you if you are too high or too low. If the countdown stops, it means you are no longer hovering in the correct position and the timer will reset.

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

Correct height and the countdown is working:

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

Once you’ve loaded the crate, fly to where you want to drop it and drop using the Radio Menu CTLD->CTLD Commands->Drop Crate. If you are hovering the crate will be dropped below you and if you’re on the ground it will appear off you’re nose.

**Note: You can also set ctld.hoverPickup = false so you can load crates using the F10 menu instead of Hovering. **

Real Sling Loading

This uses the inbuilt DCS Sling cargo system and crates. Sling cargo weight differs drastically depending on what you are sling loading. The Huey will need to have 20% fuel and no armaments in order to be able to lift a HMMWV TOW crate! The Mi-8 has a higher max lifting weight than a Huey.

Once spawning the crate, to slingload the F6 menu needs to be used to select a cargo of the correct weight. If you’ve selected the right cargo RED smoke will appear and you can now sling load by hovering over the crate at a height of 15-30 feet or so.

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

After selecting the right crate:

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

You can also list nearby crates that have yet to be unpacked using the F10 CTLD Commands Menu and also unpack nearby crates using the same menu.

Crate damage in the script is currently not implemented so as long as the crate isn’t destroyed, you should always be able to unpack.

The crate can then be dropped using the CTLD Commands section of the Radio menu. Make sure you’re not too high when the crate is dropped or it will be destroyed!

Unfortunately there is no way to simulate the added weight of the Simulated Sling Load.

Once you have sling loaded and successfully dropped your crate, you can land and list nearby crates that have yet to be unpacked using the F10 Crate Commands Menu, as well as unpack nearby crates using the same menu. Crates cannot be unpacked near a logistics unit.

Example of Deployed HAWK System: Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

You can also rearm a fully deployed HAWK system by dropping another Launcher crate next to the completed system and unpacking it.

**Note: Once unpacked a crate will not disappear from the field or the F6 Menu, but will disappear from the F10 Nearby Crates list. There is currently no way to remove crates due to a DCS Bug AFAIK. This can make picking the right crate tricky, but by using the F10 List crates option, you can keep readjusting your position until you are close to the crate that you want and then it’s trial and error, using the F6 menu to pick the right crate for sling loading. **

You can also repair a partially destroyed HAWK / BUK or KUB system by dropping a repair crate next to it and unpacking. A repair crate will also re-arm the system.

Forward Operating Base (FOB) Construction

The amount of FOB crates required and the time to build can be configured at the top of the CTLD script. By default the FOB required 3 crates to build.

Once built, units can load troops and spawn crates from the FOB. Troop loading from the FOB can be configured at the top fo the script. AI units can also auto load troops from the FOB.

You will get a position as well as a UHF / VHF frequency that the Huey / Mi-8 (VHF) and Ka-50 / A10-C (UHF) can use to find the FOB. How to configure the radios is shown in the section below

Radio Beacon Deployment

Radio beacons can be dropped by any transport unit and there is no enforced limit on the number of beacons that can be dropped. There is however a finite limit of available frequencies so don’t drop too many or you won’t be able to distinguise the beacons from one another.

By default a beacon will disappear after 15 minutes, when it’s battery runs out. FOB beacons will never run out power. You can give the beacon more time by editing the ctld.deployedBeaconBattery setting.

The guides below are not necessarily the best or only way to set up the ADF in each aircraft but it works 🙂

A10-C UHF ADF Radio Setup

To configure ADF on the UHF Radio you must

Once you’ve got the right frequency, you should see an arrow on the compass pointing in the right direction as well as the UHF light lit up under the Homing section below the compass but it may take up to a minute to pick up the signal not work while on the ground. You will not hear any sound.

Make sure the right knob is set to MNL or your frequency setting will be ignored.

Pointer towards Radio Signal at 9 o’clock: Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

KA-50 UHF ADF Radio Setup

To configure ADF on the UHF Radio you must

Once you’ve got the right frequency, you should see a gold arrow on the compass pointing in the right direction. It may take up to a minute to pick up the signal and not work while on the ground. You will not hear any sound!

Radio configured to the correct frequency for a beacon: Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

Gold pointer pointing to beacon on the compass: Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

Mi-8 ARC-9 VHF Radio Setup

To configure ADF on the VHF Radio you must

Once you’ve got the right frequency, you should see a white arrow on the compass pointing in the right direction. It may take up to a minute to pick up the signal and not work while on the ground. You may hear morse code when on the right frequency and occasionally receive text the radio which will be displayed at the top of the screen. You can also use the power meter on the radio to work out if you’re on the right frequency.

Radio configured to the correct frequency for a beacon: Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

White pointer pointing to beacon on the compass: Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

UH-1 ADF VHF Radio Setup

To configure the VHF ADF:

Once you’ve got the right frequency, you should see a white arrow on the compass pointing in the right direction. It may take up to a minute to pick up the signal and not work while on the ground. You may hear morse code when on the right frequency and occasionally receive text the radio which will be displayed at the top of the screen. You can also use the power meter on the radio to work out if you’re on the right frequency.

The Huey ADF can be a dodgy and occasionaly points the wrong direction but it should eventually settle on the correct direction.

Radio configured to the correct frequency for a beacon:

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

White pointer pointing to beacon on the compass:

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

CTLD has an optional callback API that can be used to trigger actions in code

The example below as a DO SCRIPT will output the callback «action» type for every action:

Below is a complete list of all the «actions» plus the data that is sent through. For more information its best to check the CTLD Code to see more details of the arguments.

About

Complete Troops and Logistics Deployment for DCS World

Источник

С 19 апреля по 18 мая вы можете пользоваться неограниченным доступом ко всем самолетам DCS, картам и пакетам активов бесплатно.

Разработчики приглашают вас присоединиться к свободному доступу начиная с 19 апреля и попробовать любой из модулей без ограничений в течение месяца. Этот будет свободный доступ ко всем продуктам (кроме кампаний), включая лучшие модули, такие как F-16C, F/A-18C и A-10C Warthog, и помогут отвлечься на некоторое время, давая вам возможность попробовать что-то новое и при желании приобрести, дешевле на 50% чем обычно.

Все модули кампаний, а также, F-14B and AJS-37 Viggen.

DCS World сочетает в себе как аутентичную, честную симуляцию игровых объектов так и игровой режим позволяющий пользователям разного уровня и вовлеченности найти свою игру. Мы преследуем цель провести начинающих вирпилов от простой игры до серьезных, полнофункциональных летательных аппаратов, в освоении которых им помогут курсы обучающих миссий, многочисленные тренировочные видео от сообщества и наш большой форум, на котором есть ответы на тысячи вопросов. После этого останется только сесть в кабину реального прототипа!

Основные особенности DCS World 2.5:

Загрузить игру можно как с официального сайта

Так и стимовскую версию

Нихуя не понял. Какими ещё самолётами? О чем речь вообще? Ехать на полигон? Или это игра какая то?

Источник

Виртуальная реальность (VR)

Виртуальная реальность (VR)

Какие VR устройства поддерживает DCS World

DCS World поддерживает следующие шлемы виртуальной реальности:

HP Windows Mixed Reality Headset, HP Reverb G2, Oculus Rift S, Oculus Rift CV1, Oculus Quest 2, HTC Vive Cosmos, HTC Vive Pro, HTC Vive Pro 2, Pimax 4K, Pimax 5K, Pimax Vision 8K, Valve Index, Samsung HMD Odyssey.

Как использовать VR в DCS World автономная версия (не Steam)

HP Reverb G2 и другие:

Для работы VR Вам потребуется скачать и установить две бесплатные программы из Steam:

    1. Запустите приложение Oculus.
    2. Подключите USB к Oculus Quest 2.
    3. Включите Oculus link.
    4. Запустите DCS World щелчком мыши прямо с рабочего стола.

Если Вы попытаетесь запустить DCS World внутри Oculus Quest 2, скорее всего, произойдет сбой, в этом случае отключите и снова подключите кабель.

DCS World не запускается, вылетает, тормозит в режиме VR

— В первую очередь убедитесь, что Ваша система соответствует рекомендуемым системным требованиям для систем виртуальной реальности:
https://www.digitalcombatsimulator.com/ru/downloads/world/stable/

— Проверьте, что Windows, программное обеспечение и все драйверы устройств установлены и находятся в актуальном состоянии.

— Удалите все неофициальные пользовательские моды, если они были установлены.

— Убедитесь, что Вы не используете моды такие как ReShade, VRShader или аналогичные моды.

— В свойствах ярлыка не должно быть никаких дополнительных параметров запуска.

— Уменьшите графические настройки для VR устройства.

— При игре в шлеме виртуальной реальности Oculus Rift S возможны сбои или зависания при отключенных контроллерах VR.

— В драйверах Nvidia, начиная с версии 496.xx, появилась новая функция Shader Cache Size, рекомендуется установить этот параметр на 10 ГБ.

— В некоторых случаях помогает полное удаление SteamVR, включая все настройки.
Для этого необходимо:

— DCS World записывает все свои действия и информацию в файл dcs.log, узнать подробную информацию о том как найти этот файл можно нажав здесь
Перед тем как создавать обращение в службу поддержки, Вы можете открыть данный файл и просмотреть его до конца.
В конце файла dcs.log может присутствовать подобная, многократно повторяющаяся информация:

Пример 1: Device unplugged: \\?\USB# VID_045E&PID_0659&MI_04#8&2b67381b&0&0004# \
HolographicDisplay

Пример 2: Device plugged: \\?\USB#VID_2833&PID_0051#1WMGH520CK9374#

Примечание: выделенный текст можно ввести в поисковую систему для определения устройства, которое отключается.

Технологии ASW (Oculus), Motion Vector (Windows Mixed Reality), Motion Smoothing (Steam VR)

Это метод сглаживания частоты кадров, который почти вдвое сокращает время процессора/графического процессора, необходимое для получения почти такого же вывода из одного и того же контента.

Другими словами, при частоте кадров менее 90 данные технологии генерируют экстраполированные кадры из предыдущих кадров, созданных приложением VR, сбрасывая частоту кадров до 45 и вставляя сгенерированные кадры, доводя количество кадров до 90.

Иногда данные технологии могут вызывать проблемы, такие как появление артефактов и искажений. При возникновении подобных проблем, мы рекомендуем произвести настройку Ваших шлемов VR и DCS World для получения частоты кадров не менее 90 или отключить эти технологии.

Наши рекомендации по настройке шлемов VR можно найти ниже.
Как отключить данные технологии:

ASW можно отключить несколькими способами:

Motion Vector можно отключить с помощью Windows Mixed Reality.

Motion Smoothing отключается с помощью Steam VR

Рекомендации по настройке шлемов VR

По ссылкам, указанным ниже, можно ознакомиться с оптимальными настройками VR для высокой частоты кадров:

Источник

Through The Inferno [DCS World]

Updated: 18 Feb 2021

WHY PLAY TTI AND HOW IT WORKS:

FEATURES:

MISSION SCENARIOS:

Air to Air – Spawns a dynamically created enemy element flight. Choose between different difficulties. NOTE: These missions can infinitely stack. It is advised to spawn one at a time, and only spawn new A2A missions when one is complete.

Air to Ground – The mission will dynamically generate ground targets in a random location. There are several difficulties to choose from:

DYNAMIC? HOW IS IT DYNAMIC? WHAT DOES THAT MEAN?:

OTHER FEATURES:

JTACs AUTOMATICALLY lase/smoke targets.
No need to communicate with JTAC.
Use “JTAC Status” in your F10 – Other Menu for more JTAC details on marked targets.
JTACs will prioritize SAMs and AAA when designating units in a large group.

“ZEUS” MAP MARKER SPAWNS AND COMMANDS:
You can CREATE and DESTROY units out of thin air at ANY location you choose on the F10 map, like in “Zeus” mode from ArmA 3. (Details in the briefing on how to use these commands)
Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

-Spawn in enemy aircraft of your choosing and at the location you desire for practice. (Spawning list is in the briefing/readme)
-Spawn in a JTAC for your friend to control (via combined arms)
-Spawn in an Abrams tank for your friend or for your self to control (via combined arms)

EASILY EDIT AND CONFIGURE AI CIVILIAN AND MILITARY RANDOM AIR TRAFFIC/CARRIER OPS!

TTI Singleplayer now features a comprehensive random AI air traffic scripting system that makes the singleplayer environment feel more alive and immersive.

CHANGING RANDOM AI AIR TRAFFIC SETTINGS:

random_civ_air_traffic = SET TRUE OR FALSE if you want random civilian air traffic doing their own thing at random airfields.
random_fighter_air_traffic = SET TRUE OR FALSE if you want random fighter jet air traffic doing their own thing at random airfields.

— # of civ aircraft spawns PER TYPE,
civ_rat_spawns = the amount of civilian ai air traffic spawns per type

— set # of fighter aircraft spawns, for each type individually

fighter_rat_a10_spawns = 1
fighter_rat_f18_grnd_spawns = 1
fighter_rat_f18_cv_spawns = 1
fighter_rat_f16_spawns = 1
fighter_rat_f15_spawns = 1
fighter_rat_f14_grnd_spawns = 1
fighter_rat_f14_cv_spawns = 1

— misc flight settings
air_traffic_flight_level = the flight level of ai air traffic (100 = 10,000 ft)
max_distance_destination = the max distance to a random airfield the ai air traffic will travel to in KM

civ_allow_immortal = true or false to allow civ aircraft to be immortal
civ_allow_invisible = true or false to allow civ aircraft to be invisible

fighter_jet_combat_mode = set free/hold/return combat mode for fighter jets
— free is weapons free, ai will go on offensive
— hold is weapons hold, they will not fire
— return is return fire, they will only fire when fired upon.

fighter_jet_immortal = true or false to allow fighter jets to be immortal
fighter_jet_invisible = true or false to allow fighter jets to be invisbile to AI

— enable or disable ai aircraft types that will spawn in (use true or false)

— civilian
enable_yak = true or false
enable_c130 = true or false
enable_c17 = true or false
enable_an26 = true or false

— fighter jet
enable_f14_cv_to_ground = spawns an f14 on the carrier, which will then land on a ground airfield
enable_f14_ground_to_cv = spawns an f14 on a ground airfield, which will then land on the carrier
enable_f18_cv_to_ground = spawns an f18 on the carrier, which will then land on a ground airfield
enable_f18_ground_to_cv = spawns an f18 on a ground airfield, which will then land on the carrier

enable_f14 = true or false (nttr only)
enable_f15 = true or false
enable_f16 = true or false
enable_f18 = true or false (nttr only)
enable_a10 = true or false

EASILY EDIT AND CONFIGURE MISSION SPAWNING AND OTHER SETTINGS!

You can configure and personalize the many attributes of Air to Ground Missions, Air to Air spawns and JTAC settings within the mission editor easily.

There is a tutorial readme file on how to do this.

a2a_respawn_time = TIME IN SECONDS BETWEEN EACH AUTOMATIC A2A SPAWN (TTI ALIVE ONLY)
sam_enable = SET TRUE OR FALSE DEPENDING ON IF YOU WANT THERE TO BE RANDOM SAM SITES SPAWNING ON THE MAP OUTSIDE OF MISSION ZONES (TTI ALIVE ONLY)
sam_respawn_time = TIME IN SECONDS BETWEEN RANDOM SAM SITE SPAWN (TTI ALIVE ONLY)

jtac_smokes_targets = SET TRUE OR FALSE IF YOU WANT JTACS TO SMOKE LASED TARGETS!

You can set the number to 0 if you do not want that unit type at these missions.

a2g_hard_misc = how many MISC ground units (armor, unarmed, etc…) will spawn at a2g HARD
a2g_hard_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g HARD
a2g_hard_sam = how many SAM ground units (armor, unarmed, etc…) will spawn at a2g HARD

a2g_easy_misc = how many MISC ground units (armor, unarmed, etc…) will spawn at a2g EASY
a2g_easy_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g EASY
a2g_easy_sam = how many SAM ground units (armor, unarmed, etc…) will spawn at a2g EASY

a2g_helo_misc = how many MISC ground units (armor, unarmed, etc…) will spawn at a2g HELO
a2g_helo_aa = how many Anti Air ground units (shilka, ural AAA, soft single unit SAM like tunguska, osa) will spawn at a2g HELO

a2g_inf_troops = how many infantry ground units (troops) will spawn at a2g INFANTRY ASSAULT
a2g_inf_misc = how many MISC ground units (armor, unarmed, etc…) will spawn at a2g INFANTRY ASSAULT

CTLD – Complete Troops and Logistics Deployment Script for Helos

Build AAA Defenses.
Transport Tanks, Humvees and more.Pickup troops and drop them off into battle.
More details here:
https://github.com/ciribob/DCS-CTLD

EWRS – Early Warning Radar Script

An AWACS script that gives you auto-text reports of enemy bandit locations.
You can request bogey dope, picture, friendly picture, and you can enable/disable auto-reports as you like.
Units of measurements can also be configured. This is a great and reliable alternative to the in-game AI AWACS calls over the radio.

More info can be found on the ED Forum Support Threads linked on the mission files.

Please note: These are mostly DYNAMIC SINGLEPLAYER/CO-OP MISSION. As of now, we have a campaign where progress is persisted and is on-going, but for now a dynamic single-scenario like this will most definitely fill the void of a large scale dynamic campaign as ED/DCS lacks proper resources for developers and designers to create a proper dynamic campaign without too many workarounds.

Single-Player/Co-op Dynamic Missions and Campaigns made by deadlyfishes:

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command
Through The Inferno (Persian Gulf) (Persian Gulf Map)
[ED User File Download and Info Page]
[ED Forum Support Thread]
_____________________________________________________________

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command
Through The Inferno (NTTR – Las Vegas) (NTTR Map)
[ED User File Download and Info Page]
[ED Forum Support Thread]

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command
Through The Inferno (Normandy 1944) (Normandy Map)
[ED User File Download and Info Page]
[ED Forum Support Thread]

Dcs world air command. Смотреть фото Dcs world air command. Смотреть картинку Dcs world air command. Картинка про Dcs world air command. Фото Dcs world air command
Through The Inferno (Normandy 1984) (Modern Aircraft)
[ED User File Download and Info Page]
[ED Forum Support Thread]

Источник

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