DCS WORLD: Moduli di Terze Parti

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 23 gennaio 2026, 23:58

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 28 gennaio 2026, 1:02

Heatblur Simulations ha scritto:
DCS: F-14B(U) Development Update

2025 was a very busy year for us, despite not launching any new products. We shipped major updates for all of our released products, made large strides on all future roadmap releases, and entered final release testing of the F-4E for Microsoft Flight Simulator, bringing full cross-platform capability to our Anvil aircraft development framework! 2025 has also been a year where we’ve focused significant efforts on parallelizing development and leveraging all of the combined experience in building high quality high fidelity modules. This meant that not only did we make large strides on products such as the Eurofighter, but also on aircraft such as the F-14B(U), an evolution of the DCS: F-14 that we’re super excited about.

Development pace on the F-14B(U) continues strong as we are progressing well on putting in place all of the key avionics upgrades that modernized the Tomcat for the 2000s. Many of these systems are already in a usable state, and limited internal testing has been ongoing for the past few months.

A completely new HUD has been implemented, providing significantly improved situational awareness compared to the legacy system with functionalities such as integrated RWR, multiple target designators, detailed target and navigational data, and higher refresh rates.

For the RIO, the PTID greatly expands operational capabilities, and can now also be repeated on the ECMD when required, improving flexibility and crew coordination, allowing video feeds to be viewed at the same time as the radar display.

On the navigation side, the aircraft is now built around a modernized navigation architecture, including the CDNU for input output, and the EGI (Embedded GPS and INS). Together, these systems provide a far more capable and robust navigation solution than previously available and will significantly change the way you fly and fight in your Tomcat.

More updates will follow, where individual systems will be presented in greater detail. These future updates will also cover additional capabilities currently in development, including new weapons and systems such as JDAMs and DFCS; key parts that move the B(U) from quality of life upgrade to a truly new experience!

At the same time as we build the F-14B(U) aircraft itself, we’re beginning to bring across some of the most requested functionality that we developed for the F-4E Phantom. Features such as the in-game browser, interactive kneeboards, interactive manual (with explain-me-switch feature), and more will be coming to both DCS F-14A/B and the B(U). We will of course be teaching JESTER to use the new systems as well, and after the release of the B(U), we plan on making QoL improvements to JESTER in both Tomcats, though this may largely depend on feasibility. Working on an upgrade product in this way affords us a unique opportunity to spend more time than otherwise possible on bringing across new features and making sure the entire eventual F-14 product family remains one of your favourite flight simulation experiences.

See you on the carrier deck soon as we dive in-depth on the exciting systems and features bringing the Tomcat into the modern era!

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 31 gennaio 2026, 2:35

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 31 gennaio 2026, 3:45

Heatblur Simulations ha scritto:
DCS: Rafale C - officially licensed by Dassault Aviation

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We are proud to announce the DCS: Rafale C — a high-fidelity, flyable aircraft module officially licensed by Dassault Aviation and developed as a close collaboration between Heatblur Simulations, Jet Fighter Experience (JFEXP) and Fly And Fight.

Dassault Aviation’s licensing and manufacturer-level cooperation form the essential foundation of this project, ensuring that the Rafale is represented with the accuracy, integrity, and respect a modern, active duty fighter jet demands. Jet Fighter Experience plays a key role in the development effort, contributing additional engineering, research and modeling, and acting as the interface for coordination with Dassault. Their background in delivering comprehensive tactical simulation solutions for military training — spanning simulator design, tailored tactical content, technical deployment, and operational support — is a critical pillar of the DCS: Rafale C project. Fly And Fight complements this with direct operational insight through experienced Rafale pilots: a former Rafale Solo Display pilot and instructor with over 2,000 flight hours in the Rafale, who is widely regarded as a reference in maneuverability, technical demonstration and mastery of the aircraft; and a squadron pilot with over 1,000 flight hours in the Rafale who participated in nearly all major Rafale operational deployments. Both bring first-hand experience of real combat, procedures, tactics, maneuvers, mission execution, the human factor and the operational rigor of French fighter aviation. Heatblur Simulations acts as the main developer and integrates all of this work, shaping it into a single, coherent module through the company’s technology, tools, and long-standing experience as one of the premier developers of high-fidelity flight simulation products today.

At the heart of the DCS: Rafale C lies Heatblur’s ANVIL technology, our component-based simulation framework. This allows us to model the Rafale as a tightly interlinked combat system where flight controls, sensors, avionics, weapons, and aircraft systems continuously and naturally influence one another as individual components. Combined with deep research and ongoing feedback from those who know the aircraft best, this approach lets us push the boundaries of modern jet simulation in DCS once more.

The Rafale C, the single-seat variant and flagship of the French Air and Space Force, embodies the original Rafale philosophy in its purest form: a true omnirole fighter designed from the ground up to give the pilot freedom of action. It was built to fight for air superiority, deliver precision strikes, gather intelligence, and project power — often within the same sortie — while remaining survivable and effective in dense, contested environments.

This philosophy has been tested and refined in combat during sustained operations in Afghanistan, Libya, the Sahel, Iraq, and Syria, operating far from home bases and across a wide range of mission profiles. These deployments, frequently conducted in coalition environments, shaped the aircraft’s tactics, systems, and upgrades, and turned the Rafale into one of the most combat-proven modern fighters in service today.

Powered by two Snecma M88 turbofan engines, the Rafale C delivers around 75 kN (17,000 lbf) of thrust per engine with afterburner, giving it excellent thrust-to-weight performance, rapid acceleration, and strong energy retention across the flight envelope. The aircraft combines this power with a close-coupled delta wing and canard layout, digital fly-by-wire flight controls, and relaxed static stability, resulting in exceptional agility, high-angle-of-attack capability, and precise handling from low-level, high-speed flight to demanding air combat maneuvering.

Flying the Rafale C is about managing complexity without being overwhelmed by it. It is about flying fast and low when needed, high and clean when required, and orchestrating sensors, weapons, and information as a single system rather than a collection of parts. It is about making rapid decisions under pressure, trusting the aircraft to protect you in hostile airspace, and exploiting every tactical option it offers. Our goal in DCS is to capture that experience — the flow, the workload, the sensation and the confidence the real aircraft gives its pilots.

That experience is inseparable from the Rafale C’s weapon systems. In DCS, the aircraft will be brought to life with its core air-to-air and air-to-ground capabilities, including short- and medium-range air combat missiles, long-range beyond-visual-range weapons, precision-guided munitions, and a wide spectrum of strike options designed to support its omnirole doctrine. Central to this is the Meteor beyond-visual-range air-to-air missile — a weapon that fundamentally shapes how the Rafale fights at distance. Meteor is already under active development by Heatblur for DCS, and its integration into the Rafale C is a key part of this project, allowing DCS pilots to closely simulate modern BVR tactics, energy management, and engagement geometry as they are flown and fought in the real world.

The Rafale’s story began in the 1980s, when France set out to design a fully sovereign, next-generation combat aircraft. Developed by Dassault Aviation, the first flight of the Rafale demonstrator took place in 1986, and the program eventually led to the Rafale C entering service in the early 2000s. Since then, the aircraft has grown steadily in capability and reputation. Today, the Rafale is flown not only by France, but also by Egypt, India, Qatar, Greece, and Croatia, and is on order for the United Arab Emirates, Indonesia and Serbia, with over 500 aircraft delivered or contracted worldwide. This broad adoption reflects both its combat record and the confidence placed in its adaptability, long-term evolution, and operational independence. It will serve the French armed forces beyond the year 2060.

This project exists because of the convergence of the aircraft manufacturer, professional simulation expertise, and the Rafale fighter community. With this solid foundation, we are confident in approaching a modern, front-line combat aircraft with the depth and seriousness it deserves, delivered to the well-known, high quality standards associated with Heatblur Simulations.

The DCS: Rafale C will not be just another module for DCS — it is our aim to make it the ultimate Rafale simulation experience, the most in-depth recreation of this legendary aircraft ever made; guided by those who designed it, who continue to support it, and who flew it on operations and in demonstrations.

In French, “rafale” means a gust — so strap in, because a powerful new gust of modern air combat simulation is about to hit the world of DCS - and we hope that you all share in our excitement for this breath of fresh air! DCS: Rafale C is in early development as of now and is being developed in parallel to existing Heatblur projects by a dedicated team. We look forward to sharing more details with you in the months ahead.

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 1 febbraio 2026, 0:26

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https://www.facebook.com/eagle.dynamics/photos
https://forum.dcs.world/topic/97330-dcs ... nt-5747042
https://forum.dcs.world/topic/97330-dcs ... nt-5747104
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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 1 febbraio 2026, 0:45

Plexus - ED Partners ha scritto:
OctopusG - DCS: La-7 DEVELOPMENT NOTES

Operation of the La-7 aircraft is impossible without its pneumatic system. Compressed air is used to start the engine, operate the weapon systems, apply wheel brakes, and provide emergency landing gear extension.

Since the aircraft is not equipped with an onboard compressor, the system’s air supply is limited by the capacity of the onboard cylinder.
For this reason, a ground air bottle is an essential part of the La-7 ground crew’s equipment.

As a result, players of the DCS: La-7 module will often need to call upon the ground crew to connect an external air supply.


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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 9 febbraio 2026, 0:39

AVIRON ha scritto:
Aviron DCS: Kfir Development Update – February 2026

We're thrilled to provide an update on the Aviron DCS: Kfir development. Our team remains focused on bringing this legendary aircraft to your virtual hangar. Our goal remains to push the limits of realism, ensuring an unparalleled and truly immersive simulation experience.

Flight Model
Significant work has been put into the flight model, which has been tuned and adjusted to accurately depict the different types of flying characteristics such as: aerobatic maneuvers, takeoff, landings and more. We have collaborated with real life Kfir test pilots and retired operational pilots, who have flown our flight model in DCS. Their first impressions flying the Kfir were very positive and supplied invaluable feedback.

Systems and Avionics
Systems and avionics development has seen steady growth over the past year:
  • Radar: The physical radar model, including its state machine, is now complete. It employs accurate physical calculations for target detection, incorporating variables like radar cross-section, ground clutter, and aircraft orientation.
  • HUD: The development of the Head-Up Display (HUD) air-to-air and air-to-ground pages is progressing very well. This work establishes the critical foundation for our continued development efforts throughout the year.
  • Light Warning Panel: All warning lamps and test button logics are functional
  • Weapons Panel: implemented the activation of pylon circuit giving power to the specific element
  • Aural Warning System: implementation of the AOA probe and sound system
  • Gear System: implementation of the electrical components and propagation to flight model.
  • UHF radios: DCS integration of UHF red and green radios
  • Radar Warning Receiver (RWR): DCS integration with corresponding documented symbols
  • Electrical System: We have successfully implemented and validated our simulation. Our focus is now on the wiring of the cockpit's electrical switches, lamps, etc.
  • Fluids Simulation: The core fluids simulation is now complete and proceeding with the in-depth design and implementation of the Kfir's fuel, hydraulic and oxygen systems.


Modeling
Following the successful completion of the Kfir cockpit, as highlighted in our previous update, our development efforts have now moved to the aircraft's airframe. Work on the Kfir is advancing quickly and we are very pleased with the external modeling's high level of detail and accuracy. Below are preliminary sample images that provide a first look at the significant progress we've made in faithfully reproducing the aircraft's distinctive shape and features.

Thank you once again for your continued enthusiasm, support, and patience. We look forward to providing more progress updates in the future.

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 12 febbraio 2026, 0:13

AVIRON ha scritto:
Aviron DCS: KFIR C2 HUD elements

As promised, here’s a quick peek at some of the Head-Up Display (HUD) components we’re working on. We can’t reveal too much right now, but there’s a lot more we haven’t shown yet—and everything you see here is already fully functional. All visuals are still a WIP!

  • AA Mode
    • The Hotline (Snap Shoot / Snake)
      • Visual : A dynamic line "snaking" out from the Gun Cross. When firing it disappears and starts growing relatively to the 6 points. Returns to full 0.5 seconds after firing stops.
      • What it is : It visualizes the path of 30mm DEFA shells fired over the last 1.2 seconds.
      • The 6 Points : The line is built from 6 segments, each representing 0.2 seconds of bullet travel time.
        • Point 6 (Top): Where a bullet fired 0.2s ago is right now in space.
        • Point 1 (Tail): Where a bullet fired 1.2s ago is right now in space.

    • The Pipper (Aiming Dot)
      • Visual : A small circle that slides along the Hotline.
      • Function : Indicates the exact impact point for the current radar range.
      • Logic: : When a target lock is active, the pipper slides to the correct position on the snake.
        • If the range is < 1200 m, the pipper is visible.
        • If the range is > 1200 m, the pipper is hidden.
        • When using manual range settings (250 / 350 / 450), the pipper remains visible and stays at the correct position on the snake.

    • Stadiametric Circle (Wingspan Circle)
      • Visual : A circle surrounding the Pipper.
      • What it is : Visual range estimation. You dial in the target's wingspan (e.g., MiG-21 = 7.15m).
      • The Game : Fly until the target's wingtips touch the edges of the circle. If they touch, you are in range and position!

    • Range Octagon (The Stop Sign)
      • Visual : An 8-sided polygon wrapping around the Wingspan Circle
      • Function : Displays the current range as a circular bar (radar or manual)
      • Scale :
        • Each full segment represents 100 meters
        • Half-segments represent 50 meters
        • Full octagon = 800 m

    • Gun Cross
      • Visual : A fixed small cross near the top of the HUD
      • Function : Your Boresight. Where the nose is pointing

    • Left Data Windows
      • Location : Bottom left
      • Top (Window 1) : displays current G-load. Format: G followed by value
      • Middle (Window 2) : displays current speed in Mach. Format: M followed by value
      • Bottom (Window 3) : displays the system clock. Format: HH MM SS

    • Right Data Windows
      • Location : Bottom right
      • Top (Window 4) : Mode Name. Text: HOTLINE
      • Middle (Window 5) : Message/ Warning (BINGO, PULL UP) > Fuel Quantity (not applicable to all Kfirs!)
      • Bottom (Window 6) : Failures. Text: Blank (if healthy) or Failure Code (e.g., F-RDR) (not applicable to all Kfirs!)

    • Closing Speed Indicator
      • Location : Bottom of the HUD, only during radar lock (STT)
      • Visual : A small caret moving along a horizontal scale
      • Function :Indicates relative closure rate
        • Center: No closure (distance stable)
        • Moves Left: Closing (You are gaining on the target)
        • Moves Right: Opening (Target is pulling away)
      • Scale : Distance from center reflects speed magnitude

    • Gun Ammo (Bottom Center)
      • Location : Directly below the main reticle area
      • Format : Two 3-digit counters separated by a slash
      • Display : 140 / 140 (Left Gun / Right Gun)

    • Missile Seeker Diamond
      • Visual : A floating Diamond (Rhomboid) shape
      • Function : Shows exactly where the Infrared (IR) missile seeker head is looking
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  • AG Mode: CCIP

    Most AG modes have been implemented. Let’s dive into the popular CCIP mode
    • The Pipper (Impact Point)
      • Visual : A circle with a center dot at the bottom of the BFL
      • Function : Shows the continuously computed impact point on the ground
      • Logic :
        • Immediate CCIP: The pipper is on the ground target. You can pickle (release) anytime
        • Delayed CCIP: If the impact point is too far/invisible, the system enters Delayed mode
        • The "Jump": Immediately after release, the Pipper momentarily "jumps" up to snap to the Velocity Vector

    • The Solution Cue (Delayed Release Bar)
      • Visual : A horizontal bar crossing the BFL
        Function : Visual release timer for Delayed CCIP
        Logic: : Used when the impact point is below the HUD view. The bar slides down the BFL. When it hits the Velocity Vector (and the timer hits 0.00), the bomb releases automatically (if the pickle button is held)

    • Left Data Windows
      • Top (Window 1) : Target Number. Format: TGT followed by number (e.g., TGT 01)
        Middle (Window 2): Time to Release (Note: This is TIME, not Range)
        • Format: R followed by seconds
        • Immediate: Displays R 0.00 (Ready)
        • Delayed: Displays countdown (e.g., R 05.4)

        Bottom (Window 3): System Clock. Format: HH MM SS (e.g., 10 23 15)

    • Right Data Windows
      • Top (Window 4) : Mode Name. Text: CCIP
      • Middle (Window 5): Message/ Warning (BINGO, PULL UP) > Fuel Quantity (not applicable to all Kfirs!) Text: 1500 (Liters) / BINGO
      • Bottom (Window 6): Failures. Text: Blank (if healthy) or Failure Code (e.g., F-RDR) (not applicable to all Kfirs!)

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 17 febbraio 2026, 3:05

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » 22 febbraio 2026, 1:18

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Re: DCS WORLD: Moduli di Terze Parti

Messaggio da Phant » ieri, 1:22

NineLine - ED Team ha scritto:
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DCS: F4U-1D Corsair Development Report by Magnitude 3 LLC

From Magnitude 3:

Recent development of the DCS: F4U-1D Corsair has centred on improving flight model accuracy, ground-unit behavior, and overall usability in DCS. Thanks to you and your thorough testing and feedback, we’re ensuring that the Corsair performs realistically and fits seamlessly into the DCS WWII experience.

We’ve spent a lot of time refining the Corsair’s flight model. We fixed an issue with too much drag when the flaps were extended, so you’ll notice more realistic handling during approaches and maneuvers. Stall recovery is now more authentic, and we’ve tuned the tailwheel for smoother yaw control on the ground. External fuel tank drag has also been adjusted to match real-world data. These updates make the Corsair’s handling more true-to-life, and it gives you a more consistent flying experience.

We have also improved the cockpit interface. Mouse-view input now works as expected, and field-of-view limits have been adjusted. These tweaks make cockpit interaction and camera control smoother and easier to use.

Additionally, we’ve fixed an issue with Japanese ground units not spawning damage models correctly. This will be included in the next DCS update. The range of the Japanese 25 mm anti-aircraft gun has been adjusted from 7,500 meters to 6,000 meters to better match its historical performance.

Looking ahead, we’re working on new features to expand the Corsair's capabilities. One of our main goals is to add the catapult system for the F4U-1D, bringing a key part of carrier operations. We’re also continuing to improve the BAT-9 radar. To get this right, we’re seeking the best technical sources to ensure the system is as accurate as possible.


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