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What is happening in DCS vs what should happen: When the TMD separates two of the three pieces stick together and follow the submunition dispenser down. What should happen is the TMD should blow away and the force from the wind should cause it to go aft of the submunition dispenser. This does not affect anything from what I can tell inside DCS, it is more of a visual inaccuracy right now. The submunitions are then dispersed individually rather than together (FWD section followed by AFT section) on the CBU-105. This is done correctly on the CBU-97 but not correctly for the CBU-105. The way they disperse the submunitions should not change. It should still go all FWD, then all AFT. They should not dispense individually. In DCS if you use a HOF of 1500 two or more submunitions collide with the ground. If you use a HOF setting of 1200 (standard) you will lose up to 5 with the CBU-105 and up to 11 with the CBU-97. From what I can tell this is happening due to a long chute deployment interval time once the submunitions are released from the bays. What should happen with a HOF of 1200 or 1500, is all the submunitions in the FWD bay get released and they should almost instantly start deploying their chutes one after another, then all the AFT bay submunitions should do the same. There should not be any that collide with the ground. Judging by the pattern of how the submunitions disperse under certain wind conditions makes me believe that you guys are modelling the CBU-105B/B which has the P3I munition in it. Even if the CBU-105/B, which uses the Baseline munition, was being modelled it should not have submunitions crash into the ground with a HOF setting of 1200. With a setting of 1200 (which is standard) the dispensers will still open at a predetermined altitude AGL. Depending on which one you are modelling will depend which altitude is correct. Right now, the only way to avoid losing any submunitions to ground collision is to set a HOF of 1800 or more. Here is a video to show a CBU-97 in action. Timestamp 4:33. In the video you can see how the TDM separates and then the FWD submunitions disperse, followed by chute deployment almost instantly (and the video is in slow motion.) In DCS it takes a while for the submunitions to deploy the chutes. Attached are tracks with various drops with 1500, 1200, and 900 HOF used. They are all short and can be watched and slowed down to view the submunitions going into the ground. Along with some pictures. And also, for the CBU-97, visually it has a WCMD tail package when it shouldn't for obvious reasons. Should be all green not silver. That is the biggest way to tell the difference between a WCMD and non-WCMD CBUs. Which you can also see in the video as well. CAT-UXO - Cbu 97 aircraft cluster bomb Another thing I noticed, when dropping a single CBU another dispenser appears for some reason at some point. You can watch the track here to see it.f16c_cbu105_1200_test3_double.trk The only thing that separates the 105 from the 97 is the WCMD tail kit. Everything else is exactly the same as the 97. All relevant documents will be sent to @NineLine (All testing done in a no wind environment with other tests done with wind) f16c_cbu105_1200_test.trk f16c_cbu105_1500_test.trk f16c_cbu97_1200_test1.trk f16c_cbu105_900_test.trk f16c_cbu105_1200_test2.trk All CBU-105 Tracks.zip
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I want to propose a rework of the BL-755 bomb and the addition of the mkii variant with chute retarded submunitions. The BL-755mk2 saw extensive use in the GAF and RAF, and is currently missing from DCS entirely. Currently we are encountering some hurdles when trying to recreate the low level ingress bombing runs that the GAF favoured in the 80s, using the BL755 that is in the game. The BL755 that is in DCS has an arming delay of 2 seconds, resulting in the frequent deployment of duds as it forces us to go above the realistic run in altitudes. This results in a run in of around 300ft, as opposed to the would be realistic ~150ft altitude at release of the bombs, as well as puts the aircraft at increased risk due to the free fall submunitions reaching the target significantly faster than a chute retarded submunition would. Would it be possible to implement this bomb in DCS? Further, the current model of the bomb is in a pretty poor state visually, compared to the more recently reworked CBUs like the CBU-87 https://cat-uxo.com/explosive-hazards/submunitions/bl-755-mk2-submunition
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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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I created a mission to practice bore-sighting and firing Mavericks. I have 4 -65Ds and 4 -97s loaded. I am able to get the Mavericks bore-sighted and successfully kill the AD at the target area, but I am not able to get one successful release from the CBUs afterwards. They all fall short when designating by CCIP with the delay cue visible. They seem to immediately release during post designate without the release cue no where close to the FPM. Here's the mission I created. I've flown this three times and still can't figure out why they are doing this. I have no wind set, and it's the default weather and day. At steerpoint 3 is the trusty abandoned field with a truck to bore-sight the Mavericks. Steerpoint 4 is the live targets, all armor with both AAA and SAM cover. F16 Maverick practice2.miz
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Hello all, i don´t know where this belong to... Weapon error or Module error.... or maybe my mistake. After an attack with 12x CBU 97 weapon my whole DCS.log is full of this Info message. And because of writing this info into Log my DCS beginn to stutter very bad. If i use F16 on this, no problem in DCS log file. Maybe someone can help on this. dcs.log
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***17MAY21 Update*** F/A-18C Hornet - Weapons QRH Quick Reference Handbook / Checklist / Kneeboard by Pokeraccio V.2.0 17.05.21 ***NEW VERSION 2.0 is here to celebrate the DCS 2.7*** Just a simple DCS F/A-18C Hornet Weapons QRH made up by 10 pages (+10 pages night friendly). Since update 1.7b added as a test 1 more page LIM (Limitations) also give it a sort of ipad look both clean/dirt version (removed since V1.8), to print or use as kneeboard with some useful info about F/A-18C Hornet Armaments/Weapons/Flight Deck procedure, very basic but handy especially during the first missions. Tested in Open Beta, used also in Stable just some feature may not be present, yet. If you need for any reason an older version drop me a line here on forum page. To have it in Kneeboard, just unzip and copy png files accordingly (if folders are not there, create new ones): \Saved Games\DCS\Kneeboard\FA-18C_hornet or \Saved Games\DCS.openbeta\Kneeboard\FA-18C_hornet The basic idea has been developed by others in various way, I just made my own version for personal use. As per request,(https://forums.eagle.ru/showthread.php?t=247119) I'd like to share it. I've uploaded the file in the user file section: https://www.digitalcombatsimulator.com/en/files/3305957/ ZIP file: 10 Png (+10 pages NV vers). this is a DAY/NIGHT PDF version: https://www.digitalcombatsimulator.com/en/files/3316602/ If you find some errors, update, DCS armament logic changes, anything please just share it here and when I'll get the chance I'll update them. Since release V1.3nv I added some Night friendly version for all the "Night lone wolf mission lover" out there... Cheers Pokeraccio My references and original ideas developers are: https://forums.eagle.ru/showthread.php?t=212282 by Chuck From page 140 Weapons and Armament section, on Page 143 there is a useful spreadsheet called F/A18C-Hornet Armament Matrix by Twisted-Biscuit https://www.digitalcombatsimulator.com/en/files/3305134/?sphrase_id=18908065 by Bailey https://www.digitalcombatsimulator.com/en/files/3304428/?sphrase_id=18908171 by Arinc429 https://www.digitalcombatsimulator.com/en/files/3300643/ and https://www.digitalcombatsimulator.com/en/files/3302559/ by Sydy https://forums.eagle.ru/showthread.php?t=189564&highlight=armament and also several You Tube Channels tuts by the well known gurus of DCS. I suggest also the very useful Windows APP Kneeboard Builder by AlaskanGrizzly https://forums.eagle.ru/showthread.php?t=129341 especially if you want to resize the Kneeboard Disclaimer: This is a personal, self made, QRH that I am pleased to share with the entire community of DCS-WORLD F/A-18C enthusiasts, also to thank all the users that share their files with us all, and contents creators which I referred to when I made this document. I hope you’ll find it useful. Please, DO not use for real world OPS or training - Use this guide only for DCS - F/A-18C Enjoy. Cheers by Pokeraccio Changelog: V2.0 -NEW VERSION is here to celebrate the DCS 2.7; -New document, layout, colors, graphics, overall adjustments; -Clearer Resolution, quite ok also in VR; -AGM-88C HARM PreBriefed Mode/Code List added; Self Prot. - PullBack Sub Mode; -BDU 45/ 45B Training Bombs added; -AGM-84H SLAM-ER added (so we'll be ready); -added one page and revisited page numbers; -Correction of inaccuracies in general on the whole document; -updated system logic up to Open Beta 2.7.0.5659. V1.9 -GBU-24 Paveway III added; -added one page and revisited page numbers -Some layout adjustments -correction of inaccuracies in general on the whole document V1.8 -AGM-84E SLAM added; -some small system update (TGP), -ZIP Content: PDF Frame vers, PNG Frame and No Frame vers, glass and dust version removed as not so useful (If you liked I can provide it). V1.7b -Small Update, correction of inaccuracies in general on the whole document, added as a test a new page on DAY version (Limitations), graphics enhancements with ipad look, dust and finger prints, both version clean/dirt available in zip. V1.7 -General Update, corrected SMS settings for Unguided Bombs, pages/color, added 2 page (total of 7 pages) on LEP-List of Effective Pages= changed/new pages List since last update V1.6 -General Update, pages/color/order/dimensions, added 1 page (total of 5 pages), added AGM-62 Walleye II Pages updated record: P1/5 v1.3 P2/5 v1.5 P3/5 v1.0 P4/5 v1.3 P5/5 v1.2 The same for Night Vers. V1.5nv -Update pages 2/4 and 2/4 NV with MAVF/TGP Checklist V1.4nv -Update pages 1/4 and 1/4 NV with a TGP Checklist V1.3nvBis -Update Store Settings for CBUs Page 3/4 V1.3nv -added Night friendly version V.1.3 - Page Order - switched pages 2 and 3 - Harpoon Added on Page 2/4
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