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Showing results for tags 'correct as-is'.
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Hi, so I keep the ball using my pedals very centered and as I am flying forward experiencing quite a drift to the right where I am pointing my nose to maintain course. I am observing the velocity vector indicator and slid/slip indicator, heading tape and attitude. No wind in this scenario. What am I doing wrong? Cheers!
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When with George Rockets in COOP the I-beam doesn't move at all. IDK why, happened only once to me
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Thoroughly enjoying the fidelity of this module! The flight model is superb for a beta release. The accuracy of the symbology is amazing, and the work that went into creating hyper-realistic MPD pages is astounding. Oddly, one thing that is a little off is the sight picture from the pilot station. The sight picture sitting at flat-pitch-ground appears as if no landing gear were installed with the aircraft belly contacting the ground. If the cockpit were raised up 5 feet, the picture would approximate the sight picture of the actual crew station in relation to the ground. Along those same lines, the sight picture at a 5 foot IGE hover appears low, too close to the ground. Conversely, the sight picture at 10 feet is more representative of the actual aircraft at a 5 ft. hover. It is likely that fixing the previous issue would also correct this one. While details like this would be insignificant and easily overlooked by some developers, ED's commitment to excellence and realism, demands that small adjustments like this receive attention. ED, we're all cheering as you knock this one out of the ballpark!
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I call the ball, LSO acknowledges, I see the ball, I land, then I get "no proper comms" and no wire number given.
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I was reading "Terror in the Right Seat" and the author/Mossie Navigator stated that they flew their night intruder missions at 240mph so that 1 minute was 4 miles which was 1 inch on their maps. Nice convent figures to use while trying to look for landmarks in the dark, playing owl and constantly checking 6, scanning for targets... I tried replicating this in DCS with a full fuel and ammo, trimmed out, low level. Trying to maintain 240mph almost always set the landing gear warning horn off. Either the DCS mossie has the horn setting is set a little too high, or the the actual pilots in WW2 just didn't hear it anymore (or both.)
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Hey All, Just starting out on the F-16C and it is amazing to me what things can trip me up. I have gone through the training missions (the ones that actually work) and I am still get FUBAR'd. First on my list, I put the jet in A-A. Me and my two targets are at 15000. This is the set-up and it is pretty darn simple. With my finger on the fire button in hot anticipation, this is what I see. What am I doing wrong? Caldera
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After rewatching some basic flight maneuver videos i went to the Viper to refly them and it seems the fly by wire system prevents some of them - like the "falling leave" for example. In high AOA scenarios with slow airspeed (> 18-20° AOA & below 160 knots) the rudder input is just ignored. With raising speed and lower AOA control comes back partially and then full. Is that a correct input override by the flight computer?
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Simple SP test mission. Caucasus default setup... no wind, 25k AGL, S to N flow to a STP ~60nm away. Full mil starting at 0.8M. Set auto-pilot for alt/course and observe.. Same load-outs for F-16 and F-18.... F-16: 2x120, 2x9x, 4xJSOW-A, 2xtanks, tpod, no pylon center, no hts F-18: 2x120, 2x9x, 4xJSOW-A, 2xtanks, tpod on center F-16 continually loses speed and increases alpha till its at a paltry 0.67M at the stp. F-18 accelerates to~0.93M by mid-distance and maintains to the stp. I know its sort of apples to oranges, but I wouldn't expect the F-16 to fall out of the sky. I basically must use at least min AB to maintain speed... The only way to get close to the same speed as the -18 is with only 4xJSOW, no missiles, zero pylons...completely clean.. and even then.. its 0.90M not .93... In order to not fall out of the sky, I can swap the wing tanks for a center tank and leave everything else as originally tested... that will at best hold 0.80M... Maybe this is completely accurate and you just cannot combine double load jsows with wing tanks... testJS.miz
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Is it normal for the F18 to set range for the O/S of a given waypoint to 66 at most? In mission 7 of raven 1 campaign the bandit is at 116 nm from rock point, but I can't set it to that far, is that normal or is that a bug?
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As currently implemented, a jamming aircraft cannot be seen by the radar until entering 29NM. Other airframes like the F-15 and F-18 can see jamming aircraft well outside of their own detection range due to the obvious nature of noise jammers. However, the F-16's radar fails to even see the jamming until getting into 29 miles at which point you'd be able to lock up the target anyways. Tested on: Private multiplayer server Test subjects: all players Map: Caucuses Game version: 2.7.9.18080 Alamo_Training_V6-20220105-154111.trk
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Hello, this is a tricky one, because i don't know if this is still WIP, or if i simply missed something or if the real aircraft behaves this way. Let me explain and maybe the devs can double check it, or someone else can correct me. The F-16C does not "need" SPI indication, because a sensor that is SOI, also generates the SPI. However that is not always the case. There are situations f.e. where the TGP pod can be slewed freely and therefore is SOI, but does not generate a SPI. This is for example in HARM POS mode, where SPI is always Steerpoint. Another situation is TGP SOI but slaved to steerpoint. There is no indication that tells you that TGP is slaved to Steerpoint. TGP symbology is identical to TGP in InertiaTrack (TMS aft). If you target is on Mark- or Steerpoint and the TGP is obscured by clouds, it is therefore not possible to know if SPI is Steerpoint, or if you maybe have slewed the TGP a bit off and TGP is generating SPI. Only solution is to slew away and CZ to make sure. I would assume that there must be some indication in TGP that tells you, if TGP is generating SPI, or if it is just slaved to Steerpoint, or if it just looking somewhere without doing anything (HARM POS)... I understand that TGP in AREA Track or Point Track has different symbology to "slaved" TGP. InertiaTrack TGP has same symbology as slaved TGP though...
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Does the datalink actually “work” and receive signals from donor aircraft? Either in MP or SP. Or is it just a mini F10 map sorta thing? I don’t notice it corresponding with bandit calls from my wingman or AWACS, if it “worked” wouldn’t any target they see with their radar appear on it?
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Orbit task through waypoint action does resume route when over, but orbit task through triggered action does not. .miz attached (2 AI F18, number 1 orbits 1mn at wpt 1 - wpt action - then resumes to wpt 2, number 2 orbits 1mn at wpt 1 - triggered action - then RTB instead of resuming to wpt 2) Test-orbit-resume-pushtask-vs-wptaction.miz
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This issue is specific to helicopters. Planes have an expected behavior. When a "triggered action" orbit task is triggered using "AI Set Task", the helicopter does immediately start orbiting at the point it stands, which is expected behavior. But when the task is triggered using "AI Push Task", the helicopter goes back to start point and orbits there, which is unexpected. Orbit-settask-heli-right-point.trk Orbit-pushtask-heli-wrong-point.trk
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Go ahead and takeoff in a viper, level off and get your altitude hold on at any altitude. Go full military power. Right up so the white stripe on the thrust lever is up against the notch or detent thing but no more. Don't go into afterburner. Now let the jets speed (and fuel flow) stabilize. Now... Slowly pull the thrust lever back 1 mm at a time and watch your fuel flow. IT GOES UP! In fact it keeps getting higher as you pull back the thrust lever for about 1 1/2 to 2 inches before fuel flow begins decreasing (looking at that white stripe on the thrust lever). I have a top quality Virpil thrust lever that is smooth as butter with no spikes or jitters so I know it's not my throttle. A. Is it just me seeing this? B. It this how the real viper works (I doubt it). C. Is this a bug? No track file here. Just strap on the jet and see for yourself.
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Currently the ground crew logic is that when you ask for a fuel % they first fill the outer tanks to the brim, and only then put fuel in the main tanks. The result of this is that when you start with the default 66% the outer tanks are full but the main tank is mostly empty. If you ask for 50% or less, they will drain the main tank and you will end up with full outer tanks and almost/no fuel in the main. This does not make sense - for a number of reasons the priority during flight is to empty the outer tanks first, not the least of which is that the outer tanks are not shared between the engines and each tank feeds only the engine next to it - a fuel leak will mean the loss of an engine! Please make it so the main inner tanks are filled before the outer tanks.
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As per the title: The configuration of the OA1/2 in the DEST page have an elevation value. This elevation shoul dbe a height and therefore AGL just like VRP/VIP and PUP. However, with the end of april 2022 update, the OA1/2 elevation is the altitude or ASL. Regards Leo
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I think text should also turn black when in black hot. Can't read white text on white background when in black hot. Thanks!
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I was again testing radar, amraam and some evading maneuvers (but thats not important here), I`m more concerned about my radar loosing track while I already got it. Check out my track. Interesting stuff, never seen that befre f16_dogfight_jf17_5_no_Contact.trk Tacview-20220504-215633-DCS-bvr_vs_jf-17.zip.acmi
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You can put the turn off the safety. You can pull the trigger. But you can't blow a hole in the roof! Let us charge the gun so we can shoot up the cockpit from inside.
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Anyone else having this issue? Keyboard binds for PgUp/PgDown or +/- for the power controls aren't working. I remapped them to joystick buttons and they still won't move. Can't use the mouse to make them move either. Can't start the thing without moving the power selectors to idle.
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When I am in Engine page, then I switch off the generator right with engines already running, it deactivates pressing the L6 button in the system page. That is ok. But I cannot put it on again. Is it normal?