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Flight Simulators





  1. Hi. I'd like to just pop in and air my grievances and ask if anyone else is having the same issue. So background: I play 107th primarily PVE and usually as CP/G. My experience is that in actuality, radar guided threats (SA-8, etc.) Are less dangerous than ironsighted infantry weapons. While it seems to me that lots of aspects of the damage model of the apache are WIP or not implemented, I worry that when they are eventually added the bird is going to get roasted by light infantry fire that seems extremely and unrealistically accurate. I have been repeatedly killed while moving at distances <1000 by RPGs and have been absolutely shredded at 800+ by pinpoint accurate rifle and machine gun fire by infantrymen. While this latter case doesn't seem to do much if any damage (maybe realistic, can't say) I worry that it's warping the balance of power so to speak of this range. It seems like once you start taking rifle or machine gun fire <3000~ the fire (despite not being ranged or aided by anything that measures velocity) is as or more accurate than the apache's own gun. From my understanding hitting a moving helicopter with any sort of weapon that doesn't have an FCS should be pretty difficult unless maybe it's flying right over you. Using rockets or cannon (without just hovering far beyond the range of anything not radar-guided) is unduly risky (IME) I think that the aircraft once it receives more updates to the damage model might be at an unrealistic disadvantage vs. it's primary threats and I'd like to see if anyone else has seen / experienced this and thinks it should be looked at. Thanks.
  2. Add an option to the helicopters AI pilot George(or what they are called in other helicopters) to orbit a point. In the AH-64D it could be a 5th "page" using left arrow that is called ORB where you like on the FLT page can set three parameters ENGAGE/DISENGAGE, DIR, DIST, where DIST is the distance to the point you want George to orbit and DIR is either Left or Right (turn the pilot should start the orbit with. Engage/disengage is if George should start or stop orbiting. The FLT page can then be used to control speed and altitude while the orbit is engaged.
  3. I have an AI aircraft waiting on the runway, ready to take off. However, it should wait until a unit is in its zone before it's allowed to actually take off. Is there something in the Advanced Waypoint Options to do this? I could delay its take off time, but there's no real way of knowing when the unit will arrive. Failing any other options, I guess I could do the ol' switcharoo and get rid of the first plane that's waiting and spawn a new one when the unit is in the zone.
  4. Su-30's not getting hit by R-27ET's, missiles not even tracking them as in the image. I tried launching at other aircrafts at the same conditions and result was successful.
  5. AI with KMGU-2 always miss their target, the bomblets always land past the target as if the AI is releasing the bomblets too late. I'm gonna guess this issue is due to the AI not accounting for the door opening animation causing a delay? I have attached a .miz and .trk AI with KMGU bug.trk AI with KMGU bug.miz
  6. Can you start a mission with YOURSELF (Player-Client) in an F/A-18 cold on the deck of a SuperCarrier while multiple AI aircraft (2) are in approach/landing. Then, after the AI are recovered/parked, you startup, taxi & launch from either waist or bow cats? I can set up the AIs and they do their thing, but as soon as I add a Client (myself) the deck is set to Launch exclusively (deck crew manning all cats), and the AIs just keep circling at 3,000ft. This all seems to occur automatically WITHOUT me initiating startup. Would it not be logical to have Recovery and Bow Cat(s) Launching at the same time? Is this a trigger thing possible in ME?
  7. This issue was first observed multiple times in a multiplayer mission on Syria, Lebanon locale, after which I replicated it in a single player situation, as similar to the multiplayer situation as viable. Version: Latest Open Beta at this time - The gist of it: HAWK site sees a target (in this case a Havoc) and, if a firing solution is available, fires. Target evades by means of terrain masking HAWK loses target, and goes back to idle search Target unmasks and is reacquired by the SR TR starts tracking target, but the Launchers don't react Target sees no need to further evade, and proceeds to do Havoc stuff, like murdering the HAWK site and everything nearby (Unsure what the conditions for this are, maybe a few cycles of lost targets) - HAWK fails to engage any target until packed and redeployed, or ROE are cycled. In my replication I set the Havocs to do a weapon hold course, to try and achieve point 7, though I suspect it may need multiple cycles over the course of a few hours to rear its ugly head in this situation. Reloading of launchers might be related, though I couldn't conclusively confirm or rule it out with this relatively brief testing. In the multiplayer server, the HAWK sites are built up with CTLD, but are otherwise completely vanilla units. In my single player test I tested it with both my normal mod complement, as well as without any mods active, and it occurred in both situations. Additionally, I highly doubt it was altitude related, as the AI Havocs in their unchallenged attack state want to be above the targets, which is in this case the HAWK site. This is an image taken from the 'SP - without mods' track file, where the launchers did not engage the Havoc (top left of image, 6.3nm, flying at 5k ASL), despite having fully loaded launchers. I confirmed in a different run with 8 or 9 launchers that the HAWK can engage for the entire stretch, up until it's masked by the ridge-line it's positioned on, off-screen to the left of this image, so this situation is well within its capabilities to engage and hit. And this was for the next Havoc that showed up. The previously inactive launchers engaged as normal. Launcher layout in the MP server: HAWK 1 HAWK 2 Area situation in the Multiplayer server, Syria map, Lebanon - HAWK 1 is Northern red circle, HAWK 2 is Southern red circle. The Havocs spawn at Beirut and head South/East, towards the combat area. Orange indicates another HAWK site which I've observed exhibited the same issue: it detected a Havoc entering the valley, opened fire, and lost track. When it next re-acquired the same Havoc, it failed to actually re-engage, and it took a while until the Havoc was shot down by other air defences. The HAWK itself never fired another missile after picking that Havoc up again, despite it being well in range the entire time. I've attached multiple tracks, two of which were shot with mods active, though none directly affect the units and they can be viewed with an unmodded client. The third one is shot without mods. Additionally, I've attached the basic mission I made to test the situation. It's not consistent with how quickly it happens, so I ran it a few times to confirm. It's also possible to increase the amount of havoc spawns (along with the scripting), in order to increase the odds of it occurring in one mission. It probably comes as no surprise that this bug is very annoying here: A SAM site that works for a while, and then casually watches as an attack helo butchers it, isn't much of a use in a dynamic persistent scenario, where the SAM engaging something isn't a 'one wave and it's done'-deal, but an hour upon hour upon hour upon hour endurance thing. SP - With mods - HAWK fail 2.trk SP - Without mods - HAWK fail 1.trk SP - With mods - HAWK fail 1.trk HAWK-Havoc test Beirut.miz
  8. Hi Does anybody know what options should be set to reliably use AI to throw TALDS in a general direction of a threat? Be it enemy fighters or SAM sites? So far it worked once for me - Attack map object, then I changed clouds type and it stopped dropping them. Changed back to what it was and it does not work anymore either.
  9. So, I'm doing some SAM testing. General stuff like evaluating ranges of different systems, hit probability, rocket motor burn times and so on. I'm still collecting data, but I am having trouble getting the HAWK (Currently using the Iranian Hawk Template) to change engagement ranges. When I set the engagement range to 100 (default) the system launches on my target aircraft at almost exactly 24 nautical miles. When set at 90%... it engages at 24 nautical miles... I'm working to optimize the system to get higher probability of hits. Currently I'm testing with targets at 40,000 asl. (Battery located at 215 asl), however the system is engaging targets at the same range as when my target drones were flying at 20,000 asl. The SAM has "excellent" skill level and I'm doing the testing on a big flat part of South America so there won't be any mountains to block the radar signals. Anyway, it would be helpful to know if I'm doing something wrong, or the restrict range order doesn't work, or what. Thanks.
  10. AI aircraft are still refusing to utilize BVR missiles for me as of 5-20-2022. Set up a Mig-29S and F/A-18C to test the new BVR AI; they fail to employ AIM-120C, AIM-120B, AIM-7, R-77, and R-27R(tested them all). Instead, they close to the merge and then use their AIM-9X or R-73 missiles. Track file is attached, thanks in advance. 5-20-2022_2147.trk
  11. My squadron has been doing lots and lots of aerial refueling practice of late. In fact, many of us have now gotten much more more comfortable refueling. A few of us have even done multiple refueling in the Tomcat. (A human RIO make it a much easier process) Okay, enough preamble. There have been lots of tankers on or missions of late, and the S3 is something of a problem. First, the S3 dosent carry much fuel. For those that don't know, a s3 at full fuel cannot fully refuel even a single tomcat. So I'd like to make 2 requests. First, under the comms options for the tanker, can we have a tab for quality? For example something like "Uzi 1-1 looking for 2000 pounds" Then when you contact the tanker, can they give the player their fuel state? For example "Texaco 1-1 with 4000 pounds to give" Further more, when doing tanker practice, an S3 dosent last long. With that in mind would it be possible to give jets a triggered action, or task, or option of "Refuel and return to station" ? Thanks for considering this, that's all I got for now.
  12. Hello ED team, I'm a moderator on the Growling Sidewinder server and after getting several bug reports about disappearing datalink contacts, I started my own investigations. I set up a single player mission with a awacs and many bandits around him to see what happens. The results are quite interesting. I first started with my main plane the JF-17 and its seems like the awacs has a blind spot on his 10-11 clock position when orbiting. You can see that the Awacs doesn't fly a perfect orbit and every time it fly straight, all bandits are visible but if the Awacs is orbiting, the bandits on his 10-11 clock position disappears. I repeated the test several times and all awacs have this blind spot. Awacs blindspot.trk The Bug become really interesting when I started to check the issue with different aircraft's. I just changed my aircraft and therefor I should get the same result like in the test before but instead of having just one blind spot, I got TWO now in the Flankers. Repeated the test several times with the same results. This bug is not only awacs, its also plane dependent. Awacs blindspot Flanker.trk I hope you can fix the bug soon. Thank you for your time and effort.
  13. I recently put together a server build for running multiple DCS clients. Unfortunately, it can't handle a heavy map. The mission on the server will proceed just fine until a client connects. Then all AI planes slowly loose their airspeed and it drops to 0. The airspeed will then skyrocket back up and down, with the planes hovering in place. I should note that lighter missions usually run flawlessly. Also, logs don't show a thing. Process Lasso did not make any performance improvements; to trick DCS into thinking all the cores from both processor are 1. Dual Xeon E-52678 v3 Processors (12 cores each - 24 with HT) 2.5Ghz 128GB DDR3 EEC Memory Nvidia Quadro RTX 4000 OS Disk is a dual 1TB SSD on Raid 0 DCS is installed on a separate 1TB SSD Windows 10
  14. Hi everyone, I'm trying to replicate the tanker tracks as found in this document (unrestricted distribution, pages 88-90) on the Marianas map. In order to set up the orbit, I'm using the switch waypoint command, where upon completion of the current racetrack, they'll switch back to the first waypoint of the racetrack. Once on station, I want the tankers to keep performing the racetrack for 2 hours before returning to base. The set-up is fairly simple: Tankers will takeoff and fly their route Upon reaching their respective ARIP waypoints a flag is enabled (*TANKER NAME*_ANCHOR) This first flag is used as a condition for a 'switch waypoint' command at the last waypoint of the racetrack, which will switch their waypoint back to the first waypoint of racetrack. After 7200 seconds have passed since *TANKER NAME*_ANCHOR turned on, the flag turns off and a *TANKER_NAME*_RTB flag turns on. The *TANKER NAME*_RTB flags are used to trigger a separate switch waypoint command, which will switch their waypoint to the follow the proper exit route (typically back to the ARIP waypoint and then to the AREX waypoint, and then follow their initial route backwards). Everything works perfectly, up to stage 4, because instead of returning to base after 7200 seconds, they return to base after completing 2 racetracks, as if they decide to not obey the switch waypoint action. I've double and triple checked the flags for each action (waypoint actions are given unique names and it's absolutely brilliant now that we can give flags custom names). I've tried disabling the 'RTB on bingo fuel' option - no effect. I've tried making a separate trigger zone at each anchor point and using a triggered switch waypoint (using AI SET TASK/PUSH TASK) - no effect. Any ideas? tanker_tracks.trk New Mission (Tankers) #01 (30-07-2005, 09-00-00, Hist. Weather).miz
  15. I'm sure this is something somewhat incomplete, but very hard to ignore. I'm playing a campaign mission, which involves my flight being a SEAD role. All aircraft in my flight are armed with HARMs. My own engagement with the HARMs go without a problem. When I tell my flight to "engage air defences", all three break formation and fly the opposite direction of any targets of opportunity. They eventually just enter their own orbit and eventually give up and rejoin from about 60-80 miles away, of course using full burner. Something is seriously flawed here and makes SP SEAD flights a waste when there is more than two targets needed to be destroyed for a strike package to succeed.
  16. Currently the possible AI tasks depend on a fixed mission type (e.g. CAS, CAP, Runway bombing, etc.), but I would like to see a mission type that includes all AI tasks for multipurpose missions. It was a great idea adding the blue/red combined arms coalitions to unlock all units for a side, so if something similar could be done for AI tasks, it would allow mission designers and scripters to add more complexity to their missions. Another restriction that should be removed is that ground units cannot be assigned to attack designated aerial targets. This would be very helpful especially for Lua script designers, who could tell AI SAM units to engage only specific targets (like e.g. only attack bombers with a Sa-2 group, or attack only aircraft above a certain altitude, or attack only HARM missiles with a Sa-10 site, etc.). Currently ground units can only be assigned to attack other ground units. I hope ED considers to add these simple changes. Imo it would open up a lot of opportunities.
  17. Hi, I've been having issues where AI aircrafts do not fly at the altitude I gave them through the task mission in scripting. I have a mission with two fighter groups (Rafale C), an AWACS (E-3A) and a Tanker (KC-135MPRS). At first, I make them start from parking. I then give them this task : local on_the_way = { id = 'Mission', params = { airborne = true, route = { points = { [1] = { type = "Turning Point", action = "Fly Over Point", x = coordinates_plane.x, y = coordinates_plane.y, alt = args.altitude, alt_type = "RADIO", }, [2] = { type = "Turning Point", action = "Fly Over Point", x = coordinates_racetrack_start.x, y = coordinates_racetrack_start.y, alt = args.altitude, alt_type = "RADIO", } } }, } } local orbit = { id = 'Orbit', params = { pattern = "Race-Track", point = coordinates_racetrack_start, point2 = convertCoords(args.point2), speed = args.speed, altitude = args.altitude, } } local controller = Group.getByName(args.group_name):getController() controller:resetTask() controller:pushTask(on_the_way) controller:pushTask(orbit) The aircrafts all go to their zones and perform their race track orbit so I know that it works. The issue I have is that my AWACS flies close to ground level despite the altitude of 20000 feet I give them (I checked this altitude by printing it). When I change the AWACS plane to any other plane it then works and the AWACS flies at the right level. Things get weirder with the fighters, when starting from parking, my Rafales fly at the right level. But when they start from the runway, they fly at ground level as well. And when I change their type to Mirage 2000C, they work again and fly at the right level, even when starting on the runway. So what I thought to be a plane issue seems to also be an issue with their starting zone. But I tried changing the start of the AWACS and none of my changes made it work. I'm also thinking the issue could come from mission scripting as the altitude works when I set the planes routes from the mission editor and not from scripting. I was wondering if anyone had encountered the same issue in the past. And if so, is there a solution to these issues. Thanks a lot for your help.
  18. While I was building a mission I noticed AI helicopters have this odd behavior. For some reason they fly off into no where, I made a small mission to test it and place it near Kobuleti which is to the right of the helicopter. For some reason it flies to the left out to sea. This behavior only happens when you set the AI helo set to have a race track orbit. A circle orbit works just fine. I've attached the .miz I used to test as well as a track file. Helo orbit bug.miz Helo Orbit bug.trk
  19. Hello ED, Please take a look at the attached tracks. ACE F16 vs ACE F/A18, Guns Only - Nevada. Both planes deploys speed brakes and "merges" at crawl speed. The F/A-18 doing 170ish knots, stalls and landsharks around, while the F-16 is no better. It also deploys brakes almost directly, ignores the excellent gun shot at merge opportunity, comes around behind the F/A18 and almost collides with it instead of shooting the cannon. This is repeatable time after time. I can see so many incorrect things I don't know where to begin. In the last track (crazy again) the F-16 just "merge" and stalls/crash into the ground. Not sure what's broken but something needs fixing. Thanks for taking a look at this. Please make the AI great. M2000 ACE vs Me Stops flying and fighting and crash into the ground. Not using any mods. Regards, b0bl00i ai gone crazy1.trk ai gone crazy2.trk ai gone crazy3.trk ai gone crazy4.trk ai crazy again.trk ai more crazy.trk ai mirage stops fighting and crash in the desert.trk
  20. I tested both with the Ka-50 and the AH-64D, vs 4 tanks in the open: - the Ka-50 managed to destroy... 1 tank. - the AH-64D was effective when there was no obstacle between it and the targets, but when you add a hill... it destroyed 2 tanks, then began to launch Hellfires randomly in the air. The way they attack is very, very ineffective and unrealistic: they just climb really high and continue to advance toward the targets, while they should remain as low as possible and stay at a distance. Ka50_bad_attack.trk AH-64D_bad_attack.trk
  21. I have a sequential set of triggered launches from a Supercarrier at start: AWACS, Tanker, 4 Hornets and a few others. I want to spawn on the deck at start in my F-14B and be able to be enter the sequence myself. 1: The AWACS gets a AI Task Push Start at game start 2: Each aircraft after gets an AI Task Push Start once the prior aircraft clears 200 ft. (Btw what's a better way to have them queuing up before then?) 3: What I'm confused about RE the player aircraft is that the AI are set to 'Uncontrolled' to be able to be visible on deck and waiting on the AI Task Push Start 4: How do you put a player aircraft in the sequence without using 'Uncontrolled' or waiting on a late activation? This may be easier than I'm thinking it to be, but if not what's the best way to do this? I've been away from ME for a few years so I'm rusty on some things. Any help much appreciated!
  22. So I just jumped into the F14 a few weeks ago and learning it. Previously, I was on the A10C II and loving it. But now I'm starting to fly the single player missions on the F14 and for the life of me, there are some missions where I just can't beat the enemy ai in a2a. I noticed some posts saying that physics don't apply to them and have better awareness. Is this true? I thought it was already fixed or something.
  23. Hi developers, Is it possible to add the 'visible before activation' to late activated planes/AI on the ground ? See it there for all ground vehicles. This will be great while editing a mission to see the supporting planes already parked instead of popping up suddenly. Thanks in advance RWC
  24. Dear team, In the above vanilla training mission; when taxiing at desginated Zulu time you end up in a long queue well past push time. Track shows it's because an F-15 crashes onto a another stationary F-15 which is still on the runway. I suspect it's something to do with the new AI behaviour on the ground. Sorry tract few minutes as wasn't clear when it happened (https://ufile.io/onu698x0) . Happy 2022 everyone!
  25. Hi everyone, Found a bug with the ships in DCS that I couldn't see reported before. Very simply, when firing anti-ship missiles, ships don't obey release quantities nor do they obey max attack quantities. In the track below I've got a La Combattante IIa that is set-up to attack a Krivak II. I want the La Combattante IIa to fire a single missile at the Krivak II. To do this I've set the release quantity of anti-ship missiles to 1, and the max attack quantity 1, i.e; make 1 attack, firing a single missile. Instead it keeps firing missiles until the Krivak II has sunk/been destroyed. Firing 2 salvos of 2 missiles each (with 25 seconds between each missile, and the 2nd salvo firing after the missiles of the first salvo have hit). It gets especially bad when you have a ship with lots of missiles firing against a smaller ship, or when firing against a ship that can't really defend itself, that doesn't require lots of missiles to sink - in both cases it leads to them being pretty wasteful with the missiles. AShM_Max_Fire.trk
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