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Flight Simulators





Found 12 results

  1. Default cockpit textures for the Mi-24P module are quite heavy - memory usage wise, both cockpits will take up whole 2GB of ones VRAM, and for some this might be too much. So I tried to optimize them, to limit the amount of VRAM take take, by rescaling textures that are not essential for graphical fidelity. In the mean time, also re-coloring them... because why not? The result are cockpits that take only half of the memory they used to, without any noticeable degradation in visual quality. For a week now many of you could try the Black English-language one, and I heard a lot of positives about the load times, and in some cases performance increase. So through the week I made also the Russian version of the black cockpit, as well as both in grey, and... RAL 5018 - which was a substitute for trying to match the factory turquoise paint used by Mil, by the European users. English language cockpits also have brightened engine fire lights, as by default they are dimmer than the Russian language one. Skins are made to be compatible with OvGME - just use that program to install the mods. If you don't use that program, just unpack the .zi archive, and move the 'Liveries' folder, to your DCS directory in Saved Files location. Then choose new cockpit paint in game Options -> Special -> Mi-24. Update 2021-09-27: All cockpits updated to be compatible with newly added texture layers. Update 2021-06-21: Russian language cockpits updated for the warning panel lights to display properly. Download: Mi-24P Black EN Cockpit (optimized) Mi-24P Black RU Cockpit (optimized) Mi-24P Grey EN Cockpit (optimized) Mi-24P Grey RU Cockpit (optimized) Mi-24P RAL5018 EN Cockpit (optimized) Mi-24P RAL5018 RU Cockpit (optimized)
  2. Any chance we could get either night vision goggles or a night Mi-24 Hind variant so we can use it during the night time? Thanks.
  3. Mi-24P update 3D model is not at the state when we are ready to flash it to tease you yet. We've finished modelling of hover, takeoff and general performance in the air of this helicopter. Currently team is working on Mi-24P crew AI. Mi-24P crew AI will be available as pilot or as gunner. We are aiming to implement control over AI functionality with help of AI GUI which will allow you to use only 4 buttons to give AI specific commands regarding: Heading Speed ALtitude Maneuvers Hover menu Target choice Also we are working on AI crew targets detection logic. It will not be just all-seeing AI copilot/gunner, as you can see on pics below, AI behaviour will not be simplistic and during spotting its being modelled to mimic real pilots training logic for spotting targets. Things like distance, angle and illumination will be taken into account among many others. Bye Phant
  4. Hello! Just a little thing, but can we have sound for pushing the trim button? If it is making a sound in the real thing of course. In the Mi‐8 you can hear that satisfying mechanical "clonk" when you trim... I somewhat miss that in the Hind
  5. Since we now have a very beautiful and great sounding P Hind and the old unit is the same helicopter I would've liked it to sound the same. It have always been generic and boring and unauthentic, and there is no reason why you shouldn't update it. Hope ED sees this Also for some reason it's startup sequence audi is very broken atm, cuts off when engines are starting
  6. can we get a single missile per side option, it rather fly with one missile on each side than 2 on one and none of the other here is my evidence
  7. Red Storm Rising Server - Liberate Syria Campaign - Mi24P - Cyprus RSR server is running brand new Syria campaign with Mi-24P (with slinging and troop pickup) and Cyprus bases. We are trying something new in DCS: Dynamic PVP campaign based on a goal. Server Details Server Name: Liberate Syria - Red Storm Rising | RSR | Live Webmap: http://map.redstormrising.net:8080 Website: https://www.redstormrising.net/ Server IP: redstormrising.ddns.net:10308 SRS Server IP: redstormrising.ddns.net:5002 Discord Server: https://discord.gg/NRvtGax So what is new and different? Instead of capturing a full map, we built a server around a goal/task. Your task on our new Syria map is to liberate Syria or capture it fully. It's not required to capture every base on the map, but rather you have to control major (4) cities on the map, and kill enemy carriers. Whoever accomplishes this task first wins. Read more about the mission below: MISSION DESCRIPION: This version of the map is based on historic war in Syria. Syria was attacked by NATO supported Separatists. The base of Aleppo, Palmyra, and the city of Raqqa were captured by the terrorists. Most of the country is lost. The main places Syria can fight from is Bassel Al-Assad and Damascus. Syria's ally Russia lands in Bassel Al-Assad, setups S300 SAM systems and tries to recapture the lost region together with the Syrian army. THE GOAL: You do not need to take every base on this map. All you have to do is control major cities in Syria and kill enemy Navy in order to win the campaign. RED GOAL: Liberate Syria - Control Aleppo, Bassel Al-Assad, Palmyra, Damascus, city/FARP of Raqqa, and kill starting BLUE Carriers together with Tarawa BLUE GOAL: Conquer Syria - Control Aleppo, Bassel Al-Assad, Palmyra, Damascus, city/FARP of Raqqa, and kill starting RED Carriers together with Transport Dock MISSION SETUP: Capital for BLUE is Incirlik Capital for RED is Damascus Each side starts out with 7 loaded bases and 1 loaded FARP. Number of ground units and airframes is equal across teams. Both BLUE and RED team starts with 4 warehouses. Two of those warehouses are pure Army warehouses where you receive Tanks and IFVs. You may send those units to the battlefield, or to your bases. The third warehouse is the Naval warehouse where ships spawn. The fourth warehouse is for Short Range SAMs. Manage your units carefully are resources are not unlimited. Both Bassel Al-Assad and Aleppo bases are fully loaded as those bases see most action. Incirlik and Damascus bases are patrolled by Ai fighter squadrons. SOME OF OUR FEATURES: Mi-24P Sling Loading of Cargo and Troops (Internal sling loading enabled during Early Access) New Syria map with Cyprus AirBase, FARP capture system Chopper operations (Logistical operations using helicopters. Performing: repairs, installation of SAM systems, installation of tanks, IFVs, artillery, transport, JTAC delivery) Infantry Pickup and Delivery Internal and External Sling Loading One of the most developed CTLD Sling Loading Operation in DCS Expended Mission Info Showing status of the campaign, personal status, team status, intel on enemy State of the campaign is saved and all progress comes back after server restarts, so your work is never lost Unique features like Anti Ship Missile System, SCUD missiles, Artillery setups, and lots more can be player slung and controlled No restrictions on weapons, you can use your modules the way you purchased them. Ability to have your own skins Anyone can be a TAC COMMANDER, JTAC Operator Personal Stats and Performance can be viewed on our Discord Channel Mi8 and Huey can carry crates internally and externally All types of ships are at your disposal including submarines You are able to control everything on the map Naval and Army Warehouses Ability to make infantry work together with armor Weather marks and weather information at your current location JTAC, RECON Drones, Air Resupply, all at your fingertips Concept of Capitals Ai Cap supporting capital cities Despawn Blocker implemented not allowing people to despawn in the middle of the fight Spawning on Carrier for fighter jets, helicopters, Harriers You can repair all SAM and Missile Systems JTAC, SAM, and total unit count team limit to control overbuilding/overcrowding of maps Cargo Airplanes can capture repair bases and deliver JTACs to the field Ability to setup Rolands and HQs as full system or independent launchers SD-10 and SEAD missiles on SU-33 and Flanker variants to help BVR balance between BLUFOR and REDFOR. No mods required. CSAR to allow players to rescue their previously ejected pilots to gain lives back Limited number of lives on jets to add realism to your play Crate pickup from Tarawa and Transport Dock Staging Points for last resort comebacks Dynamically player spawned AWACs, EWRs, Tankers EPLRS mission wide for A10CII AirBases, FARPs, Loaded FARPs, Harriers on FARPs Auto GCI for choppers and CAS airplanes Realistic Weathers with Wind No TacView exploits Server is build for fun, but intense war. Joining the server or our Discord will help you get started. You may also ask any question you like here on the forum. Few Picture Examples: Mission information during the campaign providing you with intel:
  8. Hi, after some time playing on the weapon operator seat, I am not able to fire ATGM from pylons 5-8, usually when you select any pylon from station 1-4 you hear the ready to launch tone, but nothing happens when stations 5-8 are selected. UPDATE: when carrying only the ATGM there is no problem, things go wrong when carrying MG pods combined with ATGM, maybe it is bugged
  9. Not sure if posted before but anyone got any ideas of what they'll start off with whether it be before or after learning to start the beast?
  10. Hi @Wags - EDIT: I found more evidence that you actually open the valves, so the label and animation are correct, and when you say "pneumatic valves - to close those" it led me to think there was a bug in label / animation as the voice instruction did not match the visuals in this case. Originally I thought -- I noticed the Hind has got reversed labels for CABIN PRESS knob. You close the valve but the label says OPEN. Here is the shot of the real thing: Label in the real Hind says Закр, which I believe is "close". Happy to be wrong about it Thanks!
  11. As The UpDate is now live when are we gonna be able to download and play the hind as it won't let me install it as does not show up on the model page in game. ??
  12. Hello, I was wondering if the Hind will get 2-player multicrew for pilot and co-pilot, or 3-player multicrew since in the future we will be getting a KORD door gunner with 12.7mm machine gun. Could a third person be here on this gunner position since neither the pilot nor the co-pilot can leave to get into the back gunner from their position, or will it be an AI who will be using this door gunnery position? Thank you!
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