

Mikaa
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DCS: F-5E is the hardest fast jet to fly in bad IMC weather
Mikaa replied to DmitriKozlowsky's topic in DCS: F-5E
But if you’re in IMC, then you don’t have the reference to fast erect… also AFAIK that’s not what that button is supposed to do. It’s not a pseudo cage function, it’s supposed to manually open the pendulous vanes to allow for faster correction from erroneous precession, restoring proper attitude quickly, not cage the AI to straight and level. -
DCS: F-5E is the hardest fast jet to fly in bad IMC weather
Mikaa replied to DmitriKozlowsky's topic in DCS: F-5E
Bingo. If these gyro bugs get fixed (as well as some of the lingering TACAN issues) this would be a perfectly capable IFR bird; and as Snappy said, this is assuming you can fly basic attitude in the first place. -
YES, I've been looking for months to see if anyone else has this issue. I find it's most pronounced with the fog checkbox enabled (looks exactly like your screen above), but even without, it is particularly visible along coastlines. It looks like there's some blending issue with shallow water from certain angles. I've tried full repair, completely uninstalling (deleting remaining DCS folders) and completely reinstalling the game, rolling back nvidia drivers, adjusting water detail levels, deleting metashaders and fxo folders, you name it. edit:words
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- pixelated sea
- sea looks terrible
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need track replay TACAN Distance Meter on HSI freezing up
Mikaa replied to Ready's topic in Bugs and Problems
I have only had this issue pop up inconsistently a couple of times in the past (F-18 and F-5 during different patches). However, a friend I consistently fly with online with has this problem practically every flight. Unfortunately it’s during MP sessions so tracks are hours long. Cycling the TACAN OFF/ON fixes it, but it’ll re-appear next time he hops in a new jet. Happens after cold starts, and usually 5-10 minutes into the flight during cruise. -
Agreed. It was fixed for the Hornet, I’m sure it’ll get fixed for the Viper as well. Mild annoyance in the meantime, however.
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In the grand scheme of bugs, this is probably pretty far down the list, however I can't help but notice that something looked "off" when viewing the jet on the ramp. I believe that the position of the feathers is far too "open" when the aircraft is sitting on the ramp with the engine shutdown, or at idle. It was hard to find appropriate pictures that showed what I'm talking about, but I believe the attached shows what I mean. Compare the in-game screenshot I've taken as opposed to a similar picture from the 480th in 2010, as well as a tweet from GE about the GE-129 (only shows the top half unfortunately, but you can see the angle). Looking at the nozzles of the RL picture, the feathers at no point along their length open more than where they attach to the fuselage, whereas our in-game F-16 seems to open significantly wider. If I'm wrong about the engine model etc. feel free to let me know!
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I know that the F-16 SSC is mounted with a 12 degree outboard offset, to counteract pilots unintentionally inputting left-roll while pitching aft (due to ergonomics). Maybe there's something weird coded in relation to that? Still, aft input is aft input, regardless of how the stick is mounted, so it shouldn't be a factor - I'm just spitballing for reasons why we're seeing this behavior. This definitely could be a characteristic of the jet, however I have a hard time believing that the Air Force would accept that at 100% internal fuel, you have 20-30% less right roll authority in high aoa flight. Seems like a pretty significant flaw. Could also be a case of the characteristics being overmodeled, and need to be tuned back to something more representative of the real a/c.
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I've done some rough testing, and as far as I can tell, it seems like the CG shift from varying fuel levels and rolling tendency at higher aoa are separate issues. Even with the pylons and gun ammo removed, and regardless of fuel level there's an appreciable roll to the left at high aoa (worsening at higher fuel levels). It seems like the fuel imbalance at low fuel (favoring right roll) seems to offset this inherent left roll tendency, but does not appear to be the cause of it. You can even see this if you set fuel to 10%. During 1G level flight, the aircraft wants to roll right, however once you apply aft stick and increase aoa, this right roll is counteracted and overcome, causing roll to the left. I tested 100%, 50%, 20% 10% 5%, and 1% (with unlimited fuel on for the last one). Worst left rolling tendency is at 100%, and it decreases to minimal at 10-20%, and then worsens again at 1% fuel load, because there's nothing to offset it. The yawing tendencies during the TO Roll is far easier to explain. With an imbalance in loading (in this case due to fuel level changes and seemingly inherent rolling moment of the jet) the roll tendency is translated into yaw due to the increased friction created by more force acting through that side's landing gear tire - roll turns into yaw. At low fuel levels, the friction increase is felt on the right side of the aircraft. I'm also speculating that at higher fuel levels, whatever is causing this left roll tendency is the reason for the left yaw during TO as well. Something feels off here. I have tracks saved for the testing I did if needed, but I'm going to wait on the FM and FLCS changes before submitting a bug report.
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There was post a while back for the jet rolling to the left at high alpha that was never confirmed by ED. I tested it myself in game in various configs, including clean with no gun ammo, and got consistent results. You need about 20-30% right stick to maintain bank angle during high alpha maneuvering. I'm tempted to make a new bug report for it, but the FLCS is WIP so that might be a contributing factor.
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+1 Anytime I try to load the F-14 in a multiplayer mission, 99% chance the game hangs and crashes... makes playing online with this bird nearly impossible.
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So much is still WIP that I have a hard time remembering what works and what doesn’t. I usually just assume it’s not implemented unless it does the thing when I click on it. Once the Hornet gets out of EA, I’m sure a lot of these simple things will be fixed pretty quickly.
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correct as is F18 can land anywhere easily.
Mikaa replied to Vampiresquid's topic in Bugs and Problems
I think there's a happy middle ground here in which most A/C need a little tweaking. The A-10C (which has historically practiced desert ops IRL) can easily blow its tires while taxiing on the sand in the Persian Gulf Map. Then, on the other hand we have the Hornet with it's beefed up Gear which seems to be able to land anywhere and everywhere without issue. -
Necroed I stumbled upon this thread while trying to do the exact same thing. Initial spawn is conducted using in-game triggers through the F10 menu. Subsequent respawns are using the group respawn MIST script (do script once the radio menu flag has been triggered). The respawned AI aircraft don't follow any tasking, and only react defensively, despite being hostile on the initial spawn. Any help would be greatly appreciated!
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correct as is F18 pulls up hard after takeoff
Mikaa replied to -Quetzalcoatl-'s topic in Bugs and Problems
If you watch the Blue's Solo Dirty Roll on TO, you can see the flaps in Auto (retracted) during the groundroll. Upon rotation, once weight is no longer on wheels, the FCS actuates the TEF's, as expected, during the pitch up. Curiously, as he initiates the roll and unloads, the TEF's retract, (and act as if the gear were retracted in our DCS bird), yet the entire maneuver is completed with LDG in the down position. This exact same FCS logic is visible on Canada's CF-188's (yes, I know they're retrofitted A's), and AFAIK they fly unmodified jets for the demo team, so this isn't a case of specially modified FCS logic for airshows. The only way this maneuver is possible in DCS is if you actuate the flaps quickly from Auto to Half back to Auto during the maneuver, and I refuse to believe that the Hornet guys do that in RL. Quick edit - Previous sentences came across a bit strong. So if the current logic IS correct, is it then a case of setting the stab trim to zero or even negative, or some other setting? Second Edit - Just tried it ingame with Stab trim set to 0, and flaps in Auto (all 0's on the FCS trim). More controllable for sure, but once the LDG is cycled up, the trim still runs away until the Flaps are flipped from Auto to Half and then Back. This definitely isn't right. -
Yep, that's what I meant about the granularity of the trim clicks. I probably could've explained myself better. Now I've never flown an F-16, but every auto-trim system I've used has been incredibly easy to counter roll for asymmetric loading throughout the entire flight envelope - none of this clicking back and forth because it overtrims too much each way. Regardless, I'm sure it'll get sorted in due time.
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F16FLCS-SME also has reported that the pitch and roll trim rates seem to be much faster in DCS as compared to the real jet. Not sure if they have any documentation to prove so, but I'd be inclined to believe someone who specifically worked on those systems. Maybe this has to do more with the granularity of each "click" of trim, or overall speeds, or both. https://forums.eagle.ru/forum/englis...es#post7131511
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[INVESTIGATING]Landing Gear/Gear Door Retraction Timing and Speed
Mikaa replied to Mikaa's topic in Bugs and Problems
Much appreciated. -
I came across a few videos of Hornets doing demos (Finnish and Swiss RIAT demos, as well as a BA demo video), and noticed that the speed and timing of the Landing Gear retraction seems significantly faster, with different gear door timings as compared to our DCS version. 1. - Our Hornet takes approximately 1 second longer to completely retract the gear (6 seconds total, timing from initial gear movement to all doors closed), versus ~4.8-5.5 seconds in the RL videos linked below. 2. - In DCS, the nose-gear begins retracting approximately 0.8 of a second prior to the MLG, whereas in the real aircraft, they appear to begin at the same time. 3. - Nose Gear retraction should be complete (with NLG door closed) approx. 0.75 to 1 second prior to MLG door closing, whereas in DCS, the Nosewheel takes significantly longer (almost exactly 1 second) to retract and close as compared to the MLG. 4. - The animations for the gear door movement from initial movement to fully closed is substantially longer in DCS when compared to the RL aircraft. See takeoff at 00:25 seconds and 06:30 seconds in the first video, and the Blue Angels solo #6 takeoff at 1:10 and watch the timing from the moment the gear starts moving (apparent by the MLG "bump"), to when the MLG doors are fully closed. I know this is super nit picking, and in RL there can be variability, however this holds true across three different aircraft from three different countries. The Devil's in the details, right? FA-18C Gear Speed.trk
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So, just for lols, I did a complete (slow) repair, and now the Pipper is fixed, and I can't get it to bug-out again. Luckily I saved a continuous Nvidia Shadowplay video of me loading into the game, demoing the broken Pipper, quitting to main menu, and then flying the mission again, so I KNOW I'm not crazy. This is such a mystery, but I'm going to keep working at repeating it. Possibly it'll crop up after the update next week. For now, I'd suggest a full repair, including checking for extra files afterwards, and then normal the fxo and metshaders2 delete. That hopefully will prevent it from bugging out. Maybe it has something to do with the update process, that gets cleaned up when you force a repair with .cmd, but not through the automatic dcs_updater.exe process??
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This sounds like an amazing idea! Including approach plates and airport info for the various maps would also be super helpful.
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I wonder if this is also why intermittently, we’re having trouble with Mk82/83/84 and rocket accuracy. If the ranging information used to display HUD cues gets incorrectly calculated or is somehow bugged when being displayed, then this could affect any non-guided AG munition release cue - pure speculation on my part, but I would assume there’s a lot of code interdependencies. Something is borked, definitely.
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Okay, I've gotten it 100% reproduceable on my machine. It seems something weird is happening the first time DCS loads in the F/A-18C after booting the game. If I hit Fly Again, or replay my track, it doesn't occur; it's as if the initial load of the aircraft has a bug, but subsequent loads fix it. Steps to Reproduce: - Boot up DCS from Desktop - Select F/A-18C Instant Action Mission "Ground Attack Practice" on the Syria Map - Select AG Mode, then GUN with mouse clicks in cockpit - Note the Center of the Pipper is co-located with the Velocity Vector - Pick a target, roll in, and fire - Note the Rounds land long - If Fly Again is selected, or the mission reselected from the main menu (without restarting DCS) Repeat steps above (AG mode and GUN selected again), notice the center of the Pipper is now ABOVE the Velocity Vector (where it should be) - This time, rounds land on target when IN RNG Attached are two photos from the same play session: First one is exactly following the steps to reproduce, second one is after hitting Quit, and reselecting the mission from the main menu. Edit: messed up the attachments, fixed now
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[AS INTENDED] Data option on EHSD turns all text red
Mikaa replied to Supersabre's topic in Resolved Bugs
Thanks Elmo. Quick question, is the color supposed to be red by default in the real jet? And is it possible to set it to show up matching the default green on startup, rather than having to click through the selections each time? Not a big deal, just curious. -
AFAIK it does, but only within a certain threshold, and of course only while the autopilot is engaged.
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Hummingbird is right. You can even look at dtic.mil documents that detail the centrifuge profiles for High G training. After a quick google search, I found one from 1988 that shows multiple rapid onset rate profiles for 8G for 10-15 sec, 9G for 10-15 seconds, as well as a "Check Six" 9G for 10 seconds. Not sure how these profiles have evolved in newer years, but considering there's many videos of this exact centrifuge training where the pilots don't even have any vision loss during the strain (let alone greyout or GLOC), I think the evidence is overwhelming that our DCS "pilot" is severely underperforming. And this is even before we get into the current issues with the FM of the Viper.