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Everything posted by Flyboy
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Was having a lot of issues lately with my performance so I did some checking using Claude AI and it came up with this, which I used and it seems to be working a lot better so far. I also attached the pdf version of this. DCS VR Performance Optimization Guide For High-End Systems with Pimax VR 1. ParkControl Setup (Fix Core Parking) Download ParkControl from https://bitsum.com/parkcontrol/ Install and open ParkControl Go to Settings → Experimental Enable "Always Show Bitsum Highest Performance" Return to main screen Select "Bitsum Highest Performance" from the power plan dropdown Verify it shows 32/32 cores (or your full core count) with Parking: Off 100% 2. Process Lasso Setup (CPU Priority Management) Download Process Lasso from https://bitsum.com/processlasso/ Install and open Process Lasso Set the following process priorities: Process CPU Priority I/O Priority DCS.exe High High PiService.exe Above Normal Normal pi_server.exe Above Normal Normal Moza (FFB software) Above Normal Normal PiPlayService.exe Normal Normal Right-click each process → Set Priority → Choose level Select "Always" to make it persistent 3. NVIDIA Control Panel Open NVIDIA Control Panel Go to Manage 3D Settings → Program Settings Add DCS.exe if not listed Set these options: Power Management Mode: Prefer Maximum Performance Low Latency Mode: Ultra Threaded Optimization: On Optionally add Pimax runtime processes with same Power Management setting 4. OpenXR Toolkit Settings Setting Value Upscaling Off (use DCS DLSS instead) Override Resolution Off Fixed Foveated Rendering Medium Turbo Mode On Motion Reprojection Auto Frame Rate Throttling Off FOV Override Off Note: Don't stack upscalers. Use either DCS DLSS or OpenXR NIS/FSR, not both. 5. DCS Graphics Settings Setting Value Textures High Terrain Textures High Visibility Range Medium Heat Blur Off Shadows Default Secondary Shadows Off Water High MSAA Off DLSS Quality or Balanced Depth of Field Off Lens Effects Off Motion Blur Off SSAO Off SSLR Off Clutter/Grass 1000 Trees Visibility High Preload Radius 150000+ Chimney Smoke 0 Anisotropic Filtering 16x VR Tab: Pixel Density: 1.0 Bloom: Off 6. Pimax Software Control FOV through Pimax Play/PiTool (Normal/Large), not OpenXR Toolkit Set refresh rate based on what your system can maintain (90Hz recommended) Let Pimax handle resolution natively Key Principles Core Parking - Intel hybrid CPUs (12th-14th gen) park E-cores by default, hurting DCS Single Upscaler - Use DLSS in DCS OR NIS in OpenXR Toolkit, never both DCS is CPU-bound - Many stutters are main thread, not GPU FFR is free performance - Pimax wide FOV makes peripheral quality loss invisible Restart after changes - Especially after ParkControl and Process Lasso setup Troubleshooting Still stuttering? Lower Visibility Range to Low, Shadows to Flat Blurry image? Increase DLSS to Quality, or switch to OpenXR NIS at 85% Terrain pop-in? Increase Preload Radius Low GPU usage? CPU bottleneck - normal for DCS, priority settings help OpenXR Toolkit Settings Category Setting Value Upscaling Mode Off (using DCS DLSS) Alternative NIS at 80%, Sharpness 75% Image Adjustments Override Resolution Off Resolution Per Eye Off FOV Override Off Performance Fixed Foveated Rendering Medium FFR Pattern Ring Turbo Mode On Motion Motion Reprojection Auto Frame Rate Throttling Off Misc World Scale 100% (default) Post-Processing Off Pimax Play Settings Category Setting Value Display Refresh Rate 90Hz Field of View Normal (or Large if stable) Resolution Native (don't downsample) Render Quality 1.0 Smoothing Smart Smoothing Off (let OpenXR handle it) Compulsive Smoothing Off Compatibility Compatible with Parallel Projection Off (unless needed for specific game) Hidden Area Mask On Backlight Backlight 80-100% (preference) Runtime OpenXR Runtime Set Pimax as default OpenXR runtime Important Notes Refresh Rate: 90Hz is the sweet spot for DCS - achievable on high-end hardware 72Hz if struggling to maintain 90 (smoother than missing frames at 90) Don't use 120Hz for DCS - too demanding FOV Options: Normal - Best performance/quality balance Large - More immersion, ~10-15% performance hit Potato - Only if desperate for FPS Smart Smoothing vs OpenXR Motion Reprojection: Use one, not both OpenXR Toolkit's Motion Reprojection generally works better Turn off Pimax's Smart Smoothing when using OpenXR Toolkit Parallel Projection: Leave Off for DCS (not needed) Only enable for games with broken stereo rendering Hidden Area Mask: Keep On - gives free performance by not rendering pixels you can't see Quick Reference Pimax Play: 90Hz / Normal FOV / Render 1.0 / Smart Smoothing Off / HAM On OpenXR Toolkit: Upscaling Off / FFR Medium / Turbo On / Motion Repro Auto Hardware tested: Intel i9-14900HX, RTX 40 series, 64GB RAM, Pimax VR DCS VR Performance Optimization Guide.pdf
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Patriot helped me setup Visual Studio Code and it’s helped me tremendously in creating script. In addition to ChatGPT the other day he helped me setup my Claude (Anthropic) account so now you can see in the pic the script in the middle, ChatGPT on the left and Claude on the right. They can both see the code and all the files in my project so I have them evaluate each others suggestions and work.
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At the time Patriot and I were also flying RB3 in Jasta 9. I got out of it also for many years until a friend introduced me to VR flying which changed everything for me.
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I am making great progress on my TeamScore Script in preparation for using it for next Yom Kippur II Syria event. We tested successfully many of the concepts and I am now moving into the final phase to include zone/airbase capture, persistence, etc. Below is a general outline of the concepts and my plan for the next event. TeamScore Dynamic Campaign – Player Information Overview This event uses TeamScore, a custom multiplayer system designed to move beyond “AirQuake” gameplay. Victory is not decided by raw kill counts alone, but by strategy, coordination, logistics, and discipline across multiple mission days. Aircraft kills matter—but how your team fights matters more. PART I – Features Tested and Proven (TeamScore 3.066) These systems are fully tested, stable, and already in use. 1. Team-Based Scoring All actions contribute to team score, not just individual stats. Air-to-air, air-to-ground, naval, and mission objectives all matter. Reckless behavior can cost your entire coalition points. 2. Phased Conflict (Peace → War) Events begin in a Peace Phase: Recon missions Limited engagements Special operations Escalation to War Phase unlocks full combat scoring. Poor discipline in Peace Phase can trigger penalties or escalation. 3. Recon That Actually Matters Designated Recon aircraft can identify: Key objectives Enemy activity areas Recon intel appears immediately on the map. Points are only awarded when the aircraft safely lands, encouraging realistic RTB behavior. 4. DMZ and Neutral Airspace Enforcement Violating restricted airspace carries real penalties. Warnings, countdowns, and point deductions are enforced by script. Recon and SpecOps aircraft have special exemptions. Neutral countries can escalate politically if violations continue. 5. Strategic Consequences Poor coordination, violations, or careless flying can: Cost your team points Give the enemy operational advantages This is not a disposable one-off mission—your actions matter. PART II – New Systems in Active Testing (Zone Capture & Persistence) These features are currently being tested and refined and represent the next evolution of the event. 1. Capturable Ground Zones The map is divided into contested sectors. Each sector has: A defended outer area A central “prize” location (bunker, compound, FARP, etc.) Aircraft cannot capture zones. Ground forces must: Clear defenders Move into the prize area to capture 2. Logistics and Supplies Zones have supply levels representing defensive strength. Supplies are delivered by: Helicopters Transport aircraft (e.g. C-130) More supplies = stronger defenses. Lose defenders → zone supply degrades → logistics become critical. 3. Persistent Campaign State Zone ownership and supply levels carry over between event days. Individual units do not persist—strategic state does. Every event day starts from the results of the last. 4. Supply Warehouses as Strategic Targets Supply bases depend on supply warehouses. Destroying warehouses can: Cut off enemy logistics Force difficult strategic choices Warehouses can also be discovered via recon. 5. Escalation Through Bad Behavior Continued violations of neutral airspace can: Cost points Trigger political escalation Open new operational areas to the enemy Escalation is asymmetric and permanent—there is no reset button. 6. Commander-Level Strategy Logistics, recon, and ground operations must be coordinated. Concentrating forces may help a breakthrough—but leaves other sectors weak. Teams that plan, communicate, and adapt will win over teams that simply hunt kills. What This Event Is (and Is Not) This IS: A strategic, multiplayer campaign A place where teamwork matters A system that rewards discipline and coordination This is NOT: A pure dogfight server A “respawn and rack kills” experience A one-mission arcade event Why Fly This Event? Because you want: Meaningful missions Consequences that last A reason to fly recon, logistics, CAS, and CAP—not just fighters A multiplayer experience where strategy beats chaos If you fly smart, support your team, and think ahead—you will make a difference. More features are coming, but only after they are tested and proven.
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Mission Updates on the Server: - Multi Training Cold War Caucasus 2.204 (added C-130J) - Multi Training Cold War Germany 2.107 (added C-130J) - Multi Training WW2 Normandy 2.018 (minor improvements and added two more Defend spawns for Blue) TeamScore script update: I am maybe 2/3 of the way there and had major breakthrough/progress last week as I got the points working for air/ground/ship and buildings working correctly. What's working: - I can assign diff point values to types of units so more valuable units score bigger points. I can also assign special bonus points such as a VIP convoy, etc. - I have a waiting phase where everyone can spawn in, look at the map and strategize. If you try to takeoff during this phase you will get a countdown timer to despawn or you will go boom. Works great. - Admin starts the mission either in a Peace phase or direct to war. In peace you can do recons and other missions, kill air targets etc. But ground targets, crossing DMZ etc will count as negative points. If you go over -100 you trip the war and your coalition loses additional -1000 points. Team commander can choose to go to war for -500 points or wait until random peace negotiations fail and war starts on its own. - Special missions, buildings and other targets for enhanced points. Still to be done - Persistence so we can do this in multi week event. Will save flags, zone ownership, etc. - Zone capture and template spawns (similar to Foothold). My plan for next event is to have series of zones that each side can conquer or reconquer and gain points for each time they capture. It will be a struggle along the front to push and/or hold the line. Zones/airbases will have supply capacities of 1-6 supply units. These can be supplied with helicopters or cargo planes (UH1H can carry 1, CH-47/Mi-8 carries 2 and C-130 carries 3). The more supply units it has the more template spawn units are supplied. I'll also have CTLD available to carry in extra units, but these unfortunately can't be saved in persistence. So in the peace phase this might be time to logistically place units, fully supply zones, etc in readiness for your team's strategy. - Persistence and zone capture is very doable and I even had it working at one point but had to go back and fix some other things before implementing this fully and perfecting. Overall Goal My next event will be a Yom Kippur part 2 (1975) based in the Syria map (main bases Ramat David for Blue and Damascus for Red). Overall it will require team strategy to win. Though air and ground kills are important, you won't be able to win the match only doing "Air Quake" and must use a more nuanced, team approach to accomplish goals and work together. After all, air power is there to support the strategic ground war and this is exactly what I want to simulate.
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I thought quadviews wasn’t supported for crystal light?
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I should be available next week starting Tue
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One of my recent flights from Seattle to Portland had a great view of Mt St Helens Grok-Video-9F5FF09B-C5BE-47F3-82B6-B76C1A645ABC.mp4
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I fly mostly DCS and also Flying Circus. Yes we have a place and need for helo pilots, and in fact Patriot and I often work on a coop Foothold mission together later in the night. My schedule is chaotic so just watch the discord channel and if we (or anyone) is there feel free to join in. If you're interested in learning some jet action we can do that too. Patriot and I flew in Jasta 9 back in the Red Baron days.
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@NightFlier yes we still fly it and if you want we can get together. Our time zones may be a bit of an issue unless you’re up late (or early!) but I’m sometimes available earlier in the day. Some of us will be on tonight around 2100 ET/0200 UTC otherwise let me know when you’re available.
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Yeah I do that to but it was still causing problems until I did the above.
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I was having terrible problems with my NeckSafer in DCS. I use smooth motion but lately what it does is throw me completely outside the cockpit when I turn my head (often putting me out beyond the wingtips). I finally asked Grok and used the following steps which has helped a lot so far. ### Summary of Steps to Fix DCS VR Cockpit Clipping for VR NeckSafer 1. **Enable Saving**: In Options > Misc, ensure "User Snap-View Saving" is checked (it was already for you). 2. **Enter 2D Mode**: Disable VR in launcher; launch DCS in 2D. 3. **Setup Cockpit**: Select aircraft, start mission, spawn on ground, enter cockpit (RCtrl + C). 4. **Adjust Head Forward**: Hold RCtrl + RShift + Num * (your binding for forward); press 3–5 times (or more) to shift head forward for VR buffer. 5. **Save Default**: Press RAlt + Num 0 to save as default view (creates/updates snapviews.lua). 6. **Test in VR**: Relaunch in VR, enter mission, look behind. Recenter if needed (RCtrl + Num 0 in-flight). 7. **Per Aircraft**: Repeat steps 2–6 for each plane; all save to the same snapviews.lua file (separate sections). I only did it for the Mig-21 but went to diff airplanes and so far it is holding for each and I haven't needed to do it separately for each aircraft.
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I've totally revamped my Multi Training Caucasus map to include the Dynamic AI Spawn system where you can now have multiple and unlimited types of AI targets including Viggen, Mirage, F-16, F-18, F-14, etc and customize the number, skill level and weapon loadouts of the opponents (1970, 1974, 1976 and 1984 level weapons). You can spawn up to 5 AI groups at a time, and once destroyed or despawned you can rinse and repeat as many times as you like. And when the map gets cluttered with all those pesky parachutes from your kills you can use Chute Cleaner to wipe them off the map. You can also spawn and despawn the target drone now as many times as you like. Also have dedicated Target Range using the Target Range script to practice your bombing and strafing skills with feedback. Arty Spotter and EWR scripts are also included. Also made similar changes to the Multi Training Normandy (WW2) and Multi Training Germany maps. The Germany map is very nice, but some people have trouble running it because it is a resource hog with all the beautiful scenery which is why I'll still prob use the Caucasus map as the go to standard training map. My next plan is to update the Syria training map to include the Dynamic AI Spawn, as that map I like to use as totally realistic (no labels, no map positions, etc.). I plan to be online tonight (sometime around 2100 ET) with Dino (who will get checked out on Bf109), @Patriot and @Luck to final test the WW2 Multi Training map if anyone wants to join. If all works well I will be giving that map to Fox3 Luck for use as a standard WW2 training map on Fox3.
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Multi Training WW2 Normandy 2.011 has been updated. Now Includes Dynamic AI Spawn, EWR, Chute Cleaner and Target Range scripts. Just need to update the mission briefs but I had it running last night. Fox3 Luck and I tested it out Tue night and he loved it so much he’s going to put it as one of their standard missions on Fox3.
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Updated Target Range Training, Multi Training Caucasus and Multi Training Germany missions. The F10 menu problem I was having with the target script is solved and now works. You now can turn on coalition range reports, see your last 5 runs, last 5 coalition runs and see a leader board of top 5 player runs. I also refined the targets to make them look better with descriptions of each in the briefing.
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For the Multi Training Germany map I also added a wide variety of airplanes for red to spawn and fight, including F-14, F-15C, F-16, F-18, Mirage and Viggen. I’ll be adding more for the Blue side to spawn soon but right now for fighters they can spawn MiG-19, Mig-21 and MiG-29A. All fighters on both sides can be custom spawned to number, pilot skill and weapon loadout (Eras 1970, 1974, 1976 and 1984 as appropriate/available).
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I finished my Target Range script and it now includes bomb and strafe measuring capabilities. I created a Target Range mission with air/ground starts and unlimited weapons so can hone your skills. I also put a bomb and strafe range on both Blue and Red sides on the Multi Training Germany map. Here is a summary of the Target Range script: Target Range Update (Flyboy Server) Practice your bombing and strafing skills on the new Target Range training system — now active on the Flyboy Server! This script automatically scores bomb and gun runs, shows your accuracy, and logs results for competitions. Bombing Practice Fly into your coalition’s bombing range zone: Blue Coalition: Blue Bombing Range Red Coalition: Red Bombing Range Drop any unguided bombs (Mk-82, FAB-250, etc.). After impact, you’ll see an on-screen report like: Mk-82: 146 ft from Blue Target 1, brg 177° — Flyboy [A-10A] → That’s your distance from target and the true-north bearing from the target center. Every pilot sees their own reports automatically. You can also open the F10 → Other → Target Range menu to: Toggle whether you see coalition mates’ results (optional). Repeat your last report. Review your last 5 scores. Turn on debug for detailed bearing data (advanced users). Strafing Practice Each range also includes strafe targets. Fire short bursts! When you complete a pass, you’ll see: PASS 1 COMPLETE – Hits: 27 | Hit Rate: 5.4/sec Cooldown: 30 sec before next pass Only rounds fired from inside the range count. Passes are scored automatically — no need to press anything. Competition & Scoring All results are saved server-side in the DCS log. Server staff can generate scoreboards and event summaries directly from these logs. Logging is always ON (players can’t disable it). Only your coalition can see your results unless you enable “See Coalition Reports” in the F10 menu. Extra Info Bearings are true-north referenced, just like a navigation VOR. Distance can be displayed in feet or meters (currently feet). Each range has defined boundaries — entering/leaving will show a message: “Entered Target Range — logging enabled.” “Leaving Target Range.” Tips for Best Results Stay within 5 nm of the target area during your runs. Drop one bomb per pass for cleaner results. Avoid guided munitions — only unguided (dumb) bombs and guns are scored. For strafe: short bursts, low passes (~1500 ft AGL). Use F10 → Target Range → Show History to review your recent impacts.
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Flyboy Fox3 Server Information Server Name: Flyboy's TeamOps | Fox3ms.com V9-72 IP Address: 147.135.72.72 Port: 10308 Password: Request via PM to @JG1_Flyboy (I am also on Discord) *Fox3 Division level server that can host up to 60 players. Includes support for SRS, LotATC and Tacview **Get more information about Fox3 at: https://www.fox3ms.com/ Changelog (6-17-2026) I updated the Multi Training Cold War Caucasus mission to version 2.215 due to one of the recent DCS updates breaking a couple of my scripts. It's all working now and I've added the F-100 for ground and airstarts plus on the red side you can call it up to fight against it. Here is what happened and the fix: A recent DCS update changed how the scripting engine handles AI group spawning internally. The Dynamic AI Spawn script had an issue after the update that silently stripped the combat tasking out of spawned AI groups — so the AI fighters were spawning in and flying straight and level instead of engaging. This was fixed by using the native DCS spawn API which preserves the embedded CAP tasks, so AI now fights properly. At the same time, the RealRadar script (which controls what shows on the F10 map and drives EWR reports) had a radar type name list that was partly out of date — DCS had changed or I had the wrong names for several units including the FPS-117 EWR sites being used. When RealRadar couldn't match a radar unit to its list, it silently fell back to visual-only detection (~10nm), which is why EWR contacts were only showing up at very close range instead of at proper radar distances. AI ran a full audit of every radar and ship type on the map, corrected all the names, and expanded the list significantly. The EWRS script was also not able to share its contact data with Dynamic AI Spawn, which was a side effect of how the scripts were loading. End result: AI now engages properly, EWR reports fire at realistic ranges, and the radar type list is now fully cataloged for every unit we use. Goals and Design Philosophy Purpose This page gathers everything pilots need to know to get the most out of the Flyboy Fox3 server—scripts, missions, mods, and general philosophy. I’ll keep this updated as new missions and scripts are added. Goals and Design Philosophy The Flyboy Fox3 Server is built for both learning and competition: Training: Safe space to practice flying, weapons, navigation, refueling, and teamwork. Co-op: Missions emphasizing coordination and communication between players. PvP Events: Team-versus-team scenarios where strategy and cooperation win the day. Realistic but Fun: “Dead is dead” philosophy—treat combat seriously, but skip the tedious parts of full mil-sim flying. I aim for a balance between "Air Quake" and full mil-sim—enough realism to stay immersive, but not so rigid that it kills the fun. Mods Frequently Used For some of the missions you'll need these mods installed in your Saved Games\DCS\Mods\aircraft or Saved Games\DCS\Mods\tech folder. aircraft folder for planes tech folder for objects (such as 476 Range Targets) If these folders don’t exist, create them (use lowercase spelling). 476th Range Targets – Adds range structures, bullseyes, and realistic range targets. https://www.476vfightergroup.com/showthread.php?5304-476th-Range-Targets-Package Flag Pole – Displays correct country flags in missions and events. Put this one in the Saved Games\DCS\liveries folder. https://www.digitalcombatsimulator.com/en/files/3336821/ A-4E Skyhawk – Classic carrier jet—light, agile, great for Cold War missions. https://community-a-4e.github.io/ UH-60L Blackhawk – Fully flyable transport helicopter. https://www.patreon.com/posts/uh60l-mod-2-0-138859868 C-130 Hercules (Anubis) – Heavy transport—used in logistics and airdrop missions. https://github.com/SkzKatsushiro/DCS-Hercules-Anubis-Mod-Expanded T-45 Goshawk – Navy jet trainer, great for carrier ops practice. https://forum.dcs.world/topic/203816-vnao-t-45-goshawk/ Scripts Used on the Server NOTE: I don’t have links for these scripts and at this time am only holding these internal to JG1 and my own missions Scripts extend what DCS can do. Here’s a quick overview of the ones you’ll encounter and how they help you as a player: Flyboy Custom Scripts ArtySpotter – Allows players to call in artillery strikes using map markers, lasers, or MGRS coordinates. Player Use: Mark a target and call fire missions for precision artillery support. Target Range – Tracks bomb, rocket, and strafing accuracy at designated ranges with live feedback and score messages. Player Use: Drop ordnance or strafe targets to see hit accuracy and performance reports. Chute Cleaner – Removes deployed parachutes to reduce lag. Can run automatically or be triggered manually via F10 menu. Player Use: Normally runs in the background, or use F10 > Chute Cleaner to clear manually. Dynamic AI Spawn – Lets players spawn specific AI aircraft or ground units for training or dogfights. Player Use: Use the F10 menu to spawn bandits, drones, or ground targets. Early Warning Radar (EWR) – Provides realistic “bogey dope” and radar coverage by coalition. Player Use: Get situational awareness calls like “Bandit 20 miles north.” Persistence Universal – Saves mission progress (units destroyed, zones captured, etc.) and restores it automatically. Player Use: Return later and continue where the battle left off. RealRadar – Simulates radar line-of-sight and range limits for realism. Player Use: Expect realistic detection behavior—no omniscient AWACS. TeamScore – Tracks and logs team performance, kills, and objectives. Player Use: View team results and mission outcomes for competitions. Other Public Scripts CTLD – Logistics and sling-load operations—build FOBs, deploy troops, and spawn vehicles. CSAR – Search and Rescue—recover downed pilots to earn points or restore player slots. Missions on the Server Most of the missions are custom-built for realism and fun, but a few are adapted from popular community missions (like Foothold) with added Cold War flavor. Training Missions Multi Training Cold War – Caucasus Standard go to training map for carrier ops, sparring, SEAD, refueling, bombing ranges, and low-level Top Gun Alley routes. Stay low to avoid SAMs hidden in the valleys. Dynamic ACM – Caucasus Fast-paced dogfighting mission focused on missile training and teamwork. Timer tracks how quickly you down enemy bandits after visual ID within 1nm. Thanks to The Ops Center for this one and I encourage everyone to check out his excellent ACM training videos on YouTube. Multi Training Cold War – Germany Features the Dynamic AI Spawn and Chute Cleaner scripts. Spawn a variety of AI aircraft or drones for combat training. Air and ground starts available. Target ranges for both Blue and Red now implemented. Work in Progress— next up is working on dynamic live fire ground target spawn. Multi Training Cold War – Syria High realism—no map icons or labels. Focus on visual spotting and proper navigation. SAM Evasion / SEAD Training Practice detecting, avoiding, and destroying different SAM types from both air and ground starts. Target Range Training Practice bombing and strafing, with messages that give you feedback on your accuracy. Air/Ground starts and unlimited weapons to hone your skills. Multi Training Cold War – Syria (Non-Precision IFR) Low-visibility mission (400–500 ft ceilings, 2 mi vis). Ideal for formation and instrument flight training. Starts pre-dawn—expect changing light conditions. Multi Training WW2 – Normandy Fly Allies or Axis aircraft against AI or PvP. Intercept or defend realistic B-17 bomber formations—an incredible challenge and visuals. Target Range now implemented with air spawns NAV Training (Various, Caucasus) Includes multiple day/night, IFR/VFR missions with varying visibility and ceiling categories: Marginal VFR Easy – 3 mi vis, 1500 ft ceiling IFR Non-Precision – 400–500 ft ceiling, 2 mi vis IFR CAT I – 200 ft ceiling, ½ mi vis IFR CAT II – 100 ft ceiling, ¼ mi vis Campaign / Co-op Missions Foothold – Syria Extended Cold War Dynamic campaign starting from a carrier or Akrotiri on Crete. Earn credits by capturing zones, destroying targets, or completing missions, then spend them to call AI support (JTAC, CAP, SEAD, etc.). Cold War era loadouts for balance. Foothold – Sinai Cold War Classic Foothold variant on the Sinai map. No CTLD, but great for teamwork and coordination. Foothold – Persian Gulf Cold War Older Foothold version for Persian Gulf. No CTLD, but excellent for practicing long-range operations. Events TEAMOPS SYRIA YK2 — OPEN TESTING & FAMILIARIZATION Fox3 Server · Syria Theater · 1975 Era Aircraft If you've flown Foothold missions, you'll recognize some familiar ideas: capturing territory, pushing frontlines, supporting ground forces, working as a team. TeamOps Syria YK2 is built on that same foundation — but goes considerably deeper. This is not a public server where you drop in, fly some sorties, and log off. TeamOps Syria YK2 is a structured PvP event — two organized teams, each led by a commander, competing across multiple scheduled event days to win the map. Persistence carries between sessions. Territory captured, supplies burned, ground forces positioned — it all carries forward until one side controls the theater. That structure alone sets it apart from the typical DCS multiplayer environment, where strategy elements may exist but there are no set event times, no teams, no commanders, and no campaign outcome. THE MISSION This is a full operational campaign where air combat, strike, recon, FAC, logistics, CSAR, special operations, ground command, and supply all feed into the same war effort. Winning is about strategy, coordination, and timing across the whole mission — not just what happens in one cockpit. EVERY ROLE COUNTS Player stats are tracked throughout the event, and the top-ranked pilot at the end might not be who you expect. It could be the recon pilot who exposed every enemy position before the main push. The transport crew who kept the supply chain alive at a critical moment. The FAC who guided strike packages onto high-value targets. The SpecOps operator who took down enemy air defenses before the battle even started. Every role has a path to the top of the board. AIRCRAFT The event uses a 1975-era aircraft set. Blue flies the F-4E Phantom, Mirage F1CE, A-10A, and more. Red flies the MiG-21Bis, MiG-19P, Su-25, and more. Three community mods are required — all free. The full aircraft list and mod details are in the Players Guide. OPEN TESTING & FAMILIARIZATION Before campaign play begins, I'm running open fly sessions so players can learn the menus, roles, rules, and flow at their own pace — no pressure, just come try it. Friday, June 5 2100 ET / 0100 UTC (Sat Jun 6) Saturday, June 6 1300 ET / 1700 UTC The Players Guide and all event information are posted on the JG1 Forum: https://forum.jg1.org/topic/17319-teamops-syria-yk2-1975/ Come ask questions, pick a role, and see what a fully structured DCS campaign looks like when the whole war is on the line. Final Notes Fly realistically: Treat every sortie as if it were real. General Rules: Play fair and be nice! Ask for help: Message @JG1_Flyboy or other pilots for assistance. Stay updated: Follow this thread. New missions and scripts are added or improved upon regularly. Mission Requests: If you have a request for me to run a particular mission on a certain day/time let me know in advance and I'll try to make it happen.
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Had a great practice where Mouce, Vonrd, and Moxy broke in their new Mig-29A's in some dogfighting against myself, Dino and Driver. Later Dino and Driver did some early morning instrument formation flying. Got some great screenshots:
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If the DCS map has the wall depicted I’ll find and use it
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Do you know anything about the editor? What would really help me is if you could draw the boundary between east and west and put maybe one airplane at the airbase? From there I could put in all the rest including AI spawns etc.
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That appears to be the FC3 Mig29 manual. After some searching I found this for the Mig-29A Fulcrum (Early Access): https://www.digitalcombatsimulator.com/upload/iblock/aa2/ulzl67k42kj99ushy9m29hlvmtk0y2tg/DCS MiG-29A Early Access Manual EN.pdf
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Thats a great idea and thanks for the info. I can start working on that maybe next week
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I put the new Mig-29A Fulcrum aircraft in my Multi Training map, v2.045. You have both hot/cold ground starts and airstarts over Kras Center for dogfight practice (with diff loadouts, though may try the R60's first to get a feel for close in dogfighting?). Also have Kobuleti bombing range cold starts. I'll be out on a trip until Tuesday.
