Enotnces puede que sea problema del F18, mira a ver en los hilos del F18 en ED por si alguien ha comentado algo.Birdmanhace 10 mesesNo que va ...., tengo los mismos settings que antesflankercobrahace 10 mesesTe lo comento porque a Ozono le ha borrado las asignaciones de controles, no vaya a ser que tuvieras un perfil para VR y te lo haya cambiado o llevado al default.Birdmanhace 10 meses
Yo no he tocado nada de eso ....; como no se haya cambiado solo ...., miraré a ver
General
DCS World
DCS World
DCS World
DCS World
DCS World
Pues parece que hay un bug relacionado con el radar del Hornet; si despego con el radar encendido, baja muchisimo el rendimiento, si despego con él apagado ... como la seda todo
BUG
BUG
DCS World
DCS World
Yo no he tocado desde aquel problema que tuve con el TIR y no sólo no volé yo sino que os jodí el vuelo.
¿Os acordáis?. Instalé el software que aconsejó RH y santas pascuas. Al instalar esta actualización colocó el mapeado del Mig-29 que le dió la gana.
Cosas de la informática.
¿Os acordáis?. Instalé el software que aconsejó RH y santas pascuas. Al instalar esta actualización colocó el mapeado del Mig-29 que le dió la gana.
Cosas de la informática.
Me lo contaron y lo olvidé; lo vi y lo entendí; lo hice y lo comprendí.
Confucio, siglo V a. de C.
Confucio, siglo V a. de C.
DCS World
DCS World
Oye Birdman, prueba una cosa.
Vas a usuarios, juegos guardados y haz la prueba dentro de la carpeta de DCS de ponerle a la carpeta scripts, por ejemplo --scripts, para que genera una nueva.
Entra en DCS y prueba.
Si no te da tirones dímelo y probamos cosas que se me ocurren. Si te sigue dando tirones pues ya sabemos que es otra cosa
Vas a usuarios, juegos guardados y haz la prueba dentro de la carpeta de DCS de ponerle a la carpeta scripts, por ejemplo --scripts, para que genera una nueva.
Entra en DCS y prueba.
Si no te da tirones dímelo y probamos cosas que se me ocurren. Si te sigue dando tirones pues ya sabemos que es otra cosa
DCS World
DCS World
Looking ahead to 2026 and beyond, let’s review what Eagle Dynamics will be working on. Please note that some items will not be released until after 2026.
Dynamic Campaign. Much of the remaining work involves AI aircraft improvements on both a strategic and tactical level. This ranges from logical construction of strike packages based on the target, available resources, and enemy defenses, to more tactical concerns, which include; understanding package attack timelines, responses to air- and ground-based defenses, and actions to take due to losses and a changing mission environment.
Closely tied to this is the design, implementation of both a post-early access release Dynamic Campaign Creation tools that will allow you to devise your own campaigns, but also the client-side user interface that allows players to select and view fragmentation tasks from the Air Tasking Order (ATO), set strategic objectives manually or automatically, view the strategic disposition of forces and resources, and configure your flight and DTC.
The ground combat element of the Dynamic Campaign is also undergoing extensive AI development and includes ground force interactions in attack and defense, the correct use of artillery within large formations, inclusion of the morale system that factors the level of losses that could initiate a retreat or rout.
In conjunction with the development, internal testing is ongoing at various scales with different ground and air force compositions across all DCS maps. From small-scale confrontations along borders with aviation support, to full-scale conflicts utilizing all available forces, both the strategic and tactical AI and interface are in deep development and testing.
This effort has been underway for approximately five years, and great progress has been made. Despite taking much longer than we ever expected we are meeting our expectations and raising the bar substantially from our initial design specification.
Vulkan and Multithreading Improvements. Vulkan API work is very much in late stage development and making great progress. This will later provide improved performance and allow us to take advantage of technologies such as frame generation and later versions of DLSS and FSR. Moving to the Vulkan API will also allow DCS to operate on more than just Windows PCs. However, please do not expect significant performance increases when first released. It is also important to understand that all existing DCS modules will need to be updated by their developers to work within the Vulkan API.
While we’re actively developing the Vulkan API backend, we’re also expanding ray tracing support. By 2026, we plan to first roll out ray tracing in cockpits and then gradually extend it across all of DCS. Completing the transition to Vulkan not only unlocks modern rendering technologies but it also gives us the flexibility to implement aggressive optimizations for terrain, 3D models, and visual effects.
Additionally, we’re heavily investing in manual VRAM management and granular resource streaming. This ensures that DCS stays within strict memory limits without relying on OS-enforced GPU resource evictions. As a result, we will have fewer stutters and lag spikes (even in large-scale missions or on systems with limited VRAM) alongside dynamic visual quality adjustments tailored to your hardware.
All in all, 2026 is shaping up to be an exciting year for cutting-edge graphics features and major performance upgrades.
Regarding multi-threading, this effort is now complete for the graphics side, but there are more simulation side tasks to complete. However, the same engineers are currently tied up with other tasks such as improved logistics, AI, improved ground units, and other tasks. We’ll return to the simulation side of multi-threading once some of these more pressing matters based on community feedback are addressed.
Improved Weather. This is an important aspect of DCS that requires more work including towering clouds, more realistic turbulence, etc. Due to substantial changes in how we render graphics, we could not advance this in 2025. However, once staff is available to return to this task, we look forward to updating you on its progress.
Improved Explosions and Visual Effects. Several years ago, we greatly updated the explosions, but since then, technologies have advanced and there are different explosion types that are currently missing in DCS. This task is on our radar, with chief goals of making the blasts look more realistic and varied, add airburst visual effects, add napalm, and continue to further improve the blast fragmentation effects.
New Terrain Navmesh. New navmesh technology that was developed for the Dynamic Campaign will provide AI ground units improved pathfinding, even in dense object populated areas. This will allow us to address long standing issues of ground unit pathfinding in urban areas. This new navmesh can be generated dynamically and work within the DCS engine to build a mesh for the chosen area, or whole map, depending on performance considerations. It is currently in the final testing phase.
New Air Traffic Control and Other Radio Communications. An often-requested feature of DCS has been a much more realistic, easy-to-use, and better sounding radio system. Aside from the recent Petrovich and George interfaces, much of the DCS radio environment has relied on outdated nested windows, simplified radio dialogs and options, and human-recorded voice over lines that can be difficult to amend. We have developed a new design of the radio interface for all radio participants that includes ATC, AWACS, Tanker, JTAC, Flight, etc. that is loosely based on the George interface. We are also testing and evaluating different AI voice over options that will allow us to more easily amend voice dialogs, and work continues refining the radio command options and dialogs in conjunction with subject matter expects to create the most authentic radio environment for a combat flight simulation.
Voice Chat will also see further improvements including the ability to add radio stations to any AI bot or map object and communicate with them through using Voice Chat and adding a lightweight radio client that will allow direct connection to DCS servers and Voice Chat communication through these radio stations.
Mission State Save. Mission State Save was introduced in 2025, and we are continuing its improvement. While making a complete save of the entire mission state is a monumental task given the complexity of our simulation engine, we opted to address a popular demand to save certain relevant data of the mission instead. This includes ground units and aircraft positions, their states, and waypoint coordinates, etc. We have already delivered some of the community-requested API functions. Next on our list is adding Advanced Waypoint parameters to the saved data; we are finishing this work and plan to add it in 2026. With this update, Mission State Save will store all waypoint parameters that can be set in the Mission Editor or via the scripting API, resulting in AI units retaining their waypoint rules and restrictions in the saved mission.
Stay tuned for next week as we delve into the second part of our roadmap newsletter.
Dynamic Campaign. Much of the remaining work involves AI aircraft improvements on both a strategic and tactical level. This ranges from logical construction of strike packages based on the target, available resources, and enemy defenses, to more tactical concerns, which include; understanding package attack timelines, responses to air- and ground-based defenses, and actions to take due to losses and a changing mission environment.
Closely tied to this is the design, implementation of both a post-early access release Dynamic Campaign Creation tools that will allow you to devise your own campaigns, but also the client-side user interface that allows players to select and view fragmentation tasks from the Air Tasking Order (ATO), set strategic objectives manually or automatically, view the strategic disposition of forces and resources, and configure your flight and DTC.
The ground combat element of the Dynamic Campaign is also undergoing extensive AI development and includes ground force interactions in attack and defense, the correct use of artillery within large formations, inclusion of the morale system that factors the level of losses that could initiate a retreat or rout.
In conjunction with the development, internal testing is ongoing at various scales with different ground and air force compositions across all DCS maps. From small-scale confrontations along borders with aviation support, to full-scale conflicts utilizing all available forces, both the strategic and tactical AI and interface are in deep development and testing.
This effort has been underway for approximately five years, and great progress has been made. Despite taking much longer than we ever expected we are meeting our expectations and raising the bar substantially from our initial design specification.
Vulkan and Multithreading Improvements. Vulkan API work is very much in late stage development and making great progress. This will later provide improved performance and allow us to take advantage of technologies such as frame generation and later versions of DLSS and FSR. Moving to the Vulkan API will also allow DCS to operate on more than just Windows PCs. However, please do not expect significant performance increases when first released. It is also important to understand that all existing DCS modules will need to be updated by their developers to work within the Vulkan API.
While we’re actively developing the Vulkan API backend, we’re also expanding ray tracing support. By 2026, we plan to first roll out ray tracing in cockpits and then gradually extend it across all of DCS. Completing the transition to Vulkan not only unlocks modern rendering technologies but it also gives us the flexibility to implement aggressive optimizations for terrain, 3D models, and visual effects.
Additionally, we’re heavily investing in manual VRAM management and granular resource streaming. This ensures that DCS stays within strict memory limits without relying on OS-enforced GPU resource evictions. As a result, we will have fewer stutters and lag spikes (even in large-scale missions or on systems with limited VRAM) alongside dynamic visual quality adjustments tailored to your hardware.
All in all, 2026 is shaping up to be an exciting year for cutting-edge graphics features and major performance upgrades.
Regarding multi-threading, this effort is now complete for the graphics side, but there are more simulation side tasks to complete. However, the same engineers are currently tied up with other tasks such as improved logistics, AI, improved ground units, and other tasks. We’ll return to the simulation side of multi-threading once some of these more pressing matters based on community feedback are addressed.
Improved Weather. This is an important aspect of DCS that requires more work including towering clouds, more realistic turbulence, etc. Due to substantial changes in how we render graphics, we could not advance this in 2025. However, once staff is available to return to this task, we look forward to updating you on its progress.
Improved Explosions and Visual Effects. Several years ago, we greatly updated the explosions, but since then, technologies have advanced and there are different explosion types that are currently missing in DCS. This task is on our radar, with chief goals of making the blasts look more realistic and varied, add airburst visual effects, add napalm, and continue to further improve the blast fragmentation effects.
New Terrain Navmesh. New navmesh technology that was developed for the Dynamic Campaign will provide AI ground units improved pathfinding, even in dense object populated areas. This will allow us to address long standing issues of ground unit pathfinding in urban areas. This new navmesh can be generated dynamically and work within the DCS engine to build a mesh for the chosen area, or whole map, depending on performance considerations. It is currently in the final testing phase.
New Air Traffic Control and Other Radio Communications. An often-requested feature of DCS has been a much more realistic, easy-to-use, and better sounding radio system. Aside from the recent Petrovich and George interfaces, much of the DCS radio environment has relied on outdated nested windows, simplified radio dialogs and options, and human-recorded voice over lines that can be difficult to amend. We have developed a new design of the radio interface for all radio participants that includes ATC, AWACS, Tanker, JTAC, Flight, etc. that is loosely based on the George interface. We are also testing and evaluating different AI voice over options that will allow us to more easily amend voice dialogs, and work continues refining the radio command options and dialogs in conjunction with subject matter expects to create the most authentic radio environment for a combat flight simulation.
Voice Chat will also see further improvements including the ability to add radio stations to any AI bot or map object and communicate with them through using Voice Chat and adding a lightweight radio client that will allow direct connection to DCS servers and Voice Chat communication through these radio stations.
Mission State Save. Mission State Save was introduced in 2025, and we are continuing its improvement. While making a complete save of the entire mission state is a monumental task given the complexity of our simulation engine, we opted to address a popular demand to save certain relevant data of the mission instead. This includes ground units and aircraft positions, their states, and waypoint coordinates, etc. We have already delivered some of the community-requested API functions. Next on our list is adding Advanced Waypoint parameters to the saved data; we are finishing this work and plan to add it in 2026. With this update, Mission State Save will store all waypoint parameters that can be set in the Mission Editor or via the scripting API, resulting in AI units retaining their waypoint rules and restrictions in the saved mission.
Stay tuned for next week as we delve into the second part of our roadmap newsletter.
DCS World
DCS World
Ami, lo que más me gusta es eso:
"We are working closely with subject matter experts to create an authentic radio environment specifically for the combat environment with a deep focus on pure military dialog which is substantially more economical than in the civilian ATC world."
Destacando lo de "more economical".
"We are working closely with subject matter experts to create an authentic radio environment specifically for the combat environment with a deep focus on pure military dialog which is substantially more economical than in the civilian ATC world."
Destacando lo de "more economical".
DCS World
DCS World
Hasta el dia 7 no podré probarlo, pero vamos ..., que el radar del F18 el culpableMirmidonhace 10 mesesOye Birdman, prueba una cosa.
Vas a usuarios, juegos guardados y haz la prueba dentro de la carpeta de DCS de ponerle a la carpeta scripts, por ejemplo --scripts, para que genera una nueva.
Entra en DCS y prueba.
Si no te da tirones dímelo y probamos cosas que se me ocurren. Si te sigue dando tirones pues ya sabemos que es otra cosa
DCS World
DCS World
Hola
Sacado de "DCS 2019 and Beyond" (si, has leido bien, pone 2019, hace 6 años)
"Dynamic Campaign
While a hangar of great aircraft is certainly a wonderful thing, having an engaging, exciting, and dynamic combat environment to fly them is equally important. We recognize that and have been developing the inner-workings of a dynamic campaign system for DCS World. This development will continue into 2019 and create a simulation with the simulation of a real-time campaign systems that has each side fighting for dominance across the map. Based on the strategic goals and tactical situations, the systems will create dynamic Air Tasking Orders (ATO) that players then join to help their side to victory. It will be epic!"
Pero vamos, sabiendo a que dedica Matt BMSWAGS Wagner su tiempo libre, no dudo de que algun dia habra en DCS estas 2 cosas que anuncian para 2026 and beyond:
"Dynamic Campaign. Much of the remaining work involves AI aircraft improvements on both a strategic and tactical level. This ranges from logical construction of strike packages based on the target, available resources, and enemy defenses, to more tactical concerns, which include; understanding package attack timelines, responses to air- and ground-based defenses, and actions to take due to losses and a changing mission environment."
"New Air Traffic Control and Other Radio Communications. An often-requested feature of DCS has been a much more realistic, easy-to-use, and better sounding radio system. Aside from the recent Petrovich and George interfaces, much of the DCS radio environment has relied on outdated nested windows, simplified radio dialogs and options, and human-recorded voice over lines that can be difficult to amend. We have developed a new design of the radio interface for all radio participants that includes ATC, AWACS, Tanker, JTAC, Flight, etc. that is loosely based on the George interface. We are also testing and evaluating different AI voice over options that will allow us to more easily amend voice dialogs, and work continues refining the radio command options and dialogs in conjunction with subject matter expects to create the most authentic radio environment for a combat flight simulation."
Saludos
Sacado de "DCS 2019 and Beyond" (si, has leido bien, pone 2019, hace 6 años)
"Dynamic Campaign
While a hangar of great aircraft is certainly a wonderful thing, having an engaging, exciting, and dynamic combat environment to fly them is equally important. We recognize that and have been developing the inner-workings of a dynamic campaign system for DCS World. This development will continue into 2019 and create a simulation with the simulation of a real-time campaign systems that has each side fighting for dominance across the map. Based on the strategic goals and tactical situations, the systems will create dynamic Air Tasking Orders (ATO) that players then join to help their side to victory. It will be epic!"
Pero vamos, sabiendo a que dedica Matt BMSWAGS Wagner su tiempo libre, no dudo de que algun dia habra en DCS estas 2 cosas que anuncian para 2026 and beyond:
"Dynamic Campaign. Much of the remaining work involves AI aircraft improvements on both a strategic and tactical level. This ranges from logical construction of strike packages based on the target, available resources, and enemy defenses, to more tactical concerns, which include; understanding package attack timelines, responses to air- and ground-based defenses, and actions to take due to losses and a changing mission environment."
"New Air Traffic Control and Other Radio Communications. An often-requested feature of DCS has been a much more realistic, easy-to-use, and better sounding radio system. Aside from the recent Petrovich and George interfaces, much of the DCS radio environment has relied on outdated nested windows, simplified radio dialogs and options, and human-recorded voice over lines that can be difficult to amend. We have developed a new design of the radio interface for all radio participants that includes ATC, AWACS, Tanker, JTAC, Flight, etc. that is loosely based on the George interface. We are also testing and evaluating different AI voice over options that will allow us to more easily amend voice dialogs, and work continues refining the radio command options and dialogs in conjunction with subject matter expects to create the most authentic radio environment for a combat flight simulation."
Saludos
"Me gustaría volar al menos una vez al día" (John Travolta)
DCS World
DCS World
Se ha suspendido por parte de ED la reserva del A1 Skyrider a los desarrolladores…; porque han desaparecido….. y no han comunicado nada con ED sobre el estado del proyecto

Hi,
Due to lack of communication from that team and lack of progress over several years, we decided to let their license agreement expire. If by 31 January they can demonstrate the capability to complete the project at the expected 2026 detail and quality levels, we will consider offering a new license agreement.
thank you
Hi,
Due to lack of communication from that team and lack of progress over several years, we decided to let their license agreement expire. If by 31 January they can demonstrate the capability to complete the project at the expected 2026 detail and quality levels, we will consider offering a new license agreement.
thank you
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