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This was pointed out by Cowboy 307 on Discord. Not sure if aircraft specific, but when doing the F16 Air Refueling Instant Actions on Caucasus and PG the AI F16s continue to get in line for refueling even if you call Intent to Refuel far out like in the PG instant action. Weird part continues when you abort refueling, the AI F16s will also abort but stay with the tanker. When calling for Intent to refuel again the AI F16s will go right back to refueling. The only way to stop this loop so you can refuel is to get in line right behind the AI and as soon as they get done call for Ready Precontact. Attached are the two tracks and should be around 5 minutes each give or take. Caucasus AAR F16.trk PG AAR F16.trk
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Hi everyone, I'm experiencing an issue with AWACS that go for AAR. The problem is that shortly after they connect they "jitter" causing them to disconnect. I've attached a short video of the issue and the mission used to reproduce it. I've experimented with different altitudes and speeds, but it had no effect. ps: in the video I'm running the sim at 3x but the issue occurs even at normal speed Thanks for your help. awacs.mp4 awacs_refuel.miz
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https://www.digitalcombatsimulator.com/en/files/3328191/ All missions take place in various regions of the Caucasus map. A series of quick missions (Most take 3-10 minutes though 'Advanced' and 'Expert' missions may take longer), designed to help Viper pilots practice their systems workflow, refine their key binds and HOTAS controls, axis curves, and employment proficiency with a variety of both air-to-air and air-to-ground weapon systems, Air-to-Air refueling, as well as some more advanced scenario based training, that will test your flying abilities while expanding your Viper skills. These are designed to be quick and hassle-free ways to practice selecting the weapon systems, picking your modes, options, ripple patterns, etc. in order to ingrain good muscle memory and habits so it becomes second nature when flying real missions. If a mission has a live threat present, it will always be noted in the mission briefing. Missions are broken down into 5 categories for easy navigation: - 'Fun' - Just that. Fun scenarios, doing silly things, to just enjoy flying the Viper. No stress. No threats. - '.Basic': Essential skills for new pilots. Landing, formation flying, spotting, etc. - 'Weapons' - Threat free environments to practice weapons employment. The bedrock that this mission pack is built on. - 'Advanced' - Scenario-based training. Live threats may be present. Read all mission briefs in full. - 'Expert': - High level scenario-based missions. May contain multiple types of live threats and/or difficult flying conditions. Limited use of F10 and labels. Read mission briefs thoroughly. These are not tutorials. I include some helpful tips here and there, but there are no step by step directions telling you how to select and employ the systems required. These are practice missions. A basic understanding of the jet is required. (Though they could be useful if you're following along with Tutorial videos or checklists.) There is a briefing accompanying each mission letting you know your airspeed, altitude, situation and overall objective. The F10 map, Labels and Active Pause are available in all missions, except for Expert level scenarios. NOTE: If you have any version older than v.3.2 it is strongly recommended that you delete all old missions and download the latest version. Numerous missions will not function properly due to patch updates. ** MOST RECENT UPDATE **: v3.5 - May 11th, 2025 *Changelog:* - Reworked target locations in the 'GMT SEA Radar Mode' mission. Targets before were way too far apart and the mission took far too long. Targets are now much closer together to make rapid practice easier and less time consuming. - Moved starting locations for most Wild Weasel missions closer to the SAM batteries. The ingress was too much of a time sink and now allows you to get more in more practice runs in far less time. - Moved 'ILS Landing' from the 'Advanced' category to 'Expert'. This is an extremely challenging mission and will absolutely test your ILS landing skills. Includes the following Categories & Missions: Fun: - Airshow Demonstration - Marianas Tanker Shoot - Carrier Landings Weapon systems: - AIM-9M Sidewinder - AIM-9X Sidewinder High Off Bore shots - AIM-120C RWS Mode - AIM-120C TWS Mode - CBU-87 - CBU-97 - CBU-103 - CBU-105 - GBU 10 & 12 (Single mission for both.) - GBU 24 - HARM - HARM with Datalink - IR Mavericks - TV Mavericks - JDAM - JSOW - Mk 82 & Mk 84 unguided bombs (single mission for both) - Mk 82 Snakeyes - Air to ground guns & Unguided rockets (single mission for both) - Air to Air Guns - Maverick Boresight Practice Basic Skills: - Air to Air Refueling - Cold Start & Takeoff - Cold Start & Takeoff at Night - Air to Air Refueling (Easy comms, no external tanks) - Visual landing: low light & fog - Visual landing: clear night - Visual landing: clear day - Visual landing: rain and light wind - Instrument Landing System (ILS) Practice - Ground Moving Target radar - SEA Mode - Beginner Formation Flying - Spotting Practice: Air to Air - Mark Points/GMT Radar Employment - TNDL Datalink Advanced Skills: (All BFM Scenarios have a randomly selected enemy jet with a random skill level.)- Air to Air Refueling (No easy comms/Tacan required, external tanks) - Air to Air Refueling - Night (Easy comms, labels on) - BFM - Neutral - Fox 2s. - BFM - Neutral - Guns Only. - BFM - Defensive - Fox 2s. - BFM - Defensive - Guns Only. - BFM - Defensive - 2v1 Guns Only. - BFM - Defensive - 2v1 Fox 2s. - BFM - Offensive - 2v1 Guns Only. - BFM - Offensive - 2v1 Fox 2s. - BVR with AWACS - BVR without AWACS - DTOS Mode w/ CBUs (No Threats) - DTOS Mode w/ CBUs (AAA & Manpads present) - CCRP Low level toss bombing attack - Bad weather low altitude Maverick employment - Low level CCRP Strike w/ high-drag bombs (Mk. 84 or Snakeyes; your choice) - Wild Weasel: SA-2 - Wild Weasel: SA-10 - Wild Weasel: SA-3 - Wild Weasel: SA-6 - Wild Weasel: SA-11 - Wild Weasel: SA-8 - Wild Weasel: SA-15 - Wild Weasel: SA-5 - Wild Weasel: AAA & MANPADS - Sustained Formation Flight - Sustained Night Formation Flight - Flameout Landing Approach - Fight the Phoenix Expert Level Scenarios: - 'Two Dogs' Refuel - 500lbs of fuel remain. Hit the tanker before your engine flames out. - 360 Degree BFM - All points on the compass. Get your head on a swivel. - (2 Player Possible)Go for the Head - Take out critical communication bunkers before enemy CAP arrives. - (2 Player Possible)Gecko Hunt - This mission has received a massive overhaul (as of 7/9/23) in order to increase replayability and now has five possible scenarios that go off a random trigger at mission start, all still involving hunting moving SA8s. Some scenarios involve MANPADS and enemy helicopter threats. Now has three available client aircraft armed with either IR Mavs, TV Mavs, or GBU-12s. - (2 Player Possible)On The Run - Search and Destroy on enemy HVT fleeing via speedboat. (Tanking required) - Fox 3 & Fox 1 Unknown Adversary - Fox 2 Unknown Adversary - Air to Air Refueling - Blackout - Dusk & Night Wild Weasel - ILS Landing Approach - Dense Fog (Huge thank you to Mulder76 for creating this one!) To install: Unzip folder and extract the Folder titled 'Viper Proficiency v2.X. Copy and paste to: Users -> *Your username folder* -> Saved Games -> DCS.openbeta (Or DCS if you're running stable version)-> Missions Then go to the 'Missions' tab on the main menu of DCS and at the top should be the folder containing all missions. Viper_Proficiency_v3.5.zip
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Hello, this has already been requested and discussed to death in various threads. This post only exists as a wishlist item for you to upvote in the hope to sway ED's decision makers to make the remaster the upgrade we deserve. Here we go then: Please consider adding AAR capability (Probe-and-drogue) F-5E should have been factory prepared to be easily modified with a refueling probe Requires minimal changes to cockpit and fuel system logic Thanks!
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For the Supercarrier and the upcoming S-3B AI asset, are there any plans to include AI-driven recovery fuel flights? Such as, when I contact Mother for recovery, the AI tanker gets in the air and assumes pre-defined carrier orbit so that if I get low on gas I can be sure the tanker is always keeping a pre-defined racetrack orbit relative to moving carrier position. Similar to maybe this scripting https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.RecoveryTanker.html but preferably part of the module itself, so compatible with ANY mission and with ANY user.
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Well I didn't know this was possible, but I did it. It was on Through the Inferno Sinai Map. We'd just gotten back from a 2+ hour mission and several AAR's each, I guess we'd drained the tanker a bit, because when I got there for my post climb out AAR, the tanker was tanking.
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When refueling from tanker KC-130 (not tested with others) at the end of refueling occurred error "ALT. 2" (generator error as I understand it) after which a chain of failures began, and failed almost all systems, below is a screenshot with a list of failures. Occurrence was detected in several users in multшplayer with multitraiding. We will also attach a video of the problem. P.S. We also encountered the crash of the game when entering the spectators on Mirage F1, but for this we will make a separate thread Here is the track of the "empty" mission not in multiplayer. DCS works in multithreading. Additionally attached the mission file https://youtu.be/t6D-yDkpqfI AAR failures.trk ARR Test M F1.miz
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I just wanted to come on here and create a new post on the topic of adding a refueling probe to the f5E tiger ii as I saw some posts on the topic and thought that the more posts published on the topic, the more ED will see the demand for such a feature.
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With introducing more and more A/C with basket/hose A/A refueling capability, I suggest to rework refuel planes and its system to high level of DCS accuracy. For example hose system, refuel lights inside refuel door on every DCS A/C refueled by boom and much more. ALL ACCORDING TO DOCUMENTS available on this NATO web page: https://www.japcc.org/aar/ Drogue Lighting. Most drogues are illuminated to assist night AAR. Some drogues are lit internally by lights at the coupling; alternatively, the drogue periphery may be highlighted by a series of luminescent tritium light sources. On some tankers, reflective paint is applied to the inside of the drogue. Tanker Reference Markings. Most tankers have some form of reference markings, providing enhanced cues for formation and/or AAR station keeping. These markings may be painted lines, fluorescent stripes, or electroluminescent panels. Boom tankers have a fluorescent yellow stripe on the bottom centerline of the fuselage to provide an azimuth reference. Some probe and drogue tankers have reference markings providing alignment cues for the approach to contact. Tanker Lighting. Most tankers have floodlighting which make them readily visible to receivers. The lighting is designed to highlight parts of the tanker which may be used as formation visual references, to illuminate the AAR equipment and to light any reference markings provided for AAR. This lighting is usually dimmable. Some small combat aircraft with an alternate tanker role do not have floodlighting for AAR. Please Improve or add these features on every single refuel A/C in sim. It would much more easier to refuel, especially at night. Please rebuild KC-135 boom tanker with following feature (Mirage2000C and similar A/C can than refuel from same tanker): Wingtip Mounted MRPS AAR Pods. Some KC-135 aircraft are fitted with two FRL Mk32B-753 wing tip mounted MPRS AAR pods. The pods trail a 22.5 m (74 ft) retractable hose with MA-4 coupling and collapsible paradrogue. The black hose is marked with a series of 0.3 m (1 ft) long white markings and two 0.6 m (2 ft) wide orange bands. The range between the orange bands corresponds with the green pod status lights indicating the fuel transfer position (see Lighting paragraph for description of the pod status lights). To start fuel flowing, the hose must be pushed in at least 1.5 m (5 ft), indicated by the first orange band, and green pod status lights coming on. Receiver pilots should remain within the ideal refueling position between the two orange bands; inner limit 16.4 m (54 ft), and outer limit 21 m (69 ft), thus providing a fore and aft range of movement of 4.6 m (15 ft). If the hose is pushed in too far, the amber pod status lights flash, fuel ceases after the hose is pushed in to less than 15.2 m (50 ft). Fuel flow will start again as the hose is pulled back out past 15.8 m (52 ft). Thus the receiver has a fore and aft range of movement of 5.8 m (19 ft) during which fuel will flow. Added 29.2.2016 ----------------------------------------------------------------------- Also we would like to have new tanker communitaction options, such as: Tanker will inform pilot in precontact or contact position about the TURNS of the tanker. Option to confirm, how much fuel I requrie to recieve would be nice to have. And at last, information from tanker, how much fuel is left in the tanker. (what a waste of time and enegry when finaly connected to almost dry tanker).
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