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Showing results for tags 'missing info'.
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Module Manager => Available DLC=>Campaigns Where are the a-10 and a-10c II DLCs? There are no A-10cs in the plane selection menu. Thanks 4 fix that!
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Flying the Tomcat so track files unfortunately end up spiraling into the ocean instead of showing the problem, but here's some issues I've noticed after extensive tanking from an S-3 set to "Recovery Tanker" orbiting the boat: Before hailing tanker over radio When the tanker is in left turn aft of the ship returning to BRC in a conservative bank angle, he suddenly pulls about 60 AoB into the rejoining aircraft just prior to rolling level, nearly causing mid-airs with joining aircraft. Tanker should not be suddenly increasing bank angle before rolling out on heading. After hailing tanker / While plugged in Before beginning his left hand turn, he turns right, then turns back left, throwing off anyone who's plugged in or trying to plug in. Tanker should not be turning opposite of orbit direction before commencing orbit turn. Partly through the turn, he increases bank angle for a bit, and then after some time reduces bank angle. Tanker should remain at a consistent bank angle until tanking is finished/aborted.
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2.9 Open Beta: When i fly offline i do this either as a weapons training to get familiar with the aircraft's weapon systems but mostly i fly online. The last few days i wanted to dig a bit deeper in Air to Air BVR combat with the F-18, because honestly, i just suck at this. Made a simple 1 vs 1 against a SU-27 on the Nevada map. The AI SU-27 is set to "ACE" (tried other settings with the same result). Both aircraft start opposite one another out at +/- 20.000 feet and 80nm distance which gives me the time to set the weapons and radar up. The SU-27 mostly goes up to 36.000 feet after a while but once its starts maneuvering after i fire some missiles, it will often (1/2) make a dive turn and then fly's straight into the ground well before any missile has reached the target. There's plenty of room to make a decent dive tough This just destroys gameplay...
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So I took a right door gunner in Ai . Set to short bursts and free fire . Got engaged from ground forces , turned gunner onto targets but nothing happened. Is Ai working. I can jump into seat and fire myself.
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Sorry, in contrast to this thread imho the fuses still aren't right. First one is easy. The German fuse 25c had a long "Vz Mode function delay" of fourteen (14) seconds, not 8.5. Since the delay is relevant for attacking in larger formations it should be corrected. Like it was done by the Germans advancing from fuse-model 15 to 25. Please check the documents given here: and here: I learned in mission-editor one should use the "function delay mode" "fixed" to set the fuses, not the "variable" one. So for fuse type "Zünder 25C" in mode "Fixed" there is given this pattern: oV Mode Function Delay (oV = no delay) = 8.5 sec mV Mode Function Delay (mV = with delay) = 8.5 sec Vz Mode Function Delay (Vz = retarded mode) = 8.5 sec Sturz Mode ARM Delay = 80 ms Waagerecht Mode ARM Delay = 80 ms "Function delay" here is the time from impact of the bomb to it's ignition. "Arm delay" is the time the fuse needs after leaving the bomb-rack to change the status from "safe" to "armed". For the fuse-type "Zünder 25C" in mode "Variable" there is given this pattern oV Mode Function Delay (oV = no delay) = 0 sec mV Mode Function Delay (mV = with delay) = 80 ms Vz Mode Function Delay (Vz = retarded mode) = 8.5 sec Sturz Mode ARM Delay = 80 ms Waagerecht Mode ARM Delay = 80 ms Historically correct values for fuse 25 for an (extended) table should be (sources see above and below) oV Mode Function Delay (oV = no delay) = 0 sec mV Mode Function Delay (mV = with delay) = 80 milliseconds Vz Mode Function Delay (Vz = retarded mode) = 14 sec Sturz Mode OV ARM Delay = 3 to 6 sec Sturz Mode MV ARM Delay = 5 to 10 sec Waagerecht OV ARM Delay = 3 to 6 sec Waagerecht MV ARM Delay = 0.7 to 1.6 sec For the time-to-arm this table gives detailed numbers: I know the fuses are still work in progress. Your way displaying the values in a "variable" and a "fixed" mode will add to confusion, too. Whatever I try - I'm not able to find a way to prepare my Anton via the mission editor to drop bombs historically correct using the mainly used fuse-type 25. Add-on 15.03.23: Here's the most detailed documentry about German bomb, fuses etc - always worth a look for British and US-documents and procedures, too. Sorry, in German only and a somewhat strange HTML-setup ... http://michaelhiske.de/ German fuses: http://michaelhiske.de/Wehrmacht/Luftwaffe/Zündervorschriften/StartSeite.htm Zünder 25 f.e. = 152/8 & 152/22 & 152/27
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I just sat at Krasnodar in the 4YA OB EU server and at least 6 NASAMS hit a hostile in the overhead as I R'Rd. All exploded but had no effect on the aircraft at all. Dr Spankle
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We are seeing inconsistency where in STT the Aim 7 won't track. Seems the MH does track but M having some inconsistency of not tracking Could be related to other semi-active as well. I've seen some AI fire and see ER not track
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In fact, it appeared in several posts in various topics, but I see that there is no the one, main about it after 2.9. The changelog said that the replay system had been improved. In fact, this has always been the "Achilles' heel" of DCS, but I have the impression that nothing or very little has changed. I recorded several tracks in 2.9 and unfortunately they all played incorrectly. Especially those in which you fought against ground units, which in each recreation basically had their own lives. One time my wingman lived, another time he died, and so on. It never corresponded to what happens in a real mission before.
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Prior to the update, the Maverick lock on/ fine tune via the MFD screen worked great. Now, when using the cursor to adjust what the Maverick is locked onto, nothing will "lock" (Not even the annoying telephone poles or fences!) It was dawn on the 4YA server while flying but with IR Mavericks, ,it shouldn't have mattered?
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Not sure if this is reported yet, I looked around but didn't see anything. Also I am assuming this is not the correct behavior for this option but here goes. When you place a SAM unit such as an SA-19 Tunguska in the ME you have the option to hide it on the MFD, the mission planner, and the F10 map. When selecting to hide it on the MFD it seems the threat rings still appear on the DL page of aircraft such as the F18, and the option has no effect. Now If I select to instead hide it on the map then the unit will disappear not only on the map, but also the threat rings will be removed from the DL page in my airplane. Hidden on planner seems to work correctly so no problems there, but it seems as if hidden on MFD was merged into hidden on map and the option has no function. This results in being able to hide the unit on DL using the hidden on map option, but also makes it impossible for you to assign waypoints or directly control it with CA because you can't click the unit in the F10 map because it is invisible. I assume the hidden on MFD option is to allow units with threat rings to be hidden inside the airplane but still be visible on the mission planner or F10 map if so desired. If this is not a bug then disregard, but it seemed like one to me. Thanks for your attention.
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As title states LSO gives me "You're a little slow" calls even then i'm not exceeding 15 units AOA on F-14. When reaching ~16 units AOA I ussually get waved off instantly. I think it is related to lower on speed AOA in Hornet (~8.1 degrees) than in Tomcat (15 units/10.8 degrees). I've tried to make a proper track, but since last update I get massive desync in Tomcat even in ~2 min long tracks, so here's the video. https://youtu.be/WuoUjaFgd08
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I have been noticing that if you make multiple passes with a waveoff, by the time you do catch a wire, your grades for the previous tries are combined into one grade for the last pass. Is that right? It doesn't seem so. I would think that you get a separate grade for every pass. So, if you had 3 passes and caught the wire on the third pass, you should get a total of 3 grades. Otherwise even if I nail a perfect 3 wire, I'm still getting a bad grade overall because of the previous waveoffs. It used to give separate grades. Is this a bug? v6, boNes
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For a number of years now DCS AI/NPCs have had some obscene behaviors which makes the game difficult to enjoy at times. I know the game is constantly changing but some of these issues have been present for years now. First of all, ground vehicles are far too accurate with their cannons and machine guns. Two or three gun or rocket runs in an A-10 or Su-25 is nearly impossible without being blown out of the sky. BMP-2s have absurd tracking ability and accuracy. They will even shoot down players in Su-33s or MIG-29s. It isn't an exaggeration to say that BMPs are actually better anti aircraft weapons in DCS than dedicated AA guns like the Vulcan or Shilka. Why do BMPs and similar vehicles have an easier time tracking fighters and picking them off with extreme accuracy than those systems? It makes little sense. The ID and reaction time for these vehicles is just far too quick to be realistic. And I feel like the tracking is also far too accurate. The next major issue I see is survivability of helicopters. I find that they easily evade missiles far too easily and take far too many hits and continue flying on. Missiles have a harder time hitting slow moving helicopters than they do maneuvering fighters. AIM-9X, R-73, even AIM-120s are much less accurate against helicopters. It seems like a single flare will throw off a heat seeking missile 80% of the time when used by a helicopter. They also seem to be able to take far more hits than other aircraft. Often times I will hit them with 20-30 rounds of 30mm from a Flanker/Fulcrum or Su-25. This does little damage to them. On top of scoring dozens of hits with cannons, they will very often shrug off hits from missiles like the AIM-120 or R-73. Again, they can survive a missile hit very easily while typically a fixed wing plane will go down. Yesterday I hit an AH-1W with around 20-30 rounds, and scored a direct hit with an R-73. It kept flying on. Related to both of these topics is a helicopters ability to track and shoot down fighters. I again find the reaction times and precise accuracy to be a bit unrealistic. Generally it is hard to do a gun attack on them as they can swing 180 degrees around, and within 1-2 seconds, fire a pin point burst of cannon fire directly at a fighters cockpit. I've also been shot down by missiles like Hellfires, while turning and climbing away. It seems like they can again, acquire a fast moving target obscenely fast, lock on and fire. Ironically missiles like Hellfires are more accurate than dedicated air to air missiles like the AIM-9X, R-73, or AIM-120. These issues have been around for a long time and they do not seem very realistic in the slightest. Why would there be dedicated anti aircraft gun systems designed if an IFV/APC was more accurate? Why are air to air missiles less accurate against aircraft than anti tank missiles? It doesn't add up. Are there any planned changes coming soon? I feel like these are game breaking issues because of how prominent they are and how it greatly affects planes like the A-10 or Su-25.
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The group of "clients" can not see the same Train (engine & cars) at same time or the same state (damage or undamaged) moving or stopped. most can see the Train as it moves down the track until it is shot. then all bets are off. I have developed a mission in multi player to hunt down and destroy a train. You can use any AC of your choice and any weapon of your choice. In multi player we chose AH-64s, a pack of 4, with 8 humans, no AI. MY AH-64 was the first to locate the train. i was CPG. My pilot positioned us to destroy the train. For some reason i could not hit it with missiles or gun. So pilot took over the gun, and shot. The train exploded and was on fire...sort of...because it continued to move down the track. The train the pilot hit did in fact get destroyed, I saw it get destroyed and i also saw the train continue down the track. in my view it was not damaged, the pilot continued to hit the stopped train and completely destroyed every car. in my view he was shooting at nothing. in his, the engine/cars were on fire and exploding on cue. for me nothing but empty air. i could see the train still in the distance as it left the area undamaged. The rest of the group arrived at the scene and some could see the burning hulk of train, others could not. others wanted to chase the train in the distance. we have since flown this mission again. Each time similar results. never have all eight of us, seen the train at the same place or same time or same state. it is a crap shoot of who can or cant. we have also tried smaller groups, different Aircraft and all have the same results.
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DCS WW2 is brilliant - best Sim modules on the market Each modules feels very different and all are immersive BUT, being WW2, getting up close and personal is part of the game - Mk. 1 Eyeball & unguided weapons PvE works well, and I don’t use MP… but the SP combat sim is broken by the AI models and systems AI Modules - an AI model should have the same general flight characteristics as the player flyable module, which clearly isn’t the case. In this thread I describe a series of 1v1 flights set up in the ME - Mossie v Anton, Dora & Kurfürst, with player control set for either Mossie or the LW aircraft. As a player aircraft, the Anton was hopeless against an AI Mosquito… Couldn’t turn, climb, role, dive or accelerate to evade, let alone take out the Mossie. Any aggressive moves stalled and snap rolled the a/c. The only way to beat the Mossie was head first on the first pass Flipped the other way, player controlled Mossie could successfully engage the Anton, but the repeated vertical loops defied physics and the flight model - still climbing in the Anton at 170kmh…!? No stall? No snap roll??? With two Merlins the Mossie was even better at hanging on the props, but it didn’t feel very realistic… Repeats with the Dora and Kurfürst were similar, but not as extreme - as should be expected, both German planes could dispatch the Mosquito, but it’s AI turn and climb performance both seemed unrealistic compared to player flown Dora and Kurfürst AI AA / AAA / Flak…. OK, so radar guided AA made an appearance in WW2, but not as represented in DCS… Gyro stabilised gun mounts were developed for warships towards the end of the war / post war (Hazemayer, STAAG etc), but AFAIK aren’t represented in DCS - they don’t need to be…!!! AI fire is so accurate that it can only be based on the game engine knowing the target coords (which of course it is constantly computing to run the game ) Ship and aircraft gun platforms are constantly moving through all 3 axes - pitch, roll, yaw… yet “manually” guided, sighted and trained guns can still put rounds on target at extreme range… 10.5cm hit on a Mossie at 16km 50cal B-17 hit on a FW 190 nightfighter, at night, at 6km range…!!! C’mon, this stuff isn’t realism and is tarnishing the sim
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I have what I think is screen tearing when flying the L-39. It doesn't occur with any other planes. Has anyone else experienced this and any suggestions on how to correct it? V-sync is on in game, monitor and graphics card. refresh rate on monitor and graphics card match Any help is much appreciated
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Hi, I'm sure there is some kind of operator error on my part and in the past the P-47's engine was pretty reliable with WEP usage, recently I have been experiencing a brief drop in the engine and a rolling moment followed by an uncontrollable rise in oil pressure with the message in the debrief "Engine Degraded". It happens randomly sometimes during WEP usage other times afterwards when I return to a lower power setting for cruise. Sometimes, I can really abuse then engine and will will tick on just fine for several Rearms and Refuelings on multiplayer until I run out of Water injection...other times it dies if I just tap the water for minute. I'll attach a track that I tried to stay well below 65" for the fight and around 2 to 3 minutes on the 3rd 109, I get the "engine degraded" failure. Pardon the shooting but its the third time I ran it and got similar results. I'm sure it's probably operator error on my part and maybe someone more knowledgeable can set me straight but nearly all my losses since November this year have been due to this and I'd like to know what I might be doing wrong or if it's possibly a bug. I don't have random failures enabled and it happens online and offline for me as well. I have repeated with oil cooler full open and slightly open from neutral and got similar results but random times it fails. engine dead3.trk
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The external part of the glass is flickering.
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It seems that radio transmissions to the Tl1155 (not the Tl1143) stop after a few minutes. If you set a unit (eg a truck) with it transmitting a looped wav file on say 130Mhz then you can listen all day on teh TR1143, however if you do the same on 3Mhz and listen on the TR1155 when you can hear it for a couple of minutes (inc DF) after which it cuts out completely (inc DF). As such it's not possible to use DF properly