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Found 15 results

  1. In the current DCS version 2.9.16.10523 I noticed that I'm able to dive the Sabre at full throttle from 30,000ft, exceeding Mach 1.1, and I can recover from the dive without the use of air brakes. I haven't flown the Sabre in a while, but I recall that normally during steep dives, I had to deploy the airbrakes to ensure I could pull out of the dive. Additionally, there seems to be weird vibrations going on at the wing tips once it exceeds Mach 1.0. Track file attached. F86MachTest.rar
  2. Hi everyone, I was flying the BF and noticed this ODD behaviour when using rudder, the control surface does not stay in place according to the input, it start to flicker around. For note, I tested in all other planes and did not observe the same odd. odd_rudder.trk
  3. Hi there, my question is kinda self-explanatory. I am a bit out of the loop regarding the F-16 flight model improvements. I believe there were *some* adjustments made in the second half of 2021, though I do not remember how significant those were. So, are more changes to the FM to be expected in 2022 or does ED consider the work on the F-16's FM to be fully complete by now? I am asking because I was surprised of how easily every single modern jet manages to get on my 6 in both 1 and 2 circle dogfights. I know the Viper is considered to be a great ratefighter (2C) and I *think* I am doing everything right, especially maintaining my speed, around 420-440kn in a sustained turn, yet I get killed over and over. I am by no means the best dogfighter, but frankly, neither are my friends, yet I always end up on the losing side whenever they get inside something different than an F-16. This is why I decided to ask here, hoping that someone more experienced would clear things up, as well as getting some info on the state of the Viper's flight model accuracy. Any feedback is appreciated!
  4. When I do researches on F-5E tiger's Landing video records, I found most of the "tigers" will do a nose up Aerodynamic Braking, in this video the voice over said 10 degrees (?) But I found it's really hard to do it in DCS, even I tried to touch down very Gently, the nose gear will "Strike to the floor" within 2 seconds, just like there is a force that pulling it down. ( I double/hundred checked my brakes are off ),TRACK INCLUDED DOWN BELOW , but yet I'm not a professional, and I'm lack of documents to proof it further, maybe you the one can provide a little help. PS. the F-5E must need moooooore LOVE F5LAND.trk
  5. Before I type my bug report - a positive note. The latest patches have introduced an enhanced fidelity if the collective blade pitch is changed either for the airframe reaction and orientation. Not only the nose or airframe vector but also the entire tilt and drift change in a very fidelic way. This is especially noticeable if the КРЕН and ТАНГАЖ dampener channels of the ВУАП-1 suite system are in use, and the НАПРАВЛЕНИЕ dampener channel and the высота maintain channel are turned off. This is a very positive sign and I hope this is a small symbol about the intent to have a fidelity gradient for this module this iconic rotary frame deserves, Now for the less positive - aka the bug report. Unfortunately the situation described in this bug report: and especially in its mysteriously vanished parts have worsened and are now clearly a more systemic issue that is a culmintation of various (in parts acknowledged and already being worked on in insularity) issues that cause cascading issues. The missing weight (mass) and inertia is leading to more oscillations, especially with a "light" configuration (less fuel, light munitions load) that is itself problematic during a terrain final (hover) on non-flat "terrain" surfaces. Clearly noticeable is now that the DCS trim settings ("control helper" or "special tab" options) of "default" and central position are NOT reliably working during any instance, even within the same DCS client session. Further the INGAME settings of "AP trim" (trim button setting) and "manual trim" (fe coolie hat) seem to cause cascading issues in the game code, resulting in more and more offsets to the point that even a full reset result in progressive input necessity and corrections (cyclic stirring). On top of this the constant exception catcher events of the DCS proprietary settings result in more and more input necessity during a longer flight (no reinit of airframe and or world load). Another sympton is the drift-gauge suddenly showing random indications, while the player can notice the airframe behaving completely differently. Sometimes this even results in mirror indications of what is going on or the gauge switching from random left/port-right/starboard indications with the airframe having a TVI in an entirely separate third orientation. On top of all of this there seemingly is a threshold where - again as reported before - VRS seems to suddenly occur like a trigger event (the attentive enough can even see the airframe frameblink before the VRS effect kick in as if an ingame event was triggered). Where before VRS might have been recoverable, it now is an unrecoverable disatrous quicktime event.. even if this even occurs already on the ground or at 1-2 m AGL. More disturbingly this event can occurr in a stable hover and a sinkrate of -1 or -2 on the VSI (radar alt on) and the Doppler-hover system working. So apart from the bug state in each part mentioned, there is a cascading interaction on a systemic level. If the results are caused by this cascading interaction cannot be judged by an enduser and it evenly shows the possibility of an unerlying fundematal source issue causing said interaction or even gradients of the insular bugs in each keylog submodule. Which could be the clearly hardmodified weight variables, the currently missing physicalized inertia, anything. That there IS a bug can not only be noticed by the osciallation issues, the VRS states, the inability to trim at a certain point (or the "trimlock bug) but also by clear exception catcher and outlier events. Example: if these bug in any subset have started occuring.. an RBS effect will result in the airframe rolling at 3-4 times the speed it would normally RBS roll to the right in a comparable, replicable scenario. Test scenario: Singleplayer and multiplayer with repeatable scenarios in direct comparison to prior bug notice x52 sets magnet modded, spring modded, zero signal stutter, controls cleaned (not double binding of active peripherals) trim setting (DCS proprietary) "central position" including "rudder" ingame settings as described above current workaround of constant "reset" and retrim from zero applied Dxdiag irrelevant but attached. Trackfiles: 2x singleplayer, direct comparison to prior scenarios, chosen because of drastic showcase and 8+ repetitions and chosen because of lean trackfile. https://drive.google.com/file/d/1ojlq_M56d2skyne8_9QmqmFvgFqcHZE2/view?usp=sharing https://drive.google.com/file/d/1ok5VXQnXas7UBmTQgEIrHr_4wcDA3e91/view?usp=sharing DxDiag.txt
  6. Hi Hornet pilots, I would like to ask about your oppinion about the Hornet Flight model in the actual version ? I have heard from lemonine that the DCS Hornet is dragy or an another pilot said the DCS Hornet is too unstable and the IRL Hornet would be much more stable, did ED patch it with the time since the release and with the last FCS Update in february last year ? Best reguards
  7. Hello fellow DCS World players, For some reasons, I am trying to find a way to make the helicopter flight model in the game easier for some kids to learn with. Specifically, I would like to reduce the movements around the yaw axis so that the helicopter is more stable at low speeds for exemple . I have a few ideas for how this might be achieved and I was hoping to get some feedback on their feasibility: 1. Using a script to modify the behaviour of the aircraft in real time (it would act like a kind of auto-pilot, modifying the axis if they go under a certain value). I know how to export the different flight data thanks to the Export.lua file and I was wondering if we could use this data to modify the behavior of the aircraft. 2. Editing the .lua files (like the fm or the general configuration of the game etc). Also, is it possible to set a minimun altitude wich the helicopter cannot go below ? If anyone has experience with moding or scripting in DCS World, or if you have any other suggestions for my project, I would greatly appreciate any help or guidance you could provide. I understand that it might not be possible to make significant changes to the flight model, but I would still be grateful for any insights or advice you might have. Thank you in advance for your time and help!
  8. I am not sure if this is intended or its a bug, but playing with rudder pedals cause blackout and spin. In any asymmetric loadout, such as 1 extra Sparrow in 1 wing, for example in left wing, it is even worth, and opposite rudder cause opposite role meaning in left bank, right rudder cause left roll Tomcat Spin behaviour.trk Tacview-20221223-150813-DCS.zip.acmi
  9. After several months of trial and error and learning from other flight model projects, I present to you: Serval's custom Flight Model mod! Credit goes to CptSmiley for creating the prototype F-16 FM that I edited to make this. You can find that here: What is this mod? Every player-controlled aircraft in DCS needs a flight model (FM) along with it. For a while, modders used the FMs from Flaming Cliffs 3 (FC3) aircraft for their mods. At some point last year, an update came along that made those files encrypted, leaving modders with the terrible default FM. The idea behind this mod was to create a flight model that imitates the Su-27/33 "game" flight mode behaviour used along with FC3 style cockpits for unofficial, community-made mods; as a replacement for the awkward and jittery default flight model (I seem to be one of a few people to notice how awful it is. see this post of mine for a demonstration of it: https://forums.eagle.ru/topic/264462-default-flight-model-is-awful-with-video-demonstration/?tab=comments#comment-4591944 ) I am not a programmer or aerodynamics expert; so I apologize if anything looks weird. Now, before I share the files, please read the following warning: DO NOT USE THIS MOD TO FLY OFFICIAL AIRCRAFT. BUY THE MODULES AND SUPPORT THE DEVELOPERS! The files can be found here: CustomFM mod v7.zip Here's the source code. It may take some time for me to update this after the main mod. Now you can fly smoothly without awkward jittering at high angles of attack! Have fun! Be sure to check the follow the instructions in the .README file and give feedback if you have any! Here's a few things that are still in the works: - Cockpit controls; as of now the stick, throttle, and rudder pedals don't move at all despite input. - Engine startup behaviour. - Autopilot. If you wish to integrate this into a mod and redistribute it, go ahead but please give credit to me and Cpt.Smiley. If you wish to modify the source code and re-release it under your name, you may do so; but again, please give credit. Version 2 changes: + Improved engine on/off logic. + Idle RPM is now 50% instead of 25%, afterburners now ignite at ~92% instead of ~85%. + Control surfaces now move smoothly. + Flaps (for aircraft that have them). + Digital or "keyboard" pitch and roll controls are faster. + Improved FBW stability and anti-stall logic, death spirals are now a lot less likely to happen. + Behaviour on the ground is now a bit more realistic, it now takes a bit longer to achieve takeoff speed (~300 Km/h). Version 3 changes: + Improved ground handling. + Smoother FBW stability. + Tail hook functionality (for planes that have one). + More realistic flap and air brake aerodynamics. Version 4 changes: + Reworked stability system, much improved dogfighting performance. + Improved afterburner thrust. + Corrected wheel positions and springs. + Cleaned up the source code, including more comments. Version 5 changes: + Autopilot! Sadly, no route-following mode (yet). + Damage modeling. Wings, tail, and engines have their own effects on flight behaviour when damaged. + Using wheel brakes no longer leaves skid marks. Version 6 changes: + Smooth engine startup and shutdown (at last!) + Slightly tweaked autopilot. + Stability system now behaves a bit more like the Mirage-2000 and MiG-29. + Controls are a bit more responsive, especially downwards pitch. + Pitch trim is slightly faster. + Flaps generate a bit more lift. + Fixed a bug where altitude and roll hold autopilot doesn't reset when restarting a mission. + Damage modeling has been tweaked and made (somewhat) more advanced. Version 7 changes: + Much stall recovery and post-stall behaviour, unrecoverable spins are pretty much impossible now. + Better analog roll control. + Slightly tweaked damage stuff. (ps: this is the first mod I have ever published!)
  10. Been experimenting with the Mirage's pitch behavior and ive noticed some interesting trends when you go heavy on the stick, such as being able to rotate the jet all the way to and beyond -180deg of AoA. it can be done with the pitch damper on aswell. Cant lie, its been pretty funny but I figure the devs would appreciate the information. Trackfile demoing the problem below. MirageBFMgUN.trk
  11. F1 feels like it lacks lift, especially on the low speed ranges near300Knts, I decided to run a landing test to see if the performance lined up with the manual. Conditions: Clean, 20% fuel, 8700kg at the start of final approach, no wind. Manual details regarding approach: Cockpit readings on landing approach: Tacview true AoA: Track file attached below. As we can see the F1 (even under 8700kg) is requiring too much AoA to land at the speeds it is designed to land at. AoA gauge in the cockpit is reading about 7(!) units higher than what the manual states is required to be held. This lack of lift really makes takeoff and landing distance more than it should be as well as more dangerous if we are trying to fly the conditions the manual recommends. This lack of lift also reflects on the energy retention and turn rate in a dogfight, making it worse than it probably was in reality. Mirage_F1_Landing_Showcase_at_20_Fuel.trk
  12. I’ve had times where it seems my max left pedal decreases and increases in a turn. I did a test in active pause and found that if I trim the stick, any movement from from trimmed center backwards, caused my maximum left pedal travel to decrease. If I changed trimmed point, the amount it limited my left pedal with rear cyclic changed accordingly. I have read every Mi-24 manual I can find. D, V, P, M, and cannot find any mention of this in it or anywhere else. If it is a bug, it would be a strange bug. i also have a hunch it might also decrease your left pedal in accordance to vertical G, but I would need to test that again I would think if this was real, perhaps it was like the movable stop system that stops you from moving the cyclic too far backwards on the ground under 7 degrees of pitch to stop rotor from hitting the tail. But I have no idea what possible function a stop of this nature would do. You can literally see your pedals move as you pull the stick backwards (if you have a decent amount to full left pedal input), and your pedals travel go back to normal when cyclic is back to center. I wouldn’t want to make a bug report unless I was as sure as possible, and asked if anyone knew what this was or had experience of it. Ever since I noticed it, I assumed it was something real that just wasn’t never talked much about becuase most people aren’t pulling the stick too much in Mi-24 and constantly using trim to zero out any forces
  13. The Flight Model of the BGM-109 Tomahawk is broken. While I was operating my mission on the current version(DCS 2.9.3.51704) of the DCS world, I found that the BGM-109 Tomahawk missile was flying at a weird altitude (launched > start level flight at around 3000ft > climbing > hit 8000ft then dive with a shaky maneuver to hit the target) and trajectory compares how it used to. It used to fly at an altitude of ASL 164ft and then pop up 7NM before hitting the target. (please check the 4.9 Mb attached Tacview file / Game version : DCS 2.7.15.26783 ) I attached the test mission on the latest version of DCS World to this post. (1.5Mb Tacview file, 117Kb track file, 9Kb mission file) Please check this problem and I hope this bug is being fixed soon. Tacview-20220709-212501-DCS-Operation Be the Maverick v.06 by 8KIDD8.zip.acmi bgm109 fm test 001 .trk Tacview-20240409-064053-DCS-BGM109 test 001.zip.acmi BGM109 test 001.miz
  14. I have spent a multitude of hours researching how I can try to edit the avionics and flight model of the CJS Super Hornet. Alas, I have had little to no success. I’m at a loss right now, and I would really appreciate some help. I know little to nothing about coding or computers, so this is all very confusing to me. From all my research, I found that the player flight model for the hornet (also used by the CJS Super Hornet) is a professional flight model. This PFM is a .DLL file and is encrypted. I heard the avionics are also encrypted (probably also in a DLL file [i never found it so I wouldn’t know]). Can someone help? I got DCS for my 15th birthday in July, and I found the Super Hornet a while ago. I just really want to make the flight model more like a Super Hornet. If someone knows how to edit these DLL files(idk if that’s legal. Is it?) please teach me. Or maybe if someone knows how, you could edit it for me I suppose? Maybe a developer could help me, someone with knowledge and authorization? Please, I just really want this. I know the Hornet and Super Hornet are really similar, but I love the little details. I love small changes that make each aircraft different, even if it’s two variants of the same aircraft. I love dogfighting, and I’ve heard of the AoA and slow speed performance of the Super Hornet being even better than the Legacy Hornet. I’d love to experience that. I don’t intend to sell or pirate the DLL files or anything. I know they took years of research and development, and I deeply revere that dedication. I would never steal that work. I’m not trying to pay anyone for this, and I don’t expect someone to help. I’m not entitled to help. However, I just wanted to reach out and see if I can find the right person who wants to help me. All I want is to fly the Super Hornet with my little brother and my friend. Please help, I’m out of ideas. Also, if anyone does help, here are the changes I would love to see: Decreased RCS to around 0.1-0.5 m2 (I think it’s in the .lua but I’ll put it in just to be safe) Increased radar detection range. (The AN/APG-73 did 60nm, but the AN/APG-79 does 80nm; I can detect a plane sooner than Legacy Hornet can) More consistent Radar STT lock (DCS Legacy Hornet loses STT lock a lot; appears to almost be intermittent at times) Increased thrust (to emulate increased subsonic acceleration) Better AoA performance (Legacy Hornet flew at max 35o AoA; Super Hornet allegedly has higher max AoA; 20% better seems like a good estimate) Increased lift (Better slow speed characteristics; more control at low speeds; 20% better seems good) Increased pitch rate (Nose pitches up or down quicker and with more control; maybe 7o faster) Increased survivable G load (requires higher G-force to break wings off airframe) (If I over-explained, I’m sorry. I just don’t know if I used the right aviation terms and want to make sure I’m understood properly)
  15. Hello Could someone give me an idea of what the flight models in DCS "look like" and how they are integrated with the DCS engine. What are the inputs and outputs? What data from DCS are accessible for mods and what data is not? Are the FMs a set of equations with different inputs and outputs? Are the FMs a set of tabulated values for each possible flight case? Are they something else? I'd very much appreciate if examples could be provided either as screenshots, formulas or code. All answers are very much appreciated!
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