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Showing results for tags 'correct as-is'.
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I believe there's an issue with the maximum speed that P51 can achieve @ different rpm/boost settings. I could achieve 585kph (~364mph) using 67"/2600rpm then the speed dropped to normal levels after WEP was engaged.. 565kph (~350). Video and track attached. server-20210718-032230.zip
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Hi All, It appears that no matter what option I select for the CBU-99, I never get the option for 'EFUZ', therefore I am unable to set it to INST Please could someone tell me what stupid thing I am doing wrong? Thanks Toni
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By default the maverick feels to easy to aim. Holding DMS fwd doesn't seem to do anything and when I let go of DMS it loses stability. It seems like it is being stabilized by default instead of by HOTAS command and then reverts to normal behavior for a few seconds after you release DMS fwd. Have tested this today on Syria and Caucasus, solo and multiplayer, with both IR and TV mavs and same result. This was in standalone open beta.
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As per title, When you put in all the MGRS Grid info into any of the STPT's (20-24) and then back out to the CNI pages or go back to LAT/LONG it doesn't save, it also doesn't create an actual STPT on the HSD to navigate to
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The HSI is indeed missing a lubber line.
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Is it 90 sec.? (current DCS modelling). I did some testing at extreme ranges. Target co-altitude @48k ft. In the first test I launched the first Amraam way before R-aero and due to significant lofting, the missile was coming down on a target Tu160 like bat out of hell but... it didn't make any effort to intercept. The battery was dead?
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Hi everyone, I am in the latest 2.7 stable release and I have a problem with F18 HARM cage/uncage in TOO mode. I set the HARMs in TOO mode, select the emitter with POV button but when I press cage/uncage to transfer target data to the HARM it does nothing and the missile does not go into RDY mode. I know the throttle cage/uncage button is properly mapped cause AIM-9s and AIM-7s uncage fine. SOI is properly selected. I followed every step of Matt Wagner’s youtube tutorial and still no luck. Any idea what could be going on and how to fix it? Thanks!!
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Please move cg slightly forward, this has been also discussed before. I know that the tail is wooden on the k-4 thus heavier if I am not mistaken also the fuel tank rests behind pilot, but this has been depicted heavily in dcs . I have read reports that most pilots landed the plane with -3-4 trim full flaps but doing this in dcs results in massive nose up behavior when landing in game. I am mentioning this because I just read on a rare source (and have not seen that anywhere else before) that the propeller on bf109 weighs a whopping 138kg! did the developers considered this when building fm? Now add prop cone, weapons and cannon, front fuselage reinforcements to accomondate engine, other front mounted subsystems etc.. and of course engine weight. I think all that would of course negate the slightly heavier tail... which has been so much overstated in past claims. Now I know that a small change would result In a need for other adjustments too, so I would also recommend a small brake nerf to balance this and maintain the full brake No nosedive characteristic as Erich Brunotte has mentioned and has been well implemented on the FM. A more forward cg will cause propstrike when braking! Nevertheless the brakes are slightly strong as of now. A small tweak would be greatly appreciated!
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The Dash-1 seems to indicate that the O2 pressure can be read before starting the jet. It's in the Dash-1 to read the level before engine start, but it reads zero in the game?
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I think the tracks will speak for themselves. When a WWII plane can tank several sidewinders and an AMRAAM, you know something is off. Bf-109 Damage Model.trk Bf-109 Damage Model 2.trk Bf-109 Damage Model 3.trk
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Hi @BIGNEWY I have got several missions where I use trigger UNIT IN MOVING ZONE for Super Carrier traps / AAR, Intercepts, etc. Yesterday I noticed that the trigger no longer works, I tried to debug my mission but I discovered that the zone does not move with assigned unit anymore. That is true for both quad and circular zone. Please see the example I made. Thanks. MOVING ZONE.trk
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I tested whether the simulation makes it possible to launch a Hornet from an aircraft carrier - without the aid of the catapult. Yes, it's a crazy idea but worth a try. The conditions: Hornet on the CVN74 JC Stennis, no wind, carrier speed 22 kts, Temp 20 deg.C / QNH 29.92 No weapons, only built in M61A2 Gun with ammo (1711 lbs) / fuel: 10808 lbs Total take-off weight: 37,606 lbs flaps half, brakes on, full throttle, brakes off Indicated take-off speed at the end of the carrier 146 kts A standard take-off from carrier without catapult seems to be possible when using the full length of the carrier "runway" - in the SIM!
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See attached tracks. I am running a short script that detects fired missiles at an ennemy EWR and shuts down said EWR. Detection is based on the event_shot event. Track1: I fire my HARM in TOO mode: a message appears proving detection and EWR going dark Track2: I fire my HARM in PB mode: nothing happens. Shortly after I fire another HARM in TOO: it is detected (message appears) 100% reproduceable. HARMs fired in SP mode are also detected. Only those fired in PB do not trigger the event_shot event. pb no event shot1.trk pb no event shot2.trk
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As the Mossies top two roles were high altitude and low altitude day / night penetration of enemy territory, an accurate altimeter was a requirement. The altimeter in this module is neither accurate nor consistent. To test this I suggest you set up a simple mission in the ME with a player Mossie @ 220 knots and ME standard altitude (6562 feet). On spawning in go to Active Pause and outside view and not the altitude. Then go back into the aircraft and adjust the altimeter to the real altitude. Then resume flight and descend the aircraft to 1000 feet on the altimeter. Go back to Active Pause and outside view and note the shown altitude which will be much less than 1000 feet. Not only does an inaccurate altimeter make it difficult to fly at a selected altitude but it also makes it very hard to low level bomb as there is a real danger of the aircraft sustaining blast damage due to the aircraft being lower than the indicated altitude on the altimeter.
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Hello everyone, I have a copy of the Fw-190D9 Flugzeug Handbuch Teil 0, which has a table of engine settings. Above, 2700 U/min (RPM) is shown to be for Dauerleistung. This is equivalent to the English term "continuous power". With 3000 U/min being shown as Kampfleistung (combat power) and 3250 U/min being for Startleistung and Notleistung (emergency power). In the DCS: FW-190D-9 manual (as of September 4, 2021), there is this table: With continuous power being listed at 3000 U/min and Kampfleistung being 3250 U/min. And then various economy settings. However, Continuous should be 2700 U/min not an economy power setting and 3000 U/min should be Kampfleistung (Combat). Could the manual be updated to reflect this information? I can give you the manual, but I won't post the link here as my source has it behind a paywall as a way to help fund his research and I don't want to undercut his work by releasing it on a public forum.
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Hi For a few weeks I'm using the HARM and have no problems. Since yesterday, when I'm truning it on, I see the WPN page with no option to make the scan wide or narrow, and 00:00 on the time remaining for the scan. The HARM also unable to detect any SAM. Tried a lot of times to turn it off and on, or start a new flight, but it keeps on. I added an image of the WPN page. How can I fix this problem and return to use the HARM regularly? Thanks in advance!
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The TGP screen is not working in the Mariana Islands map. Trak file is attached TGP_Inop_Marianas.trk
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Hi guys, I noticed the yellow tinted canopy option seems to be only rendered on the player controlled aircraft and not on the AI controlled Vipers. - Options - Specials - F16 - Canopy Tint: Tinted - Custom mission attached here. Start at Batumi on the apron. 1 player aircraft, 1 AI. Both are using the default livery. - Load mission and go to F2 view. Observe tint only applied on player aircraft. Regards, Sylvain Canopy_Tint_TEST.miz
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- canopy tint
- tint
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Just been out in my 15, and couldn't get anything from the UV lights. Anyone else had the same?
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Hi Im having trouble trying to hand off targets to the Mav D from the TGP, when the Mav is slaved to the TGP and it can be moved but it seems to be off by quite a few meters top the LH side compared to where Im the TGP is being moved, hence when I lock a target with the TGP the mav reticule is no where near the target for the hand off, I have watched a number of Youtube videos on it and cant see what I have wrong, anyone have an ideas what im doing wrong. F16 is set to hot start. Cheers
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When watching a track I noticed that the "IAS" on the (bottom info bar) was indicating some 190 km/hr whereas the airspeed indicator was indicating some 380 km/hr!! Should there be such a big difference between these? I thought that the airspeed indicator in the cockpit reflected the "indicated airspeed"? I must say, in the above case the airspeed felt far closer to the 190 km/hr than to the 380 km/hr!! Would be interested to hear your views on this. Thanks
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correct as-is agm-65 IRR Targeting Bug (Targeting Ground)
Darkxv posted a topic in Bugs and Problems
I've been having problems with the AGM-65 maverick flying the f-16. I recorded tracks of me demonstrating the issue. It seems the seeker likes to lock the ground below/infront of targets. Here are the tracks attached below The first, where I just leave it to do its thing and auto handoff the target with the TGP. Youll see the agm-65 does get a lock but for some reason its locking the ground below and skewed off to the side of the targets... there are two targets I fire agm-65's at, and they completely miss and hit the ground. and a third target i drop a laser guided gbbu-12 on. the second track, is where I do the same exact run, but this time manually adjust the agm-65 track by slewing it above/behind the target and then hitting tms short/lock. I do this with both the first and second targets, get direct hits.. and again drop gbu-12 on the third target. This is not the only case of this. I've had the same experience in other instant action missions, other missions, custom missions, and even from ground starts where i boresight my tgp with the agm-65 seeker heads. It absolutely needs to be fixed if it is a bug, or if its just me and my installation and files that need to be fixed then please help me figure out how. Not all targets are easy to make adjustments on like these. Instant Action - Precision Preemption - No AGM-65 tgt adj.trk here is the second file below where I manually correct it by targeting above/behind the target to get an accurate lock Instant Action - Precision Preemption - with AGM-65 tgt adj.trk