Mouce
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Mouce reacted to Flyboy in Flyboy Server InformationUpdates:
- Updated the OP to include info on TeamOps Syria YK2 information
Multi Training Cold War Caucasus 2.212
- Defensive units placed at Krymsk and Krasnodar Center (short range AAA and IR SAMs)
- Deleted all AWACS aircraft. This will help de-clutter the skies and now you have to rely on info from ground based radar only, so it is possible to use terrain masking to hid from bandits (human bandits at least).
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Mouce reacted to Flyboy in TeamOps Syria YK2 (1975)TeamOps Syria YK2 — EVENT HUB & PLAYERS GUIDE
Fox3 Server · Syria Theater · 1975 Era Aircraft
Designed by JG1_Flyboy
Welcome. If you found your way here from the event announcement, this is the right place. Everything you need to participate in TeamOps Syria YK2 is on this page.
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Updates (new information as of Sep 25, 2026)
I have done a complete rewrite of the Player's Guide. See the changelogs below.
Also included is the TeamOps Voice package. Included is a readme on how to set it up but if you have questions or problems let me know. TeamOps voice will tie VoiceAttack commands directly through the script/server to greatly simplify menu operations, especially for helo pilots.
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What is TeamOps Syria YK2?
TeamOps Syria YK2 is a structured PvP campaign event hosted on the Fox3 Server. Two organized teams — each led by a player commander — compete across multiple scheduled event days to win the map. Persistence carries between sessions: territory, supply, and ground force positions all carry forward from one event day to the next. The campaign ends when one team controls the theater or time runs out.
This is not a drop-in public server. It is a set-time, set-team event with real stakes and a campaign outcome.
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Player's Guide
The Players Guide is attached here and covers everything: roles, menus, rules, scoring, logistics, commander responsibilities, and strategy. Reading it before your first session will save you a lot of confusion.
NOTE: In order to download the attachments below you need to register on the forum.
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Open Testing and Familiarization Sessions
Before campaign play begins I am running open fly sessions so players can learn the mission at their own pace. These are no-pressure learning sessions — try the menus, fly a role, ask questions. I will be on the server in the Admin position to direct traffic and answer questions in real time.
Generally we are group testing on Wednesday evenings at 2100 ET (US). Other times/dates will be announced.
Server: Flyboy's TeamOps | Fox3ms.com V9-72
Password: Will be given on the day when you join us on the JG1 Discord channel.
JG1 Discord required (where we will meet):
https://discord.gg/Ue5ewQqecF
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Event Format and Slots
Open testing is unrestricted. For the actual campaign event, slots will be limited to 25 players per team (50 players total) to keep the teams balanced and the event manageable. Event session passwords will be issued to registered participants. Details on event registration and scheduling will be posted here as they are finalized.
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Server Information
Server Name: Flyboy's TeamOps | Fox3ms.com V9-72
IP Address: 147.135.72.72 Port: 10308
Password: Password will be given when you join JG1 Discord. For passwords in advance, request via PM to @JG1_Flyboy (I am also on Discord as Flyboy25)
*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/
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Questions?
Post questions here and I will answer them. If something in the Players Guide is unclear, say so — your question probably helps someone else too. See you on the server.
— JG1_Flyboy
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TeamOps Voice 2.002 Setup.zip
TeamOps Syria YK2 Players Guide 2026-09-28 v2.26.pdf
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Mouce reacted to Stuka in Congratulations Herr Vord!S! Guys!
DCS: C-130J Livery Contest Winners
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Mouce reacted to Flyboy in Flyboy Server InformationI 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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Mouce reacted to Flyboy in Flyboy Server InformationFlyboy 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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Mouce reacted to Flyboy in TeamScore ScriptI am very excited by the results of tonight's testing. Thank you @Vonrd @Mouce and Moushake for helping out with this. I think it was a huge success and I let it keep running after you all left so I could check the mission end and it worked great (see my attached snapshot picture). I had it set for only the top three but I'm thinking of upping that to 5 with a script option to change the number if I want.
I sent the dcs.log of the mission to ChatGPT and it found no errors and all scored correctly. Everything worked beautifully except I did discover the EWR script will not work if you use dynamic spawn to get in an airplane, which isn't a big deal because for events I like to have all the aircraft named and placed in parking spots, which also allows me to limit how many airplanes are available at the base.
Other things tested was ArtySpotter script allowed me to destroy things and get points. Also, I had CTLD running and I used it to take a load of troops to a neutral base, capture it, and get 5,000 points (which I had set a flag to do so in TeamScore if captured). To capture a base all you have to do is bring any combat troops there and if the enemy doesn't have combat troops in the vicinity your coalition will capture it. I'm now thinking about implementing a type of "king of the hill" scenario where there is a contested base or FARP that each side fights over for points. It would especially cool if I can get it so the side who holds it keeps earning points each minute they hold it. But we will see and I will have to experiment with the mechanics and balance.
I've spent weeks on this and prob at least 100 hours. It's been very frustrating at times, and I've had to go back and forth between Claude and ChatGPT to get it to work. Finally, the other day when I saw in the DCS changelog for the latest update about fixing the internal scoring system I got the idea to have the AI use that as a basis for the script. It wasn't perfect and had to do some workarounds but I finally made real progress.
Here is a description I had the AI make for the TeamScore script. It is actually quite powerful and versatile so I'll be excited to see what I can now do with it.
TeamScore SCRIPT
TeamScore is a lightweight scoring add-on for DCS missions that replaces the default kill-point system with a clear, consistent point structure and optional bonus objectives. Here’s what you need to know as a player:
1. Point Values by Target Type
Air Targets (jets, helicopters, bombers, etc.)
• Human-piloted: 100 points each
• AI‐piloted: 50 points each Ground Targets (tanks, trucks, armored vehicles, etc.)
• Human-controlled (e.g. a player in a transport or similar): 30 points each
• AI-controlled: 15 points each Ship Targets (naval vessels, small boats, etc.)
• Human-controlled: 50 points each
• AI-controlled: 25 points each (If an AI kills something, their point value is always half of the human equivalent.)
2. Friendly-Fire & Neutral/Static Objects
Shooting your own side’s aircraft or ships simply gives the points to the other team (as if they’d scored it). Blowing up any friendly ground vehicle likewise flips the ground-kill points to the enemy side—so destroying a friendly tank will help your opponent’s score. Neutral objects and static buildings (e.g. airports, towers, “dummy” structures) never grant points—so you can’t farm scenery for easy kills. 3. Crashes & Ejections
If a player (human) crashes or ejects from their plane, the other side automatically gains full air-kill points (100). If an AI-piloted plane crashes or ejects (e.g. runs out of fuel or flies into terrain), no points are awarded—so beware leaving your AI wingman alone on autopilot. Simply hopping out of your aircraft or switching to another slot does not give your opponent points (there’s built-in protection against “disconnect farming”). 4. Special-Mission Bonuses & Flags
On top of the base point structure, mission designers often include “VIP” units or special objectives that award bonus points when completed. For example:
VIP or High-Value Targets:
• Certain named units (e.g. a “B-52 Bomber,” an “Intel Truck,” an enemy commander) may be worth an extra +500 (or +1000) points if destroyed.
• You’ll see these units named clearly in the mission briefing (“Destroy the Convoy VIP for a 500-point bonus!”). Flag-Triggered Objectives:
• Missions can set up triggers (flags) so that when you destroy a key target—like a bridge, radar site, or command bunker—you get a one-time bonus (e.g. +300 points).
• These objectives are usually mentioned in the briefing (“Crush the Bridge to cut off reinforcements: +300 points.”). 5. Checking Your Score
In Multiplayer, press Tab → Scoreboard to see your custom TeamScore totals beside the normal pilot stats. You’ll notice the split between Blue and Red coalitions updating live as targets are destroyed. In Single-Player, there’s a small on-screen “Check Score” option (often bound to an F10 menu) so you can display “Blue: 1200 Red: 950” at any time. 6. What to Expect as a Player
Every air kill you make is worth 100 points (even if it’s an enemy AI jet). If an AI wingman downed an enemy, you’d see 50 points credited instead. Taking out ground targets (armor columns, trucks) nets you 30 points apiece. Watch out: if you destroy a friendly vehicle by accident, your opponent gains those 30 points instead. Sinking or disabling ships is 50 points for humans, 25 for AI. Crashing yourself hands 100 points to the opposing team. Special objectives (VIP jets, bridges, radar sites, etc.) are worth large bonus chunks that will be clearly spelled out in the mission briefing. Completing them can swing the score rapidly. Neutral structures or random buildings will not give you points—so focus on marked enemies and mission-defined objectives. By following these simple rules, you’ll always know exactly how many points are on the line for any kill or objective, and you can plan your mission around the highest-value targets to push your coalition to victory. Good hunting!
TeamScore Basic Description.pdf
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Mouce got a reaction from Klaiber in DCS: MiG-29A FULCRUM | Pre-Order Video@Vonrd Assuming they don't have the skins encrypted like the F5.... I'd like to put in a request for a candy red
Order Placed as well, I can't wait to Knife fight in a phone booth with some R73s and an HMCS .
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Mouce reacted to Vonrd in DCS: MiG-29A FULCRUM | Pre-Order VideoYeah, I'm really concerned about that.
Yes, you can have your Big Red... 🫡
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Mouce reacted to Klaiber in DCS: MiG-29A FULCRUM | Pre-Order Video -
Mouce reacted to Klaiber in DCS: MiG-29A FULCRUM | Pre-Order Video -
Mouce reacted to Vonrd in DCS: MiG-29A FULCRUM | Pre-Order VideoPlaced my order. 🕺
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Incredibly (or perhaps not), after checking last night of course DCS broke some things on the mission. Late activation with Visible Before Activation no longer works correctly which means you can’t see the recon targets before the war starts. I think I found a workaround using AI Push commands but it’s going to take me some time to make the changes so not sure I will have it done by tonight. I’m hoping to have a few hours this afternoon.
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I will have the YK2 practice mission up and running Wed and Fri night by 2100 ET/0100 UTC. I won’t be able to get on right away (RL) but will hopefully get on at some point for both nights.
The EWR, Arty Spot and CTLD should be working good so you can practice using and get used to the mission parameters, etc. I will of course mix things up for game day as far as weather, unit locations etc.
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Mouce reacted to Razwald in What are you watching? -
Mouce reacted to Klaiber in What are you listening to?Also, as a huge fan of Black Sabbath, this is amazing too:
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Mouce reacted to Vonrd in Fascinating / Terrifying🍷🍸🍹🍺🍻🥂🥃
😀😆🤣🙃🤪😟🤮
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Mouce reacted to Klaiber in Fascinating / TerrifyingAaaaaand, the documentary we all needed:
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Mouce reacted to Klaiber in Fascinating / TerrifyingI was going to put this in the "What are you watching" thread, but figured this was significantly both fascinating and terrifying to warrant inclusion here.
As a HUGE fan of Wings of the Red Star (why are you not available on blu ray!?), this was enjoyable.
Warning, there are a lot commercials.
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Mouce reacted to bowlek in DCS 2024 AND BEYONDThe Fulcrum has been an OBSESSION for me since I first saw a picture of it when I was 14. I am beyond hyped.
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Mouce got a reaction from Snaggle in DCS 2024 AND BEYONDSeeing the Flogger was awesome, but I think everyone knows I'm "just a little bit" more excited about the other redfor they teased.
I wonder if I can talk Vonrd into making me a candy red one when it's out...
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Mouce reacted to Klaiber in DCS 2024 AND BEYONDYeah, there is so much goodness in this teaser. The Iraq map should be awesome as well.
My personal "must haves" for 2024+ - the MiG-29A, MiG-23MLA, the MiG-17F, the F-4E, the La-7.
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Mouce reacted to Vonrd in DCS 2024 AND BEYONDHere's the roadmap:
https://www.digitalcombatsimulator.com/en/news/newsletters/3835d6a01ff60597c1a3c993ff9c606a/
The Chinook featured prominently in the video and I'm certainly looking forward to it (as well as most of the other upcoming modules).
I saw Zeros... probably initially as AI but... also a Hellcat:
The Hellcat will not exist in a vacuum though, and Pacific Theater of Operations (PTO) opponent aircraft are already in development, as well PTO specific ground and naval forces.
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Mouce got a reaction from Klaiber in DCS 2024 AND BEYONDSeeing the Flogger was awesome, but I think everyone knows I'm "just a little bit" more excited about the other redfor they teased.
I wonder if I can talk Vonrd into making me a candy red one when it's out...
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Mouce got a reaction from Vonrd in DCS 2024 AND BEYONDSeeing the Flogger was awesome, but I think everyone knows I'm "just a little bit" more excited about the other redfor they teased.
I wonder if I can talk Vonrd into making me a candy red one when it's out...
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Mouce reacted to Snaggle in DCS 2024 AND BEYOND