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Phant
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Weapons Development Progress
Appearance of Missile Contrails at Low Temperatures
Modern missiles use reduced-smoke solid-fuel rocket motors, as well as liquid-fuel motors. However, these cease to be “low-smoke” at altitude due to the drop in air temperature. The exhaust of solid-fuel missiles, such as the AMRAAM’s HTPB/AP fuel, contains Hydrogen Chloride HCl, which at low temperatures forms crystal hydrates that generate a dense contrail. The exhaust of liquid-fuel missiles contains water vapor, which also generates a dense contrail in cold air.
In winter, a contrail can appear even at low altitudes. At Arctic temperatures, the contrail may appear even at ground level.
In the screenshot, an F-15C aircraft launches a missile at a target high above it. As illustrated in the image, the first part of the missile's flight has a “low-smoke” trail where the air temperature is above -25°C. As the missile climbs, a dense contrail appears as the air temperature falls below -25°C.
On the Kola map, you can set the air temperature down to -30°C, and this results in “low-smoke” missiles having trails at surface level. This is an important tactical point, as the smoke trail reveals not only the missile launch but also its trajectory.
Trajectory Fluctuations of Older Generation Surface-to-Air Missile (SAM) Systems
We recently added authentic guidance algorithms for the older Soviet SA-2 and SA-3 SAM systems. Due to the low angular accuracy of first generation radars, and the design features of the radio command control system, noticeable fluctuations are observed in the flight path of SAM missiles. These limitations lead to increased errors in the targeting, which was compensated for by large warheads.
We have implemented two guidance modes for these missiles. By default, the improved proportional navigation mode is used, but if the target uses a jammer, or has a velocity of less than 100 meters per second, pure pursuit is used.
Realistic Pattern of Proximity Fuze
We recently added new and more realistic SAM missile proximity blast patterns for fuzes. The proximity blast pattern is now a more realistic, “wagon wheel” shape rather than spherical.
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This allows the SAM missile warhead to more effectively fuze when the target is in the lethal area of the expanding rod zone. This increases the SAM lethality. This new mechanism allows us to set unique shapes and sizes of patterns based on fuze and warhead types. It is an important step in the development of munitions for DCS. You can expect the first implementation of this feature for the AIM-120 air-to-air missile in the next update.
Q&A by Matt Wagner
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Spring Sale Up to -50%
Mission State Save Development Progress
We are pleased to share good progress on the Mission State Save Option. This feature is aimed at giving players an easier way to set up their own mission context and environment (story) with basic mission editor skills and be able to keep progress made by transferring achievements to subsequent sessions of the same mission automatically. It’s designed to enhance long-term gameplay, providing a seamless experience for those engaging in lengthy or complex missions. Additionally, we are making it compatible with multiplayer nuances. We hope you’ll enjoy it! The new Save feature will allow you to save mission states between missions. It will also allow you to make mission changes at the save point in the Mission Editor.
The feature is now integrated with the existing DCS architecture. The current efforts are focused on adding specific dedicated server controls for running persistent missions and saving them on demand. As always, community feedback will be vital to our development process. Once this feature will be available, we encourage all participants to provide as much detailed feedback as possible so we can plan future improvements.
The Mission State Save feature is aimed at giving players an easier way to create new missions based on the saved events state of the played mission. New Save does not save the state of everything in a mission but rather applies the theatre of operations events to a newly generated mission. This allows you to create linked missions with persistence between them.
You can save the mission state at any time during the mission or generate a new mission from the state you get at debriefing after you exit the mission. The new mission file will have its time and date set to match the day and time the previous mission was saved at, and groups that were destroyed will be deleted from the mission and groups that were activated will be added as active. If you save a mission state while controlling an aircraft in flight, the aircraft will spawn at the location it was flying when the mission ended. The same transfer of spawn position will also happen at airfields or FARPs when the aircraft is on the ground. Ground unit current positions, speeds and waypoints will also be saved between missions. We are also working on adding new types of triggers that will activate by absolute time passed in the mission, not just time passed since the start of the simulation process.
All warehouse states are also transferred. We are working on adding and refining the parameters that are transferred to new mission files. The Mission State generated file will be compatible with the Mission Editor, just like a regular mission file, so you can adjust it as needed to best support a storyline you want. Additionally, we worked on multiplayer functionality to give dedicated servers the option to generate these files automatically at the end of a mission or on demand by the admin panel button. Also, we have developed a new dedicated server mission format .sav to support seamless mission persistence, when a mission is converted to .sav, the server will automatically save the last state of that mission after mission end or restart, while saving on demand will give you a new .sav file at the location of your choice. The dedicated server interface also will allow conversion between .miz and .sav formats.
That way you can run missions lists which will iterate through different types of missions and keep persistent missions automatically updated after the server switches to another mission.
This feature won’t break protection of DCS paid single player campaigns and is aimed at user generated content only initially.
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CH-47F Development progress
Since our CH-47F newsletter update last month, we have been adding new features and tuning existing ones. The latest set of features has been rather complicated, and we thank you for your patience whilst we continue development.
We are working on additional MFD pages and numerous controls via the CDU. Currently we are focused on DAFCS native functions, which include hover mode. The Digital Advanced Flight Control System (DAFCS) Native Functions will include inertial, radar altimeter holds velocity, and position hold. Other items in development include new flight planning functionality, an improved damage system, and more paint schemes. The Extended Range Fuel System (ERFS II) is also in development.
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A-10C II Pilot Model Development Progress
We are excited to unveil our updated A-10C pilot, designed with highly accurate gear and visuals. The new, Scorpion helmet features a lightweight shell and tinted visor with realistic wear-and-tear markings. Oxygen mask connectors and straps have been precisely modeled to move naturally with the pilot’s head turns, creating a more authentic VR or TrackIR experience.
The flight suit is crafted from flame-retardant Nomex-like material, complete with realistic folds, wrinkles, and carefully placed pockets. Buckles, harness straps, and G-suit elements match real-world hardware. We will continue refining textures, visor reflections, and movement physics for the oxygen hose to ensure a truly lifelike representation when piloting the Hog.
We look forward to implementing final touches and launching this updated pilot model soon. Keep an eye out for patch notes, and thank you for your continued support and feedback.
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AMVI Joint Thunder 2025
On the 7th of April, 2025, Joint Thunder 2025 kicks off the full milsim international campaign organized by AMVI - Aeronautica Militare Virtuale Italiana. A well-established event that each year brings together over 130 pilots and human controllers in an asymmetric, realistic, and immersive operational scenario.
A Live and Dynamic Theater of War
The two coalitions, BLUE and RED, face off in the Sinai theater in a large-scale strategic conflict. BLUE’s air superiority is countered by RED’s formidable ground forces, creating a tactical balance that requires constant planning, coordination, and adaptation.
Realistic Missions, Unit Coordination
Every flight will have a decisive impact. Takeoffs, theater entries, attacks, and returns will be managed by real human ATC, AWACS, and JTAC operators, ensuring an uncompromising level of realism.
A Refined and Ever-Evolving Experience
Joint Thunder is not a competition, but a proving ground for pilots and squadrons, where training and the ability to operate as a team are crucial. From air interdiction missions to ground troop support and airspace defense, every role will have a strategic impact.
Joint Thunder 2025 begins on the 7th of April, 2025. Join AMVI discord channel.
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Instant Action Generator Development Progress
We are pleased to share the latest developments on our Instant Action Generator (IAG), a new tool that will replace Instant Action. The IAG will give players a quick and easy way to jump into the action without the complexities of creating missions using the powerful, yet complex, Mission Editor. The IAG will offer customizable scenarios: air-to-air, ground attacks, bomber escort and attack, anti-ship, suppression of enemy air defenses, and more with just a few clicks. Existing Instant Actions missions will be moved to Missions.
Recent efforts have focused on sorting aircraft by historical eras, improving AI logic for different skill levels, and allowing players to fine-tune everything from loadouts to spawn points from an interactive map. The goal is to provide newcomers with an intuitive and powerful tool to create simple missions and veteran players with the means to experiment with different match-ups, weapons, and scenarios. Please note that the IAG is designed to create fast and simple scenarios, and not large, complex missions.
Other enhancements include carrier operations, manual selection of allied and enemy units, and dynamic weather and time-of-day settings. As a result, the generator delivers a fast but flexible environment where testing a new module, practicing before a multiplayer match, or simply enjoying a casual dogfight is more accessible than ever. We will continue refining the IAG to ensure it remains a valuable tool for pilots of all skill levels. Stay tuned for more updates.
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Data Transfer Cartridge Development Progress
In the next DCS update, the initial version of the Data Transfer Cartridge (DTC) will be available for both the DCS: F-16C Viper and DCS: F/A-18C. This initial version will offer new interfaces allowing players to create and load DTC settings for radio communications and countermeasures from within the Mission Editor. This long-awaited functionality is available for both single-player and multiplayer missions.
After initial release and product tuning, we will add additional DTC items such as navigation routes and points, targets/pre-briefed points, datalink, weapons, stores management, radar, Non-Cooperative Target Recognition (NCTR) library, and more. We will also expand the tool to other aircraft such as the DCS: A-10C II Tank Killer and DCS: AH-64D.
The DTC will use a common interface between aircraft types, but offer unique options based on their real-world counterparts. It will be an exceptionally powerful system that allows both detailed programming options, but also the ability to create multiple DTCs per aircraft, to export them, load them, and share them with friends.
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Sniper Pod?
Hey, everyone. We know that many of you are very anxious to get your hands on this; so, I wanted to give you a little update
All primary functions are now in, and internal testing has started. The bones are looking good, and we have a good handle on what needs to be changed/added. Please note that we are simulating the Sniper ATP per OFP 4.2+.
We are still on track to release by the end of Q2, which should be June 2025. Naturally, if in test we discover blockers that prevent this, we'll need to work on it further. But for now, things are looking good.
Also, given the large number of missions and campaigns that are using the current TGP (LANTIRN/Litening mash-up), we'll keep both around, at least for a while.
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Currenthill Assets Pack Announcement
We are excited to announce a new partnership with Currenthill, which will bring many of his outstanding ground vehicles, aircraft, and ship AI assets to DCS. Currenthill is well known in the DCS community for his excellent mod packs and these AI assets will be added to the Core engine free for all of you to enjoy.
A huge amount of work has gone into integrating the assets; creating Levels of Detail; generating IR textures; adding desert, woodland and winter textures; creating damaged and destroyed models, and more. In parallel, we are creating new weapons like the Iskander, ATACMS, and IRIS-T SLM missiles to support these new assets. Some assets will also add new capabilities such as the IRIS-T surface to air missile system that features active radar-guidance paired with infrared-guidance; this makes it a deadly adversary.
This first set of Currenthill assets will include the FV101 and the lightweight FV107 armoured vehicle for your South Atlantic missions; the Tor M2 and Pantsir S1 for short range and air defense systems; and enhanced Russian Main Battle Tanks (MBT) like the T-90A and T-90M. The M-ATV, M1083 tactical truck, and M1130 command vehicle will also be included for your Mid-East missions.
For your European theatre missions, you’ll have a diverse range of new assets such as the Project 22160 Patrol Ship and air assets including the Mi-28N attack helicopter and the Tu-95MS bomber equipped with Kh-101 cruise missiles. For ground operations, you'll gain access to the BMPT Terminator IFV, the TOS-1A multiple rocket launcher, the 9K720 Iskander short range ballistic missile, the T-84 Oplot-M, and the T-64BV MBTs. Additionally, the modern IRIS-T SLM medium-range SAM and the M142 High Mobility Artillery Rocket System (HIMARS) that features both Guided Multiple Launch Rocket System (GMLRS) and Army Tactical Missile System (ATACMS) will also be at your disposal. We look forward to adding additional Currenthill assets in the future.
- The first iteration of the Currenthill Assets Pack will contain:
- FV101 Scorpion LT
- FV107 Scimitar CRV
- T-90A MBT
- T-90M MBT
- T-84 Oplot-M MBT
- T-64 Bv 2017 MBT
- M1130 Stryker ICV
- M-ATV MRAP
- BMPT Terminator IFV
- 9K720 Iskander SRBM (with 9M723K1)
- M142 GMLRS MRL (with M30A1/M31 GMLRS)
- M142 ATACMS MRL (with M39A1 ATACMS)
- Pantsir S1 SPAAGM (with 57E6)
- Tor M2 SHORAD (with 9M338)
- TOS-1A MRL (with MO.1.01.04M)
- M1083 MTV Truck
- IRIS-T SLM LN SAM (with IRIS-T SLM)
- IRIS-T SLM STR SAM
- IRIS-T SLM CP SAM
- Tu-95MS Bomber (with Kh-101 and Kh-555)
- Mi-28N Attack Helicopter (with Ataka and Igla)
- Project 22160 Patrol Ship with SA-15 (Tor-M2)
- Project 22160 Patrol Ship
- Each Asset comes with:
- High resolution textures
- LODs for both model and destroyed model
- Custom sounds
- Animations
- Summer, desert and winter liveries
- FLIR textures
- Encyclopedia entries
We continue working on the integration of the assets into the DCS Core, and we look forward to sharing more details soon. A special thanks to Currenthill for bringing you all these tanks, infantry fighting vehicles, ships, and AI aircraft that will provide even more interesting and engaging missions to DCS.
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